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Paradise 1.1 HD

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50% found this document useful (2 votes)
1K views253 pages

Paradise 1.1 HD

Uploaded by

Jeffrey Beaumont
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CREDITS

WRITER & RULES LOGO DESIGNS SPECIAL THANKS


Chris Dias Nick GreenwoodSteve Ashton, Helen Belay, Leah
Coghlan, Stu Cawood, Jon Cor, Norm
COVER ILLUSTRATION INTERIOR Coyne, Bo Dannefaer, James Douglas,
Nick Greenwood ILLUSTRATIONS Giselle Fernandez, Jon Fink, Tucker
Fortson, Peter Graham, Matt Goodson,
Nick Greenwood, Memphis Wong, Jere- Jenn Lewis, Mark Meer, Crystal Mora,
CARTOGRAPHY my Simmons Lance McComber, Eddie Pence, Jennifer
Jeremy Simmons Stewart, Christopher Stilson, Thomas
PLAYTESTERS Trinh.
EDITOR Chris Brown, Chris Dias, Weston
Isabel Beis McGee, William Miller, Reggie
Rocheleau, Nicole Wickum, David Dedicated to my wife, Nicole,
Chris Dias who supported me with her love,
Wright, John Young, Alisea Zenk
encouragement, and skills as a
LAYOUT & PUBLISHER bookkeeper. I totally scored.
GRAPHIC DESIGN DiasExMachina Games
Chris Dias

www.diasexmachina.com

This printing is done under version 1.0 of the Open Gaming License, and the System designs; and any other trademark or registered trademark clearly identified 9. Updating the License: Wizards or its designated Agents may publish updated
Reference Document by permission from Wizards of the Coast, Inc. as Product identity by the owner of the Product Identity, and which specifically versions of this License. You may use any authorized version of this License to copy,
excludes the Open Game Content; (f) “Trademark” means the logos, names, modify and distribute any Open Game Content originally distributed under any
Designation of Product Identity: The following items are hereby designated mark, sign, motto, designs that are used by a Contributor to identify itself or its version of this License.
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artwork, maps, symbols, depictions, and illustrations, except such elements that modify, translate and otherwise create Derivative Material of Open Game Content. the Open Game Content You Distribute.
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Content. Designation of Open Content: Subject to the Product Identity designation 11. Use of Contributor Credits: You may not market or advertise the Open Game
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12 Inability to Comply: If it is impossible for You to comply with any of the terms
© 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGC portions of that you Use. No terms may be added to or subtracted from this License except as
of this License with respect to some or all of the Open Game Content due to statute,
these book are hereby added to Open Game Content and, if so used, should bear described by the License itself. No other terms or conditions may be applied to any
judicial order, or governmental regulation then You may not Use any Open Game
the COPYRIGHT NOTICE “AFFINITY-TORUS”, copyright © 2022 Dias Ex Machina Open Game Content distributed using this License.
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Games, all rights reserved. AFFINITY-TORUS is copyright © 2022 Dias Ex Machina
Games. Open game content may only be used under and in the terms of the Open 3. Offer and Acceptance: By Using the Open Game Content You indicate Your 13 Termination: This License will terminate automatically if You fail to comply with
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14 Reformation: If any provision of this License is held to be unenforceable, such
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Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is 5. Representation of Authority to Contribute: If You are contributing original
15 COPYRIGHT NOTICE
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. material as Open Game Content, You represent that Your Contributions are Your
original creation and/ or You have sufficient rights to grant the rights conveyed Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules
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into other computer languages), potation, modification, correction, addition, of this License to include the exact text of the COPYRIGHT NOTICE of any Open
extension, upgrade, improvement, compilation, abridgment or other form in Game Content You are copying, modifying or distributing, and You must add All DEM characters, character names, and the distinctive likenesses thereof are
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CONTENTS
1:AFFINITY2 6:WORDS98
Paradise��������������������������������������������������������� 3 Abecedarian����������������������������������������������� 99
Ultramodern���������������������������������������������� 3 Archetypes����������������������������������������������� 103
Broad Rules������������������������������������������������� 3 Cryptions�������������������������������������������������� 106
The Universe����������������������������������������������� 5 Brands�������������������������������������������������������� 120
Glossary�������������������������������������������������������� 7

2:MACRO12 7:RELICS128
Honors of Kings/ Regalia������������������������������129
Abraxas����������������������������������������������������������13 Magic Items���������������������������������������������� 131
Argose�����������������������������������������������������������13 Plex Codex����������������������������������������������� 145
Kerberos�������������������������������������������������������13 Shapers������������������������������������������������������� 147
Raphain Abyssal�����������������������������������������13
Grimaldi����������������������������������������������������� 14
Heaven Rings��������������������������������������������� 14 8:FORBIDDEN156
Kenoma�������������������������������������������������������� 14 Aegis Tech�������������������������������������������������157
Machina������������������������������������������������������ 14 Weapons������������������������������������������������������158
Philokalia��������������������������������������������������� 14 Armor��������������������������������������������������������� 162
Phylax���������������������������������������������������������� 14 Vehicles������������������������������������������������������168
Skaras����������������������������������������������������������� 14 Alchemy�����������������������������������������������������175
Uno����������������������������������������������������������������15 Inanimates ������������������������������������������������185
Bythos����������������������������������������������������������15 Incanetics �������������������������������������������������186
Events���������������������������������������������������������� 17 Golems ������������������������������������������������������ 187
Construct Enhancements�������������������������������192
3:ROYALTY22
Houses��������������������������������������������������������� 23 9:MONSTERS204
Monster Sizes ���������������������������������������� 205
4:TRIBES58 Aegis����������������������������������������������������������� 205
The Beasts of Paradise������������������������� 213
Aegis������������������������������������������������������������� 59 Citadel������������������������������������������������������ 214
Daemon�������������������������������������������������������� 63 Cnidar�������������������������������������������������������� 216
Eidolon������������������������������������������������������� 67 Crypsis�������������������������������������������������������� 217
Human Mutaform�����������������������������������72 Grimgod���������������������������������������������������� 221
Nagomjii������������������������������������������������������74 Golems������������������������������������������������������� 218
Sentinel������������������������������������������������������ 78 Kipsangii����������������������������������������������������222
Panabrate�������������������������������������������������� 223
5:EXISTENCE82 Rohg����������������������������������������������������������� 225
Sentinel����������������������������������������������������226
Languages����������������������������������������������������83 Strider�������������������������������������������������������227
Religion�������������������������������������������������������83 Virus�����������������������������������������������������������228
Ascension���������������������������������������������������� 84 Watchers�������������������������������������������������� 231
Backgrounds���������������������������������������������� 87 The Outsider������������������������������������������ 238
Classes��������������������������������������������������������� 93
1: AFFINITY

“The episcopate requests your presence,” Carthan said.


The obedient member of the Episcar order, adorned in ceremonial plates and banners,
placed the scroll on the capacious wooden desk populated by lenses, display stands, books,
and dozens of loose pages filled with notes. The knight rolled the scroll across the table,
and it tapped a goblet of wine beside the sitting proctor.
The sacristy sat in an annex off one of the abbeys within the exclave. Noah employed
the decorated cylindrical chamber as a provisional office when outside the vault as it
contained numerous artifacts potentially fated to be sequestered.
Beyond the murals presenting the thin and smooth featured Aegis the world
worshipped, illustrations of dubious accuracy, most of the room was dominated by
display shelves, cabinets, and wardrobes, with Noah’s desk dominating the opposite end
from the door.
If Noah stood, the knight would still dwarf him. While appearing that Noah had let
life behind a desk influence his slightly plump shape, it covered a later life of discipline
and calisthenics. He was also older, with a few wrinkles beginning to show. His brown and
gold boiled wool cassock covered much of his body.
“I think you have me confused with someone important,” Noah said.
“They said to look for the elitist, arrogant snoot in the Altair sacristy,” Carthan said.
“Okay, that does pretty much narrow it down.”

2 AFFINITY
W
hat may appear to be three distinct settings
from the outside are, in fact, interconnected
worlds that, for the lack of a better word,
“rhyme.”
Affinity involves different realities
Ultramodern
Affinity employs the Ultramodern5 (UM5) ruleset, published
sharing similar themes, names, and even a common menace. by Dias Ex Machina. UM5 is a supplement designed to offer
These worlds are being presented this way entirely for classes, backgrounds, feats, skills, rules, equipment, and
narrative purposes, and any connections between these three opponents for settings outside of traditional ones involving
settings can be ignored. dragons and dungeons, though still employing 5th Edition
rules. UM5 does not alter core rules and is an expansion.
A GM can select one world or regularly shift between
two or three. The GM can, if brave enough, have players Ultramodern5 utilizes the 5th edition (5E) of the first
create three different characters, one for each setting, even fantasy roleplaying game, the defining RPG of the past,
to the extent of imposing common threads between related current, and most likely next generation. The core books of
individuals—one player with multiple characters sharing that edition are required to play Affinity. Ultramodern5 is
identical ability scores and physical description. highly recommended but not mandatory. While additional
classes, backgrounds, and feats can be found there, we made
As emphasized, this is entirely optional. a point to include all required rules within this book.

Conestoga
All rules in this book are considered Open Content; all
settings and definitions unrelated to game mechanics are
considered closed content.
Conestoga refers to a spacecraft thousands of kilometers

Broad Rules
long built and later abandoned by unknown entities, leaving
dozens of factions within the remaining functional geodesic
domes. Employing powered armor known as crutches,
these factions battle for control of both resources and the
remaining hidden technology still residing in the vessel as it Unlike the two other settings as part of Affinity, Paradise is
drifts through deep space. presented as a pure fantasy with only mild science fiction
elements. As such, it is the closest to a traditional dungeon-

Paradise
delving experience.
What sets it apart is the shroud of technology that hides
behind the veil of magic. The very universe, as people perceive
it, is controlled by a colossal mechanism that no civilization
Bythos is a constructed world and the centerpiece within a would ever be insane enough to build. This shell holds many
full-scale orrery. Moons orbit via tethered arms to the core worlds connected to one another, all regulated by a machine
world except for one, Abraxas, home of the powerful Aegis, encompassed by the central planet.
who look upon the twelve kingdoms below, tweaking and
adjusting the political atmosphere as they see fit. The Aegis Reality is malleable within this confined space, allowing
are the only ones permitted to operate technology of any the tuning by both inanimate objects and talented individuals.
kind, forbidding its use to those on planet. This manifests in spellcraft, alchemy, and magical artifacts.
As this setting is the closest to classic fantasy, it possesses

Torus
the least radical departures from standard rules. A new
spellcasting system has been added, along with revised rules
regarding golem construction and potion mixing.
The planet Torus was once the uncontested territory of the While technology is present, it is mainly prohibited by
Iokon Caliphate. But war with its outlining colonies and a ruling theocracy and enforced by god-like entities. The
an ecological disaster caused the empire to collapse. Later, genuinely advanced machines are made to resemble magic,
powerful planet-wide electromagnetic pulses began occurring to blur the lines between the two.
at random intervals. This, coupled with religious extremism, Those who live within this universe are forced either
prevented advanced technology. There are few remaining to toe the line proclaimed by the church or defy the rules to
stationary city-states left on the planet. At one point, nearly flaunt forbidden knowledge a seemingly intelligent galactic
every inch of dry land was covered by an unending cityscape. machine wishes to be found.
Centuries of decay and environmental damage left the
massive rail network as one of the few intact structures.

AFFINITY 3
Skills & Proficiencies Vehicle Proficiency
If proficient with a vehicle, you know how to drive or pilot
These skills can also be found in Ultramodern5; they are said vehicle and any situation. There are five types of vehicle
being reprinted here for ease of reference. Additionally, one proficiency—light ground, heavy ground, super-heavy
skill, Engineering, has been slightly tweaked to accommodate ground, aircraft, watercraft. If possessing one, you know
the setting. how to control all vehicles of that type. So, if you ride a bike,
you can ride them all. Although not entirely accurate given
Intelligence (Computer Use) the broad range of technology seen worldwide, this is a
Knowing where the “on” switch is and understanding a compromise to prevent clutter.
point/click interface is a common skill expected of everyone. Routine tasks such as ordinary driving don’t require a
Computer Use covers more advanced concepts like hardware check. You only make a check when experiencing unusual
modification, upgrade, and maintenance. Computer Use circumstances (such as stormy weather or a slippery surface),
is also employed in the research of online materials. You performing a stunt, driving at high speeds, or trying to
can attempt to repair or modify a computer, circumvent operate a vehicle while being attacked or attacking.
security, create programs, or use it to replace Intelligence
If you fail a Dexterity check with a vehicle, you must
(Investigation) when researching a subject.
suffer the consequences. This can include a second chance
to recover, a slide, or a crash. Some stunts are easy, and they
Intelligence (Demolitions) neither require a skill check nor have consequences.
If proficient in demolitions, you can set and disarm explosives.
If you are crashing, you often lose control of your vehicle
This includes the planting of all manners of mechanical
and cannot perform any checks involving your vehicle until
and electronic detonators. A successful check lets you place
the crash is resolved. In most crashes, you continue your
bombs to best effect and set or disable detonators. Failure
remaining movement in the direction you were previously
means that the explosive fails to go off as planned. The
pointed. In others (like catastrophic jumps), you immediately
explosives are not lost. Failure by 10 or more means the bomb
stop your movement.
might go off (if it is an explosive that can) as the detonator is
installed. A failure with wiring explosives together means the
extra wired explosives will not go off with the primary (See
Chapter 6: Weapons).
Compounding
Intelligence (Engineering)
damage types
This is a broad skill dealing with all applications of Within official publications, attacks possess only one damage
technology, allowing you to craft, modify, and repair devices. type. Within the pages of this book, you may find effects
These include electronics, general machines, exo-armor, possessing dual or even triune damage types, often pairing
mecha, techan armor, techan weapons, and vehicles. This a physical damage type (slashing, piercing, or bludgeoning)
skill takes a significant departure from how it was explained with an elemental damage type (cold, fire, etc.). In these
in Ultramodern5. This is explored in greater detail in Chapter situations, the attack inflicts one damage value as two
5: Kit. different types. The easy rule to remember is that when an
attack features dual or triune damage types, always go with
Intelligence (Sciences) the more damaging of the ones available. For example…
‹‹ If a target has resistance or immunity to one damage
This is the general study of the applications of the unaltered
type you’re inflicting but not others you’re inflicting as
rules that govern the real world. It deals with broad studies
part of the same attack, the target still takes full damage.
like Biology, Astronomy, and Geography and into further
specific fields of expertise like Biochemistry and Astrophysics. ‹‹ If a target is vulnerable to one damage type you’re
Given enough dedication, you could earn grants and degrees, inflicting but not others you’re inflicting as part of the
specializing in a field of study to better your species and same attack, the target still takes double damage.
the natural world. Being a top mind of the profession could
enable you to unravel a genome or design and build your own
superconducting supercollider.
You do not have to specify a field of expertise. This skill
refers to a general knowledge of science. You use this skill for
general scientific observations.
Because science.

4 AFFINITY
This results in Bythos’s broken surface, marked with towering

The Universe
Forget perceptions of plausibility; nothing about this reality
umbilicals (called pillars) and massive canyons these pillars
move across.
The “orbiting” planets—Kenoma, Kerberos, Grimaldi,
Machina, and Philokalia—all connect to Bythos. Some are
makes sense. stationary, while others drift along colossal “heaven” rings
that encapsulate Bythos. Philokalia is the one outlier with

The Orrery these worlds, moving along an equatorial canyon across the
surface of Bythos.
There’s no other way to explain the strangeness of the universe of There are only two exceptions to this mechanism, the
Paradise—the whole of what everyone perceives exists within a world of Abraxas and the system’s singular star, Uno. These
full-scale recreation of a geocentric solar system. It is a constructed orbit via heaven rings—constructs moored to the external
reality entirely encased within a spherical outer shell known as the shell rather than Bythos. The Solokring is responsible for the
Solokring. The very concept works against astrophysics and the
management of these rings as well as illuminating thousands
traditional heliocentric model employed by a rational cosmos.
of false stars to form the night sky.
The central and largest world, Bythos, operates as the For thousands of years, this system has worked to near
primary mooring for the other worlds within Paradise. perfection. Near, as it has suffered from several “accidents”
While with most orreries, where planets are connected to an that have permanently affected the system. Despite being
external control mechanism below the central world, here, able to self-repair, Paradise is clearly not indestructible.
the control system works within the largest planet.

AFFINITY 5
Despite this, the outside universe can in no way affect
l what occurs within Paradise, which itself possesses complete
niversa
e n a c ted a ut they didn’t control over reality. The Aegis possess a rudimentary
gis bu
The Aering system, time, flawed h knowledge of how the mechanism works but appear either
e a s u s o f whic
m ur unit less of e unable or unwilling to significantly affect it. Despite their
alter o was. Regard pon, everyonle as godlike power and the subsequent religion that formed
th a t it s id e d u n c yc
you re rotatio orlds
world ed the same living upon w ad around them, the Aegis are not the all-powerful and
w e
follo , even thos It can be a hen t omniscient beings their followers claim them to be.
Bythos orter days. especially w s to a
with shing at times, of seven day This defiance of normal science has allowed not only
confus ring the use o a month. the very existence of Paradise (the mass of the outer shell
considend 30 days t y alone would be more than the total mass of an entire solar
week a for wh
n o a ccount e or where system) but the altering of common assumptions regarding
is t
There was in plac e know tha astrophysics.
s y s t em at e d . W e w e l l
this igin lac
icon or en in p etric
the lex eline had beposed their m our Most stars in the night sky are fake, constructs projected
said timthe Aegis im have alteredsly from the outer shell known as the Solokring. The star of
before . They could e but obviou Uno provides light and heat, but all power is provided by the
systemrement of tim central world of Bythos. Regardless of a planet’s size, each one
measu against it. perial
decided p r e v ious im tain generates the same gravity often at a level higher than any
ow, our in cer en.
Even n till employeding in the op planet should produce. Each world possesses its own climate,
m is s b a n n n d a n including cloud formations and weather, despite sharing the
syste despite its ches arou
circles se miles or in same atmosphere occupying the entire universe (pressure
Don’t u rrel
ang Wa
changes little depending on the distance from a planet’s
eg is . W o l f g
A ory surface).
I l l eg al Hist
An Each world connects to one another via massive
umbilicals called pillars, some of which can be kilometers
across and hundreds more in height. In the case of Philokalia,
the pillar connects directly to the planet. The largest pillar by
far, Nimbus, is the only connection between Bythose and the
Demographics Solokring.
In most other situations, the pillar connects to a larger
The majority of Paradise is populated by humans, but they are ring that circumnavigates Bythos. The exceptions to this
not the only inhabitants, leaving a small percentage leftover are the heaven rings attaching directly to the inside of
for the alien nagomjii, enigmatic daemons, eidolons, and the the Solokring. These rings generally control the shifting
Aegis, the latter being human-derived and the ruling class constellations, but two of them control the Aegis world of
that controls Paradise. The Aegis are the only individuals Abraxas and the sun of Uno.
permitted to operate and develop technology. However, it is

Kingdoms
thought that they did not actually build the “universe.”
The remaining humans are segregated into ruling
houses with kingdoms scattered across the planets. Due to
While the Aegis rule from Abraxas, employing their religious
the compressed environment within the shell, movement
order, the Ascension, to enforce their will, the rest of Paradise
between worlds is relatively commonplace. In the case of
is divided between “loyal” ruling kingdoms. The number of
Philokalia and Bythos, the two worlds are so close to one
kingdoms has been in flux since the founding of the original
another that at specific points in their obit, they pass within
council of kings, the Hallessegro, an assembly that still exists
only a few feet of each other.
today. There are twelve kingdoms within twhe Hallessegro,
each symbolized by an emblem, paired with a constellation
Reality in the night sky. Here are the current kingdoms of Paradise:

Unlike a rational universe, where science can occasionally


clash with religion over the interpretation of observable The Kingdom of Aquino (The Eagle)
evidence, within Paradise, the artificiality of the universe is The Kingdom of Aurago (The Charioteer)
glaringly apparent. An unknown and powerful intelligence
The Kingdom of Corvos (The Crow)
constructed this world intentionally to resemble a geocentric
universe. Within Paradise, the mechanism that causes the The Kingdom of Draggo (The Dragon)
planets to move and the artificial sun to shine also controls The Kingdom of Eridius (The River)
the very rules of physics and chemistry. While those within
possess no knowledge of anything beyond the shell, it can be The Kingdom of Fornas (The Furnace)
assumed that it exists within a larger, normal universe. The Kingdom of Hydranis (The Snake)

6 AFFINITY
The Kingdom of Kaelum (The Chisel) themselves for up to fifteen years until the last case was
The Kingdom of Pavonis (The Peacock) recorded. Crematoram was spread via respiration, and even
though initial symptoms resembled influenza, the later
The Kingdom of Pyxis (The Compass) stages of the virus involved rashes that simulated burned
The Kingdom of Velora (The Whale) skin. Crematoram had a 15% fatality rate and is theorized to
have killed nearly 250,000 people. The virus all but vanished
The Kingdom of Volani (The Sails)
by the end of that century, but there are conflicting reports of
how it disappeared. Claims range from the Aegis offering the
Creator’s Note. Unlike the other two Affinity books, cure to a treatment developed and disseminated by Corvos. A
the geopolitical history of the setting is extremely more straightforward theory claims the virus simply burned
complex. It was intentional to give Paradise a unique itself out after the popular developed natural immunities.
feel. The universe of Paradise is heavily allegorical, However, the damage had been done. The plague crossed
taking inspiration from numerous kingdoms of borders and social ranks, with nearly every house suffering
our past. Some of these are deliberately included casualties. In the case of the kingdom of Aurago, Crematoram
with little deviation to reflect actual history. So, decimated the house of Docarab, removing them from the
if something sounds familiar, it was because it line of succession. Race-based attacks against the nagomjii
actually happened. continued decades after the virus disappeared.
Cryptions. Explained later in-depth, cryptions are

Glossary
pictograms written in an alien tongue employed by
Abecedarians to create effects that can appear magical, as
they alter the reality controlled by Paradise. It is one of the
few ways to be a canonical spellcaster within this setting.
Abecedarian. Magic operates very differently within
Paradise, with its practice prohibited by the Aegis. Users Culling of Agathon. At the same time as the signing of
employ “cryptions” that access and alter the reality controlled the Twelve Covenants in 0015, the Aegis revealed that a secret
by Paradise. Masters of this art are known as Abecedarians. species of humanoid were living among them. The Aegis
accused them of being fiends and ordered their elimination
Aeon Pogrom. A short conflict that saw the majority of
upon detection. The Agathon, as they called themselves,
Bythos-based kingdoms unite to annihilate the kingdom of
were already in hiding, with many people oblivious to their
Volani in 1490.
existence. Over a thousand daemons were exposed and
Agathon. The private name employed by daemons to executed in the hundred years that followed. Only Corvos
refer to their kind. and Volani refused to enact the policy of detection and
Ascension. The “church” of the Aegis. The Ascension is elimination.
populated by non-Aegis and represents Aegis affairs outside Daemon. The term daemon refers to a mysterious race of
of Abraxas. Only the Ahkdanate (cardinals) have been humanoids that hide among the general population. The Aegis
to Abraxas. The Ascension is populated by the curia, the have declared them profane and ordered their annihilation.
Dioconate, the Ordinariate, proctors, rectors, the Silantine Among themselves, they are known as the Agathon.
guard, Knights Episcar, and the purgitan inquisitors. Like
Eidolon. Another term for golem in Paradise—artificial
all those not Aegis, “most” members of the Ascension are
creatures powered by magic that are constructed by magic
prohibited from using technology.
users. Some have achieved sentience.
Commandments of Enlightenment. A book released by
Farris Union. An ancient alliance between Draggo and
the House of Palak in Corvos before the installment of the
Aquino that saw them both controlled by a single monarch,
House Republics (also known as the “Comlightment”), the
Olden Farris, the Farris Union was meant to counter the
Commandments are a series of directives about how Corvos
influence of the Forthwind Guild. Even with this alliance,
should be run, including basic laws and ideological visions for
Farris couldn’t make a discernable impact on the Guild
the house and peoples to follow. They demand the recording
monopoly. It is commonly known that all pirates able to
of all history, the neutrality of the nation, and the refusal of
sail in that time were funded privately by Farris. After the
any state religion. The Commandments prize intelligence,
Guild proved too influential, Pyxis and Corvos aristocracies
creativity, and love above all other human values. They
concocted several incidents at sea, forcing conflicts between
denounce the blind worship of anything, not just including
Guild members. They then used this excuse to disband the
religion but any ideas or objects. Beyond these general
Guild, believing that even fragmented, Pyxis and Corvos
demands, more specific ones condemn murder, slavery, and
could still maintain control of the Lacus. This did not last as
the harming of children. The Commandments have been the
Aquino and Eridius pushed hard into the area, and the entire
subject of condemnation by the Ascension.
region has been volatile ever since.
Crematoram. A plague that broke out in 0045 that
Forthwind Guild. A trade alliance between Pyxis and
only affected humans, the Crematoram is rumored to have
Corvos meant to monopolize control of the Lacus Major. The
occurred thanks to a non-fatal virus from the nagomjii
Farris Union was formed in contrast.
that jumped species and decimated much of the human
population of Bythos. Several outer worlds quarantined

AFFINITY 7
Golden Shield. Also called the “Pyxis Totem Foedus,” the In Aquino, the royal guard deposed the chief librarians and
Golden Shield is a charter of rights and treaties created by the burned the libraries with the collections still in them. Many
crown of Pyxis and applied to all the flags of the kingdom. books were smuggled out, finding salvation within Corvos
It ended most of the internal conflicts in Pyxis and enabled and Volani. Most of these collections were also wiped out
national pride. when Volani was eradicated in the Aeon Pogrom. Legend has
Hallessegro. The council of kingdoms under blessing it the Khronos sect keeps private collections, hidden from the
from the Aegis. All kingdoms pay homage to the Aegis. There eyes of the Aegis. There are also rumors that Corvos maintains
have only been a few times the Aegis have called all the secret libraries, offering sanctuary to wandering members of
kingdoms of the Hallessegro together. Once included the the fading order.
terms of homage demanded by the church, another was the Mutaform. This technical term refers to the variations
conquest of Planitia in 105. of humans that have developed in Paradise. These deviations
Honors of Kings / Regalia. As part of the Twelve are far more severe than the minor anatomical, cultural,
Covenants and as a condition of establishing a kingdom, the and genetic differences known to mankind before their
Aegis insisted that each realm prove its validity to the throne appearance. These deviations have been segmented into
by possessing a specific valuable relic. These can include the kingdoms where they are prominent. They are corvon,
weapons, shields, orbs, or simply rocks. To lose the honors kael, erid, and pyke. The nagomjii are considered an entirely
is to lose one’s right to the throne. In the case of Kaelum different species and are not considered a mutaform.
and Eridius, the honors were taken by Aurago and placed Nagomjii. A nomadic alien species with no genetic
alongside theirs. With Volani, the honors went missing at similarity to any other species within Paradise, the nagomjii
some point in the Aeon Pogrom’s final days. Rivals to a throne generally keep to themselves and enter human kingdoms to
believe that no claim can be validated unless they possess sell trinkets.
the honors, though it takes more than holding the honors Nimbus. The largest column, connecting Bythose with
to claim a throne. The honors are worth more to different the Solokring, is assumed to be the only way for the latter to
kingdoms. Corvos keeps their regalia under security but receive power from the former.
more out of national pride and not because of any condition
to be a kingdom. Alternately, Hydranis houses fight bitterly Paradise. The name of the entire universe in the
to claim the honors, over and above direct attacks on rival perception of the people within the orrery. It encompasses
houses. It is common knowledge to many that the regalia are Bythos, Una, and all the worlds around Bythos. It is mentioned
magical. in replacement for the “universe.”
House Republics. Corvos operates a strange republic Solokring. The outer shell of Paradise, this barrier
system where the people vote for a ruling royal house prevents anything from leaving or entering Paradise (with
from more than a dozen available. The first time this was exception of Vothragna). It also operates the heaven rings.
put forward, the house of Palak imposed it and then took Tepheron. The Tepherons were a religious order that
themselves out of the running, allowing the rise of the house gained considerable traction in Aurago centuries ago and
of Anugati. Each time a ruler dies or a specific time elapses was unofficially responsible for the Aurago civil campaign
(whichever comes last), a vote is called (although it can be between the houses of Joachim and Phelhall. Although the
called earlier, it never has). Despite this system, after Anugati houses believed their conflict was over the Aurago throne,
came to office, they have rarely left. Although accusations of many thought it a holy war between the Tepherons and
corruption in the voting system have been raised, no proof the Ascensionists. Tepheron faith believed the Aegis to be
has ever emerged. There was only a brief moment where demigods created after the splintering of a greater god Tephos
Anugati had no viable heir of proper age, and the throne fell and that each Aegis carried within their heart a piece of
to Kisau for three decades. It soon fell back to Anugati due Tephos. The Tepherons’ largest dogmatic disagreement with
to the hugely unpopular policies of Kisau (they attempted to the Ascension was the Tepheron claim that the Ascension did
overthrow the Commandments of Enlightenment. not actually speak for the Aegis and that the Aegis seen with
Incanetics. These magical prosthetics are the resulting the Ascension are prisoners. With the end of the civil war, the
hybrid of brands and golem construction. While desired by Tepheron faith fell into decline. With the rise of the house of
those that have lost limbs, the Ascension had prohibited their Raddad, the Tepheron faith was prohibited. It is still practiced
acquisition. in small villages to this day.
Khronos Libraries. Khronos was an ancient order
of record keepers attempting to reconstruct the missing
history of humanity during the dark ages. They were able
to verify that mankind, at one point, possessed knowledge
now forbidden by the Aegis. Although dedicated to history,
Khronos also trained students in the arts and philosophy,
producing generations of enlightened thinkers. However,
Khronos came under condemnation from the Aegis, and the
various libraries around the world were eventually closed
or destroyed. With Aurago, the libraries were overly taxed.

8 AFFINITY
“Noah Bennet, Proctor,” Carthan said. “Never question the gods,” Carthan said as
Noah retrieved the scroll. he marched towards the exit. “We depart in the
“By name?” Noah asked. morning.”
The knight stepped closer. “You’re going as well?” Noah asked.
“You’ve been recognized as someone of authority “Full parade, obvious given the company.
within Altair,” Carthan said. “According to record, Settle your affairs; don’t be late. And…for your
you have personally documented the acquisition own health…don’t be seen.”
of vilon, zebul, and machon class vestiges. Your Noah sat back down on his desk and opened the
certification of the Spiral of a Thousand Suns was scroll again. He confirmed his previous observation…
comprehensive. It was noticed.” that a procession of Ascension carriages was due to
“By?” Noah asked as he slowly pulled the seal leave for the Auragon capital of Sadatoni from the
from the scroll. Ascension exclave in Aquino, a caravan populated by
“Someone able to command you out of your purgitan inquisitors, members of a Silantine Guard,
tomb.” as well as several Episcar knights. Noah would be
Noah held the scroll down with a stone on one the only Altair proctor, a request transmitted from
end and his goblet at the other. the Aegis Conestoga, which would be rendezvousing
“Tombs are reserved for the dead,” Noah said. with the convoy just outside the destination, likely
He read over the directive. He saw the repugnant before the crossing of the Kalian Channel. Noah
symbol of the purgitan order atop the paper, confirmed the unmistakable signet stamp pressed
the inquisitors the rest of the church despised. into gold candlewax representing the Aegis making
“Purgitans…” the request. Each one possessed their own, though
“Are you rejecting this?” the knight asked with Noah wasn’t aware of who this one belonged to.
an upturned nose. “Questions,” he whispered in an empty
“What’s your name?” Noah asked as he brought chamber. “they’re all I have?”
his goblet to drink. The scroll rolled back up when Noah’s fingers gently caressed the lump of
he did so. flattened wax.
“Carthan.” “Who are you? And why...would you ask for
“Carthan, I’m an Altair proctor, which affords me?”
a measure of tolerance. I’m not required to pass
judgment or purge heretics. I’m not even obligated
to pray.” Noah exited the sacristy and crossed one of the
“Regardless, the order is given.” many courts of the exclave—the city-state enclosed
Noah nudged the scroll back across the table to by the kingdom of Aquino. The walled metropolis
the rector. was the sovereign nation owned by the Ascension,
“We don’t associate with the inquisition,” Noah residing within the peninsula north of Aurago. The
said. Prior Piazza was its largest square and one of the
“I thought you’d be honored,” Carthan said, few open to the public who were massing since that
flicking the scroll back to Noah. “Correction…you morning to ensure good seats for that afternoon’s
should be.” execution.
“I was raised behind these walls and focused Noah had no intention of lingering and briskly
my professional life in the study of the universe,” spanned the expanse connecting the sacristy with
Noah said. “I will not be a tool of the zealotry, the Episcopal Library. The Seminary lay to Noah’s
thank you.” He stood and tossed the scroll when right with the walls of the Caddel Gardens on his
Carthan raised his hand. left. Beyond the nearby buildings, in the distance
“The purgitan leads the envoy; he did not put half obscured by low clouds, rose the Canton Obelisk,
in the request.” Carthan threw the scroll back, the half-kilometer hollowed monument that
which Noah caught. He opened it over the light served as the home for the church’s archbishops, a
and scanned down to read the details of the order. construct that dwarfed all others on this planet as
He found the critical detail he previously skipped. per Ascension doctrine.
“Aegis,” Noah whispered. Noah had never been inside. The entire exclave was
“As said,” Carthan said. “It was noticed.” built from heavy masonry, though with the obelisk,
“Why?” it appeared as a single uniform carving.

AFFINITY 9
The formalities of the killing had taken up most Noah found his objective sitting at a table
of the day, starting with orations from Machus, the outside a café that spilled into the square. Tyrel
palatinus of purgitans, parading in his traditional Corwin was a vice-dean at the Suburbicarian Holy
garb. The oversized standing collar covered his College, and his tawdry attire pronounced that to
lower face up to his ears, and pads accentuated everyone passing by.
his shoulders under flared sleeves. Buttons, ropes, “Coming out of your tomb, Bennet,” Tyrel
and ceremonial chains hung off the cardinal as he said as Noah approached. A waiting seat welcomed
proselytized. him, but he didn’t accept. Sitting on his side of
A group of Silantine guards flanked him, the table rested a weathered and unlabeled brown
marked by towering leather and steel hoods leather-bound tome with frayed corners and rough
matching the shape of the obelisk behind them, edges. A pair of mugs and a steaming pot sat in the
adding nearly an arm’s length to their height. Even center. Tyrel was drinking.
this was shadowed by the purgitan enforcer, whose “Just to remind me the sun still shines,” Noah
opaque helm was shorter but twice the width said. Tyrel nudged a chin towards the book.
and topped by vents from which white smoke “Well, that’s it. Was bound to flame in a day.
wafted. He was wrapped by an immense collection Proctor prerogative, I assume.”
of perfectly matched plates and overshadowed “Exactly,” Noah said as he accepted the book.
by an intimidating executioner’s blade marrying “Tea? I got a good spot here,” Tyrel said as he
blade and axe. The man was herculean in stature, drank.
heightened by risers in his boots. “I have no desire to see this.” Noah offered only
The whole of the spectacle was reserved for a a superficial glance to the inevitable killing. Machus
single male individual tied to a post atop the raised was still pontificating on his platform, but to Noah,
platform. Noah guessed the victim was barely out it was only a discordance of bigotry.
of puberty. There was no visible ethnic difference “Is it true,” Tyrel asked, “that there are those
between the prisoner and those watching. of you born within the tomb, who live out the
“It is our sacred mission to preserve the purity whole of existence within it, and die without ever
of our species!” Machus said to the adulating crowd. seeing the light?”
“Never forget it’s been only ten years since our “I leave folks like you to deal with conjecture.
deities commanded us to crusade, to bring about Proctors involve facts.” But yes, Noah knew of
the fall of heretics, they who sheltered the chaff, them, but it was a secret shared by only those that
who now flee scattered across this world. Do not lived within Altair.
be fooled by their diplomacy, their civility. They “Huddled in the darkness, surrounded by
are the weaker people. By sympathizing, we make science,” Tyrel said.
ourselves vulnerable. They see this as cruel only “You know the church once supported the
because it strips them of the power they’d willingly pursuit of knowledge, the quest for truth. Someone
steal from you…and from your children. Know that that chairs the college should know that.”
offspring is our most precious commodity, one they “I misspoke. I’m not criticizing the practice.
would draw from to make themselves mighty!” Days like this…occasionally I envy what you do.”
The words were familiar to Noah, paraphrased “Why are you here?” Noah asked. “If you
from the Iokon Opus, the revised testament that disapprove…”
replaced the apocryphal tome centuries ago “I can’t be seen disregarding tradition,” Tyrel
which few alive have read, not even Noah. The said. “That’s another proctor prerogative. I’ve laced
new book was turgid, pedestrian, meandering— my tea with enough alcohol to cloud my empathy.”
simplistic propaganda to convince the masses. Noah tapped the end of the book on the wrought
Yet, it was also skillfully demagogic, fashioned via iron table and then slipped it in his satchel.
an unsophisticated vernacular to sway the most
elementary of readers, enforcing ultranationalistic
and theocratic views. “Wish I was so easily swayed. Thank you for
Indoctrination required a sacrifice. In lieu of this,” he said. “Every word saved from our past
ethnicity, the Ascension selected the perfect preserves our future.” Noah turned to leave, hoping
scapegoat, those who weren’t human at all. to clear the square before inevitable occurred.

10 AFFINITY
“You’d do well dwelling in darkness,” Tyrell Within the Exclave existed the most secured
said. “Purgitans are growing popular. A day may vault outside of Abraxas, erected to accomplish
come when they knock on your door. When the last one thing—to contain all the anomalous objects,
heretic is put to flame, they won’t stop; the circle entities, and phenomena that disobeyed the laws
of intolerance will only grow smaller.” of reality.
Noah said nothing else and continued his Magic.
steadfast dash to the opposite side of the square. The number of these items pointed to the
“Know that they seek no civilization, no faith, universe’s incapacity to control every aspect of
no desire to genuflect to the true gods of paradise!” itself.
Machus said. “The Aegis command we put them The use of these items was prohibited and,
all to flame save only a few, to remind us why we if discovered, had to be reported or disclosed to
killed them. They question our gods, and we…are the nearest Ascension representative. According to
that answer. Do not forget: they may appear like them, vestiges, despite any positive effect they may
us, but it’s a husk, a coat covering their hidden offer, posed a significant threat to the stability of
stain!” the universe. An item breaking the laws of creation
Noah managed to reach an alley leading to a may spread to infect others, resulting in the
set of stairs descending into obscurity—one of the eventual destabilization of reality.
many entrances to the Crypt of Altair, all of them Vestiges included weapons, armor, books,
unlabeled to dissuade interlopers. He offered a final clothes, furniture, rocks, statues, animals, and—
glimpse to the platform when Machus unsheathed very rarely—people. No one knew how a vestige
a short single-edged blade and slid it across the came about—it appeared utterly random.
victim’s arm. Patterns eventually emerged after centuries of
Instead of blood, a beaming white light spilled documentation, all recorded later by the proctors
out, like the skin was only a sleeve masking a of Altair. The more complicated the item, the
hidden star. The young man still screamed as a better the chance it would break reality, potentially
human should. The brilliance was enough to sway the source of the forbiddance of technology by the
the crowd, and they lost all lingering sympathy, Ascension.
cheering the coming demise. Only the upper echelon of the faith (outside of
“Fucking barbarians,” Noah whispered before the proctors) was permitted within the Crypt of
exiting the square. Altair. The actual vault existed several levels below
the ground, within the superstructure of Bythos’s
interior, with deeper levels containing the more
The thirty-meter wide circular crypt door dangerous examples.
weighed close to 60 tons and was locked by a Hundreds of floating lights radiated outward
six-point pressure system. The hinge, as large as from the four corners of the illuminated cube sitting
a carriage, swiveled the massive gate outwards in the center of the expanse. A counterweight,
to a waiting Noah. He nodded in gratitude to the pully-augmented platform descended from an
pair of proctors tasked with operating the ancient upper level, the clanking gears echoing off walls
apparatus and entered Altair. hiding in the darkness. The elevator was forbidden
A ball of light floating via a pair of fixed stone technology, but the rules put forth by the Aegis did
wings drifted overhead Noah as he crossed into the not apply to the crypt or the proctors operating
massive chamber so large that the light couldn’t inside. The cube’s walls were transparent and
reach the walls. within sat three floors layered in bookshelves,
He descended further, glancing by a darkened display cases, and a bedroom.
annex. Similar floating balls slowly illuminated,
basking the kilometer-long, four-level repertory in
a soft glow.
It was only one of a hundred different caches within
the crypt. Noah considered the wisdom locked
here, reserved for a small brotherhood within the
Ascension, the knowledge he knew and was sworn
to keep secret.

AFFINITY 11
2: MACRO

Agosta rose from his bed, letting the expensive satin sheets fall to the side. He
noted the stone walls, the thin glass rattling in the window frame, a single candle atop a
brazier nearly extinguished.
Melted wax dripped treacherously onto the wooden floor. Agosta approached the
slightly tarnished mirror and poured some water from a jug into a bronzed basin. He
splashed his face while staring at his reflection. He counted a few more grey hairs in his
beard and dried off the water from his bushy brow and balding head.
He opened the windows to catch a breeze and feel the heat of the morning sun. He
stared from atop the second story of his statehouse, across the cathedrals and taverns, to
Turtandan circus, the massive public square connected to the Luminance of Deos via the
Royal Path. It was nearly empty now, but that would change.
Shops, little more than decorated wagons, were towed by kips into place at dawn.
The animals were cleared out to make way for the upcoming crowds. Hundreds of other
decorations adorned street corners.
The shadow of Philokalia was finally encroaching on the city. With Uno’s orbit, the
city and surrounding lands were due to be blanketed in darkness to last three days save
for brief periods at sunrise and sunset when Uno passed between the two words. Lanterns
and fires would light the streets for the extended nightfall, encouraged by the additional
flare of stringing lights and fireworks fired up from Bythos and down from Philokalia. A
system of lenses and lamps cast powerful beams from one world to the other, providing
additional illumination.

12 MACRO
T
here are many worlds within
Paradise, not including the
“sun” of Uno. Most of these
orbit around the central
planet, Bythos, either
directly through a single pillar
moving across the surface
(like Philokalia) or via a ring
connecting to Bythos at a
single point. A few planets
boast their own satellites
(planetoids connected
to their world rather
than Bythos). Only one
inhabited planet, Abraxas,
is connected to the outer shell.

Abraxas
Abraxas is the only habitable world resting on a heaven ring
rather than directly attached to Bythos. It is the home of the
Aegis, with all other residents prohibited to approach. Unlike
all other worlds, Abraxas does not offer the illusion that it
Kerberos
Also known as Gateway, Kerberos is a world that acts as a
could be a real-world, appearing as a chrome sphere (with terminal station between Bythos and the heaven rings. It is
rumors of this skin being transparent if one travels too close). controlled by Aurago when it appropriated it from Kaelum
In the Ascension faith, Abraxas is the physical representation under the command of the Aegis. The pillar through Kerberos
of heaven and has been claimed to be only a portal to an is called Nimbus.
extradimensional space larger than the world, a realm Orbital Period. 0 – Fixed above Bythos
deified as heaven. There is no direct access to Abraxas, and
all travel requires Aegis technology. Unlike other worlds, the Major Semi-Axis. 13,256 km
Aegis don’t exist atop Abraxas but inside it. A legend claims Satellites. None
that the planet could detach from its heaven ring and move
Equatorial Circumference. 4,200 km
under its own power in an emergency.
Rotational Period. 12 hours
Orbital Period. 30 days (around Bythos)

Raphain Abyssal
Major Semi-Axis. 23,000 km
Satellites. None
Equatorial Circumference. 3,500 km
When part of the Messiana ring exploded, it sent a fragment
Rotational Period. None (Abraxas only shows one face to
onto Bythos, partially destroying the world of Grimaldi and
the rest of Paradise)
severing its moon of Phylax in the process. The ring locked

Argose
itself in the sky to prevent further damage. Despite Paradise’s
capacity for self-repair, this level of extreme damage was
never fixed, leaving a 750 km opening in the Solokring. The
hole leads to absolute blackness, and it didn’t take long for it
Home of the Hydranis royal family, Argose is believed by to fall into the mythology of both the Aegis and the nagomjii.
many to not be originally part of Paradise. It was either To the Aegis, it is the Raphain Abyssal; to most everyone
built by Hydranis before the outlaw of technology or was else, it is the Djenunaki—both terms defining a portal to the
a construct that found its way into Paradise. This has been netherworld. The latter is used to describe the portal and
postulated because of the jagged nature of the planet—in the realm, with the nagomjii claiming something had come
that it appears like a chunk of volcanic rock. through with the Vothragna Event—a demonic presence that
Orbital Period. 7 days (around Kenoma) still resides within Paradise. The Aegis claim said presence
manifests as the daemons.
Major Semi-Axis. 3995 km
Satellites. None
Equatorial Circumference. 498 km in length
Rotational Period. None

MACRO 13
Grimaldi
Connected at the north pole of Bythos, the oddly shaped pillar
Machina
A dark world entirely covered by storms that sit on an orbit
of Chazaziel carries Grimaldi over the northern hemisphere ring between Kenoma and Philokalia, Machina was once
and is under the stewardship of the kingdom of Pavonis. the steward of Draggo. Even though the kingdom's flag
Grimaldi suffered a significant disaster believed to have transferred to Bythos, they still consider Machina their home.
possibly been a foreign object, perhaps even from outside The people and the royal line have attempted to break the
Paradise. Known as the Vothragna Event, the end result was “curse” plaguing their homeland but to no avail. Machina has
nearly a hemisphere of Grimaldi breaking off and falling a single moon, Skaras, still green and lush, though virtually
to Bythos, eventually becoming the isle of Vothragna. This inaccessible. Machina connects to Bythos through the pillar
event also broke off Grimaldi’s only moon of Phylax, which Basilica.
also crashed upon Bythos. Grimaldi still functions with full Orbital Period. 360 days
gravity despite the damage and has exhibited no indication
of further degradation. Major Semi-Axis. 7,200 km
Orbital Period. 36 Days Satellites. 1 (Skaras)
Major Semi-Axis. 5,900 km Equatorial Circumference. 1,500 km
Satellites. None Rotational Period. 18 hours

Philokalia
Equatorial Circumference. 3,200 km
Rotational Period. 22 hours

Heaven Rings
Abraxas, Uno, and the constellations all attach to heaven
This intimidating world orbits Bythos so closely, the two
worlds are only a few feet apart at their highest peaks.
Philokalia rides along a groove (the Kalian Channel) running
along the equator of Bythos and is controlled by Hydranis.
rings. Six are connected through various joints, allowing Orbital Period. 300 days
them to move around with the outermost ring connected
directly to the Solokring. Not only are stars and constellations Major Axis. 3,441 km
named, but so are the rings themselves, visible during dawn Satellites. None
and dusk. Abraxas and Uno travel along rings named after
Equatorial Circumference. 315 km
them. Other rings of note include Messiana, Demiordos,
Mathrus, Zohara, and Gnosthrose. Messiana has not moved Rotational Period. 10 hours
since the Vothragna Event.

Kenoma Phylax
Phylax was a small world, believed to have been a moon of
Orbiting Bythos on its own ring, Kenoma is the furthest world Grimaldi, but the Vothragna Event broke it from its mooring,
directly connected to Bythos. It resides under the steward resulting in it crashing onto Bythos. It is currently a forbidden
of Hydranis. It also has its own connected moon, Argose, zone sitting within the unclaimed and lawless region known
where the royal family resides. The pillar to Kenoma is called as Planitia. Those who enter the “mountain” never return.
Kausambi. There is considerable debris scattered around this impact
point.
Orbital Period. 150 days (around Bythos)

Skaras
Major Semi-Axis. 9,500 km
Satellites. None
Equatorial Circumference. 5,700 km
The solitary moon of Machina, Skaras, travels along its own
Rotational Period. 18 hours
ring connected to Machina through the pillar of Durante.
Orbital Period. 5 days (around Machina)
Major Semi-Axis. 250 km
Satellites. --
Equatorial Circumference. 50 km
Rotational Period. 8 hours

14 MACRO
Uno
Locations on Bythos
The name of the light source provides the day and night cycle
throughout Paradise. Since it is connected to a heaven ring, it
is nearly inaccessible.
Orbital Period. 20 hours days (around Bythos) Alagarth Mountains. Alagarth is a mountain range that
defines the kingdom of Eridius. Although a larger mountain
Major Axis. 23,000 km range than Neopyth, they are not as tall.
Satellites. None Basilica. The pillar to Machina, Basilica is located high in
Equatorial Circumference. 300 km the Neopyth Mountains.
Rotational Period. None Body of Corona. A vast sea connected to Lacus Major
and Lacus Minor and feeding into the Mare Dagos, Corona

Bythos
is under the sole dominion of the kingdom of Corvos, which
they rely on heavily for fishing.
Body of Tyrus. Tyrus is the largest (by a considerable
Bythos is the core world and heart of Paradise. All other margin) freshwater lake in Paradise.
bodies are connected to Bythos, either directly or through an Chazaziel. A crescent-shaped pillar that connects
orbital ring. Most of the great kingdoms reside on Bythos. It Grimaldi to Bythos, even though Chazaziel is attached at the
functions with a precise 24-hour day with exactly 12 hours of North Pole, Grimaldi orbits hundreds of miles south.
sun and 12 hours of night.
Cold Sand Mountains. Kaelum is the home of the Cold
Orbital Period. None Sand Mountains, also called the Sandiland Mountains by
Satellites. N/A – core world the ethnic kaels in the area. The entirety of the mountain
range is composed of granite, with individual peaks almost
Equatorial Circumference. 22,124 km crystalline in appearance. Virtually all the fortifications in
Rotational Period. None Kaelum are built from material mined from this range.

MACRO 15
Collum Ceen. An island run as a stratocracy by the located in a geographically hazardous location. As a result,
Dracs. Within the kingdom of Draggo, Collum Ceen remains no kingdom has ever tried to claim the territory.
a controversial subject on Bythos. Straight of Lughdaidh. Lughdaidh is the only maritime
Falkland Firth. A straight between Aurago and Kaelum, route into the Body of Corona from the Lacus.
the latter had absolute control of the Firth until the kingdom’s Styegos. A failed nation in the territory of Aquino,
collapse. Now it is governed by Aurago. Styegos was populated by the cultists of Signas. After Aquino
Fangrag Island. Fangrag was a country initially under finally re-conquered the land, the founding house of Tartess
Kaelum but later purchased by Draggo and converted to was scattered. However, people never gave up their faith. Even
agriculture. today, many of the villages still wave the flag of Styegos.
Iron Desert. A desert wholly composed of rust, the Iron Tuathal, Gulf of. The gulf became the origin of conflict
Desert sits between Corvos and the Lacus Major. involving Aquino, Aurago, and Eridius. Each kingdom held
Kalian Channel. This channel bisects the equator of some claim to the area. However, Aquino and Aurago were
Bythos and operates as the conduit for which the Philokalia more committed as the gulf was one of their only routes to
pillar runs. Its mechanical function is apparent despite most the Body of Corona (outside of the Straight of Lughdaidh).
of the channel being flooded. Numerous bridges along it Although Aquino and Aurago would settle with an alliance,
retract when needed. Eridius considered any movement into Corona as an
encroachment on their territory. After the Eridian navy took
Kausambi. The pillar to Kenoma sits within the sea near control of the Straight of Lughdaidh, Aurago started the War
the kingdom of Pyxis. of Stones.
Lacus Major. A significant body of water between Aquino Ukashabe. A peninsula radiating into the Body of Tyrus,
and Pyxis, the LM has been a source of conflict between Ukashabe was fiercely defended by local nagomjii until
the two kingdoms given its abundant life. Despite the wide Aurago hired a mercenary company to force out the natives
connection between LM and the Body of Corona, they are by any means necessary. Although the nagomjii were not
considered separate regions. eliminated, the mercenary company did succeed in crushing
Limewall. The Limewall is a virtually impassible most of the resistance, a critical plan in Aurago’s eventual
connected ridge of mountains in Eridius that bisect the presence around the shore of Tyrus. Unfortunately, the lord
kingdom's north and south regions with most of the of the company, Rhus Craw, turned around and claimed the
civilization residing in the north. It was heavily defended and peninsula for himself. Aurago has been unable to retake
walled by Eridius and provided a daunting impedance during the land from Craw’s descendants in a thousand years. This
the War of Stones, only for it to be circumvented by Aurago in is stemmed from the fact that Craw built no permanent
the final years of the conflict by employing a naval landing in fortresses and directed his people to remain nomadic,
the west. following the lead of the nagomjii. Another reason why
Aurago has been apprehensive about retaking the territory
Mare Dagos. The sea which encircles most civilizations
was from Craw’s raids into Eridius. Aurago tolerated Craw’s
on Bythos.
behavior as long as his attacks never turned to Aurago,
Mokotovo Peaks. The tallest and largest mountain range which they never did. After Eridius was conquered after the
in Paradise. War of Stones, Aurago permitted Craw’s people to remain in
Neopyth Mountains. A well-known mountain range Ukashabe as long as their attacks stopped. They slowed but
used as a border between Draggo and Aquino as well as never completely halted. Despite this, the peninsula is still
Aquino and Aurago, Neopyth is also the location of the Pillar considered not part of Aurago territory.
of Basilica. Vothragna. The largest island of Bythos, Vothragna is a
Nimbus. The largest pillar by far, also known as the pillar treasure of rare minerals and wildlife not seen anywhere else
of heaven, connects Bythos to the heaven rings. Kerberos sits on the planet. This comes partially from Vothragna not being
halfway up this pillar. part of Bythos, but rather part of the planet Grimaldi that
broke up centuries ago as part of the Vothragna Event. The
Planitia. In 105 AL, the Aegis called the Hallessegro to island is named after the event, not the other way around.
crusade to take the lands of Planitia and indoctrinate the Vothragna is hotly contested between the kingdoms of Pyxis
resident nagomjii population. It failed, and most of the region and Draggo, with each laying claim to the land. It is currently
fell under the umbrella of Volani. When Volani was destroyed divided down the middle, but several mines on both sides
in the Aeon Pogrom, most of Planitia was appropriated by have already reached across the border.
Aurago. Unfortunately, despite technically claiming the
land, most of it remains ungoverned, with numerous bandits Zargoza. In 1255, Fornas, wishing a foundation on Bythos
and nagomjii caravans moving about. Planitia is also where to build a trading post, purchased the Zargoza islands from
Phylax crashed and where most of the debris of its ring came Corvos. Most transports from Kenoma land in Zargoza and
down. the islands are one of the few places in Bythos where people
can encounter those from Fornas. Zargoza is technically
Shambles, The. The Shambles holds little value in called the Autonomous Islands of Zargoza, as the islands
resources, a still unclaimed region of Bythos populated by govern themselves with little input from the Kingdom.
bandits, nagomjii, and villages run by local warlords. It is

16 MACRO
this time despite pleas from both Corvos and Pyxis. Corvos

Events
30-Year War. Before Draggo and Aquino became such
has attempted to recover knowledge in secret, but historians
have been amazed at the level of damage caused by Abolition.
In fact, the amount of erasure has been so encompassing
those in Corvos have theorized that there was not enough
strong allies, they were embroiled in a conflict known as history before the Twelve Covenants to speak of.
the 30-year war that resulted from the fall of the House of Aeon Pogrom. Also known as the Aeon Crusade, the
Farris, which controlled the thrones of both kingdoms. When Pogrom encompasses the war between Volani against the
Verkerk claimed the monarchy of Aquino, House Mesdag Aegis loyal kingdoms of Aquino, Draggo, Aurago, and Pyxis.
claimed Draggo and, through the extension of previous It was a war all the other kingdoms of Paradise decided not to
claims made by Farris, the Aquino throne as well. However, dirty their hands with. The war lasted years, and by the end,
the war was costly for Draggo, and eventually, even though the Volani bloodline was wiped out, along with many of the
victorious in the long run, they made a deal with Verkerk that kinhouses loyal to them.
would turn into the United Kingdom of Gloriana. This was
also short-lived. Aurago Civil Campaign. Starting in 0175, after the death
of King Ipos of the house of Joachim, the Tepherons backed
50-Year War of Pavonis. More a revolution than an Ravan of the house of Phelhall to assume the throne. This
actual war, the kingdom of Pavonis suffered an internal brought them into direct conflict with the Ascension-backed
struggle lasting between 0975 and 1025 involving the crown Joachim heir, Danjal. This started a civil war that lasted until
under the House of Cormac and the House of Renard in their 0190, when Phelhall suffered a significant defeat at the Fall of
own province on the ridge of Grimaldi. Renard attempted to Castle Andras. Although the Phelhall line was not eradicated,
create its own kingdom, but attrition prevented the war from the highest-ranking members of the family were executed
resolving with a victory. Eventually, Renard and the crown along with the high priests of the Tepheron order, scattering
signed a treaty allowing Renard greater access to the world the flock across the kingdom.
column while renouncing their claim to a/the throne.
Charontis Limnic Event. Charontis was a developing
Abolition. There is considerable confusion about cause city in old Kaelum, a mining town generating considerable
and effect preceding the Twelve Covenants. There was a revenue for the kingdom. Then a silver mine broke through
massive purge of recorded history across Paradise. Names, the outer shell of Bythos, resulting in a lethal eruption of
events, even locations were wiped. Oral history passed down, carbon dioxide that killed 15,000 people, utterly wiping out
unreliable as it was, claimed that mankind existed in Paradise the city of Charontis. Fires soon broke, and when neighboring
for thousands of years prior, though mostly in uncivilized cities arrived to investigate, they initially believed an army
pockets and sporadic cities. However, it is not known if had razed the city. They later discovered what had happened
this purge, called Abolition, occurred as a condition of the and collapsed the silver mine. Since then, many believe
impending Twelve Covenants, as a result of Abolition, or Charontis is cursed, even haunted, despite re-colonization.
purely by coincidence. Regardless, few relics or records exist As such, it was not so much conquered with the rest of the
before this time, a status the Aegis have been supporting. The kingdom but instead ignored and appropriated through a
Ascension has prohibited attempts to rebuild records from treaty. There still stands a curfew in the city since the event.

MACRO 17
Minute War. After Ginald Kaelum refused marriage
to an Aurago princess in favor of his own cousin, Zannah
Mustarra, Aurago assassins under orders from the Ascension
had Zannah assassinated. Ginald accurately determined the
Aegis responsible and closed their churches in his capital. As
a result, the Aegis commanded Aurago to take the capital of
Ellispex and arrest the Kaelum royal family. After surrounding
the capital city, Aurago issued its official declaration of war,
only lifted with the removal of the Kaelum ruling house
from power. Ginald refused. Forty-five minutes later, a lance
of Aegis hedrons leveled the castle keep. The city’s gates
were opened in haste soon after. Although the Kaelum line
survived the attack, they have never spoken up in rebellion.
Old Feud. An ancient dispute between Pyxis and Aquino
over territorial rights in the Lacus Major. Aquino broke
previously agreed fishing limits, and when Pyxis fishing
vessels pushed back, Lanis Terris moved her navy in to
destroy them. Since then, Aurago has kept its stance on the
expanded claim, uncontested until the Sufferance War.
Peace of Alshain. A treaty signed in 490 between the
kingdoms of Aquino and Draggo to present a united front
against Aurago and dissuade war. In truth, Aquino wanted
Draggo's strength to stand against Pyxis, while Draggo wanted
to use Aquino as leverage against Aurago. The treaty was
solidified with a marriage between Aquino’s King’s nephew,
Willick Aragannis Aquino with Zannah Terris Draggo, the
Queen’s sister. The alliance has remained firm since.
Planitia Crusade. The crusade was a push into the
southern lands on the behest of the Aegis. Despite not having
plentiful resources and ignoring the unwelcoming terrain,
the Hallessegro was gathered to spread their influence into a
territory once solely controlled by the caravans of nagomjii.
To many, it was considered more an attempt at indoctrination
than anything else—the Aegis wished to create a thirteenth
kingdom of indigenous nagomjii to pay homage to the Aegis.
It failed utterly with the nagomjii simply wandering from
city to city, refusing any attempt to anchor or convert to the
church. After the lands were claimed, Volani solidified its
considerable landmass and offered the nagomjii free reign
Fornas Jihad. In 0085, a civil war broke out within the over it. The regions taken by Aquino and Aurago involved
kingdom of Fornas, labeled a religious conflict by historians the massacre of several nagomjii caravans. In the end, the
on account of the ideological differences between the Planitia Crusade was a disaster as it failed to indoctrinate any
warring factions. There are still those within both kingdoms nagomjii populations and, in turn, helped solidify Volani’s
who refute this on account of the warring sides also being control of the region.
rival houses competing for the Fornas throne. Regardless, Strife of Firth. The Strife involved loyal houses along the
both sides were influenced by a theological fanatism that western side of the Falkland Firth engaging in bitter conflict
drove their conflict. Fornas, residing on the world of Kenoma, with Kaelum for control of the vital waterway. For the most
had been awarded to the house of Lamego, devout followers part, these conflicts were won by klydes of kaels, given
of the Delphan faith. Soon after, the house of Sintra rose up assistance in their lucrative alliance with Volani.
in rebellion, loyal Ascensionists at the time. Despite all that
Sufferance War. A classic war of territory and mixed
the Delphans did for Fornas (building industry along with
motivations between the dominant kingdoms on Bythos,
great works of architecture), the people began to be swayed
specifically those nations which recently allied to destroy
by the words of the Aegis, and soon, one by one, each of the
Volani, the Sufferance War is still raging in the modern
Delphan fortresses fell. Fifty years later, those still loyal
age. The Peace of Alshain keeps Draggo and Aquino united,
to the Delphans were either outcasted or executed. Sanity
but they fight a two-front war between Pyxis in the east
eventually took hold, and the surviving Delphans could
and Aurago in the west. It began with Draggo annexing the
remain on Fornas. However, they now only account for less
outlining towns of Aurago, known as the Caldera plains,
than 5% of the population.
famous for their fertile farmlands perfectly suited for

18 MACRO
making wine. Draggo promised Calderra a lordship, a vassal War of Pykes. A war of control over Pyxis between
under Draggo, an agreement welcomed by the connected the various flags lasted an impressive five hundred years.
towns. Aquino was apprehensive about Draggo’s annexation Eventually, it resulted in the surrender of every flag not loyal
but was forced into a conflict with Aurago per the Peace of to Trundholm.
Alshain. Later, the Pyxis navy, knowing Aquino was drawn War of Stones. A 100-year conflict between 850 and 950
into a conflict with Aurago, moved to secure the waters of the between the kingdoms of Eridius and Aurago ending with the
Lacus Major. surrender of Eridius and the merging of the monarchies.
Treaty of Erskine. The alliance between Kaelum and
Volani was not one single paper signed on one specific date,
but a series of alliances between the two kingdoms over a Agosta wandered through the market as
thousand years, all occurring in the city of Erskine in Kaelum. vendors prepared for the influx of crowds come
Volani and Kaelum became fierce allies with robust trade and afternoon. A cable system had been hastily erected
non-aggression treaties. Volani aided Kaelum in their first
between the tallest points between the two cities.
war against Aurago and again in the 200-year old conflict, the
This borderline prohibited technology allowed
Strife of Firth. Kaelum, in response, offered Volani free and
unlimited access to the Falkland Firth, a valuable commodity, gondolas to traverse the expanse. A sturdy pully
and one denied to Aurago thanks to the treaty. Aware of system kept the cables taught while a spool held
another impending war between Aurago and Kaelum, Volani thousands of meters of slack to maintain the
prepared for war. When the Aegis stepped in to eradicate the transport while Philokalia passed overhead. Agosta
ruling klyde, Volani hesitated, aware of the sway Aurago had
knew the first crowds would be arriving within the
with the Aegis.
hour.
Twelve Covenants. The twelve covenants were an The best place for a spy to hide was within
accord signed in 0015 among dozens of warring tribes and
crowds populated by people that knew him. Strictly
imposed by the Aegis. It forged the original twelve kingdoms
and paved the first kingdoms into royalty through a series speaking, Agosta wasn’t a mole, though he had been
of unofficial treaties and tributes. These claims to thrones trained for such activity. His responsibilities to his
quickly shifted hands to others. The twelve covenants also friend and prince eclipsed those of the state, and
established officially recognized ethnic groups, including the Agosta hadn’t been driven to espionage in years. He
alien nagomjii. was the ears of the royalty, a defender of the realm
Vothragna Event. Perhaps as much as two thousand that wielded neither sword nor bow. His power
years ago, even before recorded history, a part of the came from information, and nothing occurred
Messiana heaven ring exploded. It is theorized it tumbled
within Sadatoni without his foreknowledge.
towards Bythos and, in its descent, destroyed part of the
planet of Grimaldi, completely severing its moon of Phylax. It explained his mounting trepidation as an
Early Ascension theologians claimed this event as an attempt alien world and a foreign kingdom drifted so
by “darkness” to invade Paradise. However, academics from closely overhead that Agosta could spot the double-
Corvos believed the event was an external impact by a foreign headed snake-adorned flags atop the masts of the
body. Whether or not this body survived through the impact Hydranis keep. Every year, this occurred, and
is unknown, but these same academics had also put forth
every year, he would be on edge. But this time, it
the theory that the fragment from Messiana would not have
been large enough to both break off Phylax and split Grimaldi felt different.
in two. Unfortunately, no evidence of this foreign object has “Kalla!” Agosta greeted one fishmonger. The
been recovered. The gap in the sky is still apparent to those merchant struggled to stand given the cast on his
living in the northern hemisphere of Bythos and has been leg. “How’s the leg?”
demonized in the Ascension faith as a portal to hell, one “Very good,” Kalla said.
which the daemons emerged from.
Another merchant, selling patties, tarts, and
War of Klydes. With the fall of the klydes of Beatham puddings from a wagon, took the initiative.
after the Charontis Limnic Event, the house of Joachim in the
“Mr. Pike!” he said, “Fresh for you!” He tossed
kingdom of Aurago claimed the right of succession to seize
the kael throne. As the klydes were still bickering amongst Agosta a palm-size almond cake.
themselves, Aurago had taken power. After the klydes had “Thank you, Mr. Kimbell,” Agosta said.
determined amongst themselves that the royal seat should Agosta wandered through the market,
go to Dexter from the klyde of Garius, they formed the great recognizing every trader, vendor, and importer.
alliance, the Klydes of Kaels, and started the War of Klydes
against Aurago. With considerable support from Volani,
the kaels successfully pushed Aurago almost entirely from
Kaelum. In the end, it was the fall of the house of Joachim and
the rise of Raddad which eventually ended the war.

MACRO 19
He nodded acknowledgment to Ward Marshall “I want a list of all the guards operating the
inside his apothecary. Agosta knew what was sold gate and double the number in the market,”
behind the curtain, but nothing was to be gained Agosta said.
reporting the chemist to the Ascension. Agosta “I’ve called everyone.”
appreciated the leverage he had over men like “Call on reserves. It’s going to hit the fan soon.”
that, and the more Agosta could cock a snook to “Suspecting something?” Phankotto asked.
the Aegis and their oppressive church, the better. “If it were specific, I’d know where to stand.
“Whisper!” shouted a child from an alley. He Nagomjii caravan is coming same time as the
was adorned in weathered but undamaged clothes, Ascension. Make sure they don’t meet.”
a positive consequence of his dealings with Agosta, Phankotto snooped over Agosta’s shoulder and
who stopped and knelt to greet the urchin. grimaced.
“What’s your name?” Agosta asked despite “Shit,” Phankotto said. Agosta noticed the
knowing. shift; his mood and his eyes dropped.
“Nekau,” the child said, still panting from “Let me guess,” Agosta said.
running. “Your day just got ruined.”
“Nekau, a whisper remains that. Screaming “Pike!” Coulter screamed from across the
makes it a shout.” court. Agosta nudged Phankotto to take his leave,
Nekau stepped back, distressed over potential which he did, and Agosta spun to confront Coulter
punishment, though Agosta had never laid a hand of the Fall—lord captain of the royal guard.
on a child. Coulter took his elite and ceremonial position to
“Sorry,” Nekau said. heart. His white-dyed leather-wrapped kite shield
“Now, what is it?” was strapped to his back. Custom-fit and polished
“Friend’s father mans the wall,” he gasped. bronze and steel plates formed a panoply across
“Aegis conestoga on the horizon.” his body. Most was covered by a monastic scapula
Agosta looked towards the distant city wall, flaunting the red and black colors matched to the
and the gates fixed open, given the influx of arrivals. chariot symbol representing the kingdom while
“They’re early,” he said. “It will move to match also showing faithfulness to the Ascension faith.
the speed of the Ascension caravan, probably a few His armet was up and locked, slightly covering the
more hours.” Agosta attended to Nekau, palming stack of feathers sticking up from the peak.
him several coins. “Good boy.” “You have a lot to answer for!” Coulter said
Nekau accepted. as he approached. His shoes added an extra inch,
“Thank you,” he said, as he began to leave, allowing the lord to loom. Agosta casually took
“and nagomjii.” a bite out of his almond cake. “To start, the
Agosta snatched the boy’s arm before he could reassignment of militia to be placed under the
get too far. authority of county sheriffs rather than my guard.
“Wait…same time?” Agosta asked. The order to pair arriving knights with an ignoble
“Yessir.” castle sentry, and let’s not forget your brazen ploy
Agosta released the boy. of allowing aliens into the city during Passover.”
“Even better.” He handed him another coin. Agosta held up a hand and waited for Coulter
Agosta walked briskly to a crowd of nearby to settle.
guards, one of which knew him; he knew them all. “Wait…” Agosta said. “I stopped caring the
“Phankotto!” Agosta said. moment you said my name.”
Ennias Phankotto jumped to attention. “You’re a pain in my backside!” Coulter said.
Agosta was a man that appeared of noble birth “I certainly hope so; it’s been a life goal.”
but possessed no authority to command city “You're poised for one so unarmed.”
regulators. Phankotto was well aware of Agosta Agosta took another bite and slowly chewed.
and his influence. The rest of the company were He savored the taste before swallowing.
beneath Phankotto’s station, so they followed their “What you consider poise, I consider stature…”
commander’s lead. Agosta said. “More important responsibilities
“Sir!” Phankotto said. require your attention. I know because I assigned
them.”

20 MACRO
“I am rescinding—” “I agree…it’s every other crime that worries
“You will do no such thing because, by the me. And like I said earlier to one of your men, if I
end of day, you’ll be up to the prince explaining knew which offense, I’d be more direct. Do we have
yourself. Or you can accept that I made sure your an understanding, lord captain?”
placement within the chain of command positions Coulter scanned the crowd and ensured no one
you above both the Episcar and Silantine knights was listening.
due to arrive. No one in this city will answer to “When are they expected?” he asked.
them without authorization from you.” “My guess within the next three to six hours,”
Coulter was taken aback, then took a step Agosta said.
back, lessening his intimidation. “Enough time to see to some personal affairs.”
“Why would you—” “You still taking advantage of the
“Because despite my feelings. Despite my… complimentary service offered at brothels for the
honestly justifiably low opinion of you,” Agosta royal guard?”
said, “I still trust you more than them. I place faith “No…my appetites necessitate the most
in your arrogance over their unpredictability.” extravagant of services,” Coulter said as he walked
“You’re an asshole,” Coulter said with a sneer. away. Agosta watched him navigate through the
“I’m right.” crowds, pushing his way past people that wouldn’t
“Doesn’t change my opinion.” move aside.
“Would be shocked if it did,” Agosta said. “I “That image is going to fester,” Agosta
have also taken the liberty of pulling all reserves whispered to himself.
from the counties outside the city walls. We’ll need
them within the inner courts.”
“Why the paranoia?” Agosta walked past the sizeable inner keep
“Chariot of the gods,” Agosta said as he perched on its motte and approached the smaller
started walking. Coulter stood in front, and Agosta barbican close to the western wall. He snatched an
stopped. apple from a passing wagon and ate nonchalantly
“Are they coming?” Coulter asked. as he climbed the stairs to the upper level where he
“Yes.” kept his office. At least a dozen people held the keys
“You sure?” to this room; it was intentional, and Agosta knew
“Yes.” them all. Lining the walls were shelves of books
“Would you lie?” crowded with lies. An Iokon Opus was kept for
“…Yes.” appearances, along with a few church-approved
“Are you lying now? texts. Many of the others were diaries and ledgers
“What do you think?” inundated with inaccurate reports and falsified
Coulter considered his answer. accounts, with each falsehood sprinkled with
“I think it’s a safe bet,” he said. enough truth to entice traitors. The entire office
“Then bet the house,” Agosta said. offered the illusion of secrecy, but everything of
Coulter was not about to call a bluff if it was. note was kept locked in Agosta’s mind.
“Have you heard confirmation from the He walked around his chair and opened a
Ascension?” Coulter asked. window to catch an afternoon breeze. Philokalia
“Confirmation, what do you think I am, a was brilliantly illuminated while Uno was still
spy?” shining unobscured. The moment the planet
“Are you expecting terrorism?” overhead passed between them, the onset of
“Why, my lord captain, do you consider our darkness would be sudden. Beyond the distant
gods fallible enough not to foresee such a blatant city wall, towards the horizon, Agosta observed a
act of sacrilege?” procession approaching caravans.
“Of course not,” Coulter whispered through his He knew something terrible and potentially
teeth, almost worried such an accusation could be ruinous would occur today, and what bothered
heard by the divinity. him the most was that he didn’t know what it was.

MACRO 21
3: ROYALTY

Terri Zahn reread the letter from her mentor.


It couldn’t be true.
With the drapes of the caravan pulled, she only caught slivers of light through the
gaps. The carriage rebounded over the pits and rocks.
Terri was jostled so violently, she had trouble focusing.
My Friend Terri Zahn, please come to Sadatoni at once.
The opening of the letter was direct. Kaiden often meandered as his attention was
easily distracted, which implied urgency.
There was more to read, matters of politics and city life, including the upcoming
festivities in Sadatoni when the planet of Philokalia passed overhead, but Terri knew it was
padding. Or more…had Kaiden embedded a message in the banality?
The spaces, the strange, almost poetic justification to the words, all pointed to a
cipher. The last passage drew her attention.
I may greet you at the gate.
Only if it’s afternoon.
Knights from everywhere will be in attendance.
Odor from the sewers getting worse.
Not at my current address, but will still be found there.
Always trusted you.
Please hurry, you
Owe me; don’t be an outsider.
Church eyes everywhere.

22 ROYALTY
T
he world of Paradise is a complicated geopolitical The Farris Union was initially established to counter the
climate intensified by the manipulations of a growing authority of the Forthwind Guild. This lasted three
powerful central church and the manifestation of generations until 0125, when the Guild collapsed. Only five
entities parading as deities. Ignoring the sparsely years after, Tybalt Farris failed to name a proper heir, allowing
populated nomadic nagomjii, humanity reigns unchallenged Verkerk to re-assume control. This sparked a minor conflict
on every world within Paradise save for the Aegis-controlled with the House of Mesdag in Draggo, which attempted to
planet of Abraxas. retake control of the Farris territory. Draggo quickly took
The Aegis, through the Ascension, enforce a doctrine of the capital and surrounding farmland, leaving Aquino to
bondage and anti-technology, keeping the status quo through fortify defenses in the West. This stalemate continued for
veneration and the brutal administration of the church. thirty years until Ennis Mesdag offered a political marriage
Despite humanity’s attempts to evolve, both technologically as an alliance—the end result with Mesdag’s niece led to the
and socially, the “gods” of Paradise have kept mankind United Nation of Gloriana (after Mesdag’s death). This unity
stagnant for over fifteen hundred years. This stagnation was slowly eroded under sporadic conflicts with Pyxis and
manifests in the form of feudal kingdoms and ruling families. Aurago, with fingers pointing at Mesdag within Gloriana as
Those loyal gain favor and the authority to control their own the cause. Finally, in 0220, a rebellion within Aquino ousted
lands or even entire worlds. the Draggo forces from Alshain and placed the Verkerk heir
back on the throne.
Initially, the number of kingdoms and houses shifted
through time, though recently, an era of stability has arisen, Aquino controls the majority of its namesake peninsula.
not due to peace treaties but through the brutal execution Known once as the pinnacle of progress, art, and architecture,
of Ascension policy. In the last few years, Aegis appearances the entire nation later fell into darkness with the passing of
have diminished while Ascension influence and intervention Queen Terris Lanis Verkerk in 355. It further deteriorated with
in politics have increased. It’s almost as if the Ascension the rising of her sister, Lanis Terris, a devout Ascensionist
are pushing their own gods aside in exchange for their own who ordered the Khronos libraries burned and replaced with
power. On the surface, this appears as the Aegis relegating churches built upon the ashes of enlightened predecessors.
authority to the Ascension so they can focus on the more For reasons unclear, the dozens of spires that rise from the
matters reserved for gods. capital of Alshain are all black, stained from some unseen
curse. Some believe it a simple side effect from the bricks

Houses
used, forged from a nearby volcano. Thankfully, this only
extends to the building materials, as the doors still show the
white markings of the Ascension.
There are rumors of catacombs underneath that connect
Houses either claimed kingdoms or created them. Sometimes,
the churches, used previously by the librarians of the doomed
these territories were namesakes of houses, though they were
city to smuggle books to Volani when the purge occurred.
often culled from Aegis mythology. Each kingdom can have
Lanis Terris did not stop with just the buildings and soon
as many as eight or as little as three houses, all originally
labeled the remaining bookkeepers and historians as heretics,
named after the founding cities of man, of which there were
having them publicly humiliated or executed.
many. The names of those cities were themselves taken after
the families that forged them. Families assuming control of Despite this fanatism, the Aegis never favored her, who
a house take that house’s name, regardless of the dominant considered Verkerk unbalanced and hard to control. It
gender ruling the house. This assured that the city always was Lanis Terris who created the Old Feud with Pyxis over
carried the house name. If a family were to lose control of disagreements over territorial claims in the Lacus Major. The
a house, they would lose that name as well and revert back century following the Queen’s passing, Aquino signed the
to their original. When a house assumes the throne, they Peace of Alshain—an alliance between Aquino and Draggo
transfer their flag to the capital but always control their to resist expansion from Aurago after their acquisition of
home city. Kaelum. This alliance was forged through the marriage of
the King’s nephew Willick Aragannis with Zannah Terris, the

Aquino Queen’s sister. Soon later, Aurago struck west and conquered
the kingdom of Eridius, proving the expansionist objectives
of the kingdom.
(The Predatory Bird) Aquino’s continually shifting political storms surged
again in 1025 when the lesser-known House of Tartess,
After Aquino was established by the Twelve Covenants and
followers of the Signis faith, began taking villages along the
claimed by the House of Verkerk, a union with Draggo’s
Lahad river, creating the splinter nation of Styegol. Aquino
ruling house only fifteen years later effectively replaced both
never recognized the secession, and in 1099, open conflict
monarchs with a child from a marriage between the houses.
broke in one of the only holy wars on Bythos, the Signis War.
Placed in steward in Draggo until the child reached the
Although the Signis forces numbered in the thousands and
appropriate age, Olden Farris assumed the monarch of both
scored some key victories against inferior Aquino tactics,
nations.
in the end, Tartess was crushed. Styegol was destroyed, and
those of the Signas faith were scattered.

ROYALTY 23
24 ROYALTY
The prospect of peace on Bythos was kindled shortly
when the Aegis called for war against Volani, an act Aquino,
Kinhouses
Aurago, and Draggo all answered, but Pyxis and Corvos did Altan. Located within the mountains of Aquino, Altan
not. After Volani was wiped out, Aurago claimed all land remains a popular kinhouse of Verkerk.
once owned by Volani, an act Aquino and Draggo did not Novae. Former a house under Draggo, Novae switched
appreciate. With rumors that Aurago may be named emperor, alliances shortly after the fall of the House of Farris.
forcing homage from all kingdoms, relations are becoming
Tartess. A dead house with rumors of existing bloodlines,
increasingly strained.
Tartess created the faith of Signas, which soon became a cult
Cities. Alshain (capital), Thalim, Aqil. encapsulating dozens of towns in Aquino. They eventually
Members. King Okab Aquino, Taraz Aquino, Alshain declared independence under the name Styegos, but the
Aquino, Al Thalimain Aquino nation was destroyed by Aquino twenty years later.
Symbol/Flag. The predatory bird Terris. Terris is a loyal ally of the House of Verkerk with
mixed lineage dating back hundreds of years.
Military. The Holy Aquino Navy, The Circle Guard
Verkerk. Verkerk has been in control of Aquino for most
Cultural Attributes. Strong naval presence. Strong of its existence, except for one brief period where Aquino and
religious oppression. Draggo had the same Monarch.
Economy. Fish, Mining

Noteworthy Locations Aurago


Durdak. Durdak was an ancient fortress on the western
side of the Neopyth mountains. A gargantuan tower with a (The Chariot)
base 50 meters across towers nearly 75 meters. It is believed Aurago is the largest kingdom in all Paradise, ruling from
most of the castle was made of timber and destroyed in the the capital Sadatoni on Bythos. This rise to power is due to
first Aquino/Draggo conflict. Although still a defendable post unwavering loyalty to the Aegis. Through manipulation
and manned, the wooden complex was never rebuilt. supported or ignored by the Aegis, Aurago has conquered
Ertyu Royal Complex. This colossal network is not one three other rival kingdoms (Eridius, Kaelum, and Volani) and
castle but three linked by bridges and subterranean tunnels. currently threatens the alliance between Draggo and Aquino.
Together, they form a triangle with the statue of Terris Lanis Their history is muddled and sporadic, with evidence
in the center. “The Complex,” painted white and brown, pointing that various tribes lived in the equatorial regions of
resides in the capital of Alshain, off the Gurna River, and has Bythos for hundreds of years before the signing of the Twelve
never suffered an attack in its history. Covenants. At least a dozen different houses had claimed
The Exclave. For the past two hundred years, the head of portions of Aurago at some point, with a few managing
the Ascension had been located within a walled Alshain city- some measure of control before eventually losing it all. If the
state, the Exclave. With the Cardinals recently leaving, it’s Aegis had come down and imposed the covenants a hundred
expected they will claim a portion of Sadatoni as their own. years earlier or later, the geopolitical map of Bythos would
probably be different today. As it were, even after the signing,
Gukash Bastille. This former prison held many ex-
the first ruling house, Docarab, only maintained power for
patriots for more than two hundred years before being
two generations before the outbreak of the Crematoram,
converted to a defensive fortress against possible invasion
which washed most of that family line and pave the way for
from Aurago. Gukash is a hexagon-shaped fortress with a
Joachim.
single curtain wall, surrounded on all sides by forests. It is
not an effective defendable post. Under Joachim, the Ascension faith started to gain
traction in the kingdom. This later caused a schism with the
Navash Palace. The palace, accessible via a single stone-
rise of the Tepherons under House Phelhall, resulting in the
arch bridge, is the outer residence of the Aquino royal family.
Aurago civil campaign, which lasted fifteen years, ending
Its location is held secret but is believed to be heavily guarded
with a victory for Joachim. Eventually, Joachim fell from lack
despite the number of physical defenses it lacks. It has few
of surviving heirs, paving the road for the lesser house of
towers and comprises only a handful of lavender-colored
Raddad, who held the throne ever since. It was with Joachim
chateaus. It is also the repository of valuable works of Aquino
that the first war with Kaelum broke out (the War of Klydes),
art.
a conflict that Aurago lost.
The Ruins of Moire. Once called Belandranis Castle,
With Raddad, the Ascension gained their iron hold to
it was the refuge of Queen Moire of Gloriana during the
Aurago, and some say, all of Bythos. Raddad solidified their
rebellion of 0220. It was also where she and her family were
power base, preventing challenges through deified patronage
killed. The castle was nearly destroyed, and the ruins have not
and, more traditionally, through military backing from allied
been restored. They remain a tourist attraction given their
houses like Sallis and Aedis. It was Raddad that began a push
closeness to Alshain. The ruins include a series of fortified
to claim outlining territories. Raddad started the wars with
buildings erected in a straight line with connecting walls
Eridius and Kaelum and was the lead kingdom in the crusade
resting on the peak of a mountain top.
against Volani. They were also responsible for taking the

ROYALTY 25
Osmarch, pushing out the native nagomjii, and absorbing
the independent villages there. This allowed Aurago access
Noteworthy Locations
to the Body of Corona and the Lacus. However, they were Aelon Ziggurat. This colossal fortress was built by
still locked out of the East coast of the Mare Dagos since Aurago only two hundred years ago in preparation for an
Kaelum controlled the Falkland Firth. After failing to merge impending war with Volani. At 155,000 square feet, it houses
the monarchies with Kaelum in 1295, Aurago convinced the three battalions of the Aurago royal army. When the Aeon
Aegis to destroy the Kaelum monarchy. This was slightly Pogrom broke out, Volani struck quickly and eradicated
less volatile than the conflict with Eridius 400 years earlier, Aelon in a blitzkrieg raid, catching the forces off guard. Volani
known as the War of Stones. left only a small force behind to defend the Ziggurat, delaying
the invading army rather than defeating them. Believing the
Through the centuries, Aurago has held a strained Aelon to be housing a larger army, the combined invading
relationship with neighboring kingdoms, independent armada spent months battering the Ziggurat in hopes of
villages, and especially the wandering nagomjii. Rumors crushing the army within. By the end of the siege, Aelon was
persist that the Aegis will bestow on King Aquino the title all but destroyed—Aurago having effectively destroyed one of
of emperor of Bythos, a title he’s obsessed with achieving their proudest achievements. The Volani defense forces were
despite his failing health. It is a title his son, Kabdila, is killed or executed, and it’s believed their spirits still defend
equally committed to gaining. The conquering of Eridius and the ruins, probably leading to why the Ziggurat was never
Kaelum (centuries apart) took decades to complete. However, re-populated. Attempts to rebuild have always met in failure
remnants of those bloodlines still exist, some within the as restoration crews abandon the project soon after. In the
hierarchy of Aurago’s royal circle. The thrones (and nations) intervening years, Aelon has been overgrown with vines and
of Eridius and Kaelum still exist but have been absorbed into trees. Many maps incorrectly label its location, making the
the single seat of power with Aurago. ancient red-tinged star-shaped fortress more a legend.
Aurago is known for their armies and urban development, Cloven Wall. It is thought that this ancient fortress was
so they don’t exhibit any inhuman traits like other human destroyed before the Twelve Covenants. Archeologists later
nations. theorized the wall was only a small portion of a much larger
Aurago’s conflict with Volani was bloodier due to a construct, making the original Cloven Castle the largest of its
crusade by Aurago to utterly eliminate the entire family line, type in Paradise. Now only two walls remain with the town of
a war ordered by the Aegis. Cloves residing inside. The construction indicates that it was
Members. King Aquino Aurago, Prince Kabdila Aurago, built by man, but it dates to more than three thousand years
Haidin Aurago, Sadatoni Aurago, Kabdhilinan Aurago, before the Covenants were signed, and there are no records of
Prijipati Aurago man even existing during that time.

Cities. Sadatoni (Capital), Kabd, Priji, Capel, Hassal The Gateway Tower of Ordanos. On its northern side,
Ordanos appears as one of the tallest towers in Paradise,
Symbol/Flag. The Chariot with its cylindrical structure rising 150 meters from its base,
Military. The Imperial Order but most of this is an outer wall built up the side of Ordanos
mountain. The façade houses defenses and stairs but little
Cultural Attributes. Metropolitan, the pinnacle of city
else. The main structure is only the top 25 meters and houses
development.
a defense legion and a local warlord, Les Yanyets. Ordanos
Economy. Farmland faces the Ordanos river and one of the old significant roads
connecting Aurago with the former kingdom of Volani. Now,

26 ROYALTY
it is the base from which patrols regulate and tax passing Aegis patronage. However, the enforcement of national policy
nagomjii. was quickly met with blowback from an emerging faith, the
Lambda Castle. This scarlet-colored square castle is Tepherons. When the line of Joachim was under question
noteworthy for being only a curtain wall with no interior in 175, the Tepherons backed the House of Phelhall, a loyal
buildings, walling in a massive courtyard and garden. Atop house to their cause to ascend to the throne. This resulted in
a small hill overlooking Priji, Lambda was besieged several the Aurago civil campaign, an internal conflict between the
times during internal and external conflicts. Its walls are ten houses for the Aurago throne—a conflict where the Aegis
meters thick and house the ruling family, their guard, and refused to take sides.
even a small prison population slaved into maintaining the Kalinan. Kalinan controls the mountain gateway to
grounds. Considering the simple square footage, Lambda is Neopyth.
one of the largest castles in Paradise, even though it doesn’t Karina. An old house within the kingdom of Kaelum,
come close to measuring up to others with more buildings or Karina has an ancient claim on the Kaelum throne, one which
defenses. At a time of war, it is believed temporary wooden they lost when Aurago took the throne. Karina is prohibited
lodgings are erected on the grounds, and the gardens are from assuming any throne for 500 years as part of the peace
converted to produce more food than flowers. treaty. Like other houses within the conquered kingdom, they
Qargar. This old defensive wall was built by Aurago in could still maintain control of their own township.
an attempt to keep nagomjii caravans from migrating into Raddad. The current ruling house of Aurago.
their kingdom. After Aurago acquired Volani, Qargar became
ineffective, though it still stands, all 350 kilometers of it. Years Sallis. Between Aurago and Draggo lies Sallis, who
later, parts have broken, but most nagomjii caravans still controls the road and bridge network to Draggo.
avoid it.
Sapia Castle. These ruins continue to crumble away with
no residents since 1470 when it was destroyed by Aurago in
Corvos
their conflict with Volani. Unlike many other castles, Sapia
was never rebuilt or repopulated. Once called the Blue Castle, (The Black Bird)
much of its old look can still be seen with the few remaining Corvos has always been the most sparsely populated kingdom
walls and buildings. Once the residence of house Sapia and on Bythos, given that most of their territory is covered in the
the namesake village, nothing remains except the ruins. planet (and, in fact, the “universe’s”) only polar ice cap. Being
Rumors of hauntings have drawn tourists, but in the last so far north, Corvos has been spared many of the foreign
few years, Sapia castle was deemed off-limits to the general conflicts plaguing other kingdoms on Bythos. They claimed
population. The original construction would have been over neutrality in the Planitia Crusade and remained out of the
20,000 square feet, with two sides fringing a freshwater lake. Aeon Pogrom though offering amnesty to several of the
kinhouses that were summarily hunted down for supporting
Kinhouses Volani. Outside of refusing extradition for heretics, Corvos
Aedis. Aedis controls the namesake coastal town to the still prides itself on its neutrality. This stance had allowed
Body of Tyrus. It was once in control of the entire Kingdom of Corvos some autonomy, earning considerable leeway when
Aurago, losing it to the House of Raddad when the Ascension other nations condemned lesser acts. Corvos is considered
determined that Raddad had the greater claim to the throne the seat of enlightenment, encouraging the academic
when the Aedis king died. movement and opening its doors to foreign ideas and
theories. Corvos takes pride in its noteworthy theologians and
Docarab. The first house in power in Aurago after the philosophers, entertaining debates about the nature of god/s
Twelve Covenants, Docarab was in control of Sadatoni when and the universe. Despite often coming affront of Ascension
the Crematoram broke out across Bythos. The royalty was not purgitans, Corvos has never been censored by the Ascension.
immune, and Docarab was decimated, making room for the
rise of Joachim. They go about this by finding workarounds and loopholes
in dogma. For example, selective breeding programs and
Gatta. A remote house monopolizing fishing in the south artificial selection enable Corvos to develop mutagenics
pole of Mare Dagos, Gatta was one of two houses not destroyed without advanced technology. Corvos kips and striders
in the war between Kaelum and Aurago. Like Karina, Gatta are generally believed to be the best in the world. Further,
maintained control of their own township on the condition they developed cultivating techniques to grow crops more
they renounced all claims to any crown for 500 years. successfully in the north than other nations in the south.
Joachim. Joachim assumed the throne of Aurago after Licensing personnel to replicate these techniques elsewhere
Docarab was decimated by the Crematoram plague. Joachim in the world has made Corvos one of the wealthiest kingdoms
controlled the Aurago throne for 250 years and, in that time, in Paradise. Their names and their culture have mixed heavily
never made an aggressive push into any other kingdoms. with the northern nagomjii.
However, through several generations, the Joachim royal
family imposed the state Ascension religion, prohibiting
other faiths within the kingdom’s borders. This policy
allowed the influx of Ascension personnel and, eventually,

ROYALTY 27
sparked the short “Duchy War,” lasting through the year
0205 between Corvos and nagomjii tribesmen. Few conflicts
actually broke out, with the only battles occurring between
Akusha Rose and the nagomjii tribe of Innukata.
This came from Akusha Rose pushing into the north to
secure lucrative mineral deposits. Eventually, King Olikanni
arrived flanked by his national guard to stop the fighting and
forge a treaty with the nagomjii. Ultimately, every aditsannee
(tribal chief) from every corner of Corvos arrived to sign
the treaty. “The Song of Ohanzae” allowed the nagomjii free
reign of Corvos as well as land rights within Corvos for the
purposes of agriculture. The majority of nagomjii tribes chose
to remain in the north, forming the state of Seganami—a
territory still part of Corvos.
In a bizarre political arrangement, Akusha Rose fell
within Seganami, with Rose taking the seat beside the Grand
Duke of Seganami. The king of Corvos rules over the land,
including Seganami, but within that territory, the king is
actually called The Grand Duke of Seganami. Ever since, and
to this day, the proper title of the Corvos ruler is “The Royal
Monarch of Corvos and the Grand Duchy of Seganami.”
Despite this odd arrangement, the House Republics do not
acknowledge the nagomjii’s rights under universal suffrage—
meaning the nagomjii do not get to vote.
Since the creation of Seganami, there has been
considerable crossover between the two cultures. The
nagomjii have a tendency to absorb and modify traditions
as they acquire items and vehicles from trade. However, no
nagomjii has joined a house or military.
The only kingdom clashing with Corvos is Pyxis. This
came from a desire of Pyxis to control the routes in and out of
the Body of Corona. Corvos has withstood every assault and
has never counterattacked.
Symbol/Flag. The black bird
Corvos was a late bloomer to full industrialization Cities. Kisau, Sineotok, Piolok, Atanuk
despite considerable advances in science and naturalism.
Military. The White Guard.
They remained primarily agrarian for most of its history, a
trend still dominant today. After the signing of the Twelve Cultural Attributes. Thinkers and philosophers
Covenants, the powerful house of Palak assumed control of Economy. Farmland, land development, skill
Corvos. However, after developing the Commandments of
Enlightenment, instigating Corvani as a state language, and Royalty. Kraz Corvos, Minkar Corvos, Gienah Corvos
establishing the Temple of Fennos and the House Republics,
Palak stepped aside, allowing the rise of Anugati, who Noteworthy Locations
remained in control of Corvos through the majority of its The Old City of Sineotok. Many cities have rebuilt
history. and updated their layout over centuries, but Sineotok has
There was only a brief moment (thirty years) when the maintained its old city and simply built around it. 1500 years
throne was assumed by Kisau, rumored to be puppets of the old, the city shows the little progress of civilization thanks to
Ascension—who then tried to change the laws to reverse the the limits imposed by the Ascension. The ancient city features
Commandments. However, without a royal army (Corvos has cathedrals and curtain walls. Even today, the population can
a national guard), Kisau could not enforce any changes, and flee to the old city and bar its gates, still a formidable fortress
the last twenty years of Queen Visali’s rule was nicknamed with walls fifteen meters tall. The royal summer home and
“the rule of the paper queen.” botanical gardens still remain within the old city.
After Anugati re-assumed the throne, they built the great The College. Occupying and spreading over eight
sea-fortress in Sineotok, simply called “The College.” The only islands, the College is the southern seat of Corvos royalty.
actual conflict Corvos ever suffered was between the remote It is the highest-level university on Bythos and operates as
house of Akusha Rose and the northern nagomjii tribes, who the lighthouse and dockhouse for most boats coming into
didn’t acknowledge the empire of Corvos at that time. This Sineotok. It remains one of the greatest man-made castles in
all Paradise.

28 ROYALTY
Fields of Magena. The fields are believed to be naturally
occurring ice pillars formed from accumulation deposits, but
with nothing over them, no one is sure how they were created.
Draggo
Passage through the fields is dangerous but is the only direct (The Beast)
route between Sineotok and Piolok.
Draggo is a bordering nation to Aquino, Aurago, and Pyxis.
Vokivo Fortress. The largest and most impressive fortress As a result, it has been dragged into nearly every conflict on
in Corvos, Vokivo sits atop a 200-meter mountain and can Bythos, either one their allies have been involved in or through
clearly be seen from Sineotok 30 miles away, despite being ones they’ve instigated themselves. Before the covenants,
part of the town of Degetaga. Vokivo was an ancient seat of Draggo was in control of the world of Machina; after the
power, predating every city around it. It was built near the signing, they maintained control of it and the surrounding
shore to intimidate pirates and prevent a possible northern area around the pillar of Basilica. Later, massive storms
expansion from Pyxis. It succeeded when a Pyxis landing broke out worldwide, forcing the population to abandon it
army attempted to attack Degetaga. Pyxis has never tried to and Machina’s solitary moon, Skaras. Draggo quickly pushed
attack Vokivo since. The fortress is a thousand years old, with into the land around Basilica, into Aquino territory to the
twenty gates leading up a narrow path past three curtain Neopyth mountains, and Aurago to the Caldera plains.
walls erected at different altitudes up the mountain. The
closest anyone has ever reached in a siege is the sixth gate. At this time, Draggo was assumed by the house of Farris,
It houses no royals and serves more as a military outpost. which joined with Aquino fifteen years later under the rule of
Its siegeworks can reach substantially into the sea and, on King Olden. Olden’s mother, the Regent Marina, believed the
numerous occasions, have fired on pirates pursuing Corvos greatest threat to both kingdoms was the Forthwind Guild,
ships. monopolizing the trade routes north of both kingdoms. Olden
ruled both kingdoms peacefully, successfully using the united
House Republics navies to tax Forthwind ships and prevent their monopoly.
Olden passed to his son, Artur, and then to Tybalt before the
Akusha Rose. The most remote house in Corvos, Akusha Forthwind collapsed (publicly) in 0125. At that same time,
Rose became notorious for dragging the kingdom into their Tybalt failed to produce an heir, and Verkerk re-assumed
only known military conflict with the northern nagomjii control of the throne of Aquino. This process sparked a
tribe. Anugati sent the national guard up to quell the fighting, conflict with the emerging Draggo house of Mesdag, which
with the king, Olikanni, later arriving personally to forge a assumed that throne simultaneously.
treaty.
Draggo managed to push Aquino into the West, past
Anugati. The most northern house on Bythos and the the Neopyth Mountains. The crossing of that range proved
ruling party of the Kingdom, Anugati has maintained control disastrous, resulting in more casualties than their conflict
of the kingdom since assuming control from Pakal only fifty with Aquino. Although Aquino could be assured victory by
years after the kingdom’s founding. They have maintained simply holding ground, they weren’t aware of this at the
control ever since, able to do this through a very successful time. After thirty years (appropriately named the 30-year
series of treaties and the Anugati’s strange property of always war), King Ennis of Draggo promised marriage between his
siring males. Anugati is popular among the people and is niece, Moire, and Godfrey, King of Aquino. Moire was known
responsible for many of the liberal policies in the kingdom. for her beauty, and Godfrey jumped at the idea. However, he
Baykox. Baykox is only noteworthy for sharing an died before they could birth an heir, and Moire claimed the
ancestral relation with the Orlagh erids of Eridius. Through throne.
that history, Corvos gained a valuable trade alliance with Before Verkerk could contest, Moire had married her
Eridius, and Orlagh gained vital knowledge that they used to cousin, another from the same house. Subsequently, both
secure power in their homeland. nations were erased and replaced with Gloriana, something
Kisau. A large house of some measure of respect, Kisau the natives of Aquino were not entirely pleased with. Verkerk
once held the kingdom under Queen Visali. Despite followers would eventually start a rebellion in 0220, wiping out the
of the Ascension, Kisau never enforced their view until Visali sitting Gloriana royalty and reestablishing the kingdom of
won the throne and attempted to remove the house republics Aquino. Having starved the homeland to sustain the conflict,
and reverse the Commandments of Enlightenment. This was the house of Gloriana was not famous back home either. Only
not met favorably by any of the other houses or even members five years later, the popular house of Torculli assumed the
of her own inner circle. Visali was prevented from changing throne under Queen Ellair. Torculli controlled the renamed
any policy for the last twenty years of her life, and Kisau has Draggo for nearly a thousand years, remaining popular until
remained out of the Corvos political scene ever since. the Virgin King Hector failed to name an heir. This paved
the way for the rise of the House of Bowan, who remain in
Pakal. With a township comprising of only a temple in
control of Draggo to this day.
the mountains, Pakal was the founding house of Corvos, later
losing control to Anugati. Pakal is still considered the ancient
seat of Corvos power, and all coronations occur there rather
than the kingdom’s capital.

ROYALTY 29
Before Bowan’s rise, Torculli rulers had forged an
alliance with Aquino. This long-standing treaty prevented
future conflict though assuring future aggression with other
neighbors. After the Draggo/Aquino treaty, called the Peace
of Alshain in 1400, Draggo was immediately pulled into a
conflict with Pyxis. After that devolved into more a diplomatic
dispute, Bythos found an unstable peace until Aurago’s claim
of Eridius and later Kaelum.
After the Aegis called for a crusade against Volani, it
was thought that there would be peace on Bythos. However,
after rumors of the King of Aurago being named Emperor
of Bythos emerged, Draggo decided to act, moving into the
south to take the Caldera plains. It was believed that Aurago
was stretched too thin to defend, a theory that proved correct.
But moving forces south opened up the Eastern front with
Pyxis, and that Kingdom immediately moved to secure the
waters of the Lacus Major, starting the Sufferance War.
Despite these conflicts, Draggo is considered one of the
best places to live, thanks to its social programs. Its primary
industry is agriculture and has maintained trade with Aquino
and Corvos and many of the outlining worlds of Paradise.
Despite not possessing a solid navy (not even close to
Aquino, Corvos, or Pyksis), Draggo was the source of the
“Dracs”—a paramilitary group paid by Draggo to enforce
their territorial claims. Labeled pirates by some, the Dracs
were eventually given the sovereign island of Collum Ceen to
run as a stratocracy but still within the kingdom of Draggo.
Collum Ceen, located in the Mare Dagos, is one of two
sovereign nations within the kingdom of Draggo, Fangrag
being the other, a nation purchased from Kaelum in 0550.
With both countries in the Mare Dagos, Draggo has often
pushed further into the open sea than any other nation
on Bythos. They often stake claim to uninhabited islands
with few rival kingdoms contesting them, a practice often Noteworthy Locations
repeated by Kaelum. This resulted in a humorous island Landsblack Castle. A beautiful ruin, this 1500-year-
hoping campaign by both nations between 0750 and 0800, old hill-top castle suffered bandit and Aurago attacks for
where they were planting flags over hundreds of mostly centuries before being abandoned because the family holding
useless islands. Draggo claimed over 500 islands outside the the castle couldn’t afford to sustain it. Eventually, it was taken
Falkland Firth, with Kaelum snagging nearly a thousand. It by an independent warlord left alone by Draggo because of
is perhaps good Draggo did not claim the majority as this his assistance in defending the southern territories from
allowed Kaelum near-total control of the Falkland Firth, Aurago. The warlord, Korinth, has made little attempts to
perhaps later prompting the war with Aurago. properly restore Landsblack and has used it more to strike at
In 0290, Draggo accepted the Ascension faith for political passing nagomjii caravans and as a tool to enslave the local
reasons only, adopting it as their state religion. Since then, population. Landsblack is a proper castle with only one safe
they have never had a visit by the Aegis or Conclave. access road and three curtain walls rising up the hillside.
Symbol/Flag. The beast (dragon) The Rinforge. More a palace than a castle, the Rinforge
is Draggo’s royal keep outside of the capital of Drogan. It has
Cities. Fraezen, Falkenburough, Drogan
been attacked numerous times by both Pyxis and Aquino,
Military. The Dracs, the Maghead Guard. and each time, it has been rebuilt after extensive damage,
Cultural Attributes. Militaristic, proud, socially mobile, leading to its modern look. It was last refurbished only
income equality 50 years ago and is still used as a royal palace. Its defenses
have been improved with the addition of a curtain wall, but
Economy. Mining, farming without a moat (it has an eastern lake) or elevated position,
Royalty. Kuma Draggo, Rastaban Draggo, Secundus all the Rinforge has its impressive 100,000 square foot plot
Draggo and its army to secure it. Rinforge has also been used as a
guest palace for visiting royals, meaning the castle has been
attacked by those it previously housed.

30 ROYALTY
The Ruins of Tsukhan. Draggo is littered with castle
ruins from repeated conflicts with Aurago, Aquino, and
Pyxis. Although the conflicts with Aquino abated, many of the
Eridius
fortresses and castles along the border were never restored. It (The River)
is thought up to thirty ruins can be found scattered across
Draggo. These are called Tsukhans to those in Draggo. The native erids residing in the mountains were eventually
given their own kingdom of Eridius, a land they would lose to
Examples. Tsukhan Bergine, Tsukhan Himmil, Tsukhan Aurago during the War of Stone between 0850 and 0950. This
Haert, Tsukhan Rinthis, Tsukhan Griffith. came from several conflicts beginning with the control of the
Valkenhall. Valkenhall is a castle located atop a peak so Body of Tyrus, which both Eridius and the northern Aurago
treacherous, climbing is near impossible. How it was built is relied upon for the majority of their freshwater.
still a mystery. Thankfully, there are two very sturdy stone Eridius takes pride in their mountain kingdom, with
bridges from either side of the ravine Valkenhall resides roads and keeps navigating the treacherous Alagarth
inside off. It is not sure if the bridge was built to reach mountains. This terminated with the Limewall—a natural
Valkenhall or if Valkenhall was only built at the center point barrier reinforced with manmade defenses unconnected
of a long bridge. The bridge is tolled, and detouring only to Alagarth that separates the plains to the south with the
adds a day’s journey at most, making many wonder of its mountains in the north. Despite the southern regions being
real purpose. Valkenhall is not a huge castle but has never used entirely for agriculture, the true value in the kingdom
been successfully attacked. This is because people know the are with the mines of Alagarth. The level of riches in Eridius
bridge can be brought down on either side in an emergency. cannot be measured. With plentiful farmlands and rich
Valkenhall is owned by the Obervas family, who have held mountains, the defenses erected by the erids should have
it for 500 years. The castle resides in Draggo, but the family prevented any attack. This did not dissuade enemies, and
maintains good relations with Pyxis despite the war. conflict followed Eridius through history, culminating in
their eventual war with Aurago, which Eridius unfortunately
Houses lost.
Aragannis. Aragannis is a loyal ally of the House of Before then, Eridius had tussled with Aquino and Aurago
Bowan. and with warlords from the Shambles and bandits from
Bowan. Bowan is the latest in a long list of houses that Ukashabe. And although it was uncommon, erids even fought
have assumed control of the kingdom of Draggo. amongst each other in their obsession to unite the various
tribes under the flag. This was the unfortunate issue with
Farris. From the Kingdom of Draggo, an ancient alliance
Eridius—even though they were a kingdom, the land was not
briefly put a Farris as the monarch of both Aquino and
much more than a region where a dozen tribes of ethnic erids
Draggo. Not long after this, Farris lost the seat of power to the
lived.
House of Mesdag.
The lines drawn were somewhat arbitrary, with few
Gloriana. Another house of some power within Draggo
tribes residing out of the mountains and the others living in
and another one who assumed the throne at some point.
the north in a territory that didn’t belong to them, according
Gloriana lost control of Draggo quickly, being succeeded by
to the Twelve Covenants. The tribe that claimed the largest
the House of Bowan.
and royal mountain keep city of King’s Table was given reign
Mesdag. After the fall of the Farris Union, Elia Mesdag of the kingdom, the Clancy erids, who immediately fell into
took the Draggo throne and claimed Aquino’s as well, only a conflict with the Cianan erids. This didn’t last, followed by
to lose that claim when Verkerk retaliated. This ended the a conflict between Fionnlagh and Magnus in the north and
shared monarch between both kingdoms. For thirty years, then another between the erids of Orlagh and Tighearnach.
nothing changed until another alliance was brokered. After
The petty wars between tribes didn’t halt when outside
the last Mesdag died, Gloriana assumed the throne of both
incursions began to grow. In fact, it was the rise of the Finola
nations again, and it was renamed Gloriana.
erids who ended the dispute by merely conquering the
Torculli. Assuming the throne after the dissolution of the other tribes and forcing them inline. Even then, the idea of
kingdom Gloriana, Queen Ellair re-formed the kingdom of a united erid kingdom wasn’t embraced until the threat of
Draggo, promising to no longer engage in conflict with the re- outside ethnic influence began to rise, leading to an increase
established kingdom of Aquino. Despite being popular with in national pride. Despite the lines being drawn for an erid
the people, Torculli would eventually drag the nation back kingdom hundreds of years earlier, the concept of a high
into conflict, this time with Pyxis. Although through Torculli, king of Eridius didn’t become embraced until around 0200.
Draggo would establish long-term relationships with Aquino, By then, most of the chaos of the previous centuries was
it didn’t prevent further conflicts with other nations. rewritten to be a royal conflict of families fighting over a
throne. This created a more official history, justifying their
current status. It was about this time when the people began
to finally embrace the Ascension faith and when cathedrals
were finally erected within castle grounds.

ROYALTY 31
Eventually, control over the Gulf of Tuathal started the
War of Stones. Eridius declared the Body of Corona their
territory in a ploy initially designed to force pirates from the
Shambles from operating in the Corona. Eridius then moved
“The erids don’ in to close off and tax the Straight of Lughdaidh. Although
a woman, do tht want to be ruled by Eridius had no plans to block access to other kingdoms,
ey?” the move was not received well by Aurago, who promptly
(silence from
the crowd…) declared war.
“I am happy w
birthright, bu ith your title; it is your The War of Stones lasted 100 years, a costly conflict for
erid men would t the other…B
RAV Aurago won only by force of will and numbers. After breaking
not be so sway E
“Your royal hi ed. armies against the Limewall, eventually, Aurago found more
is powerful, an gh ne ss , yo ur lineage ground attacking softer defenses along the walls of the shores.
can sway the d its name alone After taking King’s Table, the belligerent Finola was removed
m as
suffer from th ses, but you also
e shadow of be from the throne, with other family members being executed.
rulers. tter
The kingdom regalia was taken to Sadatoni, and King’s Table
“And to compo became home of the lord Rosheen of Magnus, thralls to
are more corvund the matter, you
erids do not li on than erid. The Aurago. Eridius lost their kingdom but were allowed to keep
trying to intr ke change. You’re their territory as a country under Aurago. This came about
You are tryingoduce corvon customs. because no one from Aurago wanted to colonize or control
eat good food to get the erids to the wild and dangerous mountains of Eridius. The erids were
.
“Even this idea allowed to govern themselves under hefty tax to the throne, a
a year is just of bathing four times situation maintained ever since. Until Volani’s fall, they had
ridiculous.”
privately supported Eridius independence, unable to move
Oliver Brightm to support them during the conflict because of Volani’s own
an
Advisor to Reg struggle with raiding grimgods from Phylax.
ent
Sadie Finola E In the intervening centuries, Eridius adopted the Aurago
ridius
rule of law. They established trade routes, and is now a
functioning country under the throne, one claiming loyalty
in the coming centuries, aware of Aurago’s favor with the
Ascension. However, Eridius did not aid in the Aeon Pogrom,
and rumors passed that erid tribes sheltered survivors of the
By then, the lands of Eridius had fortified against Volani royal family. With virtually no non-erids living in their
nearly any attack. The Limewall still remained an almost kingdom, many people in Aurago believe Eridius is feigning
impenetrable defense, and additional barriers were also being loyalty, waiting for the moment to retake their kingdom.
erected facing the Body of Tyrus. United and defendable, However, many people, especially those in the plains, have
Eridius under Finola solidified their claim to Tyrus. They little exposure to the national pride of mountain erids, so
then moved into the Body of Corona, establishing valuable they don’t understand the desire for independence.
trade routes to Corvos and engaging in direct conflicts with Symbol/Flag. The River
pirates from the Shambles.

32 ROYALTY
Cities. King’s Table, Aislin, Goban, Lochlann, Faolan The abbey has no curtain wall, with gardens topping buildings
Cultural Attributes. National pride with distinct accents, and towers rising nearly 35 meters to pierce a lingering
cuisine, and traditions. blanket of clouds that never seem to pass.

Economy. Mining Erid Clans


Royalty. Cursa Eridius, Keid Eridius, Rana Eridius Cianan erids. Believing their claim to the throne was
greater, the family of Cianan began to march on King’s Table,
Noteworthy Locations and the castles controlled by the Clancy erids. Despite having
Fearghas Fortress. Controlled by the Magnus erids, a larger army, Cianan was defeated and remained in virtual
Fearghas, one of the first fortresses encountered when exile until being welcomed back into the royal court by Finola
traveling north past the Limewall, has been attacked by nearly in an attempt to unite the tribes of erid. Cianan regained
everyone. This includes bandits from Ukashabe, Aurago control of their lost keeps and even signed a treaty that seized
military, and three rival erid tribes. Despite being 1500 years a few more from Clancy. After resolving the War of Stones,
old, most of the current fortress is only 600 years old, rebuilt Cianan left their presence in King’s Table and restarted their
after its last encounter. Despite its location in the mountains, conflict with Clancy, which Cianan won decisively. After this,
Fearghas still boasts a moat fed from a nearby river from Cianan remained a quiet and powerful tribe in the kingdom.
taller mountains to the north. It is also dammed, controlling Moved by Finola’s national pride, those in Cianan have been
the flow of water to the village of Etna in the south. Fearghas silent supporters of independence.
is noteworthy because its massive corner guard towers are Clancy erids. The Clancy family were the first to take the
broader and taller than its central keep. throne of Eridius, but with most erids not recognizing either
Killford Castle. No one is sure how or even why the Eridius royalty or even the kingdom, there was little power in
Tighearnach erids built their castle atop Mount Ferman. The their voice. The Clancy forces suffered an attack from rival
base of the foundation is twice as large as the peak it sits Cianan but maintained their seat of power until losing it to
upon, with an expanding stone structure leading to a curtain the more powerful Finola erids. Clancy fell into decline, and
wall with two baileys and a mote the keep sits upon. This has after the War of Stones attempted to ingratiate themselves
made Killford castle incredibly challenging to reach, with with Aurago, only to be obliterated in conflict again with
the only access being a drawbridge leading to another jutting Cianan.
stone structure connected to another nearby mountain. Finola erids. The rise of Finnegan Finola gave rise to a
King’s Table. Not just the capital city, King’s Table is a national erid identity and a sense of patriotic duty to not
flattened mountaintop located 1,500 meters above sea level. fight amongst other erids. Although Eridius had already been
Blended perfectly into the city wall, King’s Table completely established under the rule of the Clancy erids, there was
occupies every inch of the two-kilometer-wide geographical little recognition of the throne, with many tribes still waging
feature. It is only accessible via elevator and gondola, making wars with one other. Finola signed alliances with some and
a direct attack nearly impossible. In the end, King’s Table was conquered others while engaging in a campaign of winning
starved out by Aurago in the final days of the War of Stones. It over the population with promises of a united erid kingdom
remains the seat of power of the Eridius government despite able to garner respect from the others. King Finnegan
not holding the Eridius regalia. promised to defend the land, establish trade, and exploit his
kingdom’s national resources, all the strengths the previous
Limewall. Discussing the Limewall can refer to the
royal family failed to exhibit. By the time of Finnegan’s
geographical formation or the defensive walls and towers
death at a very old age, his family had correctly instilled a
which run along the ridgeline. Although not entirely made of
patriotic fever even to the extent of retroactively claiming the
limestone, the feature still carries the name. Only 55% of the
previous decades as the birthing pains of the proud kingdom.
limewall is topped with man-made defenses, with the other
The Finola family would hold the throne for the remainder
regions simply too impassible to cross. The Limewall has
of that throne’s existence. Alas, national pride gave way to
never been broken; eventually, enemy forces simply learned
expansionist desires, and tussles with neighboring kingdoms
to circumvent them.
eventually led to the War of Stones with Aurago, which
Narrow Mountain Castle. With an older name forgotten, Eridius would eventually lose. Four Finola members with
Narrow Mountain Castle guards the only bridge through claims to the throne were executed, and the rest were spared.
the Alagarth mountains. Not using the 75-kilometer bridge The Eridius regalia were taken to Sadatoni. Never again
adds two months to any journey through the mountains, would an erid hold the throne. As Eridius is still considered
connecting the Limewall through the mountains in the north. a kingdom (despite being part of Aurago), The Finola family
The castle is controlled by the Orlagh erids. It stands five still holds the claim to the throne, and thanks to an Aurago
stories with an impressive curtain wall guarding the one exit marriage in 1044 to an erid princess, Finola may actually hold
from the bridge. During the War of Stones, the top floor was a claim to the Aurago throne after Raddad, but it’s doubtful an
blown apart, and it remains damaged. erid would ever wear the Aurago crown. The current regent,
Tarsanis Abbey. This massive religious icon sits atop of Sadie Finola Eridius, had lived most of her life in Corvos, and
a mountain called The Tarsanis Citadel, with direct access returned when her uncle, Aiden, died without heirs. Despite
being impossible. It possesses a gondola connection to the her popularity, has yet to win the traditional hearts of the
neighboring keep and a landing pad for ghonara conestogas. other erid clans.

ROYALTY 33
Fionnlagh erids. The erids controlling most of the docks
into the Body of Tyrus, Fionnlagh had a long conflict with the
Magnus erids, exchanging blows and even control of critical
Fornas
fortresses. Eventually, Finola forced an end to the conflict, and (The Engine)
Fionnlagh lost control of the Tyrus to Magnus. Establishing a
presence in the west, Fionnlagh gained considerable power, Fornas holds the distinction of having both the longest treaty
only to lose it through subsequent defeats in the War of in the history of Paradise as well as being the longest time
Stones, sacrificing key fortresses in the west and failing to in a state of war. The treaty is with Aurago, and the war is
hold back the final invasion when Aurago sailed around the with Pavonis—the latter another outworld, causing difficulty
Limewall. in following through that war. This conflict stems from the
House of Lamego; after claiming the world of Kenoma for
Magnus erids. Magnus and Fionnlagh were embroiled in Fornas, they fell into conflict with the more powerful Sintra
a bitter conflict over control of the Body of Tyrus, a conflict family. Lamego were close allies with Cormacs of Pavonis, and
Magnus would eventually win. They were forced to concede when Sintra incited rebellion, Pavonis promised retribution.
when the more powerful Finola erids took charge of the Lamego were staunch Delphanists. Before Aurago became
kingdom. Taking steward of the Tyrus docks, Magnus was loyal to the Ascension, it and Aurago formed an alliance not
given the responsibility of pushing back the pirates in the long after establishing the Twelve Kingdoms. Despite the
Shambles and closing off the Straight of Lughdaidh. This growing discontent between the faiths, this alliance remained
prompted the War of Stones, and Magnus successfully held ironclad. However, it wouldn’t soon matter, as Sintra were
off an attack in both siege and naval warfare. In the end, also loyal Ascensionists.
Aurago attempted another maritime landing on the opposite
coast, slamming against the fortresses of Fionnlagh and Within 50 years, the entire theological demographic of
eventually defeating them. Magnus was forced to concede Fornas would change. The last few fortresses would fall, and
when King’s Table fell. Fornas would spend the next few hundred years rebuilding
their world, despite most of the old Delphan keeps and
Orlagh erids. Before the rise of the Orlagh erids, there cathedrals simply being remodeled rather than destroyed. It
were virtually no defendable cities or forts in Eridius, with the was believed the Cormacs of Pavonis were secretly aiding the
population believing altitude and hazardous terrain would Lamegos while Sintra were being supported by Aurago. When
save them. Orlagh ancestry points to an ancient marriage Sintra emerged victorious in the conflict, Aurago solidified its
between them and members of the house of Baykox, resulting ties while Pavonis entered a state of war. However, being on
in a trade alliance from which Orlagh acquired knowledge of different worlds with orbits that rarely approach, few people
advanced castle construction. Not keeping such information have been killed in conflicts between the two worlds. There
to themselves, after the rise of Finola and the national pride have been a dozen attempts by each to mobilize large armies
which followed, Orlagh sold their expertise and engineers to and attempt landfall, even to the point of taking castles on
dozens of smaller tribes. Nearly every fortification in Eridius rival worlds. The issue is that Ghonaras refuse to land in
has the mark of an Orlagh engineer. Despite not being strong contested territories, forcing long treks across enemy worlds.
militarily, this knowledge and popularity prevented further
conflicts with the rival tribe of Tighearnach. In most situations, the landing force is compelled to fend
for itself, often ending up barricaded in a castle surrounded on
Tighearnach erids. The Tighearnach are known for all sides by enemies. Generally, surrender follows. However,
a long-standing feud with the Orlagh erids, a conflict in acts of surprising chivalry on both sides, if the attacking
Tighearnach was sure to win if it wasn’t for a series of trade force surrenders peacefully with minor collateral damage,
agreements signed between Orlagh and Tighearnach rivals. many soldiers are permitted to return to their homeworld.
This included knowledge of advanced building construction This assumes their ransom is paid and the ghonara transport
gleaned from Corvos. When Tighearnach attempted to hired. This only occurred twice. In every other situation,
conquer Orlagh, Tighearnach was attacked from all sides by no transport was secured or ransoms paid. Instead of being
Orlagh allies. This virtually destroyed the Tighearnach line executed, the prisoners were interned in camps controlled
and placed them into a decline they never fully recovered by local villages. Prisoners were allowed access to the village
from. and were placed under guard by unarmed soldiers. In a few
rare situations, prisoners escaped and formed with others to
stage raids against enemy forces. They remain a nuisance,
but in every other situation, the prisoners were released after
a period and became contributing citizens of their new home,
owning land and establishing families. Bandits loyal to the
rival ruling house often find solace with houses opposing the
royal family, resulting in internal conflicts fueled by foreign
interests. Both Fornas and Pavonis have suffered from
this, unable to discern their internal conflicts from direct
intervention from their rival.

34 ROYALTY
The state of war exists today. Pavonis, also loyal Delphans, The Rivers of the Open Hand. A strange geographical
had to make Ascension their state religion to gain Aegis anomaly, five rivers spread out from the mountain where
ghonara conestogas despite the religion only accounting for Fellose Falling resides. The rivers spread out to distribute
10% of the population. They remain loyal to the Delpan faith, across Kenoma, meaning every water route eventually
so their revulsion of the Fornas royal family remains stalwart. leads to Fellose Falling. This has prompted Fornas to place
Fornas has an exclusive contract over the world of fortresses at every river opening.
Kenoma, known for picturesque landscapes unclouded by
severe weather or even marks of industrialization. Isolated Houses
on their world outside of the few transports each year, people Birge. When Lamego fell from the throne, it also
from Fornas are rarely seen anywhere else. The one exception pushed Birge from favor, resulting in them losing several
are the islands of Zargoza, which Fornas purchased from keeps except for their home at Reichshall Castle and the
Corvos in 1255. These islands are autonomous though still surrounding town of Tygol. With support from Pavonis, Birge
part of the Fornas kingdom. has been attempting to take the keeps controlled by Geddard.
In 1100, Fornas stopped using the moon of Argose as a If successful, it would lead to an alliance with Lamego, which
mining colony and built the Castle of the Moon on it to serve would allow Lamego to retake the throne.
as the royal fortress. This was seen as a security measure Geddard. Loyal to the throne but not any house sitting
as Ghonara are prohibited from landing there. The city of on it, Geddard rules three of the fortresses guarding river
Fellose Falling still resides around the column with a network entrances to the Rivers of the Open Hand. Geddard has
of fortresses cutting off roads and river access. maintained an ancient hatred with the Birge’s of Tygol, allies
Symbol/Flag. The Engine / Furnace of Lamego, and owners of Reichshall Castle, a conflict which
the Fornas throne has not stopped. Sintra dislikes Birge but
Cities. Fellose Falling, Tygol, Foranis doesn’t care that half of the river routes to Fellose Falling are
Cultural Attributes. Unwavering religious dedication, controlled by another house.
fishing Lamego. A shadow of their former glory, Lamego, once
Economy. Fishing, timber held the claim of the Fornas throne until a rebellion by Sintra
removed them. Lamego were staunch Delphanists and grew
Noteworthy Locations unpopular against the rise of an Ascension-loyal population.
Today, Lamego descendants keep possession of their small
Burgenhall. One of the Salt-river twins, this castle, like
keep, pining for the opportunity to retake the kingdom. It
its sister, is owned by the Geddard family, who have held it
is no secret they are still in favor with the rival nation of
against attacks from the rival Pavonis-aided (rumored) Birge
Pavonis. They also have an allegiance with the house of Birge.
family of Reichshall Castle. Fornas has tolerated the conflict
as it has no solid proof, supporting both castles. Burgenhall Sintra. With support from Aurago, Sintra made a move
sits nearly 100 meters over an expanse of farmland the castle on the throne of Fornas, which broke into a civil war known
controls and functions as a prison and defense fortress. The as the Fornas Jihad. Sintra gained the throne and shifted
castle wall perimeter is diamond-shaped, with two points their flag to Fellose Falling, where they remained ever since.
reaching down each side of the mountain and the other two Sintra has attempted to solidify its ties with the powerful and
terminating over a cliff. growing Aurago while staving off advances from the rival
kingdom of Pavonis.
Castle of the Moon. Not one castle but five connected by
bridges to a central keep only accessible through the others,
the entire complex goes by the name Castle of the Moon. The
individual keeps are called Hohen, Wargen, Veiss, Salzen,
Hydranis
Saal, and the central keep, Mautedor.
High Faelen’s Hall. The sister castle to Burganhall and
(The Snake)
the seat of the Geddard Family, High Faelen’s Hall houses the If the Aegis hadn’t insisted on twelve kingdoms when the
majority of the family of Keutcrach. Faelen’s Hall includes Covenants was signed, the world of Philokalia could’ve
Lord Faelen’s Cathedral and is more a cultural center-point and would’ve been two kingdoms, separated by the already
than a fortress. Geddard relies on Burganhall to defend the opposing ruling houses of Hydrus and Phydranis, related but
more exposed larger castle of High Faelen’s Hall. The curtain embroiled in a bitter conflict lasting the entire span of their
walls only hold the village with the castle keeps not actually history, a state often ignored by the other kingdoms. Hydrus
enclosed, relying on their altitude over the valley to detract and Phydranis often traded blows, assuming the throne only
attackers. In truth, siegeworks could still reach the keep, to lose it a century later. The problem stems from the fact
confirming its vulnerability. that the loyal families to these houses expand and contract
with new alliances, switching sides as a conflict resolves.
Reichshall Castle. Reichshall is held by the family of The planet has never been in a technical state of war, more
Birge, surrounded by forests and hills so dense that from akin to uprisings. In almost every situation, it settled with a
afar, Reichshall appears in a sea of green, concealing its cease-fire and a political marriage. As a result, Hydrus and
treacherous approach. Beyond that, the castle itself is nothing Phydranis have assumed the throne numerous times. This
too spectacular, only a series of breathtakingly beautiful but continued for a thousand years until a stalemate was broken
strategically useless spires.

ROYALTY 35
with allegiances and securing the Hydranis regalia. Hydrus
assumed the throne and kept it for more than five hundred
years, but discontent continues to grow.
Over the first thousand years, every keep, fortress,
citadel, castle, and city had been attacked at least once by one
of the major houses, one of the allied families, or by forces
wishing to take advantage of the chaos to secure territory
for themselves. It isn’t a religious conflict as all the major
houses are loyal Ascensionists. Both houses have also sworn
allegiance to Aurago despite not being directly involved in the
Aeon Pogrom. In the past few years, direct open conflict has
given way to political backstabbing and covert sabotage, not
only endorsed by the contested families but by loyal forces
working in their name. Further than this, specific parties
claiming allegiance are in actuality working for themselves,
either attempting to put themselves on the throne or sustain
the conflict or even force outright war.
One of these independents is Minhar Phydranis, a royal
court official and the Lord of Trade between the two houses.
Sixth in line to the throne, Minhar has plotted to not only place
Phydranis back in secession but to have him in a direct course
for the throne. Minhar is willing to burn both houses to ash
to achieve his goals. Meanwhile, the family of Eldenberg, still
loyal to Phydranus, fears another conflict will destroy them.
All of this has revolved around the sudden disappearance of
the Hydranis regalia, believed stolen by resident nagomjii but
probably orchestrated by agents sympathetic to war.
It is with the nagomjii that another volatile subject
emerged. Unlike Bythos nagomjii, those on Philokalia have
allied and interbred with a population of grimgods, creating
an organized force that has raided caravans and villages. The
number of growing bandits given the stretches of ungoverned
land and the rise of alien raiders has made Philokalia one of
the most dangerous areas in Paradise. Faldersall. The fortress of Faldersall is the last remaining
hold of house Costrian. However, they don’t have enough
Symbol/Flag. The Snake
money to restore the damage sustained in their previous
Cities. Cara-Navis (Capital), Choam, Fontaine conflict with Eldenberg. Faldersall remains a proud keep
Economy. Timber, produce. that would net the family a tidy profit if they sold it, though
they refuse out of pride. The multi-level fortress lacks a roof
Royaly. Ukdah Mitz Hydrus, Cor Rubio Hydrus, Minhar on the upper floor, and the dungeon has long since flooded.
Prause Hydrus, Queen Mannah Cedana Hydranis Although Faldersall appears to have a moat, the castle is
actually sitting on an artificial foundation of stone and
Noteworthy Locations wood. The bridge lowers into the water instead of rising up.
Badham Ravine (Corna Caves). Believed to be the source Because there is no island, the walls of Falderstall end right
of the grimgod/nagomjii raids, the caves dot along a ravine at the water, preventing boats from finding ground. This has
and frequently interconnect. There are rumors they run not stopped Falderstall from being attacked twice, the last by
miles into the planet. No humans going into the abyss have Eldenberg, which caused most of the damage.
returned. Filson’s White Fortress. At the highest point on Philokalia,
Castle Kurzel. Operated by the current royal family on the opposite side from Bythos, the White Fortress is not
(whomever that may be), Castle Kurzel encircles the base of only made from white brick, but it is also perpetually covered
the Pillar of Philokalia and is where any transports passing in snow. It has been the refuge of house Phydranis when
between it and the planet of Bythos launch from. Although forced from the throne. The castle has been besieged more
constructed as a fortress, Kurzel has never suffered an attack than once, but its altitude has prevented a successful attack
and operates more like a port. Once a year, the peaks of from enemies, allowing Phydranis to survive.
Kurzel pass between the tallest towers of Sadatoni, briefly Grazza Palace. Grazza is a citadel surrounded by gardens
interweaving before separating. As Philokalia is smaller, its and forests but no outer wall. With both gothic and baroque
gravity is strongest closer to its surface; as a result, the top styling, it can still be defended given its capacity to collapse
levels of Kurzel are built inverted as the gravity from Bythos a nearby dam and flood the surrounding region. The owners,
is stronger at this elevation.

36 ROYALTY
the Eldenberg family, did precisely that in 1055 against the
rival Costrian family. Kaelum
Redcrow Castle. An elongated castle built upon a ridge 75
meters over the fields below, Redcrow was nearly destroyed (The Chisel)
by fire from a Phydranis siege in 855, 500 years after its There are legends that kael cities predate the founding of the
construction. Despite still being owned by the Eldenberg Ascension. The land is known for its mountains, waterways,
family, they have not attempted to restore it. It still possesses and 925 islands, which fill its dominant geographical feature,
strategic value, but the owners don’t have the capital to take the Falkland Firth, the entirety populated by the native kaels.
advantage of it.
Like Eridius, the Twelve Covenants established the
kingdom of Kaelum for the ethnic group dominating the
Houses region and was drawn in hopes of best encompassing their
Costrian. Once a great house, Costrian lost most of their territory without encroaching too far into rival lands. This
holdings in conflict with Eldenberg. Although technically unfortunately created a situation where Kaelum came into
allied with Hydrus, Costrian only do so out of necessity. The possession of precious territory, including co-ownership of
only keep they still maintain control of is Faldersall, one Falkland Firth along with Volani, who Kaelum formed an
badly needing restoration. early trade alliance with.
Eldenberg. A house of some prominence, Eldenberg’s The initial rule by the klydes (Kaelian for family) of
value still remains with their numerous fortresses, though Beathan ended in 0050 with the Charontis Limnic event—
most have been turned to ruin. However, they still have their where a lethal eruption of carbon dioxide in a silver mine
home castle of Redcrow in good condition. Eldenberg was killed 15,000 people, including the entire Beathan line. The
a powerful house under Phydranus, but the kingdom’s rule flag of royalty at Charontis was shifted to Satarina, but a gap
under Hydrus reduced Eldenberg’s prominence. They remain in the line of succession emerged with seven different klydes
loyal but believe the future of the kingdoms stems from the advancing on the throne. Given the momentary weakness
alliance and not petty conflict, which they believe no one on in the Kaelum political environment, Aurago under rule by
the planet can maintain any longer. the house of Joachim, exploited an ancestral connection to
Hydrus. Hydrus and Phydranis have close blood ties Beathan to claim the throne of Aurago. The Klydes resisted
but remain in bitter conflict. However, thanks to a unified but were unable to organize a defense. Through Aurago,
political front, Hydrus has maintained the throne for the past fortresses were erected to tax roads and riverways, laws were
500 years. imposed, and the very heritage of Kaelum was under threat
of being wiped out.
Phydranis. Phydranis is considered by many the more
powerful house between them and Hydrus thanks to a larger
standing army. However, petty family squabbles and the
lack of a unifying voice prevented Phydranis from making
ground. After Hydrus assumed the throne 500 years ago
and maintained it since Hydrus has struggled with internal
conflict over deciding who should rule the house.

ROYALTY 37
kaels. The Volani / Kaelum relationship finally culminated in
a series of treaties all signed in the city of Erskine.
This did not halt the internal conflict plaguing Kaelum,
with clashes occurring between the mountain klydes of
Gawain, Seona, and Ualan and the forest klydes of Sorcha,
Cathcart, and Cormag. After Aurago conquered Eridius, the
number of fortresses and castles in Kaelum doubled in over a
hundred years. Tensions were rising. Meanwhile, the Garius
line had faded, starting a quick two-year conflict of succession
ending with the rise of the klyde of Aikenhead.
King Ginald was signed to marry a princess from the
klyde of Mustarra, his cousin Zannah. However, to try a
diplomatic route into the Kaelum throne, Aurago’s King had
demanded a royal marriage, pairing his daughter to Ginald.
Ginald, despite being tempted, eventually refused in favor
of Zannah, an insult Aurago was not going to take softly.
Less than a week later, Zannah was found murdered under
mysterious circumstances, leading Ginald to believe the hit
was orchestrated by members of the Ascension. Considering
kaels were never loyal Ascensionists in the first place, Ginald
ordered the Ascension churches either taxed or closed and
even considered removing the faith as the state religion.
It might have been pure rage or a false sense of pride, but
Ginald didn’t think the Aegis would directly respond to the
act, hoping more to gaud Aurago into a war with the kaels,
especially considering their ironclad alliance with Volani.
What became known as the minute war ended as
Internally, the klydes were organizing, establishing a quickly as it began—as an Aegis ghonara flanked with
proper line of secession, finally landing on the klyde of Garius hedrons dropped from heaven and vaporized the castle in the
and King Dexter, cousin of founding rulers. It was Dexter Kaelum capital of Ellespex. Shocked and utterly terrified, the
that organized a strategy to rout Aurago from their kingdom. remaining klydes of Kaelum surrendered, a response so rapid
They asked for help from Volani, which was answered in that it took weeks before the rest of Paradise even knew. By
arms, supplies, and covert intelligence. The Falkland Firth the time Volani discovered what had happened, the treaty
became the source of supply ships passing during the night. declaring the king of Aurago Lord Paramound of Kaelum
The “Klydes of Kaels” became a unified army that quickly had already been signed. Volani could do little, partially also
struck, claiming many of the keeps Aurago built to secure worried that the Aegis, quiet in nearly every affair in history
the territory for their own. Over ten years, the klydes scored until then, were suddenly acting in Aurago’s interests.
victory upon victory against Aurago, forcing Joachim to
weigh the costs of sustained conflict. In the end, it wasn’t It wasn’t long after the loss of the kael throne and the
Aurago suffering a defeat but the succession of the house of removal of their regalia to Aurago’s capital did the whispers
Raddad, which ended the war. With the rise of Raddad, they of rebellion eventually rise. A proud folk, several klydes began
pulled their forces from Kaelum, solidifying the rise of the to declare independence from the throne, and conflicts began
klyde of Garius to plague the land for the next few centuries. Even today,
the many klydes refuse to answer to the Aurago throne, but
What followed was a near manic drive to establish and with the loss of Volani, the chances of them declaring their
build a proud kingdom for the Klydes of Kaels, reinforced freedom seem unlikely.
by the idea that Aurago would attempt to retake the throne.
However, this obsessive drive was marred by random events Members. Pero Garius, Cae Kaelum Garius
unrelated to war, including the Great Fire of ‘99, which Cities. Charontis, Satarina, Pygia, Erskine, Ellespex
destroyed most of the city of Pygia and the mysterious Symbol/Flag. The chisel
abandonment of the towns of Bellowstin and Akaria.
Cultural Attributes. Warlike, builders
Fearing this to be a curse brought on by upset natives,
Garius signed a peace treaty with the nagomjii, which ended Economy. Farmland, mining
up only applying to a single caravan. Bordering Aurago
houses to Kaelum often sparked conflicts across the Falkland
Firth, skirmishes denounced by the kingdom but secretly
believed supported by them. This continued for nearly two
hundred years and became known as the Strife of Firth,
another conflict supported by the Volani on the side of the

38 ROYALTY
Pillars of Flowers. An expanse of stone pillars, some as
many as 100 meters tall, spread across 100-square kilometers
of Kaelum west of the Sandiland mountains. An effort by
locals planted fields of local flowers on the peaks, painting
Falkla them in solid bright colors. Rope bridges and the palace of
defend nd castle is Mag’s Head also feature in this landscape. The pillars and
defend er of the la not just the palace were spared from attack and remain a mark of kael
er of a n
ll klydd, but the
This ca es. pride.
attack stle ha
e d so man s b een Ruins of Runeshead. Still under ward of the klydes of
days g y
would one by whertimes, and th Seona, this ruin spreads over 280,000 square feet, but all
this cafight the au e the klydes e that remains are fragments of the outer wall and a dozen
would stle, then thragons for
castle fight the kly e auragons towers scattered over the landscape. Although Seona took
fight t , then the kl des for this possession of the complex, they did so in its current state,
to figh he klydes to ydes would with no one aware of how old it was or how it was destroyed.
castle t the aurag keep in shap Given the immensity of the ancient fortress and the extent of
. ons fo
r this e the damage, it could only have been destroyed in a massive
Jon Ea
rghast cataclysmic event.
, Earl
Keeper of Bar
and Ca , Stoneburough. This Z-plan castle erected by the klyde of
ptain o
Falkla f Ualan features a central round tower with extensions at the
nd Cas east and western points—resembling a multi-armed spiral.
tle
The extensions date back to the founding of the castle 1500
years ago. However, the central round tower, rising fifteen
stories, is believed to be twice as old, though no one is sure
who built it.
Noteworthy Locations
Callow’s Castle. The klyde of Callow has only owned Klydes
one keep, the castle of their name on the east coast of the Aikenhead. A well-known and popular klyde, Aikenhead
continent, on the other side of the Sandiland Mountains. assumed the throne after Cormag and maintained that rule
Because of their location, Callow’s castle has been rarely for centuries before being utterly wiped out during the
attacked. To make one even more daunting, the castle has Minute War. There are rumors distant cousins with the name
a star-shaped curtain wall and a central keep towering ten still reside scattered across the country.
stories. Callow’s Castle is also noteworthy for having twelve
turrets around its central keep. Beathan. The first klyde to claim the throne of Kaelum,
Beathan, only held it for 50 years until being eradicated by
Conic Lone Castle. This ruined fortress was once the the Charontis Limnic event.
home of the klyde of Aikenhead before transferring their
flag to Ellespex. Only a small contingent was left behind who Cathcart. The largest of the forest klydes, Cathcart has
went into hiding after the Minute War. The fortress, already been quiet for the past hundred or so years, neither rising in
in decline before the move, has not been touched since its rebellion nor claiming their loyalty to the Aurago throne. No
abandonment. Conic Lone resides on an island with no one is sure if they are preparing for another klyde to act or
bridge access and is comprised of two broken curtain walls if they will pledge their strength to the crown. When Aurago
and one keep. called for armies to aid in the war against Volani, Cathcart’s
army instead moved to claim several empty fortresses near
Donnetox Castle. A simple geographical feature provides their territory.
one of the most significant defensive structures for the klyde
of Gawain’s castle. Donnetox sits on an outcropping, looking Cormag. Although not as publicly loyal to the Aurago
over a river. The outcropping boasts jagged rocks on either crown as Ualan, Cormag was given stewardship of the
side of the only uphill path leading to the curtain wall. Kaelum kingdom, all the while aware they answered to the
Atop stands a simple keep with most rooms underground. Lord Paramount of Kaelum—the crown of Aurago. It was
Donnetox is thought to be built atop catacombs over 2000 believed Cormag was placed instead of Ualan because Ualan
years old. was hated so much by the other klydes. Cormag is disliked and
feels they are doing what needs to be done to keep the nation
Erskine. A walled city, Erskine is noteworthy for being a intact and secure kael national pride. Cormag assumed the
large coastal city and nearest to the old Volani kingdom and throne before, after Gawain, then lost it to Aikenhead. After
where Volani and Kaelum signed all their treaties. Erskine is Aikenhead was wiped out, Cormag ascended again.
also the most attacked city in Kaelum, having been besieged by
Aurago twelve times throughout history. In situations where Garius. The klyde that led the uprising against Aurago,
the outer city has fallen, the entire population can retreat Garius was the popular choice amongst the other klydes to
into the crag-perched Falkland castle, which has occured at take the throne, which they did after hostilities ended. It was
least twice. Like every other city, Erskine surrendered after also Garius which negotiated many of the first treaties with
the Minute War. Volani.

ROYALTY 39
Gawain. After numerous tussles with both the klydes When the entirety of Grimaldi was turned into the
of Sorcha and Cathcart, Gawain briefly claimed the throne kingdom of Pavonis, the newly established kingdom of Corvos
before voluntarily giving it up to the klyde of Cormag. willingly relinquished its control over these territories.
However, it was difficult to discern who would ascend to
Seona. Allies with the klyde of Gawain, Seona became
the newly established throne. The fiefs considered coming
involved in their wars, simultaneously becoming embroiled
together as a republic, but this was abandoned in favor
with another conflict with Cormag, the latter they are still
of a crown—given that the Ascension promised ghonara
involved in despite both klydes under the rule of Aurago.
conestogas if they did. As the fiefs all spoke corvinion, they
Sorcha. After numerous conflicts with rival klydes, all agreed to contact Corvos and have them arbitrate, clearly
Sorcha formed a strong alliance with Cathcart and, even deciding the secession line (in favor of asking the church to
today, use that alliance to resist many of the impositions do it).
forced on Kaelum by Aurago. If there were to be another
Corvos determined that the largest fiefs be renamed
uprising, it is believed Sorcha would be the source.
provinces and that the capital be Verhaegen under the rule
Ualan. From their castle Stoneburough, Ualan survived of the (at the time) lord of Cormac, one of the larger fiefdoms.
conflicts with rival klydes until bending over in a quick The newly appointed Queen Robin created thirteen provinces
surrender to Aurago after the minute war—the first klyde with appointed dukes and elected to keep the remaining thirty
to do so. They remain loyal to Aurago and are considered fiefdoms as vassals. She then promptly signed a treaty with
traitors in the eyes of many other klydes. After the throne was the house of Lamego in Fornas. After Lamego fell to the rival
lost, Ualan had hoped to be granted stewardship of Kaelum, Sintra family, the Queen declared war on Fornas. This state
but they lost their bid to Cormag. When Aurago called for has remained ever since despite few actual engagements,
armies to rally against Volani, Ualan was the only klyde that problematic given the different orbits of the two worlds. Both
answered. Fornas and Pavonis signed permanent contracts with Aegis
ghonara transports. With Pavonis, they have kept the same

Pavonis transports, which serve no other purpose than to shepherd


those to and from Pavonis. This relationship has allowed
Pavonis to use the ghonara anytime to ferry armies to Fornas
(The Peafowl) in attempt to disrupt the kingdom, something Fornas has
difficulty replicating. It hasn’t allowed an invasion to succeed,
Pavonis and their world of Grimaldi started as a scattering and every inch of Kenoma remains under the ward of Fornas.
of independent fiefdoms sworn as vassals under a warlord Despite the difficulty in sustaining the war, it continues.
known to history books only as Luther. The kingdom capital
rests upon the Pavonis moon of Phylax. When the Vothragna Regardless of their unwavering foreign policy, the
event occurred, Luther, Phylax, and half of Grimaldi crashed internal geopolitical landscape of Pavonis remained in flux,
upon Bythos. The fallen half of Grimaldi became the isle of dominated by the Fifty-year war between the crown and the
Vothragna, while Phylax became a mountain in what would province of Renard, residing on Grimaldi Ridge. It wasn’t a
later be part of Volani. Those on the half still connected to religious disagreement or ethnic difference but a simple
the pillar of Chazaziel considered themselves blessed. The matter of taxes that led to the rebellion.
few historical records claimed Luther was insane. Survivors
became vassals under Corvon lords was until the singing of
the Twelve Covenants.

40 ROYALTY
It grew so dire that the south attempted independence side are considerable, with four curtain walls expanding
and recognition from the Ascension as their own separate down the mountainside. Crestfallen resides in the Province
kingdom. When that failed, Niels Renard even tried to ignore of Renard.
such rules and claim himself king anyway. Being such a small Grimaldi Ridge / Cliffs of Grimaldi. Only half a world,
world, the war devolved into a series of minor skirmishes, and Grimaldi lost a chunk of itself due to the Vothragna event.
it was attrition that ended the war more than a clear victor Untold lives were lost, and the resulting destruction also
emerging. As a condition of the treaty, Renard renounced any created the mountain of Phylax and the island of Vothragma.
claim to a throne. In exchange, Renard gained access to both On Grimaldi, the provinces on the ridge of the half-world
the ghonara transport based in the capital and the column to considered themselves blessed. Because of the artificiality
Corvos. Tax rates remained about the same. to the gravity in Paradise, a fall from the ridge would cause
The other provinces have often been embroiled in one to plummet from the world and either impact near the
conflicts, but rarely have these turned violent. The greater core or fall towards Bythos. This makes the cliffs of Grimaldi
threats are brigands gaining sanctuary in one province while the tallest in all Paradise. Several of the ridge-provinces built
raiding in another. These brigands (called banners) often pay their castles along the cliffs, making an attack from that side
their taxes and support their home province while feeding on virtually impossible.
others. In some situations, the banners are even related to the King’s Castle on Sollum. In emergencies, and to prevent
ruling family of a province. This has created a demand for the Orange Palace from harm, the royal family can flee to the
mercenaries, emerging later as an economy of sellswords, an neighboring province of Coburga to the refuge of the King’s
export Pavonis has been exploiting for hundreds of years. It Castle, built by the locals as a fortress to defend the crown.
is a common cliché amongst humans that anyone in Pavonis Regardless of the residence, King’s Castle has suffered attacks
is up for hire for the right amount of money. from rival provinces and bandits. It has been destroyed and
Eventually, to appease what could be a devolving rebuilt four times during its thousand-year history. Each
situation, Corvos “requested” that the Pavonis crown turn time, the fortress is built upon the ruins of the former one. In
over to a constitutional monarchy. By then, Cormac had its current state, only its cathedral remains from the original
been succeeded by Jacobs, who negotiated with Corvos the architecture. The last time the castle was nearly destroyed,
transition to a democracy. Jacobs remained on the throne the province lacked the funds for a complete restoration,
while handing over public policy reform. It was thought and it was only partially rebuilt. The castle remains a stout
Pavonis would end the conflict with Fornas, but that never defensive fort, with three curtain walls, each with an artificial
happened. Pavonis has operated as a constitutional monarch hill built inside, leaving the partially ruined keep atop the
successfully for two hundred years. peak.
Symbol/Flag. The brilliant bird Orange Palace. The palace of kings, the Orange Palace
Cities. Verhaegen, Loire has been the home of the Pavonis royal family since the
kingdom’s founding. It is the oldest of its type in all Paradise
Cultural Attributes. Brilliant castles, heavily agrarian and is the longest living castle to not suffer damage from an
industry, a history with Corvos. attack. It is situated on a rugged hill overlooking the city of
Economy. Food, agriculture Verhaegen and surrounded on all sides by forests, concealing
the hill and offering a contrast to the brightly painted palace.
Noteworthy Locations Unlike others of its type, the Orange palace has been updated
often, reaching a romantic level of flamboyance, a beloved
Altar Voss. Completely erected from red sandstone, Altar
representation of Pavonis nationalism. The complex is still
Voss was built by the province of Gallia as their ancestral
defensible, given the only access is through two gatehouses
castle. A siege by the banners of Zoller nearly destroyed the
across a 200-meter path to the peak. With over 200 interior
fortress, and the lords moved their flag to within their capital
rooms, it remains one of the greatest castles in Paradise.
of Loire. It was purchased by the crown and converted to
be the Ascension seat on Pavonis. It is the only location on Veste Oberon. The pride of Shalter’s Province, the castle
Pavonis where one can find members of the Ahkdanate. Altar known as Veste Oberon sits on a flattened man-made island
Voss, located atop an isolated mountain nearly 900 meters across a bridge and facing a lavish park and garden stretching
above sea level, has remained in the steward of the Ascension for two kilometers. The castle itself, made to be both the
since the castle’s construction in 0450. Although Alter Voss seat of Shalter royalty and a guest lodging for visiting VIPs,
has avoided siege, it has suffered internal conflict, including features a hexagon-shaped curtain wall with towers at every
a fire that decimated the interior, resulting in a second point and double that rising from the central keep. The castle
rebuilding to the crown’s expense. Later, Voss endured is small, with most rooms residing inside the large curtain
numerous sabotage attempts by banners wishing to raid the wall. These defenses are required, given the flat terrain and
various riches reported inside. the lack of any defenses outside the castle. Veste Oberon is
especially susceptible to naval attacks and suffered such a
Crestfallen Fortress. The largest of the ridge mountains
raid from the Banners of Olaus in 1225. This damaged the
of Grimaldi, Crestfallen occupies a 300-meter stable stratum
castle considerably and resulted in the theft of the Shalter
of rock overlooking the visually imposing cliffs of Grimaldi.
regalia, which remains missing.
Buildings fringe the very edge of the world, removing the
need for curtain walls on that side. Defenses on the opposite

ROYALTY 41
of Pavonis as their own. It was a bizarre assertion—Renard
Families, Fiefs, & Banners claimed to own most of the land opposite of the column—the
Banners of Gabriel. This smaller brigand striking mostly part broken free from Grimaldi. Because it was no longer part
against Renard and other ridge provinces is believed to be of Pavonis, it wasn’t part of their kingdom. As such, Renard
supported and sheltered by the crown in their home province affirmed the isle of Vothragna and the mountain of Phylax
of Jacobs. If true, it would be a controversial revelation. as part of Renard. Since neither are part of Pavonis, these two
Banners of Klempten. Fighting out of the province of regions would be declared an independent kingdom. Renard
Shalter, Klempten continually attacks Gallia believing they started the 50-year war of Pavonis—a conflict everyone on
have the claim to the land. Gallia refutes this, though older the world knew couldn’t be sustained. Eventually, attrition
maps call the region Klempten rather than Gallia. brought along an end to the conflict. Renard was allowed
to keep their land but renounce their claim to the throne.
Banners of Olaus. The largest brigand on Pavonis has
Renard records also support the idea that the warlord Luther
somehow been able to strike various provinces and fiefs on
survived his fall from Grimaldi.
Grimaldi and, strangely enough, locations in Volani and
Corvos. It is assumed they have access to one of the rare Shalter. Another ridge province, Shalter, is responsible
alternative transport systems outside of the ghonaras and for a dozen fiefs in the region, a reward for loyal service to the
columns. They are also one of the only brigands with a sizable crown. Shalter was one of the only ridge provinces to not side
navy. The biggest question remains who supports them. It with Renard during the 50-year war of Pavonis. A rich and
has been suspected to be one of the smaller fiefs as all the prosperous region, they own several keeps and fortresses,
provinces have suffered at least one raid by Olaus. including the Veste Oberon.
Banners of Zoller. A brigand under the leadership of
the self-proclaimed Duke Roi, Zoller resides and is sheltered
within the Province of Renard. From there, banners strike
Pyxis
out to various neighboring fiefs and provinces, especially the
province of Gallia (The Navgigator)
Cormac. Initially a Corvos fiefdom, Cormac was awarded The current state of Pyxis as an industry leader, a great power
the ascendancy to the throne of Pavonis on Ascension on Bythos, with the largest standing army compared to their
patronage. They gained the royal seat in their home province population and landmass, is a far cry from their primitive
and transferred their flag to the largest city of Verhaegen, days as the most lawless nation in Paradise. Currently, they
which became neutral territory outside of any fief or are second to Corvos in philosophy, science, and art. However,
provincial control. Cormac maintained control of the city they were embroiled in a bitter internal conflict before
and the world for centuries until passing the throne to Jacobs reaching that point, lacking both direction and national
in 1005. identity.
Coburga. A neighboring province to the crown controlled Well before the Twelve Covenants, there were the hundred
by the like-named family, Coburga were already loyal allies of tribes of Pyxis, wholly identified as the pykes, known for two
Cormac when both were fiefdoms. Their alliance remained things, migration and raiding. Their movement patterns
strong when one became the seat of royalty. Coburga is matched closely with the caravan routes of the nagomjii with
the location of King’s Castle, and it, along with most of the the intent of avoiding them, though still passing willingly into
province, has suffered numerous raids from the Banners rival territories like those that would eventually become the
Olaus. kingdoms of Draggo and Aquino. Although as a stipulation of
the Covenants, history before the signing was erased, resulting
Gallia. A neighboring province to the crown and former in a lack of detail of how old the tribes were and why that
fiefdom, Gallia unfortunately, has suffered numerous banner area of Bythos turned out the way it did. The legends from
raids. The most notable being from the Banners of Klempten, that period stated that the hundred tribes were eventually
many of whom claim the Gallia seat rightfully belongs to united under only five flags (The Pyke Flags), Thurin, Nisska,
them as they are run by descendants of the provincial lord. Volco, Udine, and Trundholm, the latter gaining the crown
Gallia is also responsible for the building of Altar Voss with the signing of the Covenants. Because the flags represent
Jacobs. The last of descended royals, the Jacob family, numerous tribes, Trundholm remained holder of the crown
under guidance from Corvos, negotiated the transition of since the kingdom’s founding, though it has changed family
Pavonis to a constitutional monarchy. With that, the fiefs names more than thirty times.
would be vassals of parliament, which would have officials Despite the Twelve Covenants and the naming of the royal
elected by the people. Jacobs were allowed to remain as the line, none of the other tribes acknowledged the position, and
monarchy, able to dissolve Parliament on their word on the the War of Pykes broke out. Although classified as a single
condition that a new one takes its place. They were permitted war, it was actually twenty that occurred between the various
to remain in the capital and retain ownership of all lands and flags, sometimes against the crown, very often with each
castles. They have kept the throne ever since. other. Decades of peace would break into war at a moment’s
Renard. A province that lost half its people and land notice as past insults resurfaced. The Golden Shield—a
after the Vothranga event, Renard believed that being a ridge- charter of rights and treaties—officially ended hostilities
province permitted them the right to claim the missing half and committed national attention to international affairs,
becoming more paramount.

42 ROYALTY
Throughout the War of Pykes, the crown had been
embroiled in foreign conflicts with Aurago and Aquino. It treaty with Aquino. Pyxis believed a grave insult had been
was a probable impending war with Aquino, which sowed the thrown with Aquino’s flagrant attempts to encroach on Pyxis
seeds of desperation in Trundholm in establishing the Golden territorial waters. Later disputes grew acrimony on both
Shield in the first place. Aquino was enforcing its control over sides. The fires of racism were stoked by Lanis Terris in her
the Lacus Major, and Trundholm knew it needed a united claims of the Lacus Major, stating pykes were too barbaric
country to stand against them. The Golden Shield allowed to act civilized around the other ships sailing the region.
the flags to pay homage and swear allegiance to the crown in Perhaps it was a conformation as conflicts between naval
exchange for limited freedom and self-governance. In effect, vessels increased soon after, and not just with Aquino, but
Pyxis became a collection of allied territories swearing fealty with Draggo and Corvos as well. Attacks against the latter
to a monarchy while still possessing relative control over always proved fruitless as Corvos refused to be dragged into
their own lands. They were still prevented from deviating a conflict. In the end, it was dismissed as uncoordinated
from statues established in the Golden Shield, along with unsanctioned attacks from pirates based in Pyxis.
being prohibited from rising against the crown. Each flag Draggo was left near enough alone, leaving most
leader was also given the title of Duke and given a voice in of the naval battles between Aquino and Pyxis. Despite
the Council of Pykes—an inner circle in the capital, residing these conflicts, no war was officially declared after the
within Castella Pyke. Peace of Alshain was signed between Draggo and Aquino,
This was not the end of the conflict with Pyxis, as their preventing an all-out war across the north. The stalemate
rivalry with Aquino never abated. They even tussled with lasted only a few years, tempered by the Aeon Pogrom. Old
Draggo over the rights of Vogratha. However, this later was hatreds were put aside in a united front against Volani.
resolved in a land treaty that lasted until the Sufferance However, the proximity of rival armies forced to cooperate
war. Unlike Draggo, there has never been an attempt at a only galvanized the growing tension. Immediately after the

ROYALTY 43
Pogrom, both Pyxis and Draggo made claims to regions in so goes the rumor. Pyxis tribes often maintain and patrol
Aurago, believed to be a preliminary tactic to an upcoming around the colossi. One attack by Aquino has toppled one
invasion. Aurago claimed they had no plans to start a war colossus, while an earthquake has damaged three others.
with allied kingdoms, but taking the Osmarch and Caldera Some colossi mark the locations of known villages lining the
plains changed that. Drawn into a war with the south, Pyxis riverside. The black stones used to build the colossi came the
took it upon themselves to mobilize their navy and sail into locks to the north.
the Lacus to force out rival Aquino ships. Aquino promptly Blackridge to the Locks. The ridge of mountains that
declared war, knowing Draggo would follow suit. This started mark the southern edge of the Locks is a mammoth natural
the Sufferance war, which has since gripped most of Bythos. wall known as the Blackridge. Unlike the Limewall in Eridius,
Meanwhile, in Pyxis, the nature of government never Blackridge is not topped by any defensive structures, but
changed. Trundholm controlled the crown despite often considering that it’s nearly 150 meters taller than the Limewall,
changing families, the same fate which fell each of the Dukes there was little need to. Blackridge’s most dominant feature
of Flags. Not only has each flag maintained its own unique is the civilization cut into the southern rock facing the entire
traditions, but many tribes within those flags have as well. ridge, coast to coast. Each house and road, tomb and garden,
But thanks to shared history and the Golden Shield, everyone is carved into the side of the mountain, rising up the slope up
believes themselves united as Pyxis. The royalty and all the to a hundred meters. Governed by no one flag as Blackridge
dukes remain loyal ascensionists. However, many people and is simply too large, the territory is broken up into several
military leaders believe their faith starts and stops with the districts and amounts to 50% of the total population of Pyxis.
tribe and/or flag. There is still a lot of respect for the Aegis as Blackridge has no curtain wall but deters attack from its
Ahkdanate personally coronates each duke and king, and the height up the mountainside and its standing army of tens of
people follow the words of their royalty. If the monarchy were thousands of resident troops. Blackridge began construction
to discard their papal ties, the people would probably neither under Queen Elise of Felderland and has never finished. Even
notice nor care. The Ascension has a presence in every Pyxis today, more buildings are being carved from rock.
city, but attendance to church services is generally considered Craine Castle. One of the most advanced castles in
low. Pyxis, positioned south of the Ice Bridge of Kaneqaar, Craine
Geographically, Pyxis is heavily mountainous and, like Castle was built only 250 years ago in fear of a possible
Eridius, features a rock wall dividing its nation, though not war with Corvos. Though the Pyxis monarchy assumed no
marking the kingdom’s border, leaving that to the Balko river. such conflict would exist, more conservative voices within
Unlike Eridius, Pyxis made considerable effort in defending the kingdom pointed to the fall of Eridius as proof to err
the river, leaving the mountains more a last line of defense. on the side of paranoia, and Craine was erected under the
Symbol/Flag. The navigator steward of the Flag of Nisska. Not known for its size, height,
or location, Craine is simply a problematic castle to assault
Cities. Runnymede, Polo Vaxis based purely on its design. Standing upon a crag, Craine
Cultural Attributes. Scholar warriors, excellent castle encompasses a river that passes through several gatehouses
builders, tribalism mixed with economic growth. as it moves through the complex. It also contains a farm
surrounded by a smooth octagonal outer curtain wall rising
Economy. Mining
taller (at 20 meters) than the buildings inside. Each corner is
Royalty. Argo Pyxis marked with a round tower with bridges connecting them to
Pyke Flags. Instead of houses, Pyxis boasts flags an identical inner curtain wall with matching towers. The
representing the united tribes of pykes before the formation farmland occupies the expanse between those two walls. The
of the kingdom. The flags are run by powerful warlords who three keeps are built from the inner wall, surrounding a lake
ascend as chiefs of not one but several tribes. As Pyxis became fed from the river and a drawbridge to the central donjon.
more civilized, these lords ceased using warfare as a means Altogether, it makes Craine a work of art than a castle—not
to rise up the ranks. The modern Pyxis utilizes a council of from flamboyance but in design perfection. Craine Castle has
lords voted by lower aristocrats who advise the crown. Some never suffered an attack, and it remains in spotless condition,
of the lords envy a time when warfare was used to determine lovingly cared for by its owners.
secession. Castella Pyke. Surrounded on all sides by the capital
of Polo Vaxis, Castella was originally a single fortified keep
Noteworthy Locations seven stories tall with few other defenses. It is known for its
The Balko River & the Colossi of Vignas. The Balko extravagance rather than defensibility. With encroaching
river marks the border between Pyxis and Draggo, unlike threats from nearly every direction, the entire city had to
some beliefs that claim the actual boundary of Pyxis lies on be remodeled. Streets were demolished and replaced with
the Blackridge to the Locks. Pyxis has staked the claim to a zigzagging curtain wall, eventually encompassing several
these lands beyond the locks by erecting a hundred massive buildings inside. Later, a second curtain wall was erected
guardian statues along their side of the Balko river, the further, causing disruptions of movements between people
Colossi of Vignas. Standing around 40 meters tall, each is living between those areas.
a slightly different pose of the same near-faceless cloaked
sword-wielding figure believed to be a pyxis knight of legend.
To stand on the base of one is to see the waist of another, or

44 ROYALTY
Croatoa. Known as an ancient seat of power from before The Locks of Pyxis. The dominant feature of the entire
the kingdom was founded, Croatoa predates the Twelve Pyxis kingdom is the mountain range known as simply
Covenants. It was not destroyed by Abolition. Despite talks to as the Locks—in that the locals believe that they lock the
restore Croatoa, the monarchy has kept its stance to simply pykes safely in the mountains where no fool would attack.
maintain its current ruined status, though preventing further The Locks are the tallest mountains on average on Bythos,
decay. It remains a symbol of Pyke unity, a frequent target thus all of Paradise. Several broad, rapid, and dangerous
during the War of Pykes as several flags fought for control of rivers cut across the mountains, topped with numerous
the castle for no other reason than to do so would be a mark of keeps of surviving tribes too various to mention, with a few
cultural pride. Eventually, Croatoa was where the monarchy notable examples being Rocca Best, Citadrone, Eltsac Castle
sat down with the other flags to sign the Golden Shield. After Montedororogo, and Caled Rex.
the war, Croatoa remained a united heritage site under an Torcelia. More a museum and warden of Pyxis historical
independent counsel populated by all flags. As a structure, records, Torcelia is still blessed with a curtain wall and
Croatoa is located atop a spur on a larger mountain just north standing militia to ensure its safety. It has no strategic
of Blackridge. Its two outer curtain walls have long since importance—only a cultural one. Located atop a grassy
crumbled though the inner keeps are still intact. Being older hill on the east coast facing the Mare Dagos, Torcelia has
than Abolition, there are no records of how Croatoa became one of the most lavish receiving halls in Paradise. It boasts
so damaged or how it could survive the Twelve Covenants. several thousand ancient relics iconic of Pyke heritage, even
Some stories claim it was concealed from the Ascension or dating before the establishment of the Twelve Covenants. If
that documents were altered. If so, why weren’t there more dating before Abolition, these relics would be prohibited by
examples of this being successful? Aegis law. Torcelia is updated continuously, with rooms and
Golo Mountain. One of the most significant examples of hallways maintained to a level of elegance beyond the desires
rock-cut architecture in Paradise (after the nearby Blackridge), of kings. Despite this, it has no residing royals and has been
Golo Mountain is a fortress marking the beginning of the more popular as a tourist attraction for those able to reach it.
Pyxis border to Draggo. It resides at the mouth of the Balko
river as it crosses with Blackridge to the Locks—the mountain
range dominating most of Pyxis. It is a stand-alone mountain
450 meters tall and 75 meters wide separated from the locks,
though this is believed because of a man-made effort. The
hexagonal curtain wall atop the mountain and its three
keeps and six towers are unremarkable, except that there
is no way to enter the castle at a wall. The vast majority of
Golo’s interior resides within the mountain itself. The main
gate is a massive and breathtaking gatehouse carved into the
sandstone rockface, towering forty-five meters high. From
there, it expands into a labyrinthian network of chambers
and tunnels snaking through the mountain and reaching all
the way to the top level at the peak. Although most visitors
are forced to climb, there is an elaborate wooden and iron
mechanism operating a gondola for others. There are
intentional weaknesses built into several hallways, allowing
for controlled demolition if the outer gatehouse is breached.
Because of Golo’s distance from the rest of the Locks and its
near-vertical cliff face, the only other way to reach Golo’s peak
is by some form of aircraft. Records indicate that land was
removed between Golo and the rest of the Locks, but the scree
around the cliffs was carved away. The isolated mountain of
Sunder nearby was formed from all the material removed in
the construction of Golo. This process took between 150 and
200 years to complete.
Seigeworks atop the castle can reach nearly a kilometer
away, built during the War of Pykes by the crown to deter
efforts by Aquino to push further in the Lacus Major. It was
taken possession by the Flag of Thurin after the Golden
Shield on the obligation that the fortress be used as such.
Although close to the shore, Golo is not responsible for the
docks nearby, though no enemy force has dared attack them
with the mountain in its shadow.

ROYALTY 45
Flags
Nisska. A flag in control of the plains facing the Mare Thurin. One of the largest flags on Pyxis, Thurin was the
Dagos, away from most wars to the West, Nisska has been last to sit at the negotiating table at Croatoa, committing to
spared many great battles the other flags consider brands of the war until the very last month. Despite this belligerence,
honor. Nisska was the first to the Golden Shield, the architect they were still allotted considerable territory after the treaty.
of many of its passages, and despite its involvement in the War This included stewardship of Golo mountain, along with
of Pykes, its stance was more out of defense. This came about the responsibility of securing the Lacus Major, a duty they
from the leadership of the Walden tribe, which maintained took seriously, building a powerful navy to meet Aquino
control of Nisska for its recorded history. Even most of their ship for ship. They have remained loyal to the crown ever
castles have been spared attack, with the only exceptions since. The Flag’s name pertains to the largest town under its
being from pirates looking for what they think is an easy raid. control, though the title of Duke has passed between thirty
Their proudest achievement is Craine Castle, built to deter different families in Thurin’s history. It is thought the only
war with Corvos, a conflict Nisska is very much against as reason Thurin gained so much from the Golden Shield was
the flag has long held a secret non-aggression pact with the because the aggressive tribe in control of the flag lost it to the
northern kingdom. Nisska and Corvos helped maintain the more compliant Francia tribe before the treaty. However, the
Ice Bridge of Kaneqaar, securing a trade route that avoided successors maintained their loyalty even when Francia lost
sea travel. the flag a hundred years later.

46 ROYALTY
Trundholm. The largest and most powerful flag, Volco. Although the kingdom swears fealty to the Aegis,
Trundholm kept in control of the crown since its creation, it is thought most of Pyxis is too wound up in their own
though changing tribes on numerous occasions. The first, traditions to embrace something new. Volco is the exception.
Alphonz, was responsible for expanding the kingdom and Despite the rule of the flag passing through a dozen tribes
establishing its largest cities. Later, passing to the tribe of throughout history, Volco has maintained its allegiance to
Felderlan, the ruling Queen Elise started the construction of the church. This is most undoubtedly because of the Volco
Blackridge and many of the castles topping the peaks of the Bishops—a unique order of Ascension priests residing in
Locks. It was also believed during her rule, the ancient fortress Volco that are under the employ of the flag royalty, advising
of Croatoa was discovered. Her descendants eventually them on all affairs. There is no doubt the bishops control most
brokered the Golden Shield, the tribe’s swan song. Soon it of Volco’s actions, proven by their unwavering internal and
passed to Promeran, then Augusburgh, and then Zoatro, the foreign policy despite the royalty changing hands so often.
latter quickly deposed and replaced with Sobieski in what Even the famous incident of one tribe leader, Camin, who
became known as the Stained Flag. It was revealed that inherited Volco and attempted to crack the bishop monopoly
Zoatro’s elected lord paramount and monarch of Pyxis, King of daily affairs. When they resisted, Camin attempted to have
Jacob, had taken his own daughter from a previous marriage them removed by force. This resulted in the bishops publicly
as a mistress, fathering a handful of stillborn children as a excommunicating Camin, a pronouncement endorsed by the
side effect. Ahkdanate. This forced Camin to publicly and personally
To make matters worse, Jacob still hadn’t produced an apologize to each bishop, humiliating himself to regain
heir to his appointed bride, a woman he despised and never control of the flag. It is also thought that Volca also keeps
touched and who herself was discovered later to have taken the kingdom itself under the watchful eye and that there is
Jacob’s brother, Renthry as a lover. When her eventual child a secret spy network operated by the bishops with fingers in
with Renthry was revealed to not belong to the king, a flood every flag in Pyxis. Considering the events of recent decades,
of revealed secrets followed, embarrassing the Trundholm many of the other flag dukes are afraid of offending the
royalty. Very little of this ever reached the masses. In a move bishops if they call on their gods to intervene.
considered lenient for the times, the successor tribe, Sobieski,
under the rule of the later christened Queen Fen, offered
those of Zoatro a chance to save face by abdicating the throne
Velora
for personal reasons and renouncing all further claims.
The Zoatro tribe splintered, and the family was scattered, (The Ship)
with most abandoning the capital with their wagons filled If the reality of Paradise being artificially maintained is
with gold to start a life in exile. Zoatro, as a name, survived correct and if there truly is a machine that controls it all, then
with Renthry and his wife, the former spouse to the king, Kerberos is malfunctioning. The desert world receives very
establishing a new village within the Blackridge. At the same little rain, with its supply coming from a single inadequate
time, Jacob and his daughter/mistress fled south and were freshwater lake (known as Communion) and little drift
never seen again. Since then, Trundholm has done little to from the other worlds, making water the planet’s greatest
garner as much attention and has spent most of their recent commodity and import. This has defined the kingdom
history keeping the other flags in check and maintaining of Velora, christened officially by the ruling dynasty and
their own control. recognized by the Aegis at the Twelve Covenants.
Udine. Despite old alliances placing them under the flag Velora is an odd exception to nearly every assumption
of Udine, named after the founding tribe, the tribes of Rossa of Paradise. It has never—truly never—been involved in any
and Lothair have held a bitter dispute in their claims to the conflict outside of its world. Its culture and customs developed
flag, sparking a tribal war lasting nearly a thousand years. It independently with little influence from others. It has neither
predated the Twelve Covenants, wasn’t erased by Abolition, attended calls of the Hallessegro nor voiced an opinion on
and continued well after the Golden Shield was established. any events occurring off-world. They don’t have ambassadors
Even today, after the crown’s conflict was forcedly resolved, with any kingdom except Corvos, and that only comes from
animosity continues between the two tribes. What’s even Velora’s need for imported water—a commodity Corvos has
more interesting was that neither Rossa nor Lothair ever in abundance. Unique Ghonara conestogas configured and
gained control of the flag, with it passing hands three times serviced exclusively by the velors crate huge blocks of ice (on
to lesser tribes (as per judgment by the Udine council of occasion exposed to the elements) from the Bythos polar caps
elders, established by the founding family). The first, Mizon, to the arid dry world known to many as Gateway.
gained support from rivals of both quarreling tribes to gain
control. Since then, other tribes have risen to govern through
diplomatic means. Udine has the largest population of people
living on Blackridge on the Locks, with nearly 75% of their
population residing along with it. The rest live on the riverside
facing Draggo, building forts and walls around the shoreline
villages in response to the Sufferance War.

ROYALTY 47
The remote location and detachment from foreign affairs own though would rule together from the capital of Arbilast.
have not excused them from the same rules imposed on the Their alliance was based on the condition that the rule of
others. It was only harder to enforce given the hostility of the three remain stalwart and the line of succession to each seat
Kerberos landscape and the fact that the planet is considered be made clear. By the time the client kings were made aware
worthless outside of a stopping point along Nimbus. Abolition of the situation, the war was over, and the north was united.
somehow spared Velora, though their records before the The client kings objected to the new arrangement, passing
Twelve Covenants were still fragmented. What is known is onto their heirs a growing resentment of the north.
that the unity of the world at the time of the Covenants arose 0245 Ended up being a watershed year. The odd
because of the rise of the Tyrus Dynasty emerging victorious arrangement of the Brotherhood finally fell apart through
after a bloody campaign lasting twenty years. political controversy and corruption allegations. The Velora
The first conqueror, Aram of Tyrus, was known to be an dynasties were seeking greater representation in royal
outsider not allied initially with the other tribes of Kerberos. affairs. The assassination of Brotherhood King Vegar created
Where he came from remains a mystery, though some point a hole within the kingdom as Vegar’s heir had also been
to him being an Aegis while others an outcast from one of the killed. When the other brotherhood monarchs, Yenna and
other worlds. Aram and his army took the whole of the planet Nivor, attempted to erase Vegar’s seat and claim his lands,
in five years, before Aram reached 25, though leaving the most Vegar’s loyal kin pleaded with the dynasties to act. Arbilast
powerful tribal leaders in place, lords of the new dynasties was cut off from the outside world. This lasted two months
of Kerberos. The exceptions were the southern rulers of until Yenna and Nivor finally surrendered. They were each
Donas of Macer and Asikini of Bhathus, who Tyrus named allowed to rebuild their original dynasties, and their rule
client kings to their greater ruler, Tyrus, king of kings. It was officially ended. From the ashes, a dynasty republic emerged
believed Tyrus did this to placate the southern territories and where each of the ruling houses put forth a potential ruler to
maintain control, knowing perfectly well his armies were undertake a unique variation of the Ulaga.
already stretched thin across an inhospitable landscape. This new competition, done in private, simply known
Although stable at the time of the Twelve Covenants, these as Acclamation, involves a secret location not revealed to
two client kings would eventually give rise to the anti-kings the public where the potential monarchs battle not only
and start the Velor Civil War that collapsed the Tyrus Dynasty themselves but the various creatures released into the region.
in 0245. As it’s virtually impossible to survive alone, partakers must
Aram of Tyrus had united a planet balancing on the edge balance intelligence with cunning along with physical
of destruction. Lucrative mining had prevented total planet- strength and stamina. The winner is given the crown, so the
wide oblivion as off-world trade kept societies running. dynasty itself must be careful about who it puts forth, and it
Eventually, advanced agrarian technology from Corvos would rarely puts forward their actual dynasty ruler as they are not
enable Velora to be more self-sustaining, another contribution always the smartest or the strongest if risen to the position
during the time of Tyrus. When Aram died in 0035, cultural through heredity (also if they were to lose in Acclamation, the
diffusion had swept the globe. Aram’s tomb was built under a dynasty would be out a ruler). This has created several bizarre
massive temple in Arbilast. Aram also left a half-dozen heirs situations where velor monarchs would be of a lower position
with no clean line of succession along with another dozen in the dynasty they rule over. A dynasty’s reign is guaranteed
generals, all assuming some measure of control of the empire. for 50 years or the life of the ruler, whichever comes last,
Called the Confidential War between 0035-0075, these claims allowing room for heredity. Then Acclamation occurs again.
to the throne engaged in sabotage, assassination, and guerilla After the initial event in 0245 and the rise of the dynasty
tactics in an effort to cripple supply lines and remove key of Nera under King Gregis, it was thought Velora would
personnel from opposing factions. They refrained from open become stable again. This was not to be, and the client kings
warfare to prevent unwanted attention from the client kings in the south both declared independence, refusing any longer
and strain already limited resources. Given the encompassing to answer to any voted king. A civil war was slow to break
cultural belief that “only the strongest can claim,” many of out, reduced to once-a-century crusades where northern
the leaders elected to resolve conflicts within Ulaga—a form dynasties under the current monarch would march south to
of native trial where contestants are forced to endure the claim the southern lands. Untold lives were lost to various
desert and mountains to defeat competitors and retrieve holy raids, natural predators, and simple environmental hazards.
relics hidden near the peak. On more than one occasion, the crusading army would
Given the limited number of such relics, those taking the claim an outlining town, fortify it, develop its agriculture to
trial had to balance how much the trial was occupied with support said army, and reproduce furiously with the brought
hunting others compared to the search for relics. Alliances and taken breeding stock until an army was large enough
would have to be forged, depended on, and possibly broken. to invade. Occasionally, said crusades would succeed, and
Nearly every claim to the throne underwent Ulaga, and the conquering nations would fall into line. However, the
several alliances that persist today began with promises made duration of occupation by the north never lasted more than
during it. The result of the trials during the Confidential war two generations until falling.
was the emergence of The Brotherhood—a coalition of three Although the southern nations, now ruled by the Anti-
generals who removed or killed the natural line of Tyrus Kings of Velora, have been often governed by the same
and claimed both his throne and family name. Each took a monarch, they have always been separate nations. After the
region of Velora not controlled by the client kings as their northern forces were repelled, executed, sold into slavery, or

48 ROYALTY
integrated into the population after revoking their loyalties, hundreds of tons of sediment. The inner curtain wall and
the anti-kings would rebuild their cities and claim the new keeps are built atop this new foundation, making the fortress
fortresses left behind by their invaders. Many crusades ended appear taller than it actually is. To make a siege even more
the reign of the ruling dynasty of Velora. Half the kings never complicated, the gatehouses are not in a straight line and
returned. One crusade executed its king and surrendered to require a climb up stairs. Despite this, Agamopolis has a weak
the south. Two others claimed border towns and never left, spot in that its internal stores are not large enough to sustain
kicking their monarchs out to limp back to the north and its standing population for more than a month. Although
exclaiming themselves as independent nations. This created there is the capability to fish during a siege, this can often be
a hostile borderland known as the Alienation, which exists stopped with arrow fire. As a result, starvation has been the
today. After the ninth crusade completely vanished without a most common route to take Agamopolis, and it has been six
trace in 1255, the north has not attempted another crusade. times. Because of this, the castle has not suffered considerable
After nine crusades and several wars, what remains is a damage and is often repaired and improved each time,
planet covered by hundreds of ruins and relics with little to explaining its advanced construction. The last modification
no history—the wind and war having claimed any evidence finally expanded the stores and made water access more
of their purpose. Only a small portion is mentioned below. accessible. Still, even though this alleviated the starvation
Further losses were suffered with the many priceless artifacts issue, it does open a vulnerability in this waterway, which
prized by the nations but often squandered in the Ulaga or as an invading army has yet to exploit. Agamopolis is currently
standards for crusades. The majority of these relics were the under the control of the anti-king in Bhathus.
Dynasty Stones, also known as the Runestones or the Marks Alienation. The sixth and seventh crusades ended when
of Heresy, declared profane by the Aegis as they present the northern armies reached the periphery of the southern
historical evidence before Abolition. The issue with the realms. Fringing this outer region were several towns mostly
stones is that none of them show a complete picture (each one independent given their distance to any ruling body. Knowing
starting and ending mid-sentence) and are also in a language the fates which befell previous campaigns, these armies
that (according to legend) at one point was decipherable rebelled, ousted their general—the ruling monarchs of the
but is no longer, a language known to be found in the Iokon time—and never left the towns they claimed. The residing
Apoc. Despite their heretical status, they are still considered population was indoctrinated, and the new community
cherished artifacts by those on Kerberos. Historians have went about fortifying the towns, turning them into walled
made considerable effort in the last century to recover them cities. The Alienation, which encompasses these two cities of
despite their continued use in the Ulaga, a practice a growing Envilad and Dyvilad, also includes the nearly inhospitable
number of velors believe is archaic. regions south of the equator, covering an expanse of sand
Given their isolation, Kerberos carries its own mythology, and rocks no one wishes to take into their kingdom. This has
a secluded world often uninterested in the daily affairs spared Envilad and Dyvilad major attack, as later crusades
affecting the rest of Paradise. Outside of Corvos, if Kerberos couldn’t afford to be drawn into a siege with a city so far
were to vanish, it’s doubtful anyone would notice. from their eventual destination. The plan was to retake the
south and use the combined armies to wipe out the rebellious
Symbol/Flag. The Ship villages and cities of the Alienation. This never occurred, and
Cities. Arbilas, Carina-Navis, Shelfak, Torkol, Envilad, by the time the last crusade failed, the Alienation remained
Dyvilad unconquered. Because of the inhospitable surroundings, no
one can afford to be independent. Yet, no community, not
Cultural Attributes. Surviving in a harsh environment;
even the two cities, have officially allied. They simply remain
only the strong survive.
trade and cultural allies, and even though they have gone to
Economy. Mining war with outsiders, they have never attacked each other. Over
Royalty. Menari Velora, Deneb Kaitos Velora, Mira Velora the centuries, their cultural distinctiveness has dramatically
departed from both the southern and northern lands.
Noteworthy Locations Castle of the Iron Circle. Perfection in design, more of
Agamopolis. A famous crusader castle built by Velora in a statement than a military fortress, the Castle of the Iron
the southern regions during the third crusade led by Cheva— Circle (as it’s known today), once called Stovolis after its
Hammer of Kings—and then claimed by the anti-kings fallen dynasty, is a prime example of the strange features of
after the failure of that crusade, Agamopolis is considered a Kerberos. Not only is the massive one-kilometer-long curtain
critical strategic fortification along the Akraid river, running wall a perfect circle (to such precision that it’s used as a
between the mountains in the south and Communion in the baseline by mathematicians), but it is also made entirely of
north, and has been attacked by raiders from Alienation, both fernico—a nickel-cobalt ferrous alloy known in some circles
anti-kings to the south, and by the north via the crusades. A as kovar. It is a complete mystery why the original builders
powerful star-fort, Agamopolis is a spur castle overlooking elected to use such a bizarre material, and there is considerable
the river which had its direction altered to conform to the debate about where the raw materials were found in the first
shape of the castle, appearing as a moat across the eastern place. Although the former residents, lords of the Koo She
half, leaving the steep incline on the opposite side. The Dynasty (gutted during the first crusade), claimed they built
foundations of the inner wards were built up artificially the wall, very few outsiders believed that. Beyond the wall’s
behind the curtain walls, making the outer walls backed by composition and shape, it also has no entrance and no gate of

ROYALTY 49
any kind. A drawbridge forms a ramp to the base for people politically. One attempt after a bloody encounter between
to ascend over the twenty-meter-tall curtain wall, and it looks crusaders and the kabs after the fifth crusade resulted in
of an obviously inferior design compared to the wall itself. King Alfonse terminating the order and sending his reserve
There also appears no way to tunnel under the wall as no forces to sack their castle. Protests within the city flared up
matter how far down anyone has dug, the wall continues to and the reserve army being destroyed outside the castle walls
go down. Only a few inhabitants reside in the castle today, of Kabila. Without any local support, Alfonse was forced
custodians loyal to the Velora monarchy. The castle serves to recall the termination order, but only after a settlement
very little strategic value, and its cumbersome construction was paid by the order. It was never paid, and the subsequent
has deterred any claims. The inner keeps, also under a state of monarch canceled the arrangement. Kabs are known for
decay, are not made of the same bizarre materials as the wall. their discipline and training, along with their humility and
The only mention of kovar as a useful material is in a corvon chivalric oaths. They are the closest thing to true paladins on
book, which stated the alloy was used in banned electronic Kerberos and possibly the whole of Paradise.
devices. Communion. The largest body of water on Kerberos,
Chogram Ziggurat. Chogram began as an ancient temple Communion is a freshwater lake near the planet’s north pole.
to a long-forgotten apocryphal religion erased by Abolition. Not completely pure, depending on the season, its salinity
The legend around Chogram Ziggurat was that it was the first shifts between 0.2 and 2 ppt, but it remains the only source
temple of its type built by humans. It also exhibits advanced of drinkable water available to the planet, excluding pricier
fortification techniques unseen anywhere else in Paradise imports. Often, imported water from Corvos (arriving as ice)
at that time. It does offer evidence why the fortresses on is used to raise the level of Communion and lower its salinity.
Kerberos generally are more advanced than those anywhere Communion branches off into six rivers, which feed the lake
else—they were all influenced by the Chogram Ziggurat. from every corner of the planet. Despite its size, the lake
The fortress is built upon an artificial slope known is fenced off and guarded, with part of it controlled by the
as a glacis, which exposes attackers to defensive fire for a castle Falgerstad in Arbilast. Because the lake is the end of
considerable amount of time as they approach. It also shields the rivers and not the beginning, it’s been impossible for the
the castle against siegeworks by creating an embankment North to cut the south completely from their water supply
that blocks the walls from ranged attacks. Past the glacis is and vice-versa.
the star fort of the Ziggurat, a design copied across the world. Falgerstad. Within the capital, Falgerstand has been
Today, the Ziggurat has lost its position as a religious center spared attack from armies, but this hasn’t stopped the
and was converted into a defensive fort called Castle Orange, castle from being vandalized and sabotaged by criminals,
named for the color of its matching walls and glacis. Lacking disgruntled citizens, and enemies of the crown. Arbilast is a
prestige from its glory days, Castle Orange defends the volatile city with more shadows than lights, and Falgerstand’s
Templar canyon, a popular travel route, and once a mighty walls ensure the crown’s monopoly over the region’s water
river before the “malfunction” of Kerberos. Orange is under supply as a way to keep the population in line. This has had
the control of the southern kingdom of Macer. the adverse effect of making the castle more a target of its
Citadel of Kabila. Kabila is also the name of an ancient own population upset over the forced arrangement. Not
order of holy warriors who had the history of their faith only does Falgerstand control the flow of water for the city,
erased by Abolition. The order itself managed to stay intact but for the entire countryside as well. Despite the outer wall
and spent the next 1500 years rebuilding their history while suffering considerable damage over the centuries, the water
resisting attempts at Aegis indoctrination. As it stands, Kabila control center, guard towers, and central keeps (which house
is sworn to Velora, which is itself sworn to the Aegis. The the monarchy) have remained in near pristine condition.
order maintains its original peacekeeping doctrine within This has persisted even after Falgerstad and Arblilast were
the kingdom, called in to support pilgrims and protect conquered at the end of the Confidential War. The city
caravans, and secure regions considered lawless. They have of Arbilast was built into the rock quarry formed in the
often been seen in areas conquered during war by the north, construction of Falgerstand and the city’s outer wall. This
watching over the defeated and ensuring peace is maintained. resulted in a city with little room to expand, forcing narrow
Although sworn under the crown, as a notable exception, the roads and narrower alleys, making direct ground assaults
Kabilans (or “kabs”) only follow crusades and never involve difficult. This gave way to subterfuge in attempts to usurp the
themselves with them. They prevent sieges from turning into kingdom. There was a story that the leading cause of death
massacres, protect the subjugated, and ensure beneficial new around Falgerstand was assassination. It probably isn’t true.
acquisitions under the crown. They also protect and transport The Grey Gates. Rising from sand dunes near Agamopolis,
discovered artifacts and valuables. Encompassing these many the grey gates were the entrance to a magnificent castle or
goals, the kabs have often suffered armed conflict with sworn fortress from the past, long since fallen to dust, leaving these
allies. The “special exception” was a royal decree by Aram two colossal arches remaining. Superstition claims any who
of Tyrus, one carrying so much weight that few subsequent approach or depart Agamopolis without passing the gates
rulers have attempted to amend it. In Velora, the kabs are will die from drowning, an ironic death to be sure. The gates
extremely popular. The order also numbers in the thousands are massive, with their highest point over a hundred meters
across Kerberos, with the largest concentration within the up.
castle fortress carrying their name. Only on a few occasions
have rivals attempted to crush the order, either militarily or

50 ROYALTY
Keep of Torpo. Many believe that Torpo is meant to keep resembles three walls of a larger hexagonal-shaped structure,
something in rather than out. Families pass to their children except the opposite half was either destroyed or never
the responsibility of maintaining the keep, but no one has finished. Despite the walls themselves being 15 meters wide
taken official possession of Torpo, and no one has ever stayed at their bases and featuring numerous chambers, stairwells,
within it long. There are rumors of hauntings and voices and hallways, there are no buildings behind the wall.
heard, but no one has ever reported being killed. All of this is Thymopolis is a giant impedance for travelers as it runs
legend mixed with known historical knowledge, yet nothing nearly 55 kilometers end to end, with one end merging into
exceptionally supernatural has ever occurred. However, there the mountain of Ixia and the other opening to a gap between
are some unusual attributes of Torpo. The most noteworthy the last tower and the even larger mountain of Ryx. Because
is that the temperature of the interior and the surrounding of the region’s geography, if Ryx were to collapse and seal the
area of the keep is, on average, 5 degrees colder in the day passage, it would take a traveler on horse nearly two weeks to
and 5 degrees warmer in the evening. Secondly, the outer circumvent the wall. No known riches are being guarded on
wall is marked with embedded circles forged from a different the other side, and to this day, no one on Kerberos is even sure
material than the rest of the keep. One study determined the who built Thymopolis or why.
unknown substance was heavier than lead and bore similar
properties to gold despite lacking the sheen. The circles are Deserts & Dynasties
also naturally warm to the touch. Experts have proven these Bhathus. The more powerful of the two southern nations
circles don’t regulate the temperature of the keep. during Aram’s crusade to conquer all of Kerberos, Bhathus
Oasis Magna. The refuge of water, trees, flora, and fauna is solely responsible for it and Macer’s windfall in being
sits atop an empty fortress above the desert below. The fortress declared client kings of the south. As Aram’s armies moved
has no curtain wall, only a vast gate and few chambers. south, the Bhathus king Asikini maneuvered his forces to
Despite its size, it serves little function other than protecting lead Aram into a trap. As Tyrus laid siege to the Bhathus
its roof, which cannot be easily accessed inside or outside the capital of Shalfak, Asikini attacked Aram from the east,
fortress. Magna has few windows and only one gate. Past it pinning the enemy army against the river. However, Aram
leads to a receiving hall occupying nearly 75% of the internal was still the superior strategist, and soon he turned the tide
structure, rising all the way to the roof. A primitive windmill back in his favor. Knowing his plot hadn’t worked, Asikini
atop Magna can be seen for miles around and serves as a instead personally led a cavalry charge into Aram’s forces
primitive device to circulate the water in channels around the to face the king. Asikini made it within twenty yards before
roof. It is believed by some that the entirety of Oasis Magna being stopped. Aram accepted Askini’s surrender face to face
was designed to sustain the garden, and it serves no other in the middle of the battle, and moved by the courage of his
purpose. Hidden within the structure is a circulatory system rival, allowed him to live. In return, Asikini swore loyalty to
that runs veins deep into Kerberos, where theorized water his conqueror and prevented further conflict by negotiating
patches exist underground. the surrender of Macer as well. In response, Aram offered
Tell of Paradise. Paradise is part archeological marvel Donas and Asikini the title of client kings, able to retain
and part stronghold. It stands atop a man-made mound their titles in exchange for tribute and obedience. After the
believed the ruins of a former fort which was itself the rise of The Brotherhood, Bhathus attempted to force Macer
foundation built upon a garrison built upon a village built to secede from the kingdom. This didn’t occur, but after the
upon a long-forgotten castle. Situated at the center of the city Confidential war, both nations agreed and broke ties with
of Torkol, the Tell of Paradise is a fort with ancient high walls the kingdom to the north. Since then, Bhathus has led every
standing upon a hill. The curtain wall is ten meters thick and campaign to defend the southern lands from numerous
runs in an irregular circle seven kilometers in circumference. crusades sent from the north. If Bhathus were to fall, Macer
Given the mound Paradise sits atop is artificial, it is filled with would simply surrender.
miles of unmapped tunnels, older as they run deeper into Koo She. A fallen dynasty, the big mystery surrounding
the ground. There is speculation the Tell may be the oldest Koo She is how they were destroyed. It is known that when
continuously inhabited area in Paradise...at least as long as calls of the first crusade reached the walls of Stovolis, the
humans are concerned. Enclosed within the walls are ruins vast majority of the dynasty’s able-bodied joined, leaving
of an older town, a garden, a lake, and forests. No one lives only a small ration of guards behind. Men even took their
within Paradise, though guards reside in quarters built into wives and children with them. When that crusade fell, only
the walls. Although people are permitted to walk through twenty survivors of Koo She returned. Stovolis fell silent after
Paradise, it can be sealed against outside attack, offering that. When tribute was years overdue, tax collectors arrived
refuge when the time is called. Several people have gone to discover Stovolis abandoned with no evidence where the
missing in Paradise, likely lost in the catacombs within the survivors of Koo She went. Theories point to either them
Tell. There is superstition about entering Paradise at night or taking refuge within another dynasty to fleeing south only
alone. to die in the desert. Other theories point to mass suicide or
Thymopolis. Looking like a thousand 40-meter tall eradication by raiders. Stovolis, later renamed the Castle of
truncated cones joined at their bases and connected by walls the Iron Circle, fell under the care of custodians loyal to the
at their peeks, Thymopolis is the largest fort in Paradise... monarchy, and has never been officially claimed by any other
assuming it counts as one. The widest section faces the Keep of dynasty.
Torpo more than 50 kilometers west. From above, Thymopolis

ROYALTY 51
Macer. After the whole of Kerberos was conquered by proved the Aegis’s resolve, but soon after, the deities fell
Aram of Tyrus, the two powerful southern lords, Donas and behind the curtain of Abraxas, preferring to operate matters
Asikini, were allowed to govern their lands as nations under through the now established Ascension. The final direct act
the higher rule of Aram—king of kings. Classed as client kings, by the Aegis was the formation of the Twelve Covenants, a
they were forced to pay tribute to their greater monarch while treaty that carved up Paradise and handed authority to the
still retaining the title of king. Macer and Bhathus formed an twelve most powerful families. Regions were named after
alliance remaining ironclad even to this day. When Bhathus elements of Aegis mythology with the condition that any
declared independence after the Confidential War, Macer house that would claim a throne adopt the kingdom’s name.
reluctantly agreed. Macer is the smaller of the two nations, At the outset, it appeared devotion to the church would be
with the lesser army but the largest supply of builders and uncontested, but despite the geopolitical landscape shifting
farmers. Macer is the nearest to the southern polar regions under the authority of a high power, the Twelve Covenants
and thus has access to more water. Macer is further away failed to eliminate ancient ethnic disagreements or religious
from the northern dynasties than Bhathus, sparing them preferences.
most of the conflict. Donas of Macer, a popular and decent Instead, culture wars began to break out within
king, is well regarded in the region, and laws he put forth nations occupied by diverging societies told they were
have never been overturned. under the umbrella of a single kingdom’s identity. The lines
Xigoth. The current ruling dynasty of Velora. Xigoth has drawn appeared arbitrary, with numerous rival cultures
controlled the kingdom since 1340, having won Acclamation indiscriminately labeled a single “people” and told to get along.
since then. The priority of the ruling King Hosuh has been In most situations, these tribes, later labeled houses, would
to rebuild the kingdom to the glory once seen with the either rebel or claim authority over their nearest throne. It
dynasty of Tyrus. It’s no doubt that crusades and wars have is entirely possible that the Ascension (and by extension the
besmirched the name of Velora for over 1500 years. The Aegis) intended to create this internal instability to further
constant resistance of the anti-kings is an insult Hosuh is enforce their own influence over affairs. Religion can often be
no longer willing to tolerate. The southern nations are not considered a method or tool to control a population prone to
recognized by the Aegis and the anti-kings act (in the views of chaos. By imparting that chaos via subjective political lines,
Hosuh) in a way that insults the gift offered to them by Aram the Ascension could offer order in the form of their doctrine,
of Tyrus. Xigoth has sought support from the other powerful further enforced by the erecting of churches and other
dynasties to start a crusade, the first in nearly 300 years. The religious centers. Volani was the only nation that managed
promised tenth crusade is expected to be the bloodiest in to instill a unified national identity without enforcing that
history. identity through violence.
After 0015, the Volani ruling family of Sahli brought the
Volani surrounding houses under their control within their capital
Menkar. There, Fatima Sahli Volani negotiated fair trading
agreements, demilitarization, political marriages, and a
(The Winged Whale) “round table” of rulers known as the Shahs, of which Volani
Volani was once the largest kingdom in Paradise, with was only a member. From the High Table of Shahs, Volani
valuable resources licensed to outlining kinhouses. They established a construction schedule to include universities,
forged alliances with Kaelum and Eridius through marriages, docks, and bridges. None of these projects included churches.
with cousins once occupying all three thrones. Volani was The High Table assured that the priority would be
also an outspoken critic of the church, endorsing a secular infrastructure. Religious representation would follow, though
philosophy. This, along with other disagreements, resulted it never did. Fatima had dreamt of a united nation based on
in the controversial Aeon Pogrom that erased the nation cooperation and the sharing of knowledge. Through the
and the kingdom from the planet. Since then, the enemies of power of her position and her surprisingly long life, she was
Volani have taken it upon themselves to expunge the history able to open her doors to potential rivals. She kept nothing
of Volani’s contributions to society. They have essentially back, and despite initial espionage between the High Table
succeeded thanks to the suppression of knowledge endorsed members, adversaries quickly turned to allies.
by the Ascension.
It was aided by Volani possessing incredible wealth in
Unlike other conquered kingdoms, Volani was not both resources and knowledge, caches the house was open
allowed to keep its territory as a vassal to a larger state, to sharing with others. Another shrewd tactic encouraged
and current maps do not indicate the nation even existed. by Volani’s military authority was that anyone not under the
Certainly, this fate was undeserved and came about due to umbrella of Volani was not to be entirely trusted, creating
their unpopularity with the church rather than unpopularity early animosity with the northern neighbor of Aurago, with
with the surrounding nations. which Volani shared the longest border with (the entire
Initially, it was considered a diplomatic effort by the length of the Ordanos river). This strengthened Volani pride,
Ascension to unite the largest nations of man across Paradise. though the encouragement of discrimination was against
The Aegis had appeared and, through force of charisma Fatima’s personal ideology. Fatima married the son of a fellow
and superior technology, founded a religious order that Shah, Javed Javadi, and their child, Leila Volani, continued in
swept through the known universe. Initial shows of force the spirit of her parents. This included a hidden agenda to
subvert the canon of the imposing religion.

52 ROYALTY
wishing to possess someone touched with sanctified genes.
Having a religion emerge from this had to be expected.
The Volani royals became known as “The Greaters” in
certain circles. Legends of their abilities began to circulate,
both within the kingdom and across the universe.
Meanwhile, relations with neighbors became complicated.
Those neighbors swearing fealty to the Ascension became
openly hostile while the rest beseeched the Volani royals
with patronage and treaties. While Corvos and Volani shared
a beneficial trade agreement, the remoteness of the former
prevented firm ties. Later, the Treaty of Erskine was signed
involving the kingdom of Kaelum. Volani responded to
Kaelum’s loyalty by aiding them to retake the throne during
the War of Klydes in 0070.
In 105 AL, with land in the south still unclaimed, the
Aegis called for the Planitia Crusade. At the time, the Aegis
was still convinced Volani’s position would diminish over
time and eventually fall under the umbrella of the Ascension.
In response to rising concerns of nagomjii in the south, the
Aegis demanded a push to claim those lands. The motivation
for the Aegis was threefold. They hoped to form a southern
kingdom with nagomjii to amalgamate their numbers under
the church as well as create a thirteenth nation to hold Volani
in check, fearing they would eventually move south to claim
the lands anyway. The church also hoped Volani would
spread itself thin to allow rival Aurago’s a chance to sweep in
to claim rich lands south of the Ordanos. Volani were given
the authority over the crusade hoping that a conflict would
ignite, pulling resources from the north and souring public
opinion to the Volani ruling house.
This proved to be one of the biggest missteps in the
history of the Aegis and the Ascension. Volani led the charge
into Planitia but kept the brunt of their forces in the north,
utilizing armies from Kaelum, Eridius, Draggo, and Pyxis
At the time, those in Volani were already practicing their
with reserves from Aurago. This prevented an aggressive
own faith, Volinity, centered around the increasing deification
push south by Aurago and solidified the assumed authority
of the Volani ruling families. A trade and knowledge
of Volani as they commanded armies populated by other
agreement with Corvos allowed Volani access to the Khronos
nations. The Planitia crusade involved massive armies
libraries and, from there, comprehension of cryptions and
sweeping across the land, routing nagomjii tribes in a vain
how they are applied. It was during this time when it was
attempt to organize the population and establish a cohesive
discovered that those derived from the first Volani line (those
structure.
descended from Fatima Sahli Volani and others of the Sahli
royal house) possessed a strange affinity with cryptions and Despite assumptions, no central leadership could be
the emerging discovery of branding, though Volani members found or enforced. Instead of committing genocide as
themselves were never branded. predicted, the general of the armies, Milad Nazari Volani,
attempted peaceful negotiations with the local population.
One from Sahli could harness the power of Paradise
The nagomjii would be allowed to function independently
in ways no one else could. While believers claimed Sahli
while the land was colonized by caravans that would follow
possessed Aegis blood, others circumvented this by claiming
the armies. The alien population agreed, and Volani expanded
Sahli, and by extension, the ruling family of Volani, were the
into thousands of square kilometers of fertile landscape
true heirs of Abraxas. The Aegis were usurpers. The Aegis
uncontested, establishing Volani as the largest nation on
declared that the Sahli must be daemons and ordered their
Bythos by a considerable margin.
execution, a command no one in Volani followed.
It was midway through the first millennium when the
Regardless of one’s belief, it became a national obsession
seeds of contempt began to take root. Despite propaganda
that one derived from Sahli blood assume the Volani throne.
and rising geopolitical tension, Volani’s influence and
Thankfully, it was discovered this sympathy with the universe
popularity within Paradise continued to grow. The Volani line
did not dilute through subsequent generations mixing
of succession remained unbroken. Ascension churches were
outside the family line. This allowed stronger alliances as
being allowed within the territory under the condition that
Sahli children would be paired off to numerous allies, all
the immunity against taxation and autonomous governance

ROYALTY 53
be eliminated, however, the faith had yet to overwhelm the The slaughter was malevolent, and the same alliance formed
local Volinity movement. The Ascension plotted Volani’s to destroy Volani fractured. Kingdoms that had refused to
elimination, understanding the political ramifications across take part publicly demanded the Aegis halt the war. Draggo
Paradise if it was unprovoked. The nation had abided by Aegis and Aquino ceased their crusade while Aurago continued
regulations and government policy by that time. They paid until they were confident the nation of Volani could no more
their levies to the church, a pittance given the nation’s worth. rise up to claim a kingdom.
The Ascension was allowed an observer seat at the High Table The kinhouses of Volani had their top royalty executed
but was banned from operating purgitans. When cryptions and passed down to members willing to swear fealty to the
were banned, Volani acquiesced but kept employing brands. church. Aurago swept through the country and took every
After Kaelum’s royal family was eradicated in the square inch. They posted bounties for the heads of any
Minute War of 1395, Volani was quickly running out of allies. individual possessing Volani blood, believing a handful of
Aurago was growing in strength, and it became evident that children had escaped. If so, it was assumed they would have
Aegis tolerance had run out. By this time, the descendants fled to Eridius or taken a navel route to Corvos.
of Sahli were decreasing in number. Unfortunate accidents, Alas, no children ever appeared. The Pogrom was so costly
disappearances, and the odd assassination had finally taken that Aurago was stretched thin across a massive country.
their toll, and it was theorized less than a dozen individuals Early attempts to force out the nagomjii proved disastrous,
existed with the Sahli gene. During this time, the rumors of and for at least the time being, it was decided that the prior
the Sahli being daemons persisted, with any evidence of their agreement between them and Volani would stand.
origins suppressed.
There are no kinhouses of Volani. The castles taken were
In 1445, the current ruler, Kiana Kazmi Volani, after rebuilt to match Aurago architecture. The Volinity cathedrals
twenty years of encouraging unbridled cultural development, were destroyed to make way for the Ascension. Years later,
finally broke the Hallessegro ban on developing technology. many people try to pretend the Pogrom didn’t exist, as it was
Of course, the ban was more of a grey zone, with many an example of how insane mankind could be when told what
nations receiving special authorization for specific projects. to do by those posing to be gods.
For Volani, it was the development of a rail network, and once
the project had begun, the Ascension had declared Volani Symbol/Flag. The winged whale
heretics. Of course, it had nothing to do with the fact a rail Cities. Menkar, Deneb, Kaitos
network could allow rapid shifting of resources and military
Economy. None
across such a vast nation.
Royalty (rumored to still be alive). Elina Prescott Volani,
Not long after, the city of Kaitos was obliterated, an act
Kappa Volani, Suhail Volani
the Aegis claimed. After, the Aegis began increasing support
of Volani’s rivals, mainly Aurago. Aegis also supported a short-
lived alliance between Aurago, Aquino, and Draggo, and this Noteworthy Locations
alliance declared war on Volani in what became known as Shalobagolong. As part of an ancient treaty between
the Aeon Pogrom. The direction was simple—the rivals of Volani and the nagomjii, a massive temple was built atop
Volani would eradicate every ally of Volani. If a soldier raised a hill marking the crossing of two rivers (Saloomjii and
a weapon, he would be killed, as would his family. Shusha). After two generations, the nagomjii abandoned it,
and it remained unclaimed for two hundred years before
Houses with a genetic relation to Sahli would be executed
being re-appropriated by followers of the now-dead religion
to the last child. Only families that swore obedience would be
Volinity. During the Aeon Pogrom, the zealots residing at
allowed to live. The initial fighting was intense, with Volani
Shalobagolong committed suicide, believing Volani would
rivals suffering heavily crossing the Ordanos. Despite this,
resurrect them. That did not occur, and their bodies were left
evidence of the Sahli being daemons could not be exposed.
to rot inside the fortress. Considered a bad omen, it was never
Executed suspects failed to reveal their origin upon death,
repopulated by man. However, the nagomjii later retook it
leading many to think that the claim was incorrect or that
and employed it as a trading post…after properly disposing of
only a few family members were genuinely agothan.
the dead.
Meanwhile, Aegis-controlled conestogas circumvented
Ramada. This is an ancient construct erected out of white
geographical obstacles to strike major defenses outside of
stone and placed atop a mountain few people can scale. Those
archaic ranges. Although the alliance was prohibited from
who have reached the peak claim to find a fortress with few
employing technology, the Aegis would assign their machines
rooms and a massive inner chamber locked from the outside
to work alongside them. Despite this advantage, the cult of
to encase something within. No one has breached this inner
fanaticism that had enveloped the Volani house stalled quick
chamber, and the climb has claimed hundreds attempting to
victories, and tens of thousands of innocent lives were lost.
uncover the truth. The Aegis prohibit access.
After ten years, a poorly handled battle dubbed the
Lefjjasva Fortress. A bizarre circular castle built in the
Massacre of Primarch Hill gutted the Volani knightly order,
middle of nowhere, Lefjjasva was abandoned during the Aeon
leaving the capital of Menkar vulnerable. The city was all but
Pogrom and after, was taken by Aurago and used as a military
destroyed, and the royal line was executed. The Aegis stepped
outpost despite its remote location. It was never attacked as it
back and allowed the merciless Aurago army to storm in,
is nowhere near a road, river, or even a town. There are only a
razing villages and killing nearly every person they found.
series of caves in the mountains to the west.

54 ROYALTY
Terri nodded, then pushed open the door to
the wagon slightly. She leaned out, her first view of
the world of Philokalia. There would be fireworks,
parties, and crowds of people. Perfect diversions.
The last thing Terri needed was a purgitan sniffing
where he wasn’t welcome. The land whale rode
on six large wheels reaching well beyond the hull
on slender arms. Colossal sails suited for a galleon
caught the air above, directing the vessel to its
destination. It sped across an ocean of waving,
waist-high green grass which extended to the
horizon, the only mark of man being the pair of
grooves the vehicle scored into the landscape.
It had been years since Terri had been to
Sadatoni, and the letter had been the only
encouragement to return.
Lauden Fortress. This precarious tower sits on the edge of
To Terri, this place was a shithole.
a 500-meter drop-off in the Mokotovo Peaks and was believed
to be a sentry to spot attacking armies from the north. Part
of it later collapsed, and it was abandoned before being used.
Most of the keep still stands, but it sits unpopulated. Terri glanced up and saw the glint of light
reflecting off their sun. It would be a colossal orb

She knew the Ascension would arrive, probably a million kilometers across a hundred million

by traditional wagon, by one of their conestogas, kilometers away in any other universe, and

or both. There would be eyes and steel hiding in Bythos would be its satellite. Here, Uno was a few

every shadow. Terri didn’t understand the part kilometers wide, moored to a heaven ring tens of

about the address or the off-comment about the thousands of kilometers away. Given its luminosity,

sewers. the ring it moved along was nearly invisible. The

She made a point to ensure no one could snoop light bounced off the mirror-world of Abraxas,

over her shoulder. Terri shared a large cabin with a home of the Aegis, the domain of gods, or rather…

half-dozen other passengers. She could distinguish as Terri thought, where the puppeteers dwelt.

their origin from their clothes and general physique. Terri knew the truth of it.

One’s accent pointed to Eridius. Another’s tall Terri had heard the rumors that the gods

physique indicated someone from Pyxis. would bestow on King Aurago the title of emperor

Terri’s dark complexion identified her as being of Bythos, which he was obsessed with despite his

from Corvos. It wasn’t segregation that created the failing health.

distinctions, at least not entirely, but rather the Terri’s suspicions were proven as the conestoga

universe’s influence around them. The oppression emerged from the blinding sun. It was a towering,

from gods and the defining of the council of metallic jellyfish topped with a fortress a hundred

kingdoms known as the Hallessegro nearly two meters high that drifted silently as it descended

thousand years ago did the rest. from the sky. The towers’ peaks occasionally

A few of the other passengers stared, one disappeared in clouds as the vessel approached the

of them noticing a flat palladium ring on Terri’s city.

index. The Aegis knew how to make an entrance,

“We will try to make Sadatoni before the and with the eyes fixed on the sky, few would

passing,” shouted the driver from atop the wagon. be watching the church convoy pacing along the

“May have to wait outside the city if we don’t. We’ll ground.

do our best to make the bridge. If you wish to see Terri admired what the Aegis flaunted.

Philokalia, now would be good.” Technology, that’s all it was. Most everyone believed
it magical, the tools of gods, but Kaiden’s teaching
had corrected Terri’s traditional beliefs decades
ago.

ROYALTY 55
She was transfixed on the conestoga, barely The lead wagon had been crushed, beasts of
noticing the bolt of light shooting from the middle burden and all, while the trailing carriage had its
of a small city on Philokalia, across the atmosphere, connection severed, releasing the kips dragging it.
to pierce the purportedly impenetrable skin of the The vehicle had continued uncontrolled until
Aegis aircraft. slamming into another more significant chunk of
A fire sparked, followed by a small explosion, fallen rubble.
and the drifting tower tipped slightly. The middle carriage door kicked open, and a
“Hey!” she said. The driver was either oblivious bloodied man struggled to crawl out.
or couldn’t hear her over the noise of the vehicle. Terri caught the man as he fell and helped him
“Hey!!” to the ground.
“Keep your feet and hands in the whale, “The coffin…” the man coughed before dying.
ma’am,” he said. Terri checked over the man’s injuries and
“Look at the tower!” Terri said. hopelessly jostled him.
“We’re approaching the city,” the driver said. “What brought it down?” shouted the driver of
“I can see the towers—” the whale as he approached.
“The aegis conestoga; look at the gods damn Terri ignored him as she gently placed the dead
tower! man down, then surveyed the wreckage fouling the
The driver noticed just as the bottom of the pristine landscape.
citadel crashed into the meadow; the rest of the The remains of the destroyed conestoga ignited
construction shattered, with the fortress crumbling parts of the grassland.
on impact. The three-vehicle Ascension caravan “I saw the light from Philokalia,” Terri said
below found itself caught in the avalanche of steel before noticing the object, the nearly pristine
and stone, suffering impacts and slamming into pearl-colored casket pinned by debris half fallen
debris. One vehicle lost a wheel and fell on its side. out of the destroyed carriage. Terri crawled over
“Turn us!” Terri said. to it and pulled on the sarcophagus to release it.
“I’m not going anywhere near that,” the driver “Help me!” Terri said.
said. “We’d be punished; maybe seeing an Aegis will The driver begrudgingly wove through the
turn us to stone. Can they turn us to stone?” fragments as he approached.
“You ever thought they’d reward you if you “Coffin?” the driver said. “They carry the
rescued someone?” dead?”
The driver considered but wasn’t entirely sold “Aegis never die,” Terri said. “So goes the
on the idea of taking risks. From the open gates claim.”
of Sadatoni, two guards mounted on long-legged Although coffin-shaped, it resembled more a
reptilian striders launched themselves towards the technological construct, with blinking lights and an
carnage. audible hum. Terri noticed part of a corner sat on
“See,” Terri shouted, “…riders from Sadatoni. a cushion of air, indicating the entire thing could
What will be said if they see you ignoring the plight hover if undamaged.
of our deities? “Is there something alive in here?” the driver
“They need not our help,” the driver said. asked, but Terri ignored him as they dragged the
“And a divine favor means nothing to you?” coffin to safety.
The driver grumbled, grimaced, and finally The two guards arrived well ahead of others
diverted the land whale towards the crash. from the city.
“Very well, hang on!” They dismounted, took a moment to gape at
The wheels twisted, and the sails rotated as the the destruction before shifting their attention to
whale changed direction. Terri remained halfway Terri and the driver pawing at forbidden Aegis
out of the vehicle, ignoring the stern gazes from tech.
the other passengers. One guard lifted his visor and shouted.
The whale arrived before the guards from the “You, there!” he said.
city. “See to the rear carriage,” Terri said.
Terri jumped out and bolted towards the “You dare dictate—”
lopsided caravan car. “See! To the rear! Carriage!”

56 ROYALTY
The other guard remained unidentified behind The driver spotted the object briefly and was
their armor while the other was confused by the about to speak.
imposed authority. Was Terri a lord? She was A loud crash gathered the attention of everyone
dressed well enough and barked with conviction. as a larger chunk of fallen Conestoga jostled and
“Did I stutter?” Terri asked. shifted. Another long bang and a pearl-colored
The silent guard tapped the other, and they metallic hand punched through the wreckage,
both trudged to the rear carriage. Terri inspected causing the driver to scream and stumble back.
the sarcophagus. Thanks to Kaiden’s teachings, A second hand emerged, with both grasping
Terri could differentiate magic from technology the edges of the hole. It tore a gap large enough for
made to appear magical. The unreal was possible it to exit.
within this world, but what the Aegis flaunted sat Terri knew what it was, and she couldn’t
on the same ladder as windmills and waterwheels. be bothered to acknowledge yet another icon of
Terri knew the driver was in awe, ignorant of what oppression created by the Aegis and venerated by
could be without the church’s oppression. the Ascension.
“If there’s promise of reward, I’ll share in your Terri was more curious about what she had
glory,” the driver said. “If we’re threatened with seen on Philokalia, something that was strangely
penance, I’ll claim you hijacked me.” familiar to her.
Terri smirked as she brushed the dust off a Uno fell behind Philokalia an instant later, and
display, revealing electrocardiographic information. the luminous landscape was reduced to darkness.
It was rhythmic and steady. Terri could hear screams of joy from the city as
“Sounds good,” Terri muttered, which was the celebrations had officially begun. She could also
quickly overwhelmed by a ruckus behind them as hear the high-pitched metallic reverberations of a
the two guards had successfully opened the door of pair of star-shaped, one-person Aegis demigods—
the rear carriage, removing several survivors. armed with solar cannons—approached quickly
Noah Bennet was one such survivor, glancing from the far side of Philokalia.
toward Terri only briefly, the latter recognizing “Damn it…” she said.
the Ascension vestments, before returning to the
carriage to help others.
Terri surveyed the debris for any other
fragments of functional technology or potential
survivors. She found it well away from the driver,
who remained with the coffin. It wasn’t broken off
a larger construct or damaged in any way, not
even a scratch.
The red-tinted chrome sphere could fit in
someone’s palm, and it sat gently in a nest of
grass. Terri ensured no one else could see it as she
approached it. Inches from her grasp, the sphere
spun half a revolution quickly, causing Terri to
recoil.
It twisted again, then settled. Terri waited,
ensuring the object was inert. She should have
waited minutes; instead, just a few seconds passed
before she reached for it again.
The drive’s eyes moved to her.
The sphere was neither cold nor hot, and
Terri’s grimy fingertips left marks that vanished
immediately after. It was featureless, with no
seams or indications of how it could move. Terri
quickly pushed the sphere into her pocket, hoping
it wouldn’t react further.

ROYALTY 57
4: TRIBES

Agosta Pike committed himself to his daily affairs as a distraction, acting as the living
shadow of his prince and friend. It was easy when he relayed the people’s opinions, the
latest controversies surrounding the church, and his routine of unexciting daily tradecraft.
Upon waking up that morning, he knew that a crisis would emerge. He’d assumed it
would involve a collision of political beliefs between Hydranis, Aurago, and the Ascension.
He would have welcomed that in contrast.
It was late in the year 1501, on the day of Philokalia’s zenith over Sadatoni, when a
ghonara conestoga, a chariot of living gods, was inexplicably brought down by an attack
originating from the Hydranis-controlled world overhead. The vessel impacted upon the
Ascension caravan. It was less than four kilometers from the gate wall, an undeniable
message everyone received.
And to think Agosta had all but eliminated attempted assassination from the list of
expected catastrophes to occur today.
Even before the survivors had been collected and brought to safety, Agosta knew the
details of who was involved.
There were three carriages as part of the Ascension caravan. The six members within
the front vehicle, all rectors from the Ascension enclave, were killed. All eight passengers
in the trailing carriage survived.

58 TRIBES
P
aradise is not a traditional fantasy populated by a This level of technology was beyond anyone in the
variety of mythological figures. The overwhelming room. Machus burned apostates for possessing such
majority of the population within Paradise is forbidden knowledge.
human, with the only notable exceptions being the A frail female figure with short silver-white
alien nagomjii and those few magical humanoids hiding in
hair emerged from within the bed, suspended as
plain sight. This is not to say there is no variety, far from it.
if in water. She was pale, thin, unnaturally tall,
Hundreds of years ago, perhaps during the dark ages, the
altered reality of Paradise began to accelerate the evolution with the most striking blue-green eyes. Loose white
of those living within it, resulting in new subspecies which fabric flapped across her skin.
ended up segregated within their own kingdoms. These
became the mutaforms. The most extreme example of this The Aegis, the only ones within Paradise permitted to employ
comes from the Aegis, though officially, those living on technology, come from Abraxas, the heaven world. The Aegis
Abraxas deny any connection with humanity. present themselves as the physical manifestations of myth
Characters can technically be from any race offered here, to all those below them (and they believe everyone is). More
though, with the daemons, eidolons, nagomjii, and Aegis, accurately, the institution (the Ascension) formed around
certain aspects of those species may be difficult to articulate the Aegis presents them this way and enforces that belief. As
within a game group. Additionally, social classes are firmly the Aegis are virtually immortal, this is not a difficult task.
enforced within this world, with the Aegis deified by many Undoubtedly, suspicions have been raised that it is not the
and the nagomjii relegated to a subclass. In the case of the Aegis manipulating the Ascension but the other way around,
daemons, their very existence is considered heretical by the as the Aegis are seldom allowed to talk for themselves.
church, with orders to eliminate them when discovered. The Aegis, along with the Ascension, manipulate the
A player group should accept this challenge as long as the ruling houses to serve the best interests of the theocracy,
party understands that characters are expected to eventually to maintain control. At the same time, people blindly deify
get along. the gods above them, crediting the Aegis as the masters of
Paradise. Some quiet voices claim otherwise. To many, the

Level Adjustment Aegis are living gods who enforce their will through both
technology and the zealots of the Ascension.

Certain powerful races (specifically certain eidolons and Over 1,500 years ago, the Aegis came into power, offering
sentinels) may start with a “level adjustment” trait. This to rebuild devastated lands from a now-forgotten cataclysm.
value represents the number of levels you are behind a The prevailing theory holds that the world of Abraxas didn’t
normal character with the same amount of experience. For exist until that moment. One day, the mirror-like sphere
example, a character who gains 900 XP reaches 3rd level, but appeared in the sky, and the Aegis came down shortly after. As
a character with a level adjustment of +1 only reaches 2nd the Ascension enforced this legend, its veracity is obviously
level a +1 (a level adjusted 5th level character and a normal up for debate.
6th level character are both at 6th level). Assuming party However, there is no doubt that Abraxas contains
members receive the same amount of XP, a level-adjusted considerably advanced technology and can employ it at a
character will always be behind those not adjusted. At 1st moment’s notice. Their machines can hover, fly at unheard-
level, a level adjusted character is technically a higher level of speeds, and pack enough firepower to take on armies. On
than other 1st level characters. their own, they have been seen requiring gravity assistance
to support their weight though a few have also been seen to

Aegis
be as agile as predatory animals. In this latter situation, it is
assumed they are employing technology to move.
Outside of Abraxas, Aegis are only seen as members of
Psylaxis inspected the floating coffin, and after three different organizations—the Ghonara, the Conclave,
and the Seraphim Torus.
confirming the state of the room, tapped a few
hidden buttons on the device. It sent out a deep
below that nearly cracked the thin windows. A
sequence of beeps followed, and the coffin lid didn’t
Godlike
Even the few Aegis considered respectable can still exude
open as it dismantled itself. Psylaxis stood aside as
arrogance and disdain over others. They generally dislike
a semi-opaque red mist spilled out. getting dirty or even touching soil. While some assume the
As the vapor cleared, the coffin interior was role of living deities, others dissuade the adoration. Aegis,
revealed to be a heavily padded cradle designed to like normal humans, can cover a wide berth of personalities
care for whoever was placed inside. Hidden within and, as a result, are often flanked by acolytes and disciples to
the frame sat all the tools required to maintain maintain the illusion of a united cult.
life, from food and air to excretory waste.

TRIBES 59
Defiant Body
Physically, the Aegis are humanoid, but similar influences
that created racial variations in Corvos, Velora, and
Kaelum may have affected the Aegis, making them thin and
delicate and, in some cases, vulnerable in the high gravity
environments outside of Abraxas. This has forced them to
either use testament suits, gravity-resist containers (“coffins”),
or avatars. Despite this weakness, the Aegis are also virtually
immortal, able to withstand disease. They can even control
their own age. Although unable to reverse the clock, the Aegis
can stop their development at any point; the visible age often
denotes their position within their hierarchy.

Playing an Aegis
Aegis are seldom found on their own, and when surrounded
by a retinue, it is recommended that they not be player
characters. Solitary individuals are rare, with a reward for
their return if found, whether that Aegis wants to or not. Those
wishing to live away from the false beatification often must
conceal their identities. If part of a group, likely an Aegis is a
self-imposed outcast, keeping out of the way, avoiding direct
open engagements…unless the image of a living god is what
the group is trying to present. If revealed, it wouldn’t be long
before Abraxas sends excubitors or hedrons to retrieve their
lost sheep. The most common population of ex-pat Aegis are
Ghonara, as many of them take issue with recently reformed
dogma.

Aegis Glossary
Conclave. The Conclave is a group of Aegis tasked with
handling the diplomatic affairs of Paradise—effectively the
face of the puppeteers who manipulate the kingdoms under
their influence. It is unclear whether they all speak with a
single voice, operate under a higher-order, or are puppets
themselves. They certainly don’t appear to be the latter.
Like all the Aegis, those in the Conclave have issues existing
outside of Abraxas and thus are forced to live in suspension
coffins or exoskeletons. They are constantly under guard by
hedrons and/or excubitors. The Conclave is the largest of the
three segments of Aegis seen outside of Abraxas, with the
The loyal non-Aegis retinue can sometimes be more Seraphim Torus and the Ghonara remaining mostly within
zealous than the Aegis itself. It is exceedingly rare for an Aegis Abraxas. Conclave members possess implants allowing them
to be found without said entourage outside of Abraxas. On its to telepathically control nearby Aegis tech.
own, an Aegis is known to be silent, analytical, and devoid of
visible human emotions. They have little experience living in Conestoga. These massive transports operated by
the wild, enjoying untold luxury within their utopia. Ghonara shepherds can transport hundreds of people or
several tons of animals and equipment between the worlds
Those resisting Aegis rule have accused these overlords of Paradise. The upper levels are locked off and forbidden,
of simply possessing superior technology, while others designed only for the shepherds, often living most of their
accuse the church of manipulating the Aegis as rigorously as lives within these domiciles (though lush and with reduced
they manipulate everyone else. The Aegis cannot be wholly gravity). The lower levels are simple cargo holds and cranes
innocent in these matters, and it depends on the specific where people, livestock, and supplies can be shuttled. Very
individual on how they respond to their deification. often, kingdoms build their own modules to maintain
efficiency and privacy. Conestogas boast several different
variations that can be modified on-site to accommodate
needs. They are not only vital in the transport of homage

60 TRIBES
to Abraxas but have been utilized in the transportation of members of the Torus function via two different variations
military hosts during wartime. Despite being used this way, of powered armor—testaments or avatars. Members of the
conestogas are technically forbidden to carry weapons or Torus command loyal ground forces and are considered
be used militarily. Conestogas are licensed to kingdoms for the marshals responsible for handling the affairs of the
use and are the only technology humans can control (even Episcar knights. When a Conclave member is present, they
though they don’t directly operate them). are assumed to be of a higher authority. However, members
Demigod. Demigods were constructed much later than of the Torus have been known to override the wishes of the
the conestogas as a means to defend them from attack. Still Conclave if their safety is at risk. Members of the Seraphim
classed as transports, demigods can ferry much less but Torus are believed to be the most dangerous individuals in
are not as vulnerable. The demigods came about due to the Paradise.
Ghonara shepherds demanding a military presence, as all
other Aegis military technology was controlled by either the
Conclave or the Seraphim Torus. Generally, humans are not
Aegis Names
permitted on demigods as there is no separation between the Aegis rarely disclose their names to strangers and prefer to
Ghonara shepherds and the rest of the vessel. remain known by their title. This obviously doesn’t work
Excubitors. One of the artificially intelligent machines when away from Abraxas for extended periods. Their actual
operated by the Aegis, the excubitors are brilliantly decorative names are singular, multi-syllable, and wholly unique. Some
humanoid robots generally only used for intimidation and believed these names are assigned based on position and that
grandeur. They typically aren’t utilized flagrantly in military Aegis possesses a more straightforward, private name known
operations, so it’s believed their construction is costly. only in privileged circles (this is, in fact, correct). A verse in
a Tepheron Octoginta claims that Aegis names are derived
Ghonara. The shepherds of Paradise, these Aegis are both
from forgotten ancient human mythology like many aspects
the mechanics that repair and maintain Aegis technology and
of Paradise.
the controllers for their most advanced machines, specifically
conestogas and demigods. The Ghonara by no means horde
the knowledge of technology. In fact, they had been once Open Names
lauded for their teachings of advanced agriculture and Males: Ajayax, Daedanis, Dardanius, Dellingar,
metallurgy. However, by the denunciation of the Iokon Apoc, Hekatonclease, Neoptolemy, Morphanus, Ophinax,
these teachings were banned, and the Conclave replaced the Parthinak, Proteux, Ramakis, Trikarma, Unoclarapledes
Ghonara as the face of the Aegis. Female: Adrastina, Agraboda, Andromenias, Aparnax,
The Ghonara are licensed to kingdoms who pay increased Ganamis, Harmonia, Ishanto, Qallistis, Shivanshia,
homage to the Aegis to gain access to the conestogas— Synfallin, Thimenia, Tisiphonix, Titanis, Trigunaki
colossal transports that allow passage between the worlds
of Paradise. All the kingdoms not on Bythos are forced to Private Names
pay this homage to trade with other worlds, while those on Male: Aeson, Ara, Argus, Cador, Castor, Charon, Damon,
Bythos rarely require them. As a result, the same Ghonara Hector, Paris, Jasper
shepherd often remains licensed to the same kingdom for
centuries, as is the case with Velora and Pavonis. Suffering Female: Clio, Danae, Eleos, Embla, Groa, Iris, Selene, Nesoi,
the same physical disabilities as all Aegis, most shepherds are Nyx, Semele
confined to the control modules of their vehicles. However,
some have adapted to the high environment, intermingling
with the humans that pay them, a practice scorned by the Aegis Traits
Conclave. As the Ghonara is the oldest order of the Aegis, Your Aegis character has a number of traits in common with
their insubordinate actions and attitudes are often tolerated. all other Aegis.
Despite their age, shepherds possess no actual authority
within the Aegis hierarchy. Ability Score Increase. Your Constitution or Strength score
decreases by 2; your Intelligence or Wisdom score increase by 2.
Hedrons. These floating defense machines are a common
sight wherever Aegis appear. They possess less intelligence Age. You are likely hundreds of years old, but you can
than excubitors and lack a language. look whatever age you wish. You can age in real-time when
you desire but cannot reverse your age. An Aegis is immortal
Sentinels. Originally a blanket term for all artificially unless intentionally aging into death.
intelligent creations of the Aegis, “sentinel” has recently begun
to represent a smaller subsect of ancient bespoke constructs Alignment. Aegis are generally Lawful. While some are
the Aegis are slowly substituting with more obedient and evil, this is not as common as critics would assume.
powerful successors like excubitors and hedrons. The Size. Aegis range from over 5 feet to nearly 7 feet tall and
propensity to act autonomously allows a sentinel to operate have slender builds. Your size is Medium.
without instruction, resulting in the occasional rogue model.
Speed. Your base walking speed is 30 feet.
Seraphim Torus. This knightly order is populated by the
elite Aegis military. Instead of floating in suspension coffins,

TRIBES 61
Languages. You speak all the languages of Paradise
except for the nagomjii’s native tongue of Animabe and the
Seraphim Torus Knight
grimgod’s Torgol. As a knight of the Seraphim Torus, you are one of the few
members of the Aegis that can take care of themselves.
Chaos Matrix. You can bond with an Eko-shaper. Admittedly, this advantage comes from applying technology
Disease Immunity. You are immune to the effects of any forbidden to anyone else. You are rarely separated from your
disease; you pass all saving throws relating to disease. technology; as if left alone, you are more vulnerable than your
Refined Mind. You have advantage on saving throws average human. Of all members of the Aegis, the knights of the
against being charmed. Seraphim Torus are the less likely to expel themselves from
their own kind. They are known for their fanatical loyalty to
Subrace. Three subraces of Aegis can be selected their own kind and are considered the most arrogant. There
as characters: Ghonara shepherds are engineers and would have been exceptional mitigating circumstances if an
technicians. The Conclave envoys are diplomats. The knights exception were to occur.
of the Seraphim Torus are soldiers.
Ability Score Increase. Your Dexterity score increases by 2.
Conclave Envoy Agile. You gain proficiency with Dexterity (Acrobatics).
As a conclave envoy, you are adept with diplomacy, tact, and Assist. You gain an Aegis Testament.
negotiation. Envoys are the only members of Aegis permitted
to express themselves publicly. They know what to say and
when and generally step away quickly when an encounter
escalates to violence. If hiding your origin is necessary, your
Aegis Feats
natural abilities may be limited; when exposed, your simple Conclave Adept
presence is enough to win over most conversations. Envoys
rarely excommunicate themselves from the Aegis, but when Prerequisite: Conclave Envoy
they do, it’s generally because of an accident where an envoy You gain the following benefits:
is initially stranded. Eventually, an envoy can decide to
‹‹ Increase your Charisma score by 1, to a maximum of 20.
remain excluded.
‹‹ As an action, you have advantage on all Charisma
Ability Score Increase. Your Charisma score increases by 2.
checks directed at one creature of your choice that isn’t
Natural Talker. You gain proficiency with Charisma hostile toward you. This effect lasts up to 1 minute. After
(Deception) and Charisma (Persuasion). the time expires, you cannot use this ability again until
Assist. You gain an Aegis coffin. you finish a long rest.

Shepherd Engineer
Ghonara Shepherd
Prerequisite: Ghonara Shepherd
As a ghonara shepherd, you are tasked with creating,
operating, and maintaining Aegis technology. Unlike other You gain the following benefits:
members of your race, you are used to living away from ‹‹ Increase your Intelligence score by 1, to a maximum of 20.
Abraxas, as your services are often licensed to loyal kingdoms.
‹‹ Before making an Engineering check to craft or recover
A long time ago, this assistance was annulled to many of your
hit points, you gain a modifier to your roll based on your
kind’s objections. Now, your fellow shepherds are trapped
level (for example, 10th level = +10 to your roll). You can
within conestogas or confined within Abraxas, keeping
only gain this benefit once every 24 hours.
Aegis tech in the hands of Aegis. Of all the excommunicated
Aegis, your kind occupies the most significant proportion. Seraphim Cavalier
You might be old enough to have been part of the original
Prerequisite: Seraphim Torus Knight
shepherds, refusing the recall order.
You gain the following benefits:
Ability Score Increase. Your Intelligence score increases
by 1 (max 20). ‹‹ Increase your Dexterity score by 1 to a maximum of 20.
Mechanically Adept. Your gain proficiency in Intelligence ‹‹ When wearing medium armor, you can add 3, rather
(Engineer) and gain an additional +1 bonus. than 2, to your AC if you have a Dexterity of 16 or higher.
Stuff. You gain $1,000 in gear from any tech level (no ‹‹ When wearing heavy armor, bludgeoning, piercing,
weapons or armor). and slashing damage that you take from nonmagical
weapons is reduced by 3.
Assist. You gain an Aegis Carapace.

62 TRIBES
The Vothragna impact was an actual event, though

Daemon
Elina took in a deep breath and, against her
little evidence has been found to collaborate the associated
legend. It tells of the demonic vessel surviving the crash and
being buried by Phylax when it settled on Bythos. The moon
turned into the island of Vothragna, and despite numerous
archeological expeditions over the subsequent centuries, no
better judgment, revealed her arm and the inch
evidence of this ark was ever encountered. Concluding the
cut on the outside below her elbow, as well as the legend, it claims the daemons emerged from Vothragna to
bright splinter of white light spilling from it. spread throughout Paradise as a cancer, one that the Aegis
Agosta immediately covered it. would reveal to the universe.
“Okay, keep that cover—” he said. Which they did during the Twelve Covenants. The Aegis
“Holy shit!” Sloan said as she noticed it as claimed that not only did daemons exist, but that they were
well. invaders and antithetical to the Ascension faith. For the first
There went that idea. time, a daemon’s existence was verified moments before
one’s execution.
“Shut up!” Agosta said.
“At this point, can you afford to keep secrets?” The final declaration during the Covenants became
Sloan smirked back. At some point, she would have
known as the Culling of Agathon, in reference to the
aforementioned legend, as the term daemon was penned and
to explain to him how she could hear him so well.
enforced by the Aegis. In the subsequent decades, paranoia
“What is it?” Terri asked. swept the universe as people were forced to suffer physical
“She’s a daemon,” Sloan said. There was no injuries to prove they were human. At first, this was limited
reverence in her tone. She recog-nized another to royal court members but soon expanded into the general
outcast, like herself. population within kingdoms like Aurago and Hydranis. The
“Angels of Paradise,” Deven said. There was a
practice was prohibited in Corvos and Volani.
slight hint of reverence in his voice. However, what many people feared came to pass.
“So that means she’s walking around in a Hundreds of daemons were exposed, a few even within royal
courts. Or, better worded, only a few were found within
human suit?” Noah asked.
royal courts. Most daemons settled to be teachers, doctors,
“Not exactly,” Elina said as she accepted a architects, cooks, and artists. Few had assumed positions
cloth from Agosta and wrapped herself. “That’s of authority, and many were pillars of communities that
how I prefer to look. And I’ve been wearing this became splintered when the purgitan inquisitors arrived.
face since I was born.” While attempts were made to protect these individuals, only
one betrayal was required. Once exposed, there would be no
trial or public demonstration. The daemon would be taken to
For centuries, those living within Paradise believed it an open grave and executed on-site.
populated by various monsters, the nomadic alien nagomjii,
and an incalculable number of humans. The rumors of a There was no indication of hidden agendas, conspiracies,
secret society living underground, in the skies between or provable misdeeds by this point. Most daemons were
worlds, or among humans persisted with legends of angelic unaware of where others resided. After a hundred years, it
beings or spirits coming to those in need. was assumed that any survivors fled into regions where they
would be safe, but the Aegis continued to enforce persecution.
Most of these records vanished with abolition and Eventually, the number of daemons exposed decreased until
would have been entirely forgotten if it wasn’t for the Aegis finally stopping after five hundred years. It was believed that
declaring these people profane at the conclusion of the the species had been wiped out, though a hundred years later,
Twelve Covenants in 0015. By then, two predominant myths one would be revealed, then another decades after that.
had survived.
Eventually, the existence of daemons turned into myth
One tells of spirits that roamed freely through Paradise— and, to the paranoid, into conspiracy. Without proof to
radiant beatific creatures created by the same force that support it, accusations circulated that the daemons had
shaped the universe. These spirits were not destined to slithered their way into positions of authority once again and
inhabit or control Paradise but rather shepherd those living were slowly corrupting society.
within it to guide mortals into leading content lives.
The other story, a contrarian legend, claims that Paradise
was invaded by a demonic vessel thousands of years ago.
Dubbed Vothragna, this ark crashed through the Solokring
and inflicted severe damage, destroying the Messiana ring,
bifurcating the world of Grimaldi, and sending its moon
Phylax plummeting to Bythos below. The void formed within
the Solokring became known as either the Raphain Abyssal
or the Djenunaki.

TRIBES 63
There are no records of what happened to the first
agathon, but there are no claims of their deaths. The leading
theory among the daemons alleged the first of their kind
replaced their skin with non-human animal hides and
vanished into the wilderness. All modern daemons are those
sired from generations of previous daemons, with many
modern examples still possessing an inane desire to help
others and defend those needing protection. The culling was
highly effective, and most modern daemons protect their
identities, aware that they might be the last of their species.

Angelic
Regardless of whether you call them agathons or daemons,
when exposed, these individuals appear as humanoid beings
seemingly constructed of light with brilliantly colored eyes
and ghost-like manifestations emanating from their back
resembling wings. In this state, they can disobey gravity and
appear capable of other superhuman feats. However, they are
also especially vulnerable.
Daemons can fashion and wear a shell, simply described
as a skin suit. This entirely magical construct feels like durable
leather when removed, but once worn (and donned easily),
it feels like natural skin, so much so that distinguishing a
daemon from a human would be impossible unless the skin
is cut. It is also conceivable for a daemon to possess multiple
shells as their inner form, known as the “brilliance,” is
malleable. Experienced daemons have been known to carry
shells of multiple people and multiple animals. A few have
switched sexes based on current desires and objectives. These
skins are easily repaired, but it is nearly impossible for a
daemon to hide in the chaos of combat. Exposing oneself is an
extreme risk, with rewards posted for evidence of a daemon
and even more for a corpse.
The Reality
The truth is that modern daemons aren’t aware of their
Playing a Daemon
origins. They aren’t even aware of their own identity often Given their minuscule population and presumed extinction
enough until being cut for the first time. Given their long by many people, there are no assumed common traits with
lifespans, most daemons made a point to wander from place daemons. Stressing a point between nature and nurture,
to place as they meandered from life to life. The oldest have when raised on their own or oblivious to their natural
managed to record some history safely preserved in locations abilities, daemons possess several coincidental attributes.
like Corvos, though these stories come off as potentially However, when raised aware of one’s origin or raised
allegorical and exaggerated. alongside others of the same kind, a daemon often makes an
They tell of a small tribe of angelic creatures that came to effort to distinguish themselves. Common attributes include
Bythos thousands of years ago, sent by an unnamed creator higher-than-average compassion, increased empathy, and a
to protect the land and guide those living upon it. They desire to guide those in need of assistance. These traits can
were greeted as messengers and even worshipped in places. often be suppressed based on a daemon’s upbringing. Their
They called themselves the agathon and generally refused long life has allowed a daemon a measure of patience and
veneration, preferring to educate and support noble leaders an ultimate fate, as execution is the leading cause of death
rather than lead themselves. As the centuries passed, these among them. While it would appear natural for a daemon to
first agathons developed the ability to encase their brilliant avoid personal connections and elude physical interactions,
bodies with human skin, a shell to make interacting more part of their nature appears to compel them to act against
comfortable. Not long after, the first agathon took human their own best interests. Referencing the unfortunate fact
mates and bore children, which had a 50/50 chance of being that most daemons die through being discovered, many
born as an agathon themselves. modern daemons are exposed through selfless acts. Despite
wisdom insisting they shun emotional connections; daemons
apparently can’t help themselves.

64 TRIBES
Daemon Glossary
Agathon: The old name the daemons once called
themselves and that older daemons still prefer. There is no
information on where this name came from.
sion
Brilliance: The true form of a daemon is a luminous, At the conclu bly, a cardinal of the t forth
of that a ss em dee, brough
uni Klairaplie
angelic being. No connection between the color of light and lt and
the type of daemon has ever been found. While most daemons Ahkdanate, Kan. She was barely an aduher to
a youn g w om bito r pi nn ed
radiate white, some have been known to emit yellow or blue. ified. The excu cut
clearly terr the cardinal proceeded to igent
A daemon has never been seen radiating red. This light is set the ta bl e a s en e; no in te ll
act was obsc
upon birth and never changes. It is so bright that no surface her skin. The to be treated that way
can be seen upon the brilliance. If the light was suppressed ed
being deserv what would follow.
somehow, it would reveal a featureless creature lacking ears, regardless of r to have
id, it did appea
a nose, or any indicators of gender. In truth, the brilliance is That being sa . From the wound poured
fect
asexual, able to reproduce based on its shell—they can both the desired efbrilliant white light. Theng
out the m os t from bein
impregnate and become pregnant. However, if pregnant,
di sc ov er ed her fear was in that might
we t from any pa ter as,
a daemon must wear a female shell to give birth. This is discovered, no icted, proven moments laoceeded
because the brilliance is somewhat amorphous, conforming fl
have been in venants, the excubitor pr body.
to different shapes based on the shell it wears. When born, before the co esh from the creature’s ere
a daemon emerges either in their brilliance or (if a human to flay the flood, muscle, and tendon, th being.
mother) already encased in an intersex shell. Instead of bl eathtaking, luminescent ad was
was only a br as he r he
e was fleeting e
Shell: The skinsuit a daemon wears is a magical Such radianc her body seconds later. Theled
parted fr om aving a sh r iv
construct; they can form and don one like you would don tely faded, le r
a jacket or a suit of armor. These one-piece suits carry the light immedia turned to dust before ou
crea tu r e th at
texture of leather but, when worn, completely adhere to the eyes. ittedly, the g
brilliance and cannot be removed unless cut off or willingly e a ct w a s barbaric. Adm as expectin
removed by the daemon. Given the amorphous qualities of a
Th
d be en r ev ealed, but was a threat.
I
truth ha such a creatu
re w
daemon’s brilliance, they can own several different types of evidence thating.
shells. Not just the ones they grow up with, but eventually, I’m still wait Fallah Ellan
Palak
they can learn to create alternate variations, able to assume Corvos
animal forms. By the time they enter early childhood, a
daemon gains the ability to form a shell, either to replace the
one they already have or to create a new one, a necessary step
as shells are limited in how much they can grow. Sloughing
becomes a typical aspect of daemon growth, as younger shells
are molted for larger, mature forms. This is not mandatory,
as a brilliance’s size depends on the shell’s capacity to change
Daemon Traits
itself and not on a growing body. While many daemons Your daemon character has a number of traits in common
understandably take on features that resemble their parents, with all other daemons.
this is not always the case, with every aspect of a shell, from Ability Score Increase. Your Wisdom or Charisma score
hair and skin color to sex open for adjustment each time a increases by 1.
shell is made.
Age. A daemon’s physical appearance is based on its shell.
Their brilliance ages quickly, reaching early childhood after
Daemon Names only a year and puberty in only six years. Adulthood occurs
between ten and twelve. At this point, their development
Daemons possess no culture of their own, as they have hidden slows significantly. They have been known to live as long as a
among human populations for centuries. Given their capacity thousand years.
to shift forms based on shells in their possession, daemons Alignment. Daemons are generally good, with many
have been known to possess intersex or gender-neutral first being chaotic.
names. Their last names are often based on the kingdom or
Size. Like humans, daemons vary wildly in height
culture they were raised in.
and build. Their size is more dependent on their shell than
their brilliance. As a result, they can be Small (if still using
First Names a younger shell) to Medium (employing a mature shell) at
Adissyn, Adreeyan, Alyx, Aviary, Azariah, Blayke, Ciaran, character generation.
Dylynn, Essra, Jaedan, Joarden, Kai, Morgan, Ocean, Qwinne,
Speed. Your base walking speed is 30 feet.
Rian, Riddlie, Skylynn, Taelor, Trystynne
Languages. You can speak, read, and write Argot as well
as the language of the kingdom in which you were raised.

TRIBES 65
Brilliance. If your shell is ruptured, your inner form sheds
bright light in a 5-foot cone and dim light for another 5 feet
from the point of the rupture. If out of your shell entirely, you
Daemon Feats
shed light in a 10-foot radius and dim light for an additional 10 Heavenly
feet. The light is suppressed if covered by something opaque,
when within your shell, or if entering magical darkness. If Prerequisite: Daemon
outside your shell, your brilliance can still wear clothing ‹‹ Increase one ability score of your choice by 1 to a
(including armor) and can benefit from worn magical items maximum of 20.
(like rings, bracers, etc.). If not wearing clothing, gear, and a
‹‹ You can suppress the natural light of your brilliance to 0
shell, your brilliance gains a flying speed of 30 feet, and you
or double both ranges with an action.
are immune to the effects of gravity. You are also resistant
to radiant damage but vulnerable to necrotic damage. If you ‹‹ As an action, you can send out blinding light in a 30-foot
suffer a critical hit in this state, double the damage inflicted. radius. Each creature within 30 feet of you must make
a DC15 Constitution saving throw. A creature takes 1d6
Limitations. As a daemon, your skin is not a reflection of
radiant damage per 2 character levels (for example, 4th
your true nature; as a result, you cannot employ brands. You
level = 2d6) and is blinded for 1 minute on a failed save.
also cannot employ incanetics. All magic items must be held
On a successful save, it takes half as much damage and
or worn.
isn’t blinded. A creature blinded by this effect makes
Shell. You possess a shell of your choice. It can look another Constitution saving throw at the end of each of
like anyone you wish. If you suffer a critical hit that inflicts its turns. On a successful save, it is no longer blinded.
piercing or slashing damage, or if you are reduced to zero hit This effect also dispels any darkness in its area. Once
points via slashing or piercing damage, your shell is ruptured, you increase your brilliance this way, you cannot use it
and your brilliance is exposed. After you finish a short or long again until you finish a short or long rest. Additionally,
rest, if you spend at least one Hit Die to recover hit points, you your fly speed increases to 40 feet.
also repair any ruptures in your shell. You can remove and/
or don your shell as part of a short or long rest; obviously, Chrysalis
you cannot wear any armor when removing or donning your Prerequisite: Daemon
shell. When out of your shell, it weighs 20 lb. on average and
‹‹ Increase one ability score of your choice by 1 to a
possesses 2 hit points per character level. If destroyed, you
maximum of 20.
must spend 8 hours in meditation as well as a number of Hit
Dice equal to your level (meaning, if you have spent Hit Dice, ‹‹ You can maintain up to five different humanoid shells.
you must recover them all before attempting regeneration) Each can be of any humanoid creature known to you.
to regenerate a new shell. Your shell can be stolen, but it You can even select a nagomjii. A shell can be Small or
disintegrates if separated from you after 24 hours. Unless Medium and represent a different age, sex, or species
taking Daemon feats, you can only maintain one shell, from another shell you possess. Shells also do not
meaning you might be in a bind if one is stolen. You cannot disintegrate after 24 hours unless you wish them to.
wear another daemon’s shell. If you possess different shells,
regardless of their configuration or size, your brilliance Chrysalis, Greater
adjusts to accommodate it. Each time you reach a new level, Prerequisite: Chrysalis
you can swap out one shell for another design. To create a ‹‹ Increase one ability score of your choice by 1 to a
new shell, you must spend 8 hours in meditation as well as a maximum of 20.
number of Hit Dice equal to your level (as before). Each shell
still weighs 20 lb. (give or take). If you can only maintain one ‹‹ The number of shells you can maintain increases to
shell, you must wait until one disintegrates or disintegrate ten. You can now select any Medium or Small beast
it yourself as part of the creation process. A shell must be native to Paradise in addition to humanoids. It can be
humanoid (other feats can alter this), meaning a head, two any beast with a challenge rating equal to your level or
arms, and two legs. All other details are up to you. lower. You must have seen the sort of creature at least
once. Your game statistics are replaced by the chosen
beast’s statistics, though you retain your alignment and
Intelligence, Wisdom, and Charisma scores. You also
retain all your skill and saving throw proficiencies, in
addition to gaining those of the creature. If the beast
has the same proficiency as you and the bonus listed
in its statistics is higher than yours, use the beast’s
bonus in place of yours. You can’t use any legendary
actions or lair actions of the new form. Your Hit Dice
and hit points do not change. You retain the benefit of
any features from your class, ladder, or other source
and can use them, provided that your new form is
physically capable of doing so. You can’t use any special

66 TRIBES
senses (for example, darkvision) unless your beast form
also has that sense. You can only speak if the creature
can normally speak. The GM determines whether it is
practical for the new form to wear a piece of equipment
based on the creature’s shape and size. As you must be
Eidolon
“Mark my words—one day, you’ll be free.”
nude to change skins, any equipment that your beast
“That was never in doubt,” she said. “Freedom
form can’t wear must be stored. A Medium beast shell
means to be unbound from fear. I’m freer here
weighs between 50-100 lb. and is Small when discarded.
than I was when I was hunted. I’ve been asked why
Chrysalis, Master I came back, why I don’t escape. I don’t have to.
Prerequisite: Greater Chrysalis Immortality begets patience. I’ll wait for the locks
‹‹ Increase one ability score of your choice by 1 to a to rust, for the stones to erode.”
maximum of 20. “You don’t consider that ironic?” Noah asked.
‹‹ The number of shells you can maintain increases to Evora smirked, then slammed her fist into
twenty. the metal workbench, buckling the legs, cracking
‹‹ You can now select Large beasts. A Large beast shell can the apron, and leaving an impression on the top.
weigh as much as 300 lb. and is Medium when discarded. She held up her arm, revealing the skin of her
hand had faded up to her elbow, replaced with
lightly tar-nished copper. Noah didn’t jump from
the outburst; Evora was proving a point and not
articulating rage.
“I’m not made of iron or stone,” she said.
“I forgot, you’re forged of sterner steel,” he
said.

gy. They
n n e d technolo e to
They bae the knowledg maintain
forbad simple and to to rule
keep us wer. It’s easy toys.
their po u own all the en to
when yo script was givniverse
But the e; it was the u tools
everyonffering us the t power
itself o rol it, to wres as not
to cont e church. It wegis didn’t
from thogy, but the A le. They
technoliate the loophowhen it
apprec ed it at first the basic
tolerat t potions and l matters
was jusns. As politica recedence,
cryptio niverse took p ed the
of the uraction allow. Who
the distdge to develop uld have
knowle ow far we co ne of us
knows hhen one day, o ent spell
gone? T the most pot create a
crackedone that could command
of all, om nothing, to ds were
soul fr being. Our got one pass.
life intout the let tha ified
not abo Unident

TRIBES 67
there. The ambition of exceptional spellcasters compelled
them to advance further, opening the field to the first artificial
beings. An ancient language known only to abecedarians
offered a name…golem.
However, there was no independent thought within
these creations despite the illusion of intelligence. They are
artificially intelligent, which in its purest definition indicates
the illusion of an intellect where none actually exists. They
could generate no autonomous choice or free will; everything
had to be programmed, with most not even being able to
speak.
Then, one did.

The First Sapient


Creature
“I was born with my eyes open.”

A common Eidolon phrase.


Most historians point to a singular mage,
Umbra, for having literally cracked the
code. They discovered a string of glyphs
within the proto-script that could
form a consciousness out of nothing.
It seemed impossible, with those loyal
to the church claiming it was. The
purgitans, quick to denounce and
prohibit the practice, initially claimed
that artificial life formed by the will
of man and not gods was an illusion.
However, as Umbra freely distributed
Within Paradise, the Aegis, who can
their knowledge to colleagues who
barely be considered human, determined
later successfully replicated their
upon establishing their authority that
technique, it became clear that these
humans sat over all other creatures
beings carried a spark of a genuine soul.
regardless of perceived intelligence.
While still fiercely loyal to their creators, these
The nagomjii, alien in every regard, were
autonomous golems could laugh, love, and hate.
ostracized and eventually consigned to their nomadic
caravans, making no attempt to acclimatize to human At first, most cutters limited their creations to animals,
culture. They were lucky, as the nagomjii’s high population pets that could express legitimate love and loyalty to their
made open genocide politically unpopular. However, this owners. The final step to human life was not a technical
tolerance did not extend to anyone else, forcing many into hurdle but rather a self-imposed ethical one.
hiding. Thankfully, both the daemons and the eidolons were Who would be the first to create a potential abomination?
gifted with the capacity to vanish in plain sight.
As it turned out, their reservations were somewhat
While daemons are theorized to be creations of Paradise, unfounded.
eidolons are creations of men, specifically those that push
their knowledge of magic into the realm of alchemy. Given Expectedly, Umbra opened the final door, creating the
Ascension suppression of proto-script and cryptions, few first humanoid, conscious, artificial being forged by man.
abecedarians achieved the level of power required to allow It was later draped in glamour (and thankfully clothes) and
them to experiment with the most forbidden knowledge of assumed the role of a personal assistant to Umbra in later
all, artificial life. creations, eventually turning into an established abecedarian
on their own, able to replicate the process that created
Abecedarians are uncommon, with fewer still narrowing them. It was this first cognizant creation that labeled their
their profession to focus solely on animated constructs. This burgeoning species.
gave way to the lucrative profession of incanetics—magical
prosthetics that appear authentic as an organic limb—with Eidolons.
most specialized in the practice, known as cutters, stopping

68 TRIBES
A Modern Species Eidolon Names
No one knows how productive Umbra was before they went Eidolons are given singular names by their creators and can
missing. Colleagues assumed them dead—discovered and be as varied as any human name. They are not often given
executed by purgitans for gross violations of church doctrine family names unless they desire to take on the family name
(only the Aegis could fashion artificial life). Many cutters of their creators. There is no perceived culture or tradition
halted their own projects following similar reprisal, though ascribed to eidolons as two have rarely been found in the
this decision was clearly not widespread. exact location. Their personalities and opinions are broad,
Every eidolon is fully aware of their creator and how long though years of wandering and hiding have made most avoid
they were in service of them. Every eidolon remembers what cruel or malevolent impulses.
became of their “parent.” While some were killed, others
freely released their creations into the world, hoping their
“children” would surpass them. Given only a few centuries
Eidolon Traits
have passed since Umbra’s discovery, the population of Eidolon traits are left up to the whims of their creators, who
eidolons is believed to be less than one hundred, smaller often considered themselves artists unwilling to replicate
than even the daemon population. Their survivability is less their work. As such, no two eidolons are alike. However, they
credited to their stealth (like daemons) and more to their do share some common traits.
resistance to damage. Eidolons are notoriously difficult to
kill. This has been proven on more than one occasion as, Ability Score Increase. You possess 2 points you can
unlike their angelic brethren, eidolons all appear to share a distribute to increase any ability scores.
common pursuit. Age. Eidolons do not age and appear at the age dictated by
This could be attributed to their upbringing or a common their creator for all time.
trait their creators all implant in them. Alignments. Eidolons generally avoid lawful (given the
Eidolons despise the Ascension. The church is blamed oppression by the church) and evil alignments.
for suppressing proto-script, the prohibition of spellcraft, Size. While some golems have been created Large or even
and the outright execution of anyone caught using magic, let larger, all eidolons are Medium-sized, with a broad range of
alone technology. This despotic conviction has led to outright physiques.
genocide and war across Paradise. Many eidolons had taken
Speed. Your base walking speed is 30 feet.
refuge in Volani before its destruction and hold a grudge
from that single event. Languages. You can speak, read, and write two languages
of your choice.
This attitude has not pushed every eidolon into an openly
aggressive position. Some still prefer to live lives in exile. Condition Immunities. You are immune to the following
conditions--exhaustion, paralyzed, petrified, and poisoned.

Move, Talk, & Walk Cartouche: The cartouche that contains your soul is
hidden inside your body and cannot be removed without
destroying your body first. Technically, as an action after
Eidolons, despite being artificially created, are not deprived
your body has been destroyed, an enemy can tear up your
of genuine emotions. Each one takes pride in their broad
cartouche, destroying you utterly and forever (proving you
range of feelings and motivations. This is often questioned
have a cruel GM).
given the inhuman physical qualities an eidolon possesses.
While draped in both a visual and physical illusion of human Glamour. You gain the glamour and the sylphness
skin, underneath, a body is forged from steel, sculpted from simulacra enhancements for free (see Chapter 8). Regardless
clay, or cobbled together from spare body parts. While the of what you are made from, your weight is reduced to match
illusionary glamour is functional, it simulates human flesh, a normal Medium-sized creature’s perceived weight (you can
up to and including tactile feedback, though some flaws swim). You are also covered in a permanent magical illusion
occasionally show through. that makes you appear as a living creature. The illusionary
skin transmits tactile sensation but not pain. If you deploy
For one, eidolon glamour illusions rarely blush, and
a hidden weapon, change shape, or inflict damage from
they do not bleed when cut. When hair is removed, it
your unarmed attack, only that limb or part of your body is
disintegrates. Eidolons neither scar nor display any visible
revealed to be artificial; the rest of the illusion is maintained.
injuries. However, they blink; their nostrils flare; they appear
As part of a short or long rest, the illusion resets. It is a perfect
to have a functional tongue and straight teeth. And as a point
replication. You are also nude (and anatomically correct) as
emphasized by their creators, they are capable of intimacy
the glamour creates only flesh, not clothes. You are capable of
though incapable of reproducing.
all forms of humanoid interaction.
Immutable Form. You are immune to any spell or effect
that would alter your form.

TRIBES 69
Inorganic. You cannot benefit from magical or natural
healing. You can only recover hit points via spending Hit
Copper
Dice during rests or when employing an ability tied to your ‹‹ You are immune to corrosion, whether real or magical.
composition. When you reach 0 hit points, you can spend a ‹‹ Damage immunities fire and poison
Hit Die (regain no hit points) as a reaction to be reduced to 1
‹‹ Whenever you are subjected to fire damage, as a reaction,
hit point instead. If reduced to 0 hit points, make death saves
you can spend a Hit Die (without rolling) and regain
as normal; you are incapacitated but not unconscious. If you
a number of hit points equal to half the fire damage
die, you are destroyed. Thankfully, your cartouche will have
dealt. Additionally, any hit points you regain through
survived. Someone will have to affix your cartouche onto a
this method also increases your own temperature; half
new Medium-sized golem body in order to bring you back.
You adopt the new composition’s traits. You keep your class the damage regained is inflicted as fire damage to any
and level, but any enhancements you had do not carry over creature starting its next turn within 5 feet of you until
(not even glamour). the beginning of your next turn.

Composition. Select one of the following to be your ‹‹ You gain a +1 bonus to Strength or Constitution.
primary material component. Each one offers additional ‹‹ Maximum enchantments 3
traits but may also impose a level adjustment modifier.
Flesh
Brass ‹‹ Damage immunities lightning and poison
‹‹ You are immune to corrosion, whether real or magical. ‹‹ Whenever you are subjected to lightning damage, as a
‹‹ Damage immunities fire and poison. reaction, you can spend a Hit Die (without rolling) and
‹‹ Maximum enchantments 4 regain a number of hit points equal to half the lightning
damage dealt.
‹‹ Any creature that scores a critical hit on you with a
melee attack must make a DC12 Wisdom saving throw ‹‹ Maximum enchantments 4
or suffer thunder damage equal to twice your level. Gold
Bronze ‹‹ Damage immunities fire and poison
‹‹ Damage immunities fire and poison ‹‹ Each time you suffer any non-physical energy damage,
‹‹ You gain a +1 bonus to Strength and Constitution. half that damage inflicted becomes a damage bonus of
the same type on your next unarmed attack. This bonus
‹‹ Maximum enchantments 6 is lost if not implemented within 1 minute. Only one hit
can be converted, and if you suffer another hit, you can
Clay / Sand choose to replace or keep the current value.
‹‹ You suffer a -1 penalty to Constitution.
‹‹ Maximum Enchantments 8
‹‹ Damage immunities acid and poison
‹‹ Level modifier +1
‹‹ As an action, you can shape your limbs to look like
anything without moving parts or sharp edges. Options Iron
can include creating any one-handed melee weapon ‹‹ You are counted as being cold iron.
that inflicts bludgeoning damage. You can extend your
reach by 5 feet, but Strength and Dexterity at that range ‹‹ Damage immunities fire and poison
are reduced by 4. You can extend your reach by 10 feet, ‹‹ Whenever you are subjected to fire damage, as a reaction,
but Strength and Dexterity at that range are reduced by you can spend a Hit Die (without rolling) and regain a
8. You can increase your height (if a leg) by up to 5 feet. number of hit points equal to half the fire damage dealt.
You can also form fine tools. Using this ability reveals ‹‹ You gain a +1 bonus to Strength and Constitution but a
that limb as being artificial. -2 penalty to Dexterity.
‹‹ Maximum enchantments 4 ‹‹ Maximum Enchantments 4
Chromium ‹‹ You are susceptible to rust, whether real or magical: if
‹‹ You suffer a -1 penalty to Constitution. wet, you cannot regain Hit Dice.
‹‹ Damage immunities fire and poison Silver
‹‹ You have advantage on saving throws against spells and ‹‹ Your attacks are counted as being silver.
other magical effects. ‹‹ Damage immunities fire and poison
‹‹ Maximum enchantments 5 ‹‹ You gain a +1 bonus to Strength and Constitution.
‹‹ Level modifier +1 ‹‹ Maximum enchantments 5

70 TRIBES
Stone
‹‹ Damage immunities fire and poison
Eidolon Feats
‹‹ You gain a +1 bonus to Strength and Constitution but a Prosthetic Self
-2 penalty to Dexterity.
Prerequisite: Eidolon
‹‹ You can (using movement) step into a stone object
‹‹ Increase one ability score of your choice by 1 to a
or surface large enough to fully contain your body,
maximum of 20.
melding yourself and all equipment being carried with
the stone. Nothing of your presence remains visible or ‹‹ Gain any one golem enhancement compatible with
otherwise detectable. While merged, you can see what your composition valued up to 1,000 gp without having
occurs outside. You are aware of the passage of time and to spend money or find someone to enhance your form.
can cast spells while merged. You can use movement If all your enhancement slots are full, you must replace
to leave the stone where you entered it. Otherwise, you one with this one. This enhancement carries over if you
can’t move. Minor physical damage to the stone doesn’t are destroyed and implanted into another body.
harm you, but its partial or complete destruction or a
change in its shape (to the extent that you no longer fit
Prosthetic Self, Improved
within it) expels you. If expelled, you fall prone in an Prerequisite: Eidolon, Prosthetic Self
unoccupied space closest to where you first entered. ‹‹ Increase one ability score of your choice by 1 to a
‹‹ Maximum Enchantments 3 maximum of 20.

Tin ‹‹ Gain any one golem enhancement compatible with


your composition valued up to 3,000 gp without having
‹‹ You are immune to corrosion, whether real or magical. to spend money or find someone to enhance your form.
‹‹ Damage immunities fire and poison If all your enhancement slots are full, you must replace
one with this one. This enhancement carries over if you
‹‹ You gain a +2 bonus to Dexterity but a -1 penalty to
are destroyed and implanted into another body.
Strength and Constitution.
‹‹ You have advantage on all d20 ability checks (not attack Prosthetic Self, Advanced
rolls); you cannot suppress this ability). If any roll is a Prerequisite: Eidolon, Prosthetic Self
natural 20, reroll that die, and this benefit is nullified
‹‹ Increase one ability score of your choice by 1 to a
until you finish a long rest.
maximum of 20.
‹‹ You regain a number of hit points equal to half your
‹‹ Gain any one golem enhancement compatible with
level (round down) at the start of your turn. If you take
your composition valued up to 5,000 gp without having
lightning or radiant damage, this trait doesn’t function
to spend money or find someone to enhance your form.
at the start of your next turn. You are destroyed only
If all your enhancement slots are full, you must replace
if you start your turn with 0 hit points and don’t
one with this one. This enhancement carries over if you
regenerate.
are destroyed and implanted into another body.
‹‹ Maximum enchantments 4
‹‹ Level modifier +2

Wood
‹‹ If you take fire damage, you have disadvantage on attack
rolls and ability checks until the end of your next turn.
‹‹ Damage immunities poison and radiant
‹‹ Once on your turn, you can use 10 feet of movement
to step magically into one living tree within reach and
emerge from a second living tree within 40 feet of the
first tree, appearing in an unoccupied space within 5 feet
of the second tree. Both trees must be Large or larger.
‹‹ Whenever you are subjected to radiant damage, as a
reaction, you can spend a Hit Die (without rolling) and
regain a number of hit points equal to half the radiant
damage dealt.
‹‹ You gain a +2 bonus to Dexterity but a -1 penalty to
Strength and Constitution.
‹‹ Maximum enchantments 4

TRIBES 71
Alignment. All humans and mutaforms tend toward

Human no particular alignment. The best and the worst are found
among them.
Size. All humans and mutaforms vary wildly in height

Mutaform
While humanity does exist unaltered (the standard 5E
and build, from barely 5 feet to over 6 feet. Regardless of your
position in that range, your size is Medium.
Speed. Regardless of differences, all humans and
mutaforms possess a base walking speed of 30 feet.
human or the alternative offered in Ultramodern5), within
Paradise, there are alternatives based on regional ethnicities Corvon Traits
(in addition to standard humans). Paradise’s unique
environment encourages accelerated evolution, enabling Those from Corvos consider themselves enlightened and
specific cultures to be genetically distinct from others. educated, operating libraries and universities across
Despite these differences, all mutaforms are still considered territories they control. The nation has long established
human and share many physical attributes. A mutaform is its neutrality regarding conflict but has been known to
only partially defined by skin color, body shape, hair growth, inadvertently start its own. Those from Corvos were the
and cultural origin. Mostly, it’s from the specific environment first to discover cryptions and secretly still horde knowledge
in which the people originate. deemed heretical by the Ascension. Despite this open-minded
and educated categorization, the mountainous and severe
There are four known mutaforms within Paradise, landscapes of the Corvos nation have influenced the corvon
corvon, kail, erid, and pyke. Each possesses a unique biology to be sturdier and stronger than most others.
language and distinct culture rooted within their kingdoms.
While most normal humans share 99.9% genetic similarity Ability Score Increase. Your Constitution score increases
to one another, a mutaform deviates by still only 0.01%. That by 2; your Intelligence score increases by 1; you may swap
single decimal point creates broad divisions in physical and these bonuses.
mental makeup while still rendering mutaforms biologically Tool Proficiency. You gain proficiency with any one set of
compatible with all other human species. This is not to tools of your choice.
say that between mutaforms there are no visible external
Skill Proficiency. You gain proficiency with one
differences.
Intelligence skill of your choice.

Cultural Differences Languages. You can speak, read, and write Corvon as well
as Argot.

The moment mutaforms appeared a culture shift occurred, Corvon Names. Within Corvos, a child is given a name and
resulting in discrimination between ethnicities. Kingdoms a place-marker from the six schools within Corvos culture
presumed unwavering loyalty in their subjects and (Askani—Philosophy, Falin—Physics, Gargan—Chemistry,
encouraged further separation. Outsiders were eventually Jabir—History, Ojax—Mathematics, Tannix—Biology). This
expelled, further reinforcing the genetic similarities of specific also focuses the child’s direction in life. It’s not a mandatory
races. This division fostered racism within each empire, with path, but moving away from your calling is discouraged.
immigration discouraged if not outright violently opposed. Male: Abdis, Amon, Charan, Frado, Manan, Parth, Rohin,
This xenophobia is not uniform, with more civilized nations Sameth, Tarek, Yatii
denouncing discrimination. Even among the larger kingdoms, Female: Ahan, Anya, Devia, Ella, Ira, Kaira, Myrin, Pari, Saie,
bigotry is officially illegal, despite its practice openly among Trishe, Vanaya
every class.
Virtually no city openly promotes segregation though Kael Traits
no nation is immune to the practice. Although differences
The lands controlled by the oldest kingdom of Kaelum are
between individuals of the same race can be severe enough
saturated by forest-covered mountains and hundreds of
to warrant bigotry, it rarely occurs in the face of prejudice
small islands within the Falkland Firth. Being isolated away
between the mutaforms or between mutaforms and unaltered
from most other kingdoms, Kaelum was blessed with nearly
humans.
unparalleled access to the largest body of water on Bythos,
the Mare Dagos.
Mixed Genes This affected the biology of the kael to be more attuned
to nature than many of the other mutaforms. They are adept
fishermen, tree-climbers and are known to respect nature
Mutaform Traits while others strip their world clean for resources. Kael are
All mutaforms share certain qualities in common, which known for their kinship with the natural world, despite how
most unaltered humans possess. unnatural it is.
Age. All humans and mutaforms reach adulthood in their Ability Score Increase. Your Dexterity score increases by
late teens and live less than a century. 2; your Wisdom score increases by 1; you may swap these
bonuses.
72 TRIBES
Brachiation: You have a climb speed equal to your ground Male: Antwanavian, Casperayan, Nasajilmaded, Xavianaki.
speed when climbing trees. You can move through difficult Zaiderhamzali
forest terrain without a reduction in speed. Female: Aberzarah, Aliamani, Fatimaria, Lailalilah,
Natural Swimmer: You take to water almost Leelamaini, Zainazara
as easily as the ground. You gain a swim speed Last Names: Amir, Jad, Kalin, Lyula, Malek, Noor, Soma, Zaria,
of 20 feet. Zax
Perfect Balance. You have proficiency
with Dexterity (Acrobatics). Erid Traits
Languages. You can speak, read, and The Kingdom of Eridius is dominated by massive mountain
write Kaelian as well as Argot. ranges stretching from coast to coast. The people living
Kael Names. Kael’s generally within these ranges, the erid, quickly adapted to high-altitude
have long, multisyllabic first names environments. They learned to navigate among the hundreds
and shorter family names. When of rivers permeating their land, sprouting villages and forts
married, a man adopts the female’s wherever they could find a small patch of flat land. To the
last name while his is tacked onto south and north of these mountains, Eridius does feature
the end of his first name. If more farmable land, but the people still often look to the mountains
than five syllables, the front of as their home. A lean diet and rugged physiology resulted in
a man’s name is dropped. the erid’s shorter stature than other mutaforms.
Ability Score Increase. Your Dexterity score increases by
2; your Charisma score increases by 1; you may swap these
bonuses.
Size. Erids, on average, are between 1 and 3 inches shorter
than regular humans. Your size is still Medium.
Natural Climber. You possess a climb speed of 20 feet.
Resolute. Life in the mountains has given you an ironclad
disposition. You have advantage with saving throws against
being frightened.
Languages. You can speak, read, and write Eridian as well
as Argot.
Erid Names. Erid names are similar to Aurago, though
with some cultural distinctions. It is thought the erid
language is older than most, thus featuring a more complex
morphology and pronunciation system than others. It is
believed only an erid can adequately pronounce the tongue, a
categorization passed onto their proper names as well.
Male Names: Adyn, Cian, Darragh, Eagan, Finian, Kyllion,
Padraig, Reagan
Female Names: Awnan, Brianna, Ciara, Dacey, Elva, Ffion,
Moira, Oona
Last Names: Braenáin, Breathnak, Conchohair, Conamara,
Domhail, Maolorain, Riagáin

Pyke Traits
The pyke tribes are known for their belligerent attitudes and
aggressive tendencies. They fought among themselves for
centuries before uniting under a single banner. Even then,
hostilities never truly abated. This has dramatically affected
pyke attitudes as well as their biology. It created a mutaform
known for its physical strength and imposing frame. Despite
boasting a proud culture renown for dance and art, many
outside look at pyke culture and judge them as barbaric.
Ability Score Increase. Your Strength score increases by 2;
your Constitution score increases by 1; you may swap these
bonuses.

TRIBES 73
We ca
sourcen track gene
the cod our ancestotics. We can The
Nagomjii
nagomjii vardo was an intricately
blank e leads us t rs. And foll
wall. o…noth o
ing—a wing decorated, brightly colored, two-story, barrel-
We ar shaped wagon with nary a straight line to be
that p e biolo
gic
organ erfectly inte al organism seen. Wisekjii tended the shop that extended from
ic
with ea animals herlink with o s
else…t ch other. B re. We interther the vardo’s entrance selling various scarfs, tunics,
assembhe world…weut everythin link shoes, and carved wooden idols. They had erected
had en le a puzzle, ’ve been tryin g
o w a tent nearby where pushovers could be fleeced for
sense u g h pieces, e thought g to
picturetogether. Bu and parts m we their money in exchange for a fortune. Livestock,
always t th ade
What w resiste e complete including the beasts of burden, were corralled in a
d us.
then, w e didn’t pen behind the wagon.
compr hat I am fin understand
we couehend now…is ally beginninback The child released Noah outside the market
was be ldn’t figure that the re g to and ran inside. A moment later, Wisekjii emerged,
them. Wcause there the puzzle o ason
equally hard to read. He patted the child, who ran
the soo e lack piec were two ofut…
don’t fi ner we undees for both, inside.
can as t in this puz rstand thatbut “Church eyes,” Wisekjii muttered. He spoke
semble zl w
the big e, the sooner e
Only in picture we the best he could through a lipless mouth and a
would a .
human universe this minuscule tongue that couldn’t even extend out of
ity be t
he outl insane
ier. his face. His accent was nothing like anything Noah
Yannis had heard before.
Yascar
Genetic “Eyes are my own,” Noah said. “Your young
s & Et
hics
1399 A one was attempting to pickpocket. Normally, he’d
C
have succeeded, but I know what to look for.”
“You wish a reimburse?”
“Not me he stole from; why did he bring me to
you?”
Size. Pykes, on average, are between 1 and 3 inches taller
“Curiosity. Kindness is rare.”
than regular humans. Your size is still Medium.
Noah nodded and glanced about the crowded
Substantial. You gain proficiency with Strength
court.
(Athletics).
“The Ascension is especially cantankerous
Hardy. You gain 2 hit points at 1st level and 1 additional
today,” he said. “Do you know that? Ill-Tempered?”
hit point every additional level.
“Angry,” it said.
Heedless. Pyke fighters are renowned for being impetuous
“Close enough. For the protection of your
in combat. For free on your turn, you can have advantage
on your next melee attack roll made that same turn, but all people, please take caution.”
attacks against you (from any source) have advantage until
the beginning of your next turn. Although there are several variations of man across Paradise,
Languages. You can speak, read, and write Pykol as well they all still look human with a typical frame of reference
as Argot. involving language and culture. This is not the case with the
nagomjii, an entirely alien race that can be found on every
Pyke Names. Pykol is a manufactured language derived world (although the vast majority reside on Bythos). The
from Argot and developed to be a fast-speaking dialect nagomjii, known by various racial slurs, including “knots,”
employed by tribes in combat situations. It eventually became “splinters,” and “fish,” are smooth-skinned former amphibians
embraced outside of conflict and used across the nation. that lack ears, a nose, and most body hair. They are tall with
Names, however, remained derived from the original Argot. bioluminescent skin—an evolutionary throwback when it
Male Names: Alstolf, Deotrik, Donard, Foldger, Fuscula, was their primary method of communication.
Hillibrandt, Palther, Peradeno, Welani Nagomjii and humanity possess a stormy relationship.
Female Names: Acklinna, Eonhill, Freisin, Fuscal, Heldina, As the former are wanderers, claiming no patch of land
Irmilhall Perthil, Silfrit, as their own, coupled with the utter lack of respect for
foreign boundaries, nagomjii often infringe upon contested
Last Names: Adalwolf, Berengard, Clotildis, Eberherd,
territories and regions where they are less welcome. They
Farohold, Grimward, Ludigard, Pharhaldis, Theorich
are seldom violent but have unknowingly (and occasionally

74 TRIBES
intentionally) sparked conflict with humans. Since opinions would prefer execution rather than measured disciplinary
can vary with each caravan (or niiwishabe), it is never certain actions. Despite this, the species has continued to push
how an encounter will occur between humans and a specific boundaries of acceptable behavior within human circles.
family of nagomjii. Engagements have ranged from the bloody
and the tolerable to even the productive, up to and including
successful trade agreements. This occurs only between
niiwishabes. The only kingdom that openly acknowledged
Truly Alien
a beneficial relationship with the nagomjii was Volani— From their peculiar music to their methods of passing on
somewhat forced considering said kingdom encompassed history, the nagomjii resist attempts at applying human
an area with the aliens’ largest concentration. Although this mannerisms to them. Depending on various factors, they
could have turned ugly quickly, Volani instead reached out can appear unpredictable, cold, selfish, then suddenly
with the promise that nagomjii niiwishabe routes would not compassionate and altruistic. However, nagomjii do appear
be impeded. to possess common attributes. For example, they do not
subscribe to vengeance and believe any crime can be
In the opposite opinion, Aurago has been known to reimbursed.
wipe out whole families who encountered the ornery royal
military. Since the Aeon Pogrom, Aurago policy has shifted
somewhat to tolerate the influx of nagomjii niiwishabes, given
Aurago’s appropriation of Volani territory. The nagomjii have
also established a tolerable relationship with the outworld
kingdoms and with the kingdom of Corvos, but this is only
assumed due to the sparse populations in those areas.
There have been stories of nagomjii being raised in
human families and vice-versa. Even though humans are
raised adopting their foster parent’s lifestyle, nagomjii
raised in human homes seldom adapt to human ways. The
nagomjii language, for example, is nearly impossible for a
human to pronounce successfully. There have even been
rumors of human/nagomjii pairings, but these would have
only occurred around the niiwishabes and not the human
civilizations, especially given how pronounced nagomjii
discrimination is. Such pairings cannot be productive, given
the nagomjii reproductive system is entirely different from
humans.

Nomads
Most nagomjii refuse to plant roots, preferring to wander
the land scavenging and trading for supplies. In the modern
world, dominated by human industry, natural resources are
hard to come by without encroaching on claimed territory.
Given that the nagomjii don’t acknowledge borders or
territorial claims, they are happy to take what they need
without asking. The nomadic life is the default for nagomjii,
and concepts of owning land and its resources are foreign
to them. Most human nations that tolerate nagomjii do so
because of the latter’s talent as livestock traders and animal
trainers. Nagomjii are also valued for their bizarre but alluring
music, including their unique throat singing, fortune-telling,
and other forms of entertainment.
Alas, this practical value can be offset by other aspects
of nagomjii culture most humans find distasteful. This
can include selling fraudulent goods, including “magic”
potions, other sleight-of-hand street tricks to swindle
money, or outright theft. Most petty crimes are committed
by nagomjii youth, with the elders feigning ignorance. Alas,
law enforcement can often be merciless to nagomjii. While
influential tribes manage to negotiate compensation, less
fortunate victims have been pulled into a punitive system that

TRIBES 75
Any agreement made by one tribe does not pass on to Niiwishabe leaders know their routes and all other
others, with the notable exception of the “unacnagii.”—an niiwishabes around them, regardless of random acts that
invisible and unremovable mark given to an outsider who could cause a niiwishabe to move off course. How this
has saved the life of a nagomjii without prior agreement occurs is a mystery, but every niiwishabe elder has insisted
of compensation. Until removed by a nagomjii, this mark that their routes are anything but random. Each niiwishabe
welcomes the individual into any tribe that respects the holds between one to three nagomjii families, amounting to
unacnagii (about 95%). between twenty and sixty people per caravan, all with some
Nagomjii offering food without trade is considered a relation to another. When marriages arise, although they can
valued offering that can turn ugly if the offer is refused or occur between members of the same niiwishabe, they are
not devoured. While nagomjii do not believe in personal often arranged between niiwishabes to either merge caravans
land claims and deem sharing vital for survival, they won’t or ensure future relationships. Conflicts between niiwishabe
steal obvious sentimental objects willingly. With no gender are rare, but several disputes and ancient feuds exist, though
dimorphism, there is virtually no separation between male most matters are settled diplomatically.
and female roles. The males raise the young primarily in Kabeshkii. Most large niiwishabes divide, but some
collaborative environments while females hunt and lead grow large with at least one, Kabeshkii, carrying more than a
caravans. thousand people, without a schism. Kabeshkii travels across
Many nagomjii still employ a breeding season where mates Bythos.
are paired off. Exclusivity is only recognized outside these Chakitow. Of all the niiwishabe, the most volatile are
periods, placing most nagomjii as polygamous. Offspring are those of Chakitow, who track their lineage back to the
claimed by the female regardless of the father. Reproduction Planitia Crusade, where their families were decimated by
occurs via internal fertilization with the nagomjii featuring the kingdom of Aurago. This niiwishabe of more than two
a cloaca similar to reptiles. Despite this, nagomjii can still be hundred nagomjii raids human villages, killing children and
classified as mammalian as they give birth to live offspring neutering adult males. They’ve also been known to attack
rather than eggs, but no gender possesses mammary glands. rival niiwishabes sympathetic to humans or those with
Young are birthed blind, highly vulnerable, and often remain trading relationships.
close to male parents for warmth and food. Seganami. The only recognized nagomjii nation,
Seganami resides inside the Kingdom of Corvos—the result
Nagomjii Terms of a treaty known as the “Song of Ohanzae,” which allows
nagomjii their own land within the nation. The nagomjii there
Aditsannee. The name given to the chief of a niiwishabe still acknowledge the ruler of Corvos as the Grand Duchy of
or tribe. Technically, the leader of a niiwishabe is called an Seganami. Although the nagomjii have no name for “duke”
Aditsane, while a tribal leader is an aditsannee, though this in their language, it was appropriated for the purposes of the
distinction is lost on non-nagomjii. treaty. The nagomjii in Seganami are the only ones known
to not wander. There are still a few niiwishabe in Corvos,
Doonjii. Translated as simply a “singer,” the doonjii though their routes are often limited to that nation.
are tasked with telling nagomjii history. They can retain a

Nagomjii Names
library’s worth of information and impart it through poetry,
orations, and even song. As such, the doonjii possess more
knowledge about nagomjii history than anyone else. However,
the most interesting aspect of the doonjii is the knowledge Despite the varieties of their tribal languages, nagomjii
they don’t share—that of their capacity for magic. Obviously names share common qualities. They are all multisyllabic
not technically magic—it’s the simple ability to alter how with multiple vowels, complex phonotactics, and ejective
Paradise operates the universe. Although similar to the ways consonants. Nagomjii do not employ family names with
shapers do it, the doonjii require no technology, and the end the singular name carrying all the information required to
result is far less powerful. The doonjii rarely openly express convey proper name, local family, and lineage (it’s not entirely
their abilities, and most of them are so subtle as to not even certain how this is accomplished). It is assumed that when
be noticed. Of all the doonjii, only a handful can do much a nagomjii pronounces a name, it carries more information
beyond basic parlor tricks. The more powerful examples keep than when a human pronounces one. There is also no gender
their powers hidden lest they attract unwanted eyes. differentiation with nagomjii names.
Niiwishabe. These caravans, populated almost Names: Abornajii, Biisahalnji, Cowesconi, Enkoodoo,
exclusively by nagomjii, wander seemingly random paths Kesegowiis, Miniwanijii, Odakojaa, Pannowawoo,
across every world in Paradise. Although academics have Siiwagii, Takongoo, Wisekjii
tried to analyze patterns in niiwishabe routes, they appear
affected by factors no one has adequately measured. This
includes weather patterns, the paths of other caravans, the
availability of food, and the movements of celestial lights.

76 TRIBES
Nagomjii Traits ‹‹
‹‹
You can breathe water as well as air.
When within a body of water, you have advantage with
Your nagomjii character has a number of traits in common Stealth checks against targets outside of that same body.
with all other nagomjii.
Jhoonmei
Ability Score Increase. Your Charisma score increases Prerequisite: Nagomjii, bard class
by 2; your Wisdom score increases by 1; you may swap these
values. Gain the following benefits:
Age. After being born, nagomjii are cloistered from the ‹‹ Increase one ability score of your choice by 1 to a
outside world for two years and reach adolescence five years maximum of 20.
later. By twelve, they are adults and no longer appear to age. ‹‹ When performing a Song of Rest, increase the recovery
They can live up to 70 years. die by one step (1d6 - 1d8 - 1d10 - 1d12 - 2d8).
Alignment. Nagomjii are naturally drawn to chaos, ‹‹ The number of uses of Bardic Inspiration increases by 1.
believing in personal morality rather than imposed rules.
‹‹ Gain one additional bard cantrip.
Most are good to neutral.
Size. Nagomjii range from 6 to over 7 feet tall and are Untapped Potential
slender. Your size is Medium Prerequisite: Foundation
Speed. Your base walking speed is 30 feet. You also possess Gain the following benefits:
swim 30 feet.
‹‹ Increase one ability score of your choice by 1 to a
Darkvision. Your species began existence underwater; maximum of 20.
you have superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if it were bright light ‹‹ When within a body of water, you can spend an action
and in darkness as if it were dim light. to become invisible. This effect lasts until you leave that
body of water, attack, or cast a spell.
Class Availability. Nagomjii (only nagomjii within the
canonical setting) may select the bard class. Your spellcasting
is tied to your unique throat singing ability in conjunction
with your bioluminescent skin. Although you often employ
string instruments, these are not required for spellcraft.
Sleep. Nagomjii don’t sleep like normal humans do.
Their eyes remain open, but they enter a stupor more akin
to daydreaming. They can do this a few minutes at a time,
and as long as they enter this state for up to three hours a
day, they are having counted as being rested. They must still
acknowledge short and long rests but are not required to be
unconscious.
Traditional Talents. Select two of the following skills to
gain proficiency in—Wisdom (Animal Handling), Wisdom
(Survival), Charisma (Deception), Charisma (Persuasion), or
Charisma (Performance).
Languages. You know Animabe, your native tongue, and
one human language, likely the dialect of the nation you are
residing in. You can also communicate silently employing
bioluminescence at a distance up to 40 feet assuming the
receiver is also a nagomjii.

Nagomjii Feats
Foundation
Prerequisite: Nagomjii
Gain the following benefits:
‹‹ Increase one ability score of your choice by 1 to a
maximum of 20.
‹‹ Your swim speed increases to 40 feet.

TRIBES 77
in contrast to whatever programming was instilled. This is

Sentinel
So much of Paradise appears assembled by an intelligent
likely because of a somewhat disturbing fact surrounding
their fabrication.
Within each sentinel is a rather disturbing 5-liter
barrel containing human brain tissue cultivated to accept
designer. Unlike a normal universe, where a level of healthy programming with enough tolerance to allow the benefits of
skepticism disproved the existence of omnipotent deities, an organic mind to pass through, including the capacity of
within a full-scale mechanical geocentric solar system, virtually unlimited cognitive capacity. A sentinel possesses
the evidence is so flagrant and undeniable as to make neural “wetware,” which operates fundamentally different
faith obsolete. Further, numerous creatures inhabiting the from artificial intelligence like what’s found within an
worlds of the Solokring are undoubtedly constructed, from excubitor. While traditional machines benefit from instant
the immense watchers to the eidolons crafted by creative communication, updatability, and scalability, a sentinel’s
men through incanetics. There are also those claiming the mind can recognize patterns and make logical estimations
daemons as also being manufactured, this time from some based on instinct and personal principles. Further, the
hidden machine deep within the heart of Bythos. This leaves growth of a sentinel’s mind is virtually limitless, not due to
the last category of construct, the automatons of the Aegis. the constraints of artificial intelligence but the provision of
Most people alive know or have heard of only two such power. A sentinel’s brain is millions of times
machines—the inhuman hedrons and the openly polite and more efficient in energy consumption,
inertly hostile excubitors. However, before these designs allowing one to recharge from
were perfected, the Aegis operated several bespoke robotic
prototypes, what became known later as the sentinels.
A sentinel is a highly intelligent, autonomous mechanical
suit of armor constructed by the Aegis over a thousand years
ago to enforce their will and speak on their behalf.
Like everything else within Paradise, but
unlike most of the technology of the Aegis,
a sentinel appears enchanted, pointing to
knowledge of the arcane arts that the gods somehow lost
in the intervening millennium.
No two sentinels were alike, as differentiated
as any two people could be. Unlike an excubitor,
a sentinel exhibits more independent thought,
even to the extent of articulating emotions. For
centuries, these constructs spoke for their gods,
and while it could be assumed they were later
superseded by excubitors and hedrons, in truth,
there was a significant period between the decommissioning
of one and the emergence of others. In fact, it was the
rise of the Ascension into positions of authority that
pushed the sentinels out of the public eye.

The Myth of
Creation
Where daemons are believed to be the creations of Paradise
and eidolons creations of man, sentinels come from the
hands of the Aegis themselves. Where the others are
outlawed, sentinels were simply forgotten, if not outright
discarded. While there was a recall order, it’s believed none
of the original sentinels were destroyed. A few were confined
to operations within Abraxas. However, the vast majority
of these living machines refused to return, knowing their
eventual fate to either be dismantled or sequestered in an
uninteresting utopia. Unlike the excubitors, the sentinels
possessed a modicum of independent thought. After
hundreds of years of exposure to the outside world,
many developed their own emotional responses

78 TRIBES
nearly any power source, including solar. A nervous system
not unlike a human’s allows the transmission of touch and
even pain when needed. Within the world of Paradise, the They cl
term “cybernetic” has not been penned, but a sentinel may tissue gaim it’s pure
fall into such a category as 5% of its mass is organic. percep rown in a la brain
still potions of huma b. Untied to
They cl ssessing its innity while
The Modern Machine its mindaim it has no herent DNA.
If that
. t a thin
g on
Sentinels are few and far between, with travelers having many r was true, wh
did theyefuse their r y did so
lives entire lives without ever encountering one. While they down? E ignore orde ecall? Why
are not hunted like daemons or eidolons, sentinels still avoid obsoles ven before t rs to stand
populated centers given the attention they would draw— exhibitincence, each s heir forced
unlike the other races, sentinels can in no way conceal their Fear, l g a budding pentinel was
true identity. Many residents assume one is deified, still able brains ove, anger, en ersonality.
these mneed decades vy. Human
to hear the words of gods, an ability all sentinels lost centuries within achines are to develop;
ago. The official stance of the Aegis is to leave sentinels alone, into th a few weeks aprogrammed
e world nd sent
believing them to still operate in their gods’ best interest. This Soon, t . out
feeling is not shared by the Ascension, who believes sentinels h e
habits, y developed
to be vestiges, not unlike the relics locked in Altair, and should of a so the telltale quirks,
be locked away to share their fate. machin ul, somethingmarkings
This maes would neve later
A sentinel’s personality can be as varied as a human’s, enchan y come from r exhibit.
with interests and motivations entirely their own. They have these a tment, but fo their unique
been known to settle or wander, act selfishly or charitably. traits, re the marksr myself,
forgot something be of inherited
ten par s
While they possess no sexual characteristics, a few rare ents. towed from
individuals have even taken on aspects of gender.
Kaiden
Sivoy
Sentinel Names Corvos

Sentinels possess single-word names that often derive from


ancient human myths. Cybernetic. While you are considered a construct,
Examples. Chernobog, Dagda, Deivos, Hereward, Ibofanga, your organic mind requires sleep just as a normal human
Ixion, Izanagi, Mabinogion, Makara, Taranis, Woden would. You do not require normal food, but you do require
water and regular intakes of soluble carbohydrates,

Sentinel Traits often monosaccharides (glucose, fructose, and galactose).


Disaccharides (sucrose, lactose, and maltose) will also do in a
pinch, though it takes longer for your body to process them.
These are traits all sentinels share.
Immunities. You are immune to the exhaustion, poisoned,
Ability Score Increase. Your Intelligence increases by 2, and unconscious conditions. You are also immune to poison
and one other ability score of your choice increases by 1. damage.
Age. Sentinels do not age and cannot die through age- Natural Armor. You possess natural armor and cannot
related conditions. don any additional protection. You are immune to corrosion,
Alignment. While sentinels originally were all lawful, whether real or magical. Select one of the following profiles.
centuries of life have resulted in many deviating from that Light: AC = 12 + Dex modifier
path.
Medium: AC = 14 + Dex modifier (max 2)
Size. While sentinels are taller than human average, your
size is still Medium. Heavy: AC = 17 (Disadvantage with Stealth checks)
Speed. You have a speed of 30 feet. Bespoke Modifications. Each sentinel is unique. Select one
of the following traits.
Languages. You can speak, read, and write three
languages of your choice. Additional Plating: You gain a +1 bonus to AC.
Darkvision. You can see in dim light within 60 feet of you Digitigrade: You gain a +5 foot bonus to speed.
as if it were bright light and in darkness as if it were dim light. Hidden Weapon: You possess a concealable one-handed
You can’t discern color in darkness, only shades of gray. (non-versatile) simple melee or martial melee weapon that
can be deployed and returned with a Bonus action. This
weapon cannot be sundered or destroyed.
Jump Jets: Your jump distance is tripled.

TRIBES 79
Reinforced Skeleton: You gain +5 hit points +1 additional “Are we not standing on ceremony anymore,
hit point at every subsequent level. Mr. Pike?” Kabdila said.
Sensors: You have proficiency in the Perception skill. If Agosta smirked and stood.
you gain the skill later, you gain a +2 bonus to this skill. “My apologies, your highness,” he said.
Piton-Anchors: As an action, you can drive pitons from Kabdila confronted the guards.
your legs into the ground. Until uprooted with an action, you “Wait outside.”
cannot move or be moved, and while rooted, your Strength “Sire, protocol,” was one guard’s concerned
increases by 4 for all Strength-based non-attack checks. answer.
Turbo-Dash: You can use the Dash action as a Bonus “You cite them now,” Kabdila barked at them.
Action. You can use this ability as many times as your “You kissed the blade, blood still on your lips. You
Dexterity or Strength ability modifier. You regain spent uses protect everything, my sanity and dignity being
after finishing a short or long rest.
foremost, know that in the future.”
Techno-Organic: Your shell is partially organic, allowing “Yes, sire,” the guard said.
you to recover hit points and spend Hit Dice as normal. “This man could have taken my life a hundred
times over. Poisoned food, assassination…or, more
Sentinel Feats likely, a prostitute looking to pay off her debts.”
Kabdila chuckled as he glanced back to Agosta. “As
Evolver the illumination grows, the greater one’s need for
shadows.”
Prerequisite: Sentinel
The guards remained still, torn between
‹‹ Increase one ability score of your choice by 1 to a
obligations and commands.
maximum of 20.
“Piss off!” Kabdila said.
‹‹ You can select one additional bespoke modification.
The two men departed. Kabdila closed the
Technologic door behind them.
Prerequisite: Sentinel “You just can’t speak highborn to these idiots,
can you?”
‹‹ Your bespoke modification improves…
Additional Plating: You gain an additional +1 bonus to AC. “Their station requires stupidity,” Agosta said.
“It’s a virtue among the well-armed. Can’t have
Digitigrade: You have advantage with Dexterity
(Acrobatics) checks. them think for themselves.”
Kabdila stepped closer and lightly caressed the
Hidden Weapon: Your concealable weapon gains a +1
various stolen artifacts about Agosta’s room he had
enhancement bonus,
procured over a lifetime of tradecraft. They were
Jump Jets: You gain a fly speed of 40 feet for up to 1 minute
safer here than proudly on display in the castle.
each day.
“I came to you first,” Kabdila said.
Reinforced Skeleton: You gain an additional 2 hit points
“You always were the prudent one,” Agosta
at this and every subsequent level.
said as he sat back down.
Sensors: You have advantage with Wisdom (Perception)
“How bad is it?”
checks.
Agosta stowed papers on his desk and returned
Piton-Anchors: You gain a +2 bonus to Strength, and your his quill to its stand.
maximum to that ability is 22 instead of 20.
“I know you don’t want to pin this on
Turbo-Dash: You regain spent uses after finishing a short Hydranis…given…her,” he said. “But it would be
rest and a long rest.
easy.”
“You’re right. I don’t,” Kabdila said.
Kabdila Aurago entered without knocking, ten “Then stand your ground; you’ll be fine. The
seconds early—a prince’s prerogative. He was conclave survived, but I doubt it’ll talk. You’ll be
followed by two guards over-decorated to the dealing with the excubitor.”
fringes in anticipation of the day’s festivities. “I hate machines.”
Kabdila’s chiseled physique came from years
under the royal’s teachers and was punctuated
by trimmed dark hair, kempt whiskers, and
penetrating blue eyes. Agosta remained sitting
behind his desk, surprised to see the guards.

80 TRIBES
“Don’t presume the purgitans, proctors, “The ghonara conestoga was taken out by a
knights, or Ahkdanate cardinals have authority. shaper launched from Philokalia,” Agosta said.
Anything touched by the gods, if you can call them “You’ll have to field threats of war. They’ll be
that, real or mechanical, will assume command.” dicks—”
Agosta watched Kabdila as he wandered to the Kabdila stopped and swiveled back.
dirtied window and opened it to the artificially “See what I mean,” he said. “this is what I’m
dark afternoon. “Not even the church will break talking about. You know this for a fact?”
that rule. The cardinals will act grand and arrogant “Yes. I found an individual open to compensation
but watch that tone change when the Aegis or with no motivation to lie. An object matching that
their machines enter.” description was discovered and subsequently stolen
“You never did believe, did you?” Kabdila from the crash.”
asked. “By?”
“I believe that they exist and can destroy “Let me worry about that.”
kingdoms; they’ve done it. But gods…” Agosta “I still haven’t gotten over the part where you
trailed off, his eyes wandering the room. even know what a shaper is.
He made an effort to protect this room from church “As long as you don’t ask.”
reconnaissance, but he could never be entirely sure. “I guess it’s important that I don’t know.”
“…literal gods. I can’t see gods requiring machines, “You always were the prudent one,” Agosta
tributes of food, or money. Gods require faith; they said as he smirked.
ask for the soul; the church desires the material.” “Like you said.”
Kabdila turned back and smirked. “Ten dead in the caravan, eleven survivors, the
“Sound like a heretic,” he said. rectors of the local affiliation will step up to fill the
“Heresy or piousness doesn’t factor in my ranks during the visit.”
profession. All that matters is the truth. I can’t “Did you leave the room, or did you absorb this
advise my prince and soon-to-be king if all I have through the walls?” Kabdila asked.
to work off of is belief.” Agosta locked his desk, “Through the walls,” Agosta said; Kabdila
maintaining the illusion that he kept secrets there. laughed. “It gets worse…”
“I have to rely on observable facts. The Aegis claim Kabdila nodded, aware of what Agosta was
the universe, and the Ascension acts as their voice. referencing.
What we saw…was not an attack. It was a message. “Correction,” Kabdila said, “he’s worse.”
From whom or what I don’t know…yet.” “I’m sorry,” was the expected platitude Agosta
Kabila twisted sharply to exit the room. needed to offer despite not needing to.
“Gather your letters patent—the fake ones,” “Father hasn’t much left in him. The Aegis
he said. “Maybe the one where your father was could save him…they could do that. At the brink of
a bank manager, and your mother was a state death, offer him immortality.”
mistress.” Kabdila turned to leave. He snapped “…but they won’t.”
his fingers. “And find some proper garb to match “We once talked about the homage we pay to
those guards. I’ll need you close the next few days.” them, the corruption, money lost…some by us…we
“Am I being punished?” Agosta asked. heard a voice speak emperor. They’d never dangle
“No, you’re not being punished.” a carrot like that atop of immortality. It would be
“I can’t reside in your shadow if you point me one or the other. If they are waiting for my father
out.” to pass, this could be our chance for something
“I’ve never known you to hide.” greater than any coins we could find between the
“That’s because I’m very good at it.” pillows.”
“I don’t need the spy; I need the advisor. I need “Emperor…” Agosta said with a nod, “as bright
your presence—your voice. I can’t hold off seeking a light as the world could create.”
your wisdom after ceremony. I need you to stick “Brighter light, bigger shadows.”
your nose in. Disturb the shit, if you will. It’s not “I wish it worked that way.”
punishment; it’s promotion.”

TRIBES 81
5: EXISTENCE

Terri entered the establishment, only to find no indication of the library and institution
it once was. While the exterior features hadn’t changed, the interior had been gutted.
No mark of Kaiden or the academy he kept remained. Nothing—shelves, chairs, and
even the drapes. The braziers were lifted from the walls, and the door handles had been
replaced.
There was no evidence this relocation had been forced. The church had moved onto the
main floor. Pews lined up the aisles of the nave. The narthex was peppered with pamphlets
and posters promoting Ascension propaganda.
“Welcome, child,” announced an ascension representative. Terri knew how to distinguish
the vestments, and this was no deacon or cardinal. There were much larger cathedrals in
the city populated by such pageantry.
She bore a resemblance. The two shared the same tone of dark bronze skin and short
sable hair, though Terri’s was straighter. Even the accent matched; probably a Corvinian
expatriate. Terri was still donned in black trousers and a double-breasted vest waistcoat
while her twin approached in a loose-flowing, white floor-length hooded liturgical robe.
The silver gilding was a nice touch.
“We’re all juveniles in the face of immortals,” she said. “Welcome to the Cove of the
Silantine.” She then offered a pamphlet, obviously assuming and correctly that Terri
was a tourist. Terri accepted but only skimmed the cover, which read, The Gods in the
Unblinking Eye.

82 EXISTENCE
I
t’s one thing to know of the world; it’s another to live Forthcant. The Forthwind Guild from over a thousand
within it. To envelop oneself in all its oddities. This years ago utilized a manufactured language known only
chapter details how characters can live in Paradise, to guild ships. 1500 years later, the language still resides in
including new options for characters. certain communities and on ships still waving Forthwind
flags. Many others use it as a secret dialect. The written

Languages
speech is based on the Corvon language.
Kaelian. Kaelian developed as a language of those of
the kael ethnicity before establishing their own kingdom.
Animabe. Called nagot amongst humans, the most It is thought to have been the first original human language
dominant language of the nagomjii is complex for non-aliens developed in Paradise and, as such, is the most different
to attempt. It is also not one language but a family of mutually from Argot. Because of time and the intermingling of the
intelligible nagomjii pidgins and creoles used across Paradise. kael people, Kaelian is the second most spoken language in
The language itself is complicated for several reasons, the humans.
first being that it is a totally independent language not linked Morphemenia. Another manufactured language, this
to any human tongue. It has masculine, feminine, and neuter one has no real function and is not terribly useful as a
genders and is tonal, meaning word definitions change based means of communication. Morphemenia came as a result
on spoken pitch. Nagot exists in variation in Aurago, Corvos, of assigning grammatical inflections and phonetic elements
Eridius, Philokalia, and Grimaldi. Although some humans to the many alien symbols found across Paradise. These
have tried to master the tongue for decades, even the most were compiled into the study of cryptions allowing the
skilled linguists have only been able to muddle their way abecedarians to pronounce the language. However, these
through. A human learning a nagot patois only becomes elements are arbitrarily assigned and don’t represent the
fluent in one while a native nagomjii is fluent in them all. This actual language spoken (if there ever was one). It evolved into
is further complicated by the nagomjii’s rejection of written a secret language employed by the abecedarians but is truly
history. only used in the study of cryptions. Few people speak this
Simply put, there are no textbooks to learn animabe. The language fluently, and no one would dare attempt so publicly.
nagomjii written form is noteworthy in that it is alphabetic Pykol. Those from Pyxis are known for their warfare
and was created only a thousand years ago in response to and rugged physiques. Pykes are often used as durable
human influence. It is believed they never possessed one until mercenaries when not involved in state-endorsed warfare.
that time. However, many historians believe there was such The blunt, quick words of Pykol were developed by the
a written form, but it fell into disuse and is only known to a soldiers on the front line, and it eventually transitioned into
few. the general population. Although classed by pykes as being its
Argot (Common). The base language of all humans, own language, in truth, Pykol is nothing more than a patois of
Argot predates all others and was once the singular language Argot sharing most of the words of its parent tongue.
of humanity. It still remains the lingua franca for Paradise Torgol. Torgol, with its primitive logographic written
and is the national language of most kingdoms. form, Torgonan, is the base language of the grimgods and
Corvinian. A language deviation from Argot, Corvinian shares a partial relationship with the nagomjii Nagot tongue.
developed with exposure to the resident nagomjii in Corvos, For hundreds of years, it was thought the grimgods had no
coupled with corvon ethnic evolution. As a result, it branched language, but this was later disproven.
into its own language. Those fluent in corvinian usually find

Religion
learning nagot easier than others.
Cryptolect. A manufactured language, Cryptolect
was created by the Ascension to prevent outsiders from
understanding internal conversations. It’s a mash-up of Cult of Signas. The religion surrounding the nation
dead human languages with an alphabetic written form of Styegos is regionally specific and never really caught
constructed from scratch. It is forbidden for a non-Ascension on outside of Aquino or after the fall of Styegos. However,
to speak Cryptolect. a few people still profess loyalty to the faith, claiming that
Eridian. The native language of the ethnic erids, Eridian there is no God but rather an Anti-God that created Bythos
is spoken almost exclusively by that ethnic group and by in rebellion. This Anti-God either slumbers inside Bythos or
virtually no one else. With Eridius not possessing its own toys with events in a universe of its own creation. This is a
royalty, their native language is in decline in favor of the more variation of one of the many faiths of the nagomjii.
common state-endorsed Argot. It is believed that within two Delphanism. Believed to be either a modified nagomjii
hundred years, eridian will be a dead language only spoken song or an altogether human creation, Delphanism was a
by a few native erids. growing religion more than 1500 years ago before the total
domination of the Aegis under the Ascension. Delphanism
believes the universe of Paradise is an imperfect physical
reality created by the “Orphan” to test other races to
determine who can inherit a larger universe controlled

EXISTENCE 83
by the “Delphan.” Orphan and Delphan are two gods on The Ascension seat on Bythos operates from the Exclave
opposite sides of a positive/negative nexus. Some consider in Alshain, a heavily guarded sovereign city-state where
them a singular god. Orphan encourages a physical existence all prospective deacons are trained. The Ascension strictly
that denies spiritual clarity. Only by following the edicts of enforces the church’s policy against the pursuit of science
Delphan can one secure a place outside of Paradise. Only in and the development of technology, insisting that only the
death can one escape the shell of the universe. Unlike other Aegis are permitted to operate machines and, as such, said
faiths, Delphanism claims Orphan is also a physical creature machines are sacred. The Ascension has been guilty of
within Paradise. It also invades the dreams of those sleeping genocide, assassination, and political interference. Through
within its domain. Orphan is the smaller and less powerful the might of Aegis technology and their own military, the
of the two gods, with some theologians considering him the Ascension has enforced canonical law over every inch of
false god. Every version of the faith places Delphan as the Paradise. They prohibit all other religions and place the Aegis,
true god and the most powerful force in the universe, as its and by extension, the Ascension, as the proper seat of power
power expands beyond Paradise. Orphan created Paradise, within Paradise.
but being a flawed god, it is an imperfect creation. It is also
a simulacrum—a creation within a larger universe run by
Delphan. Other edicts proposed by Delphan priests attest that
Delphan created Orphan and made it intentionally flawed to
Ahkdanate
create a false universe in which to test those placed within. The highest-ranking non-Aegis within the Ascension, the
The critical note to pull from Delphanism is that it does not put cardinals of the Ahkdanate are fanatical about enforcing
the Aegis at any level of hierarchy. Delphanism had numbers the will of the Aegis. There is no Ascension member higher
to challenge Ascension for decades, with entire kingdoms like than the Ahkdanate (no need for a pope if the holy word
Fornas claiming allegiance. However, centuries of oppression can be received directly). A cardinal from the Ahkdanate is
by Ascension have reduced Delphan numbers down to only never seen without representation from the Dioconate. There
a few hundred thousand across Paradise. Despite no official are only seventeen members of the Ahkdanate within the
declaration of jihad, both faiths have been guilty of crimes Ascension.
against the other.
Volinity. A religion based in Volani, Volinity worships the
Volani royal family, claiming them blessed by “The Greaters”—
Canon of Iokon
or gods who created Paradise. The faith attests the Aegis were The holy text promoted and distributed by the Aegis and
servants, like everyone else, but cheated by using technology. enforced by the Ascension, the Canon of Iokon (or merely
Meanwhile, the Volani royal family possessed legitimate the “Iokon”) establishes the holy catechisms and the church’s
powers due to their ability to heal injuries, live forever, and hierarchy, placing the Aegis at the top. It discusses the various
even bring people back from the dead. Volinity was declared branches of both the Aegis Authority and the Ascension
heretical, and their order either scattered or killed. To follow below it. In the annals of history, there have been two editions
the faith is a crime, and no one openly professes the faith. of the Iokon, the modern Iokon, called the “Iokon Opus,” and
It is unsure if the Volani possessed these actual powers or a lesser-known older version, subsequently banned by the
accepted or endorsed deification. Aegis, known as the “Iokon Apoc.”
Several elements of the Iokon have been criticized

Ascension
The dominant religion in Paradise, the Ascension functions
publicly and privately for inconsistencies, including
contradicting passages and inconsistent vernacular. Several
“scripts” exhibit a more advanced understanding of language
than others, with the “Opus” featuring paragraphs redacted
as the moral authority for nearly every human nation. It is from the “Apoc.” Further, the “Apoc” also displays several
the largest religion when measuring worshipers, priests, and confusing illustrations of bizarre machines, constructs, and
power. It influences culture, philosophy, art, and politics. animals, as well as scripts in an apparent undecipherable
To follow the teaching of the Ascension is to believe that alphabet confirmed to be no native tongue of any species on
Paradise was created by immortal living gods to save the the planet.
remnants of mankind after he had fallen from grace due
to selfish desires for power and obsessions with technology
over faith. The Aegis pass down directives from their divine Curia
world of Abraxas to their council of cardinals, the Ahkdanate.
The local religious body of a town or city is run by a curia—a
From there, instructions are passed through the thousands of
group of deacons or cardinals that govern all affairs of the
deacons of the Dioconate.
Ascension in that region. Occasionally, a curia will command
All consecrated texts can be found in the single volume authority of several towns while others will only administer
of the Canon of Iokon, of which there are two versions—the affairs in part of a much larger city. A curia may consist of a
apocryphal Iokon Apoc and the modern and official Iokon council of a dozen high-ranking church members or a single
Opus. All versions of the Apoc were supposedly eliminated deacon.
for mysterious reasons, with the Opus becoming the most
widely distributed book in history.

84 EXISTENCE
Dioconate Proctors
The deacons of the Dioconate number in the thousands This elite group of deacons is tasked with the maintenance,
and are responsible for most of the daily operations of the security, and custodial duties of the Crypt of Altair. They, along
Ascension. They run most churches, handle the majority with the Ahkdanate, are the only ones permitted to access the
of christening and conversions, and speak for the Aegis vault, and the proctors are the only authorities on what is
when the Ahkdanate is absent. A deacon will often live for contained within. They are responsible for the classification
decades adhering to their dogma without encountering a and quarantine of vestiges—items and creatures exhibiting
higher authority. A deacon’s personal views can be as varied “magical” abilities that break the reality of Paradise. Being a
as anybody’s, so it’s never certain how fanatical a deacon is. proctor is a dangerous profession, given the volatile nature
Some feel comfortable questioning it while others follow of many of the objects and creatures both loose in the world
as blindly and as ignorantly as the cardinals the deacons
answer to.

Exclave
The Exclave is a walled sovereign city-state in Alshain
operated by cardinals of the Ascension. It still remains
under the control of the Ascension even
though the cardinals have transferred
their flag to Sadatoni.

Knights Episcar
The elite royal guard, the order of Episcar,
are promoted members of the Silantine
guard tasked with protecting elite Ahkdanate
cardinals, both inside and outside the Exclave.
They can sometimes also be found protecting the
largest branches of Ascension faith. Despite their
official role of security, the order of Episcar has
been accused of committing war crimes. However,
no official evidence exists of this. The knights are an
elite task force that rarely brandishes pomposity as the
other church members do. Although still required to
stand on ceremony, the knights consider themselves the
fist of the gods, designed for punching and not shaking
hands. They command the Silantine guard when present
and will assume authority in conflicts unless a cardinal
is present. Even then, in times of war, it
is believed the Order of Episcar and the
Ahkdanate share equal authority.

Ordinariate
Not every Ascension citadel, cathedral, or chapel has a cardi-
nal or a deacon. In the case of missions or diaspora, this is
rarely the case, relegated to rectors or applicants. There is
no commanding authority in these cases, and an ordinari-
ate is formed from the resident Ascension representatives.

EXISTENCE 85
Purgitan
Inquisitors
To see a purgitan is to know death will follow. In matters
where the Ahkdanate cannot be seen to get their
hands bloodied, the purgitans are deployed. The
inquisitors are culled from nearly every branch
of the Ascension, with membership enlisted
from the Ahkdanate, the Knights Episcar,
the Silantine Guard, and even members of
the Diocanate. The qualifications involve
a fanaticism to Ascension dogma and
zealotry in rebuking those appearing
to even suggest disapproval of the
church and its policies. They identify
heretics employing a broad stroke
of conditions and apply the forced
conversion of apostates in regions where the
Ascension are presumed the sole authority
(which can be anywhere according to the
purgitans). Purgitans operate outside the Exclave
(assuming no heresy would survive within
it). Although few in number, they make their
presence known with loyal members of the
Silantine and Episcar orders accompanying
them.
The purgitans claim jurisdiction over all
of humanity with the power to investigate,
prosecute and convict any crimes against
the church they find. Purgitans commonly
investigate incidents of witchcraft, calling
in proctors only when extermination
cannot be carried out. Purgitans are
known to be merciless concerning
sacrilege, blasphemy, rebellion. They
operate a manifest of prohibited books
and censor writers and other artists
if the slightest hint of profanity is found within their
and contained within the vaults of the Crypt. They are given
works. The purgitan doctrine eliminates free and scientific
higher than usual freedom both within the Exclave and in
thought and any form of independent culture present within
the outer world. Proctors have even been seen using vestiges
Paradise. Despite their official standing to identify and
to carry out their duties, though the Ascension officially
punish acts in defiance of the Ascension, the purgitans have
prohibits this. Ideologically, the proctors and purgitans are
also convicted individuals for violating various non-religious
in opposition, with the former openly criticizing the crimes
crimes, including smuggling, tax fraud, forgery, human
committed by the latter. Likewise, the purgitans have accused
trafficking, prostitution, drug use, and homicide—all acts the
the proctors of violating dogma, flaunting their immunity
purgitans themselves have been accused of committing. An
to established canon laws. Both sides expect the eventual
individual can also be convicted for merely disrespecting the
downfall of the other. Proctor history predates most others,
church or the crown. Punishment is often prompt and lethal,
including the purgitans, and it is assumed the proctors know
with purgitans permitted and even encouraged to carry out
every secret the Ascension actively tries to suppress.
any form of punishment they deem appropriate. They are also
allowed to exercise any torture methods available to them to
obtain a confession. Officially, the reach of the purgitans is
trivial and is rarely mentioned in daily affairs. Privately, it
is believed that even some members of the Ahkdanate fear
them.

86 EXISTENCE
Rectors Feature. Secret Knowledge
You possess a particular specialty within a field few others
Just below the deacons are the ministers in training, known can claim authority over. It is a specific subset with a science
as rectors. Although they are often sent out on practicums or a regional history. It may even be regarding a specific
with deacons to run Ascension branches, most remain in type of forbidden technology. When recalling information
training at the many religious universities within the major regarding this particular field, you have advantage with the
cities or within the Exclave. ability check. This check can only help with information, not
with the building of any technology.

Silantine Guard Additionally, if you select the abecedarian class, you can
select one additional logograph at 1st level.
Despite official proclamation prohibiting the Ascension
from operating their own military, they are still allowed to Roll or
Backstory
maintain a defense force tasked with protecting the assets Select
and people of the faith. This became the Silantine Guard, with 1 I attended a prestigious university within a city
the majority of enlistment within the Exclave. However, they that didn’t ostracise pursuers of truth. My field of
have been known to accompany Episcar knights to defend expertise was funded; I was supported. To know
Ascension interests outside the state. They are also often more, I must seek answers elsewhere.
employed to guard smaller churches and members of the
Dioconate in conflict regions. The largest army not bound to 2 Although the pursuit of knowledge wasn’t
royalty, the Silantine has often butted heads with the residing frowned upon in my city, there wasn’t much
military as the Silantine often believe their authority eclipses more than a local college to support my training,
that of the ruling party of any nation. and I was the only student in my field. There’s
only so much I could learn here.

Backgrounds
Any backgrounds in official 5E publications can fit within
3 Our library fills an insignificant basement below
a nondescript building. Its address is only known
by a few, and if the church knew about it, they’d
likely burn it down.
Paradise with GM approval. The new ones offered here offer
4 A mob formed; religious zealots ran through the
distinct variations but need not be the only choices.
streets, forcing us into hiding. Our library was
burned. Precious books were lost. I took what I
Academic 5
could and ran.,
I have never found a tutor or a school. I was
A blanket term employed in many cultures, academics raised outside of any city, with only a thirst for
are scientists, philosophers, and naturists. An academic knowledge my own desire. I seek to know as
studies the natural world, no matter how unnatural it much as I can. Then someone gave me a book,
appears. Despite the Ascension’s prohibition on technology, and my interest was peaked.
academics persist in their desire to understand the
mechanics of a machine-driven world. Academics exist in 6 I was a student who stumbled onto a unique
every empire, though their acceptance varies. In Corvos, the book or secret branch of knowledge, information
practice is encouraged, with universities drawing experts I knew would make me a target. I took the book
from across Paradise. In other nations, the conservatories and ran, hoping to find sanctuary where these
often conflict with the church, with seizures and censoring secrets could be protected.
an unfortunately regular occurrence. In these situations, the
7 I found a tutor who enlightened me on the ways
academies often operate either in small colleges or in secret,
of the universe and a talent to control it through
keeping their teachings and records in shrouded locations
the etchings of symbols upon paper. It’s forbidden
known only to a few. Since abecedarians were outlawed,
magic, and to learn more, I must hunt down a
those wishing to gain prohibited knowledge turned to one
secret society that might hold the answers.
of the many public academic paths. It’s unfortunate that in
so many circles and in so many cities, knowledge, education,
and the scientific process are frowned upon. 8 As a child, I discovered a cache of knowledge
Skill Proficiencies. Pick two from Arcana, Engineering, of ancient magic long forbidden by the church.
History, Medicine, Nature, Sciences From there, I found your calling to know more,
to learn of these archaic spellcasters and their
Languages. One additional language of your choice. outlawed intelligence
Equipment. A pen, ink, a backpack, three blank notebooks, a
private library of at least a dozen books, a set of common
clothes, 25 gp hiding in a secret compartment in one of
your books.

EXISTENCE 87
Amateur Chemist Roll or
Select
Backstory

Before you ever knew what magic was, you found an 1 Out there lies a formula to cure death itself. I was
interest in mixing chemicals. Let’s be honest; you probably desperate to uncover this secret to save someone
blew yourself up once. Your love began with science and close. I failed. Never again.
expanded to include magic, and to you, there is no difference.
In this strange universe, magic is only science you don’t yet 2 I was an amateur; I didn’t know what I was doing.
understand. Chemistry is the greatest and most important of The explosion took lives, but they didn’t blame
the sciences, more so than physics or biology. The latter sits me. They wanted the formula.
atop chemistry, and physics is just chemistry in motion. It 3 “He who ruled scent ruled the hearts of men.”
is central to all things, including medicine and engineering.
Combining the right things in the right ways can literally 4 There was an accident, a mishap of alchemy.
alter the nature of space and time itself. To know chemistry It cost me a limb, replaced with incanetics.
is to know the ways of gods. My sibling’s fate was worse. They had simply
vanished.
Skill Proficiencies. Pick two from Medicine, Nature, Sciences
Tool Proficiencies. Pick one from alchemist’s supplies, 5 My parents ran an apothecary. One day, the
brewer’s supplies, or an herbalism kit. purgitans arrived and burned our lives to ash. I
stood alone, demanding revenge.
Languages. One additional language of your choice.
6 I followed my parent around as they sold snake
Equipment. 200 gp in alchemical ingredients, a common
oils to fools. Then one day, they came for a
potion of your choice, 25 gp scattered about your
lynching, and I was left with the business.
laboratory (they’re here somewhere), and a collection
of lab equipment including droppers, flasks, test tubes, 7 “Well, hey there, fellow traveler, may I interest
burners, and thermometers. you in my collection of concoctions, cocktails,
brews, beverages, drafts, draughts, tinctures, and
Feature. Mixer tonics. I have a solution to anything that ails or
Thankfully, the Ascension has not outright banned all the urges you.”
sciences, and you became fascinated with chemistry early 8 It’s a means to an end. Every adventuring party I
on. This shifted into alchemy, the transmutation of materials, read about in books walks around with a bag full
and the crafting of magical elixirs. To reach the latter involves of various potions. See a need, fill a need.
the knowledge of cryptions and the path of the abecedarian.
The real power is in creating compounds…it is also the most
prosperous part; don’t deny it. Eidolon Drifter
When crafting compounds, you receive a +1 bonus to
Like daemons, eidolons are nomadic, rarely setting roots.
side effect rolls. You also gain a +1 bonus when attempting to
However, daemons possess a semi-natural growth rate, leading
crack a formula.
to typical parenting and some form of upbringing. Eidolons
are born fully formed and mature, lacking life experiences, of
course, but possessing the intellect of an adult. They retain all
the skills required to survive in the world, implanted by their
maker. Unless bound to a creator, an eidolon has neither
a family nor a home to call its own. If bound, an eidolon is
often indentured, a slave to its maker, a potentially unhealthy
relationship. This background assumes an eidolon has been
freed at some point and might have spent years or decades
existing among humans, oblivious of the artificial being in
their midst.
Skill Proficiencies. Pick two from Arcana, Engineering,
History, Nature, or Sciences
Languages. One language of your choice.
Equipment. The clothes you found or were gifted with, a
keepsake from your maker (living or dead), and 25 gp you
have acquired through your travels.

88 EXISTENCE
Union formed in contrast. The guild didn’t occupy the whole
Feature. Magical Mind of these two kingdoms, only those merchants and cities facing
You were born a fully-formed adult, deprived of that critical the Lacus. When Pyxis merchants came to the defense of
stage in growth where you bond to a family. Your maker was fishermen caught raiding waters off Corvos, the alliance was
a parent in that they created you, but despite a programmed effectively terminated by order of both kingdoms. This order
loyalty, you were thrust into existence lacking emotional was not respected by many of the merchants who originally
growth. And when you escaped, released, or were banished, formed the guild and said coalition became independent.
you stepped into a world unfamiliar. Every experience from
that point was novel. It was recorded within a mind that There was a theory these early conflicts were staged by
lacked nerve endings, chemical responses, or synapses. You their respective kingdoms to strip the guild of its power. The
can remember any conversation you had and every place you Farris Union didn’t last long after the kingdoms stopped their
have ever been. funding. Despite the official termination of the guild, some
ships still insisted on sailing under the its banner, following
Roll or the rules and adhering to traditions. Even many of the
Backstory outlining villages of the Lacus Major sport guild flags.
Select
Those brandishing guild colors are considered part of
1 Upon awakening, I felt the touch of a loving
an unspoken alliance regardless of nationality. Today, guild
maker, a true parent in every sense. They guided
vessels are rare, with only a few known to be still sailing.
me until I had learned enough. They then released
The technology shared between Pyxis and Corvos merchants
me unto the world. I still have a home.
resulted in guild ships decades ahead of rivals. Even to this
2 I was among brethren, all children of a great day, they are considered the greatest vessels in history, even
maker. They created me to prove that it could be though many have been lost through time. During the reign
done. Then what? What’s my purpose other than of the guild, no ships could sail the trade routes in the Lacus
existing? I left a home that cared nothing for my without being taxed by the guild. Now, they are considered a
future. secret society, an organization hidden in plain sight.
3 I was built as a guardian for a maker I could not There are many grades of membership within the guild,
protect. Their death hangs heavy on my soul, and from apprentices to forthmasters. As a member moves up
I shall take vengeance as my purpose in life. within the ranks, they become privy to the secrets within the
guild, including its internal language and classified scriptures.
4 I awoke within a field of tall grass, possessing This has obviously created tension between the guild and the
knowledge but no identity. I never knew a maker Ascension, and no deacon or cardinal is allowed membership
or a home. I wander the world to find anything in the guild. Despite this pressure, attempts to disorganize
that could define me. guild operations have proven difficult given that each guild
5 A maker can assume many roles, owner, parent, “temple” is independently run without central leadership. As
lover. I lost mine to age, and our kind never such, most guild operations occur without awareness of one
forgets. I lament their passing and keep their another. That said, rumors abound that a “High Temple” of
memory for my expected eternal life. secret guild forthmasters operate behind the scenes and have
done so since the abolition of support more than a thousand
6 My maker was insane, and I was the one years ago.
exception among a line of abominations. I acted
Skill Proficiencies. Animal Handling, Persuasion
to protect them as well as the world from a mind
plagued by madness. Tool Proficiencies. Water Vehicles

7 I opened my eyes within flames, my world Languages. You know Forthcant


crumbling in purgitan fire around me. I watched Equipment. A guild pendant, a set of traveler’s clothes, and a
a lifetime of genius turn to ash, and I rose from pouch containing 30 gp.
the rubble as the last relic.
8 I was born with a purpose, a mission programmed
Feature. Guild Access
You know what to look for when it comes to accessing
in my soul. I was released unto the world to
Forthwind resources. This can include spotting the secret
complete that purpose. That goal is part of me,
sigils to mark a temple or the words spoken that would illicit
and I desire its completion.
the proper response to identifying a fellow guild member.
Outside of the Lacus Major, there are rumors of guild

Forthwind influence reaching all over Paradise. However, these are less
likely the further you are away from the guild’s home. Despite

Guild Member possessing a sigil, it is not mandatory; it’s only useful as a


shortcut. Once you identify yourself, even from a different
temple, you can expect reduced rates (up to 80% off) on
Centuries ago, a trade alliance between Pyxis and Corvos lodgings, transport, or passage on naval vessels. If you gain
was formed to monopolize control of the Lacus Major. This access to your own temple, these rates can drop to zero. You
alliance became known as the Forthwind Guild. The Farris

EXISTENCE 89
can also employ the guild to pull favors when necessary, as and obedience to the words spoken in the holiest of texts, the
long as guild resources are nearby. However, you must keep Canon of Iokon.
your membership dues paid, which equate to 100 gp a year. Applicants study in a Neoqism, or Ascension school
and can be enlisted as children—the school then takes over
Roll or
Backstory all edification until adulthood without financial burden on
Select
the family, assuming the student passes yearly tests (most
1 My family has been etched in the registry for of which assess loyalty over actual knowledge). Eventually, a
fifteen generations and is in solid standing. My graduate is sent to the Exclave to become a priest in training
admittance was guaranteed, and my last name or a rector. This generally lasts five years, and although
alone caries authority across multiple temples practicums are common, many rectors remain within the
Exclave until graduating to the Diocanate. It’s then where
2 Although my family is known in the registry, loyalty is assumed, and the individual is believed to speak for
they were considered of average status. They are the church. A rector is expected to uphold the tenets of the
known in my temple alone. Iokon and the ideology enforced by the Ascension.
3 I rescued a forthmaster, unaware of who he was. As a representative, you have undertaken missions
He brought me into this temple and gilded my and conversions to maintain church growth while also
path. I am a first-generation member, but my participating in humanitarian actions to help the sick, poor,
actions have been duly rewarded. Other members and victims of war. You are also responsible for spreading
are rightfully resentful of my ascent. propag—err—the teachings of the Ascension to the very
individuals you are helping, assuming they are not already
4 I joined the guild through perseverance alone.
members of the church. Rectors are tasked with enforcing
I joined young without a family and earned my
the prohibition of technological development, silencing
place, moving from apprentice to journeyman. I
non-Ascension religions, and suppressing anti-Ascension
may not possess a high position, but those around
sentimentality wherever it is found.
hold me in high respect.
You are tasked with representing the Ascension in all
5 I know nothing of the guilds. My father gave the matters. You are assumed to be the highest authority unless
pendant to me; I was taught the words and the in the presence of one of a higher position within the church
movements. But they are as much a mystery to (first the deacons, then the cardinals of the Ahkdanate, then
me as the Ascension. My curiosity is peaked. the Aegis themselves). It’s a straight line from the gods with
6 Despite holding guild membership, my personal no one allowed to interject. Thankfully, unlike other religions,
temple has struck my family’s name from the you are not asked to take a vow of celibacy.
registry; I was not responsible for the act, and I Skill Proficiencies. Religion, Persuasion
am committed to clearing my family’s name.
Languages. Cryptolect, plus one of your choice.
7 I found my membership to my temple revoked Equipment. Ascension vestments, a copy of the Iokon Opus, a
due to actions I am wholly responsible for. I must set of common clothes, and a belt pouch containing 20 gp.
make amends, but it may take a lot to re-earn my
standings with my fellows.
Feature. Inner Workings
8 Enforcers for the Ascension razed my temple and After so many years within the Ascension, you know how the
scattered my guild members to the streets. Some gears turn, how decisions are made, and where to be at the
took to their boats, others to allies. Word has right time to either avoid suspicion or glean the most amount
spread to the other temples by now. This attack of praise. You know how to deal with those of equal, lesser, or
will be answered in time. No one messes with the even higher stature within church succession. This can work
guild. to your advantage when trying to navigate the complicated
tapestry of Ascension hierarchy. Regardless of your actual

Ascension Rector feelings towards the Ascension, you know how to access their
basilicas, oratories, and sanctuaries. You can find shelter in
any town with Ascension representation, which is generally
The Ascension faith is the dominant religion across Paradise,
all of them. If in good standing, you can call on favors from
overwhelming all others in a relatively short period. It’s easy
your local curia (religious governing body) or ordinariate
to convert the masses when the gods spoken of in scripture
(religious equals with no hierarchy present) that can bring
can manifest in dramatic ways. Faith is hardly required when
in help. This can include members of the Silantine Guard
actual gods control a manufactured universe.
(the Ascension security force) or even Aegis tech. There is
Joining the church was an easy decision for many. The no membership for the Ascension, but you are expected to
Ascension promises comfortable living, an education, and the submit monthly reports of your experiences and how you
potential for advancement. Those elected to the Ahkdanate have followed the edicts of your faith. At least once a year, you
serve for life, but only the Aegis live forever. Even to reach are expected to return to a deacon or cardinal for assessment.
the Diocanate would be an honor. All they ask is complete
and absolute obedience, adherence to the edicts of the faith

90 EXISTENCE
Roll or
Backstory
Select
1 Every memory I have is that of a loyal follower.
My family sent me to school as a child, and I
escalated to the universities in the Exclave. I was
tutored by the best, and I am certain to achieve
the status of deacon in time.
2 My parents were executed for their heresy, and
I was taken into the church. They raised me,
and I knew no other life. I often felt trapped
within the Exclave as I was trained as a deacon.
Eventually, I was released into a world I didn’t
fully understand.
3 I was destitute, living on the streets. I committed
petty crimes and fell in and out of jails as a child.
A passing deacon gave me the option to claim a
new life. I was never any good with the books, but
I can defend those with them as a member of the
Silantine Guard
4 I’ve never seen the pomp and spectacle of the
Exclave—I served in a modest capilla within a
village outside the reach of any other authority. I
was the voice of the Aegis, and people hung by my
word, regardless of how I interpreted scripture.

5 My family was faithful; I took the classes. I


followed the rules. But I had questions. I was
curious. They told me the book had all the
answers, and I believed them…for a while. There
may be more to this faith than what scripture
tells us.
6 I believe there are human truths within my faith
that people could use to remain moral and ethical.
However, the religion itself is bogged down by
edicts put in place only to ensure the power of
the bureaucracy. The kingdom of salvation is
within the individual and not the Ascension. My
thoughts are not popular.
7 I may be one of faith, but I have become
disillusioned with the Ascension. It is a corrupt
organization of power brokers and puppeteers. I
no longer believe they can follow the word of the
Aegis. My beliefs are heretical. Despite believing
in the same gods, I no longer have faith in the
men.
8 I’ve seen too much. Despite a lifetime of piousness,
I’ve lost my faith. The church is corrupt, my
elders are unethical, and atop the ladder, those
claiming to be gods may be nothing of the sort.
Our history is filled with inconsistencies and
conspiracies, and each time I look to the source,
I find only men and their lies. I will expose the
truth.

EXISTENCE 91
Nagomjii Doonjii Roll or
Select
Backstory
Nagomjii singers need not be spellcasters, though many are.
At their core, they are the keepers of oral history, sharing 1 My song speaks proudly of my family, of those
parables and legends with one another, forming both the doonjii elders that raised me. I was always fated
mythology and the history of the nagomjii. While this to follow the song and sing my people’s history. I
obviously results in misrepresentation and exaggeration, to am now the keeper.
the nagomjii, details are unnecessary. It is far more critical 2 My songs carry meaning, but there must be more,
to remember the meaning of an event, the why and how it songs yet to be found, histories to be chanted. I am
occurred, and recount the emotions felt by those who lived not the only singer of my niiwishabe. Therefore, I
it. It is often assumed that a nagomjii doonjii is the leader of will find more songs to bring home.
a family or caravan. However, in truth, this is rarely the case.
They are often not even the oldest members of the niiwishabe, 3 Their song for me spoke of someone I am not.
but when a tribal leader is required to make a decision, it is The song is absolute, but I know the words to be
essential to be aware of that choice’s precedence. false. I am fated to sing alone, hoping someone
will hear me.
You are trained from an early age to take on the role
of doonjii from an aging elder, one likely losing the power 4 The last song I have of them is the sad ballad of
of their song. You have learned the ballads, chants, and their demise. I am the keeper of my niiwishabe’s
melodies of your niiwishabe and your people. You have taken song, as that is all left of them.
their meaning and began composing your own songs as is
5 My elder doonjii revealed the truth of a missing
customary. You may not have the greatest voice, as nearly any
song, a history my tribe has lost. To complete the
nagomjii can sing, but yours carry the most meaning.
ballad of my niiwishab, I must leave to find that
Skill Proficiencies. History, Performance which we have forgotten.
Equipment. A musical instrument, one you don’t require to 6 My aitsannee dismissed my song; they wished
use for songs or spells, but an excellent accompaniment. me to speak something that was not. I will not
Several sets of casual clothes, many of which you wear at sing that which is untrue. They forbad the song,
the same time, and 15 gp in various pockets and for that, I seek another tribe.

Feature. Secret History 7 My songs can spur and bolden, and they are lost
on those wishing only to bend. My songs carry
You are considered the authority of nagomjii history; as
the weight to change fate, to do more than tell
such, it is imperative that you speak the truth. You are not,
history; they can make it.
however, required to give facts. The telling of history is like
the telling of a story. The meaning and purpose of the story 8 The songs came naturally, despite being raised by
are more important than the details. When you sing a song of aliens. I sang of their history, of my life. I must
your people and hear another from another tribe speak of the find others to hear my ballad.
same event, both are considered correct even if your songs
diverge. When making a History check regarding the history
of your niiwishabe, don’t bother rolling; set your die roll to 15.
Even if you are wrong, other nagomjii will always assume you
speak the truth.

92 EXISTENCE
Daemon Oblate Roll or
Select
Backstory

Strictly speaking, daemons possess neither a culture nor a 1 My mother was a daemon and hid without ever
religion. What they do possess is a set of innate traits common seeing the outside world until crafting my first
amongst them. Common personality traits across an entire shell. By then, they had told me what to expect
species are exceedingly rare. While some patterns may and how to keep what I was secret.
emerge, there would be numerous outliers to devalue the rule.
What’s left can be dismissed as stereotyping, categorization, 2 My father was a daemon, but I wasn’t aware for
or flat-out racism, even if those traits are considered benign years. My parents told me to never get cut, but
or even complimentary. However, in the case of daemons, they never said why...until it happened.
there lies a set of characteristics they nearly always possess. 3 Like some mythological figure, I was cast down a
Only their upbringing and life events can train them to act river until found by a peaceful couple. They knew
against these behaviors. These include acting to protect what I was, so they knew what had occurred to
those under attack, a desire to help the less fortunate, and place me in their hands. They taught me from an
a willingness to invest emotionally in a relationship, even if early age what the world does to people like me.
past transgressions would point to potential betrayal.
4 I had managed to keep hidden for years. I had
Given there are no daemon towns or philosophies,
become an adult and left home to find my own
they very much become victims of their environment. One
way, only to stumble after establishing roots.
skittish and private surely encountered numerous tragedies
Some defended me, but it only took one to betray
that revealed the consequences of their actions.
me. I lost everything.
Despite a few qualities inherited from parents, your
identity is tied to the brilliance hidden within you. The life 5 How can I be civil? Why should I hide? Why can’t
you led to this point, more than anything, dictates how you I be proud of who I am? They fear me because of
act today. lies from despots. They think I will threaten their
power. I’ll give them something to fear.
Skill Proficiencies. Insight, Deception
6 I know of a network, secret routes where
Languages. One of your choice.
friends ensure our safety. I stumbled into the
Equipment. A set of travelers clothes including a hat and gloves, underground thanks to a fortunate encounter.
a large backpack, a staff, and a belt containing 15 gp. The world believes I am dead, and now I have the
tools and knowledge to keep them thinking that.
Feature. Sense of Danger
7 I admit I have been really, really lucky. I was
Call it what you wish, instinct, or a keen awareness of your kept safe; I knew the rules, and the few times I
surroundings; you are astutely aware amongst the thunder faltered, some friends sheltered me. Humans
of background noise, be it in a tavern or on a crowded street, aren’t all bad, and I loved far too many of them.
of when someone requires aid. Your unfortunate blind spot
prevents you from being aware when you and your nearby 8 It’s been so long, I can’t remember where I
compatriots are under threat—those people have been came from. I’ve always kept moving, avoiding
trained to ignore. The more apathetic the crowd, the more connections, refusing that whisper that beckoned
mindful you become. In a mob of thousands, you can pick out me to help others. It’s how I have kept alive.
the one innocent being attacked. In a field of jubilant patrons,
you can hear that one crying over their drink. Will you act?

Classes
All fantasy classes are available within canonical Paradise
except for druid, paladin, ranger, warlock, and wizard. From
Ultramodern5, the civilian, face, infiltrator, and martial artist
are available despite the rarity of available firearms. The bard
is available to nagomjii characters, and the cleric is available
to those bonded with an axol-shaper (both are detailed later).
The eko-shaper allows one to select the sorcerer class, but
only one origin is available (see later). An Aegis character can
gain an eko-shaper as part of their character creation
Additionally, one new class has been added, the
abecedarian (see next chapter).

EXISTENCE 93
“And this is?” Terri asked. “Here’s hoping succession brings wisdom.”
“Just a testimonial about the many gifts our “Hasn’t in the past.” Terri made for the exit.
gods can offer.” She knew there was no visible evidence to glean
Terri offered it back. from inside the chapel, but the priest wasn’t
“I can’t read,” she lied with such an yielding and exclaimed to Terri’s back.
unmistakable tone as to conceal nothing. Her “I envision this will eventually skew into an
doppelganger turned and sorted papers, expecting accusation of church interference, that the Aegis
a crowd given the flood of expected travelers. Terri backed the last conflict. That we were in some way
took the distraction to inspect the chapel, searching responsible for the fall of Volani.”
for any evidence of what became of Kaiden. Terri confronted the cleric, taking a quick
“Services begin in thirty minutes,” the cleric moment to ensure no one else could hear. She
said. wasn’t afraid of speaking her mind, but she was
“Been…here…long?” Terri said as she wandered taught to be cautious.
the lobby. “Gods can’t take credit for the good if they’re
“Several years…visiting?” not willing to accept accountability for the bad,”
Terri poked her head into the nave; the Terri said. “And calling it a fall is somewhat
renovation had been comprehensive. disingenuous. Ignores morality; that’s why everyone
“You appropriate this dwelling?” she asked. calls it a pogrom. And I won’t accuse the Aegis of
“Did your purgitans sanitize it because someone being responsible for Volani…I don’t have to.”
found a spring in a corner?” “This is a chapel, not a curia basilica,” the cleric
It was becoming more difficult for Terri to said. “I’m a simple rector. I can debate scripture
withhold her impudence. The cleric intercepted her and hear confession. I leave the rest for deacons
before Terri could wander. and those that directly hold the ear of gods. They
“Is there something else I can offer you?” the are due to attend the festival this year.”
cleric asked. Terri stopped at the entrance.
Terri smirked and feigned admiration of the “I know,” she said. “I was there when their
chapel. impenetrable magical chariot was taken down.”
I just remember this place being a,” she said, The rector’s reaction was a surprise, and Terri let
“…not an Ascension church.” out a slight chuckle. “You didn’t hear? I pulled the
“I believe it was a library,” the cleric said. “And coffin from the wreckage myself.” Terri pushed
no…nothing was burned. The shelves were bare.” open the heavy iron and wood doors to leave. “You
“Ransacked?” Terri asked. better clean this place up. It’s going to go sideways
“I wouldn‘t know. From Philokalia?” fairly quickly, and I’m getting a front-row seat.”
“Corvos, but you knew that.” Terri exited from the building, leaving the
As Terri observed the rather discourteous rector in silence, surrounded by the indoctrination
Ascension propaganda on the walls, she noted of her faith.
something, or rather the lack of something. The The Ascension faith became the dominant
archway to the lower level had been bricked up religion across the Solokring, quickly overwhelming
and gracefully blended in with the surrounding all others. It was easy to convert the masses when
arches to appear part of the original design. the gods spoken of in scripture could manifest
“Not common in these parts,” the cleric said. dramatically.
Terri focused on her. Faith was hardly required when actual gods
“Yes,” Terri said, “Aurago has made it controlled a manufactured universe. Joining
abundantly clear our kingdom is next on the the church was an easy decision for many, and
chopping block.” A slight smirk insinuated Terri the Ascension promised comfortable living, an
was goading the cleric to defend the actions of her education, and the potential for advancement.
church and their divinities. Those elected to the Ahkdanate served for
“I can’t imagine the Aegis would approve of life, but only the Aegis lived forever. Even to reach
another war,” the cleric asked. the Diaconate would have been an honor. All they
“Aurago only allowed to destroy one culture a asked is complete and absolute obedience, to follow
generation? Or is it just because they don’t want a the edicts of the faith and the words spoken in the
war on two fronts?” holiest of texts, the Canon of Iokon.

94 EXISTENCE
Applicants studied in a Neoqism or Ascension Somehow Kaiden managed to ram almost his
school and could be enlisted as children—the school entire library in his basement. Aisles were narrow
took over edification until adulthood without and marked with obstacles. Garbage was thrown
financial burden on the family, assuming the everywhere from unused or broken inventions.
student passed yearly tests, most of which assessed Terri found Kaiden surrounded by junk but
loyalty over actual knowledge. what he would call valuable artifacts and essential
Eventually, a graduate was sent to the Exclave tools.
to become either a priest in training or a rector. This “Seriously?” Terri said.
generally lasted five years, and although practicums Kaiden was concentrating on writing and
were common, many rectors remained within the appeared unphased as he finished a page.
Exclave until graduating to the Diaconate. It’s then “Knew you’d find me,” he said.
where loyalty was assumed, and the individual “Under the chapel,” Terri said. “You sold your
was believed to speak for the church without other academy to an organization that wants to execute
authority. you and then built a lab in their basement?”
A rector was expected to uphold the tenets “Last place they’d look.” Kaiden finished and
of the Iokon and the ideology enforced by the closed his book. He turned to see his old student.
Ascension. Rectors were tasked with enforcing the “Also, natural stone over me. I could build a
prohibition of technological development, silencing bookcase, and they wouldn’t hear it.”
non-Ascension religions, and suppressing anti- “Just…come back to Corvos,” she said. “I know
Ascension sentimentality wherever it was found. you were born here, but what loyalty do you have?”
Suffice to say, they were not a hit at social “I couldn’t be productive there.”
gatherings. “You had tenure, Kaiden; you didn’t have to be
productive.”
Kaiden smiled proudly and opened his arms
Church eyes everywhere. wide for Terri’s embrace.
Terri knew Kaiden was right. So, where would “Terri…it’s been a while,” he said.
an academic hide? “It has,” she said, “…you’ve… shrunk.”
Not at my current address, but will still be “Ironically, I’ve been trying to see smaller. Is
found there. that irony?”
What could that possibly mean? “Coincidence.”
Terri circled the building, entering a small “Regardless, I find more as I do…does that
empty alley. An aperture in the cobblestones make sense? Should see less when you narrow your
provided drainage to a nearby sewer, the advantage vision.”
of living in one of the few cities. Corvos also took She pulled away and smiled at her old teacher.
pride in such accomplishments, but they also had “Your teachings haven’t changed. Surprised
flush toilets. anyone passed.”
Odor from the sewers getting worse. “You did.”
Terri thought about that statement. “Fifty, point-five percent.”
Why would Kaiden mention such a point? “The median was thirty-nine; you excelled.”
Terri peeked into the sewer grate, noting the “Was that why you left?” she asked as she
scratches around the rim and that it was not locked wandered his broken and cluttered collection. “Was
down. She examined the alley to ensure no one was Corvos too smart for you?”
watching, then pulled on the grate to expose the “Those above us preach to the pews,” he said.
ladder. Terri heaved the grate back over after she “Thousands listen, but they convince no one. They
descended. don’t want enlightenment, just validation. Opening
She thought, leave it to Kaiden to hide his the eyes of academics was too easy. Sadatoni may
laboratory under an Ascension temple. Terri be hostile, but it’s more interesting.”
followed the water until it diverted down another “Still, it would have been an easier commute.”
tunnel, revealing the door that resembled a wall “And for that, I’m sorry.”
until she got close. She knew she was directly under Terri failed to spot the metal box she kicked
the chapel, Kaiden’s old academy. across the room into precariously stacked beakers.
She shook her head and began organizing.

EXISTENCE 95
“You’re getting better at organizing,” she said. Kaiden giggled awkwardly, then kicked over
“Very funny.” a stack of papers to reveal a massive old book
Terri returned the box and righted a stool to standing out among the tattered tomes and
sit upon. Kaiden pushed papers on his desk towards mangled manuscripts.
her. He shared with Terri a variety of bizarre Terri jolted back by Kaiden’s sudden outburst.
sketches of organisms viewed from his scopes. It was nearly pristine, ancient, and featureless
“We always knew of organisms in our bodies save for a five-pointed star sitting within a spiral
but look at the variety,” he said. “And they appear expanding out of the bottom corner. It was locked
to have connections with each other. One creature with a complicated puzzle latch.
with a spine to kill other organisms is a propeller Kaiden snatched it and forced it into Terri’s
for movement in another. I’m making the scopes hand.
better each time. I just finished my latest. Look at “It was this,” Kaiden said.
it…” Terri stared at Kaiden rather than the paper. Terri accepted the massive tome as Kaiden
“I know…you don’t exactly approve, do you?” hovered.
Kaiden gathered some of the sketches and “Look at the finish,” he said, “the embossment.
tossed them casually among others. The soft sheen, superb gilding.”
“That’s not why you brought me here,” Terri “And this is not an Apoc?” Terri asked.
said, almost unimpressed at her mentor. “I suspected it was the first printing, but this
“No,” he said, then smiled. “You’ve aged well.” one is older, much older.”
“You haven’t.” Terri toyed with the latch. It didn’t require
“I’m old.” a key, just a unique combination of slides, spins,
“Weathered,” she said. and pushes. Kaiden smiled as she struggled, finally
“Borderline fossilized,” he said with a chuckle. intervening after a minute of fidgeting.
“How’s the home?” Terri opened the book partway and flipped a
“Irrelevant,” she said. “Not enough to dissuade few pages. They were thick, semi-reflective, with
my motivation when I read your letter.” handwritten text intermixed with illustrations
“Oh, come on,” he said. “What about that one drawn directly onto the paper. Terri brought her
girl…Sharlto? The hepatologist.” ear to the fore-edge and let her thumb flick across
“Herpetologist,” Terri said. the leaf.
Kaiden shrugged. “Paper sounds off,” she said. “Iokons are a
“I was close,” he said. concrete mix of rice and wood pulp. Most surviving
“Absent,” Terri said bluntly. books I’ve seen contain a ratio of hemp. This...
“That’s…vague.” feels…”
“You’re my teacher, not my psychiatrist, “Synthetic,” Kaiden said.
Kaiden.” “An old book with new paper. Are you sure this
Kaiden laughed, then launched himself from is not some elaborate forgery?”
the chair. “Well...no…” Kaiden said, somewhat
“We need wine,” he exclaimed. apprehensive in divulging details. Terri opened the
“Later,” Terri said. “You don’t tease that letter book again at a random page, revealing an image,
and then circle the topic.” a diagram of something.
“How much of the message did you interpret?” A creature.
“I’m here. I packed light. And outside of that
vague sewer reference, I did drop everything based “Some kind of beast…” Terri said, trailing off
on what you claimed to have found.” as she studied the illustration—Or is it machine?”
“Fantastic!” Kaiden said, “Unfortunately, I Kaiden brandished his teeth in a wide grin.
was wrong.” “I have no idea,” he said, “maybe both. And
“What?!” Terri asked. there’s more.” Kaiden pushed his hand past Terri to
“No, no, this is good—” flip another page. “Not just mechanical beasts, but
“Bloody piss, Kaiden! Even by whale, that’s a vehicles, devices, and the script.” Kaiden paused as
two-day journey!” he ran his finger across the bizarre symbols. “...no
language I know.”

96 EXISTENCE
“How did you come across this?” Terri asked. “Someone…” Kaiden whispered. “I wasn’t
Kaiden sighed and perked his brow. alone in my dream. Someone was guiding me.” He
“You’re...probably not going to believe me.” leaned in, flipping a few pages...until reaching one.
“That would be a first.” Terri continued to flip He pointed to the drawing. It occupied the entire
pages as Kaiden answered. left half of the tome, a tall, undressed, emaciated
“I found it,” Kaiden said, “…within the Aelon figure with extended limbs and digits. Its elongated
Ziggurat.” head held no eyes, just a broad, uninviting smile of
“And why were you there?” Terri asked needle teeth. Its arms were outstretched as if the
without pause. creature had been crucified.
“Is that important?” “Was this a dream or a nightmare?” Terri
“No one visits the Ziggurat heedlessly, and if asked.
this book was found, it would’ve been taken.” Kaiden’s eyes moved to the wall of sketches,
“Ward Marshall said the same thing.” and Terri followed her mentor’s stare, directed to
“Who’s Ward Marshall, and why are you the rough drawing bearing the same figure. Her
discussing matters like this with him. Anyone who attention focused back on the illustration. It was
knows about you puts you at risk.” Terri’s tone familiar somehow, but she couldn’t place it.
was escalating. This wasn’t a recent change in their “It was providence,” Kaiden said. “I drew that
relationship. She talked back to him in class too. before, not after.”
“He’s trustworthy,” Kaiden said. “Not concerning in the slightest,” Terri said as
“For a fact?” Terri asked. she riffled through a few more pages, stopping on
“He’s an abecedarian alchemist.” one.
Terri was as much shocked that there was a “Oh, please tell me this wasn’t you?” she said
mage still living in Sadatoni as she was that Kaiden as her fingers skimmed over the stain.
was friends with one. Wizards were a dying breed, “What?”
with Corvos one of their last sanctuaries. The only “Was it tea?” It peppered one page and had
individual the church despised more than a scientist soaked through to a few others, but beyond that,
was one adept in the ways of magic. the blemish was dry.
“Well, okay then,” Terri said. “Back to my “That…wasn’t me?”
original query.” “Oh, come on, Kaiden, I can plainly see how
“Is it important?” you live.”
“Are we going in circles? Yes!” Terri got loud “I’m serious, Terri,” Kaiden said. “It wasn’t
again, only slightly concerned her tone could carry there last I opened it.” Terri grimaced as she
to those above. “What are you not telling me?!” caressed the stain.
“It was a dream,” Kaiden said. “I…had a
vision…of a place and a book. Like it was waiting
for me. A star-shaped fortress atop a mountain
surrounded by over-growing nature.”
“You risked the ziggurat for a dream?” Terri
asked.
“It was very persuasive.”

“And I can’t get you to move to a house with


windows.”
“Invade my dreams, and we’ll talk. It wasn’t
a solitary affair, Terri. That room and that book
haunted my sleep for weeks.”
“The fact it paid off points to something.”

EXISTENCE 97
6: WORDS

The gondola connected between the worlds of Bythos and Philokalia was especially
ornamental, with gilded lines and busts of animals accenting the corners. The windows
were brightly illuminated and fixed silver wings extended from under them.
No other cable car was permitted on the system while the royal transport crossed.
Despite being midday, lanterns were lit in the shade below.
The crowds in the festival knew who was descending and stopped to observe the
ornamental gondola as it approached.
“These pants ride high,” Agosta complained. He was adorned in the regality required
when standing next to a prince receiving royalty. “I’m not used to this.”
Kabdila smirked.
“Next time,” he said. “I’ll have something bespoke made fitting your position.”
“How many assemblies are planned for this?” Agosta asked.
“Last I checked, thirteen.”
“At ten, I think I may try to eat the carpet.”
They entered the receiving chamber, not as grandiose and pompous as the hall, though
tapestries and flags offered some notability. The room was still dominated by a singular
oak-carved high-chair fastened with semi-precious stones and cushioned in purple leather.
A carved and ornate desk forged from maple and metal sat in front. Great halls were
reserved for public events, and this was not one of those occasions.
Two guards strapped in weathered mail and dented plates stood at attention, still
with helmets donned.

98 WORDS
S
pellcraft manifests in several ways within Paradise, despite their bravery, the academics of Corvos acquiesced
none involving casting spells from a book. Several to pressure to cease their studies. This has not stopped
require bonding to a shaper; another involves using those experienced in cryption cartouches from selling their
etched symbols on paper known as cryptions, and the knowledge on the black market. After more than a thousand
third is the enchanted throat singing of the nagomjii. With the years, the practice persists.
latter, it is an ability known only to them and accomplishable A cryption abecedarian must study and test possible
only by them. This indicates that the nagomjii possess an combinations until finding ones that work safely. This is
exclusive ability to alter the reality of Paradise all of humanity also not done cheaply. When a cryption is applied, it cannot
lacks. be used again, though occasionally, different cryptions can
create the same result if applied to similar items.

Abecedarian
Centuries ago, likely before even the rise of the Aegis,
By selecting the abecedarian life, you have pursued this
path against the rules put forth by the empire. You have
hunted down the books, learned in private, and potentially
gleaned essential lessons from an elder keeping the practice
academics trained in Corvos discovered a strange unidentified alive. By employing the cryptions, you can alter the very rules
language within ancient ruins and relics scattered across of the universe. However, it is essential to keep the knowledge
Paradise. It bore no similarities to any human language and alive rather than apply it. To be open with your work is to
wasn’t even comparable to the nagomjii Animabe or the invite unwanted attention. That being said…what good is the
grimgod Torgol. It wasn’t until enough of these symbols were power if you don’t employ it once in a while?
compiled from every world that they were identified correctly
as a logographic writing system.
Without a cipher, it was impossible to know what they Kind Of Magic
were saying. Logograms were found on their own or lumped
To abecedarians and many academics, the cryptions proved
into larger cartouches, defining a specific title or noun.
that Paradise can define and alter reality within it, a reality
Experts later assigned vocal proxies to better work with this
that may be very different outside the Solokring. They already
system. This language, dubbed Morphemenia, held no other
knew of objects and people that could alter the natural
function than aid translations and convey information. What
worlds—nagomjii can with their songs, and the shapers can
those early academics were unaware of at the time was that
when bonded with a willing subject. However, cryptions offer
this alien vernacular (dubbed “proto-script”) held the key to
this ability to anyone willing to learn, likely leading to the
controlling the reality of Paradise.
knowledge’s suppression by the Ascension.
It was decades of study before these symbols were
discovered to be more than the cryptic words from an assumed
long-dead species. When a specific pattern of symbols was
etched onto a specific non-mechanical object, said object
would break the rules of the universe in a particular way. Recorded h
istory?
Some would hover, change their shape, or, unfortunately, Think of th
are older. at…our cult
explode. The academics had discovered cryptions. ure is
salvation aThen these “gods” des older; our peoples
n d a brighter fu cend, p
A cryption allowed an item to effectively alter its effect Our recor
d s w er e ture…but frromising
were we ru lo st, perhaps om w
upon the world, to accomplish feats impossible given the
of recent d nning from? We never destroyed— hat?
standard rules of Paradise, to break the universe as it were. what
a civilizatio evastation, and scatt found evidence
Very quickly, academics began studying these “cheat codes” ten-thousa n utterly alien to ou ered ruins point to
and discovering their unique nature. us savage, nd years before us. rs having existed
lacking refiprimitive, aimless, pr The Aegis claimed
Cryption cartouches were attempted in various every worldnement. They broughone to genocide, and
to show us tu
combinations on various objects. Even though the effects wonder… “the light”… s together from
can be somewhat predicted, similar cartouches would affect which makes
How did we me
different items differently. Unfortunately, the initial flagrant without them ever reach the o
application of cartouches proved deadly, and many academics Bythos to co ? At some point, we ther worlds
lost their lives in the pursuit of secret patterns within these of our god lonize these lands, must have left
s and their a
symbols. Applying an incorrect cartouche on the wrong item machines. ll without the help
We’ve alwa
could destroy a city block. records, w ys known h
ow; si
a plain as e have to assume thence we don’t have
the symbols an
As cryption knowledge predates the Aegis’ arrival, no etched on thswer, and it’s as
one knows how much knowledge had been gleaned before it ose ruins.
was lost. The abecedarians accused the church of suppressing Natal Tojilf
Deciphering enias.
the knowledge as it challenged their power base. Regardless, the Imposs
ible

Words 99
The Abecedarian
Proficiency Features
Level Bonus Logographs Cartouche Level

1st +2 Cryption magic (components, album) 3 1st


2nd +2 Abecedarian Stride 3 1st
3rd +2 Archetype feature 3 2nd
4th +2 Ability Score Improvement 4 2nd
5th +3 — 4 3rd
6th +3 Abecedarian Stride 4 3rd
7th +3 Archetype feature 4 4th
8th +3 Ability Score Improvement 4 4th
9th +4 — 4 5th
10th +4 Abecedarian Stride 5 5th
11th +4 Archetype feature 5 6th
12th +4 Ability Score Improvement 5 6th
13th +5 — 5 7th
14th +5 Abecedarian Stride 5 7th
15th +5 Archetype feature 5 8th
16th +5 Ability Score Improvement 5 8th
17th +6 Abecedarian Stride 5 9th
18th +6 Archetype feature 5 9th
19th +6 Ability Score Improvement 5 9th
20th +6 Abecedarian Stride 5 9th
Several leading academics focused more on the original
language than what the cryptions could accomplish. They
started to establish connections between Proto-script and
Class Features
the technology employed by the Aegis. Once the concept As an abecedarian, you gain the following class features.
of a machine language became known—that advanced
technology could and would need to communicate with each Hit Points
other in ways humans could not understand, academics Hit Dice. 1d6 per abecedarian level
began to theorize that Proto-script could be, in fact, the
Hit Points at 1st Level. 6 + your Constitution modifier
machine or “operating” language of Paradise. Affixing the
proper Proto-script to an object re-assigns new properties, Hit Points at Higher Levels. 1d6 (or 4) + your Constitution
thus altering the universe in a particular way. modifier per abecedarian level after 1st.
Unfortunately, knowledge of the proto-script did
not lead to a greater understanding of how Aegis tech or
Proficiencies
Paradise works, and it was later discovered that the “machine Armor. None
language” employed by Aegis tech, despite possessing similar Weapons. Simple melee weapons, simple ranged weapons
properties to proto-script, is not the same dialect. This led
many abecedarians to believe that Paradise was not built by Tools. Calligrapher’s supplies
the Aegis but rather appropriated by them. This, along with Saving Throws. Intelligence, Wisdom
other declarations, further reinforced the Ascension belief Skills. Arcana, plus choose two from Engineering, History,
that knowledge of Proto-script and the cryption cartouches Insight, Investigation, Medicine, and Sciences
be suppressed. Any visible manifestations of cryption magic
would bring the ire of purgitans.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background.
‹‹ a simple melee weapon
‹‹ a cryption album
‹‹ calligrapher’s supplies
‹‹ 20 gp of cryption components

100 WORDS
For example, a 5th level character can hold 10
Starting Wealth levels of cryptions, with a maximum 2nd level
You gain 5d4 x 10gp at 1st level. This can be used to purchase cartouches known (determined by the abecedarian
supplies, armor, and weapons, but most importantly, table). They can keep 5 level 2 cryptions, 10 level 1
additional cryptions both at character creation and during cryptions, 20 logograms, or any combination.
initial adventuring. This wealth is the standard starting
wealth all characters receive at creation. Components

Cryption Magic
It was determined early in the development of cryptions
that a particular form of parchment and ink was required
to ensure the maximum effectiveness of a cartouche. The
Because of the dangers of employing cryptions, the ink is organic, derived from the giant Arechanaxus Squid,
individual symbols are kept separated within many books of and the paper likewise could not be derived from trees or
an abecedarian’s library. They cannot (or preferably should contain any artificial dyes. As such, every cartouche created
not) be contained within a single book (except for a cryption by an abecedarian carries a cost value, which must be
album). Therefore, an abecedarian is required to memorize subtracted from the abecedarian’s supply. When exhausted,
the different cartouches available. An abecedarian’s library the abecedarian must locate replacement supplies. After
is generally between 10 and 50 books and has been known to a cartouche’s effect expires, it (including the paper)
be stuffed into wagons when necessary. If needing to recall a disintegrates.
specific cartouche not already in memory, several books may The paper selected is essential as it can affix itself to the
need to be removed and read. object being applied without adhesive. Once the cryption
Initially, it was thought the Proto-script symbols could be activates, it cannot fall off of its own accord and becomes
etched directly on an object. In some cases, this was correct water- and fire-resistant simultaneously. A cryption can be
(like with incanetics), but the difficulty in maintaining sigil forcedly removed, but side effects may occur.
consistency and spell success resulted in the practice of
writing the cartouche upon a piece of paper and affixing that Removing A Cryption
to an object. By employing specific ink and specific paper, an To forcefully remove a cryption from an object requires a
abecedarian can ensure the success of an applied cartouche. successful grapple check (if the object is alive); after, the
It’s essential to understand vernacular; Proto-script attacker can use an action to remove the cryption. However,
refers to the language, and a cartouche is a specific collection the contained energy of the cryption is subsequently released
of symbols and sigils that create a magical effect. When that and channeled to the target that removed it. The target suffers
cartouche is applied to a paper and affixed to an object, that 10 damage plus 10 damage for each cryption level (a level 4
paper is known as a cryption. cryption would inflict 50 damage). This damage cannot be
resisted or saved against.
Cryption Ability The abecedarian that affixed the cryption can always
You require Intelligence to inscribe and apply cryptions. You remove it without ill effect. Removing a cryption in any way
use Intelligence whenever a cryption refers to your cryption causes it to disintegrate.
ability. In addition, you use your Intelligence modifier when
setting the saving throw DC for a cryption you apply and Applying A Cryption
when making an attack roll with one (this includes using Cryptions can be applied in two ways; you can create them
Intelligence when attempting to apply a cryption). on the fly as needed or remove a stored cryption from your
album. Given the volatile nature of a cryption, only specific
Cryption Album effects can be stored in your album.
Certain cryptions, especially logographs, are relatively safe To create a cryption on the fly involves inscribing the
until applied. As such, these can be stored until used in an cartouche upon it. This requires a bonus action for a logograph
album. An album is itself a cryption, having been created to and one action per cryption level (a level 6 cartouche would
safely store certain cryptions within it. take 6 actions to inscribe). Removing a stored cryption from
Because of the safety measures required, you can hold 5 your album and applying it requires an action.
+ twice your abecedarian level in cryption levels (a logograph Touch. The biggest hurdle regarding the application of
takes up 0.5 levels). Therefore at 15th level, you can hold 35 cryptions is that by default, they must be physically applied,
levels of cryptions in your album. During a long rest, you can meaning an abecedarian is not an effective ranged magic
spend available resources to make cryptions. Obviously, you wielder (at least at the start). At 1st level, you must physically
must know how to scribe a cryption to create it. touch a target to apply a cryption. If an opponent, you must
When your character is created, it is assumed they have a make a melee attack, which inflicts no damage. If the target is
full album of cryptions without spending starting resources dead or inert (like an object), you only need to be next to it and
to inscribe them. use an action to apply the cryption. High lever abecedarians
gain the ability to affix a cryption from a distance.
Your album contains your ink, pen, and paper supplies as
well.

Words 101
Passing Off. One advantage of cryptions is that they can
be passed off and applied by a surrogate. The creator need
not be the one to apply it. That being said, once removed
from an album or created, a cryption’s life expectancy is 30
seconds for a logograph, or 1 minute per cryption level until it
is applied. Once affixed to its target, its lifespan extends to the
length of the effect. A cryption cannot be affixed to a target
via an arrow or a thrown weapon (the cryption must attach
to the target, not the weapon embedded in the target).
Hiding. A cryption need not be visible to work. It can
be placed so that it cannot be seen. However, if there is no
option, then it will be visible. For example, a cryption trap on
the floor can be covered by a rug or behind a painting on the
wall. A charmed creature might have the cryption concealed
under a shirt or on its back. If the cryption is visible, an
intelligent creature may recognize it as cryption and be
aware that removing it might be deadly. A rival abecedarian
may attempt an Intelligence (Arcana) check to read the
visible cryption to identify the cartouche. However, the
abecedarian must be able to write it to identify it. Otherwise,
additional research may be required. If a high enough level,
the abecedarian may even be able to copy the cartouche to
gain access to that same effect.
Personal. Any cryption that requires being applied to a
person can always be applied to yourself.
Compounding. You cannot apply duplicate cryptions
on the same creature, object, or area of effect. Areas with
duplicate cryptions cannot overlap one another. If a conflict
occurs (applying to the same creature or object or if two
areas overlap), the previously applied duplicate cryption
disintegrates. While different cryptions do not conflict,
a creature, object, or area cannot have more than three
cryptions applied to it. The cryption holding an eidolon
conscious as well as incanetics do not count toward this limit.
Abecedarian Stride
Logographs Your studying of the Proto-script can extend beyond the
simple learning of more powerful cartouches. The occasion-
Logographs are single or simple cryptions most abecedarians
learn early in their teachings. These are simple effects that al breakthrough will occur, expanding your understanding
require minimal effort. They operate the same as wizard of how the language works. Select one stride at 2nd level and
cantrips. Two of them occupy a single cryption level in your again at 6th, 10th, 14th, 17th, and 20th level.
album, allowing you to hold many if necessary. They are also
easier to create on the fly when needed (you can etch one Brachygraphy
with a bonus action).
Select one cartouche you know. When placing it in your
album, the spell counts as -1 level (minimum 1). You can
Cryption Knowledge select this stride multiple times but cannot select the same
cartouche.
At 1st level, you gain the knowledge to create 3 different
logographs and 2 different 1st level cartouches of your Erudition
choice. Each time you gain a level, you learn to develop one Select two additional cartouches at this level.
additional cryption of any level you have access to (this is in
addition to any class features at that level). Alternately, you Expanded Album
can instead upgrade a cryption you already know. During
your adventuring, you may gain additional cryptions but are Your album expands by 2 levels. You can select this stride up
still limited by your knowledge based on your abecedarian to three additional times.
level (you can always save that knowledge until ready to
apply it). Your cryption capacity is based on your album, and
each time you gain a new abecedarian level, you learn how to
expand your album safely to hold more cryptions.
102 WORDS
Inscribing Adeptness. Alchemist
Select one cartouche you know; the spell costs 50% less to Beginning when you choose this archetype at 3rd level, you
create. You can select this stride multiple times but cannot gain proficiency with either alchemist’s supplies, brewer’s
select the same cartouche. supplies, or an herbalism kit. For every additional proficient
tool an alchemist possesses, the time to craft a compound is
Tachygraphy reduced by 25% instead of 20% (see later). Additionally, select
Select one cartouche you know; the spell takes 1 less action one common and one uncommon potion. The cost to craft
to inscribe (minimum 1). You can select this stride multiple these potions is reduced by 50%. You also learn 2 common
times but cannot select the same cartouche. and 1 uncommon alchemist cryption.

Druggist
Archetype Starting at 7th level, when attempting to crack a potion’s
formula, you have advantage with alchemist checks.
At 3rd level, you choose an archetype from the archetype Additionally, select one uncommon and one rare potion; the
chapter. The archetype you choose grants you features at 3rd cost to craft these potions is reduced by 50%. You also learn 2
level and again at 7th , 11th, 15th, and 18th level. uncommon and 1 rare alchemist cryption.
Additionally, you can forego your archetype selection at
the 3rd level and gain an additional abecedarian stride ability Pharmacologist
at each level. Starting at 11th level, you gain a +3 bonus with both chemical
You can select one of the archetypes here or one from failure rolls and side effect rolls. For every additional
Ultramodern5. proficient skill an alchemist possesses, the time to craft a
compound is reduced by 30% instead of 25%. Additionally,
select one rare and one very rare potion; the cost to craft
Ability Score these potions is reduced by 50%. You also learn 2 rare and 1
very rare alchemist cryption.
Improvement Posologist
When you reach 4th level, and again at 8th, 12th, 16th, and Starting at 15th level, when making an alchemist check, if you
19th level, you can increase one ability score of your choice by succeed on the check, it counts as two successes (meaning a
2, or you can increase two ability scores of your choice by 1. subsequent check need not be made). If the final die result is
As normal, you can’t increase an ability score above 20 using 5 or higher than the DC or a natural 20, then the result counts
this feature. as four successes (meaning a subsequent check need not
be made). For every additional proficient skill an alchemist

Archetypes
possesses, the time to craft a compound is reduced by 35%
instead of 25%. You also learn 2 very rare and 1 legendary
alchemist cryptions.
The following four options have been included for the
Abecedarian class, the apothecary, the cutter, the elementary, Master Chemist
and the scripter. At 18th level, select six potions of common, uncommon, rare,
and very rare varieties. Reduce the costs of these by 50%.

Apothecary Select one legendary potion and reduce its cost by 50%. For
every additional proficient skill an alchemist possesses, the
time to craft a compound is reduced by 40% instead of 35%.
You have dedicated yourself to the specific path of alchemy, You also learn any two alchemist cryptions of your choice.
knowing which compounds are receptive to enchantment.
You probably already know how to fashion potions, oils,
and other compounds, but this heightened focus allows you
to excel in the field. In this setting, compounds are a specific They trie
ratio of ingredients that become receptive to a specific knowled d taking away o
cryption affixed via a label or hanging off it via a tag. This relearn ge. We are only ur
allows the spell to have a virtually unlimited lifespan outside rather… ing what we’d lo now
what ha s
d been st t…or
of an album. Most apothecaries don’t seek adventure. They olen.
wander in mobile laboratories or hide in plain sight as a Natal To
Decipher j il fenias.
pharmacist. Only special customers gain access to your ing the I
mpossibl
magical concoctions. Those that choose to go on an adventure e
can whip mixtures faster than most.

Words 103
Cutter If a cartouche is applied to a golem constructed from
any preferred component, it instead lasts eight times as long.
If you increase the cost of your cryption by x10, the spell
A cutter is probably the most controversial and sought- duration of a golem created from your preferred component
after of all the paths. A cutter has learned how to combine is permanent (the life of the golem). This makes the cartouche
alchemistry and cryptions to permanently imbue life in non- virtually immortal as long as its creator applies the cryption
living matter, from clay and stone to steel and even dead to a body.
flesh. This has allowed cutters to create not only golems but
also incanetics, a powerful hidden knowledge. Additionally, you can create a specific variation of golem
cartouche. An artificial consciousness is imbued in the spell,
People seek you out for what you can do; supply them creating an eidolon. When you apply it to the appropriate
with missing limbs, upgrades, or even loyal protectors. golem cryption, that intelligence assumes control and is
entirely loyal to you. Unlike other golems, the eidolon can
Former make decisions based on what it thinks you want. It possesses
Beginning when you choose this archetype at 3rd level, you enough aptitude to not commit to an action that may
become exceptionally talented in the alchemical process of inadvertently harm you. Its mental ability scores are now 8,
rendering building materials receptive to enchantment. This and you can invest 13 points in increasing these values (refer
is the first step to creating incanetics and golems. to the 5E PLAYER’S HANDBOOK for CUSTOMIZING ABILITY
SCORES).
You learn the incanetic cryption for free.
This artificial consciousness is tied to the cartouche, not
Additionally, select one component as your specialty
the golem. It carries memories if the cryption is moved from
from the following list: clay, flesh, metal, sand, stone, or wood.
body to body. When not applied, the cartouche consciousness
This is your preferred component; constructing incanetics
does not recognize the passage of time. This cryption also
and golems from this selected component costs 50% less and
does not expire when not applied to a body. Most cutters
takes half as long. Cartouches applied to a golem constructed
name their unique cryption. As above, you can increase the
from any preferred component lasts four times as long.
cost of your cryption by x10 to render the spell duration as
You also gain proficiency in the appropriate tool related permanent.
to your component (potter’s tools, doctor’s tools, smith’s tools,
You gain one eidolon cartouche for free at 18th level.
mason’s tools, woodcarver’s tools).
Each additional one requires 30 days of research (8 hours a
day). There is no mechanical limit on the number of eidolon
Incaware cartouches a character may create. Eidolons you create are
Starting at 7th level, you understand the limits of old flesh. loyal to you, and will often obey instructions, but they are not
You replace one limb you have not already replaced with slaves or under any form of domination or charm effect.
incanetics. Select one arm or one leg. It is now an incanetic
constructed by your incanetic former preferred component.
It gains the glamoured enchantment for free. You also gain 1
uncommon and 1 rare enchantment for it.
Elementary
The elementary started life dedicated to knowledge,
Amorphous transitioning later to learn about the forbidden practice of
cryptions. You love reading; this was a logical evolution. You
Starting at 11th level, you learn the flesh and clay golem spent most of your youth in a classroom, and eventually, you
cryptions for free. became the teacher. You are the one that prospective students
Additionally, cartouches applied to a golem constructed attempt to find to learn this banned practice. As such, you
from any preferred component lasts four times as long. know more about the techniques revolving around cryptions
than most experts. You understand the relationship between
Inanimate cryptions, elixirs, and brands.
Starting at 15th level, you learn the stone golem cryption for
free. Scholarly
Additionally, the spell duration of any golem spell Beginning when you choose this archetype at 3rd level, you
doubles. If a cartouche is applied to a golem constructed from have advantage with Intelligence (Arcana) checks. You also
any preferred component, it instead lasts six times as long. gain any 1 cryption from any tier you have access to.

Emet Haim Faded


Starting at 18th level, you can select one more preferred Starting at 7th level, you discover a way to enhance the
component from incanetic former. cartouche affixed to your album. As an action and after some
fancy hand movements, you can make your album evaporate
The spell duration of any golem spells quadruples in a puff of mist. It is no longer corporeal and can remain that
(instead of doubles). way until you use an action to return it to your hands. You
cannot use this action if you are restrained, and you cannot
apply any cartouches while your album is incorporeal.

104 WORDS
Propel
more damage, and in no way
Starting at 11th level, conceal your identity when given
you can apply a cryption a chance to express yourself.
by throwing it up to 30 feet
away. It cannot be used to Extended Existence
attack a creature. You also gain any 1 cryption
from any tier you have access to. Beginning when you choose this archetype at 3rd level, once
created, your cryptions last twice as long until applied.
Etheresis
Life Knowledge
Starting at 15th level, when you apply a cryption, it turns
invisible to everyone except you and creatures with truesight. Starting at 7th level, anytime you create a creature, regardless
A physical examination will reveal the invisible parchment. of its composition, the length of time it exists increases by
You also gain any 1 cryption from any tier you have access to. 50%.

Sentience Imbued Energy


Starting at 18th level, with a bonus action, you can remove Starting at 11th level, your cryption inflicts 50% additional
a cryption from your album without using a hand. The damage to a creature attempting to remove it from an
cryption orbits around you until applied in the usual application.
fashion. You can then remove another cryption with a free
hand. Additionally, you also gain a +2 bonus to Intelligence Amped
(no maximum). The life expectancy of a floating cryption is Starting at 11th level, any cryption you create that inflicts
double a normal cryption. You can float a maximum number damage increases its final damage by the number of damage
of cryptions equal to your Intelligence modifier. You also dice you roll (e.g., 7d6 = +7 damage).
gain any 1 cryption from any tier you have access to.
Mastery
Scripter Starting at 18th level, all saving throw DCs you set increase by
2. Additionally, you gain two abecedarian strides.
This is not about learning the ways of the universe; this is
about employing these galactic cheat codes to break the rules
of the universe for you to gain more power. Alas, you are the
one the Ascension wants the most, and thankfully (or not)
are also the easier to find. You create larger monsters, inflict

Words 105
Cryptions
Brilliant Weapon
(“Ferranama”)
Component Cost. 5 sp (0.5 gp)

Activating Cryptions Duration. 1 minute


As stated previously, a cryption only requires an action Apply this cryption to a melee weapon. For the duration, the
to apply, assuming it has already been created. Creating a wielder can use Intelligence instead of Strength for the attack
cryption can occur during combat or before. A cryption and damage rolls of melee attacks using that weapon. The
requires 1 action per cartouche level to create (logographs can weapon also becomes magical, if it isn’t already.
be created with a bonus action). Second Selection. Select this cartouche a second time
and gain a +2 bonus to damage with the weapon.
Components
All cryptions require special ink and paper to cast; thus, every Illusion
cryption carries a financial cost to create. Certain cryptions (“Turtandin”)
may need additional components required by the cartouche.
Component Cost. 5 sp (0.5 gp)
These will be listed in the cartouche entry.
Duration. 1 minute
Range Once placed on a wall or the ground, the cryption creates
All cryptions require themselves to be physically applied a Small or smaller illusionary object or emanates a
to a target (there is one exception within the Elementary programmed sound (the volume of which can be a whisper
archetype). Additionally, you can hand off a cryption to to a scream) that will emanate from the cryption. The image
another for them to apply, though, as stated previously, a will appear solid but will vanish if interacted with. It cannot
cryption has a limited lifespan before it can be used. Once a generate its own light, smell, or sound. If a creature uses its
cryption is applied, it is not required to be close to either the action to examine the sound or image, it can determine that
creator or the creature that applied the cartouche. it is an illusion with a successful Intelligence (Investigation)
check against your cryption save DC. If a creature discerns
Duration the illusion for what it is, the illusion becomes faint to the
creature.
A cryption can be forcedly removed to end a cartouche’s effect
early. However, by doing so, it will damage the individual Second Selection. Select this cartouche a second time
attempting the removal unless it is the creator of the to increase the size of the object to Medium or smaller and
cartouche. A cartouche forcedly removed also disintegrates. increase the save DC by 3.

Logographs Snap-Trap
(“Prin-Turam”)
Component Cost. 5 sp (0.5 gp)
Brilliant Pebble
Duration. 1 minute
(“Astausand”)
You lay the cryption on the ground or on a wall. At the end of
Component Cost. 5 sp (0.1 gp) your next turn, it becomes active. Once a target crosses within
Duration. Instantaneous 5-feet of the cryption, it explodes outward. Any creature
within 5 feet of the cryption must make a Dexterity saving
You apply this cryption to a rock either from a pouch or one
throw. The creature takes 1d10 + your Intelligence modifier
you find on the ground. It then accelerates and launches from
bludgeoning damage on a failed save or half as much on a
your hand toward a target up to 60 feet away. Make a ranged
successful one. This damage increases by 1d10 when you
spell attack against the target. On a hit, the target takes 1d8 +
reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
your Intelligence modifier bludgeoning damage. If you miss,
the pebble remains airborne, and you can repeat the attack Second Selection. Select this cartouche a second time
as a bonus action on your next turn. You can repeat this until and increase the blast range by 5 feet (10 feet total).
you hit. At 1st level, you can only have one pebble floating at
a time. At 5th level, you can sustain two missed pebbles, three Stabilization
at 11th level, and four at 17th level. Each bonus action attack (“Biliaza”)
still only selects one floating pebble.
Component Cost. 5 sp (0.5 gp)
Second Selection. Select this cartouche a second time,
and you can repeat two attacks with a bonus action. Duration. 5 minutes
Apply this cryption to any non-dead creature. It has advantage
with all death saves.

106 WORDS
Second Selection. Select this cartouche a second time,
and the target automatically succeeds at all death saves, and
Animate Object, Mark 1
when stable, is raised to 1 hit point and awakens. (“Bivcafil”)
Component Cost. 1 gp
Torch Duration. 1 hour
(“Furyaga”)
Apply this cryption to an object to bring it to life. This object can
Component Cost. 5 sp (0.5 gp) be up to Small in size. It becomes an animated creature under
Duration. 1 hour your control until the effect ends or the creature is reduced to
0 hit points. As a bonus action, you can mentally command
You apply the cryption to a stone or an unlit torch. Until the any creature you made with this effect if the creature is
effect ends, the object sheds bright light in a 20-foot radius within 500 feet of you (if you control multiple creatures. You
and dim light for an additional 20 feet. The light can be can command any or all of them simultaneously, issuing the
colored as you like. You can operate multiple torches if you same command to each one).
like for an entire party or to light your way.
Second Selection. Select this cartouche a second time to Size HP AC Attack Str Dex
gain the ability of the torch to turn undead. Each undead that
Tiny 20 14 +5 to hit, 1d4 +4 damage 4 18
begins its turn within the radius of your torchlight must make
a Wisdom saving throw. If the creature fails its saving throw, Small 25 14 +6 to hit, 1d8 +2 damage 6 14
it is turned for 1 minute or until it takes any damage. A turned An animated object is a construct with AC, hit points,
creature must spend its turns trying to move out of the light, attacks, Strength, and Dexterity determined by its size. Its
and it can’t willingly move to a space within the light. It also Constitution is 10, its Intelligence and Wisdom are 3, and its
can’t take reactions. For its action, it can use only the Dash Charisma is 1. Its speed is 30 feet; if the object lacks legs or
action or try to escape from an effect that prevents it from other appendages it can use for locomotion, it instead has a
moving. If there’s nowhere to move, the creature can use the flying speed of 30 feet and can hover. If the object is securely
Dodge action. A creature that passes the save is unaffected by attached to a surface or a larger object, such as a chain bolted
it for 24 hours. to a wall, its speed is 0. It has blindsight with a radius of 30
feet and is blind beyond that distance. When the animated
Level 1 Cryptions object drops to 0 hit points, it reverts to its original form,
and any remaining damage carries over to its original form.
If you command an object to attack, it can make a single
Alarm melee attack against a creature within 5 feet of it. It makes a
(“Grijahu”) slam attack with an attack bonus and bludgeoning damage
determined by its size. The GM might rule that a specific
Component Cost. 1 gp object inflicts slashing or piercing damage based on its form.
Duration. 8 hours Second Selection. Select this cartouche a second time
Apply a cryption to a door, window, or an area no larger and increase Dex and Str by 2 and increase AC by 1.
than a 20-foot cube. Until the effect ends, an alarm alerts
you whenever a Tiny or larger creature touches or enters the Armor
affected area. You can designate creatures that won’t set off (“Hollunia”)
the alarm. You also choose whether the alarm is mental or
audible. A mental alarm alerts you with a ping in your mind if Component Cost. 1 gp
you are within 1 mile of the selected area. This ping awakens Duration. 1 minute
you if you are sleeping. An audible alarm produces the sound
A creature you apply this cryption to that is not wearing
of a handbell for 10 seconds within 60 feet.
armor gains a base AC of 13 + its Dexterity modifier.
Second Selection. Select this cartouche a second time
Second Selection. Select this cartouche a second time,
and increase the range to a 60-foot cube.
and the AC increases to 14 + its Dexterity modifier.
Alchemist, Common
(various)
Component Cost. 1 gp
Duration. 1 minute when not affixed to a compound.
This is a place marker for all common oils, potions, and
drops. After you know the cryption for a potion, you must
determine its ingredients (see Alchemy).

Words 107
Charge Flame Friendship
(“Yallohea”) (“Keolkanth”)
Component Cost. 1 gp Component Cost. 1 gp
Duration. 1 minute or special Duration. 8 hours
Apply this cryption to a weapon, which subsequently bursts Apply this cryption to a beast with an Intelligence of 3 or
into flames. Each time it inflicts damage, it inflicts an less. The beast must succeed on a Wisdom saving throw or
additional 1d6 fire damage. This lasts for one minute or up to be charmed by you for the effect’s duration. If you or one
four successful hits. of your companions harms the target, the effect ends. If a
Second Selection. Select this cartouche a second time creature succeeds at the saving throw, the cryption can be
and increase the duration to two minutes and the hit limit to removed without detonation with a bonus action. However,
eight. if the creature is unaware or cannot remove the cryption, it
must repeat this saving throw at the end of each of its turns
until it fails or the duration expires. If the creature succeeds a
Charm total of three times or the effect is terminated by the creature
(“Kallianus”) suffering damage from you or your allies, the cryption falls
Component Cost. 1 gp off by itself and disintegrates.
Duration. 1 hour Second Selection. Select this cartouche a second time
and increase the save DC by 2.
Apply this cryption to a humanoid target; it must make a
Wisdom saving throw and does so with advantage if you or
your companions are fighting it (meaning it has attacked
Jumper
them or the PCs have attacked it in the past minute). If it fails (“Ptominili”)
the saving throw, it is charmed by you until the effect ends or Component Cost. 1 gp
until you or your companions do anything harmful to it. The
charmed creature regards you as a friendly acquaintance. Duration. 1 minute
When the effect ends, the creature knows it was charmed by A creature you apply this cryption to has its jump distance
you. The creature cannot be told to remove its cryption. If a tripled until the effect ends.
creature succeeds at the saving throw, the cryption can be Second Selection. Select this cartouche a second time,
removed without detonation with a bonus action. However, and jump distance is multiplied by six.
if the creature is unaware or cannot remove the cryption, it
must repeat this saving throw at the end of each of its turns
until it fails or the duration expires. If the creature succeeds a
Marked
total of three times or the effect is terminated by the creature (“Ranajan”)
suffering damage from you or your allies, the cryption falls Component Cost. 1 gp
off by itself and disintegrates.
Duration. 1 minute or special
Second Selection. Select this cartouche a second time
Apply this cryption to a creature. Until the effect ends or
and increase the save DC by 2.
it is hit five times, all attacks made upon the creature have
advantage.
Disguise
Second Selection. Select this cartouche a second time
(“Collianthus”)
and increase the hit limit to eight.
Component Cost. 1 gp
Duration. 1 hour Pinpoint Barrier
Apply this cryption to any Medium-sized or smaller humanoid (“Shelligho”)
(including yourself). You make the target, including clothing, Component Cost. 1 gp
armor, weapons, and other belongings, look different until
Duration. 1 minute or until activated
the effect ends. Unlike other cryptions, the target affected
can voluntarily remove a cryption attached to itself without Place this cryption on a creature. As a reaction to when it
detonation. The cryption can make the target 1 foot shorter or takes damage from a hit, it gains a +4 bonus to AC against
taller and appear thin, fat, or in between. You can’t change a that attack and all others until the end of its next turn. When
target’s body type. The changes will fail to hold up to physical activated, the cryption expires when the bonus does.
inspection. To discern that the target is disguised, a creature Second Selection. Select this cartouche a second time
can use its action to inspect the appearance and succeed on and increase the AC to +6.
an Intelligence (Investigation) check against your cryption
save DC.
Second Selection. Select this cartouche a second time
and increase its duration to 8 hours.

108 WORDS
Rejuvenation Slumber
(“Follania”) (“Snu-shu”)
Component Cost. 1 gp Component Cost. 1 gp
Duration. 1 round or longer Duration. 1 minute
A creature you apply this cryption to regains a number of When this cryption is applied to a creature, if it has 40 or
hit points equal to 1d4 + your Intelligence modifier at the fewer hit points, it falls unconscious until the effect ends, the
beginning of each of your turns. This effect has no effect on cryption is removed, the sleeper takes damage, or someone
undead or constructs. The cryption remains on the target for uses an action to shake or slap the sleeper awake (if woken,
as many rounds as your level. the cryption expires). Undead and creatures immune to being
Second Selection. Select this cartouche a second time charmed aren’t affected by this effect.
and increase the hit point recovery die to 1d6. Second Selection. Select this cartouche a second time and
increase the hit points to 60 and the duration to 2 minutes.
Restoration
(“Zaxcas Favklo”)
Component Cost. 2 gp
Level 2 Cryptions
Duration. 1 minute Alchemist, Uncommon
Apply this cryption to a damaged, torn, or broken object. (various)
You can also apply this cryption to a golem that has suffered
Component Cost. 4 gp
damage. This cryption slowly (over the course of 1 minute)
repairs a single break or tear in an object you applied the Duration. 1 minute when not affixed to a compound.
cartouche to, such as a broken chain link, two halves of a This is a place marker for all uncommon oils, potions, and
broken key, a torn cloak, or a leaking wineskin. The object drops. After you know the cryption for a potion, you must
is not completely repaired until the duration has expired. determine its ingredients (see Alchemy).
As long as the break or tear is no larger than 1 foot in any
dimension, you mend it, leaving no trace of the former Alter Form
damage. This spell can physically repair a magic item or
construct, but the spell can’t restore magic to such an object. (“Adelone Vol”)

If repairing a golem or any construct with hit points, the Component Cost. 4 gp
cryption slowly recovers damage. Duration. 10 minutes
Within combat, the construct recovers at a rate of 1 Apply this cryption to a willing creature, and you can alter its
hit point per round (at the beginning of the turn when the form. This is not an illusion but a physical modification. You
cartouche is applied) for a maximum of 12 rounds. can change the height, weight, facial features, voice sound,
Outside of combat, the construct recovers at a rate of 1d4 hair length, etc. You can alter the target’s race. However, you
hit points every 10 seconds (or 6d4 hit points after the spell at cannot alter its size, and statistics don’t change. As part of this
the conclusion of the spell. Unlike traditional repair methods, change, you can add gills (to breathe underwater), natural
this spell does not require external materials. weapons (dealing 1d6 bludgeoning, piercing, or slashing
damage), and/or webbing to gain a swim speed equal to your
This spell applies to all construction materials, including walking speed.
flesh, despite the restoration cryption being unable to recover
hit points from normal biological creatures. Second Selection. Select this cartouche a second time
and double its effect time to 20 minutes.
Second Selection. Select this cartouche a second time
and increase the in-combat recovery to 1d4 from 1 hit point, Blur
and outside of combat, increase the die from d4 to d6.
(“Molloxon”)
Runner Component Cost. 4 gp
(“Connerko”) Duration. 1 minute
Component Cost. 1 gp Apply this cryption to a willing creature, and it becomes
Duration. 1 minute blurred. For the duration, any creature has disadvantage on
attack rolls against the target. An attacker is immune to this
A creature you apply this cartouche to has its speed increased effect if it doesn’t rely on sight, as with blindsight, or can see
by 5 feet until the effect ends. through illusions, as with truesight.
Second Selection. Select this cartouche a second time
and increase the speed bonus to +10 feet.

Words 109
Bodyguard Invisibility
(“Veno-shel”) (“Hinerkini”)
Component Cost. 6 gp Component Cost. 4 gp
Duration. 1 hour Duration. 1 hour
This cryption you split in half, with each half applied to Apply a cryption to a creature, and it becomes invisible until
different willing creatures. One target is designated as the the effect ends. Anything the target is wearing or carrying is
protector; the other is the protected. While the protected invisible as long as it is on its person. The effect ends for a
is within 30 feet of the protector, it gains a +1 bonus to AC target that attacks, casts a spell, or applies a cartouche.
and saving throws, and it has resistance to all damage. Also, Second Selection. Select this cartouche a second time
each time the protected takes damage, the protector takes and increase the duration to 6 hours.
the same amount of damage instead (the protected takes no
damage). The effect ends with either dropping to 0 hit points
or separating the two targets by more than 30 feet. Either side
Knock
can end the effect by removing their half of the cartouche. (“Calemkor”)
Component Cost. 4 gp
Darkness Duration. 1 hour
(“Alloroi”)
Place this cryption on a door, a box, a chest, or another object
Component Cost. 4 gp that contains a mundane or magical means that prevents
Duration. 1 minute access. A target that is held shut by a mundane lock or that is
stuck or barred becomes unlocked, unstuck, or unbarred. If
Apply this cryption to an object or a location, and a magical the object has multiple locks, only one of them is unlocked. If
darkness spreads it to fill a 15-foot-radius sphere for the you choose a target held shut with an arcane lock, that effect
duration. The darkness spreads around corners. A creature is suppressed for 10 minutes, during which time the target
with darkvision can’t see through this darkness, and can be opened and shut normally.
nonmagical light can’t illuminate it. If this effect overlaps
with an area of light, that light is dispelled.
Levitate
Second Selection. Select this cartouche a second time and (“Venalflax”)
increase the range to 20 feet and the duration to 5 minutes.
Component Cost. 4 gp
Enlarge Duration. 10 minutes
(“Nugargana”) Place this cryption on a creature or object up to 500 lbs.; it
Component Cost. 4 gp rises vertically, up to 20 feet, and remains suspended there
for the duration. An unwilling creature that succeeds on a
Duration. 1 minute Constitution saving throw is unaffected. The target can move
You apply this cryption to a creature or object. If the target only by pushing or pulling against a fixed object or surface
is unwilling, it can make a Constitution saving throw. On a within reach, which allows it to move as if it were climbing.
success, the cartouche has no effect and disintegrates. If the You can change the target’s altitude by up to 20 feet in either
target is a creature, everything it wears and carries changes direction on your turn. If you are the target, you can move up
size with it. Any item dropped by an affected creature or down as part of your move. Otherwise, you can use your
returns to normal size at once. The target’s size doubles in all action to move the target. When the effect ends, the target
dimensions and its weight is multiplied by eight. This growth floats gently to the ground if it is still aloft.
increases its size by one category—from Medium to Large, for
example. If there isn’t enough room for the target to double Lock
its size, the creature or object attains the maximum possible (“Garrelwoll”)
size in the space available. Until the effect ends, the target
also has advantage on Strength checks and Strength saving Component Cost. 30 gp
throws. The target’s weapons also grow to match its new size. Duration. Until broken
While these weapons are enlarged, the target’s attack with
Apply a cryption to a closed door, window, gate, chest, or
them deals 1d4 extra damage.
other entryway, and it becomes locked for the duration. You
and the creatures you designate can open the object normally.
You can also set a password that, when spoken within 5 feet
of the object, suppresses the lock for 1 minute. Otherwise,
it is impassable until broken, or the effect is dispelled or
suppressed. Applying knock on the object suppresses the
arcane lock for 10 minutes. The DC to break or pick any locks
on it increases by 10. Unlike other effects, the lock also seals
the cartouche to the door, so it cannot be removed.

110 WORDS
Magic Weapon
(“Prydix-Kole”)
Level 3 Cryptions
Component Cost. 5 gp Alchemist, Rare
Duration. 1 hour (various)
You apply this cryption to a nonmagical weapon. That Component Cost. 6 gp
weapon becomes a magic weapon with a +1 bonus to attack
Duration. 1 minute when not affixed to a compound.
rolls and damage rolls.
This is a place marker for all common oils, potions, and
Additional Selections. After 4th level, select this
drops. After you know the cryption for a potion, you must
cartouche a second time and increase the bonus to +2. After
determine its ingredients (see Alchemy).
6th level, select this cartouche a third time and increase the
bonus to +3. After 8th level, you can select this cartouche
a fourth time to add an elemental effect (acid, cold, fire, Animate Object, Mark 2
lightning, or thunder)—you deal an additional 2d4 damage of (“Bivcafililius”)
that type. Component Cost. 6 gp

Paralyze Duration. 8 hours

(“Ashelessen”) Requirement. You must possess Animate Object Mark1

Component Cost. 4 gp Apply this cryption to an object to bring it to life. This object
can be up to Large in size. It becomes an animated creature
Duration. 1 minute under your control until the effect ends or until reduced to
Apply this cryption to a Medium-size or smaller humanoid 0 hit points. As a bonus action, you can mentally command
that must succeed on a Wisdom saving throw or be paralyzed any creature you made with this effect if the creature is
for the duration. At the end of each of its turns, the target can within 500 feet of you (if you control multiple creatures, you
make another Wisdom saving throw. can command any or all of them simultaneously, issuing the
same command to each one).
Second Selection. Select this cartouche a second time
and increase the duration to 5 minutes.
Size HP AC Attack Str Dex
Preservation Tiny 20 14 +5 to hit, 1d4 +4 damage 4 18
(“Tulanis”) Small 25 14 +6 to hit, 1d8 +2 damage 6 14
Component Cost. 4 gp Medium 40 15 +7 to hit, 2d6 +1 damage 10 12
Duration. Until removed
Large 50 16 +8 to hit, 2d10 +2 damage 14 10
Apply this cryption to a corpse or other remains. The target
An animated object is a construct with AC, hit points,
is protected from decay and can’t become undead. The
attacks, Strength, and Dexterity determined by its size. Its
effect also effectively extends the time limit on raising the
Constitution is 10, its Intelligence and Wisdom are 3, and its
target from the dead. Days spent under the influence of this
Charisma is 1. Its speed is 30 feet; if the object lacks legs or
cartouche don’t count against the time limit of spells such as
other appendages it can use for locomotion, it instead has a
raise dead.
flying speed of 30 feet and can hover. If the object is securely
attached to a surface or a larger object, such as a chain bolted
Reduce to a wall, its speed is 0. It has blindsight with a radius of 30
(“Ungarlin”) feet and is blind beyond that distance. When the animated
Component Cost. 4 gp object drops to 0 hit points, it reverts to its original form,
and any remaining damage carries over to its original form.
Duration. 1 minute If you command an object to attack, it can make a single
You apply this cryption to a creature or object. If the target melee attack against a creature within 5 feet of it. It makes a
is unwilling, it can make a Constitution saving throw. On a slam attack with an attack bonus and bludgeoning damage
success, the cartouche has no effect and disintegrates. The determined by its size. The GM might rule that a specific
target’s size is halved in all dimensions, and its weight is object inflicts slashing or piercing damage based on its form.
reduced to one-eighth of normal. This reduction decreases its Second Selection. Select this cartouche a second time
size by one category—from Medium to Small, for example. and increase either Dex and Str by 2 and increase AC by 1.
Until the effect ends, the target also has disadvantage on
Strength checks and Strength saving throws. The target’s
weapons also shrink to match its new size. While these
weapons are reduced, the target’s attacks with them deal 1d4
less damage (this can’t reduce damage below 1).

Words 111
Animate Dead Feign Death
(“Nacronelius”) (“Bochikoris”)
Component Cost. 6 gp Component Cost. 6 gp
Duration. 24 hours Duration. 8 hours
Apply this cryption to a pile of bones or a corpse of a Medium Apply this cryption to a willing creature; the target appears
or Small humanoid. It raises as an undead creature. The dead to all outward inspection and to spells used to determine
target becomes a skeleton if you choose bones or a zombie the target’s status. The target is blinded and incapacitated,
if you choose a corpse (the GM has the creature’s statistics). and its speed drops to 0. The target has resistance to all
On each of your turns, you can use a bonus action to damage except psychic damage. If the target is diseased or
mentally command any creature you made if the creature is poisoned when you apply the cartouche or becomes diseased
within 60 feet of you (if you control multiple creatures, you or poisoned while under the cartouche’s effect, the disease
can command any or all of them at the same time, issuing and poison have no effect until the effect ends.
the same command to each one). Once given an order, the Second Selection. Select this cartouche a second time
creature follows it until its task is complete. and increase its duration to 24 hours.

Blast Trap Lightning Arrow


(“Scarag-kamin”) (“Canoptin-Som”)
Component Cost. 6 gp Component Cost. 6 gp
Duration. 1 minute Duration. 1 minute
Place this cryption on a wall or on the floor. You can set the Apply this cryption to a longbow arrow or a crossbow bolt.
trap to go off a specific time, when a creature crosses within The attacker can make the ranged attack roll as normal.
range, or by your mental command as a reaction or for free While in the air, it transforms into a bolt of lightning. Instead
on your turn as long as you are within 100 feet, in which case of the weapon’s normal damage, the target takes 4d8 lightning
the cartouche blossoms with a low roar into an explosion damage on a hit or half as much damage on a miss. Whether
of flame. Each creature in a 20-foot-radius sphere centered you hit or miss, each creature within 10 feet of the target
on the cartouche must make a Dexterity saving throw. A must make a Dexterity saving throw. Each creature takes 2d8
target takes 8d6 fire damage on a failed save or half as much lightning damage on a failed save or half as much damage on
damage on a successful one. The fire spreads around corners. a successful one. The piece of ammunition or weapon then
It ignites flammable objects in the area that aren’t being worn returns to its normal form.
or carried.
Second Selection. Select this cartouche a second time
Additional Selections. Select this cartouche a second and increase its damage to 5d8 and 3d8, respectfully.
time and increase the damage to 9d6. Select this cartouche
a third time and increase the damage to 10d6 and the blast
radius to a 30-foot-radius sphere.
Protection From Energy
(“Dahsur El Amari”)
Fear Component Cost. 6 gp
(“Aparanti”) Duration. 1 hour
Component Cost. 6 gp Apply this cryption to a willing creature; for the duration, the
Duration. 1 minute creature has resistance to one damage type of your choice:
acid, cold, fire, lightning, or thunder.
You apply this cryption on a creature; it must succeed on
a Wisdom saving throw or drop whatever it is holding and
become frightened for the duration. While frightened by this
Revivify
effect, a creature must take the Dash action and move away (“Gerzhenix”)
from you by the safest available route on each of its turns, Component Cost. 300 gp
unless there is nowhere to move. If the creature ends its turn
Duration. Instantaneous
in a location where it doesn’t have line of sight to you, the
creature can make a Wisdom saving throw. On a successful Apply this cryption upon a creature that has died within the
save, the effect ends for that creature. While suffering from last minute. That creature returns to life with 1 hit point. This
fear, the target cannot attempt to remove the cryption. effect can’t return to life a creature that has died of old age,
nor can it restore any missing body parts.

112 WORDS
Speak With Dead Size HP AC Attack Str Dex
(“Nacrohawara”) Tiny 20 14 +5 to hit, 1d4 +4 damage 4 18
Component Cost. 6 gp Small 25 14 +6 to hit, 1d8 +2 damage 6 14
Duration. 10 minutes
Medium 40 15 +7 to hit, 2d6 +1 damage 10 12
Apply this cryption to a corpse to grant the semblance of
life and intelligence, allowing it to answer the questions you Large 50 16 +8 to hit, 2d10 +2 damage 14 10
pose. The corpse must still have a mouth and can’t be undead. Huge 80 17 +8 to hit, 2d12 +4 damage 18 6
You can ask the corpse up to five questions. The corpse knows
An animated object is a construct with AC, hit points,
only what it knew in life, including the languages it knew.
attacks, Strength, and Dexterity determined by its size. Its
Answers are usually brief, cryptic, and repetitive, and the
Constitution is 10, its Intelligence and Wisdom are 3, and its
corpse is under no compulsion to offer a truthful answer if
Charisma is 1. Its speed is 30 feet; if the object lacks legs or
you are hostile to it or it recognizes you as an enemy. This
other appendages it can use for locomotion, it instead has a
effect doesn’t return the creature’s soul to its body, only its
flying speed of 30 feet and can hover. If the object is securely
animating spirit. Thus, the corpse can’t learn new information,
attached to a surface or a larger object, such as a chain bolted
doesn’t comprehend anything that has happened since it
to a wall, its speed is 0. It has blindsight with a radius of 30
died, and can’t speculate about future events.
feet and is blind beyond that distance. When the animated
Second Selection. Select this cartouche a second time object drops to 0 hit points, it reverts to its original form,
and double the number of questions to ten. and any remaining damage carries over to its original form.
If you command an object to attack, it can make a single
Ward melee attack against a creature within 5 feet of it. It makes a
(“Karamis Khnum”) slam attack with an attack bonus and bludgeoning damage
determined by its size. The GM might rule that a specific
Component Cost. 200 gp object inflicts slashing or piercing damage based on its form.
Duration. Until removed Second Selection. Select this cartouche a second time
Apply this cryption to a wall or floor or an object that can and increase either Dex and Str by 2 and increase AC by 1.
be closed (such as a book, a scroll, or a treasure chest). You
decide what triggers the cartouche when applied (touching, Awaken
standing, approaching opening, reading). You can also set (“Pylostannis”)
conditions for creatures that don’t trigger the cartouche, such
as those who say a particular password. When triggered, the Component Cost. 1000 gp
cartouche erupts with magical energy in a 20-foot-radius Duration. Until dispelled or removed
sphere centered on the cartouche. The sphere spreads around
Apply this cryption to a Huge or smaller beast or plant. The
corners. Each creature in the area must make a Dexterity
target must have either no Intelligence score or an Intelligence
saving throw. A creature takes 5d8 acid, cold, fire, lightning,
of 3 or less. The target gains an Intelligence of 10. The target
or thunder damage on a failed saving throw (your choice
also gains the ability to speak one language you know. If the
when you create the cartouche) or half as much damage on
target is a plant, it gains the ability to move its limbs, roots,
a successful one.
vines, creepers, and so forth, and it gains senses similar to
Second Selection. Select this cartouche a second time a human’s. Your GM chooses statistics appropriate for the
and increase its damage to 7d8. awakened plant, such as the awakened shrub or the awakened
tree. The awakened beast or plant is charmed by you for 30

Level 4 Cryptions days or until you or your companions do anything harmful to


it. When the charmed condition ends, the awakened creature
chooses whether to remain friendly to you based on how you
Animate Object, Mark 3 treated it while it was charmed. If the cryption is removed
from the creature, it reverts back to its previous state.
(“Bivcafilolinianis”)
Component Cost. 12 gp
Duration. 24 hours
Requirement. You must possess Animate Object Mark 1 & 2.
Apply this cryption to an object to bring it to life. This object
can be up to Huge in size. It becomes an animated creature
under your control until the effect ends or until reduced to
0 hit points. As a bonus action, you can mentally command
any creature you made with this effect if the creature is
within 500 feet of you (if you control multiple creatures, you
can command any or all of them simultaneously, issuing the
same command to each one).
Words 113
Death Ward Magic Door
(“Qaruniannia”) (“Zaraby Xerkay”)
Component Cost. 12 gp Component Cost. 12 gp
Duration. 8 hours Duration. 30 seconds
Apply this cryption to a creature to grant it protection from Apply this cryption against a surface to create a gateway to
death. The first time the target would drop to 0 hit points another location up to 500 feet away. Anything Medium-
due to taking damage, it instead drops to 1 hit point, and sized or smaller passing through arrive at precisely the spot
the cryption ends. Alternately, if the target is subjected to desired. It can be a place you can see, one you can visualize,
an effect that would kill it instantaneously without dealing or one you can describe by stating distance and direction
damage, that effect is negated, and the cryption. After this (such as “200 feet straight downward”). If you arrive in a
cryption activates, that creature cannot have this cryption place already occupied by an object or a creature, the door
applied again until it finishes a long rest. fails to materialize. You can elect to cancel the door early
once you have passed through it by reaching through the gate
Hallucinatory Terrain and removing the cartouche from the surface—the effect will
(“Saqqarana”) close the moment you pull the cartouche through the gate.

Component Cost. 12 gp Second Selection. Select this cartouche a second time


and extend the range of the door to 1,000 feet.
Duration. 24 hours
Apply this cryption to make natural terrain in a 150-foot Polymorph
radius around the cryption look, sound, and smell like some (“Nekau Weninoff”)
other sort of natural terrain. Thus, open fields or a road can
resemble a swamp, hill, crevasse, or some other difficult or Component Cost. 12 gp
impassable terrain. A pond can seem like a grassy meadow, a Duration. 1 hour
precipice like a gentle slope, or a rock-strewn gully like a wide Apply this cryption to a creature to transform it into a new
and smooth road. form. An unwilling creature must make a Wisdom saving
Manufactured structures, equipment, and creatures throw to avoid the effect. If a creature succeeds at the saving
within the area aren’t changed in appearance. The tactile throw, the cryption can be removed without detonation with
characteristics of the terrain are unchanged, so creatures a bonus action. However, if the creature is unaware or cannot
entering the area are likely to see through the illusion. remove the cryption, it must repeat this saving throw at the
If the difference isn’t noticeable by touch, a creature end of each of its turns until it fails or the duration expires.
carefully examining the illusion can attempt an Intelligence If the creature succeeds three times, the cryption falls off by
(Investigation) check against your effect save DC to disbelieve itself and disintegrates. The cryption has no effect on a shape
it. A creature who discerns the illusion for what it is sees it as changer or a creature with 0 hit points. The transformation
a vague image superimposed on the terrain. lasts for the duration or until the target drops to 0 hit points
or dies.
Hold Monster The new form can be any beast whose challenge rating
(“Narma Malachitis”) is equal to or less than the target’s (or the target’s level, if it
Component Cost. 12 gp doesn’t have a challenge rating). The target’s game statistics,
including mental ability scores, are replaced by the statistics
Duration. 1 minute of the chosen beast. It retains its alignment and personality.
Apply this cryption to any creature; it must succeed on a The target assumes the hit points of its new form. When it
Wisdom saving throw or be paralyzed for the duration. This reverts to its normal form, the creature returns to the number
has no effect on undead. At the end of each of its turns, the of hit points it had before it transformed. If it reverts due to
target can make another Wisdom saving throw. On a success, dropping to 0 hit points, any excess damage carries over to
the cartouche ends on the target. its normal form. As long as the excess damage doesn’t reduce
the creature’s normal form to 0 hit points, it isn’t knocked
Second Selection. Select this cartouche a second time
unconscious. The creature is limited in its actions by its new
and increase the duration to five minutes.
form, and it can’t speak, cast spells, or take any other action
that requires hands or speech. The target’s gear melds into
Incanetics the new form. The creature can’t activate, use, wield, or
(“Various”) otherwise benefit from any of its equipment. The cartouche
Component Cost. 20 gp is invisible during the transformation and must remain in
place; if removed, the effect ends.
Duration. Permanent
Second Selection. Select this cartouche a second time
This is a place marker for all incanetics, regardless of location and double the duration to 2 hours.
or composition (see Chapter 8: Forbidden). While the cryption
is inexpensive, the component materials are not.

114 WORDS
Level 5 Cryptions If a creature succeeds at the initial saving throw, the
cryption can be removed without detonation with a bonus
action. However, if the creature is unaware or cannot remove
Alchemist, Very Rare the cryption, it must repeat this saving throw at the end
of each of its turns until it fails or the duration expires. If
(various) the creature succeeds a total of three times or the effect is
Component Cost. 25 gp terminated by the creature suffering damage from you or
your allies, the cryption falls off by itself and disintegrates.
Duration. 1 minute when not affixed to a compound.
Second Selection. Select this cartouche a second time
This is a place marker for all very rare oils, potions, and
and extend the effect to 10 minutes.
drops. After you know the cryption for a potion, you must
determine its ingredients (see Alchemy).
Passwall
Conjure Elemental (“Paser Amenoten”)
(“Serapin Sanakt”) Component Cost. 25 gp
Component Cost. 25 gp Duration. 1 hour
Duration. 10 minutes Apply this cryption to a wooden, plaster, or stone surface
(such as a wall, a ceiling, or a floor). You choose the opening’s
Place this cryption on the ground, and it creates a living
dimensions up to 5 feet wide, 8 feet tall, and 20 feet deep. The
elemental servant. Choose an area of air, earth, fire, or water
passage creates no instability in the structure surrounding
that fills a 10-foot cube within range. An elemental challenge
it. When the opening disappears, any creatures or objects
rating 5 or lower appropriate to your chosen area appears in
still in the passage created by the effect are safely ejected to
an unoccupied space touching the cartouche. For example, a
an unoccupied space nearest to the surface on which you
fire elemental emerges from a bonfire, and an earth elemental
applied the cryption.
rises up from the ground. The elemental disappears when it
drops to 0 hit points or when the effect ends. The elemental Second Selection. Select this cartouche a second time
is friendly to you and your companions for the duration. Roll and extend the effect to 10 feet wide, 20 feet tall, and 40 feet
initiative for the elemental, which has its own turn. It obeys deep.
any verbal commands you issue to it (no action required by
you). If you don’t issue any commands to the elemental, it Raise Dead
defends itself from hostile creatures but otherwise takes no (“Horan-Hathorin”)
actions. The GM has the elemental’s statistics. The cartouche
is visibly floating within the air and water elementals and Component Cost. 500 gp
buried within the earth and fire elementals. Duration. Instantaneously
Apply this cryption to a dead creature. Over 1 minute, it
Dominate Person slowly brings the creature back to life, provided the cryption
(Mont-merene”) remains attached and the target has been dead for no longer
Component Cost. 25 gp than 10 days. If the creature’s soul is willing and at liberty
to rejoin the body, the creature returns to life with 1 hit
Duration. 1 minute point. This effect also neutralizes any poisons and cures
Apply the cryption to a humanoid that must succeed on a nonmagical diseases that affected the creature when it died.
Wisdom saving throw or be charmed by you for the duration. However, this effect doesn’t remove magical diseases, curses,
If you or creatures that are friendly to you are fighting it or similar effects. If these aren’t first removed before applying
(meaning it has attacked them or the PCs have attacked it in the cryption, they take effect when the creature returns to
the past minute), it has advantage on the saving throw. While life. This effect can’t return an undead creature to life. This
the target is charmed, you have a telepathic link you can use effect closes all mortal wounds, but it doesn’t restore missing
to issue commands to the creature while you are conscious body parts. If the creature lacks body parts or organs integral
(no action required), which it does its best to obey. You can for its survival—its head, for instance—the cartouche fails.
specify a general and straightforward course of action, such Coming back from the dead is an ordeal. The target takes
as “Attack that creature,” “Run over there,” or “Fetch that a −4 penalty to all attack rolls, saving throws, and ability
object.” If the creature completes the order and doesn’t receive checks. Every time the target finishes a long rest, the penalty
further direction from you, it defends and preserves itself to is reduced by 1 until it disappears. Additionally, the cryption
the best of its ability. You can use your action to take total and must remain applied to the target until its “death” penalties
precise control of the target. Until the end of your next turn, disappear entirely. If removed prematurely, the target drops
the creature takes only the actions you choose and doesn’t do dead again and is considered to have died the moment the
anything you don’t allow it to do. During this time, you can cryption was initially applied.
also cause the creature to use a reaction, but this requires you
to use your own reaction as well. Each time the target takes
damage, it makes a new Wisdom saving throw against the
effect. If the saving throw succeeds, the effect ends.

Words 115
defends itself against hostile creatures. Once given an order,
Swift Quiver the creature follows it until its task is complete. The cryption
(“Mennias Canoptin”) must remain applied, and if removed, the affected creature is
Component Cost. 20 gp destroyed.
Duration. 1 minute Additional Selections. Select this cartouche a second
time and create a ghast for 150 gp. Select this cartouche a
Apply this cryption to a quiver, producing an endless supply
third time and create a mummy for 200 gp.
of nonmagical ammunition, which seems to leap into your
hand when you reach for it. On each of your turns, until the
effect ends, you can use a bonus action to make two attacks
Circle of Death
with a weapon that uses ammunition from the quiver. Each (“Elonacro Dendarin”)
time you make such a ranged attack, your quiver magically Component Cost. 500 gp
replaces the piece of ammunition you used with a similar
piece of nonmagical ammunition. Any pieces of ammunition Duration. Instantaneous
created by this cartouche disintegrate when the effect ends. Place this cryption on a wall or on the floor. You can set the
Select this cartouche a second time, and the ammunition trap to go off a specific time, when a creature crosses within
gains a +1 bonus to attack and damage rolls; this does not range, or by your mental command as long as you are within
stack if the bow has a similar bonus. 500 feet, in which case the cartouche explodes in a sphere
of negative energy in a 60-foot-radius. Each creature in that
Teleportation Circle area must make a Constitution saving throw. A target takes
(“Merioptic Pannis Tax”) 8d6 necrotic damage on a failed save or half as much damage
on a successful one.
Component Cost. 20 or 300 gp
Second Selection. Select this cartouche a second time
Duration. 1 minute or permanent and increase damage to 9d6.
Apply this cryption in the center of a 10-foot-diameter circle
on the ground that links to another teleportation circle whose Flesh Golem
sequence you know. A shimmering portal opens within the (“Emet Kabbanala”)
circle you drew and remains open until the end of your next
turn. Any creature that enters the portal instantly appears Component Cost. 300 gp
within 5 feet of the destination circle or in the nearest Duration. 5 minutes
unoccupied space if that space is occupied. Elite abecedarians You must have sewn a humanoid creature together from
employ teleportation circles to shift their knowledge from the parts of other creatures. Apply a cryption to it to infuse
place to place to avoid purgitan censors. Circles found by any it with rudimentary life, creating a flesh golem for the
church or government authority are destroyed. A character duration. As a bonus action on each of your turns, you can
must gain knowledge of circle locations throughout Paradise. mentally command any creature you animated with this
They are not public knowledge. A 20gp circle is temporary. effect if the creature is within 120 feet of you (if you control
Second Selection. Select this cartouche a second time to multiple creatures, you can command any or all of them
be able to spend 300 gp and create a permanent circle. at the same time, issuing the same command to each one).
You decide what action the creature will take and where it

Level 6 Cryptions will move during its next turn. You can also issue a general
command, such as to guard a particular chamber or corridor.
If you issue no commands, the creature only defends itself
Create Undead against hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.
(“Yakbin Axis Nacro”)
Second Selection. Select this cartouche a second time
Component Cost. 40 gp, 150 gp, or 200 gp and double its duration to 10 minutes.
Duration. Instantaneous (permanent until removed)
Apply this cryption to a Medium or Small humanoid; it True Seeing
becomes a ghoul under your control (The GM has game (“Gizeh Bochorris Disopolis”)
statistics for these creatures). As a bonus action on each of Component Cost. 40 gp
your turns, you can mentally command any creature you
animated with this effect if the creature is within 120 feet of Duration. 8 hours
you (if you control multiple creatures, you can command any Apply this cryption to a willing creature to bestow the ability
or all of them at the same time, issuing the same command to to see things as they actually are. For the duration, the
each one). You decide what action the creature will take and creature has truesight, notices secret doors hidden by magic,
where it will move during its next turn. You can also issue and can see into the Ethereal Plane, all out to a range of 120
a general command, such as to guard a particular chamber feet.
or corridor. If you issue no commands, the creature only

116 WORDS
Petrification Greater Blast Trap
(“Combin-Asperantix”) (“Scarag-pyronia-kamin”)
Component Cost. 40 gp Component Cost. 60 gp
Duration. 1 minute Duration. 1 minute
Apply this cryption to a creature to attempt to turn it into Place this cryption on a wall or on the floor. You can set the
stone. If the target’s body is made of flesh, the creature trap to go off a specific time, when a creature crosses within
must make a Constitution saving throw. On a failed save, it range, or by your mental command as long as you are within
is restrained as its flesh begins to harden. On a successful 100 feet, in which case the cartouche blossoms with a low roar
save, the creature isn’t affected. A creature restrained by this into an explosion of flame. Each creature in a 20-foot-radius
effect must make another Constitution saving throw at the sphere centered on the cartouche must make a Dexterity
end of its turns. If it successfully saves against this effect saving throw. A target takes 12d6 fire damage on a failed save
three times, the effect ends. If it fails its saves three times, or half as much damage on a successful one. The fire spreads
it is turned to stone and subjected to the petrified condition around corners. It ignites flammable objects in the area that
for the duration. The successes and failures don’t need to be aren’t being worn or carried. Select this cartouche a second
consecutive; keep track of both until the target collects three time and increase the damage to 11d6.
of a kind. If the creature is physically broken while petrified, Second Selection. Select this cartouche a third time and
it suffers from similar deformities if it reverts to its original increase the damage to 12d6 and the blast radius to a 30-foot-
state. The cryption turns to stone as well and becomes part of radius sphere.
the final form. The cryption turns to stone as well, preventing
its removal until the effect expires.
Mirage
Terraform (“Cremahai-Elban”)
(“Jededfreeb-Unosgai”) Component Cost. 60 gp
Component Cost. 40 gp Duration. 8 hours
Duration. 2 hours Apply this cryption upon terrain to make up to 1-mile square
of it look, sound, smell, and even feel like some other terrain.
Apply this cryption to a patch of natural terrain. It enables The terrain’s general shape remains the same, however. Open
you to reshape dirt, sand, or clay in the area in any manner fields or a road could resemble a swamp, hill, crevasse, or
you choose within an area no larger than 40 feet on a side. some other difficult or impassable terrain. A pond can seem
You can raise or lower the area’s elevation, create or fill in like a grassy meadow, a precipice like a gentle slope, or a rock-
a trench, erect or flatten a wall, or form a pillar. The extent strewn gully like a wide and smooth road.
of any such changes can’t exceed half the area’s largest
dimension. So, if you affect a 40-foot square, you can create a Similarly, you can alter the appearance of structures or
pillar up to 20 feet high, raise or lower the square’s elevation add them where none are present. The effect doesn’t disguise,
by up to 20 feet, dig a trench up to 20 feet deep, and so on. It conceal, or add creatures. The illusion includes audible,
takes 10 minutes for these changes to complete. At the end visual, tactile, and olfactory elements, which can turn
of every 10 minutes, you can choose a new area of terrain to clear ground into difficult terrain (or vice versa) or impede
affect. Because the terrain’s transformation occurs slowly, movement through the area. Any piece of the illusory terrain
creatures in the area can’t usually be trapped or injured by (such as a rock or stick) removed from the area disappears
the ground’s movement. This cryption can’t manipulate immediately. Creatures with truesight can see through the
natural stone or stone construction. Rocks and structures illusion to the terrain’s true form. However, all other elements
shift to accommodate the new terrain. If the way you shape of the illusion remain, so while the creature is aware of the
the terrain makes a structure unstable, it might collapse. illusion’s presence, the creature can still physically interact
Similarly, this effect doesn’t directly affect plant growth. The with the illusion.
moved earth carries any plants along with it. Second Selection. Select this cartouche a second time
and increase the duration to 24 hours.

Level 7 Cryptions
Alchemist, Legendary
(various)
Component Cost. 60 gp
Duration. 1 minute when not affixed to a compound.
This is a place marker for all legendary oils, potions, and
drops. After you know the cryption for a potion, you must
determine its ingredients (see Alchemy).

Words 117
abilities but none of the original’s equipment. The original
Quarantine creature’s physical remains, if they still exist, become inert
(“Badaria Horrundia”) and can’t thereafter be restored to life since the creature’s
Component Cost. 5,000 gp soul is elsewhere.
Duration. Until dispelled
Dominate Monster
Apply this cryption to a willing creature or object to render
(“Gavrannallillis”)
it hidden, safe from detection for the duration. It becomes
invisible and can’t be targeted by divination spells or perceived Component Cost. 3,000 gp
through scrying sensors created by divination spells. If the Duration. 1 hour
target is a creature, it falls into suspended animation. Time
ceases to flow for it, and it doesn’t grow older. You can set Apply this cryption on a creature; it must succeed on a Wisdom
a condition for the effect to end early. The condition can be saving throw or be charmed by you for the duration. If you
anything you choose, but it must occur or be visible within 1 or creatures that are friendly to you are fighting it (meaning
mile of the target. This effect also ends if the target takes any it has attacked them or the PCs have attacked it in the past
damage. minute), it has advantage on the saving throw. While the
creature is charmed, you have a telepathic link you can use
to issue commands to the creature while you are conscious
Clay Golem (no action required), which it does its best to obey. You can
(“Emet Kabbanala”) specify a general and straightforward course of action,
Component Cost. 500 gp such as “Attack that creature,” “Run over there,” or “Fetch
that object.” If the creature completes the order and doesn’t
Duration. 5 minutes
receive further direction from you, it defends and preserves
You must have formed a humanoid creature out of clay. Apply itself to the best of its ability. You can use your action to take
a cryption to it to infuse it with rudimentary life, creating a total and precise control of the target. Until the end of your
clay golem for the duration. As a bonus action on each of your next turn, the creature takes only the actions you choose and
turns, you can mentally command any creature you animated doesn’t do anything you don’t allow it to do. During this time,
with this effect if the creature is within 120 feet of you (if you you can also cause the creature to use a reaction, but this
control multiple creatures, you can command any or all of requires you to use your own reaction as well. Each time the
them at the same time, issuing the same command to each target takes damage, it makes a new Wisdom saving throw
one). You decide what action the creature will take and where against the spell. If the saving throw succeeds, the spell ends.
it will move during its next turn. You can also issue a general
If a creature succeeds at the initial saving throw, the
command, such as to guard a particular chamber or corridor.
cryption can be removed without detonation with a bonus
If you issue no commands, the creature only defends itself
action. However, if the creature is unaware or cannot remove
against hostile creatures. Once given an order, the creature
the cryption, it must repeat this saving throw at the end
continues to follow it until its task is complete.
of each of its turns until it fails or the duration expires. If
Second Selection. Select this cartouche a second time the creature succeeds a total of three times or the effect is
and double its duration to 10 minutes. terminated by the creature suffering damage from you or
your allies, the cryption falls off by itself and disintegrates.

Level 8 Cryptions Second Selection. Select this cartouche a second time and
increase the duration by 8 hours.

Clone Feeblemind
(“Emden Sefer Yalloyeen”) (“Eliyahumin”)
Component Cost. 3,000 gp Component Cost. 90 gp
Duration. Instantaneous Duration. 24 hours
Apply this cryption to a piece of flesh from a creature to grow Apply a cryption to a creature and attempt to shatter its
an inert duplicate of that creature as a safeguard against intellect and personality. The target takes 4d6 psychic
death. This clone grows to full size and maturity after 120 damage and must make an Intelligence saving throw. On a
days (the cryption must remain applied for the duration, failed save, the creature’s Intelligence and Charisma scores
or the spell fails); you can also choose to have the clone be become 1. The creature can’t cast spells, activate magic items,
a younger version of the same creature. It remains inert understand language, or communicate intelligibly. However,
and endures indefinitely, as long as it remains undisturbed. the creature can identify its friends, follow them, and even
At any time after the clone matures, if the original creature protect them. At the end of every 30 days, the creature can
dies, its soul transfers to the clone, provided that the soul is repeat its saving throw against this spell. If it succeeds on its
free and willing to return. It is only at this point, the cryption saving throw, the spell ends.
expires and disintegrates. The clone is physically identical
to the original and has the same personality, memories, and

118 WORDS
Stone Golem Shapechange
(“Emet Ellbandi”) (“Uril-odan Faxine”)
Component Cost. 700 gp Component Cost. 1,500 gp
Duration. 5 minutes Duration. 1 hour
You must have formed a humanoid creature out of stone. Apply this cryption to any willing creature for that creature
Apply a cryption to it to infuse it with rudimentary life, to assume the form of a different creature for the duration.
creating a stone golem for the duration. As a bonus action on The new form can be of any creature with a challenge
each of your turns, you can mentally command any creature rating equal to your level or lower. The creature can’t be
you animated with this effect if the creature is within 120 feet a construct or an undead, and you must have seen the sort
of you (if you control multiple creatures, you can command of creature at least once. The creature transforms into an
any or all of them at the same time, issuing the same average example of that creature without any class levels
command to each one). You decide what action the creature or the Spellcasting trait. Game statistics are replaced by the
will take and where it will move during its next turn. You can statistics of the chosen creature, though retaining alignment
also issue a general command, such as to guard a particular and Intelligence, Wisdom, and Charisma scores. The creature
chamber or corridor. If you issue no commands, the creature also retains skill and saving throw proficiencies, in addition
only defends itself against hostile creatures. Once given an to gaining those of the creature. If the creature has the same
order, the creature continues to follow it until its task is proficiency and the bonus listed in its statistics is higher, use
complete. the creature’s bonus. The creature can’t use any legendary
Second Selection. Select this cartouche a second time actions or lair actions of the new form. The creature assumes
and double its duration to 10 minutes. the hit points and Hit Dice of the new form. When reverting
to normal, the creature returns to the number of hit points

Level 9 Cryptions
it had before being transformed. If being reverted as a result
of dropping to 0 hit points, any excess damage carries over
to the normal form. The creature retains the benefit of any
features from its class, race, or other source and can use them,
Foresight provided that its new form is physically capable of doing so.
(“Ralip-Eddingoll”) The creature can’t use any special senses the original form
had (for example, darkvision) unless the new form also has
Component Cost. 100 gp
that sense. The creature can only speak if the new form can
Duration. 1 minute normally speak. When transformed, the creature chooses
Apply this cryption to a willing creature and bestow a limited whether equipment falls to the ground, merges into the new
ability to see into the immediate future. For the duration, the form, or is worn by it. Worn equipment functions as usual.
target can’t be surprised and has advantage on ability checks The GM determines whether it is practical for the new form
and saving throws. Other creatures have disadvantage on to wear a piece of equipment based on the creature’s shape
attack rolls against the target for the duration. and size. Equipment doesn’t change shape or size to match
the new form, and any equipment that the new form can’t
Iron Golem wear must either fall to the ground or merge into the new
form. Equipment that merges has no effect in that state. The
(“Emet Alliphole”) cartouche is invisible during the transformation and must
Component Cost. 900 gp remain in place; if removed, the effect ends.
Duration. 5 minutes Second Selection. Select this cartouche a second time
and increase its duration to 8 hours.
You must have formed a humanoid creature out of iron. Apply
a cryption to it to infuse it with rudimentary life, creating
an iron golem for the duration. As a bonus action on each
of your turns, you can mentally command any creature you
animated with this effect if the creature is within 120 feet of
you (if you control multiple creatures, you can command any
or all of them at the same time, issuing the same command to
each one). You decide what action the creature will take and
where it will move during its next turn. You can also issue
a general command, such as to guard a particular chamber
or corridor. If you issue no commands, the creature only
defends itself against hostile creatures. Once given an order,
the creature continues to follow it until its task is complete.
Second Selection. Select this cartouche a second time
and double its duration to 10 minutes.

Words 119
Brands
True Polymorph
(“Nekau Weninoff Avalier”)
Component Cost. 100 gp
Duration. 1 hour A related field to cryptions (employing Proto-script), a brand
Apply this cryption to a creature or nonmagical object. You involves burning the script sigils directly on a subject’s skin.
transform the creature into a different creature, the creature These generally invoke a permanent sacrifice in exchange
into an object, or the object into a creature (the object must for a boon. Brands cannot be applied simply by burning
be neither worn nor carried by another creature). The cartouches onto someone’s skin. Specific branding heads
transformation lasts for the duration or until the target forged from rhodium and platinum must be created—this
drops to 0 hit points or dies. This cryption does not affect a head disintegrates upon application, infusing itself into the
shapechanger or a creature with 0 hit points. An unwilling brand itself. The advantage is that a brand is permanent
creature can make a Wisdom saving throw, and if it succeeds, and cannot be disarmed, with the offset that, ignoring the
it isn’t affected by this cryption. aforementioned sacrifice, such a brand is hard to conceal. Like
everything else relating to cryptions, the use of Proto-script
Creature into Creature. If you turn a creature into in any capacity is prohibited. If discovered, a perpetrator is
another kind of creature, the new form can be any kind you likely to have the limb brandishing the brand removed or,
choose whose challenge rating is equal to or less than the worse, is likely to be executed.
target’s (or its level, if the target doesn’t have a challenge
rating). The target’s game statistics, including mental ability Branding heads are not common, either found as
scores, are replaced by the statistics of the new form. It treasure or on the black market. Abecedarians generally will
retains its alignment and personality. The target assumes the possess one or two applied or unapplied brands. A few more
hit points of its new form, and when it reverts to its normal can be found scattered in hidden libraries. Most others have
form, the creature returns to the number of hit points it had to be constructed. The materials are rare, and the acquisition
before it transformed. If it reverts due to dropping to 0 hit would send up red flags.
points, any excess damage carries over to its normal form.
As long as the excess damage doesn’t reduce the creature’s
normal form to 0 hit points, it isn’t knocked unconscious. Rules
The creature is limited in its actions by the nature of its new
form. It can’t speak, cast spells, or take any other action that
requires hands or speech unless its new form is capable of
Regarding Brands
such actions. The target’s gear melds into the new form. The ‹‹ Each limb can only contain one brand. A torso can
creature can’t activate, use, wield, or otherwise benefit from contain three.
any of its equipment. ‹‹ A brand need not be exposed, and although makeup can
Object into Creature. You can turn an object into any assist in concealing it, removing its presence entirely is
kind of creature, as long as the creature’s size is no larger than impossible outside of illusionary spellcraft.
the object’s size and the creature’s challenge rating is 9 or ‹‹ Sacrifices are permanently lost. If you cast Greater
lower. The creature is friendly to you and your companions. Restoration or Wish (is using another spellcasting
It acts on each of your turns. You decide what action it takes system) in an attempt to recover a sacrifice, the brand
and how it moves. The GM has the creature’s statistics and vanishes.
resolves all its actions and movement.
‹‹ If a limb is severed with a brand and regenerated, the
Creature into Object. If you turn a creature into an object, brand does not regenerate with the limb.
it transforms with whatever it is wearing and carrying into
that form. The creature’s statistics become those of the object, ‹‹ Raise Dead, Reincarnate, or Resurrection does not
and the creature has no memory of time spent in this form recover brands.
after the cryption ends, and it returns to its normal form. ‹‹ Despite both cryptions and brands employing Proto-
The cartouche is invisible during the transformation and script, they do not conflict with one another, thus
must remain in place; if removed, the effect ends. brands do not count toward the cryption limit when
applied to a creature.
Second Selection. Select this cartouche a second time
and increase its duration to 8 hours. Avatar of Aurago
Sacrifice. You are vulnerable to acid damage.
Cost. 2,500 gp
Location. Torso
Effect. Your Charisma increases by 2 (Max 20).

120 WORDS
Brands
Name Cost (gp) Effect Sacrifice
Eyes of Sygion 400 Gain darkvision HP max reduced by 2
Kiron’s Vault 500 x3 Jump distance HP max reduced by 1
Nemil’s Hide Morph 500 Ignore critical effects Dexterity -1
River Spirit of Eridius 500 Breathe underwater HP max reduced by 2
Syrinx the Dreamer, Mk1 500 +1 Hit Die Disadvantage with Survival
Thief’s Boon 500 Advantage to Stealth HP max reduced by 2
Avatar of Aurago 2,500 Charisma +2 (Max 20) Vulnerable to acid damage
Brain Booster by Benkel 2,500 Intelligence +2 (Max 20) HP max reduced by 2
Egeria 2,500 Wisdom +2 (Max 20) -1 Hit Dice
Ephelim Body 2,500 Constitution +2 (Max 20) -5 Speed
Machevian’s Arm 2,500 Strength +2 (Max 20) First death throw is a failure
Swiftness of Fillegan 2,500 Dexterity +2 (Max 20) Vulnerability psychic
Morigan’s Charm 3,500 Immune to charm HP max reduced by 1
Sol Vykol 3,500 Double Hit Die recovery Cannot gain temporary HP
Pylonia’s Brand 4,500 Fire resistance HP max reduced by 2
Davaia Frigid Defense 4,500 Cold resistance HP max reduced by 2
Marathon 4,500 +5 speed Extreme range attacks miss
Syrinx the Dreamer, Mk2 4,500 +2 Hit Dice Disadvantage with Survival
Curla’s Constant Cryption, Mk1 5,000 +1 spell attacks / +1 Save DC -1 melee attack rolls
Baron’s Last Resort 5,000 Suffer no damage from falling HP max reduced by 1
Colossus of Pyxis 5,000 +1 to AC -1 to Initiative
Sierra’s Claws 5,000 Climb speed / +1 melee damage Charisma reduced by 1
Talos Alpha 5,000 Max physical ability scores +2 Max mental ability scores -2
Talos Beta 5,000 Max mental ability scores +2 Max physical ability scores -2
Curla’s Constant Cryption, Mk2 15,000 +2 spell attacks / +1 Save DC -2 melee attack rolls
Grimgod’s Gift, Mk1 15,000 Temporary 23 Str boost Lose proficiency in 1 skill
Pellis the Impenetrable, Mk1 22,000 Base AC is 11 Charisma reduced by 1
Curla’s Constant Cryption, Mk3 25,000 +3 spell attacks / +1 Save DC -3 melee attack rolls
Semedi’s Eyes 25,000 Advantage on Perception Disadvantage with Deception
Dagor’s Duplicate 35,000 Project a duplicate Base AC is 9
Pantheis Archos 35,000 Read thoughts HP max reduced by 3
Grimgod’s Gift, Mk2 50,000 Temporary 25 Str boost Lose proficiency in 1 skill
Pellis the Impenetrable, Mk2 50,000 Base AC is 12 Charisma reduced by 2
Morphiax “B” 52,000 Regeneration 5 Positive spells do not work on you
Touch of the Demiurge 52,000 Proficiency bonus +1 -2 Hit Dice
Brand of Making 65,000 Gain polymorph HP max reduced by 5
Lord Taratin’s Plague 65,000 Gain vampiric strengths Gain vampiric weaknesses

Words 121
Baron’s Last Resort Davaia Frigid Defense
Sacrifice. Reduce your maximum hit point value by 1. Sacrifice. Reduce your maximum hit point value by 2.
Cost. 5,000 gp Cost. 4,500 gp
Location. Torso Location. Torso
Effect. Although you fall at a normal speed, you suffer no Effect. You gain resistance to cold damage.
damage from impact.
Egeria
Brain Booster By Benkel Sacrifice. Your Hit Dice are reduced by 1 (Hit Points are
Sacrifice. Your maximum hit points are reduced by 2. unchanged).
Cost. 2,500 gp Cost. 2,500 gp
Location. Torso Location. Torso
Effect. Your Intelligence increases by 2 (Max 20). Effect. Your Wisdom increases by 2 (Max 20).

Brand of Making Ephelim Body


Sacrifice. Reduce your maximum hit point value by 5. Sacrifice. Speed reduced by 5 feet.
Cost. 65,000 gp Cost. 2,500 gp
Location. Torso Location. Torso
Effect. As an action, you can polymorph into a humanoid Effect. Your Constitution increases by 2 (Max 20).
your size that you have seen or back to your true form.
Your statistics are the same in each form. Any equipment Eyes Of Sygion
worn or carried isn’t transformed. You revert to your true Sacrifice. Reduce your maximum hit point value by 2
form if you die. Once you use this action to transform
into a new form, you cannot use it again until you finish Cost. 400 gp
a long rest (reverting back does not count as a use of this Location. Torso
ability).
Effect. You have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were
Colossus of Pyxis bright light and in darkness as if it were dim light. You
Sacrifice. You suffer a -1 penalty to Initiative. can’t discern color in darkness, only shades of gray.
Cost. 5,000 gp
Location. Torso
Grimgod’s Gift
Sacrifice. Lose your proficiency in one skill.
Effect. You gain a +1 bonus to AC
Cost. 15,000 / 50,000 gp
Curla’s Constant Cryption Location. Torso
Sacrifice. You suffer a -1/-2/-3 penalty to all melee attack rolls. Effect. As a bonus action, increase your Strength to 23 / 25.
Cost. 5,000 / 15,000 / 25,000 gp This lasts for five minutes and, afterward, cannot be used
again until the new dawn.
Location. Both Hands
Effect. You gain an increase in the knowledge of Paradise and Kiron’s Vault
how it controls reality. You gain a +1/ +2 / +3 bonus to spell Sacrifice. Reduce your maximum hit point value by 1
attack rolls (regardless of the spellcasting technique). In
addition, save DCs for spells you cast increase by 1. Cost. 500 gp
Location. Both legs
Dagor’s Duplicate Effect. Your jump distance is three times its normal distance,
Sacrifice. Your base armor class is 9 instead of 10. though you can’t jump farther than your remaining
Cost. 35,000 gp movement.
Location. Torso
Effect. As an action, you can project a magical illusion that
makes it appear you are standing near your actual
location, causing attack rolls against you to have
disadvantage. If hit by an attack, this trait is disrupted
until you finish a short or long rest.

122 WORDS
Lord Taritin’s Plague Nemil’s Hide Morph
Sacrifice. You take 5 radiant damage if you start your turn Sacrifice. Your Dexterity is reduced by 1.
in sunlight. While in sunlight, you have disadvantage Cost. 500 gp
on attack rolls and ability checks. You are vulnerable to
radiant damage. Location. Torso

Cost. 65,000 gp Effect. Critical hits on you are counted as normal hits.

Location. Torso Pantheis Archos


Effect. You gain the following abilities. Sacrifice. Reduce your maximum hit point value by 3
‹‹ You regain 10 hit points at the start of your turn if you Cost. 30,000 gp
have at least 1 hit point and are not in sunlight. If you
take radiant damage, this trait doesn’t function at the Location. Torso
start of your next turn. Effect. As an action, you can magically read the surface
‹‹ You can climb difficult surfaces, including upside down thoughts of one creature within 30 feet for up to 5 minutes.
on ceilings, without needing to make an ability check. The effect can penetrate barriers, but 3 ft. of wood or dirt,
2 ft. of stone, 2 inches of metal, or a thin sheet of lead
‹‹ You can make a bite attack against a willing or grappled blocks it. While the target is in range, you can continue
creature; inflict normal melee damage plus 10 (3d6) reading its thoughts as long as your concentration isn’t
necrotic damage. The target’s hit point maximum is broken (as if concentrating on a spell). While reading the
reduced by an amount equal to the necrotic damage target’s mind, you have advantage on Wisdom (Insight)
taken, and you regain Hit Points equal to that amount. and Charisma (Deception, Intimidation, and Persuasion)
The reduction lasts until the target finishes a Long checks against the target. Once this effect ends, you
Rest. The target dies if this effect reduces its hit point cannot use it again until you finish a long rest.
maximum to 0.
‹‹ You no longer require sleep and no longer possess a Pellis The Impenetrable
normal lifespan; you are effectively immortal. Sacrifice. Your Charisma is reduced by 1 / 2.
Machevian’s Arm Cost. 22,000 / 50,000 gp
Sacrifice. When reduced to 0 hit points, your first death Location. Torso
saving throw is an automatic failure Effect. Level 1—Your base armor class is 11 instead of 10; Level
Cost. 2,500 gp 2—Your base armor class is 12 instead of 10.
Location. Arm
Pylonia’s Brand
Effect. Your Strength increases by 2 (Max 20).
Sacrifice. Reduce your maximum hit point value by 2.
Marathon Cost. 4,500 gp
Sacrifice. All ranged attacks against targets beyond normal Location. Torso
range automatically miss. Effect. You gain resistance to fire damage.
Cost. 4,500 gp
Location. Both legs River Spirit Eridius
Effect. Your base speed increases by 5 feet. Sacrifice. Reduce your maximum hit point value by 2
Cost. 500
Morigan’s Charm Location. Torso
Sacrifice. Reduce your maximum hit point value by 1. Effect. As an action, you form gills allowing you to breathe
Cost. 3,500 gp underwater. You also gain a swim speed equal to your
Location. Torso ground speed.

Effect. You are immune to charm. Semedi’s Eyes


Morphiax “B” Sacrifice. You have disadvantage with Charisma (Deception)
checks.
Sacrifice. Cryptions do not work on you.
Cost. 25,000 gp
Cost. 52,000 gp
Location. Torso
Location. Torso
Effect. You have advantage on Wisdom (Perception) checks
Effect. You regenerate 3 hit points at the beginning of your based on sight.
turn as long as you are above 0 hit points.

Words 123
Sierra’s Claws Thief’s Boon
Sacrifice. Your Charisma is reduced by 1 Sacrifice. Reduce your maximum hit point value by 2.
Cost. 5,000 gp Cost. 500 gp
Location. Torso Location. Torso
Effect. You gain a climb speed equal to half your ground Effect. You have advantage with Dexterity (Stealth) checks.
speed and a +1 bonus to all unarmed melee damage rolls.
Touch Of The Demiurge
Sol Vykol Sacrifice. Lose 2 Hit Die (Max Hit Points are unchanged).
Sacrifice. You cannot gain temporary hit points. Cost. 52,000 gp
Cost. 3,500 gp Location. Torso
Location. Torso Effect. Your proficiency bonus increases by +1.
Effect. When you roll a Hit Die to recover hit points, you
recover double the value (to a maximum of that die’s
“These are them?” Kabdila asked as he paced
maximum result).
in front of the men. “The heroes of the day?”
Swiftness Of Fillegan “Yes,” Agosta said, remaining by the door,

Sacrifice. You are vulnerable to psychic damage. “Katona and Serenda. Helmets off for royalty,
boys, you know this!”
Cost. 2,500 gp
Both guards quickly tore off their helmets and
Location. Arm removed their mail coifs.
Effect. Your Dexterity increases by 2 (Max 20). “Sorry, sir,” Serenda shouted back. Katona
was slower to respond.
Syrinx The Dreamer “Never acted in the court, have you now?”
Sacrifice. You have disadvantage with Survival checks. Kabdila asked.
Cost. 500 / 4,500 gp “No, sir.”
Location. Arm Kabdila twisted sharply to notice the still silent
Katona. The prince smirked.
Effect. You gain +1/+2 Hit Die (Hit Points are unchanged).
“Agosta...were you aware one of your ‘boys’
Talos Alpha was of the...superior variety?” he asked.
Sacrifice. Reduce the maximum value of each of your mental Agosta perked a brow and circled to see
ability scores by 1 (if a mental ability score is at maximum, Katona’s cropped straight dark hair that ended
the current value is reduced accordingly). Often, the above her brow.
maximum is 20; this makes mental scores top out at 19. “How many times I crossed you two on patrol?”
Cost. 5,000 gp Agosta asked. “Never once suspected. An egregious
Location. Both arms error on my part and a commendation for keeping
such a secret this long. I don’t know whether to be
Effect. The maximum value of each of your physical ability
scores increases by 2 (in many cases, this increases to 22). intrigued or upset.”
“I won’t hold it against you,” Kabdila said.
Talos Beta “I’m more concerned for the recruiter who could
Sacrifice. Reduce the maximum value of each of your misgender someone like this…unless his appraisal
physical ability scores by 1 (if a physical ability score is was correct…”
at maximum, the current value is reduced accordingly). “Waved restrictions for the city guard, your
Often, the maximum is 20; this makes mental scores top highness,” Deven said.
out at 19.
Agosta was intrigued.
Cost. 5,000 gp “And they’re friends,” he said. “Progressive
Location. Torso conscription or enlistment?
Effect. The maximum value of each of your mental ability “Enlistment,” Sloan said. “Stricter for the
scores increases by 2 (in many cases, this increases to 22). courts, your highness.”
Agosta stepped closer to scrutinize her.
“I don’t know the face, but I do know the
name. Sloan...correct?”

124 WORDS
Her eyes met his. “Became a rector before the age of twenty.
“Yes...milord,” she said. Ordinary of Malbus before becoming the Archbishop
“I’m not a lord.” of Aquino and the Exclave Superior. Currently, in
Sloan kept silent as Agosta smiled and followed the role of Cardinal vicar and head of the palatinus
Kabdila walking around his desk to sit on the of purgitans, a position held for twenty-five years.”
throne. “Someone did their research,” Machus said.
Kabdila motioned his friend closer to hear his “The kingdom offers its deepest condolences
whisper. for the loss of life,” Kabdila said. “Hopefully, all the
“Too delicate for war?” he asked. survivors have been taken care of?”
“You or her?” Agosta asked. “Yes, clearly, the festivities and revelries point
“Testy.” to a profoundly bereaved population.”
“Still heroes, are they not?” “Well, we each grieve in our own ways here in
“Don’t misconstrue...I am rather enjoying this. Aurago—”
In fact, I’m fond of bringing this one into...our... “I believe you’re deflating the seriousness of this
inner circle.” situation.”
Agosta only offered a blank stare back. “What would you have me do?” Kabdila asked.
The gaze was cut short when the Ahkdanate “There’d be a revolution if we canceled Passover.
cardinal, Machus, burst into the room, followed The less concerned we appear, the more it points
by an entourage consisting of a pair of muted, to the situation being completely under our control.
maildrapped Silantine guards, a plated and A chariot of our gods crashed outside our gates. It
surcoat wrapped ostentatious Episcar knight, and must appear inconsequential, a message even. I’ll
a reserved, underdressed proctor covered in a leave the details to you.”
brown and gold boiled wool cassock. Machus grimaced.
“No royal reception?” Machus asked. “Tales are being shared,” he said. “Of dragons,
Agosta knew the bravado was intentional the rise of the underworld. We can, of course, spin
and tolerated it. Katona firmed her grip on her this in our favor.”
weapon. Loyal to the crown before the church, just “Of course. I’d expect nothing less,” Agosta
as Agosta would want it. said.
“I’m not the king,” Kabdila said calmly, “only “And Hydranis. They will be punished for this
his steward—” act,” he said.
“Only hours until that changes, I was told,” “For what are you referring?” Kabdila asked.
Machus said. “Memory failing like your father?”
“How would it look if I took the throne while Agosta interjected on behalf of his prince.
the true king took breath?” “Hydranis was not responsible for the attack,
“Very true, now—” just as we are not responsible for all those in our
“I guess no heralds in this room to announce world.”
the pageantry.” Machus turned Agosta.
“I know you; you know me—Kabdila of house “Will you swear to this?” he asked.
Aurago. Father adopted the family name, but he Kabdila held his hand to hold back his friend
was technically born into the Coriolanus family. and spoke for himself. “I’m fairly certain the
Mother, Anne, died when you were five. You’ve princess will speak to that respect.”
taken the role of regent since your father took “Have they relayed intent?” Machus asked.
ill. Technically, you’ve been in charge for nearly a Almost on cue, the doors swung open again,
decade…since the fall of Volani.” but this time, it was Princess Mannah Cedana
“And you’d be Machus…of the…what?” Kabdila Hydranis with her entourage that entered.
asked Agosta. “Consider this intent relayed,” she said.
“Full name Claud Machus Odrobina Artois,” Kabdila stood; everyone else bowed. She was
Agosta said. stunning in her velvet, silk, and furs.
“Well, that’s exhausting.”
“Joined the church when you were seven as a
deacon.”
“Wow, that’s a whole lot of virginity.”

Words 125
Her long gown ran behind under a luxurious tunic. “Machus, I’ll pick a random person in this room
Embroidered lace and gems further accented her to punch you in the liver if you disrespect me or this
far from reserved attire. Cheeks perked when she kingdom again…and they’ll do it.” Kabdila let the
smiled, and Agosta noted the long blonde hair moment sink. “Any presumptions of tolerance to
wound in a braid. your condescension ended the instant you stepped
“Prince Kabdila,” she said. in this room.”
“Her royal highness,” Kabdila said, “ever the “Now, listen—”
ravishing.” “Aurago has been the Aegis’s most influential
“Still regret the nullification?” supporter. Not just on Bythos but everywhere.
“Every minute after my father announced it. We’ve championed your knights when they parade
Last word still had you saved for Pyxis.” and ensured our taxes in money and food are paid.
“And now?” Cathedrals dominate our cityscape. We’ve allowed
“Only a king can be suited for a queen—” full discretionary power to purgitans within our
“Can the courting be excused for a later streets. The Volani ruling class would’ve conquered
assignation, perhaps?” Machus asked curtly. this entire world if we didn’t invade. We kicked out
“Hydranis was not responsible for the attack,” the Tepherons in the civil campaign and the nags
the princess said, “as you know, we obey the out of the Osmarch. We brought about the fall of
Hallessegro ban on forbidden machines.” Eridius, Kaelum. You may claim to be the voice of
“—Outside of the tethers and cable vans, of gods, but we’re their fist. Don’t presume to think
course.” anyone would jeopardize that arrangement.”
“Based on a treaty older than our grandfather’s, Machus considered several possible rebuttals,
cardinal—” but he knew what was due to arrive that would
“But you knew it was a machine that attacked soon shift the room’s tone. He’d let Kabdila flourish
the Aegis conestoga.” his authority for the time being.
“Yes, your holiness,” Mannah said while keeping “Who are you?” Agosta asked, directing his
her composure. “Last I checked, our gods could not attention past Machus.
be felled by slingshot.” She addressed Kabdila. “My “Carthan,” the Episcar knight roughly said,
prince regent, I speak for my kingdom…our doors incorrectly assuming. “Zengoro Baron and
are open for investigation.” Commander of the Order of Epis—”
“In time,” Kabdila said as he sat down, “but “Do you think I was addressing you?” Agosta
the Conclave is safe—” said. “Your colors are hanging off your surcoat.”
“Only by the will of gods and not by the efforts Agosta centered his attention on the proctor.
of those within these city walls,” Machus said. “This “Rector?”
is heresy of the highest order. I’m in a mind to “Brother, not a priest,” Noah said. “And
recommend Aegis suspend all favors to Hydranis.” suppose I could ask the same question.”
“But you won’t,” Agosta said. “Or rather, “You first.”
you can’t. Communication runs one way. People “Are we children?” Kabdila said. “He’s Sir
delude themselves into believing prayers are being Agosta, whose father was Francis, the Duke of
answered except that if gods could hear everyone, Capal.” Agosta slowly looked at his friend as he
smiting would be a daily occurrence—” talked out his ass. “Son of Molvinia, son of Roliper,
“Why do you exist?!” the Baron of Hassel, eleventh in line of House
“You mean…here, or…in general—” Aquino.”
“I represent the church!” Noah chuckled.
“The organization, but I doubt the faith—” “What?” Agosta asked.
“I can list the crucified men who mocked me.” “Nothing,” Noah said. “Just…very clever. How
“Amusing fact to boast—” much of that was made up?”
“How dare you—” “It’s the nobility? Technically, it’s all made up.”
“Priest!” Kabdila said; Machus confronted the “For one, Molvinia never had sons.”
prince. “Cardinal!? …What the fuck do I call you?” “You’re not a priest,” Agosta said.
“His eminence.” “I believe I covered that. I said brother,” Noah
“Well, that’s not going to happen.” said. “Society of proctors, from the Exclave.”
“It’s my—”

126 WORDS
“I know your lot—ideological opposites to “I’m more fascinated by their reaction,”
the purgitans. You collect and learn while they he said, pointing to Machus. “You responded
eradicate.” Agosta knew immediately that this one with rage.” He then pointed to Noah. “You with
was as out of place in this room as him. “Who delightful curiosity. You…I like.”
forced you here?” “Has it been recovered?” Noah asked. “Do we
“I serve at the pleasure of our gods.” know it originated from Philokalia?”
“That almost didn’t sound rehearsed.” “No on the first, yes on the second.”
“At least I’m honest about who I am.” “So, there is proof,” Machus said.
“You sure about that?” “It’s a big planet,” Mannah said.
“This place is rife with confrontation,” Mannah “Not from my perspective.”
said, defusing the mood. “I haven’t enjoyed a view “It’s a hundred and twenty-six thousand
like this since the hastilude. Shall you two fight? Will square kilometers. Your exclave is seventy-two.”
there be swords—oh, please, let there be swords!” “She’s got you there,” Agosta said.
“That would be a failure of communication,” “The object is stolen theotech,” Psylaxis said,
Noah said. “an archo class, and these do not act autonomously,
“Indeed…” the excubitor Psylaxis said as it meaning their master resided on Philokalia. We’ve
entered. confirmed this despite being unable to locate the
The room was getting crowded. It was hard artifact, implying it has either been recalled,
for Agosta to read a machine’s intent, especially doubtful given range, or taken by someone that
as well-mannered and civil as Psylaxis. Its mouth attended the impact. We’ve confirmed it’s not one
didn’t move, a smooth, gilded facsimile of a pale, of us.”
pearl-colored face. It was taller than anyone. Agosta “And I trust the devotion of my men,” Kabdila
noted the exposed synthetic muscles between the said.
machine’s shoulder and head. Nothing was living in “Whose identities, given the quality of their
that shell. garb, you were likely unaware of until seconds
“I’m honored to be in the presence of such ago.”
dignified individuals,” Psylaxis said. “They’re heroes whose fidelity will not be
“And it’s an honor to have you,” Kabdila said. questioned.”
Psylaxis bowed towards the queen and offered “Agreed,” Psylaxis said, “which does reduce
its hand, which she accepted without balking. The potential suspects.”
machine brought itself to her glove and lightly “The driver spoke of an accessory, likely
touched its cold lips to it. It then stepped in front from Corvos,” Agosta said. “Unidentified and still
of Machus. missing. The one that spurred his action.”
“I agree with the assumption Hydranis was not “The issue is that transports don’t keep an
guilty of the attack,” Psylaxis said calmly, “but they accurate log of passengers,” Psylaxis said. “As traffic
may still be responsible. That remains to be seen. picked up due to Passover, many were being filled
We are still collating information from witnesses.” and sent without bothering to record name. As
“The driver of the whale is in custody and such, any further witnesses will be appreciated,”
being questioned,” Machus said. Psylaxis said.
“Tortured,” Agosta said.
“Undoubtedly, he will sing.”
“Or you could have just asked us. He already
told me about the shaper.”
Both Machus and Noah’s jaws dropped in near
unison.
“Excuse me?” Machus asked.
“Excuse me?” Noah asked.
“And neither of you knew,” Agosta said with
a laugh. “That’s fascinating.” He nudged towards
Psylaxis. “It knew.”
“Yes, I did,” Psylaxis said. “I admire the fact
you didn’t phrase that as a question.”

Words 127
7: RELICS

Noah hated this part. The whole point of joining the proctors was to get himself
out of purification. It was either enroll or remain trapped on a farm in Eridius. But he
was curious; he wanted the answers to things. That curiosity led to those willing to offer
answers.
But there was something wrong with their explanation. Their gods were small.
According to the Ascension, the Aegis forged the Solokring and took residence within
Abraxas to watch over us below. But abecedarians, alchemists, the rise of artificial eidolons,
the reveal of angelic daemons. And if the universe was perfect, why were their people and
artifacts that disobeyed reality by commanding it?
Despite assumptions, the Ascension operated its own science academy, the Magna.
However, the curriculum was incredibly narrow, centered on learning the basics of how
the Solokring operated and the natural sciences required for agriculture and architecture.
Noah excelled and was discovered by the proctors of Altair early in life. It was there
when he discovered just how imperfect the universe was. He learned about the forbidden
language, proto-script, believed used by the great machine, and how men stole it to
develop cryptions. To inscribe words on a talisman and have that break the world was the
method of magic.
Noah would have followed that path if allowed, and he had heard of some proctors
who were secretly adept in the practice. He even read of people branding script sigils on
their skin to acquire abilities.

128 RELICS
D Honors of Aurago
espite what the Ascension would have people
believe, the universe of Paradise is brimming with
magic. The church has tried their best to suppress
or control this knowledge. They execute daemons The Charioteer
and abecedarians, outlaw brands, and operate the Crypt of
Altair to secure artifacts they can’t control. This paranoia is The Armor of Aurago is a set of full plate covered in sapphires
so unconditional that the Aegis prefer to employ technology and is valued at 450,000 gold.
that resembles magic rather than use magic themselves. Property. You have a +3 bonus to AC while wearing this
But there is no avoiding the nature of Paradise. Most armor, and you have resistance to nonmagical damage.
kingdoms are allowed one or a set of relics to claim as honors.
Everything else must be turned over to the proctors. However,
despite the Crypt’s best efforts, these artifacts continue to be
Honors of Corvos
found.
The Crow

Honors of The statue of corvos is a Tiny construct coated in black opal


and is worth 250,000 gold.

Kings/ Regalia
Property. If holding the statue, as an action, you can cast
any evocation spell from the Wizard spell list of 7th level or
less. By touching the statue, you gain the knowledge of the
statue’s function, but after three uses, you forget how it works
The honors are the regalia of each royal house meant to and cannot use it again until a next dawn.
validate their claims to the throne. To possess a rival’s honors
is to undermine its authority. These relics are believed to
have been created in the dark ages and are the only known
artifacts that survived in such good condition from that
Honors of Draggo
time. Over the centuries, they have often benefitted from
restoration and gilding, adding more jewels and pageantry.
The Dragon
At the core of each honor is believed to be a powerful magical This two-handed sword is gilded in silver, fringed by
item. As these honors predate the rise of the Ascension, it was palladium and various rare crystals, and is valued at 150,000
politically unwise for them to demand these honors turned gp.
over. Thus, the command was given to secure these artifacts Property. The dragon is a +3 greatsword, and if you hit
to legitimize a throne without the items being used in the with it, you can choose to suffer 1 point of damage to inflict
manner they were designed. an additional 1d6 necrotic damage on the target. You can also
As stated earlier, Kaelum and Eridius had their honors suffer 5 points of damage to turn the attack into a critical hit.
taken by Aurago and locked alongside their own within a You can choose to apply either or both effects on a hit but no
massive vault. With all the others, they are well safeguarded. more than once each per attack. The damage you choose to
Two sets of regalia have gone missing—the honors of Volani take this way has no type and can’t be resisted.
and the honors of Hydranis. All honors are extremely
valuable, more so than any magic they possess.
Note. These items are the only artifacts in a canon
Honors of Eridius
Paradise setting. These are not meant for players to own
outright and should only be included as momentary boosts. The River
The Staff of The Erid is comprised of unique steel considered
Attunement 10 times stronger than the strongest sword yet ten times
All honors require attunement, but there are no prerequisites lighter. It is believed the process to make this steel has been
a character must satisfy. lost, and only this example remains, putting the staff’s price
at over 90,000 gold (it lacks jewels save for a single jadeite tip).

Honors of Aquino Property. The river is a +3 quarterstaff that applies its


bonus to attack, damage rolls, armor class, saving throws,
and spell attack rolls. Its single gem emits a constant glow
The Eagle that can, with an action, cast daylight at will. Additionally, it
can cast sunburst once a day and sunbeam three times per
The Amulet of Aquino is valued at over 150,000 gold and is
day. Expended castings are recovered at dawn.
laced with platinum and encrusted by diamonds.
Property. While wearing this amulet, your Constitution
score is 22, unless your Constitution is already 22 or higher.
You are also immune to disease, poison damage, and the
poisoned condition.

RELICS 129
Honors of Fornas Honors of Pavonis
The Furnace The Peacock
The helm of Fornas is polished silver with embedded rubies. The shield of Fornas is coated in gold and fringed with
Although a full plate of armor completes the honors and is hundreds of various jewels to appear as a peacock in full
worth 175,000 gp, only the helm is magical. bloom. It is valued at 450,000 gold.
Property. When worn, the helm increases your Property. This is a +3 shield, and when standing on it
Intelligence by 4 (to a maximum of 22), and you have advantage (instead of wearing it), you gain a fly speed of 60 feet, though
with all Intelligence ability checks (not Intelligence-based it cannot fly higher than 20 feet off a surface. Only one person
attack rolls). can ride the shield at a time, and a telepathic link to the rider
allows complete flight control. If you fall, the shield will slow
you down at 30 feet to stop in a hover a foot off the ground.
The shield can never touch the ground.

Honors of Hydranis
The Snake
This belt boasting a massive solid gold buckle lined with
rubies is valued at 95,000 gold.
Property. When worn, the buckle changes your Wisdom
score to 21 unless your Wisdom is already equal to or greater
than 21. You also have advantage with Wisdom (Insight)
checks. You can also speak all languages.
Honors of Pyxis
Honors of Kaelum The Compass
The Chisel This giant two-handed maul appears too heavy and clumsy
for a normal person to wield, given its size and the fact it is
The Crown of Kaelum is a classic coronet saturated with
forged from tungsten. Despite the lack of jewels, this rather
numerous jewels and dominated by the impressive 140-carat
foreboding weapon is still valued at 100,000 gold.
regent diamond.
Property. Along with being a +3 maul, this weapon only
Property. While wearing the crown, you have immunity
weighs 10 pounds. If it inflicts a critical hit, all dice are set
to fire, and poison damage, as well as the charmed, frightened,
at their maximum values, and the target is pushed 20 feet
paralyzed, and poisoned conditions. You also have resistance
directly away from you.
to bludgeoning, piercing, and slashing damage from
nonmagical weapons. You also do not age while wearing the
crown.

130 RELICS
Honors of Velora
The Whale
The Horn of the Whale is Velora’s prized honor, crafted
Magic Items
Magic items fall into two categories, vestiges and panacea.
Vestiges are items and creatures that possess paranormal
from a black whale tusk and valued at over 350,000 gold.
abilities that break from reality. Panacea are elixirs and other
Property. When the horn is blasted, all allied creatures
compounds made via alchemistry. The creation or possession
within 120 feet gain a +1 bonus to their Proficiency bonus
of either is prohibited by Ascension on penalty of death.
and have advantage with saving throws against fear. The
individual that blows the horn gains a +2 bonus instead of
a +1. All effects last 10 minutes, and then the horn does not
operate again until the next dawn.
The Crypt of Altair
Within the Exclave exists the most secured vault outside of
Abraxas erected to accomplish one thing—to contain all the
anomalous objects, entities, and phenomena that disobey
the laws of reality enforced by Paradise. The number of
these items appears so high that Paradise obviously cannot
maintain reality in totality within every square inch of its
space. Once an item “deviates,” it remains so until destroyed.
These anomalies, dubbed “vestiges,” account for all magical
items within Paradise, positive and negative. It is assumed all
the Honors of Kings started as vestiges and were later made
to appear as kingdom regalia. Thus, they were tolerated on
the condition each kingdom kept them within secured areas.
All others are prohibited for private use and, if discovered,
must be reported or disclosed to the nearest Ascension
representative.
According to the Ascension, vestiges, despite any positive
Honors of Volani effect they may offer, pose a significant threat to the stability
of Paradise. An item breaking the laws of the universe
may spread to infect others, resulting in the eventual
The Sails destabilization of all reality. A civilian benefiting from a
The Volani Rod, or “God’s Finger” as it is known, is a famously vestige is a capital crime. Although there have been claims
sought-after artifact given its 1,000,000 gold price tag. that Ascension personnel employ vestiges themselves, they
Covered in colored diamonds, this rod went missing during deny such accusations.
the Pogrom and has not turned up since. Vestiges may include weapons, armor, books, clothes,
Property. While wielding the Volani Rod, your furniture, rocks, statues, animals, and—very rarely—people.
Intelligence, Wisdom and Charisma scores increase by 2 Vestiges may require “attunement;” they may radiate their
(with no maximum). Once a day, you can use it to cast revivify effects or just need to be held or handled to activate. While
(per spell), recovering the expended casting at the next dawn. many can be constructive or destructive, others are simply…
You can also use it to cast resurrection (per spell), recovering weird. More than one has been classified as cataclysmically
the expended casting after one month. volatile and could spell disaster to the land if used.

Vestiges
With a substantial reward for reporting vestiges and those
that use them, blatantly flaunting them would be hazardous.
Thankfully, only magical items that “visibly” exhibit magical
properties (bursting into flames, floating, or radiating
energy in any manner) would immediately set off onlookers.
Standard enhanced weapons (offering only a numerical
advantage) generally don’t appear magical, though ones
sparkling in encrusted jewels or strange crystals would set
off alarms.
Although magical items are generally commonplace
with an adventuring party, brandishing them openly would
be dangerous within the setting of Paradise. It is assumed

RELICS 131
that eventually, a group of characters will come into conflict
with the Ascension (specifically, purgitans). This can come
Zebul
from having a bounty placed on them for possessing and This class of vestige includes many more powerful items (rare
using magical items. However, the longer characters can hold and very rare). They are of considerable interest as they often
out before finally crossing that line, the better. fulfill a specific purpose without instigating too much chaos
in the surrounding environment. Alas, said purpose can
In truth, the most common vestiges are wondrous items itself be destructive. Zebul class creatures are generally more
and not weapons. With the latter, often an item is dismantled challenging to eliminate, and a few examples exist within
to its “enchanted” core, with one element being implanted in Altair’s vaults.
a weapon to carry out a military function.
No one really knows how a vestige comes about—it Machon
appears completely random. Despite numerous attempts in The extremely rare (legendary) machon class items are
the early days to create conditions to enchant items, no test often among the most powerful found within Paradise. They
has ever succeeded. These early experiments did result in the include armor, decks of cards, black spheres, entire buildings,
divergent path of alchemistry. Patterns did eventually appear more than a few books, and several weapons. Machon-class
after several centuries of documentation, all recorded later creatures are often singular, powerful monsters that are
by the proctors of Altair. often too dangerous to be kept alive for study. Machon items,
Ignoring the classification of vestiges within the crypt, though rare, are also usually easy to spot, given their power.
two types have appeared—inanimate and organic. Organic Those considered “cursed” are often so destructive that most
are animals that develop magical abilities on their own. This of the Crypt is reserved to contain machon-class objects.
is rarely human and is often one of the many native creatures
within Paradise—often resulting in mutation (a monster). Araboth
Inanimate vestiges are objects made by man that develop Only a few high-ranking proctors and cardinals are even
paranormal properties. These items can be a device or aware this class exists. Araboth-class objects are extremely
something as simple as a refined jewel. The more complicated powerful, often difficult to control, and have been known to
the item, the better the chance it will break reality, potentially possess their own intelligence. Being sentient, these items
the source of the forbiddance of technology by the Ascension. generally try to seize control of the minds of those around,
Inanimate vestiges are often nearly indestructible, given their objectives work against the civilization of man.
resulting in their confinement within the Crypt of Altair. An araboth requires the highest quarantine levels and is
Organic vestiges are often not as lucky. Those problematic exceedingly difficult to contain. Those artifacts wishing
to kill are incarcerated. Some prove such an anomaly that to destroy often find ways to accomplish this, even within
imprisonment and study are advised. These individuals and the Altair catacombs. Only a few of these are believed to be
creatures can occasionally be given freedom within the crypt contained within the crypt. Araboth-class monsters are once-
and even responsibilities open for compensation. The rest are in-a-century horrors that often require armies to contain.
incinerated.
Shapers
Classes of Vestiges To be described later, shapers fall into a grey area regarding
classification. The issue is that a vestige was defined as a
breaking of natural laws—as an object or creature doing
Only the proctors are permitted within the Crypt of Altair. something it’s not supposed to be doing, manifesting its
The actual crypt exists several levels below the ground, disobedience by altering reality around it.
within the superstructure of Bythos’s interior, with deeper
levels containing the more dangerous examples. Within the Shapers are built to break reality, and all evidence
crypt are three classes of vestige. points to the geocentric machine presiding within Bythos
forging them. However, given their immense power, they are
Vilon highly sought after by the proctors of the Crypt, who have
“incorrectly” classified shapers as Araboth-class vestiges.
This broad class of vestige encompasses all minor (common
and uncommon) magical items, including marginally A problem occurred when proctors attempted to retrieve
enchanted weapons, basic rings, and nominal magic devices, these objects. Bonded shapers cannot be forced away from
including lanterns and furniture. Generally, there are no their bonds and have been known to teleport or disintegrate
organic vilon items within the crypt as they can be disposed when attempts are made. Free shapers have never bonded
of upon discovery. Although vilon class objects are common with a proctor attempting to retrieve it, and given a shaper’s
and relatively easy to quarantine, many aren’t easy to identify, independence and capabilities of unlimited flight, capturing
given their often insignificant magical properties. one is near impossible. On those rare occasions when an
unbonded shaper has been obtained, it disintegrates shortly
after, with a replacement appearing later somewhere in
Paradise.
Despite this, there are still reports that at least two
shapers are being held within the crypt, though there is no
evidence of how they got there.
132 RELICS
Vestige Examples Chaotic Good

STR DEX CON INT WIS CHA


The following items are known to be contained within the
-- -- -- 17(+3) 20(+5) 20(+5)
Crypt of Altair. There are believed to be thousands more.
While some are unique manifestations, others are examples Proficiency Bonus +4
of everyday occurrences. Saving Throws Wis +9, Cha +9
Skills Insight +9, Perception +9, Persuasion +5
Aldridge Sandglass Condition Immunities charmed, exhaustion, frightened
Languages all
Classification. Araboth
Description. While the sand is occupied fully on the Arbor Vitae
bottom bulb of this five-minute hourglass, nothing occurs.
When flipped, allowing sand to pass through the neck to the Classification. Machon
opposite bulb, time flows backward, reversing all actions and Description. This large tree towers over 45 meters and
events. If flipped partway through, time resumes normally. If bears several different types of fruit. More than 100 fruits can
flipped again, time flows back again. The process resets once be picked from it at any time (20 of each color, maximum),
the last grain of sand passes through the neck. It can then and once one is plucked, it is replaced within 24 hours.
be flipped to the reverse time once again. Any individuals Regardless of the color and shape of the edible, they all taste
touching the sandglass are immune to the effects and those alike, though after finishing one, it imparts specific magical
suffering reverse time are unaware of the time lost. However, benefits based on alchemical potions. Once picked, fruit lasts
those unaffected by the reversal age 10,000 times faster two days before rotting and losing its benefit.
during the reversal (meaning 5 minutes of time ages the
target around 35 days). FRUIT BENEFIT (as per potion)
Red Healing
Animated Cloak
Classification.Vilon Orange Vitality
Description. The two long ends of this cloak end in Blue Growth
braids. They operate as whips (1d4 slashing—finesse, reach)
Green Flying
and don’t require the user’s hands to wield. While these
braids cannot wield weapons well enough for combat, they Yellow Diminution
can grab onto ledges or people. The animated cloak uses the
White Poison
wearer’s Dexterity and Strength scores for Ability checks
related to grabbing or holding on to creatures and objects.
Armor of All
Aphelion Classification. Zebul
Classification. Machon Description. This suit of +1 full plate renders its wearer
immune to critical hits; such attacks become normal hits. It
Description. Aphelion is the name of an intelligence
automatically resizes to fit any creature from Tiny to Large.
possessing a talisman that can assume the form of any object
The armor also possesses the unique property of being able
or creature it is attached to. It animates any object (per the
to collapse into its belt. As an action, it unfolds and wraps
animate objects spell—DC17), raises any corpse (per the raise
around its user. Another action can collapse it. While
dead spell), or dominates any creature (per the dominate
compact, the belt weighs only one pound.
monster spell—DC17) it is attached to, becoming that creature
in physicality. Aphelion’s soul is contained within the
indestructible talisman, and it does not register the passage Band of Ignorance
of time when not affixed to an object or creature. It can only Classification. Machon
communicate if the object/creature it controls is capable of Description. This brass bracelet’s magical purpose is
speech. It is pansexual and nonbinary on its own. Aphelion evident given the sigils inscribed on interior and exterior
admits to being more than a thousand years old and has surfaces. Someone wearing the band is ignored by everyone
inhabited nearly every type of creature in Paradise. It denies and everything that can see, hear or smell the wearer. This is
being an emet haim (intelligent golem). Aphelion possesses not etherealness or invisibility; the target is still tangible and
the following statistics, overriding alignment and the same visible—everyone simply ignores the wearer’s existence, as if
statistics and proficiencies of a creature it is attached to. It the person does not exist. This effect is nullified if the wearer
adds its immunities to those of the creature. casts a spell or harms a creature and will remain nullified until
the next dawn. While active, the wearer cannot be directly
attacked, and even though they are visible and detectable by
all visual and nonvisual senses, they are entirely ignored. If
the wearer interacts with a creature or object, the creature
will ignore the interaction unless harmed. If an object is

RELICS 133
being manipulated, the object is also ignored. The range of
this ignorance is virtually unlimited and functions through
Blackness
scrying and even through magic or technology capable of Classification. Zebul
recording events. If a creature knows the wearer is nearby, Description. The blackness is a Colossal black pudding.
they can guess but cannot extrapolate an exact position with It’s incredibly ornery. There is no record within the Crypt
any sense they possess. of how it got there or why it wasn’t destroyed. It has been
theorized kept around to “disappear” certain political
Bankor dissidents.
Classification. Araboth
Description. It was impossible to damage, let alone
Blackness
destroy, the buildings within the town of Bankor. When the Gargantuan construct, unaligned
proctors of the Crypt attempted to move one, it would teleport Armor Class 13 (natural armor)
back to the original town. Eventually, it was determined Hit Points 155 (10d20+50)
that the entire town could be moved, so it was, all sixty-five Speed 20 ft., climb 20 ft.
homes, taverns, guild halls, farms, and towers, to within the
STR DEX CON INT WIS CHA
Crypt, including the Testament—a 15-meter tall statue of an
20(+5) 5(-3) 20(+5) 1(-5) 6(-2) 1(-5)
insectoid creature wrapped in leather hides. The population
was executed before the repositioning. Bankor’s unique Damage Immunities Acid, Cold, Lightning, Slashing
feature is that town residents do not age and are immune to Condition Immunities Blinded, Charmed, Deafened, Exhaustion,
poisons and diseases. Frightened, Prone
Additionally, residents are compelled to sacrifice a Senses Blindsight 80 Ft. (Blind Beyond This Radius), passive
Perception 8
random resident to the Testament every month—the blood
Challenge 8 (3,900 XP)
being absorbed into the statue. If the population can elect to
sacrifice a visitor or newcomer, this is preferred. A resident is Amorphous. The pudding can move through a space as narrow as 1
defined as anyone that spends an evening and sleeps on a bed inch wide without squeezing.
within Bankor and one that does no longer wishes to leave. Corrosive Form. A creature that touches the pudding or hits it with
They learn to speak an alien tongue and prefer that over a melee attack within 5 feet of it takes 4 (1d8) acid damage.
others. Every evening, a resident gains 500 XP (to a maximum Any nonmagical weapon made of metal or wood that hits the
pudding corrodes. After dealing damage, the weapon takes a
of 10th level) or, once a month, increases their Hit Dice by 1 (to
permanent and cumulative -1 penalty to damage rolls. If its
a maximum of 10).
penalty drops to -5, the weapon is destroyed. Nonmagical
ammunition made of metal or wood that hits the pudding is
Biogenerator (Zooey) destroyed after dealing damage. The pudding can eat through
Classification. Machon 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including
Description. This metallic device appears as a Medium- upside down on ceilings, without needing to make an ability
sized, nonspecific pregnant female human in a fixed sitting check.
position. It lacks a face except for an open mouth. If blood
samples from two different creatures are dropped into the Actions
mechanism’s mouth, it activates. Within 8 hours, its abdomen Multiattack. The Blackness makes three pseudopod attacks.
opens up to reveal a newborn hybrid of the two creatures. Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
If the parents are similar biologically (both human and Hit: (1d12 + 5) bludgeoning damage plus (4d12) acid damage.
humanoid), regardless of gender, the hybrid will often appear In addition, nonmagical armor worn by the target is partly
as a normal child, an actual blend of the two parents. Other dissolved and takes a permanent and cumulative -1 penalty to
pairings (with beasts) may result in abominations. When the the AC it offers. The armor is destroyed if the penalty reduces
child emerges, roll a 1d10. its AC to 10.

1-5 Healthy child unless parents are biologically distinct. Bolt of Seeking
5-7 Child grows to pre-puberty within 1 year. Then it ages Classification. Vilon
normally. Description. Becoming either a crossbow bolt or a
8-9 Child is mute. traditional arrow (based on the need), this ammunition
requires an action for the wielder to name a target. When
10 Child dies within a day and turns into a wight. fired, the ammunition will hit the named target; do not roll.
The ammunition will move around corners and wait patiently
for an hour for the target to reveal itself if wholly enclosed.
The range is unlimited. Once it hits, the ammunition vanishes
and reappears in an unoccupied space within 5 feet of the
attacker after 5 minutes.

134 RELICS
Bountiful Backpack Choker of Bontrager
Classification. Zilon Classification. Machon

Description. This backpack has an interior space Description. This leather collar (with a 10-foot chain)
considerably larger than its outside dimensions. The automatically resizes for any creature with a discernable
backpack can hold up to 1,000 pounds, not exceeding a neck. If successfully wrapped and snapped around the target,
volume of 200 cubic feet. Regardless of its contents, the pack it suffers from the effect of a dominate monster spell with
weighs 20 pounds and is always locked. Retrieving an item no saving throw with the one creature holding the chain as
from the bag requires an action; the user speaks the item the caster. Only one creature holding the chain can control
required with the command, “Robert…”. The pack then opens the affected target. If the chain is released, the target will
and ejects the item 10 feet in the air, regardless of size. There continue with its last given order and then return to its
is a 30% the wrong item will be discharged. To place an item, master when that task is completed. If the chain is not held
the owner must speak, “Open up, Robert.” The flap will then for 8 hours, the target may attempt a DC20 Wisdom saving
open and accept an item. It will not accept living creatures, throw to escape the effect every five minutes until the chain is
other magical packs, bags, or holes. held or the target makes the save; in which case, it can remove
the collar.
Carafe of Souls
Cloak of Teleportation
Classification. Machon
Classification. Zebul
Description. Any good creature that drinks from the
carafe (when it is filled with wine, not water) gains the Description. While wearing this cloak, the hood can be
following benefits for one hour: pulled over the wearer’s head. The wearer can then teleport to
any location in Paradise they have seen. The wearer can take
‹‹ It gains resistance to poison and necrotic damage. one Medium-sized or smaller creature with them. Alas, the
‹‹ Its hit point maximum can’t be reduced. cloak remains behind at the original location.
‹‹ It regains 1 hit point when it starts its turn with 0 hit
points. It can’t become diseased.
Crypt of Altair
Classification. Machon
‹‹ It has advantage on saving throws against effects
that cause any of the following conditions: blinded, Description. The biggest secret locked within the Crypt
charmed, deafened, frightened, paralyzed, poisoned, of Altair is the Crypt itself. The first revelation new proctors
and stunned. Any evil creature that drinks wine from discovered upon entering the construct is its size, clearly
the carafe suffers 8d8 poison damage and is poisoned much larger inside than the space it occupies outside; only
for 1 hour. The only complication with the carafe is a then are new proctors told they would never have found
20% chance of its effects being reversed for 24 hours at the immense entrance if they had not been guided there.
the beginning of each dawn (harming good creatures The Crypt is confirmed to be located in the Exclave with a
and benefitting evil creatures instead). brass, cold iron, and steel vault door 25 meters tall sitting
underneath its largest basilica. Blueprints and most people
Chalk of Annihilation that live within the basilica claim there is no crypt below their
Classification. Zebul lowest level. One must be looking for the Crypt to find it. As
there are underground facilities, dungeons, and catacombs
Description. This nondescript stick of calcium carbonate under the exclave, the potential size of the Crypt can be
doesn’t appear magic¬¬al, and many have used it without measured. Yet, inside, it is much larger, so much so that the
magical effects manifesting. However, if a self-enclosed shape entire exclave could fit inside. Massive chambers dominate
(a circle or square, for example) is drawn upon a surface, that the Crypt to contain the largest vestiges. Beyond the spatial
surface within that area vanishes from all existence to a depth paradox, the Crypt of Altair features floating light sources,
of six feet. Only the surface material vanishes, not the material moving platforms, and doorways that connect rooms on
behind it, so annihilating a wall does not eradicate the air opposite sides of the facility. It is also impossible to teleport
behind it. Though the surface must be inanimate, something or scry within the Crypt.
living can touch the area the chalk has been inscribed upon.
If so, it suffers from the effect of a disintegrate spell (DC17).
Each chalk stick contains enough to draw up to 20 meters. It
Dragon’s Breath
is theorized the chalk is not enchanted on its own, but there Classification. Zebul
is a mine somewhere extracting calcium carbonate, which is Description. This small, baton-shaped device features a
itself naturally magical. small button that, when pressed with an action, releases a
torrent of energy much more massive than it could possibly
contain. All batons look the same, so when finding one,
it’s impossible to discern what it can do until the button is
pressed (with an action). Each model also features a dial
that can switch between two modes. Each dragon’s breath
contains 10 total uses. After which, it is useless.

RELICS 135
Once the button is pressed, it cannot be pressed again for
1 minute.
Dreamland
Classification. Zebul
Awesdo. This baton’s first setting releases lightning in a 90-
foot line that is 5 feet wide. Each creature in that line Description. This series of oil paintings display an idyllic
must make a DC 18 Dexterity saving throw, taking 66 fantasy landscape, but one not known to exist in Paradise.
(12d10) lightning damage on a failed save or half as much Regardless of whether on display, any living creature within
damage on a successful one. The other setting releases gas 120 feet of the painting enters the same environment when
in a 60-foot cone. Each creature in that area must succeed dreaming. They emerge as characters in a fantasy world
on a DC 18 Constitution saving throw or fall unconscious with dragons, elves, and free-flowing magic. Characters can
for 10 minutes. This effect ends for a creature if it takes engage in the narrative about retrieving magical macguffins
damage or uses an action to wake it. and rescuing captured royalty, or they can explore and follow
whatever suits their whims. Creatures that enter Dreamland
Drazom. This baton’s first setting releases an icy blast in a 60- around the same painting arrive together, but they are not
foot cone. Each creature in that area must make a DC 18 compelled to remain together. Every five minutes of sleeping is
Constitution saving throw, taking 66 (12d10) cold damage one day in Dreamland. If a character dies in Dreamland, their
on a failed save or half as much damage on a successful real-life body is reduced to 0 hit points. If they recover, they
one. The other setting releases paralyzing gas in a 60- foot awaken in the real world and can only re-enter Dreamland
cone. Each creature in that area must succeed on a DC 18 after 24 hours, albeit as a new character. The character one
Constitution saving throw or be paralyzed for 1 minute. A assumes when entering appears randomized, though if
creature can repeat the saving throw at the end of each of waking without dying, someone re-entering assumes the
its turns, ending the effect on itself on a success. same character. Time is not equal, with 5 minutes in the real
Nihmon. This baton’s first setting releases acid in a 90-foot world equaling 1 day within Dreamland. Given the average
line that is 5 feet wide. Each creature in that line must human sleep cycle, a creature can frequently be trapped in
make a DC 18 Dexterity saving throw, taking 66 (12d10) Dreamland for three to four months. Only humanoids with an
acid damage on a failed save or half as much damage on a Intelligence of at least 4 that can sleep can enter Dreamland.
successful one. The other setting releases gas in a 60-foot Someone within Dreamland can be woken into the real world,
cone. Each creature in that area must succeed on a DC 18 but they must make a DC15 Constitution saving throw or be
Strength saving throw or have disadvantage on Strength- reduced to 0 hit points. Someone may try and take control
based attack rolls, Strength checks, and Strength saving of Dreamland, gaining the ability to alter reality, adjusting
throws for 1 minute. A creature can repeat the saving enemy strength, non-playable character personalities, or
throw at the end of each of its turns, ending the effect on even the narrative. How this can occur appears to change at
itself on a success. random (GM discretion).
Sadmil. This baton’s first setting releases fire in a 60-foot
cone. Each creature in that area must make a DC 18 Evora Machon
Dexterity saving throw, taking 66 (12d10) fire damage on Classification. Machon
a failed save or half as much damage on a successful one. Description. So named due to her classification, Evora
The other setting releases repulsion energy in a 30-foot appears as an attractive young adult human female of Pyke
cone. Each creature in that area must succeed on a DC origin. However, Evora is not human. In actuality, she is a
18 Strength saving throw. On a failed save, the creature is sentient golem, known as an emet haim, constructed more
pushed 60 feet away from the user. than a thousand years ago by the famous cutter Umbra. A
Uyfit. This baton’s first setting releases fire in a 60-foot cone. glamour illusion offers the texture and look of human skin,
Each creature in that area must make a DC 18 Dexterity but beneath the deception is an animated, sentient stone
saving throw, taking 66 (12d10) fire damage on a failed and metal construction. If she harms a creature or suffers
save or half as much damage on a successful one. The damage, her glamour temporarily drops, revealing a still
other setting releases gas in a 60-foot cone. Each creature rather fetching ivory-colored statue with an animated face;
in that area must succeed on a DC 18 Constitution saving the hair is real. After five minutes, Evora can regenerate her
throw. On a failed save, the creature can’t use reactions, glamour. Any clothes or armor she wears is real. Being a
its speed is halved, and it can’t make more than one golem, Evora is tough to kill and does not age, claiming she
attack on its turn. In addition, the creature can use either was created by Umbra and then released into the world to
an action or a bonus action on its turn, but not both. prove artificial sentience could exist independently. She was
These effects last for 1 minute. The creature can repeat captured by the Crypt and remained incarcerated despite
the saving throw at the end of each of its turns, ending numerous attempts to break out. She claims there are dozens
the effect on itself with a successful save. like her made by Umbra and other cutters in Paradise, and
like the daemons, they exist among oblivious humans.

136 RELICS
Her last escape wa
through outside he s only accomplished
lp.
Whoever he was, he
us, the Crypt, its co knew everything ab
out
to avoid. He posed asntents, even what vestiges
on
the helm, walking op e of us, then employed
until locating her. enly through the facility
He drew chalk to va
the cell wall. I don’t porize
could she? She had believe she knew him; how
By her reaction, he been trapped for 163 years.
that moment. While had been a stranger until
the Crypt, by this pothe helm got them out of
down the Exclave. Deint, security had locked
living thing was go spite being undetectable, no
Then we located thing to be allowed to leave.
teleported, abandoe cloak—they had already
He had spent a life’s ning the chalk and
the helm.
of precisely what wa fortune in the acquisition
this single creature s required to break out
.
Subsequent decade
of theories: that it s entertained doze
ns
haim, but most lege was Umbra, another emet
knew where she wa nds forget to ask how he
el of the Crypt ands, I mean precisely what lev-
another vestige he what chamber, pointing to
ual possessed one of had access to. This
ind
relics and squander Paradise’s most po ivid-
werful
statue from the mo ed it, breaking out a living
the universe. st he av ily guarded prison
in
A few of us believe
powerful lord hiding d he was a duke, some
not a trophy. No on in plain sight. No, she was Euclids
in trade. And it wa e gives up that much power
ing for another; els no paid mercenary work- Classification. Machon
relics and bought ase, he would have sold those Description. These five Small regular, convex
small empire. ¬
polyhedrons float three feet off the ground and have a matte
I read of legends sp silver sheen. The area of effect of a Euclid is 60 feet around
fantastic beasts in eaking of knights slaying the object. Each euclid produces a different effect within this
cess. In this situatiohopes of rescuing a prin- area, depending on its shape.
and the dragon. n, she was both the
damsel
Tetrahedron: Creatures that start their turn within range
It was confirm
when she returned ed eighty-five years later regain 2 hit points; additionally, any roll of a d4 made by
volition. She had givto the Crypt of her own a creature or object in the area is automatically treated
dence upon the deat en in to a moment’s despon- as a 4 (do not roll).
upgraded in both fu h of her lover. Her cell was
has not attempted rnishings and security and Cube: All weapons inside the area of effect are considered
escape since. magical; additionally, any roll of a d6 made by a creature
She never spoke of
other than it was who had rescue or object in the area is automatically treated as a 6 (do
greatest risk for lo a stranger that to d her, not roll).
ok the
ve.
Octahedron: All armor inside the area of effect provides an
Altair Account File additional +1 bonus to AC; additionally, any roll of a d8
534e789s5ge4yt98 made by a creature or object in the area is automatically
nou6i
Untitled treated as an 8 (do not roll).
Dodecahedron: Creatures inside the area of effect are
immune to fear while above 0 hit points; additionally,
any roll of a d12 made by a creature or object in the area
is automatically treated as a 12 (do not roll).
Icosahedron: Any roll of a d20 made by a creature or object
in the area is automatically treated as an unnatural 20
(do not roll).

RELICS 137
Four Eyes
Classification. Zebul
Description. This set of bifocals translates any written
work into a language the wearer can read. The wearer also
gains a +3 bonus to its Intelligence score. This bonus can’t
increase the wearer’s Intelligence score above 24.

Grenoille’s Scent
Classification. Araboth
Description. This perfume contains 20 uses, but after
a month since the latest use, it magically refills. If sprayed
on any creature (the wearer), any other creature within 30
feet of the wearer with a sense of smell must make a DC20
Wisdom saving throw and do so with advantage if the
wearer is fighting it. If a creature fails the saving throw, it is
charmed by the wearer for 1 hour or until the wearer
harms it. The charmed creature regards the wearer
as a friendly acquaintance. If the charmed creature is
still smelling the scent when the effect wears off, it must
attempt another saving throw; on a failed save, the effect
continues for another hour. An application lasts for three
hours. When the effect ends, the creature will always carry a
fondness for the wearer unless the wearer harms it.

Gibson Bowls
Classification. Vilon
Description. These two metal bowls are, in actuality,
small standing bells that resonate when a wand is slid
around the inside edge. The wands are not magical and
can be replaced with any implement. When one bowl is
reverberating, the other replicates that exact sound; if
both are used simultaneously, the sound is not amplified.
Additionally, any sound within 30 feet of one bowl echoes
out of the opposite in perfect clarity, as if both bowls were
occupying the same space. This allows communication
Force Bow between the bowls regardless of distance. There are at least
Classification. Zebul seven pairs of Gibson bowls known, matched by their unique
Description. This bizarre weapon is a hybrid longbow color and sigil arrangement.
and crossbow (technically, it is classed as a longbow). It
inflicts 1d10 piercing damage and possesses a range of Gloom Candle
150/600). It also has the heavy and two-handed properties. Classification. Machon
An inbuilt magical engine allows the force bow to create its
own ammunition out of thin air, which appears suspended in Description. This pillar candle does not melt and stays
the weapon’s barrel. The bow can fire up to 30 arrows before lit until blown out. When lit, it casts bright light for 10 feet
losing energy. It regains all spent uses when reaching the and dim light for another 10 feet. Any creature that begins
next dawn. With an action, the wielder can lock the weapon its turn within 20 feet of the candle has its shadow detach
without firing. Until firing the bow, at the end of the wielder’s and become a shadow (per the 5E monster). The shadow will
turn, the damage increases by one step (1d10 to 2d6 to 2d8 to then immediately try to attack any living creatures it sees,
2d10). When fired, its damage returns to 1d10. If the weapon pursuing targets outside the range of the candle if necessary.
isn’t fired upon reaching 2d10, at the end of the wielder’s next If the candle is extinguished, shadows created remain until
turn, the energy dissipates and the ammunition vanishes. destroyed. A variation of the gloom candle has been found
The hammer can also be returned without firing with an installed in a device with a movable reflector, allowing the
action, which will also dissipate the energy. The force bow candlelight to be directed into a cone 40 feet long.
inflicts force damage.

138 RELICS
Human Slayer
Classification. Zebul
Description. When this magical +1 weapon hits a
human (human only, not humanoid), this weapon inflicts an
additional 3d6 damage of the weapon’s type.

Incanetics
Classification. Zebul
Description. Thanks to the Crypt, what should have been
suppressed turned into an underground industry partially
supported through a black market operated by the proctors
themselves. It was lucrative until finally being uprooted
Gomjii Herald and burned centuries ago. However, the damage had been
Classification. Zebul done, and the knowledge had spread, creating a hidden
Description. The wearer of this belt gains a swim speed network of cutters able to recreate the end result. As magical
of 30 feet, can breathe underwater, gains darkvision to 60 regeneration was not only illegal but costly, people who
feet, and no longer requires sleep. suffered from severe injuries usually had to live with their
disabilities. No one knows where the knowledge came from.
Hagenar’s Leather It has been called maginetics or necronetics, but they all
refer to magically augmented limb and organ replacements.
Classification. Machon
Most of these examples have been destroyed, along with the
Description. While wearing this +3 leather armor, the people who owned them. A few have been removed from their
target automatically passes all death saves (no rolling); it owners for study. There is one known individual enhanced
is also glamoured, allowing it to resemble a normal set of by incanetics within the Crypt, and there are rumors he
clothing. produces incanetics secretly for proctors of the Crypt.

Harbinger of Might Infinite Yarn


Classification. Machon Classification. Vilon
Description. The wielder of this weapon can use a bonus Description. Just what it says, this fist-sized ball of white
action to speak this weapon’s command word, causing flames cotton yarn never runs out. Ever. It can be braided to make a
to erupt from this +1 longsword. These flames shed bright light strong rope if required.
in a 40-foot radius and dim light for an additional 40 feet.
While the sword is ablaze, it deals an extra 2d6 fire damage Lens of Knowledge
to any target it hits. The flames last until the wielder uses a
Classification. Araboth
bonus action to speak the command word again or until the
wielder drops or sheathes the sword. Description. It was decades of studying this item before
its application was fully understood. If placed within the
Additionally, stabbing the blade into the ground sends
skylight of an otherwise darkened room, allowing the light
a cone of fire forward. Each creature in a 60-foot cone must
of Uno to pass through, and if a creature stands underneath
make a DC15 Dexterity saving throw. A creature takes 8d8
the beam of light, it can ponder any question and become
fire damage on a failed save or half as much damage on a
aware of the truth. There is no deception, and the knowledge
successful one. The fire spreads around corners. It ignites
acquired can be inquiries that no intelligent creature within
flammable objects in the area that aren’t being worn or
Paradise could answer. A target can know the past or future,
carried. Once this ability is used, it cannot be used again until
but awareness of that future could affect if it happens,
the next dawn.
meaning that answer is based on previous ignorance; free
will can still alter the course of events—another piece of
Heart of Kings knowledge the lens can impart.
Classification. Zebul
Description. This dagger lacks a handle, and when Living Clay
pierced into a target, the blade buries itself within the subject’s Classification. Zebul
torso, inflicting 30 points of damage that cannot be resisted.
Description. Technically, living clay is neither alive
After the target finishes a long rest, their Constitution score
nor intelligent. However, when employed in constructing a
becomes 20. If the target already possesses a Constitution of
golem, it gains increased intelligence and potentially even
20 or higher, or if the target dies, the blade is ejected and can
sentience. A clay golem gains a +5 bonus to its Intelligence
be used again. It can also be forcedly removed via a successful
score (max 18), a +3 bonus to its Wisdom score (max 16), and a
DC20 Wisdom (Medicine) check, though the target will suffer
+6 bonus to its Charisma score (max 20). It is also able to act
30 points of damage in the process.
independently.

RELICS 139
If used in creating an emet haim (living golem), the golem
gains a +2 bonus to all of the above ability scores instead of
Metalman
the aforementioned bonuses. Classification. Zebul
Description. Viotto Albertine was probably an average
Longcase Cloak person at one point, likely wracked with disease or mutations.
Classification. Araboth A genius and madman known only as Umbra applied their
knowledge and constructed an artificial body for Viotto,
Description. This grandfather clock keeps perfect time effectively replacing 85% of his body with incanetics. All
without power or winding. Every hour, on the hour, it rings that remains of Viotto is his brain, tongue, and heart.
a bell. Depending on the time, anyone within 60 feet of the Everything else is constructed of wood, steel, and stone.
clock that hears the bell suffers the following effects. Every Viotto regenerates injuries, even to the extent of rebuilding
24 hours, the effects are randomized. Roll on the following limbs. He is exceedingly strong, with dozens of magical
table. The result is counted as 12:00 for sorting the remaining enchantments scattered across his body. The belief is that if
effects in order. Umbra could construct a complete magical body for Viotto,
then they must have done so for themselves.
Roll Effect For All Creatures
1 Time stops for 1 minute Mister Whitlock
2 Gain 1,000 XP Classification. Machon
Description. This stuffed toy resembles a four-legged
3 Lose 1,000 XP (potentially causing a creature to
furry animal with large eyes and cute ears. It radiates a
decrease in level)
constant confusion effect (as the spell). Each creature that
4 Reduce their Wisdom score by 1d4 permanently starts its turn within a 50-foot radius centered on the toy must
succeed on a DC15 Wisdom saving throw or be affected by it.
5 Regain all Hit Points
The toy also possesses a pull-string and, if drawn, exclaims,
6 Evil creatures are reduced to 0 Hit Points “I love you very much”—the radius then doubles, and the
saving throw DC increases to 18. A creature that fails the save
7 Good creatures are reduced to 0 Hit Points is affected for 1 minute but can make another Wisdom saving
8 Gain proficiency in one random skill permanently throw at the end of each of its turns. If it succeeds, this effect
ends for that target (though it may need to save again if inside
9 Creatures are deafened permanently the radius after another minute has passed). Anyone holding
10 Highest ability score increases by 2 (to a maximum the toy is immune to its effects.
of 24)
Mortal Mathew
11 Teleport to another universe
Classification. Araboth
12 One weapon each creature carries gains a +1 Description. This eight-year-old human child does not
enhancement or increases its existing enhancement age. If killed, it reappears as it did before the killing blow
by 1 (to a maximum of +3). in a random location up to ten kilometers away. As a result,
keeping him alive and secured without being allowed to
Mabuza’s Chordophone injure himself is paramount. Any creature that begins its
Classification. Araboth turn within 30 feet of Mathew that hears his voice must
make a DC20 Intelligence saving throw. On a failed save, the
Description. This piano appears normal, except any
creature’s Intelligence and Charisma scores become 1. The
tune played on it can be heard at a soothing volume by every
creature can’t cast spells, activate magic items, understand
organism that can hear within Paradise.
language, or communicate intelligibly. However, the creature
can identify its friends, follow them, and even protect them.
Magnifying Glass At the end of every 30 days, the creature can repeat its saving
Classification. Zebul throw against this spell. If it succeeds on its saving throw, the
Description. This handheld convex lens can permanently effect ends. The effect can also be ended by greater restoration,
enlarge Tiny or smaller non-living items. As an action, a user heal, wish, or by Mathew’s desire. He can suppress this effect
looks at a Tiny or smaller object through the lens, and as at will.
long as no one else is looking at it, can enlarge that object up
to Medium-size. The item cannot be magical. The glass can Nadir’s Hammer
enlarge food, basic gear, or common objects. This process is Classification. Zebul
permanent.
Description. This +1 warhammer inflicts an additional
2d6 thunder damage on a hit. Additionally, if slammed into
the ground, the hammer creates an earthquake that affects all
creatures except the wielder. For 1 minute, an intense tremor
rips through the ground in a 40-foot-radius circle centered

140 RELICS
on the impact point and shakes creatures and structures in
contact with the ground in that area. The ground in the area
becomes difficult terrain. Each creature except the wielder
on the ground that is concentrating must make a DC15
Constitution saving throw. On a failed save, the creature’s
concentration is broken. Each creature on the ground in the
area must make a DC15 Dexterity saving throw. On a failed
save, the creature is knocked prone. The tremor deals 50
bludgeoning damage to any structure in contact with the
ground in the area when the effect starts and at the start of
each of the wielder’s turns until the effect ends. If a structure
drops to 0 hit points, it collapses and potentially damages
nearby creatures. A creature within half the distance of a
structure’s height must make a DC15 Dexterity saving throw.
On a failed save, the creature takes 5d6 bludgeoning damage,
is knocked prone, and is buried in the rubble, requiring a
DC 20 Strength (Athletics) check as an action to escape. On a
successful save, the creature takes half as much damage and
doesn’t fall prone or become buried.

Nagomjii Mail
Classification. Vilon
Description. The nagomjii fashioned this unusual armor
to protect their soldiers in conflicts with human opponents.
It mimics traditional chainmail, except links are fashioned
by glucose-based long-chain polymers instead of steel.
This results in a much lighter suit without compromising
significant protection. Nagomjii mail only weighs 20 lb.,
provides an AC of 15 + Dex modifier (max 2), and does not
impose disadvantage on Stealth checks (medium armor). and he regains 10 hit points at the start of each of his turns).
More powerful varieties include a magical enhancement to He also generates a toxic smell. All creatures that begin their
AC from +1 to +3. turn in a 60-foot radius of Adam must succeed on a DC20
Constitution saving throw or take 36 points of poison damage.
Objectionable Thimble
Classification. Machon Origami
Classification. Zebul
Description. When placed on a finger, this minuscule
thimble allows the user to create undead. As an action, the Description. This piece of paper feels easily foldable but is
user touches a corpse. The target becomes either a zombie as strong as steel. It can continuously fold and unfold without
or a skeleton (depending on the state of decay). Regardless compromising its integrity. It can also be unfolded infinitely,
if the target is willing, the soul is drawn back and trapped increasing its size each time it is opened. Only physical effort
in the undead creature. It is not under the control of anyone can unfold it (it cannot unfold independently). A user can
and retains the Intelligence, Wisdom, and Charisma ability create nearly any object through folding—when assuming a
scores and alignment of when it was alive. It lacks any shape, the origami becomes the item. Creating an item can
levels, however—it is just a basic undead. Its capacity to take one minute for a Small object, five minutes for a Medium
communicate is based on the quality of its vocal cords. If the object, one hour for Large objects, and up to eight hours for
creature is touched again by the thimble, it is immediately Huge objects. Objects larger than that can take several days. A
destroyed, and the soul is freed. If the creature is not touched successful DC15 Dexterity (Sleight of Hand) check can reduce
again by the thimble within five minutes, a random creature the time by half. After a user has created an item, the origami
of the same type as the undead’s former living form within remembers, and that same user can command the origami
1 kilometer must make a DC25 Constitution saving throw or to take that shape with a bonus action. In which case, the
die. time to create an item is reduced to a bonus action, an action,
one minute, and five minutes respectfully. The user must be
Offensive Adam touching the origami when giving the command. The origami
can only create one object at a time, and the object can have
Classification. Araboth
no moving parts. Here is a list of possible objects it can create:
Description. Adamski Adlar is impossible to kill. Despite +1 shield, +1 full-plate armor, any +1 metal simple/martial
being a non-combatant, no one has been able to kill him (he melee weapon, a boat of any size, a house, or a castle.
passes all saving throws, attack rolls made against him are
always treated as a natural 1 unless a critical hit was scored,

RELICS 141
Prymula’s Skeleton
Classification. Zebul
Description. This device, by default resembling a normal
key, is capable of opening any lock in existence. This can
include shaping itself as required, be it spawning into
multiple keys that must be turned at once, an eyeball, a hand,
or a keycard. It also can cast the knock spell at will.

Ralph
Classification. Zebul
Description. Ralph is a gibbering mouther with an
Intelligence score of 14.

Rapid Shoes
Classification. Vilon
Paradox Box (requires attunement)
Classification. Machon
Description. The wearer of these boots gains a +5-foot
Description. This metal box is large enough to hold a bonus to speed. As a bonus action, the wearer can spring
single Medium-sized object. If something is placed inside forward up to 100 feet without provoking an opportunity
and the lid is closed, the contents are locked in dual states of attack. After using this ability, it cannot be used again until
existing and not existing, effectively locked in time. Until the the next dawn.
box is opened, anything inside does not record the passage
of time. When the box is opened, there is a 10% chance that The Red Button
the contents will have disappeared, teleported into another
Classification. Araboth
universe.
Description. This unremarkable shiny red button does
Pearl of Existence not appear to be connected to anything. When pressed,
Classification. Araboth the entire mechanism of Paradise stops. The orrery stops
functioning; planets don’t move, including Uno. Pressing
Description. This Medium-sized bead appears to be a
the button again restarts the mechanism. Stopping Paradise
natural occurrence. If a dead body of a Medium or smaller-
causes all creatures on the ground to make a DC15 Dexterity
sized humanoid in any state of decay is placed inside, it is
saving throw. On a failed save, the creature is knocked prone.
returned to life as per a True Resurrection spell five minutes
later. However, the target is allowed to have died of old age
and cannot resist this effect, even if unwilling to be raised.
Rings of Power
The target also has a 40% chance of turning into a succubus/ Classification. Zebul
incubus upon returning to life. Description. These rings all resemble basic titanium
wedding bands. When worn, the user gains a +2 bonus to
Periapt of Elsewhere one ability score (set at the ring’s creation. These rings are all
Classification. Zebul identical and resist attempts to identify them. If a creature
wears two rings with identical benefits, they immediately
Description. When worn or even touched, this amulet
are killed, and both rings vanish. If one creature wears three
generates an illusion its user and anyone the user wishes can
rings of different benefits, all bonuses increase to +3, and
see of any location anywhere the user commands it to reveal.
if wearing six rings, all bonuses increase to +4. There are
Everything in a 150-foot radius can look, sound, and smell
believed to be four rings of each type in existence.
like any real location as it exists at any moment in time from
the present to up to 1 year in the past. It is not an estimation—
the illusion is a perfect representation, including people,
Sara’s Soft Steppers
dialogue spoken, actions taken, and the specific locations Classification. Vilon
of items and even secrets. Releasing the amulet deactivates Description. The wearer of these boots makes no sound,
the image. If touched without a command, the periapt will regardless of the surface they are moving across. The wearer
recreate the last location it was commanded to create. also has advantage on Dexterity (Stealth) checks that rely on
moving silently and can also walk on any horizontal surface,
including water, mud, oil, and ice, without falling.

142 RELICS
Scribe of Desires Suspension Rifle
Classification. Araboth Classification. Zebul
Description. This pencil cannot be broken, and it never Description. This strange, +1 energy weapon skirts the
appears to run out of graphite. As its point is shaved, the line between technology and magic. It is a ranged martial
opposite end extends to compensate. It can write on virtually weapon that inflicts 1d8 radiant damage and has the ranged
any surface, but if written on traditional paper in standard (150/600) property. It never runs out ammunition. When
argot, anything written becomes a reality. It acts as a wish fired, it creates a solid beam of energy that remains between
spell, including any consequences for casting it. Additionally, where the weapon was when it fired and where the target was
for every wish carried out, another one is carried out when hit (or five feet away from the target if a miss). Until
randomly in Paradise that will affect the original scriber in the beginning of the wielder’s next turn, the line created by
the worst possible way. This can be up to and including the the beam remains, and any creature crossing that line must
death of loved ones (never the scriber). make a DC15 Dexterity saving throw or suffer damage equal
to a normal hit. The gun and the original target can shift
Seeker Bolt position; the beam does not move. When firing the weapon,
Classification. Vilon (+1) / vilon (+2) / zebul (+3) the user can “bend” the beam up to 30 degrees, reducing 3/4
cover to half and half cover to no cover. Additionally, when
Description. Becoming either a crossbow bolt or the firer hits, they can take 1d4 psychic damage (unavoidable)
a traditional arrow (based on the need), this piece of to inflict additional 2d4 psychic damage on the target.
ammunition offers a +1, +2, or +3 enhancement bonus to
attack and damage rolls. Once it hits, the ammunition Seward’s Thumper
vanishes and reappears at the beginning of your next turn in
your possession. Classification. Araboth
Description. If this Small piton-shaped device is driven
Segmented Sword into the natural terrain, it will send out rhythmic audible
Classification. Vilon acoustical pulses every 30 seconds. All dead creatures
within 10 kilometers are raised as ghouls and immediately
Description. This +1 longsword can, with a bonus action attack anything living they see. The thumper roots itself
and a press of a button, extend into a 30-piece metal whip. when driven into the ground and requires a DC25 Strength
Damage is 1d8 slashing. The weapon’s statistics are the same check to remove. If removed, the thumper goes silent, and all
as a whip, except it loses the versatile property but gains the ghouls created by the thumper are destroyed. Each hour the
reach property. thumper is embedded, its range increases by 1 kilometer, and
dead creatures within this extended range are also raised as
Simulacra’s Echo ghouls. There is no limit to this extended range.
Classification. Araboth
Description. If a living Medium or smaller-sized creature
Sick Stick
sees its reflection in this standing mirror, a perfect duplicate Classification. Vilon
of that creature emerges, identical in personality, ability Description. When using an action to touch a living
scores, and alignment with the singular exception of wishing creature with the tip of this wand-shaped device, that creature
the death of its real-world counterpart. The reflection will must make a DC15 Constitution saving throw. On a failed save,
enter a homicidal rage with no other goal than the death of its the target takes 2d8 poison damage and is poisoned until the
duplicate. It cannot be reasoned or even communicated with end of the attacker’s next turn. Once a sick stick is used, it
until it has utterly destroyed its counterpart. After this, it will cannot be used again for 1 minute.
revert to its real-world counterpart’s personality, potentially
confronting the trauma of its action. If its reflection is Static Spear
resurrected, the homicidal intent will return. Outside of this,
the reflection will act precisely as its real-world counterpart Classification. Machon
did. Description. This +1 trident is constantly crackling with
electricity. It deals an extra 2d6 lightning damage to any
Smith’s Pipe target it hits. A bolt then leaps from a hit target to another
Classification. Zebul target of the attacker’s choosing within 30 feet. The new
target must make a DC15 Dexterity saving throw, taking 2d6
Description. Regardless of what kind of recreational lightning damage on a failed save or half as much damage on
plant extract being smoked in this pipe while smoking it and a successful one.
for up to five minutes after, its user is immune to fear, has
advantage with all mental saving throws, and has advantage
with all mental ability checks.

RELICS 143
Tilden’s Skates
(requires attunement)
Classification. Zebul Actions
Description. The wearer of these boots can fly, gaining a Multiattack. The watcher makes any two other attacks with any
vehicular speed of 20 feet (see later). When the boot’s property combination of its weapons.
has been used for a total of 10 minutes, the magic ceases to Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
15 (2d8+6) piercing damage, and the watcher can immediately
function until the next dawn.
make an additional piston tongue attack against the same
target.
The Watcher Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
Classification. Zebul 15 (2d8+6) slashing damage, and the watcher can immediately
make an additional mechanical saw tail attack against the
Description. This singular, self-repairing biomechanical same target.
machine was found indiscriminately attacking anything it Mechanical Saw Tail. Melee Weapon Attack: +11 to hit,
encountered, save children. Its regenerative ability made reach 10 ft., one target. Hit: 11 (1d10+6) slashing damage. This
it exceedingly hard to kill. The Ascension determined its weapon scores a critical hit on a natural 19 or 20.
technology distinctiveness was too rare to destroy, thus Piston Tongue. Melee Weapon Attack: +11 to hit, reach 5 ft., one
ordering its capture. It has broken free a half-dozen times, target. Hit: 15 (2d8+6) piercing damage. The watcher can only
killing numerous proctors over its five hundred year captivity. make one Piston Tongue attack each turn.
Plasma Caster. Ranged Weapon Attack: +11 to hit, range 100/400
Watcher ft., two separate targets. Hit 13 (2d6+6) fire damage.

Large construct, unaligned Legendary Actions


Armor Class 18 (natural armor) The watcher can take 3 legendary actions, choosing from the
Hit Points 195 (17d12+85) options below. Only one legendary action option can be used at a
Speed 40 ft. time and only at the end of another creature’s turn. The watcher
regains spent legendary actions at the start of its turn.
STR DEX CON INT WIS CHA
22(+6) 18(+4) 20(+5) 16(+3) 16(+3) 5(-1) Sniff. The watcher makes a Wisdom (Perception) check.
Tail. The watcher makes a mechanical saw tail attack.
Saving Throws Str +11, Dex +9, Con +10 Regeneration (Costs 2 Actions). The watcher regains 20 hit points.
Skills Acrobatics +9, Perception +8, Stealth +9
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., truesight 20 ft., passive Perception 18
Languages –
Challenge 14 (11,500 XP)

144 RELICS
Xin’s Water Stone
Classification. zebul
Description. This double-sided sharpening stone
possesses a 3,000 grit side and an 8,000 grit side, though
this is its nonmagical properties. If a blade is applied to the
stone for five minutes, the stone imparts its magical abilities
onto the blade. It gains an additional +1 bonus to attack and
damage (to a maximum of +3). Set the weapon’s damage dice
to their highest value when attacking with this weapon.
When attacking a creature with this weapon and on a roll of
a natural 20, that target takes an extra 4d6 slashing damage.
Roll another d20; on another natural 20, the blade lops off one
of the target’s limbs, with the effect of such loss determined
by the GM. If the creature has no limb to sever, the blade lops
off a portion of its body instead. This magical effect lasts five
minutes after an affected weapon hits for the first time. A
single water stone can apply its effects to a maximum of ten
occasions before it wears out.

Plex Codex
The strangest book, perhaps in the entire universe, is the
Trevino’s Heart legendary Plex Codex. History did not record when the
Classification. Zebul book was first discovered. The initial account of its existence
derives from the manifest of a Forthwind Guild sailing vessel
Description. This +1 battleaxe inflicts an extra 2d6 cold
as part of the personal library of a Corvos abecedarian who
damage to any target it hits. Additionally, if it strikes a body
subsequently lost it when the ship was sunk off the coast
of water or a liquid that is principally water (not including
of Thalim. Somehow the book managed to wash up on
water-based creatures), it freezes the liquid in a 20-foot
shore without water damage, where it was recovered by the
radius. This ice lasts for 1 minute. Creatures swimming at
alchemist Enoch Naraka who attempted to decipher it. After
the surface of frozen water are trapped in the ice. A trapped
Naraka killed himself in what was suspected to be a faulty
creature can use an action to attempt a successful DC17
experiment that burned his laboratory, the book (once again
Strength check to break free. A creature hit by the axe can
in flawless condition) was recovered from the ashes by a local
also be forced to make a DC17 Constitution saving throw. If it
law enforcement officer who donated it to the Royal Library
fails, it takes 8d8 cold damage and is encased in ice; an action
of Patala in Alshain. It remained there for several centuries
attempting a successful DC17 Strength check is required to
until it was confiscated by the Ascension for being potentially
break free. Once a target fails this save, this weapon’s cold
magical.
damage ability cannot be used again for 1 hour.
It was examined by the proctors of Altair and categorized
The Verbal Queen as a vilon-class vestige and locked away within the Crypt.
However, the rector Algol Almach, a proctor apprentice,
Classification. Araboth
stole the book, believing it to possess some higher meaning.
Description. With her name expunged and her capacity for Although Almach was captured and summarily executed,
communication suppressed, no one knows who the Verbal the book was not located. It remained lost for five centuries
Queen is, except that she is a human, likely erid, and given before being discovered hundreds of kilometers away on a
a reprieve to live within the Crypt rather than be executed fishing vessel within the Falkland Firth. A giant decapus had
thanks to a few favors carried out. The queen can suggest a been caught, its innards exposed, and the perfectly preserved
course of activity (limited to a sentence or two) and magically book fell out. It was handed to the curia at the village of
influence up to twelve creatures of her choice that she can Castor, who called for a proctor.
see within 30 feet, and that can hear and understand her.
The specialist Karak Rastaban investigated the report
Creatures that can’t be charmed are immune to this effect.
and confirmed that it was the same book. He later believed
Each target must make a DC20 Wisdom saving throw. On a
it should be upscaled to Zebul- or even Machon-class given
failed save, it pursues the course of action described to the
the tome’s capacity to go missing and curse those attempting
best of its ability. The suggested course of action can continue
to own it. Karak locked the tome within a wrought iron box
for up to 1 day. If the suggested activity can be completed in a
believed to suppress magical radiance and shipped it under
shorter time, the effect ends when the subject finishes what
guard to the Exclave, only for the book to vanish from within
it was asked to do. The queen can suggest anything, even
its containment.
harmful acts.

RELICS 145
Karak became obsessed with the Plex, locating it copies), Tojilfenias claimed to have cracked the basics of the
again fifteen years later in a library in Kaitos, where it had Codex’s vocabulary. She stated that the language possesses
apparently been open to the public for nearly twelve years ninety consonants, forty vowels, and three tones and that
without incident. Karak later expressed doubt over the the written form is syllabary, which no species in Paradise
assumptions of a curse, believing the Codex’s magical ability utilizes. The doctor later identified three segregated “books”
was its compulsion to be read and that it was the suppression within the codex as well as separate chapters further divided
of its knowledge that brought about the curse. Karak’s report into scripts and verses. Within her publication, she provides
of the book’s contents became widely known among both one translated verse. Oddly, this translation has survived.
proctors and abecedarians, who both sought to study its Tojilfenias further claimed that the writing throughout
contents. Karak felt the text should be left in place, but upon appears unaffected by the presumed scribe’s age or mental
orders from the Exclave, was forced to confiscate and return condition, meaning it was written by one person over a
the book to the crypt. relatively short period of time. Tojilfenias was branded a
Karak was never heard from again. His personal diary heretic for her writing and went into hiding. Her fate remains
was later found stuck in a tree on the planet Philokalia unknown.
twenty-five years later. His last entry was a somewhat Although a few illustrations within the Codex represent
random assertion that whoever read the entirety of the several creatures known to exist with Paradise, these are
Codex, regardless of their comprehension of it, would die of often adjacent to images of animals that have never been
natural causes within five years. seen. Tojilfenias claims to have identified what appears to
The Plex became lost to time once again, with only be mathematical equations and scientific theorems and
rumors of books matching its description appearing in a other indicators pointing to the Codex being an encyclopedia
dozen places across Paradise for the next five hundred years. of sorts. Tojilfenias also claims the book clearly contains
What is known about the book’s power is that attempts instructions but for what she could not decipher before her
to copy it fail— reproductions vanish from their pages. The disappearance. One page in book three includes a grid of non-
original is indestructible, immune to all weather effects, repeating symbols that Tojilfenias believed was a cipher to
including extreme cold and heat. It cannot be torn, cut, or decrypt a yet undiscovered dialect she dubbed “the hallowed
otherwise blemished despite it already featuring several tongue.” Many abecedarians assumed this to be related to
marks of age (including one noteworthy slash along its cover). Proto-script.

However, the Plex Codex’s strangest property may not be One illustration unmistakably showcases the structure
its magic but its contents. of Paradise pre-Vothragna Event, pointing potentially to
the age of the Plex. However, other drawings show worlds
The book, at 500 pages, has been the subject of hundreds that have never existed—ones without rings or pillars. One
of redacted or censored papers across Paradise, giving it an impressive graphic displays the schematics of a vessel of
even more mythical status among academics. As such, the some kind apparently longer than the diameter of Bythos.
majority of the public isn’t aware of its existence. To the
rest, it’s nothing short of legendary, the most forbidden and
desired tome in history, a book no one can understand.
Although the contents cannot be copied,
there are many accounts of what the book
contains—hundreds of illustrations and
tens of thousands of words written in an
indecipherable dialect (even a comprehend
languages spell fails to work). The pictures
are surreal, the text following seemingly no
pattern (no one even can agree if it should
be read left-to-right or right-to-left). It has
been recognized as not being Proto-script
and not sharing even a graphemic baseline
with that or any other known language.
When it does appear, the book has been
the subject of analysis by local philosophers
and codebreakers, none of whom have been
able to decrypt it. No one truly knows what
the Plex Codex means…with perhaps the
notable exception of the abecedarian Doctor
Natal Tojilfenias.
In her book, Deciphering the Impossible, a
tome that would later be suppressed and its circulation
confiscated by Ascension purgitans (save for a few extant

146 RELICS
Of all the mysteries of the Plex Codex, however, the
most disconcerting may be the figure illustrated on page 314,
between books two and three. An illustration of an emaciated
humanoid with arms outstretched takes over the entire
page. Despite being almost engulfed in shadow, the hairless
Shapers
With Proto-script representing the source code of the
individual has ashen skin, a nearly featureless head with no universe—which are not intended for mortals to wield—
eyes, a prominent jaw with massive needle-like teeth, and no (in the form of brands and cryptions) and vestiges being
apparent reproductive system. In her book, Tojilfenias only examples of that same universe not functioning correctly, it
mentions the illustration, believing it to be the author. would be safe to assume that Paradise is not intended to have
The fable of such a book has made it highly desirable by the rules of its reality tainted. If so, then the shapers are an
academics who know of its existence, along with the proctors oddity, given they clearly offer an intentional method to alter
of the Crypt of Altair that desire its return. The issue is that the universe.
because its existence has been suppressed in so many circles, Unlike all other representations of Aegis technology,
it might have passed through a hundred hands in a thousand shapers are not flamboyant in appearance. They more closely
years without anyone knowing of its importance. resemble the more subtle look of Paradise architecture
(considering shapers look identical to Abraxas). This has led
some academics to think shapers are not Aegis tech but rather

RELICS 147
artifacts of Paradise. There appears no way to make a shaper,
with the leading theory being the universe simply expels one
from time to time. They have been found in archeological
The Meta
digs, falling from the sky, and dredged from rivers. A few have Shapers represent another avenue of magic-wielding within
even been found within libraries and locked away in safes. the setting of Paradise, a unique magic system unlike
those found in official 5th Edition publications. There is no
As stated, a shaper is a featureless reflective sphere with recommended level for when a group of characters finds a
no visible seams or propulsion methods. It makes no noise as shaper (if the GM wishes one to be found) as several open
it moves and has no way of communicating despite obviously variant class options (and thus can be a selection for 1st level).
possessing rudimentary intelligence. They are virtually Others more powerful may have to wait for higher-level
indestructible but have no purpose until bounding with a groups.
user. At which point, the shaper will assume a slight tinge in
one of six colors (blue, green, yellow, purple, red, or black) and There are six shapers types, each wishing to bond to a
exhibit properties best to aid the said user. creature with a specific high-value ability score.

Bonding with a shaper involves the sphere drilling A shaper can be mentally controlled, but it does have its
(somewhat painfully) an implant in the back of the user’s own personality and ability scores (listed with each shaper).
neck. The shaper and the user form a telepathic bond, with Each shaper possesses the same following monster
the device relaying information without actually talking. statistics.
After a thousand years of shaper testimonies, several
patterns have emerged. Shaper
Tiny construct, unaligned
‹‹ Once a bond is broken, a shaper disintegrates, and a
new one generally appears within a week at another Armor Class 22 (natural armor)
location. Hit Points 55 (10d10)
Speed 0 ft., fly 60 ft. (hover), swim 60 ft., burrow 60 ft.
‹‹ Each color connects to a strong physical or mental trait
a user possesses. STR DEX CON INT WIS CHA
18(+4) 18(+4) 10(+0) 10(+0) 10(+0) 10(+0)
‹‹ A shaper has never bonded to a nagomjii or a member of
the Ahkdanate, and only Eko shapers have ever bonded Damage Immunities fire, lightning, poison, psychic; bludgeoning,
to an Aegis. piercing, and slashing from nonmagical weapons
‹‹ Once bonded, a shaper will never willingly be more than Condition Immunities blinded, charmed, deafened, exhaustion,
1,000 feet away from its user, but it has been known to frightened, paralyzed, petrified, poisoned
Senses Blindsight 120 ft., Passive Perception 10
hide when required.
Languages –
‹‹ A shaper appears to have little to no personality but will Challenge –
adopt mannerisms similar to its host.
Bonding. When bonded, a shaper gains the proficiency bonus of
The shapers occupy a volatile political area with many its bonded creature to the same saving throws that creature
people considering those shaper-bonded to be sanctified, even applies those bonuses too. It also uses its bonded creature’s
selected by Paradise to act as emissaries. If the Ascension are proficiency bonus for all attacks. The shaper always knows
priests, then the shaper-bonded are saints. The Aegis have the location of its bonded creature (and vice-versa) at all times
never acknowledged this as accurate but have not dissuaded and will never intentionally be more than 1,000 feet from
the belief either. Privately, the Ascension views shaper-bonded it. If forced past this range, it can no longer be controlled
as a threat to their power base but is aware that a public and no longer knows the position of its bonded creature. If
detention and/or execution would be looked upon negatively a shaper is reduced to 0 hit points, it is destroyed, and the
bonded creature suffers damage equal to half its total hit
by the people. As a result, Ahkdanate’s policy revolves around
points (which may kill it). If the creature lives, a new shaper
“convincing” the individual to join the Ascension. The will return to that same bonded creature within one week.
promise of wealth and power is no deception to those toeing If the bonded creature is killed, the shaper disintegrates.
the line. Although many have taken such an offer throughout However, another will emerge within a week if the creature
history, there are currently only four shaper-bonded work is resurrected.
within the Ascension (two are purgitans). Those that still Regeneration. The shaper regains 5 hit points at the start of its turn
refuse often “disappear,” though rumors claim most are not if it has at least 1 hit point.
actually killed but instead locked away within the Crypt of
Altair. Actions
There is no refuting the simple fact that Paradise is Concealment. The shaper becomes invisible. The effect ends if the
creating technological devices able to bond to creatures and shaper attacks, casts a spell, or interacts with any physical
bestow upon them the ability to affect reality. object.

148 RELICS
Types of Shapers Increased Bond
Prerequisite. 12th level or higher
Six types of shapers can be found, each signified by a slight
You gain the following benefits.
color tinge to their reflective metallic skin. These connect
to one of the six ability scores they wish to bond with. ‹‹ Increase your Wisdom score by 1, to a maximum of 22.
Additionally, each shaper permits the selection of unique ‹‹ As a reaction to the shaper or you suffering damage,
feats to further the bond between shaper and creature. They the other can suffer the damage instead; this damage
may be selected per standard rules. ignores any resistance or immunity you or the shaper
may possess.
Axol-Shaper Eko-Shaper
Tint. Blue
Tint. Green
Ability Bond. Wisdom
Ability Bond. Charisma
This extremely rare, slightly blue-tinged sphere grants its
user the ability to control life energies and even the almighty The most common shaper (grading on a narrow curve),
power controlling Paradise. It possesses a Wisdom score of 18 there are known to be a dozen eko-shapers in existence. In
rather than 10. Those bonded with axol-shapers claim to hear fact, the claim of the Aegis is that there are always twelve, and
the voice of the universe, the hallowed machine of Paradise one bond must be broken for another to be forged. The Aegis
itself. also claim they are the only ones possessing ekos, which is
blatantly false. Non-Aegis are rare, and those found are often
An axol-shaper can bond to a character at creation,
the exception to the Ascension policy of indoctrination over
allowing that player to select the cleric class. If you locate an
execution. This green-tinted sphere enables the bonded
Axol later in the game, you can multiclass into a cleric. You are
creature to accomplish amazing feats of power. The eko
not required to select a deity, though many do select Paradise
possesses a Charisma score of 18 rather than 10.
itself, appropriate given it is factually the source of your
powers. Regardless of your chosen domain, Paradise would An eko-shaper can bond to a character at generation,
be the only available deity choice. Select between Knowledge, allowing that player to select the sorcerer class. If you locate
Life, Light, Nature, and Tempest (Trickery and War are not an eko later within the game, it permits you to multiclass
available). All other class abilities apply as normal. The shaper into a sorcerer. However, in both situations, there is only one
counts as your holy symbol, though you are never required to origin available to be selected, the Wild Magic path. All other
hold it to cast spells. Spells emanate from either you or the class abilities apply as normal. The shaper counts as your
shaper. As long as the shaper is no further than 5 feet from focus, though you are never required to hold it to cast spells.
you, you can measure spell range from the shaper, using it Spells emanate from either you or the shaper. As long as the
as the point of origin of a spell instead of yourself, and it can shaper is no further than 5 feet from you, you can measure
deliver touch spells. The shaper must also be able to see the spell range from the shaper, using it as the point of origin of
target of a spell if the spell requires you to be able to see it. a spell instead of yourself, and it can deliver touch spells. The
shaper must also be able to see the target of a spell if the spell

Axol Feats requires you to be able to see it.

Increased Range Eko Feats


You gain the following benefits.
Increased Range
‹‹ Increase your Wisdom score by 1, to a maximum of 22.
You gain the following benefits.
‹‹ You can cast spells through your shaper as long as it is
‹‹ Increase your Charisma score by 1, to a maximum of 22.
within 30 feet of you. Your shaper’s location counts as
your location for all purposes of the spell being cast. ‹‹ You can cast spells through your shaper as long as it is
Select this feat again to increase the shaper range to 60 within 30 feet of you. Your shaper’s location counts as
feet. your location for all purposes of the spell being cast.
Select this feat again to increase the shaper range to 60
Increased Accuracy feet.
Prerequisite. 4th level or higher
Increased Accuracy
You gain the following benefits.
Prerequisite. 4th level or higher
‹‹ Increase your Wisdom score by 1, to a maximum of 22.
You gain the following benefits.
‹‹ You gain a +1 bonus to spell attack rolls. In addition, you
‹‹ Increase your Charisma score by 1, to a maximum of 22.
ignore half cover when making a spell attack.
‹‹ You gain a +1 bonus to spell attack rolls. In addition, you
‹‹
ignore half cover when making a spell attack.
RELICS 149
Increased Power
Prerequisite. 12th level or higher
Archo-Shaper
Tint. Red
You gain the following benefits.
Ability Bond. Strength
‹‹ Increase your Charisma score by 1, to a maximum of 22.
This powerful red-tinted shaper possesses little to no
‹‹ You gain two additional metamagic options of your
personality before bonding and after. It only operates per its
choice.
bond’s commands. While other shapers enhance their bond

Icos-Shaper by providing insight and wisdom, the archo only furthers the
desire to wreak destruction. For all intents and purposes, the
archo is a floating weapon system.
Tint. Yellow
On command, the archo can open to deploy a number of
Ability Bond. Intelligence physical weapons and, if needed, accelerate to such a velocity
The slightly yellow-tinged sphere is generally sprightlier to be used as a weapon itself. It employs the higher Strength
than others, exhibiting more curiosity and actual personality modifier between it and its bond but always uses its bond’s
than others. It possesses an Intelligence score of 18 rather proficiency bonus.
than 10. An Icos is also differentiated from the others by You can use the shaper to attack any creature in range as
being able to “open” a single large eye. This mechanical part of your attack action—this does not count as an action
optical system resembles the eye of its bonded human, even for the shaper. This is considered a melee weapon attack
sharing the same color. Blinking and tilting the angle of the from the shaper’s position. It can strike using its unaltered
eye appears only as a means of physical communication. body, inflicting 2d6 bludgeoning damage on a hit. As a bonus
You can look through the shaper’s eye at any point action, you can command the shaper to open and reveal
(this occurs on your turn but does not require an action). a sharpened blade or drill, switching its attack to either a
The shaper has superior vision in dark and dim conditions. 1d8 slashing or a 1d8 piercing weapon. All these attacks are
Through the shaper, you can see in dim light within 60 feet considered magical. These attacks can only occur within 10
of you as if it were bright light, and in darkness as if it were feet of you and only if the shaper is within 10 feet of you. If
dim light. Through the shaper, you also have blindsight up you employ this shaper as part of an attack action, as a bonus
to 30 feet. If the shaper is left on its own, it will alert you to action, you can make one additional attack with it.
things it sees that you don’t. As the shaper is immune to being Additionally, as a bonus action, this shaper can also be
blinded, if you are, you can perceive through the shaper’s eyes commanded to deploy pincers in an attempt to grapple a
to circumvent that condition (though you still remain blind). target instead of attacking. It uses your proficiency bonus
As an action, you can order the shaper to deploy a visible with Athletics if you have it and either your Strength modifier
scanning laser within 10 feet. This scanner can detect magic or its own, whichever is higher. If grappled, the shaper cannot
within range, identify liquids and compounds, find traps and move or shove the target but can still attack the grappled
secret doors, and reveal hidden scripts, immediately making target using either its drill or blade configuration—these
you aware of these findings. This effect can last up to one attacks have advantage. If the shaper scores a critical hit
minute and, once deactivated, cannot be used again for one against a grappled target, roll its weapon damage dice one
hour. additional time and add it to the total. As an action, the shaper
can also be commanded to inflict a drain attack on a Medium
The shaper also acts as an alarm system—you gain a +2 or smaller target within 5 feet of it. The target must make a
bonus to Initiative checks. DC15 Constitution saving throw; on a fail, the target suffers
1d6/character level psychic damage; on a success, the target
Icos Feats takes half damage. After using this drain attack, the shaper
cannot use it again until a next dawn.

Mind Rooter
Increase your Intelligence score by 2, to a maximum of 24. Archo Feats
Knowledge Tap Adrenaline Regulator
You gain the following benefits. Increase your Strength score by 2, to a maximum of 24.
‹‹ Increase your Intelligence score by 1, to a maximum of 22.
Archo Enchanter
‹‹ You gain proficiency with all Intelligence-based skills
you don’t already possess proficiency with. Select one Prerequisite. 4th level or higher
skill and have advantage when making checks with that You gain the following benefits.
skill. ‹‹ Increase your Strength score by 1, to a maximum of 22.
‹‹ The shaper gains a +1 bonus to attack and damage rolls
with attacks it makes.

150 RELICS
Absorption
Prerequisite. 12th level or higher
Castol Feats
You gain the following benefits. Corpus Regulator
‹‹ Increase your Strength score by 1, to a maximum of 22. Increase your Constitution score by 2, to a maximum of 24.
‹‹ For free on your turn, when employing the shaper’s
drain attack, you can regain a number of hit points Probability Expansion
equal to half the damage inflicted. Prerequisite. 8th level or higher

Castol-Shaper You gain the following benefits.


‹‹ Increase your Constitution score by 1, to a maximum of
Tint. Purple 22.

Ability Bond. Constitution ‹‹ When rolling on the castol-shaper table, you gain a +2
bonus to your roll.
The castol is a bizarre purple-tinted shaper that appears
initially to have no beneficial effect. It follows its bond along,
not appearing to offer anything, though still adhering to Kumat-Shaper
commands. It possesses a Constitution of 18 rather than 10.
Tint. Black
Upon bonding, you gain 5 additional hit points and 2
Ability Bond. Dexterity
additional hit points per character level. You gain 2 additional
hit points each time you gain a level. This benefit is lost if the The kumat-shaper is similar to the archo in that its
bond is severed or the shaper is destroyed. Additionally, the manifestations are limited to itself and not the world around.
castol can affect reality in the best way it can to aid its bond. Like the Icos, the Kumat possesses an outward personality,
but its nature is slanted to being overtly defensive of its bond,
On each dawn, roll on the following table to see what the
never wishing them to come to harm.
castol shaper creates. Each effect lasts that day and dissipates
before the next dawn. On command, the kumat can open to deploy a number of
defensive and offensive systems. All these attacks are counted
Roll d20 Result as ranged attacks and employ the higher Dexterity modifier
between it and you, but always using your proficiency bonus.
1-4 Nothing happens.
As an action, the kumat can be commanded to open like
5-8 Although your HP doesn’t change, you gain 4 a flower, turning itself into a floating shield you can wield
additional Hit Dice from your current class. without using a hand. The shield bonus only applies to you
9-11 You regain 2 hit points at the start of your turn as and no one else. However, it can be commanded (with a bonus
long as you have 1 hit point. action) to protect someone else (limited to the maximum
distance the shaper will travel from you). It can also, using an
12-14 You can re-roll up to five d20 rolls if you don’t like action, divide at its equator to reveal a laser weapon. While
the result. You must use the second roll. These revealed, you can use it as a one-handed small arm you are
are counted as having advantage (although this proficient with (despite it not taking up a hand)
can be used in conjunction to have advantage).
Name Damage Range Properties
15-16 A random beast up to challenge rating 3 comes
to serve you (up to the GM’s description). It is Laser, mk1 1d8 force 100/200 Laser
charmed by you.
Laser, mk2 1d6 slashing 20/40 Laser
17 A random beast up to challenge rating 5 comes
to serve you (up to the GM’s description). It is Laser, mk3 1d6 piercing 20/40 Laser
charmed by you. By default, the damage inflicted is force when applied in
combat. However, the laser weapon can switch to slashing or
18 A magical object up to uncommon rarity appears
piercing instantly—these settings are helpful when required
nearby that is useful to you (but chosen by the
to pierce or cut, given the laser’s extreme heat. It can cut
GM).
through bars, locks, or even perform delicate surgery if
19 A magical object up to very rare rarity that needed. Against inanimate objects, you can set the damage
appears nearby that is useful to you (but chosen between slashing and piercing modes to inflict between 1-6
by the GM). damage (you set it instead of rolling the damage die).
20 A random beast up to challenge rating 8 comes
to serve you (up to the GM’s description). It is
charmed by you.

RELICS 151
Finally, as an action, the kumat can completely separate, It was called Messiana, and a long time ago,
each half floating inches from another, and generate a deadly it broke. A small fragment of the ring came
plasma ball within the gap. While revealed, you can use it as a crashing down. On its descent, it severed the
one-handed small arm you are proficient with (despite it not pillar connecting the moon of Phylax to the planet
taking up a hand).
Grimaldi, and both moon and fragment fell upon
Name Damage Range Properties Bythos. The gap in the ring created an area of the
night without stars, a blackness seen nowhere else.
Plasma Ball 2d8 fire 250/1,000 Direct (2d8+8), exp (5 ft.),
The Raphain Abyssal, or Djenunaki, depending on
plasma
the myth.
Once fired, the plasma ball cannot fire again for five minutes. The fragment fell into the ocean, and sailors
The kumat will remain in a mode until directed to change in the region created their legends regarding it.
as an action. Noah had read somewhere that the local nagomjii
witnessed something coming through when the
Kumat Feats fragment fell. It didn’t take long for people to
assume the blackness led to the netherworld, and

Accelerated System the Ascension jumped on that myth.


When Phylax impacted Bythos, it collapsed,
You gain the following benefits.
revealing a constructed hollow world that formed
‹‹ Increase your Dexterity score by 1, to a maximum of 22.
the mountain of Vothragana, a region declared
‹‹ The shaper can switch modes with a bonus action and forbidden by the Ascension.
switch to shield mode as a reaction to an incoming To Noah, religion was a means to an end. It
melee or ranged attack before the attack roll
allowed access to knowledge he would not typically
Agility Injection have. It wasn’t always this way. He possessed some
Increase your Dexterity score by 2, to a maximum of 24. measure of faith at some point. But a decade in the
crypt chipped away at that devotion.
Defensive System The universe showed him too much.
Prerequisite. 4th level or higher He had never seen an Aegis. Few ever had. They
You gain the following benefits. were known to be intelligent, possessing technology
a thousand years ahead of everyone else.
‹‹ Increase your Dexterity score by 1, to a maximum of 22.
While Noah had been sent out to retrieve found
‹‹ The shaper offers an additional +1 AC while in its shield
vestiges before, he had never been accompanied
configuration.
by purgitan inquisitors and never by knights of
Episcar. This was duty for them—to pass judgment
When Noah was first introduced to the crypt,
and punish heretics.
he was speechless at the number of vestiges locked
Noah read from the record as he walked. Two
within. Some could fit in one’s hand while others
episcar knights followed, along with a quiet and
required towering, locked vaults to contain. But
reserved acolyte named Mattias, who carried a
they weren’t destroyed. Most were too resilient,
bundle of additional scrolls.
but the crypt prioritized containment.
Noah had found his calling, but the more
Theocary Record 346089
vestiges he documented, the more he understood
Account Alphaden.
that the universe was fallible. This was no more
evident than the Vothragna event, something most Filed by Yannis Yascar, local businessman.
people don’t know about, let alone talk about. Noah
Confirmed. Yascar owns a competing paper
had no idea until another proctor mentioned it
company bidding on a contract for the courts.
in passing so nonchalantly as to assume common
Accusation. The paper plant operated by Arolsen
knowledge among them.
Tongrelo utilizes a hydrogen capturing device
At night, the heaven rings emerged, sliding and
developed in-house after creating Sodium
spinning against the outer shell of the universe. They
Chlorate to bleach the paper. Captured
shifted constellations and scattered the pinpoints
hydrogen is then sold to third parties.
of light the rings cast. But one was locked.

152 RELICS
Offense. Captured hydrogen could lead to the “Church eyes,” Wisekjii muttered. He spoke
possible development of internal combustion. the best he could through a lipless mouth and a
Storage facility believed on site. minuscule tongue that couldn’t even extend out of
his face. His accent was nothing like anything Noah
As Noah read the details of the scroll, he
had heard before.
observed a semi-translucent, three-fingered hand
“Eyes are my own,” Noah said. “Your young
smoothly unlace a pouch from behind Mattias. It
one was attempting to pick-pocket. Normally, he’d
slipped back into the crowds, and Noah smirked.
have succeeded, but I know what to look for.”
He handed the scroll to the acolyte and wove his
“You wish a reimburse?”
way through the market to intercept the alien.
“Not me he stole from; why did he bring me to
He found the infant nagomjii and placed a
you?”
firm hand on their shoulder. They knew not to
“Curiosity. Kindness is rare.”
fight back. Guards were known to be merciless to
Noah nodded and glanced about the crowded
nagomjii caught assaulting humans. Noah ensured
court.
the other mission members were out of sight, and
“The Ascension is especially cantankerous
he knelt to confront the child.
today,” he said. “Do you know that? Ill-Tempered?”
“Careful there, little one. You almost took
“Angry,” it said.
something that did not belong to you.” Noah held
“Close enough. For the protection of your
out his hand and waited. It was difficult for him to
people, please take caution.”
read the emotions of an alien, and nagomjii indeed
“Kindness is rare. Why offer it?”
were, both in biology and in mentality.
“I’ll see my share of cruelty this afternoon.
The nagomjii, known by various racial slurs,
Most I won’t be able to prevent. Consider this me
including “knots,” “splinters,” and “fish,” were
finding balance.” Noah looked beyond the nagomjii
smooth-skinned former amphibians that lacked
into the vardo and spotted the drums. “Are you
ears, a nose, and most body hair. They were
doonjii?”
tall with bioluminescent skin—an evolutionary
“Our name. You call me singer.”
throwback when it was their primary method of
“That we do. You are tasked with the telling of
communication.
history. I hear rumors that you can keep a library’s
The child offered the pouch back. Noah smirked
worth of information and impart that information
and accepted it. He then reached into his coat
through poetry, orations, or even song.”
pocket and presented what he removed.
“Some in your church wish singers executed for
“This is a pen,” he said, “which is different
that.”
than a pencil as it contains ink. I suppose you only
“Well, that and because of your capacity for
speak nagot. You can have it.”
magic. Real magic, not what you peddle in that
The child apprehensively accepted the pen,
tent. Don’t worry, I won’t ask.” Noah perused
grabbed Noah’s hand, and pulled him through the
the selection across a table. He found a somewhat
crowd.
striking scarf. “Quite the collection. Nag textiles
The nagomjii vardo was an intricately
have a reputation for quality.”
decorated, brightly colored, two-story, barrel-
“The best. Same with shoes.”
shaped wagon with nary a straight line to be
Noah browsed the few keepsakes among
seen. Wisekjii tended the shop that extended from
the garments, dice, glasses, stained glass pieces,
the vardo’s entrance selling various scarfs, tunics,
carvings, empty bottles, and semi-precious jewelry.
shoes, and carved wooden idols. They had erected
“Found these all, I assume?” he asked.
a tent nearby where pushovers could be fleeced for
“Of course,” Wisekjii said.
their money in exchange for a fortune. Livestock,
Noah’s attention fell on a gold bracelet marked
including the beasts of burden, were corralled in a
with the Ascension Ahkdanate. Noah casually
pen behind the wagon.
pushed it towards Wisekjii. “Keep items like this
The child released Noah outside the market
away. Purgitans cleanse people for less; I’d hate to
and ran inside. A moment later, Wisekjii emerged,
know what they do to your kind.”
equally hard to read. He patted the child, who ran
“They hang us by feet and bleed slowly,”
inside.
Wisekjii said.

RELICS 153
Noah stepped back, spun to leave, but stopped “Regrettable. If we had numbers, we wouldn’t
as Wisekjii let out a deep bellow. Noah came back have to be so diplomatic to the heathens around
to see the nagomjii remove a blue and green scarf us.”
from the table and offer it. Noah accepted. “People. They’re called people.”
“Thank you,” he said. The group weaved through one court to the
At least the nagomjii could walk in the next while civilians offered them space, more
open without excessive persecution, emphasizing intimidated by the armored crusaders than
excessive. Daemons and eidolons were prohibited the robed clerics. Noah spotted the paper plant
from even taking breath. operated by Arolsen Tongrelo across the market.
Once again, Noah couldn’t help but ponder, “Where did you come into this world?” Carthan
if the Aegis held such dominance over the reality asked.
of Paradise, why would they allow nomadic aliens “Eridius,” Noah answered. “You?”
to wander the surface of their worlds. Why would “Aquino,” Carthan answered.
there be creatures capable of hiding in plain sight? “Root of the faith.”
Noah let his eyes wander the courtyard, at “Cradle of civilization.”
the hundreds of people from Bythos and Philokalia “I wouldn’t go that far.”
doing business and enjoying each other’s company. Noah diverted to a local baker selling pudding
Given the density, it was an inescapable assumption tarts and marzipan cakes amongst the loaves.
that at least one human wasn’t what they appeared Carthan was growing frustrated by Noah’s
to be. The darkness of a blocked sun made such a distraction. Noah offered a few copper coins to the
search impossible. owner and pointed to a tart. It was wrapped in
Noah eventually met up with the stressed paper, and Noah presented one to Carthan.
acolyte. “Do you want one?” Noah asked.
“Mattias,” Noah said. “No,” Carthan said.
“I thought I lost you,” Mattias said. Noah turned to the other knight, who remained
“Saw this scarf, had to acquire it. By the way, stoic, then to Mattias, who wanted one but decided
someone appears to have lifted your pouch.” The otherwise after glancing at the knights. Noah
acolyte frantically searched his person. “Have to be shrugged and began eating.
careful in Sadatoni.” Noah handed him his missing “So, I take it that you never went on crusade,”
purse. Carthan said. Noah continued wandering the
“Maybe it was the fish,” Mattias said. market, fully aware he was irritating.
“Nah, they’re not smart enough for that sort “You mean the genocide?” Noah said. “No.”
of thing. Just keep your belongings close.” That got Carthan’s hackles up. He wasn’t used
“Proctor!” one of the knights said. The group to conversing with proctors but knew they were
met up in the center of the square. “Any violations?” allotted a certain tolerance level regarding their
Noah didn’t know the other knight, but the views.
one speaking was Carthan of Zengoro. “We acted as the hands of Gods,” he said.
“With nagomjii?” Noah asked, “No.” “Funny how they couldn’t use their own. For
“I wouldn’t object to tearing that camp down. being omnipotent beings, they sure like using us to
I wager there’s something heretical there.” do their dirty work.”
“We’ve standing treaty with their kind. They’re “Don’t forget about the minute war,” Mattias
not stepping on our toes, so let’s not step on theirs.” interjected, “a lance of hedrons leveled the castle
Noah started walking, with Mattias following. at Ellispex. That was a direct showcase of what
The two knights exchanged looks and briskly caught they could do.”
up with them. “And how amazing those machines were,”
“I didn’t know proctors were that lenient,” Noah said. “Makes you wonder what we could build
Carthan said. in the fifteen-hundred years they held control.”
“This may come as a surprise, sir Carthan, but
the Ascension encompasses more than you and the “That knowledge is reserved for gods,” Carthan
purgitans.” said.

154 RELICS
“And under special provision, the proctors of Shouts became screams. Tables and chairs were
Altair.” By this point, Noah was teasing him, and heard breaking. Survivors burst out of the entrance,
Carthan knew it. but none of them seemed to be the owner. The
“You archivists get away with too much.” knight left to approach them, but Noah held his
Noah stopped and confronted the knight. hand up to stop him.
Instead of antagonism, Noah preferred provocation. “The order was for Tongrelo, not his staff,”
“Well, we don’t get away with murder,” he Noah said. “You’re not going to cull the entire
said. “That privilege is reserved for people like business, are you?” The knight stepped back.
you.” Instead of stepping in to help, the crowds backed
Carthan stopped and fumed as he bottled his further away from the building. They all kept their
fury. He wanted to strike this apostate down but distance, unwilling to intervene. They knew better.
was unaware of how much power Noah swayed Spattered with blood and wielding a stained
with the proctors. It wasn’t much, but Carthan blade in hand, Carthan exited stridently from
didn’t know that. There had to be a reason Noah the entrance, a goading smirk on his face. Flames
was here. He opted to focus on the mill as they devoured the walls behind him and spat from open
finally reached it. windows. Noah was unimpressed, if not borderline
It was rather significant, located on its irate. Firefighters will have to be called, though
concrete patch surrounded by market carts. The thankfully, the mill stood alone. Noah’s frustration
crowds had given Noah and his group space, and as twisted into horror as he remembered the details
they approached the doors, this part of the court of the infraction.
cleared out. People knew what would happen and Carthan smirked arrogantly to Noah.
didn’t want to be near any violence. “That is the proper—” Carthan’s scolding was
Procedure demanded the owner face the cut short as the building shattered behind him in a
charges. If such a machine were present, the owner brilliant display of fire and light.
would be executed, and his facility burned. The heat practically vaporized the knight, with
“Finally…Allow me,” Carthan snapped as he the subsequent air burst tossing the crowd to their
pushed Mattias away and marched for the large backs.
double doors. The other knight remained behind. Everyone scattered.
“I’d rather we handle this diplomatically,” Noah barely made out the cries from children
Noah said. through the ringing in his ears.
“Not your call in this matter. You may The concussion had blown out the building and
accompany us; the Akhdanate may tolerate extinguished much of the radiant fire.
your opinions, but in matters of technological Nearly invisible flames radiating little heat still
prohibition, judgment falls to both Episcar and the spewed from the center of the building.
purgitans. If we find any vestiges within, you’ll be Calls rang out for firefighters, with courageous
summoned.” civilians tossing insults to Noah and his two
Noah opened his mouth to object but hesitated. companions. Noah glimpsed the empty helmet
According to his superiors, it was proper what rolling to his feet. Somewhere in the ruins was a
Carthan was doing, but something didn’t feel right. corpse, likely two, but Noah was uninterested in
Was it a voice of reason or temptation? checking.
“Glory to the Iokon!” Carthan said. Noah, the remaining knight, and Mattias
“Glory to the Iokon!” Mattias and the silent slowly returned to their feet.
until now knight both said in unison. “Well…Can we agree that Carthan’s methods
“Glory to the Iokon,” Noah said without were ill-advised?” Noah asked them. The other
trepidation. knight was shaken and said nothing. Mattias was
Carthan strode confidently, kicking the doors still holding his ears.
open and marching into the mill. Mattias checked “Was that hydrogen?” Mattias asked
the proctor for guidance, but Noah just held his
ground well away from the building.
A minute passed before a ruckus emanated
from inside the building. The silent knight unlocked
his blade and rested his hand on the hilt.

RELICS 155
8: FORBIDDEN

“Inner circle?” Deven asked Sloan.


“Isn’t that a good thing?” she asked back. They were both in the main hall of the
inner bailey, having just been dismissed. They had taken a break and sat, somewhat
overwhelmed over the day’s events.
“The higher you climb, the narrower the step,” Deven said.
“Don’t stumble,” Sloan said with a chuckle.
“I’m not concerned about me.”
Sloan took her helmet off and ran her fingers through her short dark hair.
“If you want my honest opinion…” she said.
“It was my idea to join the military,” he said. “It was either that or toil in a mine or
a farm. Besides, you’re the better fighter; I thought you’d enjoy this.”
“And if they found out...at least on a farm, the chances of someone discovering me
would be slim.”
“We can decline.”
“That would go over well,” Sloan said.
Deven rolled his clumsy armor to confront his best friend.
“Then let’s just go,” he said. “Hit up Pyxis or maybe Corvos. Corvos you’d be safe. We
both could live our lives openly…somewhat.”
“You don’t have to. You can have a life here.”
“Do you seriously think after what you did for me that I would abandon you?”
Sloan patted Deven on his tassets. She smiled as Deven nudged her shoulder with his.

156 FORBIDDEN
W
hen the Aegis emerged and founded the
Ascension, they promised to stop the random,
unpredictable storms plaguing Paradise. They
would end the plight of mankind struggling
to survive in an inhospitable place. The Aegis offered new
Aegis Tech
Each piece of Aegis technology possesses a failsafe preventing
hybridized crops that would flourish in Paradise soil. They anyone not an Aegis from using it. Even the Ascension are
provided a staple for a growing civilization, such as maize, prohibited from circumventing this constraint. When a non-
along with the process of nixtamalization that was lacking Aegis touches an Aegis-created device, the device sends out
at that time. an electric shock that has been known to kill whoever was
These treasures were considered more valuable than foolish enough to skirt danger. Even after safety measures
any jewels that could be bestowed. The Aegis already boasted are carried out, if the trap doesn’t kill the user, the technology
advanced technology that appeared magical. The Aegis will destroy itself in a matter of moments shortly after that.
promised to reduce infant mortality by gifting medical It’s been virtually impossible to circumvent this failsafe…
knowledge and granting limited access to basic machines to …that being said, nothing is impossible, and rumors exist
build grand structures. of talented individuals managing to capture and reverse
Mankind would be nomadic no more. Many nations engineer recovered Aegis technology. Any evidence that such
fell to their knees in worship of these new gods. However, a crime has been committed often brings down the purgitans
some tribes, like Volani and Corvos, still appreciative of these or, worse, the Aegis themselves. The rare technology found
gifts, believed these visitors were simply travelers from a far- in humans’ hands thus far has been limited to odd smaller
away land blessed with greater knowledge and little else. But devices and not larger ones like robots, powered armor, or
everyone accepted the blessings offered, ready to endure the aircraft.
conditions that came along with it.
The Aegis created a system of government with the Twelve
Covenants along with the rules of Abolition, the latter stating
The Failsafe
that old records of man were to be expunged and destroyed. If a non-Aegis touches or tries to access any piece of Aegis
Additionally, the Aegis demanded that further technology technology, the device releases an electric shock within
development be outlawed and regulated by the Ascension— 5-feet. Each creature in the area must make a Constitution
they would decide who got to use what. They promised that saving throw, taking lightning damage on a failed save or
this would permit a fair distribution of knowledge, that no half as much damage on a successful one. The save DC and
one kingdom would gain a technological edge over the rest. the amount of damage taken are based on the device’s power
This process would ensure a unified mankind, which would level. After delivering its shock, the remaining power in
significantly accelerate the advancement of civilization. the energy core will turn on the device itself, inflicting just
enough lightning damage to eradicate the device.
The Aegis claimed they would allow mankind to develop
technology at a controlled rate. By allowing regulation, Circumventing the outward failsafe is not terribly
mankind would be allowed to rapidly mature without the difficult, but bypassing inward system is more challenging,
risks of self-destruction. requiring substantial preparation (usually in the form of a
cooling system) and a successful Intelligence (Engineering)
This did not occur. check of at least DC30 (yes, that hard) to succeed.
Instead, mankind’s development was severely slowed, Power Levels. Aegis weapons are listed with their power
remaining in a pre-industrial phase for 1500 years. Although levels in their weapon properties. The table below lists all
progress did occur in the initial centuries, it all but stopped in Aegis power levels and damage if their failsafes are activated.
the past several hundred years. This sluggishness eventually If using technology from other books (like Ultramodern5), an
exasperated individual nations so much that they began to item’s power level equals its Tech Level (TL0 weapons are still
scrutinize Aegis technology in secret to understand their treated as P1).
advantage. In time, the Aegis caught wind and directed the
Ascension to aggressively remove any errant technology Power Levels
found and execute those developing it.
Power Level Saving Throw DC Damage
Libraries were shuttered or burned. Universities were
regulated and censored. Weapons were limited to blades and P2 15 8d10 (44)
bows. Transports could not involve combustion or electricity.
P3 20 12d10 (66)
Steam power was greatly limited. Boats could only employ
sails. P4 20 16d10 (88)
This is not to say that technology did not and could not P5 25 20d10 (110)
exist, but the Ascension ensured that only the Aegis could
possess such knowledge while simultaneously hoarding the
most powerful devices and prohibiting its use in the hands of
anyone else.

FORBIDDEN 157
Aegis Melee Weapons
Weapon Damage WT. Properties
Martial Melee Weapons
Arm of Shival 1d8 bludgeoning 5 lb. +1 bonus, finesse, magic, P3, thrown (range 20/60), special
Grey Blade 1d8 slashing 3 lb. +1 bonus, adamantine, magic, P3, silver, versatile (1d10)
Karnal’s Axe 1d12 slashing 5 lb. +1 bonus, heavy, magic, P3, silver, two-handed, thrown (range 20/60), special
Omni-weapon special 3 lb. +1 bonus, magic, silver, P3, special

Traits of Aegis Techs


All Aegis technology, whether armor, weapons, or gear, shares
the same properties.
Weapons
Power Level. As stated earlier, all Aegis possess a power
level, which is only used to calculate how much damage it Firearm Rules
inflicts if handled by a non-Aegis user. That being said, this Firearms have been greatly expanded from traditional
energy could also be used to overload circuits, power another 5E mechanics, though those rules still apply, including
device, etc. Someone skilled in Intelligence (Engineering) Ammunition, Burst Fire, and Reload. Damage types carry
could be creative. over as well. However, additional rules have been added to
Immunity. Aegis tech is resistance to cold, fire, and better define weapons offerred here.
lightning damage. It is not immune to disruption through
electromagnetic interference (like the Pincher property). AP (Armor Piercing)
Despite being resistant to lightning damage, it is also not
This weapon ignores a target’s resistance to the weapon’s
resistant to damage from its own failsafe.
damage type (e.g., a piercing weapon ignores resistance to
Energy. Aegis tech employs wireless power extracted piercing). If the target has fantasy damage resistances, the
from Paradise. As such, they do not require energy cells. weapon also counts as magical, silver, and adamantine.
Their power cores do not run out, and they do not require
If an opponent has immunity to the weapon’s damage
reloading. Since these weapons are neither thrown nor have
type and the weapon has the AP property, the opponent has
the ammunition property, their range is listed as a separate
only resistance to that weapon instead of immunity. Certain
statistic. It otherwise works the same way as the range
weapons unlock the AP property at indicated character levels
property described in the core rules.
while others gain them immediately.
Cost. Aegis tech will never be found in a market, no
matter the shade of grey. The best one could hope for is to Critical Area Effects
disarm found tech after removing it from an Aegis.
Area effects are not magical and are mostly imposed from
Tech Level. All Aegis technology is Tech Level 5 (from explosives and automatic weapons laying down suppressive
Ultramodern5). fire. This results in targets making saving throws rather than
Maximized Die. Certain firearms, like most super-heavy being attacked directly. As weapons do not scale like spells do,
weapons, include a static boost to their damage. For example, there is an additional rule regarding non-spell saving throws
a firearm can inflict 1d8+8 damage. In situations like these, that characters impose on opponents; if an opponent rolls a
the static modifier is considered a maximized damage die. natural 1 against a character-imposed area effect involving
In this case, the weapon inflicts 2d8 damage, though only explosives or firearms, the target suffers additional damage
one is rolled and the other set to its highest value. This is an equal to the weapon’s damage dice (the same as rolling a
important distinction when calculating specific rules such as critical hit). This does not apply to area effects against player
critical hits. characters. For example, if you roll 2d6+4 with burst fire, and
the target rolls a natural 1, roll another 2d6 damage.

Level Feature
Several weapons feature additional properties that are
unlocked when the character using that weapon reaches a
certain level. The level is indicated with the feature.

158 FORBIDDEN
Aegis Firearms
Weapon Damage WT. WT. Properties
One-Handed Small Arms
Girasha Energy Pistol 1d10 fire 300/900 2 lb. +1 bonus, light, plasma, P2
Khandara Fire Storm 1d8 fire 300/900 2.5 lb. +1 bonus, auto (1d10), light, plasma, P2
Two-Handed Small Arms
Finger of Aegis 1d10 fire 500/1500 15 lb. +1 bonus, plasma, P3, sniper (+2)
Nasaxa Sun Gun 1d10 fire 400/1200 10 lb. +1 bonus, plasma, P3
Ulfiqaar Maelstrom 1d8 fire 400/1200 12 lb. +1 bonus, auto (1d10), plasma, P3
Heavy Weapons
Breath of Gods 1d10 fire Special 15 lb. +1 bonus, heavy, plasma, P4, special
Hand of Aegis 2d8 fire 1000/4000 20 lb. +1 bonus, plasma, P4, sniper (+3)
Star-Lance 2d8 fire 400/1200 20 lb. +1 bonus, heavy, plasma, P4
Velon Cannon 1d12 fire 400/1200 25 lb. +1 bonus, auto-heavy (2d8), heavy, plasma. P4
Super Heavy Weapons
Cataclysm of Carnax 1d12+12 fire 400/1600 100 lb. +1 bonus, AP, auto-heavy (2d8+16), heavy, plasma, P5
Eye of Paradise 4d10 fire 400/1,600 120 lb. +1 bonus, AP, direct (8d10+20), exp (10 ft.), plasma, P5
Fist of Aegis 1d10+10 fire 5,000/15,000 120 lb. +1 bonus, Plasma, P5, sniper (+3)
‹‹ Because of their cumbersome nature, if you move or are
Natural 20 moved any distance, you have disadvantage on attack
Many weapon properties impose an additional effect if the rolls with a heavy weapon until the beginning of your
attacker rolls a natural 20. This specifies a natural 20, which next turn.
counts as a critical hit. However, a critical hit that does not
come from a natural 20 does not activate this effect (this ‹‹ Unless mounted, heavy weapons require at least
includes class abilities that turn hits into critical hits). Only Strength 13 to use. If not mounted or wielded by
rolling a natural 20 will activate a natural 20 effect. someone of lesser strength, attacks have disadvantage,
and after firing, the target is knocked prone.
Maximized Die These weapons may be acquired for a Large user (e.g.,
exo-armor). If so, the heavy weapon counts as a two-handed
Certain firearms, like most super-heavy weapons, include a
weapon. It can no longer be used by Medium-sized users.
static boost to their damage. For example, a firearm can inflict
1d8+8 damage. In situations like these, the static modifier is
considered a maximized damage die. In this case, the weapon
Small Arms, One-Handed
inflicts 2d8 damage, though only one is rolled, and the other These single-handed firearms are renowned for their ease
set to its highest value. This is an important distinction when of use and compact style, making them natural choices for
calculating specific rules such as critical hits. those preferring stealth.
Properties. One-handed small arms use the same general
Weapon Groups rules as ranged weapons, except as follows.
‹‹ You do not have disadvantage on attack rolls if you are
The weapons covered here are grouped into the following within 5 feet of a hostile creature who can see you and
categories based on their general utility. They do not fall into who isn’t incapacitated.
the normal categories of simple or martial weapons. ‹‹ One-handed small arms cannot be wielded by Large or
larger creatures (e.g., exo-armor).
Heavy Weapons
‹‹ You do not suffer disadvantage on ranged attack rolls if
These large weapon systems require a tripod, a base, a you are prone and proficient with the weapon you are
platform, or any other stable point from which to fire. using.
Properties. Heavy weapons use the same general rules as ‹‹ If your Strength is 13 or higher, one-handed small arms
ranged weapons, except as follows. without the Light property gain the Light property.

FORBIDDEN 159
Small Arms, Two-Handed
These are larger, slightly clumsier weapons usually preferred
for longer ranges and high stopping power. With the
development of technology, the latter became less a factor,
but two-handed arms have the capacity for larger magazine
capacities, greater accuracy, and the option of fast,
automatic fire.
Properties. Two-handed small arms use the same
general rules as ranged weapons, except as follows.
‹‹ Because of their cumbersome nature, if you
move or are moved more than 5 feet, you
suffer a –2 penalty to attack rolls with two-
handed small arms until the beginning of
your next turn.
These weapons may be acquired for a Large user (e.g.,
exo-armor). If so, a two-handed small arms counts as a one-
handed small arm. It can no longer be used by Medium-sized Breath of Gods
users. As an action with this weapon, you target a 20-foot cone
emanating from you. Creatures in the area must make a
Super Heavy Weapons Dexterity saving throw taking the weapon’s damage on a
failed save or half as much on a successful one. The DC for
These are weapons with the potential of incredible damage
the Dexterity saving throw equals 8 + your Dexterity modifier
but balance that with a cumbersome design. These large
+ your proficiency bonus (if proficient in the weapon). Any
weapon systems require a tripod, a base, a platform, or any
creature that failed the save against this weapon suffers half
other stable point from which to fire.
the inflicted damage again at the beginning of your next turn.
Properties. Super heavy weapons use the same general
rules as ranged weapons, except as follows.
‹‹ Super-heavy weapons come equipped with a tripod
(unless mounted on a vehicle or exo-armor).
‹‹ You must use an action to plant a super heavy weapon
in the ground. Once planted, it cannot be moved unless
you use an action to uproot it. If you fire a non-planted
super-heavy weapon, you suffer disadvantage on attack
rolls with the weapon. If your Strength is less
than 18, you are pushed 5 feet directly away and
knocked prone immediately after the attack.
These weapons may be acquired for a Large user.
If so, a super heavy weapon counts as a heavy weapon. It
can no longer be used by Medium-sized users.

Firearms
All Aegis weapons employ the plasma property and are
variations of weapons found in core Ultramodern5. All Aegis
ranged weapons, being plasma, inflict fire damage.

Bottle Cohesion (6th level). This weapon


gains the Armor Piercing property.
Directed Energy (8th level). On a non-
critical hit, roll one damage dice twice and take
the higher result. On a natural 20 (and only on a
natural 20), roll all damage dice twice and take the
higher result.

160 FORBIDDEN
Melee Weapons
Arm of Shival
This powered gauntlet grants its wearer a Strength of 20
while being wielded. It counts as being magical. The arm’s
most dramatic feature is its ability to launch itself towards
a target. As an action, you release it, launching the gauntlet
towards a creature in range. You can make a single melee
attack against the target, attempt a grapple, or attempt to
shove the creature with the gauntlet while it is airborne. If
you attempt a successful grapple, the gauntlet remains at its
location, and you can attempt to move the grappled creature
by returning the gauntlet (which moves at a speed of 60 feet,
not including the halved effect from moving a creature). If
you don’t grapple a target, the gauntlet immediately returns
to your hand at the beginning of your next turn.
There is a visible string of energy between you and
the gauntlet. If blocked/cut, the gauntlet drops until the
connection (a direct line of sight) is made, in which case, the
weapons, the omni possesses
gauntlet returns at the beginning of your next turn.
no outward flamboyant
appearance. For free on your
Grey Blade turn, it can be made to morph its
This standard weapon found among the Aegis warriors is metal to become any weapon its
this physical blade forged from unknown metals that is wielder desires from the following
indestructible and extremely light. Not willing well enough list, dagger, javelin, greataxe,
alone, an electrified mono-molecular wire runs around the greatsword, longsword, rapier,
edge, giving a grey blade an exceptional edge. This is powered scimitar, shortsword, or trident, taking
by an energy core in the hilt. In rare cases, after a failsafe on the damage dice and properties of the chosen weapon in
has destroyed the power core, the metal in the blade can be addition to its own weapon properties.
repurposed as a traditional sword. If so, it loses its magic
The versatile hilt is the only aspect that doesn’t change.
and bonus properties but retains its adamantine and silver
The rest can extend or retract to shape whatever is required,
properties.
even creating additional grips. The new form acts like the
new blade and resembles it perfectly, so much so that until
Karnal’s Axe it changes shape, an outside inspection would not identify
This heavy weapon combines the strengths of both the grey it as anything but. Only one wielding the weapon who is
blade and the arm of shival. Karnal’s Axe is constructed from proficient and trained on how to control it can alter the shape
lighter materials and keeps the electrified mono-molecular of an omni weapon. This can occur so quickly as to happen
edge, but it can also be thrown. As an action, you release between attacks of a single action (less than an eye blink).
it, launching the axe towards a creature in range. You can
make a single melee attack against the target while the axe
is airborne. The axe immediately returns to your hand at
the beginning of your next turn. If you can make multiple
attacks as part of the same attack action, you can do so with
karnal’s axe, as long as each target is within 20 feet of the
previous target and the total distance traveled is less than 60
feet. Each creature can only be attacked once. In rare cases,
after a failsafe has destroyed the power core, the metal in the
blade can be repurposed as a traditional axe; if so, it loses its
magic, +1 bonus, and thrown properties but retains its silver
property

Omni Weapons
This unusual weapon has only been seen a few times. It has
often been misidentified as magical or a zebul class vestige.
It is also one of the rare items wielded by non-Aegis, with the
theory that this weapon contains a flaw in its failsafe that
has been exploited by shrewd engineers. Unlike other Aegis

FORBIDDEN 161
Armor
Aegis prefer to avoid combat, but those within their ranks
will get their hands dirty. Given Aegis are relatively fragile,
they offset this by employing powerful, technological armor.

Aegis Carapace
The basic Aegis carapace supports fragile Aegis physiology
and offers minor additional protection. There are two variants
available, the lightweight Ara and the mediumweight Azoth.
The carapace is not designed to operate as a military unit and
focuses more on keeping its user alive outside Abraxas.
Both grant the wearer the additional benefits listed below.
Mask. You are immune to gas attacks and inhaled
poisons.
Augment (Ara only). You gain a +1 bonus to your
Dexterity score (this bonus can’t raise your Dexterity score
above 16).
Augment (Azoth only). You gain a +1 bonus to your
Strength score (this bonus can’t raise your Strength score
above 16).
Resistance. You have resistance to fire and cold damage.
Survivability. You ignore the negative effects of level 1
Exhaustion.

Aegis Testament
The testament is the standard military armor employed
by Aegis in combat scenarios. Occasionally, it will replace
a carapace if an Aegis’s life is in jeopardy (though usually,
the Aegis will never send one of their own into a situation
they know to be hostile). Like the carapace, there are two
variants of the testament, the mediumweight Aethon and
the heavyweight Aurax. Both feature the additional benefits
listed below.
Mask. You are immune to gas attacks and inhaled
poisons. Aegis Avatars
Resistances. You have resistance to fire, cold, and acid Aegis operate a small number of powered armors, which
damage. they refer to as avatars, when one of their own is tasked to
Targeting. You gain a +1 bonus to damage rolls with enter a hostile environment. Avatars do stretch the definition
ranged weapons within normal range. of mecha, as each model’s physical presence is limited
to an object, often a wrist-mounted amulet, necklace, or
Augment (Aethon only). You gain a +1 bonus to your
crown. When activated, the device projects a translucent
Dexterity score (this bonus can’t raise your Dexterity score
hologram over the subject of a larger construct, usually a
above 18)
statue or a beast, simultaneously creating a physical force
Augment (Aurax only). You gain a +1 bonus to your field occupying that same space. The user floats within the
Strength score (this bonus can’t raise your Strength score construct with their arms, mimicking the larger suit’s actions.
above 18) Despite being visible, the user cannot be attacked without
the armor taking the hit. The models listed below represent
the common manifestations, but dozens of alternate models
can project other forms. The only common element is the
semitransparent nature of the avatar. All models grant their
wearer specific abilities, and a few common ones listed below.

162 FORBIDDEN
Resistances. You have resistance to fire, acid, and cold
damage, as well as bludgeoning, slashing and piercing
damage from nonmagical weapons.
Weight. Avatars support their own weight and do not
affect your encumbrance while being worn. The weight
indicated only takes affect when the projection is active;
when inactive, the device only weighs a few ounces.
Speed. Some avatars possess a fixed speed that cannot be
altered despite any other gear or abilities you may possess to
alter your speed. If a speed is a modifier rather than a fixed
value, your speed works as wearing traditional armor.

Skin of Glory
The skin is a high-performance, lightweight powered armor
whose form doesn’t enlarge the user. From a ruby necklace
the user taps, it projects wings and longer arms sporting claws
along with horns rising from a holographic face. Variations
have altered the size and shape of the wings and the look of
the face, with some resembling angels or demons.
The following abilities only occur while the projection is
active.
Bonus. You gain an additional +3 bonus to your AC (not
added in the table).
Fly. You have a fly speed of 60 for up to 8 rounds. You
recover 1 round of use of your fly speed at the end of each
turn you spend not flying at a rate of 1 round per turn. This
recharge occurs even when the projection is deactivated.
Maneuverability. You have advantage on Dexterity
(Acrobatics) checks.
Claws. You possess a set of clawed arms several
Hit Points & Threshold. Some
inches from your actual hands. Each one is a
avatars have their own hit point total,
melee weapon you are considered
which you can shunt damage to instead
proficient with that inflicts 1d8
of taking it yourself. It also possesses a
slashing damage. It is counted as
threshold, the maximum amount of damage
magical.
the armor can shunt to its own hit points from a
single hit (with the wearer taking the rest). If Speed. Your speed is 35 feet, regardless of your own
an avatar is reduced to 0 hit points, it can no speed.
longer absorb damage but is still functional.
It is only considered disabled when you Nexus of Light
and your avatar are reduced to 0 hit points. The nexus is a typical avatar employed by Aegis, given its
Avatar hit points regenerate at a rate of 1 hit point robust function. It often glows red and resembles a living
every five minutes. statue around its user, emblazoned with runes around a
larger torso and massive arms. The nexus operates from a
Mask. You are immune to gas attacks and inhaled
pair of bracelets that activate when the user claps. As their
poisons.
arms separate, the hologram projects around the user. The
Nightvision. You can see in dim light within 60 feet of user also floats a foot off the ground as new feet materialize
you as if it were bright light and in darkness as if it were below. Oddly, although still solid, the projection appears
dim light. You can’t discern color in darkness, only shades of absent around the torso. The massive arms can mimic the
gray. user’s limbs, though not in the same position (the larger limbs
Projections. A projection can be activated or deactivated rest several inches away from the smaller ones).
with an action. An avatar only provides its AC bonus and other The following abilities only occur while the projection is
benefits while the projection is active. The suit projection lasts active.
a total of five minutes. Each hour of inaction recharges one
Bonus. You gain an additional +2 bonus to your AC (not
minute. As a result, it cannot be on continuously. The look
added in the table).
of the projection is fixed; it cannot be changed (a demonic
nexus of light cannot be made to resemble an angelic nexus
of light).

FORBIDDEN 163
Armor Aegis
Aegis Armor Armor Class (AC) STR Stealth WT.
Light Armor
Aegis Carapace (Ara) 12+Dex modifier — — 8 lb.
Medium Armor
Aegis Carapace (Azoth) 15+Dex modifier (max 2) — — 12 lb.
Aegis Testament (Aethon) 16+Dex modifier (max 2) — Disadvantage 20 lb.
Heavy Armor
Aegis Testament (Aurax) 18 Str 12 Disadvantage 35 lb.
Aegis Avatars Armor Class (AC) STR Stealth WT.
Exo-Armor (Light)
Skin of Glory 12*+Dex modifier — — 350 lb.
Exo-Armor (Medium)
Nexus of Light 15*+Dex modifier (max 2) — Disadvantage 750 lb.
Golen-Palladius 14*+Dex modifier (max 2) — Disadvantage 650 lb.
Exo-Armor (Heavy)
Crater of Gold 18* — Disadvantage 5,000 lb.
* AC enhanced (bonus not incorporated); see description.

Solid Fist. You possess a set of larger arms in addition


to your actual arms. For free on your turn, you can elect to
use your arms or the suit’s. Although you are still Medium-
sized, the suit’s arms match a Large user’s. Melee attacks
made with them have a reach of 10 feet. These hands can
manipulate objects, wield weapons, or be used for unarmed
strikes that inflict 1d6 bludgeoning damage instead of the
usual 1 damage. If you already inflict 1d6 or more damage
with unarmed attacks, increase the damage dice by one step
(1d6 to 1d8 to 1d10 to 1d12 to 2d6 to 2d8 to 2d10). For free on
your turn, you can alter the hands to become pincers, which
can no longer hold items but inflict 1d10 bludgeoning or
slashing damage (chosen when you make the attack) with
unarmed attacks; this damage value is fixed and cannot be
improved unlike unarmed attacks. These limbs count as
magical when inflicting damage.
Hit Points. The nexus has 45 hit points and a
threshold of 5.
Speed. Your speed is 30 feet, regardless of your own
speed.

Gollen-Palladius
Although the same class of avatar as the nexus, the Gollen-
Palladius operates very differently. It possesses the unique
ability to shift its form from two presets, one beast and
the other humanoid. Both possess similar visual features.
The common variations include native caniforms and
feliforms across Paradise (bears, big cats, and wolves).
The projection entirely encapsulates the user. While in
beast mode, the projection extends the creature’s legs to

164 FORBIDDEN
Hit Points. The gollen-palladius has 25 hit points and a
threshold of 5.
Natural Attacks. You possess a bite (1d10 piercing
damage) and a claw (1d8 slashing) attack. These unarmed
attacks inflict the listed damage instead of the usual unarmed
damage. If you’re able to make multiple attacks with an
attack action, only one can be a bite, and up to two can
be claw attacks.
Pounce (beast mode only). If you move at least 15 feet
straight toward a creature and then hit with a claw
attack, that target must succeed on a DC15 Strength
saving throw or be knocked prone. You can make a
claw attack against a prone creature with a bonus
action.
Sensor Package. You have advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Speed. Your speed is 30 feet or 40 feet in beast mode,
regardless of your own speed.

improve sprint speed without taxing


the user. The most common vessel is a
belt buckle with the face of the beat
inscribed on the metal.
The following abilities only
occur while the projection is active.
Bonus. You gain an additional +1
bonus to your AC (not added in the table).
This increases to +2 in beast mode.
Beast. As an action, you can change from
a humanoid creature resembling the beast to
the original beast form or back again. While
in beast mode, you cannot hold onto any items
and move on all four limbs.

FORBIDDEN 165
166 FORBIDDEN
Crator of Gold
The massive crater of gold is a colossal avatar that is never sent
to escort peaceful missions or intimidate locals by striding
through town. It is deployed to slam into a war zone and take
the field. Craters are legendary for leading attacks with armies
of humanity behind them. They stood on the frontline during
the Aeon Pogrom and the Planitia Crusade but never hung
around for the laurels. It is believed the number of craters
of gold is limited, so a loss of one would cripple any war
effort. It is also believed to be only a handful of Aegis that can
operate such constructsa. The projection creates a massive
winged beast, similar to the watcher known as Wyrm. This
serpentine creature has variations, including those with long,
slender bodies with smaller wings and broader bodies with
larger wings. They have also been seen glowing red, blue, or
green. No two craters of gold are alike. Despite the size, the
projection is still translucent, with outsiders able to see the
user within, mimicking the movements of the external beast.
The following abilities only occur while the projection is
active.
Natural Attacks. You possess a bite (2d10 piercing
damage) and a claw (2d6 slashing) attack. These unarmed
attacks inflict the listed damage instead of the usual unarmed
damage. If you’re able to make multiple attacks with an
attack action, only one can be a bite, and up to two can be
claw attacks.
Bonus. You gain an additional +3 bonus to AC (not added
in the table).
Energy Breath. As an action, you can exhale a fire-based
plasma attack in a 30-foot cone. Each creature in that area
must make a DC15 Dexterity saving throw, taking 45 (10d8)
fire damage on a failed save or half as much on a successful
one. Once you use this weapon, you cannot use it again for
one hour.
Fly. You have a fly speed of 60 for up to 8 rounds. You
recover 1 round of use of your fly speed at the end of each
turn you spend not flying at a rate of 1 round per turn. This
recharge occurs even when the projection is deactivated.
Hit Points. The crater of gold has 80 hit points and a
threshold of 80.
Large Size. You are considered a Large creature while
wearing the armor. Your melee attacks have a reach of 10 feet.
Speed. Your walking speed is 30 feet. You also possess a
swim speed of 40 feet and a climb speed of 30 feet, regardless
of your own speed.

FORBIDDEN 167
Vehicles
Control
Only one person can control a vehicle, and the vehicle
operates only on that character’s (your) turn. If driving,
The majority of vehicles in the skies belong to the Aegis, and you are required to make a Dexterity check relating to
and the prohibition on technology prevents much beyond something occurring outside of your turn, the effects of that
that. While the ban specifies complicated machines and roll take place at the start of your next turn (even if you are
anything involving internal combustion or electricity, it has crashing). Large creatures cannot control vehicles without
made way for the development of ultralights (gliders) and substantial modification no matter how big the vehicles are;
dirigibles. Alas, these are still rare given the costs involved in whether a Large creature even fits in the vehicle is up to the
maintaining them. GM’s discretion. Only if a vehicle has secondary controls
(ground vehicle does not—aircraft often do) can a second

Vehicles Statistics
character assist the driver via Help or Working Together.

Crash
Capacity (Cap). The standard person capacity or crew. A crash is a catastrophic failure in vehicle control. If you
One person is needed to drive the vehicle; other crewmembers fail a Dexterity check with a vehicle, the result is a crash. In
serve as gunners, co-pilots, or passengers. Each unused these terms, a crash is a loss of control, not an incident where
passenger slot allows the vehicle to carry an additional 200 damage is inflicted, though this ultimately can happen.
lb. of cargo.
If you crash, at the start of your turn, you decelerate
Cargo Capacity. The amount of cargo the vehicle is at your speed rating if you haven’t immediately struck an
designed to carry in pounds in a cargo module or trunk. obstruction. If you hit difficult terrain or an obstacle (like a
Maneuver. If listed as “Disadvantage,” the driver has wall or another vehicle), your movement stops. The vehicle
disadvantage on ability checks to operate the vehicle (so best and all occupants inside take damage according to the
not to push it). vehicle’s current speed.
Speed (Rating). The number of feet the vehicle can safely
accelerate per round.
Crash Damage
AC. The vehicle’s AC, to which the driver may apply their Speed Damage
Dexterity or Intelligence modifier. Less than 30 No damage
Hit Points. The vehicle’s hit points. 31-50 1d8
Size. The size of the vehicle (Tiny, Small, Medium, Large,
51-70 2d8
Huge, Gargantuan, Colossal).
Weapon Mounts. Certain vehicles come equipped with 71-90 3d8
mounting hardware to attach weapons. When available, the 91-110 4d8
mount can house any class of weapon listed (the vehicle’s size
is not considered when determining the class of weaponry, as 111-130 5d8
is the case with exo-armor). 131-150 6d8

Vehicle Rules 151-170


171-190
7d8
8d8
For the most part, vehicles should not be featured in 191-210 9d8
combat, as the logistics of handling two separate scales are
too complex for general purposes. When they are featured, 211 and up 10d8
they involve a slight departure from regular movement rules. If there are no obstructions to crash into, you continue
decelerating at your carryover speed rating each turn until
Attacking From Vehicles your movement is 0, you recover with a Maneuver action, or
The vehicle’s controller has disadvantage on attack rolls until you hit an obstruction or difficult terrain.
(unless the vehicle is the weapon) while the vehicle is in If you fail a Dexterity check with a vehicle while crashing
motion (has a carryover speed) and must make a DC 15 by 10 or more, the vehicle rolls as it crashes. The vehicle takes
Dexterity check to maintain control if using the Attack 2d6 damage at the start of every turn it spends rolling.
action. Passengers have disadvantage as well unless using a
turret-mounted weapon. Vehicle movement is considered the Jump Failure. If you fail by 5 or less, you make the jump
same as personal movement for purposes of penalties and but enter a crash. If you fail by 5 or more, your vehicle rolls. If
impediments to attacking, especially with firearms. you fail by 10 or more, you drive into the ground or fall short,
instantly stopping and suffering damage.

168 FORBIDDEN
Seatbelts. Occupants in vehicles are assumed to be ‹‹ Attempt to gain control of your vehicle if it is out of
strapped in when a vehicle crashes (unless they are moving control (in a crash).
around inside it). If a vehicle suffers damage from rolling ‹‹ Ramming is part of a Maneuver action since you are
or crashing, occupants strapped in suffer half the damage making an attack roll, but it is in addition to any other
inflicted on the vehicle. Those not secured take full damage. acceleration, deceleration maneuvers attempted during
Aircraft. An aircraft that fails its control roll loses the same action.
altitude equal to x2 its speed. Unlike ground vehicles, aircraft
do not decelerate in a slide. Proficiency
Blimps do not lose altitude when sliding or crashing. Vehicles are classed as a tool proficiency. For these
They remain suspended in the air via a series of “lifting purposes, vehicles are divided into five categories.
bags” contained inside a larger carrier. This can be another ‹‹ light ground (Medium-size vehicles).
balloon or a rigid superstructure. Each airship of this type
‹‹ heavy ground (Large ground vehicles).
lists the number of internal lifting bags. An attack that
inflicts 20 damage or more on an aircraft may puncture a ‹‹ super-heavy ground (Huge and larger)
balloon instead of causing damage to the craft (attacker’s ‹‹ aircraft (all manner of flying vehicles),
choice). If so, the hit inflicts no damage on the vessel. Half
of an airship’s lifting bags must be punctured for an airship ‹‹ watercraft (river- and ocean-going craft).
to be affected. Once half the lifting bags are punctured, the If you are proficient with a class of vehicle, you add
airship drops 20 feet at the start of each turn, dropping an your proficiency bonus to all Dexterity checks related to the
additional 20 feet for every additional bag punctured. Every operation of such vehicles.
bag punctured also imposes a cumulative -1 penalty to the
vessel’s maneuverability. Only by destroying the vessel can it Ram
crash violently. To accomplish a ram, you move a vehicle you control into an
Escape. If all appears hopeless during a crash, occupants adjacent space to your target. Take note of your current speed
can try to escape (stunned or not) by making a DC 15 this turn (especially how much you have left). Ramming is
Dexterity (Acrobatics) check for the driver or a DC 10 check part of a Maneuver action, and you can perform other vehicle
for passengers. Occupants have one chance per turn to try maneuvers normally as part of that same action.
to escape. A driver who attempts to escape no longer has any You can ram any creature or object you could target
control over the vehicle. with a melee attack. You cannot target individual vehicle
occupants (subject to GM discretion). You make a melee attack
Destroying Vehicles using your vehicle as the weapon. You may use Dexterity or
Reducing a vehicle to zero hit points renders it non- Intelligence as the attack ability and gain your proficiency
functional. A vehicle reduced to a negative value equal to its bonus with the attack if you are proficient with the vehicle. If
total hit points bursts into flame, immediately inflicting 3d6 you pass through an enemy space and do not perform a ram
fire damage to every creature that moves through or enters or if you miss, the target automatically avoids you, and you
its space or within 10 feet of it for five minutes continue moving your speed.
. Damage with a hit depends on how fast the vehicle is
Entering & Exiting traveling (its current total speed at the time of impact), along
Getting in and out of a vehicle costs an amount of movement with how large your vehicle is.
equal to half your speed (like mounting or dismounting). ‹‹ Normal-sized vehicles inflict 1d6 damage on a hit for
every 40 speed the vehicles have.
Maneuver Action ‹‹ Large vehicles inflict 1d10 damage on a hit for every 30
A vehicle is a mindless machine and thus requires continuous speed the vehicles have.
input. Moving a vehicle occurs on your turn using your ‹‹ Huge vehicles inflict 1d12 damage on a hit for every 20
movement. However, if you want to do anything significant speed the vehicles have.
with your vehicle, you are required to use an action to
maneuver, a Maneuver action. ‹‹ Gargantuan or larger vehicles inflict 2d8 damage on a
hit for every 10 speed the vehicles have.
With a Maneuver action, you can accomplish the
following. If the target was a rigid object (such as a vehicle or a Large
or larger creature), the ramming vehicle suffers half damage
‹‹ Increase your speed by a maximum of your vehicle’s
from the ram. If it was a soft object (such as a Medium or
speed rating or by a maximum of x2 your speed, the
smaller creature), the ramming vehicle suffers quarter
latter requiring a DC 10 Dexterity check with your
damage.
vehicle—failing, the craft’s vehicle does not change.
If the target is a vehicle moving, the ramming damage
‹‹ Decrease your speed by a maximum of x2 your vehicle’s
may alter accordingly. Subtract the target’s speed from the
speed rating or by a maximum of x4 your vehicle’s speed
attacker’s if the collision occurred from behind or the side or
rating, the latter requiring a DC 10 Dexterity check with
add it if it was from the front.
your vehicle—failing, the vehicle enters a crash.

FORBIDDEN 169
Immunities Stunts
Vehicles are immune to all conditions. They are also immune Stunt or Condition DC
to necrotic, psychic, and poison damage.
Speed
Speed Up to x8 vehicle’s speed 5
The speed rating for a vehicle is not its top speed but the rate Up to x10 vehicle’s speed 8
at which you can change its movement (up or down) without
making a Dexterity check with your vehicle. Up to x12 vehicle’s speed 12
Here are the rules regarding vehicle movement and Up to x14 vehicle’s speed 15
acceleration.
Up to x16 vehicle’s speed 18
‹‹ Your vehicle has a “carryover speed”—the speed at the
end of your last turn. Your vehicle has a carryover speed Up to x20 vehicle’s speed 21
of 0 if the vehicle has stopped or hasn’t moved before Flight conditions
the start of your turn.
Strong wind +5
‹‹ You cannot move your vehicle with a Dash action (only
with the movement portion of your turn)—you alter its Raging storm +8
current speed or perform a Maneuver action.
Tornado / Hurricane +12
‹‹ If you have any carryover speed (even if only 1), that is
your speed at the beginning of your turn, and you must Road conditions
move that distance unless you alter it with a Maneuver Gravel +5
action.
Rain / Snow +8
‹‹ A vehicle can accelerate up to x2 its speed with a DC 10
Dexterity check (with a Maneuver action). Acceleration
‹‹ A vehicle can decelerate at up to x2 its speed without a Accelerate x2 speed 10
Dexterity check (with a Maneuver action).
Decelerate x4 speed 10
‹‹ A vehicle can attempt hard deceleration, decelerating at
up to x4 its speed with a DC 10 Dexterity check (with a Targeting & Cover
Maneuver action).
Creatures inside/on a vehicle receive protection depending
‹‹ In safe conditions, a vehicle can safely move up to six on the situation and the attack.
times its speed rating without a Dexterity check. This
may change depending on conditions Cover. Most vehicles grant three-quarters cover to their
occupants. Armored vehicles like tanks often provide full
‹‹ A vehicle’s top speed is x20 its speed rating. cover. If an attack targeting a vehicle occupant benefitting
‹‹ Road and flight conditions can affect a Dexterity check, from cover would have hit the target without the cover, the
as seen below. attack hits the vehicle instead.
‹‹ Once a vehicle reaches the desired speed, it no longer Reach. Vehicles do not have reach, but creatures inside
requires a Dexterity check unless conditions change may.
or a maneuver is severe (a sharp turn, an obstacle, or Selecting Defense. Creatures inside/on a vehicle targeted
terrain changes). by an attack from a creature outside the vehicle may choose to
‹‹ A vehicle automatically fails Dexterity saving throw use the vehicle’s AC (modified by the driver’s ability modifier)
unless it has a carryover speed. in place of their own. Certain vehicles prevent occupants
from being targeted by certain attacks (usually disease, gas,
‹‹ Huge or smaller vehicles cannot usually enter squares
or poison). Creatures attacking a vehicle may choose to target
labeled as difficult terrain. Depending on the situation,
the vehicle itself instead of the occupants.
they may get stuck or hit an obstruction. Depending
on the topography (marsh or debris, for example),
Gargantuan or larger vehicles can ignore difficult
Using Skills
terrain. The severity of the terrain may impede even Any skill that could be negatively impacted by the motion
these vehicles. Small trees may stop a truck but not a of a vehicle—such as Wisdom (Medicine) or Intelligence
tank. (Engineer)—has disadvantage.
‹‹ A vehicle cannot squeeze, crouch, or adjust its space.

170 FORBIDDEN
Aircraft
The Aegis operate several vehicles, none of which require
animals to power. They don’t even possess wheels. These do
not include completely automated units (robots)—those are
detailed in the monsters section. The Aegis have also per-
mitted humans to operate lighter-than-air vehicles on a
case-by-case basis; these are listed below as well. All
other situations are Aegis-powered and controlled
vehicles.

Aegis Coffin
An Aegis coffin is a small, one-
man vehicle designed to
ferry a single occupant.
Anti-Gravity. The coffin
It contains a complete
employs anti-gravity baffles.
life support system and
It cannot crash or lose control,
can lock its user inside
and it suffers no damage from a fall.
and act as a lifeboat or
escape pod in case of an Lockdown. As a reaction to suffering damage, the coffin
emergency. While locked, it is airtight and waterproof to a seals itself, preventing its occupant from suffering any
depth of 2 miles. Although not possessing wheels, it is often damage. It will then attempt to flee to the nearest ally or
mistaken for a ground vehicle as it is also seen hovering a Aegis-controlled location in the fastest way possible. When
few inches off the ground. In fact, if need be, it can lift off up in lockdown, the coffin’s AC increases to 18.
to an altitude of 50 feet, all under the telepathic guidance of Movement. The coffin has a maximum speed of 60 ft.
its Aegis controller. A human cannot control an Aegis coffin. and an altitude of 50 feet. It also is equipped with legs with a
Concealed in the coffin structure is breathable air for ground speed of 30 feet.
three days, food for up to a week, and a processing plant to Resistances. The coffin has resistance to acid, cold, and
handle any undesirable waste. In case of any physical attack, fire damage, as well as slashing and bludgeoning damage
the coffin immediately seals and attempts from nonmagical weapons.
to carry its passenger away. This system
is overridden if its hatch cannot be Pressurized. While in lockdown, you are immune to gas
closed or if its Aegis is not within. attacks and inhaled poisons.
The Aegis can also telepathically
override the system. Blimp
The Ascension, through the direction of the Aegis, has
permitted several kingdoms limited use of lighter-than-air
aircraft. While some employ hot air, the inconsistent air
pressures between worlds have forced others to use costly
hydrogen or helium. Propulsion has been limited to manual
or steam power. However, the latter is also highly regulated,
with only one or two allowed to operate under guidance.
Additionally, kerosene heaters have also been permitted.
The only kingdoms allowed to operate blimps have been
those living on the smaller worlds as well as Aurago on
Bythos. Given their cost and limited availability, only the rich
and powerful are permitted to own blimps and, as such, are
often brilliantly ornamented.
Lifting Bags. This aircraft is equipped with four lifting
bags.
Pressurized. The blimp and its crew are immune to gas
attacks and inhaled poisons from outside the blimp.
Resistances. The blimp has resistance to acid, cold, fire,
and thunder damage, as well as bludgeoning damage from
nonmagical weapons.

FORBIDDEN 171
Aircraft
Name Crew Cap. Cargo Maneuver Speed Armor Class (AC) HP Size
Aegis Coffin 1 1 5 — 30 ft. 15 50 M
Blimp 2 30 300 Disadvantage 10 ft. 16 75 G
Conestoga 1 200 5,000 — 70 ft. 18 200 C
Demigod 1-2 10 500 — 100 ft. 19 200 H
Sailglider 1 3 50 — 60 ft. 12+Dex/Int Modifier 20 H
Ultralift 1 1 5 — 50 ft. 10+Dex/Int Modifier 5 L

from being armed but have ferried soldiers into combat.


Nightvision. The conestoga’s crew can see in dim light
within 60 feet of you as if it were bright light and in darkness
as if it were dim light. This vision can’t discern color in
darkness, only shades of gray.
Pressurized. The conestoga and its crew are immune to
gas attacks and inhaled poisons from outside the conestoga.
Resistances. The conestoga has resistance to acid,
cold, and fire damage, as well as slashing, bludgeoning,
and piercing damage from nonmagical weapons.

Demigod
The demigod is a star-shaped combat
interceptor operated by one or two Aegis. It is
designed to exterminate threats to their faith.
They are often seen escorting conestogas
or intercepting any flying monsters seen
between worlds. No one has ever been able
to take down a demigod, given its unmatched
maneuverability and defense capabilities.
Those inside a demigod feel no inertia,
allowing it to stop instantly from nearly any
acceleration and reverse direction without any
adverse effects for those inside. Weapons are
concealed within the superstructure, creating a
Conestoga pleasant exterior before the need arises to go to war.
Also known as ghonara Even then, only small cavities within the craft appear.
conestogas, these large Although capable of ferrying soldiers, non-Aegis are
vehicles possess no aeriform, not permitted to ride within a demigod, given the
relying on their antigravity rings nature of the exposed technology visible within
to supply all lift. Conestogas are controlled by it. Often, these craft drop off Aegis soldiers within
specifically trained Aegis kept sealed in their avatars to bolster allied human forces. Currently,
cockpits as they ferry passengers around Paradise. Only none of these forces have been seen during the
loyal nations that pay their tithes and permit unfettered suffrance war as it is a conflict between Ascension-
access by Ascension can lease a conestoga, often vital when loyal houses.
trading resources between worlds. Though some blimps have Nightvision. The demigod crew can see in dim light
managed to accomplish short journeys, for longer ones to within 60 feet of you as if it were bright light and in darkness
distant planets, the conestogas are mandatory. Each craft as if it were dim light. This vision can’t discern color in
is sealed against outside pressure and can take significant darkness, only shades of gray.
punishment from external attacks. Conestogas can also be
Pressurized. The demigod and its crew are immune to
modified for each commission, adding additional levels to
gas attacks and inhaled poisons from outside the demigod.
carry massive cargo. Some conestogas fly as empty frames,
picking up preconfigured modules from customers—a
popular configuration as it maintains the separation between
the pilot and the rest of the vessel. Conestogas are prohibited

172 FORBIDDEN
Resistances. The demigod has resistance to acid, cold,
and fire damage, as well as slashing, bludgeoning, and
piercing damage from nonmagical weapons.
Turret. The demigod is equipped with two heavy
weapon turrets or three two-handed small arm turrets.
The pilot can control one weapon turret without making
a control roll. These weapons are concealed within
hardpoints at star points Ultralift
Velocity. No matter how fast the demigod is moving, it A much smaller, more fragile variation of the sailglider,
can reduce its speed to zero as a part of its movement on your the ultralift is a one-man, delta-winged unpowered aircraft
turn. You can also increase acceleration as part of a bonus boasting incredible range when operated by a trained pilot.
action (along with increasing it as part of your movement). They also require a stiff breeze or a high-altitude deployment
to gain such range as they are too delicate to launch via
Sailglider catapult. Like the sailglider, the ultralifts were developed in
Corvos but have seen wider use given their low price. One
Initially developed in Corvos, these fixed-wing unpowered
can attain an ultralift for only 300 gp, though a user cannot
aircraft came after the development of ultralights in an
carry more than 20 pounds worth of gear (including armor),
attempt to improve range and durability at higher altitudes.
limiting its effectiveness.
Given the volatile nature of the upper atmosphere on every
world, it became necessary to create a vehicle that could Aircraft. While flying, the ultralift must move a minimum
traverse great distances and even attempt to travel between of 50 ft on its turn, or it will crash.
worlds. The sailglider is a two-man enclosed vehicle with a
broad wingspan that employs thermal differentials from
the aforementioned stormy upper atmosphere to gain
considerable range. The issue is the launch. A sailglider must
either roll off a high cliff or down a hill, and range can often
be limited in those situations. A few blimps have been seen
to possess a foldable glider, but often, these vehicles require
a launch catapult, standard in many cities supporting the
practice. Most northern nations employ this system, but it’s
in Corvos where it is relatively standard. Few are actually
for sale due to their limited functionality, though they can
be rented (5 gp per passenger). Although not entirely safe,
sailgliders have been known to fly from Bythos to Philokalia
to Machina.
Aircraft. While flying, the sailglider must move a
minimum of 60 ft on its turn or it will crash.

FORBIDDEN 173
Ground
Land Whale
An extensive arrangement of sails pushes this galleon-sized
vessel between the largest cities on Bythos, where they are
seen exclusively. Each model sports a unique look, from six

Vehicles
to twelve wheels, from wood to steel constructions. Most
feature oversized inflatable wheels, allowing the landwhale
to instantly transition from land to water.
The Aegis do not operate ground vehicles, and considering Resistances. The land whale has resistance to acid, cold,
technology is prohibited, the availability of such means fire, lightning, and thunder damage.
of transportation is scarce. The prohibition on technology
resulted in crafty academics employing workarounds that
skirted the embargo. This tactic didn’t always work, as
Volani’s development of a rudimentary rail system prompted
the Aeon Pogrom. Naval vessels were given an exemption as
long as they didn’t require internal combustion of electricity,
relegated to sails only. Given this precedent, it was a valid
workaround to develop sail-based ground vehicles, though
the expertise to create an efficient system took much longer,
resulting in three scales of craft. All of them employ traditional
sails as well as more complicated turbines that convert
wind power into rotational energy in much the same way a
gristmill does, all without using electrical power. Thankfully,
the worlds of Paradise, thanks to massive umbilicals and low-
orbiting worlds, flaunt both powerful winds as waves.

Sail-Dart
This small 2-man vehicle is a common sight on Bythos and
Kerberos. It features both wheels and skis to handle nearly
every terrain. Older models were open to the air; thankfully,
later variants offered an enclosed cabin.
Maneuvering. This vehicle automatically passes
Dexterity checks at x8 and x10 speed.

Dirt Drifter
This larger cousin to the sail-dart
employs much larger sails
and a wider wheelbase to
enable stable speeds
with a larger cabin.
The first drifters
were converted from
wagons and small boats,
though later models employed
lighter materials to increase speeds.
Maneuvering. This vehicle
automatically passes Dexterity checks
at x8 and x10 speed.

Ground Vehicles
Name Cap. Cargo Maneuver Speed Armor Class (AC) HP Size
Sail-Dart 2 20 — 20 ft. 10+ Dex/Int mod. 10 M
Dirt-Drifter 6 100 — 20 ft. 12+ Dex/Int mod. 50 L
Land Whale 20 500 Disadvantage 10 ft. 15 200 H

174 FORBIDDEN
Cryption spellcasting and golem creation came later, and

Alchemy
Alchemy is the proto-scientific process of employing and
it was with these latter two that earned the attention and ire
of the Ascension. If the abecedarians hadn’t been so flagrant
with their spellcasting, they might have been tolerated for
longer. When the lockdown occurred, those producing god-
mixing natural compounds to create magical effects. These like abilities with their cryptions were hunted first. The
include not only salves, elixirs, oils, solvents, and powders alchemists were more challenging to locate as they quickly
but also the creation of life from inorganic components. vanished into the chaos of the marketplace to hide among
While on the surface appearing a different branch of magic non-magical retailers.
from cryptions, the two paths interlink and coexist like the It would be decades before the purgitans would get
two chains of a DNA double helix. The magic developed by wise to the successful practice and attempt to curtail these
abecedarians involves scribing words on parchment, but both merchants. The issue that arose came from a potion’s
ink and paper must be comprised of specific ingredients for nonmagical application. Most potions could be passed off as
the spell to work. Likewise, cryption brands must be applied alcoholic cocktails or tinctures, and many purgitans could
with an iron forged from specific metals, and cryptions must not effectively examine a pharmacist’s selection to ensure a
be applied to artificial life for said life to exist. In the case of legitimate solution was not a potion in disguise. Instead, a
liquids (potions), the label hanging off the bottle doubles as merchant’s store would be searched for a cryption safe, and
both an identifier and an aspect of the potion’s ability. many alchemists were routed in this fashion. After a century,
How alchemy can accomplish what it does is a mystery remaining alchemists had either gone into hiding or found
to most, even to many who follow the practice. Not only are effective ways to conceal their true identity. Even today, it is
specific ingredients required, but their ratios are also equally believed that every town and city that offers at least a half-
imperative, to as exacting as a hundredth of a decimal point. dozen pharmacists or brewers hides at least one alchemist.
To be off by 0.001 percent can spell the difference between
creating a refreshing beverage and a volatile explosive.
Additionally, as mentioned previously, potions require Manifestations
an applied cryption, often found hanging as a tag from
Alchemy manifests in three different ways within Paradise.
the neck or as a label affixed to the body of the bottle. To
The first is in the rather timeworn practice of brewing potions
dissuade suspicion, many alchemists present themselves as
in a laboratory. The second relates to creating enchanted
pharmacists, winemakers, or brewers selling inconspicuous
materials controlled via mental power, which later spiraled
and nonmagical concoctions that can suddenly shift their
into a third category relating to creating animated beings
application by simply tying a label under the collar of the
from inanimate materials.
bottle. Most alchemists parade their selections openly under
the guise of legitimate merchants, only opening their secret
safe when the need arises. Sometimes the best way to avoid
the wrath of Ascension purgitans is to hide in plain sight.
Cryptions & Alchemy
The outcome of these amalgamations pointed to the Any magical compound, be it a salve, potion, oil, or powder,
malleability of reality within Paradise, that within the logical must be created with specific ingredients in a specific ratio,
order of the universe, certain exceptions exist, proving the though it will still not be magical unless the proper cryption
universe is imperfect. This observation was not a popular one is applied. Applying an improper cryption to a compound
within religious circles. may result in nothing…or it may result in a volatile reaction
resulting in the alchemist’s death. Like normal cryptions, an
The Ascension did not prohibit the production,
alchemical cryption possesses a limited life expectancy when
importation, transportation, and sale of alcoholic beverages,
removed from an album. However, thanks to the compound
especially if merchants paid their taxes. The same applied
created, most applied alchemical cryptions have an unlimited
to pharmacists and even snake oil salesmen. The irony that
life expectancy. The notable exceptions to this are golems
the Ascension would prohibit the sale of magical potions but
that only gain practical immortality through the skill of
allow frauds to sell nonmagical ones with claims of magical
experienced cutters. This practice is especially popular with
abilities is not lost here.
oils, potions, and salves as it allows enchantments to exist for
When abecedarians emerged and began expanding much longer than usual when removed from an album.
from Corvos, their first examples of proficiency were
Note: For clarity, this section refers to cryptions applied
alchemical creations. It was so pervasive that even local
to salves, potions, oils, and powders; cryptions applied to
church authorities ignored it. Since the Ascension did not
golems possess their own rules later in this chapter.
specifically outlaw alchemy, habitual daily appearances
pointed to an assumed tolerance that did not actually exist. Additionally, as most compounds are consumed for the
When the Aegis finally learned of the knowledge, it had magical effect, the applied cryptions possess several other
been fully explored and documented with replicated tomes unique properties. Here is a summary of all unique properties
circulating through several kingdoms and worlds. To many, of alchemical cryptions:
it was presumed alchemy was the acceptable alternative to
forbidden technology.

FORBIDDEN 175
‹‹ When not applied or within an abecedarian album, an In truth, each compound can require as many as twelve
alchemical cryption possesses the same lifespan as a different ingredients, but the compound will only list its
normal cryption. base and most expensive additives. Additional ingredients
‹‹ When applied to the correct compound, either as a can include bark, seeds, berries, leaves, roots, inexpensive
tag or as a label, an alchemical cryption possesses an oils, extracts, and minerals, all of which cost pennies in
unlimited life expectancy (until its effects are activated comparison. An alchemist laboratory will likely flaunt a
through consumption/application). hundred different containers of needed additives.

‹‹ Alchemical cryptions must be applied to the correct


container enclosing the correct compounds as dictated
by the cryption; otherwise, a volatile reaction will occur
The Skill
(see Negative Reaction). To craft/brew/mix compounds requires not only a modest
laboratory full of ingredients but either proficiency with
‹‹ If an alchemical cryption is applied via a label (directly
and possession of alchemist’s supplies, brewer’s supplies, or
on the container), it cannot be removed without being
an herbalism kit. Only proficiency with one of these will be
destroyed; however, it won’t accidentally fall off. If
required, though possessing more than one will reduce cost
applied as a tag, it can be removed and re-applied
and crafting time. Additionally, at least canonically within
(normal cryption lifespan rules apply when off the
this setting, an alchemist must be trained in the practice of
bottle), only being destroyed if removed and expired. It
cryptions (abecedarian class).
can easily be removed, and if the container is thrown,
there is a 50% chance it will fall off in flight, rendering As these are tool proficiencies, the often-employed ability
the mixture inert. score is Intelligence or Wisdom.
‹‹ Unlike standard cryptions, alchemical cryptions do not Unless crafting hastily, cracking a formula, or crafting
release unrefined energy in an explosion if removed. unskilled, alchemist checks are not required (if you are really
good at something, you don’t fail).
‹‹ A potion must be fully consumed for its effect to be
applied, and once it is consumed, the cryption (whether
a tag or a label) is destroyed. With drops, if one use is
implemented, the cryption disintegrates instantly if
Crafting Compounds
removed from the container. To craft a compound requires tools, ingredients, skill, but
most of all, time. What separates a hobbyist alchemist
Types of Components from a professional is commitment. Thankfully, someone
skilled can reduce the requisite period. For every additional
Drops. These extremely powerful pipette-sized dispensers tool proficiency an alchemist possesses, the time to craft a
require simple drops to activate, either into mouths, eyes, or compound is reduced by 25%. This means if an alchemist is
ears. Each time a pipette is made, it is good for four uses. proficient with an herbalism kit and alchemist’s supplies, the
time to craft a compound is reduced by 25%. If also proficient
Oils. Oils are made from non-processed oil, often mineral, with brewer’s supplies, this discount increases to 50%. This
which are applied externally to a creature, object, or space. benefit does not require an alchemist check.
These are found in 100-milliliter containers and are used
entirely, though they need not cover an object completely to For example, if you are crafting a Clairvoyance potion
be effective. (150 hours) and possess all three tool proficiencies, (total
50% reduction), the creation time is reduced to 75 hours.
Potions. Often mixed with an alcoholic or vinegar base,

Crafting Hastily
potions must be ingested in their entirety to be effective.
These are often found in 30 milliliters vials sealed with a
cork.
An alchemist can also reduce crafting time by 20%

Gaming Compounds increments, but they must attempt an alchemist check for
each reduction in time, to a maximum of two times (max
40%). If a check is failed, an alchemist must make a chemical
Ingredients (additives) and bases are provided for narrative failure roll, subtracting the amount the check was failed by
purposes only; in truth, the cost of the potion accurately from the result.
reflects what is required. An alchemist must “possess” the
base and additives required, and the cost of the compound For example, if you are crafting a Clairvoyance potion (150
reflects the number of additives required. However, each hours) and possess all three tool proficiencies, (total 50%
additive’s “actual” amount is vague, and a GM can determine reduction), and you successfully make two alchemical skill
when an alchemist’s supply has run out. checks. (total 90% reduction), the creation time is reduced
to 15 hours.
The cryption cost is separate (see abecedarian class).

176 FORBIDDEN
Work Schedule Additives
Additives Cost (per gram)
A character can work a maximum of 8 hours a day brewing
concoctions. However, they may work longer, though Ambergris 7,100 gp
potentially incurring exhaustion. Azoth 2,500 gp
For each additional hour beyond 8 hours working on
Bitumen 6 gp
alchemistry, the character must make a Constitution saving
throw at the end of the hour. The DC is 8 + 1 for each hour past Calomel 54 gp
8 hours. On a failed saving throw, a character suffers one level
of Exhaustion (see 5E Conditions). Caustic Soda 2 gp
Cinnabar 1 gp

Unskilled Chemists Cocaloid 96 gp

Although applying a cryption is mandatory for a compound’s Echinacea 4 gp


magical effects to manifest, the alchemist need not be a Ferrous Fumarate 285 gp
proven abecedarian. In truth, anyone proficient in the tolls
required can mix the proper ingredients, subsequently Feverfew 127 gp
handing it off to an abecedarian to attach a cryption to. Some Galena 2 gp
spellcasters have enlisted the services of skilled pharmacists,
while some alchemists have approached wizards to offer Garlic 15 sp
their concoctions additional kick. Proficiency in one of the Ginger 10 sp
aforementioned tools and a proper laboratory are required.
That being said, the greatest alchemists in the world have cast Ginseng 24 gp
a spell from time to time.
Glycerol 4 sp
Technically, even someone without proper training
can attempt to craft a compound, perhaps an amateur Goldenfin 5 gp
abecedarian. In this case, even the basic crafting of the Ivory Horn 5,350 gp
compound requires an alchemist check for each day being
spent. That means talent in only one of the three proficiencies Lavender 69 sp
is all that’s required to offset it. Unskilled chemists cannot Liptic Kelp 92 gp
craft hastily.
Lye 7 sp
Bases Magnesium 5 sp
Bases Cost (per liter)
Milk Thistle 20 sp
Deionized (filter) Water 10 gp
Oil of Tartar 5 gp
Flower oil 17 gp
Opium 406 gp
Pure Vinegar 15 gp
Painite 8,500 gp
Ethanol Alcohol 13 gp
Philosopher Salt 12,500 gp
Presser 1,000 gp
Psilocin 10 gp
Quicksilver 48 sp
Saffron 9 gp
Salammoniac 15 sp
Spirit of Life 5,500
Tears of God 4,500
Tetrodotoxin 500 gp
Valerenic acid 1 gp

FORBIDDEN 177
Compounds
Compound Type Base Major Additives Cost (rarity) Time (hours)
Alluring (21) Potion Filter Water Ambergris, valerenic acid 150 gp (uncommon) 50
Alluring (23) Potion Filter Water Ambergris, valerenic acid 2,050 gp (rare) 150
Alluring (25) Potion Filter Water Ambergris, valerenic acid 3,000 gp (rare) 150
Alluring (27) Potion Filter Water Ambergris, valerenic acid 8,000 gp (very rare) 200
Alluring (29) Potion Filter Water Ambergris, valerenic acid 15,000 gp (legendary) 250
Animal Friendship* Potion Filter Water Calomel, galena 100 gp (uncommon) 50
Anti-Death Potion Alcohol Opium, spirit of life 1,000 gp (rare) 150
Brain Boosting (21) Potion Filter Water Bitumen, liptic kelp 150 gp (uncommon) 50
Brain Boosting (23) Potion Filter Water Bitumen, liptic kelp 2,050 gp (rare) 150
Brain Boosting (25) Potion Filter Water Bitumen, liptic kelp 3,000 gp (rare) 150
Brain Boosting (27) Potion Filter Water Bitumen, tears of life 8,000 gp (very rare) 200
Brain Boosting (29) Potion Filter Water Bitumen, tears of life 15,000 gp (legendary) 250
Buoyancy Oil Flower oil Liptic kelp, presser 230 (uncommon) 50
Clairvoyance* Potion Vinnegar Lavender, psilocin 1,500 gp (rare) 150
Climbing* Potion Vinnegar Magnesium 30 gp (common) 5
Confidence Potion Filter Water Opium, saffron 30 gp (common) 5
Confusion Potion Filter Water Cocaloid, psilocin 2,000 gp (rare) 150
Creative Concoction Potion Vinegar Feverfew, Ivory Horn 250 (uncommon) 50
Diminution* Oil Flower oil Oil of tartar, saffron 1,500 gp (rare) 150
Enlargement Oil Mineral oil Painite, tetrodotoxin 4,000 gp (rare) 150
Etherealness* Oil Flower oil Fish liver oil, goldenfin 2,000 gp (rare) 150
Fire Breath* Potion Vinegar Azoth, presser 250 gp (uncommon) 50
Foresight Potion Vinnegar Ferrous fumarate, lye 2,200 (very rare) 150
Flying* Potion Filter Water Ivory horn, spirit of life 7,500 gp (very rare) 200
Gaseous Form* Potion Vinegar Lye, quicksilver 2,500 gp (rare) 150
Giant Strength (21)* Potion Filter Water Bitumen, cocaloid 225 gp (uncommon) 50
Giant Strength (23)* Potion Filter Water Bitumen, cocaloid 2,750 gp (rare) 150
Giant Strength (25)* Potion Filter Water Bitumen, cocaloid 5,000 gp (rare) 150
Giant Strength (27)* Potion Filter Water Bitumen, cocaloid 10,000 gp (very rare) 200
Giant Strength (29)* Potion Filter Water Bitumen, cocaloid 20,000 gp (legendary) 250
Growth* Oil Flower oil Ambergris, oil of tartar 350 gp (uncommon) 50
Hardening +1 Oil Mineral oil Ferrous Fumarate, painite 5,000 gp (rare) 150
Hardening +2 Oil Mineral oil Ferrous Fumarate, painite 10,000 gp (very rare) 200
Healing* Potion Alcohol Glycerol, opium 25 gp (common) 5
Healing* Potion Alcohol Glycerol, opium 100 gp (uncommon) 50
Healing* Potion Alcohol Glycerol, opium 1,000 gp (rare) 150

178 FORBIDDEN
Compounds
Compound Type Base Major Additives Cost (rarity) Time (hours)
Healing* Potion Alcohol Glycerol, opium 10,000 gp (very rare) 200
Health Elixir* Potion Alcohol Ferrous fumarate, garlic 2,500 gp (rare) 150
Heroism* Potion Vinnegar Cocaloid, presser 1,500 gp (rare) 150
Invisibility* Potion Alcohol Caustic soda, painite 8,500 gp (very rare) 200
Invulnerability* Oil Flower oil Bitumen, salammoniac 4,000 gp (rare) 150
Mind Reading* Potion Alcohol Ginseng, lavender 1,200 gp (rare) 150
Nightvision Drops Filter Water Feverfew, liptic kelp 30 gp (common) 5
Nightvision Drops Filter Water Feverfew, liptic kelp 30 gp (common) 5
Peace, Potion of Potion Alcohol Azoth, opium 1,000 (rare) 150
Plant Growth Oil Flower oil Ambergris, milk thistle 100 gp (uncommon) 50
Poison* Drops Filter Water Quicksilver, tetrodotoxin 100 gp (uncommon) 50
Poly Potion Alcohol Echinacea, salammoniac 1,200 gp (rare) 150
Prescience (21) Potion Filter Water Salammoniac, ivory horn 150 gp (uncommon) 50
Prescience (23) Potion Filter Water Salammoniac, ivory horn 2,050 gp (rare) 150
Prescience (25) Potion Filter Water Salammoniac, ivory horn 3,000 gp (rare) 150
Prescience (27) Potion Filter Water Salammoniac, ivory horn 8,000 gp (very rare) 200
Prescience (29) Potion Filter Water Salammoniac, ivory horn 15,000 gp (legendary) 250
Resistance* Potion Vinnegar Azoth, magnesium 300 gp (uncommon) 50
Speed* Potion Alcohol Galena, painite 10,000 gp (very rare) 200
Sharpness* Oil Mineral oil Lye, painite 8,000 gp (very rare) 200
Slipperiness* Oil Mineral oil Ferrous fumarate, ivory horn 200 gp (uncommon) 50
Softness Oil Flower oil Bitumen, oil of tartar 1,000 gp (rare) 150
Swiftness (21) Potion Filter Water Milk thistle, tears of god 225 gp (uncommon) 50
Swiftness (23) Potion Filter Water Milk thistle, tears of god 2,750 gp (rare) 150
Swiftness (25) Potion Filter Water Milk thistle, tears of god 5,000 gp (rare) 150
Swiftness (27) Potion Filter Water Milk thistle, tears of god 10,000 gp (very rare) 200
Swiftness (29) Potion Filter Water Milk thistle, tears of god 20,000 gp (legendary) 250
Sun Potion Alcohol Magnesium, quicksilver 20 gp (common) 5
Super Glue Drops Alcohol Milk thistle, valerenic acid 200 gp (uncommon) 50
Sustenance Drops Vinegar Cinnabar, salammoniac 10 gp (common) 5
Terahertz Drops Filter Water Glycerol, quicksilver 300 gp (uncommon) 50
Truesight Drops Filter Water Calomel, cocaloid 2,750 gp (rare) 150
Unpleasantness Oil Mineral oil Garlic, lavender, liptic kelp 200 gp (uncommon) 50
Veritas Potion Vinnegar Calomel, goldenfin 35 gp (common) 5
Vitality* Potion Alcohol Philosopher salt, spirit of life 15,000 gp (very rare) 200
Water Breathing* Potion Filter Water Caustic soda, echinacea 250 gp (uncommon) 50
Water of Life Potion Filter Water Spirit of Life, tears of god 5,000 gp (rare) 150

FORBIDDEN 179
Side Effect Side Effect
(Consumed or applied to a living creature) (Consumed or applied to a living object)
Roll Side Effect Roll Side Effect
1d10 1d10
-10 or DC15 Constitution saving throw. Pass-target -8 or Medium or smaller object is destroyed. 1-foot cube
worse reduced to 0 hit points. Fail-the target is killed. worse of a larger object is destroyed.
This is not poison.
-7 50% chance Medium or smaller object is destroyed.
-9 Target is reduced to 1 hit point. This is not poison 1-foot cube of a larger object is destroyed.
-8 Target loses half its current hit points. This is not -6 25% chance Medium or smaller object is destroyed.
poison 1-foot cube of a larger object is destroyed.
-7 Target loses all its Hit Dice. -5 10% chance Medium or smaller object is destroyed.
-6 Target suffers poison damage based on rarity: 1-foot cube of a larger object is destroyed.
common 2d6, uncommon 4d6, rare 7d6, very rare -4 Object becomes hot to touch. Anything touching it
11d6, legendary 16d6. Target is also poisoned until suffers 4d6 fire damage.
finishing a long rest.
-3 Object radiates acid. Anything touching it suffers
-5 Target is poisoned until finishing a long rest. 2d6 acid damage.
-4 DC15 Constitution saving throw. Pass-no side -2 Object goes ethereal for 2d4 minutes. Only the
effect. Fail-target is poisoned until finishing a long object, nothing touching or inside it.
rest.
-1 Object teleports 2d6 kilometers in a random
-3 Target will fail the next four saving throws or until direction. Only the object, nothing inside or
finishing a long rest, whichever first. touching it.
-2 Target’s Charisma drops to 3 until the target 0 Object teleports 2d4x100 feet in a random
finishes a long rest; they become deformed and direction. Only the object, nothing inside or
ugly in some way (GM discretion). touching it.
-1 Target suffers 1 level of exhaustion. 1 Object turns invisible for 2d4 hours.
0 Target must make a DC15 Constitution saving 2 Object becomes slippery. No one can touch it for
throw or fall asleep for five minutes 2d4 minutes.
1 Target becomes a mute (unable to speak) until 3 Compound effect works, but only half as long.
finishing a long rest.
4+ No side effects
2 Target can only sing when communicating until
finishing a long rest.
3 Target can only communicate by screaming. Chemical Failure Roll
4 Target becomes overtly and annoyingly happy Roll 1d10 Result
until finishing a long rest.
-5 or less Explosive reaction – compound ruined.
5+ No side effects
-4 to -2 Volatile reaction – compound ruined.
-1 or 0 Unwanted reaction: -4 penalty to side effect roll.
1 or 2 Unwanted reaction: -3 penalty to side effect roll.
3 or 4 Unwanted reaction: -2 penalty to side effect roll.
5 or 6 Unwanted reaction: -1 penalty to side effect roll.
7 and up A potential disaster was averted.

180 FORBIDDEN
Cracking the Formula Chemical Failure
Alas, this challenge also falls to proficient alchemists If an alchemist check fails, a chemical failure roll must be
attempting to create a compound blind. Knowledge of the made. This check is modified by the amount the character
cryption is mandatory and cannot be circumvented through failed the alchemist check by. The value is reduced off a d10
guessing, but trial and error may often be the only solution roll. Refer to the chemical failure table.
in creating a compound capable of safely maintaining the For example, if the alchemist DC is 15 and you roll as 12,
magical effect. you must make a chemical failure roll and suffer a -3
Knowing the cryption is the first step, and that penalty to the result.
knowledge does offer only a perfunctory level of insight into
the ingredients required. However, the final steps must be
determined through trial and error. Side Effects
The first time an alchemist attempts to find a recipe for A competent alchemist can create compounds without side
an alchemical cryption they are aware of, they must make an effects...most of the time. Each time a compound is created, a
alchemist check. single side effect roll must be made.
Once created successfully, that alchemist now possesses Roll 1d10 and refer to one of the two tables, either for
the recipe to make that compound safely (unless crafting creatures or objects. This roll is modified by any or all of the
hastily). An alchemist can blind-craft a new compound following variables.
hastily, but that would be incredibly foolish (as it requires
multiple checks). Proficiency w/ Alchemist’s Supplies +1
Proficiency w/ Brewer’s Supplies +1
Taking Time Proficiency w/ a Herbalism Kit +1
An alchemist can err on caution to ensure a proper mix.
Additionally, one or several chemical failure rolls may
If they take twice the time required (taking into account any
have occurred throughout the compound’s creation. Many of
benefits from multiple tool proficiencies), the d20 roll for the
these will impose penalties to the final side effect roll; these
alchemist check is assumed to be a 15. The alchemist must
penalties are cumulative.
have at least one required tool proficiency. You can employ
this only when cracking a formula. Once a total modifier is determined, the GM rolls the die
in secret and refers to the appropriate side effect table.

Alchemist Check For example, a chemist proficient with alchemist supplies


and an herbalism kit attempts to create a Clairvoyance
potion. Being rare, the DC is 16. They attempt to craft
An alchemist check is required with any of the following
hastily and fails one check by 3, which results in a chemical
conditions: crafting a compound hastily, crafting a compound
failure roll of 4, reduced to 1 because of the failed check. This
by an unskilled chemist, or if attempting to crack a new
creates an unwanted reaction, imposing a -3 to the side
alchemical compound formula. The alchemist check is an
effect roll. The total modifier is -1. The final modified side
Intelligence or Wisdom check against the following DC.
effect roll is 2--Target can only sing when communicating
until finishing a long rest.
DC = 10+ (Compound Rarity).

The rarity modifiers are....Common +2, Uncommon +4,


Rare +6, Very Rare +8, Legendary +10.
‹‹ If the final die result (before applying modifiers) exceeds
“S
the DC by 5 or more, or is a natural 20, then the result Unico o, what w
counts as two successes (meaning a subsequent check Drag rn horn? ill this ne
on bil Fairy e
need not be made. e? wingsd?
“Thos ?
me am e don’t
‹‹ If the check is a failure, make a chemical failure roll. quicks b e r g e x is t.
The difference between the roll and the DC is subtracted ilver.”ris, saffro Get
n, and
from the chemical failure roll. “W
will g ell, that
o dow c
‹‹ A side effect roll is always required, though a skilled n eas ertainly
“Gues ier.”
suppo s
alchemist can prevent any side effects from occurring. sitoryagain, it’s
Chemical failure rolls may impose a penalty on a side .” a
effect roll.
‹‹ Any penalties to a side effect roll incurred from a
chemical failure roll are cumulative.

FORBIDDEN 181
Negative Reactions Compounds
If a potion is mislabeled or a critically bad chemical failure
roll is made, an unpredictable reaction occurs, potentially Alluring, Potion of
resulting in a dangerous explosive. There are two types of When you drink this potion, your Charisma score changes
reactions—a volatile and an explosive. for 2 hours (to the number indicated in its entry on the
compound table). The potion has no effect on you if your
Volatile Charisma is equal to or greater than that score.
An acidic reaction occurs. Every creature in a 5-foot radius
circle around the compound must make a DC12 Dexterity Anti-Death, Potion of
saving throw, taking damage on a failed save or half as much When you drink this potion, you automatically pass all death
damage on a successful one. The acid damage is based on the saves until you finish a long rest or 12 hours have passed
rarity of the potion: Common 1d6, Uncommon 2d6, Rare 4d6, (whichever comes first). Any effect that destroys your body
Very Rare 6d6, Legendary 8d6. if you are reduced to 0 hit points does not destroy your body.
Before the effect expires, the first time you are reduced to 0
Explosive hit points, you are reduced to 1 hit point instead. Before you
The compound violently explodes. Every creature in a 10- finish a long rest, the first time you are killed by an effect that
foot radius circle around the compound must make a DC15 circumvents death saves, you awaken with 1 hit point after
Dexterity saving throw, taking damage on a failed save or five minutes have passed.
half as much damage on a successful one. The fire damage is
based on the rarity of the potion: Common 1d8, Uncommon Brain Boosting, Potion of
2d8, Rare 4d8, Very Rare 6d8, Legendary 8d8. When you drink this potion, your Intelligence score changes
for 2 hours (to the number indicated on the compound table).
The potion has no effect on you if your Intelligence is equal to
or greater than that score.

Buoyancy, Oil of
The oil can coat any Medium or smaller-sized creature.
Applying the oil takes 1 action (pop the cork and pour). The
y to spot
t s w o u ld be eased eyeballs target does not sink in water and gains a swim speed of 30
Alchemis redients includ feet for 6 hours.
if the ingin blood.
and virg pensive
, m a n y of the ex from Confusion, Potion of
d
Instea set their price ne
nts of o
componecarcity. I heard ing This concoction looks, smells, and tastes like a potion of Liquid
sim p l e s n r e q u ir Luck. The proper identifying spell or a DC20 Intelligence
oncoctio m-225.
potent c g called actiniu check with alchemist’s supplies, brewer’s supplies, or an
somethin o find
’s h a r d enough t To complicate herbalism kit reveals its true nature. If you drink it, you must
It orld . succeed on a DC 15 Wisdom saving throw. If you fail, you can’t
in this w never
ginseng , the alchemists ization of take reactions and must roll a d10 at the start of each of your
mat t e r s n d a r d ly
ted a sta m was on turns to determine your behavior for that turn.
implemenlar, and a syste ars ago,
vernacu nforced 550 yeixers still
finally e e traditional m . Every Roll 1d10 Behavior
with som g the old names o be “of”
employiningredient has t 1-3 You don’t move or take actions this turn.
blasted g.
somethin s. Stop 4-8 You use your action to make a melee attack
d l e a d , you fool
e against a randomly determined creature within
It’s call bles. .
in g s y l la aulkner reach. If there is no creature within reach, you
ad d
t o r H e n nessey F l do nothing this turn.
Doc aceutica
o-Pharm
The Prot 9-10 You can act and move normally.

At the end of each of your turns, you can make a Wisdom


saving throw. If you succeed, this effect ends. Each time you
fail at the save, the DC increases by 1. The effect lasts 1 minute.
This potion can affect creatures up to Large size.

182 FORBIDDEN
Confidence, Potion of
When you drink this potion, you cannot be frightened. You
ndering, here is
feel invincible (you are not) like you can see things no one In case you were wo ical compounds
chem
else can see (you can’t) and do things no one else can do a standard list of alal doppelgängers.
(probably not). You gain a +2 bonus to initiative checks and and their non-magic
have advantage on your first attack roll after rolling for
redients matter
initiative. You also have advantage on checks made to resist Please note that ingis situation, if you
th
Intimidation checks. This effect lasts 1 hour. as much as ratios. In like a horned black-
see a bird that sings ed black-tail, and
tail, walks like a horn black-tail, it need no
t
Creative Concoction swims like a horned ail unless that bird
When you drink this potion, you develop a talent to improvise be a horned black-tnumber of feathers
and contrive on the fly. You have advantage on Deception, has the exact right
as well.
Performance, and Persuasion checks for one hour. be receptive to
A laudanum may notopium by weight
les s its
enchantment un ethanol with an
Enlargement, Oil of is precisely 11.45% to cerol stabilizer, the
additional 0.0 5% gly
The oil can coat any Medium or smaller creature. Applying arly impossible to
the oil takes 5 minutes. After which, the target grows to latter of which is ne ry technology the
detect without the veed.
Large size (this process takes one minute, and the target is Ascension have bann
paralyzed during the process). While Large, the target suffers rs, the entire
To complicate matte 25 and 35
a -6 penalty to their Dexterity score but a +4 bonus to their be tw ee n
solution must be of these parameters,
Strength score. This effect lasts 1 hour, after which the target millimeters. Outside rfectly capable
is paralyzed for 1 minute as it reverts back to its original size. you still possess a pe without any magical
pharmaceutical druging a cryption and
Foresight, Potion of properties but apply will result in a
an incorrect mixture at will kill anyone
When you drink this potion, you gain a +2 bonus to all highly volatile acid thit. No one ever said
d20 rolls, regardless of the source. The effect lasts 1 hour. attempting to ingest
this was easy.
Additionally, once as a reaction to any trigger, you can turn ulkner.
Doctor Hennessey Fa
a hit against you into a miss. You can activate this reaction utical
after determining the damage the hit would deal. If you use The Proto-Pharmace
this reaction, the potion’s effects end prematurely.

Hardening, Oil of
The oil can coat any armor (regardless of the compound). Liquid Luck, Potion of
Applying the oil takes 10 minutes. The armor grants an When you drink this potion, you can gain advantage on any
additional +1 or +2 (depending on the value indicated in d20 roll for free on your turn. Each time you do, roll a 1d10.
the compound table) bonus to AC for 1 hour. The oil can be On a 10, this potion’s effect stops. It also stops after six uses or
poured on a creature with natural armor, providing the same 1 hour (whichever comes first).
bonus to that creature.
Living Death, Potion of
Leaping, Potion of When you drink this potion, you fall into a deep sleep and
When you drink this potion, your jump distance is tripled for appear dead. You won’t awaken, even if you suffer damage
1 hour. for between 1 and 8 hours, chosen by you when you first drink
the potion. Only a successful DC22 Wisdom (Perception)
Levitation, Oil of check will reveal the truth.
This oil can coat one Medium-size or smaller humanoid.
Applying the oil takes 1 minute. The target becomes Nightvision, Drops of
weightless. The target can move only by pushing or pulling When a single drop of this liquid is placed in each eye, you
against a fixed object or surface within reach (such as a wall gain superior vision in dark and dim conditions. You can see
or a ceiling), which allows it to move as if it were climbing. It in dim light within 60 feet of you as if it were bright light and
can move 20 feet in any direction on its turn. The potion’s in darkness as if it were dim light. You can’t discern color in
effect lasts ten minutes, and when it ends, the target floats darkness, only shades of gray. This lasts for 8 hours.
gently to the ground if still aloft.

FORBIDDEN 183
Plant Growth, Oil of Softness, Oil of
When this oil is sprinkled in a space 20 feet by 20 feet, plants The oil can coat any Medium or smaller petrified creature
begin to appear and grow or, if there are plants already (turned to stone). Applying the oil takes 5 minutes. The target
present, begin to rapidly increase their size. All normal plants recovers from the petrification. If applied to a stone sculpture
already present become thick and overgrown. A creature that was not originally a petrified creature, it turns into a
moving through the area must spend 4 feet of movement for dead, brainless version of that creature, so…don’t do that.
every 1 foot it moves. If barren of life, plants begin to grow,
including trees and bushes, but the terrain does not become Sun
difficult. Don’t drink this. This mixture contains an inner bead or capsule made of
powdered mineral quartz or flint. If the mixture is shaken
Peace, Potion of vigorously with an action, it emits powerful bright sunlight in
This concoction looks, smells, and tastes like a potion of a 30-foot-radius sphere. The sphere is bright light and sheds
confidence. The proper spell reveals its true nature. If you dim light for an additional 30 feet. This is as much a chemical
drink it, you must succeed on a DC 15 Wisdom saving throw. reaction as it is a magical one, and the container will become
If you fail, your alignment changes to chaotic good for ten warm for the duration. Covering the mixture with an opaque
minutes, regardless of your original alignment. This is a object, such as a bowl or a helm, blocks the light. The effect
charm effect. At the end of each of your turns, you can make lasts 1 hour. Afterward, the inner sphere will reduce its radius
a Wisdom saving throw. If you succeed, this effect ends. Each by 10 feet for another hour and continue each hour until the
time you fail at the save, the DC increases by 1. The effect lasts sphere of bright light is reduced to a radius of 0, and the
10 minutes. This potion can affect creatures up to Large size. mixture goes dark. Once the reaction has begun, it cannot be
halted. These potions generally cannot be opened, and if they
Poly-Potion are, the reaction stops, and the potion goes dark instantly.
When you drink this potion, you assume a different form. Shaking the mixture again has no effect, and once its light
Select one of the following: has gone out, it is inert.

‹‹ You adapt your body to an aquatic environment, Super Glue


sprouting gills and growing webbing between your
fingers. You can breathe underwater and gain a This potent extract can form a permanent adhesive bond
swimming speed equal to your walking speed. between any two objects. Separating the two objects requires
a successful DC22 Strength check and may inflict damage on
‹‹ You transform your appearance. You decide what you one or both objects. One drop can support 5,000 pounds.
look like, including your height, weight, facial features,
voice sound, hair length, coloration, and distinguishing Sustenance, Drops of
characteristics. You can make yourself appear as a
member of another race, though none of your statistics Just one drop on the tongue provides all the calories and
change. You also can’t appear as a creature of a different nutrients for a Medium-sized individual for one full day. They
size than you. Your basic shape stays the same; if you’re no longer require food or water for the duration.
bipedal, you can’t use this spell to become quadrupedal.
At any time for the duration, you can use your action to Swiftness, Potion of
change your appearance in this way again. When you drink this potion, your Dexterity score changes for
‹‹ You grow claws, fangs, spines, horns, or a different 1 hour (to the number indicated in its entry on the compound
natural weapon of your choice. Your unarmed strikes table). The potion has no effect on you if your Dexterity is
equal to or greater than that score.
deal 1d6 bludgeoning, piercing, or slashing damage, as
appropriate to the natural weapon you chose, and you
are proficient with your unarmed strikes. Finally, the Terahertz, Drops of
natural weapon is magic, and you have a +1 bonus to the When a single drop of this liquid is placed in each eye, you
attack and damage rolls you make using it. gain the ability to see into and through solid matter for up to
This potion’s effect lasts 1 hour. 1 hour. This vision has a radius of 30 feet. To you, solid objects
within that radius appear transparent and don’t prevent light
Prescience, Potion of from passing through them. The vision can penetrate 3 feet
of stone, 1 foot of common metal, or 9 feet of wood or dirt.
When you drink this potion, your Wisdom score changes for 2 Thicker substances block the vision, as does a thin sheet of
hours (to the number indicated in its entry on the compound lead.
table). The potion has no effect on you if your Wisdom is
equal to or greater than that score.

184 FORBIDDEN
Veritas, Potion of
When you drink this potion, you create a magical zone that
guards against deception in a 15-foot-radius sphere centered
on you. For 8 hours, any creature that enters the area for
I believe the first time on a turn or starts its turn there must make
off som someone copie
time. Th e old novel—a td those rules a DC15 Charisma saving throw. On a failed save, a creature
but Umbe laws are not itle lost to can’t speak a deliberate lie while in the radius. You know
ra decla m
done. red themandatory, whether each creature succeeds or fails on its saving throw.
, so sha
However ll be When a creature is first compelled to tell the truth, it becomes
was bor , when t aware of the effect and can thus avoid answering questions to
he
missing n, these rules first eidolon which it would typically respond with a lie. Such a creature
determin f r o m Umbra’s were oddly can be elusive in its answers as long as it remains within the
intellige ed that a truly notes, lik
n e they
to impos c e s h ould not conscious boundaries of the truth.
interest ed ethics or mo be tethered
discover ing that the eid rals. How Water of Life
bother ed in my resea olons I had
names achecking my notrch (don’t If this potion is poured into a creature’s mouth that has died
destroy nd locations h es, as their within the last hour, that creature returns to life with 1 hit
They foued) found their ave been point. This potion can’t return to life a creature that has died
with one nd integrity on own morality. of old age, nor can it restore any missing body parts.
opinion interviewee ex their own,
competethat the biologictolling an

Inanimates
corrupt , survive, and r al need to
to be de s a creature’s eproduce
cent. innate d
esire
What an
that int interest
in
and virtelligent life is g theory— Under the umbrella of alchemy hangs the construction
corrupt u o u s b y civilized of inanimates. Unlike the rest of alchemy, which are
ed by bio nature, but is t
logy. hen consumable, inanimates are permanent creations that
When I
their kin a s ked one become animate when a cryption is applied. Outside of their
e
they cla d still desired idolon why enchantment, they don’t appear as more than art pieces and
because ed their love companionship
im
creative abominations.
the soul it was based e was pure ,
healthy and not on th ntirely on Formed from metal, stone, clay, wood, or flesh, they can
and des e
irable b benefits of manifest as replacement limbs or complete creatures, the
reeding
Proctor stock. latter called golems or formally as eidolons.
Timus G
atron

Relevant Proficiencies
Documen Crypt o
t 87-63 f A ltair
-45 Alp
haden
With both incanetics and golems, the actual creation of
the object is somewhat detached from its enchantment. An
abecedarian is mandatory for that final step, but occasionally,
Truesight, Drops of the spellcaster entrusts a sculptor for the actual crafting.
When a single drop of this liquid is placed in each eye, you As with brewing potions, this has resulted in long-term
gain the ability to see things as they actually are. You have affiliations between crafters and enchanters.
truesight, able to notice secret doors hidden by magic, and All that is required to create either physical
you can see ethereal creatures, all out to a range of 120 feet. manifestations of magic is the appropriate tool proficiency,
This lasts for 1 hour. the raw materials, money, and time. However, they are only
expensive art pieces until a cryption is applied. Unlike
Unpleasantness, Oil of potions, specific proficiencies (and the corresponding tools)
This oil can coat one Medium-size or smaller creature. are required for specific crafting materials.
Applying the oil takes 1 action (pop the cork and pour). The Clay/Sand. Requires potter’s tools.
target becomes a walking chemical weapon, wafting with the
Flesh. Doctor’s tools (and the Medicine skill) [Note: this
smell described as a combination of ammonia, butyl seleno-
may be difficult to find in official 5E publications; it costs 50
mercaptan, putrescine, and death. Any creature that starts its
gp and weighs 6 lb.].
turn or enters a space within 10 feet of the target must make
a DC12 saving throw or be poisoned until the beginning of its Metal. Requires smith’s tools.
next turn. A creature incapable of smelling (or creatures like Stone. Requires mason’s tools.
undead or robots) is immune to this effect. The affected target
is also immune. Wood. Requires woodcarver’s tools.
There is no synergy bonus for possessing multiple
proficiencies.
FORBIDDEN 185
Possible Locations
Incanetics
Despite assumptions, incanetics are not mechanical creations
Arm and leg replacements are common, given their capacity
to retain cartouches etched upon them. Internal organs
like lungs and hearts are less common, as old ones must be
and began as an offshoot branch from the equally illegal
removed before replacement. Additionally, eyes have also
practice of constructing golems. When finding an abecedarian
been known to be replaced. The cost table provides listings
talented with incanetics, they are often protected by artificial
for arms, legs, and eyes.
creatures. The practice became so lucrative in time that some
spellcasters focused on it as their sole profession, earning
their own nickname, cutters.
Incanetic Limbs
Like those magical automatons, incanetics are often Component Cost # Enhancements Time
made from clay, flesh, metal, stone, or wood. They are stronger Clay/Sand
and more durable than the limbs they replaced. The magic
imbued in them eliminates rejection and phantom pain and Arm 4,000 4 5 days
can also mask the creation with an illusion, rendering them Eye 3,000 1 2 days
indistinguishable from their natural counterparts. To cutters,
the application of knowledge from golems to incanetics is Leg 6,000 5 6 days
interchangeable. Flesh
Cutters are artists but ones requiring a commission.
Arm 2,000 3 10 days
Unlike golems, incanetics cannot sell themselves through a
showcase; each must be handcrafted for its owner. As each Eye 1,000 1 2 days
component’s application is connected to a specific skill
set, be it sculpting, stonecutting, metalworking, surgery, Leg 4,000 4 12 days
woodworking, etc., each cutter generally focuses on a specific Metal
path. The majority of the limb is fashioned separately, though
the final process requires hours of painful grafting of the limb Arm 8,000 6 20 days
onto the body through alchemical components. Generally, Eye 6,000 2 10 days
flesh incanetics are more accessible and cheaper than clay
and wood incanetics, with stone and metal incanetics costing Leg 10,000 7 24 days
considerably more. Stone

Creation Arm
Eye
6,000
4,000
5
2
15 days
7 days
An incanetic possesses a cartouche embedded in its Leg 8,000 6 20 days
construction that allows it to operate indefinitely, powered
by its own magic and the life essence of who it is attached Wood
to, allowing it to possess a lifetime equal to the creature
Arm 5,000 4 13 days
it is attached to. As golems lack a life essence, permanent
enchantment requires considerably more energy. Eye 3,000 1 8 days
The incanetic cartouche is a spell the abecedarian gains Leg 7,000 5 16 days
access to. The cryption to animate the limb/organ is different

Propertis of
from those used to enhance the incanetic beyond what a
normal limb/organ can do (see Enhancements).
Despite mundane components (wood, stone, etc.) taking
up most of a construction, incanetics (as well as golems)
require additional smaller materials of exceeding rarity
All Incanetics
and expense, most shared with alchemists in the creation of ‹‹ Incanetics radiate as magical if a detection effect or
potions of oils. These include azoth, ivory horn, and painite. spell is cast.
This is in addition to exclusively rare ingredients like bismuth ‹‹ If the owner changes shape or is polymorphed, the
crystals, gold, platinum, agarwood, and spinehorn heart. incanetic is as well, as it is considered part of the owner’s
body.
‹‹ Limbs are considered magical when used to make
unarmed attacks.

186 FORBIDDEN
‹‹ As there is no hit location within 5E, the specific
resistances that apply to the limb do not extend to the
rest of the body and can be generally ignored. However,
Enhancements
on their own, limbs are immune to poison, and disease Given the complexity, each component is also limited
and cannot be petrified or paralyzed. However, their by the number of different enhancements it can be given.
immunities can become useful when the limb is Duplicate limbs can possess different enhancements, but
explicitly exposed to a damage source. For example, a they can only possess identical enhancements if the bonus
character could use their clay incanetic arm to reach does not stack.
into a vat of acid to retrieve an object without damage. For example, if you possess two arms that each offers
‹‹ Regardless of the weight of components to the user, the a +1 bonus to attack rolls, the bonuses apply to different
new limb weighs the same as the lost limb. attacks, and the two +1 bonuses are not added together.
See Enhancements at the end of this chapter.
Incanetic Components
Here are all the known components incanetics can be made
from:
Clay/Sand. Clay and sand are the most fragile limbs but
Golems
Of all the manifestations of magic within Paradise, the most
possess the unique property of altering their shape. prohibited is the creation of artificial beings. While the Aegis
Flesh. This is not a singular replaced limb but a stitchwork operate their own automatons, the practice is outlawed
from different bodies to maximize the capabilities of the outside of their control. Of course, golems are not creatures of
result. Flesh incanetics operate the closest to their originals. technology but constructs animated by magic. They resemble
fleshy abominations, statues, and suits of armor.
Metal. This includes brass, copper, iron, silver, and
gold components. All metal incanetics are known for their However, against assumptions that the knowledge
strength and combat potential. Unlike golems, where specific would be difficult to come by, it was discovered early in the
metals matter, with incanetics, they are all treated the same. development of abecedarians. Given the relative ease of
constructing a golem (in contrast to traditional fantasy), a
Stone. Stone incanetics are strong, even more so than magical arms race emerged with spellcasters pushing the
steel, but don’t possess as many options. knowledge beyond what was previously thought possible.
Wood. Wood is a popular option for those wishing The first advancement to come from this competition was
to connect with nature; they are also more receptive to the creation of incanetics. This expertise was then folded
spellwork. back into the creation of artificial beings, resulting in a much
wider span of golem design outside of basic humanoids

Component Properties constructed from clay, flesh, iron, or stone.


By the modern age, spellcasters could construct golems
of nearly any size and capacity and be shaped to act like any
What a limb is constructed of offers additional benefits. As
creature. The best part of creating golems is that they need
there is no hit location within 5E, these specific resistances
not resemble anything within the known universe.
do not extend to the rest of the body and can be generally
ignored except for specific circumstances (GM discretion).
There is an enhancement that can extend this protection to
the rest of the body.
Owning a Golem
Clay/Sand. The limb is immune to acid damage. Outside of shape and capabilities, golems can be further
divided into those with timed lifespans and those that have
Flesh. The limb is immune to lightning damage.
been “awakened” due to a former’s emet haim ability. Finite
Metal. The limb is immune to fire damage. constructs possess limited-to-no-intelligence. These can
Stone. The limb is immune to cold damage. be mentally or verbally commanded by their owner to do
anything (see cryptions). No amulet or phrase will transfer
Wood. This limb is immune to radiant damage. ownership. A former can demand a golem follow another’s
instructions indefinitely, but the original’s creator can always
Construction Time override any order’s given, and a golem always sees through
deception to identify its true master. A basic golem generally
Certain materials are easier to handle than others. Refer to follows three basic laws:
the table for the cost and time required to build the incanetic. A golem may not injure its creator or, through inaction,
Costs add in any exquisite materials over the mundane allow its creator to come to harm.
material the incanetic is made from. A golem must obey orders given to it by its creator except
where such orders would conflict with the previous law.
A golem must protect its own existence as long as such
protection does not conflict with any previous laws

FORBIDDEN 187
If not issued commands, a construct only defends itself thought to be impossible, imbue these artificial creations
against hostile creatures. Once given an order, the creature with not only the spark of life but also sentience. With the
continues to follow it until its task is complete while still gift of independent thought, these creatures have often been
obeying. released upon the deaths of their creators, taking in the
hostile universe around them, a universe that would destroy

Repairing a Golem them if revealed. As the spirit is based on the cryption, golem
design shifted away from mandatory humanoid forms,
and apprentices began imbuing smaller creations with life.
While eidolons possess the capacity to recover from their Golems would be found as all forms of beasts, great and
own injuries (spending Hit Dice as natural creatures), servant small. A gifted cutter wouldn’t be guarded by one golem but a
golems (also often known paradoxically as “domesticated” gallery of assorted creations. The issue came from their short
golems) aren’t so lucky. They must rely on outside assistance, lifespan. As cryptions do not last forever, a golem could not
often in the form of traditional practices or spellcraft. be an everlasting servant. Entering a cutter’s keep would find
it fortified by lifeless stone and metal sentinels, nothing more
Spellcraft than worthless figures with little value until cryptions are
The restoration cartouche is a typical early acquisition for applied.
abecedarians, given its ability to heal inanimate matter As mentioned previously, there are five different types of
(and cheaper than accomplishing it traditionally). It is also materials one can construct a golem from—clay, flesh, metal,
effective for a golem to recover hit points. The spell applies sand, and stone. With metal, this can be further broken up
to all construction materials, including flesh, despite the into golems constructed from brass, bronze, chromium,
restoration cryption being unable to recover hit points from copper, gold, iron, silver, or tin. Each offers its own benefits
normal biological creatures (just go with it) reflected in the cost of additional features.

Traditional Recovery Base Construction Cost. To create a golem, first select


a form (see later), which will offer a challenge rating. This
An individual proficient in the same tool that created the rating dictates the base construction cost. Depending on the
golem can use that same proficiency in an attempt to repair composition, the golem may gain a modifier to its cosr.
the construct. To attempt a check requires one hour and
material costs based on the table below. After one hour, make Challenge Rating Base Cost
a skill check employing that tool proficiency. That golem can
recover a number of hit points = to your final skill roll – 10. <1 100
You must still spend resources for each hit point. 1 200
Material Cost / Hit Point 2 300
Clay/Sand 4 gp / hit point 3 500
Flesh 2 gp / hit point 4 800
Brass/Bronze/Copper 6 go / hit point 5 1,300
Chromium 8 gp / hit point 6 2,700
Gold 20 gp / hit point 7 4,600
Iron 5 gp / hit point 8 6,500
Silver 12 gp / hit point 9 9,400
Stone 3 gp / hit point 10 13,300
Tin 10 gp / hit point 11 18,200
12 24,100
Creating a Golem 13 30,900
Generally, creating a golem requires specific components, 14 38,700
the most important being a particular magic book that
15 47,500
disintegrates upon construction. This is no longer the case.
Although the material costs are still mandated, bringing life 16 57,300
only requires applying the appropriate cryption. Initially,
17 68,100
these creatures possess a limited lifespan, though this
can increase, with some cutters extending this to render 18 79,900
their creations virtually immortal. Not only that, but a
few specialized individuals have been able to do what was 19 92,700
20 106,500
188 FORBIDDEN
In the golem construction table, golems are separated by Golem Composition and Size Time Cost %+
composition and size, the time required (8 hours a day), as well
as the cost. These are base values and do not reflect genuinely Iron, Large 110 days +60%
skilled craftsmen. It also reflects the “street value” cost if
Iron, Medium 90 days +45%
someone were to purchase a ready-made golem receptive
to cryption application (yes, cutters have paid craftsmen to Iron, Small 60 days +35%
make golems for them).
Iron, Tiny 30 days +25%
If a player is crafting the golem themselves, the
construction time and the final cost can come down Silver, Large 120 days +100%
significantly. These costs do not account for cryptions, and Silver, Medium 100 days +85%
these must be made and paid for separately.
Silver, Small 70 days +70%
Cost %. This entry is a percentage increase to the base
construction cost to make a specific golem. For example, a Silver, Tiny 40 days +60%
100% entry doubles the cost to make the golem.
Stone, Large 90 days +60%
Golem Composition and Size Time Cost %+ Stone, Medium 70 days +40%
Clay/Sand, Large 50 days +40% Stone, Small 50 days +30%
Clay/Sand, Medium 30 days +30% Stone, Tiny 30 days +20%
Clay/Sand, Small 20 days +20% Tin, Large 120 days +100%
Clay/Sand, Tiny 5 days +10% Tin, Medium 100 days +85%
Flesh, Large 70 days +30% Tin, Small 70 days +70%
Flesh, Medium 50 days +20% Tin, Tiny 40 days +60%
Flesh, Small 30 days +10% Wood, Large 50 days +60%
Flesh, Tiny 10 days +0% Wood, Medium 30 days +40%
Brass, Large 120 days +50% Wood, Small 20 days +30%
Brass, Medium 100 days +40% Wood, Tiny 5 days +20%
Brass, Small 70 days +30% Time. This column lists the time required to craft and
awaken the golem. The crafter’s current level in days can
Brass, Tiny 40 days +10%
be subtracted from the construction time (minimum 1 day).
Bronze, Large 120 days +60% Multiple skilled characters can combine their efforts reducing
the construction time by their combined level in days, but all
Bronze, Medium 100 days +40% characters must dedicate the entire time to construction to
Bronze, Small 70 days +30% receive the reduction (even if helping with someone else).

Bronze, Tiny 40 days +20% For example, a skilled 15th-level character can reduce the
construction time of a Large sand golem from 50 days to
Chromium, Large 120 days +80% 35 days. Another skilled 10th-level character can assist,
bringing the time to 25 days as long as both characters
Chromium, Medium 100 days +60%
work the full 25 days on the project.
Chromium, Small 70 days +50% Remember, unlike traditional 5E golems, golems in
Chromium, Tiny 40 days +40% paradise are not alive unless a cryption is applied. On their
own, these creations are nothing more than costly statues.
Copper, Large 120 days +50%
In addition, each golem gains additional features
Copper, Medium 100 days +40% depending on its composition, as detailed below.
Copper, Small 70 days +30% Maximum enhancements. This indicates how many
enhancements can be applied to the golems (see later).
Copper, Tiny 40 days +10%
Ability Score Adjustments. Some golem features adjust
Gold, Large 100 days +130% their ability scores. Change all derived statistics (such as
Gold, Medium 80 days +115% hit points, skills, saving throws, attack, and damage rolls)
accordingly.
Gold, Small 50 days +95%
Challenge Rating Modifier. The challenge rating of the
Gold, Tiny 20 days +70% base creature is modified by the value listed here. This will
affect base cost.
FORBIDDEN 189
Brass Chromium
Corrosion Resistance. The golem is immune to corrosion, Brittle. The golem’s Constitution score is reduced by 4.
whether mundane or magical. Damage Immunities. The golem is immune to fire,
Damage Immunities. The golem is immune to fire, poison, and psychic damage, as well as bludgeoning, piercing,
poison, and psychic damage, as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
and slashing damage from nonmagical weapons. Magic Resistance. The golem has advantage on saving
Maximum Enhancements. 6 throws against spells and other magical effects.
Regeneration. The golem regains a number of hit points Maximum Enhancements. 7
equal to half its maximum Hit Dice at the start of its turn. If Challenge Rating Modifier. +2
the golem takes lightning or radiant damage, this trait doesn’t

Copper
function at the start of the golem’s next turn. The golem is
destroyed only if it starts its turn with 0 hit points and doesn’t
regenerate.
Resonance. Any creature that scores a critical hit on the Conductivity. This golem has damage resistance to
golem with a melee attack must make a DC15 Wisdom saving lightning damage. Additionally, any hit points it regains
throw or suffer thunder damage equal to twice the number of through fire absorption also increases its own temperature;
the golem’s Hit Dice. half the hit points regained are inflicted as fire damage to any
creature starting its next turn within 5 feet of the golem until
Challenge Rating Modifier. +1 the beginning of the golem’s next turn.

Bronze
Corrosion Resistance. The golem is immune to corrosion,
whether mundane or magical.
Damage Immunities. The golem is immune to fire,
Damage Immunities. The golem is immune to fire, poison, and psychic damage, as well as bludgeoning, piercing,
poison, and psychic damage, as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
and slashing damage from nonmagical weapons.
Fire Absorption. Whenever the golem is subjected to fire
Ductile. Unless struck by an adamantine or AP weapon, damage, it takes no damage and instead regains a number of
the golem treats critical hits as normal hits 50% of the time. hit points equal to half the fire damage dealt.
Fortified. The golem’s Strength and Constitution scores Fortified. The golem’s Strength and Constitution scores
each increase by 4. Maximum Enhancements. 6 are each increased by 2.
Challenge Rating Modifier. +2 Maximum Enhancements. 5

Clay/Sand Challenge Rating Modifier. +2

Damage Immunities. The golem is immune to acid,


poison, and psychic damage; bludgeoning, piercing, and
Flesh
slashing from nonmagical weapons. Aversion of Fire. If the golem takes fire damage, it has
disadvantage on attack rolls and ability checks until the end
Fragile. The golem’s constitution score is reduced by 2. of its next turn.
Maximum Enhancements. 4 Damage Immunities. The golem is immune to lightning
Mutable. As an action, the golem can shape its limbs and poison damage, as well as bludgeoning, piercing, and
to look like anything without moving parts or sharp edges. slashing damage from nonmagical weapons.
Options can include creating any one-handed melee weapon Lightning Absorption. Whenever the golem is subjected
that inflicts bludgeoning damage. It can extend its reach by to lightning damage, it takes no damage and instead regains a
5 feet but takes a -2 penalty to Strength and Dexterity-based number of hit points equal to half the lightning damage dealt.
ability checks, attack, and damage rolls made at that range. It
can extend its reach by 10 feet, but the penalty increases to -4. Rotting. At the start of each morning, the golem suffers
It can increase its height (by extending a leg) by up to 5 feet. It necrotic damage equal to its number of maximum Hit Dice.
can also form fine tools. Maximum Enhancements. 4

190 FORBIDDEN
Gold Stone
Damage Immunities. The golem is immune to fire, Damage Immunities. The golem is immune to poison,
poison, and psychic damage, as well as bludgeoning, piercing, fire, and psychic damage, as well as bludgeoning, piercing
and slashing damage from nonmagical weapons. and slashing damage from nonmagical weapons.
Fortified. The golem’s Strength and Constitution scores Fortified. The golem’s Strength and Constitution scores
are each increased by 2. are each increased by 2. Its Dexterity score is reduced by 4.
Capacitor. Each time the golem suffers any damage other Maximum Enhancements. 5
than bludgeoning, piercing, slashing, or damage without a Meld. The golem can (using movement) step into a stone
type, half that damage inflicted becomes a bonus of the same object or surface large enough to fully contain its body,
type to the damage roll of the golem’s next unarmed attack. melding itself and all the equipment being carried with the
This bonus is lost if not implemented within 1 minute. Only stone. Nothing of the golem’s presence remains visible or
one hit can be converted, and if the golem takes damage otherwise detectable. While merged, the golem can see what
again, the golem can choose to replace or keep the current occurs outside. The golem is aware of the passage of time and
value. can cast spells while merged. It can use movement to leave
Maximum Enhancements. 10 the stone where it entered it. Otherwise, it can’t move. Minor
Challenge Rating Modifier. +3 physical damage to the stone doesn’t harm it, but its partial
or complete destruction or a change in its shape (to the extent

Iron
that the golem no longer fits within it) expels the golem. If
expelled, the golem falls prone in an unoccupied space closest
to where it first entered.
Composition. The iron golem is counted as being cold Challenge Rating Modifier. +1
iron or fae iron.
Damage Immunities. The golem is immune to fire,
poison, and psychic damage, as well as bludgeoning, piercing,
and slashing damage from nonmagical weapons.
Tin
Corrosion Resistance. The golem is immune to corrosion,
Fire Absorption. Whenever the golem is subjected to fire whether mundane or magical.
damage, it takes no damage and instead regains a number of
hit points equal to half the fire damage dealt. Damage Immunities. The golem is immune to fire,
poison, and psychic damage, as well as bludgeoning, piercing,
Fortified. The golem’s Strength and Constitution scores and slashing damage from nonmagical weapons.
are each increased by 4. Its speed is reduced by 5 feet.
Delicate. The golem’s Dexterity score is increased by 4.
Maximum Enhancements. 6 Its Strength and Constitution scores each are reduced by 4.
Rust. The golem is susceptible to rust, whether mundane Maximum Enhancements. 6
or magical. If wet, it cannot regain Hit Dice or recover hit
points. Pewter. The golem has advantage on all d20 checks. If
any roll is a natural 20, this effect is nullified for 5 minutes.
Challenge Rating Modifier. +1
Regeneration. The golem regains a number of hit points

Silver
equal to half its maximum Hit Dice at the start of its turn. If
the golem takes lightning or radiant damage, this trait doesn’t
function at the start of the golem’s next turn. The golem is
Argent. The golem’s attacks are counted as being silver. destroyed only if it starts its turn with 0 hit points and doesn’t
Its Unarmed attacks gain a +1 bonus to attack and damage regenerate.
rolls. Challenge Rating Modifier. +2
Damage Immunities. The golem is immune to fire,
poison, and psychic damage, as well as bludgeoning, piercing,
and slashing damage from nonmagical weapons.
Fortified. The golem’s Strength and Constitution scores
are each increased by 2.
Maximum Enhancements. 7
Challenge Rating Modifier. +2

FORBIDDEN 191
Wood Saving Throws. A golem retains physical saving throw
bonuses proficiencies but not mental (Intelligence, Wisdom,
and Charisma).
Aversion of Fire. If the golem takes fire damage, it has
disadvantage on attack rolls and ability checks until the end Skills. Physical skills are carried over, but mental skills
of its next turn. are not.
Damage Immunities The golem is immune to poison Immunity/Resistances. A golem possesses its own
and radiant damage, as well as bludgeoning, piercing and damage/condition immunity/resistances and does not
slashing damage from nonmagical weapons. benefit from the monster base creature.
Tree Stride. Once on its turn, the golem can use 10 feet of Senses. A golem possesses Darkvision 120 feet and does
movement to step magically into one living tree within reach not gain other senses from the base creature.
and emerge from a second living tree within 40 feet of the Languages. A golem understands the language of its
first tree, appearing in an unoccupied space within 5 feet of creator but cannot speak.
the second tree. Both trees must be Large or larger.
Actions. Any martial (non-magical) abilities are retained.
Maximum Enhancements. 6 Here is a general list of common abilities.
Radiant Absorption. Whenever the golem is subjected Spell attacks/spellcasting—not retained.
to radiant damage, it takes no damage and instead regains a
Breath weapons—retained.
number of hit points equal to half the lightning damage dealt.
Poison attacks—retained.
Sprightly. The golem’s Dexterity score is increased by 2.
Its Strength and Constitution scores are each reduced by 2. Necrotic attacks—not retained.
Challenge Rating Modifier. +1 Frightful Presence—not retained.
Death effects—not retained.
Golem Forms Ethereal abilities—not retained.
Mental-based abilities*—Abilities based on a creature’s
A golem can be of any shape the creator chooses, even Wisdom, Intelligence, or Charisma scores as well as mind-
resembling creatures that do not exist within the setting of affecting abilities are not retained.
Paradise. Once the supplies have been gathered, and costs
have been paid, the creator selects a monster other than an Legendary Actions. Yes, as long as they are physical
undead as the golem’s form. This is the base creature. The abilities and not magical.
golem has the same statistics as the base creature except as

Construct
detailed below. Given the modifications, some monsters are
more popular with makers than others.

Enhancements
All golems gain the following benefits.
Condition Immunities. Charmed, exhaustion,
frightened, paralyzed, petrified, poisoned.
Immutable Form. The golem is immune to any spell or Both incanetics and golems can be enhanced to produce
effect that would alter its form. effects far beyond what a normal limb/organ/golem is
Magic Weapons. The golem’s natural (unarmed slam) capable of.
attacks are magical. With incanetics, by default, it duplicates the replaced
Type. The golem is a construct instead of the base limb/organ perfectly, though still appearing artificial.
creature’s type. While additional cartouches can be implanted to improve
an incanetic, the limb/organ must often be modified to
Armor Class. Natural armor carries forward, but worn accommodate the enchantment adding further to the cost
armor does not. However, the golem can be equipped with (factored in the table). Enhancements are also defined by
armor if the base creature could. which part of the body they must be placed in to be effective;
Artificial. The golem does not require sleep, food, drink, golems can ignore this limitation.
or air. Specific enhancements are limited to certain components
Hit Points. Hit Dice increase by one step (d4 to d6 to d8 to and certain limb locations.
d10, to a max of d10). Hit points adjust accordingly. Recharge. Golems (not eidolons) can often gain a recharge
Speed. Clay, metal, sand, and stone golems reduce their ability, which follows the same rules as creaturesis the same
flight and swim speed by half. as identical: a construct can use that ability once and then has
Ability Scores. Unless it is an eidolon, a golem has an Int a random chance of recharging during subsequent rounds. At
of 3, a Wisdom of 10, and a Charisma of 1; saving throws and the start of each of the construct’s turns, roll a d6. If the roll
skill bonuses must be adjusted accordingly. is one of the numbers in the recharge notation, the construct
regains the use of tha ability.

192 FORBIDDEN
Enhancements
Enhancements Cost Composition Location Effect
Airin’s Alacrity 5,000 Any N/A Gain limited haste
Amorphous 2,000 Clay/Sand N/A Squeeze at will
Arkalast Thunder 3,000 Any Arms +1 to attack / 1d6 thunder damage
Augmented Vision 1,000 Any Eyes No disadvantage Perception w/ vision
Bone Blade 2,000 Any but flesh Arms Hidden +1 blade
Braced 5,000 Stone Any but eyes Base AC is 11 instead of 10
Cobox’s Vigor 10,000 Any but flesh Arms Gain a magical ranged weapon
Concealed Beast 8,000 Clay/sand Arms/Legs Limb can turn into a beast
Coruscation 3,000 Any Arms +1 to attack / 1d6 lightning damage
Cytal’s Messenger 6,000* Any but iron/stone Legs +5-foot bonus to speed
Finnegan’s Flippers 2,000* Clay/Sand Legs 40-ft swim
Flash Guards 1,000* Any Eyes Cannot be blinded
Glamour 500 Any Any Makes limb look real
Golimu’s Fortitude 2,000 Any N/A Save to resist 0 HP
Gofin’s Inferno 3,000 Any Arms +1 to attack / 1d6 fire damage
Gravity Shifter 1,500 Any Arms/Legs Climb 30 ft.
Hilkab’s Chill 3,000 Any Arms +1 to attack / 1d4 cold damage
Holan’s Faculty 3,000 Any Arms +4 to attack until you hit
Immutable 3,000 Flesh/Stone Any Immune to polymorph
Iron Roots 4,000* Metal/Stone Legs Cannot be moved
Kalia’s Kinship 1,000 Wood Arms Charm animals
Kinley’s Zoom 5,000* Metal only Legs Gain fly 60 ft.
Mechanical Cutlass 5,000 Metal only Arms Hidden +2 blade
Might of Arms 3,000 Any Arms Bonus to damage
Optics 1,000* Any Eyes Gain darkvision 120 ft.
Perfect Landing 2,000* Any but flesh Legs No falling damage
Pocket Ballistic 5,000 Metal Legs Magical military mortar
Power Bank 3,000 Wood Any but eyes Store cryptions
Predatory Keen 3,500 Any Arms/eyes Gain truesight
Psychokinesis 5,000 Any Arms Gain telekinesis
Reinforcement 4,000 Metal Arms Gain resistance to melee attacks
Sand Recovery 5,000 Sand only N/A Regain HP if in sand
Seeker 1,000 Any but flesh Arms/Legs Detach and reattach limb
Siege Weapon 2,000 Any N/A X2 damage against objects/structures
Skin Shield 4,000 Metal Arms Gain concealed shield
Shatterbuild 2,000 Any Any Repair destroyed limb

FORBIDDEN 193
Enhancements
Enhancements Cost Composition Location Effect
Stretch & Shift 5,000 Clay/Sand Any but eyes Morph limbs
Sylphness Simulacra 500 Any N/A Reduces golem weight
Tefnul’s Corrosion 3,000 Any Arms +1 to attack / 1d4 acid damage
Touch of Truth 2,000 Any Arms Force targets to not lie
Valin’s Stand 8,000 Any N/A Advantage when below ¼ HP
Umbra’s Consumption 4,000 Any Arms Absorb energy
Visceral 8,000 Any N/A Unarmed attacks gain +1 die
Vocog’s Vault 3,000 Any Legs Double/triple jump distance
Wellness of Being 3,000 Any Any Additional hit points
Willem’s Sentinel 2,500 Any Eyes Floating eye
Wrestler 2,000 Any N/A Advantage on grappling
Xel’s Discernment 1,000 Any Eyes +3 to Perception

Airin’s Alacrity Bone Blade


Incanetic. N/A Incanetic (arms; any but flesh). With this rudimentary
Golem (any). Recharge 5-6. For free on your turn, until variation of the mechanical weapon, the hidden blade takes
the end of its next turn, the golem magically gains a +2 bonus the place of a prosthetic’s bone structure. You can throw off
to its AC, has advantage on Dexterity saving throws, and can the limb for free on your turn, revealing the blade inside. You
use its slam attack as a bonus action. lose access to that hand, but it now becomes a short sword
attached to the stump. You gain a +1 bonus to attack and
Amorphous damage rolls with that blade. As an action, you can recall
your fallen limb—it moves at a fly speed of 30 and attaches
Incanetics. N/A instantly when it reaches your location. Your limb cannot be
Golem (clay/sand only). The golem can move through a removed unless you wish it to.
space as narrow as 1 inch wide without squeezing. Golem (any but flesh). Same as incanetic, except the
bone blade inflicts the same damage as a slam, only replacing
Arkalast Thunder the damage type with slashing or piercing.
Incanetic (arms). Your unarmed attack with the incanetic
arm gains a +1 bonus to attack rolls. On a hit, the target takes Braced
an additional 1d4 thunder damage, and a target your size or Incanetic (any). Your limb is exceptionally durable. Your
smaller is pushed 5 feet directly away from you. base AC is 11 instead of 10.
Golem (any). The golem’s slam attack is also considered Golem (any but clay/sand). The golem gains a +1 bonus
thunder damage; it inflicts an additional 1d4 thunder damage, to AC. It can’t benefit from this enhancement if it does not
and a target its size or smaller is pushed 5 feet directly away have natural armor.
from the golem on a hit.
Cobox’s Vigor
Augmented Vision
Incanetic (arms; any but flesh). You conceal a magical
Golem/Incanetic (eye). The eye can zoom in on distant ranged energy weapon. As an action, make a ranged weapon
objects. It does not suffer disadvantage with Perception attack with a range of 30/120 feet. An energy bolt deals 1d6+2
checks imposed by distance and doesn’t suffer disadvantage force damage on a hit. At 6th level, you can fire two bolts with
when making a ranged attack at long range. an action; at 12th level, you fire three bolts with an action; at
18th level, you fire four bolts with an action.
Golem (any but flesh). Same as incanetic, except the
damage inflicted is the same as the golem’s slam. However,
the golem does not gain additional attacks per action based
on level or Hit Dice.

194 FORBIDDEN
illusion fails, and the limb is revealed for what it is. After you
Concealed Beast finish a short or long rest, you can reset the illusion. As it is a
Incanetic (arms/legs; clay/sand). As an action, the limb perfect replication flush to the limb, only an intentional DC20
detaches. It then polymorphs into one beast selected when Perception check examining the arm will reveal its artificial
the enchantment was applied. A leg can morph into a Small origin.
beast; an arm can morph into a Tiny beast. You can select
this enhancement additional times, selecting a new creature Golem (any). The golem is covered in a permanent
the limb can morph into each time. The beast still appears as magical illusion that makes it appear as a living creature
clay/sand unless you had applied the glamour to the original (identical to the incanetic), indistinguishable from its base
limb; it then appears as the intended creature. Returning the creature. The illusionary skin transmits tactile sensation but
creature to the stump takes an action. not pain. If the golem deploys a hidden weapon, changes
shape, or inflicts damage from a natural weapon, only that
Golem (Medium-sized or larger; clay/sand only). Same limb or part of the body is revealed to be artificial; the rest of
as incanetic. the illusion is maintained. The illusion resets after finishing
a short or long rest (or 5 minutes have passed). It is a perfect
Coruscation replication, so only physical injury will reveal a golem’s true
Incanetic (arms). Your unarmed attacks with the identity. The golem is nude (and anatomically correct) as the
incanetic arm gain a +1 bonus to attack, and if you hit, you glamour creates only flesh, not clothes.
inflict an additional 1d4 lightning damage, and a hit target
can’t take reactions until the start of its next turn. Gofin’s Inferno
Golem (any except tin). The golem’s slam attacks are Incanetic (arms). Your unarmed attacks with the
also considered lightning damage; it inflicts an additional 1d4 incanetic arm gain a +1 bonus to attack, and if you hit, you
lightning damage, and a hit target can’t take reactions until inflict an additional 1d4 fire damage, and a target your size or
the start of its next turn. smaller is pushed 5 feet directly away from you.
Golem (any). The golem’s slam attack is also considered
Cytal’s Messenger fire damage; it inflicts an additional 1d4 fire damage, and a
Incanetic (legs). Gain a +5-foot bonus to speed. At least target its size or smaller is pushed 5 feet directly away from
two legs must have this enhancement to gain this benefit. the golem.
Golem (any except stone and iron). Same as incanetic;
two enhancements must be purchased. Golimu’s Fortitude
Incanetic. N/A
Finnegan’s Flippers Golem (any). If damage reduces the golem to 0 hit points,
Incanetic (clay/sand, legs). This enhancement is it must make a Constitution saving throw with a DC of 5 + the
required in at least two legs to function. When your legs are damage taken, unless the damage is from a critical hit. On a
immersed in water, you can use a bonus action to turn them success, the golem drops to 1 hit point instead.
into flippers. You gain a swim speed of 40 ft., which can last
for up to an hour. You can revert the shape of your legs as a Gravity Shifter
bonus action to preserve swim speed time and resume using
the flippers later. Spent time is regained after finishing a long Incanetic (arms/legs). This enhancement is required
rest. in at least two legs or two arms. You gain a climb speed of
30 feet. If in legs, you walk up walls; if in arms, you climb
Golem (clay/sand). Same as incanetic; two enhancements without any handholds.
must be purchased.
Golem (any). Same as incanetic; two enhancements must
be purchased.
Flash Guard
Incanetic (eyes). You gain immunity to being blinded. Hilkab’s Chill
Both eyes must possess this enhancement.
Incanetic (arms). Your unarmed attacks with the
Golem (any). Same as incanetic; two enhancements must incanetic arm gain a +1 bonus to attack, and if you hit, you
be purchased. inflict an additional 1d4 cold damage, and the target’s speed
is reduced by 10 feet until the start of your next turn. If you
Glamour place your hand in water, you can freeze 1 cubic foot of it
Incanetic (any). The incanetic is covered in a permanent per round. As an action, you can place your hand upon the
magical illusion that renders it normal-looking. Typical ground and freeze the ground in a 10-foot radius. This area is
manipulation of objects, walking, and other essential tasks now difficult terrain for everyone except you. If this limb is
don’t collapse the illusion. It not only looks like real flesh, made from stone, you gain resistance to cold damage.
but it also feels like it too. It transmits tactile sensation but
not pain. However, if a weapon is deployed from it, it changes
shape, it directly inflicts damage from an attack (not a weapon
it is holding), suffers damage, or it is employed as a shield, the

FORBIDDEN 195
Golem (any). The golem’s slam attack is also considered
cold damage; it inflicts an additional 1d4 cold damage. If it
places its hand in water, it can freeze 1 cub foot per round. As The lege
than Umnd of Umbra is
an action, it can place its hand upon the ground and freeze greates bra. They were bigger
the ground in a 10-foot radius. This area is now difficult abeceda t cutter, a mas the
rian. ter
terrain for everyone except the golem. If this limb is made
They beg
from stone, the golem gains resistance to cold damage. creatur an with
sm
portfolioes, then added tall
u n til they o the
Holan’s Faculty They we
r e a n had doze ir
was not a rtist, yo ns.
Incanetic (arms). After you roll for initiative, you gain they cou about how effe u see. It
ld prote c
a +4 bonus to all attack rolls until you hit. If you select this ct them. tively
enhancement a second time, you can spend a bonus action Umbra h
obsessio eld a se
cre
with a Hit Die (recover no hit points) to regain this bonus for halfn. I followed th t
during the same combat. museum a l if e time. It we legend
Only a hdedicated to the as a
Golem (any). After rolling for initiative, the golem gains a at any o andful were ev ir whim.
+4 bonus to all attack rolls until it hits. was figu ne time; the my er alive
were staring out which stery
Immutable that wa ring back. And ones
when th s the cursory h yet,
Incanetic (arms/legs; flesh/stone). The limb, and by relax. The maestro wantobby
extension, you, are immune to any spell or effect that would recreat eir real drive ed to
alter your form. the claye life itself—to was to
into con , their stone, th shape
scious in e
Golem. N/A telligen ir iron,
They wa ce.
sapient nted to
c r e
Iron Roots would cacreatures. Outsate
that sir ll them a mons iders
Incanetic (legs). Any distance you are moved against knew of ed monsters. Bu ter
your will is halved. If you possess this enhancement in all desire totheir loss and t I
legs, you cannot be moved against your will. Additionally, if natural create life whtheir
you possess this enhancement in all legs, you can be rendered Their ob process was de en the
away, ev session pushed e nied.
immune from any damage from a ram attack (either from a submissiveryone except t veryone
creature like a goat or a from a vehicle). After using this last have bee e pets. That wohose
ability, it cannot be used again until finishing a long rest. refused n the end of it, uld
go; they to let that fixa but they
Golem (any). Same as incanetic. constru used their mad tion
ctively. ness
Kalia’s Kinship Then, on
the impo e day, th
ey
Incanetic (wood only). As an action, you can select a godhood ssible. They achdid
nothing. b y creating ieved
beast within 30 feet. If its Intelligence is 4 or lower, it must Th e y life from
that kno t h en rele
succeed on a DC15 Wisdom saving throw or be charmed for name an wledge to fort ased
24 hours. Also, did establish the ify their
d
their fo I ever tell you legend.
Golem (wood only). Same as incanetic. itself? rtress was a g that
olem in
Kinley’s Zoom And tho
are such se that we c
Incanetic (legs, metal only). This enhancement is died of o fools to think all gods
ld age. they
required in at least two legs. As an action, your feet (and any
shoes attached) vanish, and your legs become rockets. Gain Unidentifi
ed
a fly speed of 60. Feet reappear when landing. Flight time is
1 minute, and lost time is regenerated after finishing a long
rest.
Golem (metal only). Same as incanetic; two
enhancements must be purchased.

196 FORBIDDEN
Mechanical Cutlass Power Bank
Incanetic (arms, metal only). A more advanced version Incanetic (wood, limb). Each time you apply this
of the hidden blade, the mechanical weapon is a short sword enhancement to a limb, you gain a hidden spell storage that
that flips into position but does not require removing the can hold 3 levels of cryptions. The maximum number of
front of the limb to expose the blade. You gain a +2 bonus added levels with power bank across all limbs is 12.
to attack and damage rolls with this weapon. Revealing or Golem (wood only). Same as incanetic, you can apply
retracting the blade requires a bonus action. this enhancement up to four times.
Golem (metal only). Same as incanetic.
Predatory Keen
Might of Arms Incanetic (eyes, arms). For free on your turn, you gain the
Incanetic (arms). You gain a +1 bonus to damage rolls ability to see things as they actually are. You have truesight,
with melee weapon attacks made with this limb. This noticing secret doors hidden by magic and traps and invisible
enhancement can be applied multiple times to a single limb, creatures, all out to a range of 120 feet. Once activated, the
stacking their bonus (though bonuses across multiple limbs scanner lasts 1 minute, then cannot be used again until the
do not stack). The maximum number of applications is based next dawn. If built within an arm, what you see manifests for
on the component (flesh/wood +1; clay/sand +2; metal +3; others to see themselves.
stone +4). Golem (any). Same as incanetic.
Golem. N/A
Psychokinesis
Optics Incanetic (arms). By manipulating your hand, you can
Incanetic (eyes). You gain darkvision up to 120 feet. Both move or manipulate nonliving objects. As your action each
eyes must have this enhancement. round, you can exert your will on one object that you can
Golem. N/A see within range. You can affect the same object round after
round or choose a new one at any time. If you switch objects,
the prior object is no longer affected. You can try to move an
Perfect Landing object that weighs up to 1,000 pounds. If the object isn’t being
Incanetic (legs). This enhancement is required in at least worn or carried, you automatically move it up to 30 feet in any
two legs. You take no falling damage if you are conscious direction, but not beyond 60 feet. The object cannot be worn
before landing. or carried by a creature. You can exert fine control on objects
Golem (any). Same as incanetic; two enhancements must with your telekinetic grip, such as manipulating a simple
be purchased. tool, opening a door or a container, stowing or retrieving an
item from an open container, or pouring the contents from a
Pocket Ballistic vial. If you put this enhancement in each arm, you triple the
lifting strength to 3,000 and the range to 180 feet.
Incanetic (leg, metal only). Difficult to believe, but your
leg contains a magical military mortar. Use an action and Golem (any, Medium or larger). Same as incanetic, you
20 feet of movement to open a hatch below your knee and can apply this enhancement up to two times.
deploy a ball of fire towards the enemy. Pick a point within
120 feet but at least 40 feet away. There must be at least 30 feet Reinforcement
of vertical clearance for a proper parabola. The landing point Incanetic (arms, metal). When selecting this
explodes in a fiery burst. Each creature in a 20-foot-radius enhancement, choose bludgeoning, slashing, or piercing
sphere centered on that point must make a DC15 Dexterity damage. You gain resistance to this damage type from
saving throw. A target takes 8d6 fire damage on a failed save nonmagical weapons. You can select this enhancement
or half as much damage on a successful one. The fire spreads additional times, selecting a different damage type.
around corners. It ignites flammable objects in the area that
aren’t being worn or carried. After you use the pocket ballistic, Golem. N/A
you cannot use it again until you finish a short or long rest.
Sand Recovery
Golem (metal only, Medium or larger). Same as
incanetic, except the number of damage dice equals the Incanetics. N/A
number of golem Hit Dice divided by 2. For example, a 20d10 Golem (Sand only). As long as the golem is in physical
golem would inflict 10d6 damage. If a monster, it becomes a contact with a large quantity of sand, it regains 10 hit points
Recharge 5-6 ability. at the start of each of its turns by absorbing sand into its body.

FORBIDDEN 197
Seeker Tefnul’s Companion
Incanetic (arms/legs, any but flesh). Your limb can Incanetic (arms). Your unarmed attacks gain a +1 bonus
detach or reattach with an action. If severed, you can quickly to attack, and if you hit, you inflict an additional 1d4 acid
return your limb to your body. Additionally, you can call your damage. You can also spend an action to fire an acid ball.
limb to you; wherever it is, it will fly at 40 feet until it reaches Choose one creature within 60 feet, or choose two creatures
your location. It will attach automatically for free on your within range that are within 5 feet of each other. A target
turn. must succeed on a DC15 Dexterity saving throw or take 2d6
Golem. N/A acid damage. At 15th level, this damage increases to 3d6. If
this limb is made from clay or sand, you gain resistance to
acid damage.
Siege Weapons
Incanetic. N/A Golem (any). Same as incanetic, except the golem’s slam
attack is also considered thunder damage. Acid ball damage
Golem (any). The golem deals double damage to objects dice is equal to the number of golem Hit Dice divided by 4
and structures. (rounded down). For example, a 20d10 golem would inflict
5d6 damage.
Skin Shield
Incanetic (metal). You cannot be holding a shield to Touch of Truth
benefit from this enhancement. As a reaction, if you suffer a Incanetic (arms). If you touch a creature, it must make a
hit, you gain a +2 bonus to AC against that triggering hit. The DC17 Charisma saving throw. On a failed save, a creature can’t
limb opens to reveal a shield in front of your arm, exposing speak a deliberate lie as long as you are touching it. You know
the limb for what it is. If the attack turns into a miss, you whether each creature succeeds or fails on its saving throw.
cannot use a skin shield again until you finish a short or long An affected creature is aware of the effect and can thus avoid
rest. answering questions to which it would typically respond
Golem (any). Same as incanetic, except if a golem with a lie. Such a creature can be elusive in its answers as
monster (rather than a PC) and the attack is a miss, the skin long as it remains affected by the enhancement.
shield deactivates for five minutes. Golem (any). Same as incanetic.

Shatterbuild Umbra’s Consumption


Incanetic (any). If the limb is destroyed, severed, or Incanetic (arms). The damage type your limb is immune
even disintegrated, you can spend an action to effectively to can now absorb energy. Half the damage you would have
reverse time, rebuilding the incanetic to its state before it was taken is instead absorbed and recorded. If you suffer a total
destroyed or severed. Once you use this ability, you cannot of damage equal to TWICE your largest maximized hit die,
use it again until you finish a long rest. you regain 1 lost Hit Die, and the count is reset (for example, if
Golem. N/A you possess a flesh incanetic and suffer 30 points of lightning
damage, 15 is ignored, and 15 you take off your hit points. If
Stretch & Shift your Hit Die is d8, once you suffer 16 points of damage, you
reclaim a Hit Die).
Incanetic (clay). As an action, you can shape your limb to
look like anything without moving parts. This enhancement Golem. N/A
also cannot form a sharp edge. Options can include creating
any one-handed melee weapon that inflicts bludgeoning Valin’s Stand
damage. You can extend your reach (if an arm) by 5 feet, but Incanetic. N/A
your Strength and Dexterity scores at that range are reduced
by 4. You can extend your reach by 10 feet, but your Strength Golem (any). While it has one-quarter of its hit points or
and Dexterity scores at that range are reduced by 8. You can fewer, the golem has advantage on attack rolls. In addition, it
increase your height (if a leg) by up to 5 feet. You can also form deals extra damage to any target it hits with a melee attack
fine tools. equal to half its number of Hit Dice.

Golem. N/A Visceral


Incanetic. N/A
Sylphness Simulacra
Incanetic. N/A Golem (any). A held melee weapon deals one extra die of
its damage when the golem hits with it.
Golem (Medium-sized or smaller). The golem’s weight is
reduced to match the perceived weight a normal Medium- Vocog’s Vault
sized or smaller creature would weigh. Swimming becomes
possible; any swim or flight speed is not penalized. The golem Incanetic (legs). Your jump distance is doubled. Place
also does not appear heavier than usual if glamour is placed. one enhancement in each leg to triple your jump distance.
Golem (any). Same as incanetic; duplicate enhancements
triple jump distance.
198 FORBIDDEN
“Believe me…if they were telling the truth, it would
Wellness of Being represent a complete failure of intelligence. I’d be
Incanetic (any). This limb adds 2 hit points per character forced to deconstruct my entire network to find
level to your hit point maximum. Any additional time you
where the fault lies.”
benefit from this ability (from another incanetic in any limb),
you only gain 1 additional hit point per level instead of 2. You “At least you understand the stakes involved…
can only benefit from this incanetic three times (4 additional and I’m sorry for doubting you. In defense, you
hit points total). probably never considered looking inwards to my
Golem (any). Add 1 hit point per Hit Die. The maximum father.”
number of duplicate enhancements is four. “I can’t envision a situation where a secret
this calamitous, with these stakes, would be held
Willem’s Sentinel by only one person. He’d have to include others.
Incanetic (eye). You can remove your incanetic eye. One of his concubines, imperial guards maybe. How
It will transmit visual input up to 4 miles away. Select this could he commit this scale of transgression without
enhancement a second time to the same eye, and the eye a conspiracy?”
gains a fly speed of 30 (you control it remotely).
“Whatever he kept must be insignificant. An
Golem (any). Same as incanetic. artifact, a vestige—the proctor!” It donned on
Kabdila, and he stopped himself from shouting too
Wrestler
loud. “Why else would a proctor from Altair be
Incanetic. N/A
sent here instead of a purgitan? You heard him;
Golem (any). The golem has advantage on attack rolls even he didn’t know why he was called.”
against any creature grappled by it. Agosta gazed out to the expansive city. The
distant outer walls were barely in focus. He glanced
Xel’s Discernment
up to the miniature world and its abrupt horizon.
Incanetic (eye). You gain a +3 bonus to Wisdom
“To deny a king custodianship of an entire
(Perception) check based on vision.
world,” Agosta said, “such an artifact wouldn’t
Golem (any). Same as incanetic.
be some unassuming vilon or zebul class. It would
Agosta met up with Kabdila, who was observing have to be something to rival the power of gods, a
the Hydranis world outside the open window of the machon or potentially even an araboth.”
tower. The shadow crept across the city. The two “I’ve never seen one. Have you?
men had stopped halfway up the stairs and waited “Only stories. One account smuggled from
for a passing guard to vanish around the corner Altair spoke of the pearl of existence. If a dead
before resuming their whisper. body were placed within, it would be returned
“By the way, master of Coin?” Agosta asked. to life…but there was the chance what emerged
“Does that exist?” would be a monster. Or the scribe of desires, where
“Does now,” Kabdila said. “Enough of the anything written by it would become truth.”
prostitutes and disreputable dealings…we need to “Those can’t be real.”
evolve to a new level of bureaucratic corruption.” “Would be a strange thing to invent and
“Strictly legal theft from here on.” then fortify within the most secured vault in the
Kabdila’s eyes skimmed across the boisterous universe.
and crowded street market, gas lamps operating “But why would they keep something locked?
at mid-day to counter the shadow. Why not use it for their own gain?”
“What in the name of living gods was he talking “Proctors are a different breed; they have
about,” Kabdila asked, “what secret?” their own rules and answer to no one. This artifact
“You’d have to ask him.” couldn’t cure your father, so I assume it must do
“I shouldn’t have had to. Something this something else, something formidable enough for
important; he should have kept us in the loop. him to horde and for gods to hold against him.”
Unless…” Kabdila offered a look, which Agosta “I guess there’s only one way to find out.”
immediately understood.
“Are you genuinely considering the possibility
that I knew the truth all this time and didn’t
inform you?” His tone was stern but still discreet.

FORBIDDEN 199
Kabdila’s father was bedridden in his chamber, Kabdila coaxed his friend to the corner of the
suffering from the Brimstack Curse, an affliction room and said simply, “The dungeon…”
he brought back from Volani, a parting gift from
the Aeon Pogrom. Kabdila had remained home as
regent in his father’s absence and was disappointed The catacombs under the castle stopped being
to see him return. employed as a high-security prison when a more
The condition had worsened of late. Three remote fort was erected outside town. The idea of
doctors were attending him when Kabdila and convicted murderers and rapists walled in with the
Agosta entered. royalty was proving less popular as more political
“He can no longer swallow,” the doctor said rivals and revolutionaries were finding themselves
solemnly. “We must…drain him. Dementia comes incarcerated.
occasionally…he may not know you.” Subsequently, the worst were transferred
The doctor stood aside, and Kabdila approached away, leaving only the less dangerous ones, the
his father. The doctor added, “His genitals have poets and writers and other critics of state with
atrophied…we’ll have to remove them, or infection the dubious honor of being interred under the
will kill him.” castle.
“Do what you need to do,” Kabdila said. “Let Agosta and Kabdila walked past the cells, at
me have a moment.” the quiet and defeated criminals, many of whom
The doctors left the room, leaving Agosta were too old to remember a time when they
to tour the room silently. He shifted artwork weren’t incarcerated. None were due for release
on the walls, lifted lace tablecloths, and opened anytime soon.
trunks, drawers, and jewelry boxes. He rummaged Agosta noted the various expatriates and
uncaringly through the linen, flipped pillows, only pagans. There was one nagomjii with no records
finally uncovering a safe when he flipped up the hanging upside-down with water trickling from a
carpet. spout over his legs.
Kabdila ignored Agosta as he approached his “Well, that seems unpleasant,” he said. Agosta
father and leaned to whisper, “They denied you kept and traded knowledge. He’d killed but only
immortality, father…but Emperor is in my grasp… when necessary and never to extract said knowledge.
for our family name, what secret would you keep A secret was a confidence, a point shared between
to deny our future?” those trusted. A secret related through torture was
Agosta may not have investigated the king worthless.
by any measure, but this small treasury had The two passed the last prisoner with no
been installed five hundred years prior and was surprises. Regardless of their opinions of the
common knowledge within the inner circle. Few imprisoned, none were unexpected. Agosta even
knew of the combination. It required a sequence of knew who many of them were.
symbols etched on a set of metal rollers, probably “That’s all of them,” he said.
as advanced a mechanism the Aegis would have “I don’t get it,” Kabdila said, “half these people
allowed. Hopefully, the code Agosta remembered I know about; half the rest I put here…” He glanced
would work. at the nagomjii. “Well, not that one. But none of
“…Take your last minutes of sense and answer them seem out of place…what’s in the dungeon? Is
your son…” Kabdila whispered. there a secret chamber?”
Agosta opened the safe and fumbled inside “There’s a path that connects this with the
the space, removing papers, letters, but nothing sewer,” Agosta said, “that’s a secret I’m aware
that stood out as magical or even valuable. He saw of. But it’s a corridor, not a cavity. Barely room
Kabdila’s father whispering. to walk. An isolated space to hoard secrets?
He spoke a word and coughed, then more often Impossible…no way it’d be secret for a thousand
and escalated. Hearing the distress, the doctors years. Someone would have found it…I would have
reentered and approached. found it!”
Kabdila gave them their room and retreated “Honestly, I don’t want you to find one,”
to Agosta, who closed the safe, reset the lock, and Kabdila said. “I know the secret passages out of the
flipped the carpet back over. castle. Gods know we used them enough. Dungeon,
he said. Is dungeon a person?”

200 FORBIDDEN
Agosta nodded, finally realizing what Kabdila “Nuana,” Agosta said, “And no one has been in
might have heard. this room since?”
“Well,” he said. “Donjon is a word from an “No, milord,” she said.
ancient tongue still used in places to mean the “I’m not a lord.” Agosta scanned over the room,
central tower of a castle.” searching for something, anything—a message, an
Kabdila dropped his head, pinched the bridge object.
of his nose, and sighed. Kabdila kept his attention on the chambermaid.
“Damn, my father,” he said. “Has it always been you?” Kabdila asked.
“Yes, your royal highness.”
Agosta scrutinized the various paintings, most
They approached the central tower, which showcasing the dying king. Upon the dressers
was neither the main turret nor the tallest spire rested various keepsakes, mirrors, candles, and
of Deos. Agosta and Kabdila passed a guard who jewelry boxes that Agosta verified were empty.
ignored the two. It was an old building with a “Was there anything you caught as unusual
narrow spiral that scaled up. about this room? Something out of place, or that
“I can’t remember how long it’s been since I you were forbidden to touch or move?” Kabdila
was up here,” said Kabdila. “I know the plundered asked.
art of Eridius is below us. I think the handmaidens “I’ve been the handmaiden of this chamber for
are…” eight years, your royal highness. I have scrubbed
“No,” Agosta said, “the top-level was reserved and scoured every inch a hundred times. There is
for one of his concubines...Nuana, I think her name nothing about this room I do not know—” she was
was…she died of dysentery fifteen years ago.” interrupted as Agosta shattered a vase across a
“Yes, I remember. He was never the same. No wall.
one measured up.” “And you know the king is soon to pass, and
They passed the last window before reaching any secrets would have to be passed on to its new
the top, both taking note of the parade outside to ruler,” Kabdila said.
celebrate the Aegis blessing the celebration. They “My life surrounds this room,” she said,
could see the conclave carriage somewhat brazenly still shaken. “I know everything, and it conceals
navigating the narrow roads, often with escorts as nothing.”
the church and city guards pushed into the crowds Agosta approached one item of interest, next
to maintain order. to the bed, a sealed cylinder of solid brass, resting
Kabdila shook his head and kept climbing. exposed on a wooden bracket.
“They could have cured her,” he said, “…could “What is this?” Agosta asked.
have cured him.” They passed locked room after “I don’t know, milord,” the handmaiden said.
locked room, lived in by various servants. Upon “The king found it on a crusade and kept it here.”
reaching the top, the two men found the door ajar. “Scroll tube?” Kabdila asked Agosta.
Agosta gently encouraged his prince out of the “Little short and fat for one.” Agosta wrestled
way and approached, with his other hand pushing with it. “No way to open it.”
the door open to find a pristine bedroom carefully “A vestige, perhaps?” Kabdila asked. “Maybe
preserved by a single chambermaid ensuring the it’s this they want?”
room’s perfection. “Can’t see why,” Agosta said, “no vestige of
It was as lavish as the king’s chamber. The worth would be kept on display in a bedroom.”
chambermaid jumped upon seeing the two men. “Process of elimination, though.”
She recognized the prince entering afterward and “How many of you reside in this tower?”
immediately bowed. Agosta asked the handmaiden.
“Stand,” Kabdila said. “This chamber, who is it “Ten, milord, but only I have responsibilities
for?” in this room, and I keep the only key amongst the
“Your royal highness…it is for no one,” she said. staff.”
“No one?”
“The king ordered it kept as it was without “Ten,” Agosta said, placing the cylinder back
alteration…after she died.” on its display. The chambermaid nodded. “Two per
room?”

FORBIDDEN 201
She nodded again. “Who are you?” Kabdila asked.
“Then why did we pass six doors as we The room contained a bathtub, but all the
climbed?” water had to be passed through the opening.
Agosta knew then that whoever this was, she
hadn’t left this room in years.
The chambermaid led them to the one room, “Oh me,” she said modestly, “just someone
the last one Kabdila and Agosta passed on the the king fancied and forgot about.”
way up, the only one the chambermaid didn’t “So, we should pay you no mind and just
possess the key for. Kabdila tapped the multiple release you, given the inevitable shift in authority,”
locks on the door while Agosta noticed the food Agosta said.
pass-through at the bottom. The girl stepped forward, out of the shadows,
“This is a prison door,” Agosta said, “who with bands of light illuminating her face. Her
monitors the food?” unkempt blond hair was pulled back behind her
“I imagine the same person responsible for head. She had eyes of jade and a sharp chin.
all our food,” the chambermaid said, “but they The color washed from Agosta’s face.
certainly couldn’t have the key; this is an imperial “It was worth a try,” the girl said as she
lock.” sauntered over and sat upon the bed.
“I have the keep’s master key,” Kabdila “How long have you been here, girl?” Kabdila
said as he fished through pockets, unaware that asked.
Agosta had removed his master key. She sat at the edge of the bed, almost
He unlocked the door. taunting them with a half-smirk.
Kabdila was understandably surprised. “You’re not a particularly smart one, are
“How long have you had that?” he asked. you?” she said. “Do you honestly think they’d give
“For as long as you had yours,” Agosta said. me a calendar? If they did, after all these years,
“There’s only supposed to be two of these.” would I bother to keep track? The king held a
“You miscounted.” standing order that I wasn’t to be touched; that
Kabdila confronted the chambermaid, “Were much I knew. He was the only one that visited
you present when this room was ever opened?” me.”
“I have never seen it opened, your royal “The king is dead. Or accurately soon to be,”
highness.” Kabdila said as he opened his arms wide and
“Not even to place someone or something in presented. “And long live the king.”
it?” “Huh…” she mumbled. “Your father was an
“No, your royal highness.” ignoramus and insane. He was also unpleasant in
“Okay, off you go,” Kabdila said with a wave every physical way. You look like the product of
of his arm, and the chambermaid departed back infidelity.”
upstairs. Kabdila couldn’t help but laugh, ignoring
Agosta guided the prince behind him and Agosta, was still dumbstruck.
pushed the door slowly open. Inside, they found “He must have allowed your education,”
a well-kept bedroom with bars on the windows, Kabdila said. “That was one the shrewdest insults
almost as lavish as the top floor, though half the wrapped in a compliment I’ve heard.” He nudged
size and very well lived. a chin to Agosta. “I expect that from my friend;
A figure was seen writing at a desk. are you sure you’re not his bastard.” Kabdila
“You,” Agosta said. turned to notice the shock still on Agosta’s face,
which took the prince off guard. “That was a
The figure immediately picked up a nearby
joke. Do you know this girl?”
serving plate and threw it towards the door.
Agosta and the girl shared a moment.
Agosta slapped it out of the way.
Familiarity.
The figure stood and shouted back.
She knew it as well.
“No man can touch me!” the young girl said.
“King’s order, on pain of castration! Kindly cluck
off!”

202 FORBIDDEN
“Unfortunately,” Agosta said, “there’s only “I kidnap your child,” Agosta said. “I give
one person your father would keep locked up all that child to my son to raise. You find the child
these years?” Kabdila waited for Agosta, who
knew the answer but didn’t know how he could after I’ve passed. Would you punish the son?”
know. “Yes.” Kabdila didn’t need to consider his
“Elina…Prescott,” Agosta said. “The last scion answer.
of the Volani royal family…”
“Exactly. Would you do the same if it was
not a child but a family valuable, a jewel or ring?
At the very least, you’d expect it back. We were
“Let’s take a walk,” Agosta said to Kabdila in
responsible for this before we even knew she
the latter’s royal office. Kabdila stood.
existed.”
“You know, I am still a prince,” Kabdila said.
The two resumed their walk, passing the
“You can’t just order me around.”
officer barracks next to the barbican.
“Fine…then take me for a walk.”
“Why are you so heated?” Kabdila asked. “A
Kabdila held back a chuckle, shook his head,
failure of your network?”
and followed his friend out.
“We were too young to appreciate the
They paced along the castle’s outer wall,
avoiding guards that could overhear them. magnitude of what your father did. She was a
Philokalia had passed the city and was child, and she knows more than us.”
continuing its orbit east. Life was slowly returning “I guess it doesn’t matter,” Kabdila said.
to normal, but there would still be moments “What a waste.” Agosta realized that Kabdila was
of extended darkness until the world finally already formulating his solution. “Why do they
disappeared over the horizon. Uno had just risen, care? She’s one girl. Never believed in prophecy.
gifting the city with only a few hours of light. Maybe it’s something else. Maybe that rumor,
“Your fool of a father killed her family,” that they’re…what do you call them?”
Agosta said. “Daemons.”
“I’m sure he didn’t do the deed himself—” “Right. Angels wrapped in human skin. Have
Kabdila said. you ever seen one?”
“You think that? “ “Probably, that’s the point.”
“He has more than enough blood on his hands “Maybe we should go back and check.”
to flood the Dagos. I’m just saying he probably “You’re not taking a blade to the skin of a
didn’t swing the sword. Not that it matters. child,” Agosta said bluntly. Kabdila grimaced as
Whoever it was, they were thorough. Probably if Agosta’s opposition was a simple inconvenience.
Varant Price; he razed that city to ash. I can’t The only information had on the myth claimed
imagine she would’ve been spared, held here that nagomjii weren’t the only non-humans
for ten years. Father probably didn’t know she living among the general population. Daemons,
existed until someone betrayed her. So, who was eidolons, both names for creatures hiding in plain
it…who turned her in?” sight, and both declared profane by the Ascension
“Wouldn’t have been any of the families loyal with commandments set in place to ensure their
to Volani. The Aegis ordered the hierarchy of
uncovering and extinction.
those lines executed.”
“Regardless,” Kabdila said, “they put a hefty
“I admit that might have been an overreaction
price on her head. Ascension gets what they
on my father’s part. I’m relieved we don’t have
want. Is this why they held back the title from
that blood on our hands.”
my father…because they knew?”
“The vilest stains are the ones you cannot
“He probably wanted to use her as leverage.”
see.”
Kabdila kept silent as he deliberated options,
Kabdila stopped short of the castle green
despite already having decided. Agosta knew this
under the shadow of the Salt Tower. He was
as well but wished his prince would surprise him.
somewhat irritated.
“Thoughts?” Kabdila asked.
“Excuse me?” he asked.
Agosta stopped and confronted the prince,
now loud enough for nearby gardeners to hear.

FORBIDDEN 203
9: MONSTERS

The laboratory had been torn apart, desks shattered, paperwork was strewn
everywhere. Shelves had collapsed. Terri couldn’t make out a square inch of ground under
the debris. She let herself be taken in by shock for only a moment before desperately
pawing at the rubble.
“Kaiden. Kaiden!”
She was as loud as she would allow herself without alerting those above, despite
Kaiden’s previous warning that the lab was soundproof. Most of the artifacts Kaiden had
recovered were still present, scattered, and broken across the mess.
She found the book, first noticing the cover—the five-pointed star sitting within a
spiral expanding out. It sat among the rubble. Terri cleared it from the debris and noticed
the damage.
It had taken a deep cut on the cover. From corner to corner, all the way through the
leather. The interior was still intact.
Terri whispered to herself, “it doesn’t make any sense.”
She was correct; purgitans would have taken everything, not destroyed the entire
room and leave the garbage to be recovered. And nothing had been taken.
Then Terri found him.
She was hoping he had escaped or been away. Terri first noticed a bloodied hand
sticking from under the debris, half under a fallen bookshelf. She fell next to him, pushed
the shelf off, then cleared what was covering him.
Kaiden Sivoy’s body was carved with a thousand knives. Terri fell back but quickly
recovered. She knelt forward and verified what she already knew.

204 MONSTERS
P Excubitors
aradise is, for the lack of a better word, weird.
Throughout this entire tome, that should be
blatantly obvious, and nowhere else is it evident
than in detailing the various opponents heroes may Excubitors are extraordinary feats of artificial intelligence.
encounter in their journeys. While some, like the Aegis, are These robots are unmatched anywhere else in Paradise, so
expected, others are downright bizarre. advanced in fact that they overshadow so much of the related
Aegis technology, especially their other automated machines.

Monster Sizes
They are also exceedingly rare and rightfully costly to produce,
and it shows in their flamboyant, almost regal appearance.
Excubitors often resemble slim suits of armor covering
complex and beautiful internal mechanisms. Armor plates
While standard rules define sizes as Tiny, Small, Medium, are mostly white and covered in artistic patterns unique to
Large, Huge, and Gargantuan, this book expands to include each model. Instead of a helmet, excubitors feature a face
Colossal, Immense, Titanic, City, Planetary, and Cosmic. For with a fixed expression—that of a hairless, tranquil male.
example, a city-sized monster (like a watcher) can be between The voice that emanates is equally composed, never prone
City and Planetary size, meaning they are generally between to anger, even when in combat. Unlike the near mindless
325 and 1,280 feet across. hedrons, excubitors speak charismatically. They have been
friendly, if not even polite, to women and children.
New Monster Sizes When required to get its hands dirty, an excubitor can
hold its own. They are suspected of being as dangerous as
Size Avg. Space
some members of the seraphim torus.
Tiny 2.5 ft.
Small 5 ft.
Medium 5 ft.
Large 10 ft.
Huge 15 ft.
Gargantuan 20-40 ft.
Colossal 45-80 ft.
Immense 85-160 ft.
Titanic 165-320 ft.
City 325-640 ft.
Planetary 645-1,280 ft.
Cosmic 1,285 ft. or larger

Aegis
The Aegis will likely be the dominant, overarching threat
within this setting. They employ several methods to enforce
their will, from Ascension military to the armies of loyal
kingdoms and their own manifestations, including powered
armor and robots. Aegis always prefer to employ forces loyal
to them before consigning their own kind to the task. When
the latter is unavoidable, they are rarely sent in alone or into
an engagement they have any chance of losing.
Aegis tech is noteworthy for its appearance in that
it doesn’t resemble technology. Aegis prefer to pass their
machines off as magical, as being so advanced that no one
would have any hope in reverse engineering it to understand
its function. But to many of those that understand science,
the panache can be easily ignored, revealing the genuine
technology underneath.

MONSTERS 205
Excubitor
Medium human, neutral
Hedron
Armor Class 18 (natural armor)
These floating dodecahedrons possess no aeriform nor visible
Hit Points 187 (22d8+88) external thrusters and are supported entirely by an internal
Speed 35 ft. generator able to resist gravity. When latent, hedrons are
sealed, but when scanning or in combat mode, the solid shape
STR DEX CON INT WIS CHA divides into four segments, revealing weapons and detection
20(+5) 20(+5) 18(+4) 18(+4) 14(+2) 14(+2) instruments inside. Unlike excubitors, hedrons possess
no language skills and only basic intelligence that can be
Saving Throws Str +9, Dex +9 overridden by any resident Aegis. They also do not display any
Skills Athletics +9, Acrobatics +9, Perception +6
individualized features. Unlike the rare excubitors, hedrons
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons
are a common sight wherever Aegis appear, with each Aegis
Damage Immunities poison, psychic generally accompanied by at least one hedron.
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned Hedron
Senses darkvision 60 ft., passive Perception 16 Medium construct, unaligned
Languages All human languages
Challenge 12 (8,400 XP) Armor Class 16 (natural armor) or 14 with active scanning
Hit Points 110 (13d10+39)
Extensions. The excubitor’s fingers can each extend; it has Speed fly 80 ft.
advantage with grapple checks.
Loyalty. The excubitor is fiercely loyal to aegis and will attack any STR DEX CON INT WIS CHA
threats to one, including its allies. 15(+2) 22(+6) 16(+3) 1(-5) 3(-4) 1(-5)
Monomolecular. The excubitor’s melee weapons are counted as
magical. Saving Throws Dex +9
Regeneration. The excubitor regains 5 hit points at the start of its Skills Perception -1 or +10 with active scanning
turn if it has at least 1 hit point. Damage Immunities poison, psychic
Wireless Contact. The excubitor can communicate with any other Condition Immunities blinded, charmed, deafened, exhaustion,
aegis tech and with any aegis within 1 mile. It can command frightened, paralyzed, petrified, poisoned
any hedron it can see not under the command of an aegis. Damage Resistances cold, fire
Senses blindsight 120 ft., passive Perception 9 or 19 with active
Actions scanning
Languages None, beeps only
Multiattack. The excubitor makes any other three attacks. Challenge 6 (2,300 XP)
Fists. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit. 12
(2d6+5) bludgeoning damage and the excubitor can attempt Gravity Drive. The hedron cannot be knocked prone, and it reduces
a grapple. all push effects by 5 feet.
Ceremonial Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one Gravity Field. The hedron can disengage from all targets when it
target. Hit. 16 (2d10+5) slashing damage. moves.
Loyalty. The hedron is fiercely loyal to aegis and will attack any
threats to one, including its allies.
Configuration. The hedron can make a pulse weapon attack within
reach of an opponent without provoking an opportunity
attack.

Actions
Multiattack. The hedron makes three pulse weapon attacks.
Pulse Weapon. Ranged Weapon Attack: +9 to hit, range 200/1,000
ft., one target. Hit. 19 (2d6+6) fire damage. On a non-critical
hit, roll one damage dice twice and take the higher result. On
a natural 20, roll all damage dice twice and take the higher
result.
Active Scanning. The hedron deploys advanced detection gear;
its perception increases by +10, and it gains truesight 30 ft.,
but while deployed, its AC decreases by 2. Another action is
required to retract the detection gear.

Bonus Actions
Gravity Burst. The hedron moves up to 60 ft.

206 MONSTERS
Knights Episcar Episcar Knight
Medium human, any alignment
The order of Episcar was created by the request of the Armor Class 16 (armor)
Purgitans and authorized by the Seraphim Torus as guardians Hit Points 97 (13d8+39)
of the Aegis faith when Aegis are unable to enforce their will Speed 30 ft.
directly. At current count, there are just over 1,000 knights
within the order, often leading larger forces of the Silantine STR DEX CON INT WIS CHA
guard. Of equal authority to the Dioconate, the hierarchal 18(+4) 16(+3) 16(+3) 14(+2) 12(+1) 14(+2)
structure of the Ascension places the order under the
directive of the Torus, resulting in clashes within the church Skills Athletics +7, Intimidation +5
Saving Throws Str +7
when orders conflict. However, if one Aegis is represented, it
Senses Passive Perception 11
commands all non-Aegis, deacons, and knights regardless of Languages Argot
their placement in the hierarchy. Challenge 5 (1,800 XP)
The Knights of Episcar lead crusades, boldly flaunting the
Involuntary Sacrifice. If a member of the Silantine Guard is within
colors and banners of the church, and are only second to the 5 feet of the episcar knight, that guard can use a reaction to
purgitans in their blind fanaticism. Although the purgitans suffer damage from a ranged attack that hits the knight.
are considered the judges and executioners of Ascension
dogma, those within the order of Episcar have killed far more Actions
in the name of their gods.
Multiattack. The episcar knight makes two longsword attacks.
Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 8
(1d8+4) bludegeoning damage, or 9 (1d10+4) if used with two
hands.

Reactions
Parry. The episcar knight adds 4 to its AC against one melee attack
that would hit it. To do so, the knight must see the attacker
and be wielding a melee weapon.

Purgitan Inquisitors
The most unpredictable and aptly dangerous segment of the
Ascension is those under the Purgitan order, tasked with
investigating heretical acts, judging them, and carrying out
the appropriate and often excessive punishment. Initially,
the purgitans were scholars maintaining the many holy
tomes allowed by the Aegis—dubbed the “Consecrated
Collection” and operating as independent adjudicators
for those wishing to be members of both the Dioconate
and the Ahkdanate. They weren’t even called inquisitors
back then, preferring the term “postulators.” However,
with the release of the Iokon Opus, the function of the
order changed.
The Consecrated Collection was closed, and the
purpose of purgitans expanded to act as judge and
executioner on anything deemed by the purgitans
to be heretical…and they often find such crimes
everywhere.

MONSTERS 207
Purgitan
Medium human, lawful evil
Armor Class 17 (armor)
Hit Points 105 (14d8+42)
Speed 30 ft.

STR DEX CON INT WIS CHA


14(+2) 16(+3) 16(+3) 16(+3) 16(+3) 18(+4)

Saving Throws Int +7, Wis +7, Cha +8


Skills Insight +7, Perception +7, Deception +8, Intimidation +8,
Persuasion +8
Senses Passive Perception 17
Languages Argot, plus 1 additional language
Challenge 7 (2,900 XP)
Stalwart Mind. The purgitan has advantage with Int, Wis, and Cha
saving throws.
Gathering. A purgitan is generally accompanied by 3-5 members of
the Silantine Guard.

Actions
Multiattack. The purgitan makes any other three attacks
Executioner’s Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit. 11 (1d8+2) slashing damage.
Commander. Select one human ally within 30 feet to make a single
melee or ranged attack.
Execution. Target one creature in reach with 15 or less hit points.
The purgitan kills the target.

208 MONSTERS
Silantine Guard Silantine Guard
Medium humanoid (any race), any alignment
The order of Silantine, numbering more than 10,000, is Armor Class 17 (armor)
tasked with guarding the Ascension-controlled buildings Hit Points 45 (6d8+18)
all over Paradise, with a notable concentration within the Speed 30 ft.
Exclave. Although not technically allowed for offensive
responsibilities, they have been known to accompany other STR DEX CON INT WIS CHA
members of the Ascension while said members engaged in 17(+3) 14(+2) 16(+3) 14(+2) 12(+1) 12(+1)
hostilities. The charter of the guard has been stretched on
more than one occasion, including sending over a thousand Senses Passive Perception 11
Languages Argot
members to guard a lance of episcar knights on crusade.
Challenge 2 (450 XP)

Actions
Multiattack. The guard makes three twin sai attacks. The guard
can replace one attacks with a +2 bonus to AC, which expires
at the beginning of the guard’s next turn.
Twin Sai. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit. 7 (1d8+3) piercing damage.

MONSTERS 209
Seraphim Torus
Although the Aegis prefer to employ lower-class personnel
or their machines to do their dirty work, they will step in
and handle matters directly on rare occasions. These are the
seraphim torus, where traditionally frail and fragile Aegis are
implanted in a powerful testament powered armor or even an
avatar, becoming an imposing and dangerous war machine.
Obviously, such opponents are extraordinarily rare, as a
member of this order usually only intervenes when direct
Aegis presence is mandated, where just sending in machines
would be considered unwise. Considering that, a member of
the Torus is rarely sent into situations alone, regardless of the
threat level.

Seraphim Torus (Testament)


Medium humanoid, any lawful
Armor Class 17 (armor)
Hit Points 120 (16d8+48)
Speed 30 ft.

STR DEX CON INT WIS CHA


19(+4) 20(+4) 14(+2) 18(+4) 18(+4) 18(+4)

Skills Athletics +8, Acrobatics +9, History +8, Religion +8, Insight +8,
Perception +8, Deception +8, Intimidation +8, Persuasion +8
Saving Throws All +8
Damage Immunity poison
Condition Immunity poison
Damage Resistance Fire, acid, cold; bludgeoning, piercing, and
slashing from nonmagical weapons Seraphim Torus (Skin of Glory)
Senses Passive Perception 18 Medium humanoid, any lawful
Languages All human languages
Armor Class 18 (armor)
Challenge 10 (5,900 XP)
Hit Points 120 (16d8+48)
Disease Immunity. The torus is immune to effects of any disease; it Speed 35 ft., fly 60 ft.
passes all saving throws relating to disease.
Mask. The torus is immune to gas attacks and inhaled poisons. STR DEX CON INT WIS CHA
Refined Mind. The torus has advantage on saving throws against 19(+4) 20(+4) 14(+2) 18(+4) 18(+4) 18(+4)
being charmed.
Skills Athletics +8, Acrobatics +9, History +8, Religion +8, Insight +8,
Actions Perception +8, Deception +8, Intimidation +8, Persuasion +8
Saving Throws All +8
Multiattack. The torus makes any three other attacks. Damage Immunity poison
Mecha Fists. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Condition Immunity poison
Hit. 9 (1d10+4) bludgeoning damage. Damage Resistance Fire, acid, cold; bludgeoning, piercing, and
Plasma Cannon. Ranged Weapon Attack: +9 to hit, range 100/600 slashing from nonmagical weapons
ft., one target. Hit. 13 (2d6+6) fire damage. This is a plasma Senses darkvision (60 ft.), Passive Perception 18
attack. On a non-critical hit, roll one damage dice twice and Languages All human languages
take the higher result. On a natural 20, roll all damage dice Challenge 10 (5,900 XP)
twice and take the higher result.
Disease Immunity. The torus is immune to the effects of any
disease; it passes all saving throws relating to disease.
Mask. The torus is immune to gas attacks and inhaled poisons.
Maneuverability. The torus has advantage with Dexterity
(Acrobatics) checks.
Refined Mind. The torus has advantage on saving throws against
being charmed.

Actions
Multiattack. The torus makes three claw attacks.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit. 9 (2d6+4) slashing damage. This attack is considered
magical.

210 MONSTERS
Seraphim Torus (Nexus of Light) Seraphim Torus
Medium humanoid, any lawful
(Gollen-Palladius)
Armor Class 19 (armor) Medium humanoid, any lawful
Hit Points 165 (16d8+48) with nexus of light
Armor Class 19 (armor) or 20 in beast mode
Speed 30 ft. Hit Points 145 (16d8+48) with gollen-palladius
STR DEX CON INT WIS CHA Speed 30 ft., or 40 ft. with beast mode
19(+4) 20(+4) 14(+2) 18(+4) 18(+4) 18(+4) STR DEX CON INT WIS CHA
19(+4) 20(+4) 14(+2) 18(+4) 18(+4) 18(+4)
Skills Athletics +8, Acrobatics +9, History +8, Religion +8, Insight +8,
Perception +8, Deception +8, Intimidation +8, Persuasion +8 Skills Athletics +8, Acrobatics +9, History +8, Religion +8, Insight +8,
Saving Throws All +8 Perception +8, Deception +8, Intimidation +8, Persuasion +8
Damage Immunity poison Saving Throws All +8
Condition Immunity poison Damage Immunity poison
Damage Resistance Fire, acid, cold; bludgeoning, piercing, and Condition Immunity poison
slashing from nonmagical weapons Damage Resistance Fire, acid, cold; bludgeoning, piercing, and
Senses darkvision 60 ft., Passive Perception 18 slashing from nonmagical weapons
Languages All human languages Senses darkvision 60 ft., Passive Perception 18
Challenge 11 (7,200 XP) Languages All human languages
Disease Immunity. The torus is immune to effects of any disease; it Challenge 10 (5,900 XP)
passes all saving throws relating to disease. Disease Immunity. The torus is immune to effects of any disease; it
Mask. The torus is immune to gas attacks and inhaled poisons. passes all saving throws relating to disease.
Refined Mind. The torus has advantage on saving throws against Mask. The torus is immune to gas attacks and inhaled poisons.
being charmed. Pounce (beast mode). If the torus moves at least 15 feet straight
toward a creature and then hits with a claw attack, that target
Actions must succeed on a DC15 Strength saving throw or be knocked
Multiattack. The torus makes three mecha fists attacks. prone. The torus can make a claw attack against a prone
Mecha Fists. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature with a bonus action.
target. Hit. 9 (2d8+4) bludgeoning damage. Refined Mind. The torus has advantage on saving throws against
being charmed.
Sensor Package. The torus has advantage on Wisdom (Perception)
checks that rely on hearing or smell.

Actions
Multiattack. The torus makes three attacks, two with its claws and
one with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit. 9
(1d10+4) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit. 8
(1d8+4) slashing damage.
Beast. The torus changes from a humanoid creature resembling
the beast to the original beast form (or back again). While
in beast mode, the torus cannot hold onto any items, and it
moves on all four limbs.

MONSTERS 211
Seraphim Torus Disease Immunity. The torus is immune to effects of any disease; it
passes all saving throws relating to disease.
(Crater of Gold) Mask. The torus is immune to gas attacks and inhaled poisons.
Large humanoid, any lawful Refined Mind. The torus has advantage on saving throws against
Armor Class 20 (armor) being charmed.
Hit Points 200 (16d8+48) with crater of gold
Speed 30 ft., swim 40 ft., fly 60 ft. (hover)
Actions
Multiattack. The torus makes three attacks, two with its claws and
STR DEX CON INT WIS CHA one with its bite.
19(+4) 20(+4) 14(+2) 18(+4) 18(+4) 18(+4) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit. 13
(2d10+4) piercing damage.
Skills Athletics +8, Acrobatics +9, History +8, Religion +8, Insight +8, Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit. 10
Perception +8, Deception +8, Intimidation +8, Persuasion +8 (2d6+4) slashing damage.
Saving Throws All +8 Energy Breath (Recharge 5-6). The torus exhales a fire-based plasma
Damage Immunity poison attack in a 30-foot cone. Each creature in that area must make
Condition Immunity poison a DC15 Dexterity saving throw, taking 45 (10d8) fire damage
Damage Resistance Fire, acid, cold; bludgeoning, piercing, and on a failed save or half as much on a successful one.
slashing from nonmagical weapons
Senses darkvision 60 ft., Passive Perception 18
Languages All human languages
Challenge 12 (8,400 XP)

212 MONSTERS
The Beasts of
Paradise
Within Paradise, many unnatural creatures exist that could
only exist within the confines of this warped reality. Here
is a guide to incorporating monsters into Paradise. You can
include any creatures except the following.
Note. These are canonical guides only, and you can
ignore them for your setting.
No Angels
No Fey
No Goblinoids
No Fiends
No Dragons
No Dwarves/Elves
No Gith
No Lizardfolk
No Slaad
This only applies to organic, living creatures, and a GM
can introduce variations of these monsters as golems (see
later).

Natural Beasts Dynamiphagia


The worlds of Paradise will appear alien to outsiders. There A strange characteristic of certain beasts within Paradise is
are virtually no creatures within it that would be recognizable their ability to bestow abilities if their hearts are consumed.
to those from Earth. As it would be infeasible to list all the new This only applies to beasts and monstrosities Small-sized
ones, it is up to the GM to be clever in describing these alien and larger, and the heart must be consumed in its entirety
variations. Several creatures like horses have been replaced raw and by a single individual (with larger creatures, a full
by entirely new alternatives (striders). stomach is all that’s required, with the rest disintegrating).
Once a heart is extracted from a newly slain creature, the
Examples heart must be consumed within 12 hours. This effect is lost if
the heart is split, cooked, or replicated, and the heart cannot
Badger. Tucadoor (has a beak)
be recreated through other means (like spellcraft).
Bat. Kloon (has four legs)
Monsters below are listed with the ability granted; follow
Bear. Kelax (has six legs) the guide below for other monstrosities.
Cat. Cuda (eyes 300% larger) The GM may assign any benefit of the creature’s challenge
Crocodile. Ruugan (eight legs) rating or less.

Eagle. Taan (reptilian) Challenge Rating 1 and up


Elk. Rohg (see later) (e.g., cockatrice, hippogriff).
Horse. Strider (see later) ‹‹ Roll 1d6 per creature’s challenge rating; recover that
Lion. Koruda (unrelated to cat, hairless) many hit points.
Rat. Loom (has horns and thick fur) ‹‹ You don’t require food or water for 48 hours.
Snake. Tero (exceptionally skeletal)
Spider. Gloob (two large eyes and furry)

MONSTERS 213
Challenge rating 2 and up Challenge rating 20 and up
(e.g., ankheg, carrion crawler). (tarrasque).
‹‹ Gain +1 bonus to attack until you finish a long rest. ‹‹ Gain a +2 bonus to one ability score (no max).
‹‹ Gain a +5 bonus to speed until you finish a long rest. ‹‹ You gain +2 Hit Dice (maximum hit points don’t change).

Challenge rating 5 and up ‹‹ Your maximum hit points increase by 10 (Hit Dice
doesn’t change).
(e.g., bulette, chimera).
‹‹

‹‹
Advantage on all saving throws until you finish a long
rest.
Recover from 1 level of exhaustion.
Citadel
Citadels are colossal creatures with small bodies and
enormous necks, reaching as high as a thousand feet. They
Challenge rating 8 and up seldom move when rooted and simply attempt to catch
(e.g., hydra, naga). passing cnidar. Though generally considered harmless, they
tend to ignore what they trample below. They are known to
‹‹ You regain 2d4 spent Hit Dice.
be relatively slow and have been found alone in valleys and
‹‹ You are cured of any curses, diseases, and conditions. in groups of as many as twenty in open fields. They sport
numerous eyes and a mouth like a basking shark. Because of
Challenge rating 11 and up their stable nature and slow movement, there are stories of
(e.g., behir, remorhaz). people erecting houses on their heads or even in their mouths.
‹‹ You gain resistance to poison damage. Heart (duration-permanent). You gain resistance to a
‹‹ You gain advantage to Wisdom (Perception) checks that random element damage type (acid, cold, fire, lightning, or
rely on smell, sight, or hearing (choose one). thunder).

Challenge rating 14 and up


(e.g., purple worm).
‹‹ Gain a +1 bonus to one ability score to a maximum of 20.
‹‹ You gain a swim or climb speed equal to your base speed
-10 feet.

Challenge rating 17 and up.


‹‹ You gain a +5-foot bonus to speed.
‹‹ Your current XP increases to 1 over your next level.

214 MONSTERS
Citadel Actions
Gargantuan (Titanic) monstrosity, unaligned
Bellow (Recharge 6). The citadel can create a deafening, low-
Armor Class 18 (natural armor) frequency roar. Each creature within 120 feet must succeed
Hit Points 495 (30d20+180) on a DC17 Wisdom saving throw or become stunned for 1
Speed 10 ft., climb 10 ft., swim 10 ft. minute. A creature can repeat the saving throw at the end of
each of its turns.
STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +18 to hit, reach 100 ft., one target.
30(+10) 8(-1) 24(+6) 3(-4) 10(+0) 5(-3) Hit. 36 (4d12+10) bludgeoning damage, and the target is
knocked prone.
Saving Throws Str +18, Con +14
Damage Immunities acid, cold, fire, lightning, thunder Bonus Actions
Condition Immunity frightened, paralyzed
Senses darkvision (120 ft.), passive Perception 10 Flee or Flight. The citadel moves 10 feet.
Languages none
Challenge 18 (20,000 XP)
Massive. The citadel deals double damage to objects and structures.

MONSTERS 215
Cnidar
Amorphous. The cnidar is immune to critical hits.
Mindless. The cnidar is immune to all mind-affecting effects.

Actions
Cnidar are massive, quiet, and very deadly if approached. Tentacle. Melee Weapon Attack: +8 to hit, reach 30 ft., one target.
These creatures resemble floating jellyfish, with specimens Hit. 13 (2d8+5) piercing damage plus 36 (8d8) poison damage,
recorded as being as large as sixty feet across. Citadels are the and the target must succeed on a DC14 Constitution saving
cnidar’s primary predator, while the latter gains nutrition throw or become paralyzed and poisoned for 1 minute. The
mostly from photosynthesis. However, they have been known target can repeat the saving throw at the end of its turns,
to feed on insects and airborne particles. ending the effect on a success.
Heart. Cnidar don’t possess hearts.

Cnidar
Gargantuan monstrosity, unaligned
Armor Class 14 (natural armor)
Hit Points 157 (15d10+75)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


8(-1) 18(+4) 20(+5) 1(-5) 1(-5) 1(-5)

Saving Throws Con +13


Damage Immunity poison, psychic
Condition Immunity blinded, deafened, exhaustion, frightened,
paralyzed
Senses blindsight 120 ft. (blind beyond this radius),
Passive Perception 5
Languages None
Challenge 9 (5,000 XP)

216 MONSTERS
Crypsis
Medium monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 276 (8d10+24)
Speed 20 ft., fly 60 ft.

Crypsis
STR DEX CON INT WIS CHA
14(+2) 18(+4) 17(+3) 8(-1) 14(+2) 10(+0)

Skills Perception +4
The crypsis is a four-winged flying creature with a sword- Senses darkvision 60 ft., passive Perception 14
shaped beak with migration patterns that connect it to every Languages none
planet within Paradise, thus their frequent occurrence. They Challenge 3 (700 XP)
are also a popular choice for game hunting as they are rich in
Dive Attack. If the crypsis is flying and dives at least 30 feet straight
protein myoglobin (red meat). They catch their own prey by toward a target and then hits with its beak, the attack deals an
spearing them with their beaks and taking them back to their extra 9 (2d8) piercing damage on the target.
nests to be devoured, with small animals being their primary Keen Sight. The crypsis has advantage on Wisdom (Perception)
quarry. Crypsis have, on rare occasions, grown large enough checks that rely on sight.
to hunt down human prey. When this size, attempts have also
been made to tame them to handle a rider, though their bone Actions
structure and muscle mass have made this impossible. Multiattack. The crypsis makes three attacks, one with its sword
Heart (duration-1 day). You regain 1 hit point at the start beak and two with its talons.
of your turn as long as you are above 0 hit points. Sword Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit. 8 (1d8+4) piercing damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit.
6 (1d4+4) slashing damage.

Reactions
Parry. The crypsis adds 4 to its AC against one melee attack that
would hit it. To do so, the crypsis must see the attacker. It uses
its sword beak.

MONSTERS 217
Clay Dragon
Golems
Golems are seldom encountered “in the wild.” This separates
Huge clay construct, unaligned
Armor Class 19 (Natural Armor)
Hit Points 237 (19d12+114)
them from eidolons, who are awake, cognizant, and often Speed 40 ft., climb 10 ft., fly 40 ft.
blessed with free will. Often, golems are only encountered STR DEX CON INT WIS CHA
guarding their laboratories, patrolling vaults, or following 27(+8) 10(+0) 23(+6) 3(-4) 10(+0) 1(-5)
instructions given by a creator. Alas, the builders of these
magical automata are not immortal despite their creations Saving Throws Dex +6, Con +13
being so, leaving potentially dozens if not hundreds of Skills Stealth +6
creations wandering without the capacity to receive new Condition Immunities. Charmed, exhaustion, frightened,
orders. Given all the conditions that must be met to create a paralyzed, petrified, poisoned.
golem, especially given that most cryptions that enable golem Damage Immunities acid, poison, and psychic damage;
instigation eventually expire, such manifestations would be bludgeoning, piercing, and slashing from nonmagical
extremely rare. The examples given below can represent weapons.
Senses Darkvision 120 ft., Passive Perception 10
either limited duration enslaved creatures or freed monsters
Languages. A dragon understands the language of its creator but
with unlimited lifespans still working off instructions from a
cannot speak.
potentially long-dead master. Refer to Chapter 9: Forbidden Challenge 17 (18,000 XP)
for details on how to make specific golems.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it
Heart. Golems do not possess hearts. can choose to succeed instead
Immutable Form. The clay dragon is immune to any spell or effect
Brass Bugbear that would alter its form.
Medium brass construct, unaligned Mutable. As an action, the dragon can shape its limbs to look like
anything without moving parts or sharp edges. Options can
Armor Class 16 (armor, shield) include creating any one-handed melee weapon that inflicts
Hit Points 33 (5d10+5) bludgeoning damage. It can extend its reach by 5 feet but
Speed 30 ft takes a -2 penalty to Strength and Dexterity-based ability
STR DEX CON INT WIS CHA checks, attack, and damage rolls made at that range. It can
extend its reach by 10 feet, but the penalty increases to -4. It
15(+2) 14(+2) 13(+1) 3(-4) 10(+0) 1(-5)
can increase its height (by extending a leg) by up to 5 feet. It
can also form fine tools.
Skills Stealth +6, Survival +2
Condition Immunities. Charmed, exhaustion, frightened,
Actions
paralyzed, petrified, poisoned.
Damage Immunities acid, fire, poison, and psychic damage; Multiattack. The dragon makes three attacks: one with its bite
bludgeoning, piercing, and slashing from nonmagical and two with its claws.
weapons. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
Senses Darkvision 60 Ft., passive Perception 10 19 (2d10+8) piercing damage plus 7 (2d6) fire damage.
Languages. A brass bugbear understands the language of its Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit:
creator but cannot speak. 15 (2d6+8) slashing damage.
Challenge 2 (200 XP) Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit:
17 (2d8+8) bludgeoning damage.
Corrosion Resistance. The bugbear is immune to corrosion, whether
Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot
mundane or magical.
cone. Each creature in that area must make a DC 21 Dexterity
Immutable Form. The bugbear is immune to any spell or effect that
saving throw, taking 63 (18d6) fire damage on a failed save, or
would alter its form.
half as much damage on a successful one.
Regeneration. The bugbear regains a number of hit points equal
to half its maximum Hit Dice at the start of its turn. If the Legendary Actions
bugbear takes lightning or radiant damage, this trait doesn’t
function at the start of the bugbear’s next turn. The golem is The dragon can take 3 legendary actions, choosing from the
destroyed only if it starts its turn with 0 hit points and doesn’t options below. Only one legendary action option can be used at
regenerate. a time and only at the end of another creature’s turn. The dragon
Resonance. Any creature that scores a critical hit on the bugbear regains spent legendary actions at the start of its turn.
with a melee attack must make a DC15 Wisdom saving throw Tail Attack. The dragon makes a tail attack.
or suffer 10 thunder damage. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC
Actions 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning
damage and be knocked prone. The dragon can then fly up to
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
half its flying speed.
target. Hit: 11 (2d8+2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in
melee or 5 (1d6+2) piercing damage at range.

218 MONSTERS
Strigidae Conductivity. Any hit points the strigidae regains through fire
absorption also increases its own temperature; half the hit
Large copper construct, unaligned
points regained are inflicted as fire damage to any creature
Armor Class 13 (Natural Armor) starting its next turn within 5 feet of the golem until the
Hit Points 66 (7d10+28) beginning of the golem’s next turn.
Speed 40 ft. Corrosion Resistance. The strigidae is immune to corrosion,
whether mundane or magical.
STR DEX CON INT WIS CHA Fire Absorption. Whenever the strigidae is subjected to fire damage,
22(+7) 12(+1) 19(+4) 3(-4) 10(+0) 1(-5) it takes no damage and instead regains a number of hit points
equal to half the fire damage dealt.
Skills Perception +3 Immutable Form. The strigidae giant is immune to any spell or
Condition Immunities. Charmed, exhaustion, frightened, effect that would alter its form.
paralyzed, petrified, poisoned. Keen Sight and Smell. The strigidae has advantage on Wisdom
Damage Resistance lightning (Perception) checks that rely on sight or smell.
Damage Immunities fire, poision, psychic; bludgeoning, piercing,
and slashing damage from nonmagical weapons Actions
Senses Darkvision 120 ft., passive Perception 10
Languages. A strigidae understands the language of its creator but Multiattack. The strigidae makes two attacks: one with its beak
cannot speak. and one with its claws.
Challenge 3 (700 XP) Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: (1d10+5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
(2d8+5) slashing damage.

MONSTERS 219
Tin Demon Wood Giant
Large tin construct, unaligned Huge wood construct, unaligned
Armor Class 17 (natural armor) Armor Class 17 (natural armor)
Hit Points 157 (15d10+75) Hit Points 115 (11d12+44)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16(+3) 19(+4) 17(+3) 3(-4) 10(+0) 1(-5) 21(+5) 17(+3) 18(+4) 3(-4) 10(+0) 1(-5)

Saving Throws Str +9, Con +9 Saving Throws Dex +6, Con +7
Senses Darkvision 60 ft., Passive Perception 10 Skills Athletics +12
Condition Immunities. Charmed, exhaustion, frightened, Senses Darkvision 120 ft., Passive Perception 10
paralyzed, petrified, poisoned. Condition Immunities. Charmed, exhaustion, frightened,
Damage Immunities fire, poison, radiant; bludgeoning, piercing, paralyzed, petrified, poisoned.
and slashing from nonmagical weapons. Damage Immunities poison, radiant; bludgeoning, piercing, and
Languages. A tin demon understands the language of its creator slashing from nonmagical weapons.
but cannot speak. Languages. A wood giant understands the language of its creator
Challenge 9 (5,000 XP) but cannot speak.
Challenge 7 (2,900 XP)
Corrosion Resistance. The tin demon is immune to corrosion,
whether mundane or magical. Aversion of Fire. If the wood giant takes fire damage, it has
Immutable Form. The tin demon is immune to any spell or effect disadvantage on attack rolls and ability checks until the end
that would alter its form. of its next turn.
Pewter. The tin demon has advantage on all d20 checks. If any roll Immutable Form. The wood giant is immune to any spell or effect
is a natural 20, this effect is nullified for 5 minutes. that would alter its form.
Magic Weapons. The tin demon’s natural (unarmed slam) attacks Tree Stride. Once on its turn, the wood giant can use 10 feet of
are magical. movement to step magically into one living tree within reach
Regeneration. The tin demon regains 7 hit points at the start of its and emerge from a second living tree within 40 feet of the
turn. If the tin demon takes lightning or radiant damage, this first tree, appearing in an unoccupied space within 5 feet of
trait doesn’t function at the start of the tin demon’s next turn. the second tree. Both trees must be Huge or larger.
The tin demon is destroyed only if it starts its turn with 0 hit Radiant Absorption. Whenever the wood giant is subjected to
points and doesn’t regenerate. radiant damage, it takes no damage and instead regains a
number of hit points equal to half the lightning damage dealt.
Actions
Actions
Multiattack. The tin demon makes four attacks: two with its
Multiattack. The wood giant makes two greatclub attacks.
pincers and two with its fists.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:
Hit: 19 (3d8+6) bludgeoning damage.
16 (2d10+5) bludgeoning damage. If the target is a Medium or
Rock/Uprooted Tree. Ranged Weapon Attack: +9 to hit, range
smaller creature, it is grappled (escape DC 15). The tin demon
60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.
has two pincers, each of which can grapple only one target.
If the target is a creature, it must succeed on a DC 17 Strength
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7
saving throw or be knocked prone.
(2d4+2) bludgeoning damage.
Reactions
Rock/Tree Catching. If a rock, tree, or similar object is hurled at the
giant, the giant can, with a successful DC 10 Dexterity saving
throw, catch the missile and take no bludgeoning damage
from it.

220 MONSTERS
Grimgod Lamb
Grimgod
Grimgods are a family of humanoid creatures believed to share
Medium humanoid, chaotic evil
Armor Class 16 (natural armor)
Hit Points 65 (10d8+20)
distant ancestry with the nagomjii. Although once believed to Speed 30 ft., burrow 20, swim 30 ft.
be a family of related species, it is not thought that they are STR DEX CON INT WIS CHA
one race with a strict class system enforced by the strongest 14(+2) 17(+3) 14(+2) 10(+0) 12(+1) 10(+0)
upon the weak. Grimgods have similar physical attributes
to nagomjii, except they possess reddish skin, are physically Skills Perception +3, Stealth +5
stronger, and exhibit no traits of civilization. This primitive Senses darkvision 60 ft., passive Perception 13
species do have its own language but not a written form. Languages Torgol
They are also primarily subterranean, using a complicated Challenge 3 (700 XP)
cave network under the various worlds of Paradise to move
around. Because of their genetic similarity to nagomjii, there Actions
are reports of the two races interbreeding. Within civilized Feast (Bite). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
nagomjii communities, miscegenation is strictly forbidden, Hit. 5 (1d4+3) piercing damage, and the grimgod regains the
reserving this practice to more savage groups. same number of hit points; additionally, if the target possesses
one ability score 2 or higher than the grimgod, the grimgod
Most are aggressively carnivorous, willing to eat anything gains 2 to that one ability score. This can only occur once
they can kill, no matter how big or similar to themselves. every 5 minutes, and the effect lasts one day. If the grimgod
This includes humans, nagomjii, or even rival grimgod clans. can consume the entire creature (taking 5 minutes after a
Grimgods apparently also possess the ability to instantly battle), this effect is permanent.
inherent qualities from whomever it dines on.
Heart (duration-one week). Low-light vision, +2 bonus to
Stealth checks.

Grimgod Overlord
Medium humanoid, chaotic evil
Armor Class 16 (natural armor)
Hit Points 98 (13d8+39)
Speed 30 ft., burrow 20, swim 30 ft.

STR DEX CON INT WIS CHA


15(+2) 18(+4) 16(+3) 12(+1) 12(+1) 14(+2)

Skills Perception +4, Stealth +7


Senses darkvision 60 ft., passive Perception 14
Condition Immunity Frightened
Languages Torgol
Challenge 5 (1,800 XP)
Structure. All grimgods (of any type) within 30 feet of the overlord
regains 1 hit point at the beginning of their turn as long as they
are above 0 hit points. All grimgods are also immune to being
frightened. The overlord benefits from this ability as well.
Actions
Multiattack. The overlord makes any other three attacks, though
only one can be a feast attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit.
11 (2d6+4) slashing damage.
Feast (Bite). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit. 9 (1d10+4) piercing damage, and the overlord regains the
same number of hit points; additionally, if the target possesses
one ability score 2 or higher than the overlord, the overlord
gains 2 to that one ability score. This can only occur once
every 5 minutes, and the effect lasts one day. If the overlord
can consume the entire creature (taking 5 minutes after a
battle), this effect is permanent.

MONSTERS 221
Kipsangii
Kipsangii
The kips are giant beasts of burden used for transport and
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 63 (6d10+30)
food by nearly every civilization on Bythos. Unfortunately, Speed 20 ft. special
kips have an aversion to existing on any other world, so STR DEX CON INT WIS CHA
their meat and milk must be exported to outlying worlds. 20(+5) 14(+2) 20(+5) 2(-4) 10(+0) 6(-2)
The torso mass dissuades the use of a rider, leaving kips to
act as general beasts of burden, carrying supplies and towing Senses Passive Perception 10
caravans. Kips are long-lived and hardy animals and are bred Tools Ground vehicle +4
in mass quantities on farms across the planet. Their tusks are Languages none
the most inexpensive ivory to be found, while their meat is a Challenge 2 (450 XP)
staple within many cultures. It’s important to note that wild Charge. If the kipsangii moves at least 20 feet straight toward a
kipsangii (listed here) are different from those bred for milk target and then hits with a gore attack on the same turn, the
and meat, which are also different from those trained to be target takes an extra 7 (2d6) bludgeoning damage. If the target
draft animals. Milk and meat kips are all male (as the males is a creature, it must succeed on a DC 13 Strength saving throw
of kips lactate instead of the females), while the draft animals or be knocked prone.
are all female (females are stronger than males) Vehicular. The kipsangii is classed as a vehicle for the purposes of
speed, meaning it can possess a carryover speed and, during
Heart (duration-Instant). Recover 4 Hit Dice or regain 20
its move, add its speed rating to its existing speed. It must
hit points. make maneuver actions if attempting hard acceleration
or deceleration or when attempting stunts. Like vehicles, a
kipsangii’s top speed is 400 feet.
Robust. Kipsangii cannot incur exhaustion levels past level 1.
Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 14
(2d8+5) piercing damage.

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222 MONSTERS
Small Panabrate Union
Panabrate
Panabrates are a strange race to be sure. These worm-like
Medium aberration, neutral
Armor Class 12 (natural armor)
Hit Points 51 (6d10+18)
creatures sport few legs and whose dominant features are Speed 30 ft.
razor-like suckers on either side of their body. Despite being STR DEX CON INT WIS CHA
relatively weak bodies, they have the unfortunate ability to 14(+2) 14(+2) 16(+3) 3(-4) 10(+0) 6(-2)
merge with their own kind, creating abominations many
times their original size. They have been seen forming Condition Immunity blinded, charmed, frightened
humanoid creatures or creatures with four legs. They employ Senses blindsight 60 ft., passive Perception 13
a hive intelligence when merged. Eventually, the mouths Languages none
dissolve, and the abomination is permanent. However, Challenge 2 (450 XP)
because of the unstable nature of the monsters, there has Variety. The panabrate possesses random features based on its
never been a panabrate larger than a small house. unique form. Roll 1d4.
Heart. Since a base panabrate is tiny, there is no benefit to 1. Four legs, speed increases by 5 feet; gain’s hoof attack.
eating one. 2. Four arms, multiattack increases to three.
3. Large jaw, increase jaw damage to 9 (2d6+2) piercing damage.

Solo Panabrate 4. Long arms, claw damage now has 10 ft reach.


Amorphous. The panabrate can move through a space as narrow as
Tiny aberration, neutral 1 foot without squeezing.
Armor Class 10 (natural armor) Actions
Hit Points 3 (1d6)
Speed 10 ft. Multiattack. The panabrate can make any other two attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 5
STR DEX CON INT WIS CHA (1d6+2) slashing damage.
3(-4) 12(+1) 10(+0) 3(-4) 10(+0) 6(-2) Hoof (if equipped). Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit. 6 (1d8+2) bludgeoning damage.
Condition Immunity blinded, charmed, frightened Jaw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 5
Senses blindsight 60 ft., passive Perception 10 (1d6+2) piercing damage.
Languages none
Challenge ¼ (50 XP) Reactions
Divide. When the panabrate union is above 10 hit points and
Actions
is subjected to bludgeoning or slashing damage, 1d4 solo
Razor Mouth. Melee Weapon Attack: +3 to hit, reach 5 ft., one panabrates fall off into adjacent spaces.
target. Hit. 1 (2d8+7) slashing damage, and the target is
grappled (escape DC10). At the beginning of the target’s turn,
while grappled, it suffers 2 slashing damage.

MONSTERS 223
Large Panabrate Union Multiattack. The panabrate can make any other three attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.
Huge aberration, neutral
Hit. 11 (2d6+4) slashing damage.
Armor Class 16 (natural armor) Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit.
Hit Points 184 (16d10+96) 11 (2d6+4) bludgeoning damage.
Speed 30 ft. Jaw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 15
(2d10+4) piercing damage.
STR DEX CON INT WIS CHA Swallow (if equipped). The panabrate makes one jaw attack against
18(+4) 16(+3) 22(+6) 5(-3) 10(+0) 6(-2) a Medium or smaller target. If the attack hits, the target is
swallowed. The swallowed target is blinded and restrained, it
Saving Throws Con +8 has total cover against attacks and other effects outside the
Condition Immunity blinded, charmed, frightened panabrate, and it takes 14 (4d6) acid damage at the start of each
Senses blindsight 60 ft., passive Perception 13 of the panabrate’s turns. The panabrate can have only one
Languages none target swallowed at a time. If the panabrate dies, a swallowed
Challenge 8 (3,900 XP) creature is no longer restrained by it and can escape from the
Variety. The panabrate possesses random features based on its corpse using 5 feet of movement, exiting prone.
unique form. Roll 1d4.
1. Six legs, speed increases by 10 feet; gain trample.
Reactions
2. Six arms, multiattack increases to five. Divide. When the panabrate union is above 10 hit points and is
3. Large jaw, gain swallow. subjected to bludgeoning or slashing damage, 1d4 small
4. Long arms, claw damage now has 30 ft reach, gain entangle. panabrate unions fall off into adjacent spaces. A maximum of
Amorphous. The panabrate can move through a space as narrow as 10 divisions can occur per day.
3 feet without squeezing.
Entangle (if equipped). If the panabrate hits with its claw, a target
must succeed on a DC15 Strength saving throw or be pulled
within 5 feet of the panabrate.

224 MONSTERS
Rohg
Rohg
Related to the Earth stag, this horned ruminant mammal is
Huge beast, unaligned
Armor Class 15 (natural armor)
Hit Points 105 (10d12+40)
known for its ornery nature and its ability to resist any form Speed 60 ft.
of pacification. They have been known to kill themselves STR DEX CON INT WIS CHA
in their attempts to resist capture, remaining wild game 20(+5) 18(+4) 18(+4) 7(-2) 14(+2) 10(+0)
whenever encountered—mostly on Bythos and Philokalia.
They are also known for their hollow antlers and their ability Skills Perception +4, Stealth +6
to generate noise through them, which is probably used Condition Immunity charmed, frightened
for mating. As a result, they are heavily prized by big game Senses Passive Perception 14
hunters for the trophy. Languages none
Challenge 4 (1,100 XP)
Heart (one day). You have advantage with Wisdom
(Perception) checks, you are immune to both the charmed Charge. If the rohg moves at least 20 feet straight toward a target
and frightened conditions, and you don’t require sleep. and then hits it with a ram attack on the same turn, the target
takes an extra 14 (4d6) bludgeoning damage. If the target is a
creature, it must succeed on a DC15 Strength saving throw or
be knocked prone.
Dodgy. The rohg has advantage on ability checks and saving
throws made to escape a grapple.
Keen Smell. The rohg has advantage on Wisdom (Perception)
checks that rely on smell.
Natural Camouflage. The rohg has advantage on Dexterity
(Stealth) checks made to hide.
Actions
Multiattack. The rohg makes one ram attack and one hooves
attack.
Ram. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit.
12 (2d6+5) bludgeoning damage.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit. 27 (5d8+5) bludgeoning damage.

MONSTERS 225
Sentinel (“Ixion”)
Sentinel
Before the modern era of obedient artificial intelligence,
Medium construct, lawful good
Armor Class 17 (natural armor)
Hit Points 114 (12d8+60)
the Aegis experimented with various approaches to robotic Speed 30 ft.
slaved labor. For reasons lost to time (possibly even to them), STR DEX CON INT WIS CHA
the Aegis opted to employ programmable organic brain tissue 22(+6) 18(+4) 20(+5) 16(+3) 14(+2) 16(+3)
as a medium. As one scientist put it, a living intellect can “
estimate through pattern recognition.” Current artificial Saving Throws Str +9, Dex +7
intelligence requires a high level of error correction, resulting Skills Athletics +9, History +6, Perception +5, Persuasion +6
in astronomical power demands. The prototypical first- Damage Immunities poison
generation machines, dubbed sentinels, could operate for Condition Immunities charmed, exhaustion, frightened, petrified,
potentially centuries through their archaic and (as some have poisoned, unconscious
accused) barbaric design. Alas, an organic brain’s capacity Senses darkvision 60 ft.; passive Perception 15
to “guess” and operate through faults that would cause a Languages All human languages
Challenge 8 (3,900 XP)
traditional computer to crash resulted in many sentinels
refusing their recall when they were deemed obsolete, leaving Cybernetic. While still a construct, a sentinel’s organic mind
dozens of errant, conscious machines roaming Paradise. requires sleep just as a normal human would. They do not
While some sentinels continue their faithful programming of require normal food, but do require water and regular intakes
suppressing sacrilegious activity, others have turned against of soluble carbohydrates, often monosaccharides.
their encoding, becoming either sadistic or compassionate. Jump Jets: A sentinel’s jump distance is tripled.
Actions
Multiattack. The sentinel makes two slam attacks or one techno-
ax attack.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
12 (1d12+6) bludgeoning damage.
Techno-Ax. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 22 (2d12+9) piercing damage, and the sentinel has
advantage with its next techno-ax attack against the same
target before the end of the sentinel’s next turn.

226 MONSTERS
Strider
Strider
Striders are the typical steeds seen in Paradise. They are
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 276 (24d8+168)
reptilian creatures with hooves, a large mouth attached Speed 60 ft. or 30 ft with extension
to a small body, and feathered tails. If needed, they can STR DEX CON INT WIS CHA
extend their legs to as long as ten feet, though their speed is 18(+4) 14(+2) 14(+2) 2(-4) 12(+1) 7(-2)
considerably reduced.
Heart (one day). +5 speed. Skills Athletics +6, Acrobatics +4
Senses Passive Perception 11
Languages none
Challenge 1 (200 XP)
Trampling Charge. If the strider moves at least 20 feet straight
toward a target and then hits it with a piton attack on the
same turn, that target must succeed on a DC15 Strength saving
throw or be knocked prone. If prone, the strider can make
another attack with its piton against it as a bonus action.
Actions
Extension. The strider extends its legs from eight feet to twenty
feet, allowing it to ignore difficult terrain. It also gains
advantage with Athletics checks when performing a jump
while extended. Its speed is reduced from 60 feet to 40 feet,
and the damage with its piton legs increases from 2d6 to 2d8.
After the strider uses extension, it cannot use it again for one
minute.
Piton. Melee Weapon Attack : +6 to hit, reach 5 ft., one
target. Hit. 11 (2d6+4) bludgeoning damage or 13 (2d8+4)
bludgeoning damage with extension.

MONSTERS 227
Virus manifests as an undetectable force that does not

Virus
A legend speaks of slumbering monsters only kept placated
affect organic matter but can tear apart and appropriate
refined materials, especially metals. They are especially
attracted to machines and will often manifest near advanced
expressions of technology. Virus desires to devour the
by the Aegis, and to anger them is to bring about the wrath creations of man and expand its own form, with legends of
of Virus. The name itself is only known to a few, with most these creatures measuring hundreds of feet long. Although
people living their lives without hearing or seeing one. It is smaller manifestations will break off larger forms, they
believed they slumber under the fallen world Phylax. They generally prefer staying as large as possible. Once an
emerge without warning, destroy everything they encounter, expression of Virus forms and destroys everything it sees, if it
grow in strength as they absorb what they abolish, and cannot find another target within a few hours, the entity will
vanish as quickly. A virus appears attracted to technology eventually disintegrate, leaving no trace other than the mass
and machines, explaining why technology is banned across of garbage it was formed from.
Paradise. Heart. N/A

228 MONSTERS
Virus Duster Virus Tempest
Medium construct, unaligned Large construct, unaligned
Armor Class 15 Armor Class 17
Hit Points 102 (12d10+36) Hit Points 179 (17d10+85)
Speed 0 ft., fly 60 ft. (hover) Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20(+5) 20(+5) 16(+3) 6(-2) 10(+0) 6(-2) 22(+6) 22(+6) 20(+5) 6(-2) 10(+0) 6(-2)

Damage Resistances fire, lightning, psychic, thunder; bludgeoning, Damage Resistances fire, lightning, psychic, thunder; bludgeoning,
piercing, and slashing from nonmagical weapons piercing, and slashing from nonmagical weapons
Damage Immunities poison Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious unconscious
Senses blindsight 60 ft., Passive Perception 10 Senses blindsight 90 ft., Passive Perception 10
Languages none Languages none
Challenge 5 (1,800 XP) Challenge 10 (5,900 XP)
Intangible. A virus can enter a hostile creature’s space and stop Devourer of Matter. If the virus attacks an object or structure, it
there. It can move through a space as narrow as 6 inches wide deals double damage and regains hit points equal to one-
without squeezing. It is also immune to any spell or effect quarter of the damage inflicted.
that would alter its form. Growth. The virus can increase its size based on the amount of
Storm of Knives. If a virus enters a space occupied by a creature artificial materials it ingests. This is not reflected in-game
or begins its turn within a space occupied by a virus, the mechanics and should only be implemented at the GM’s
creature must make a DC 13 Dexterity saving throw. On a discretion.
failure, a target takes 14 (2d8+5) slashing damage. Once a Intangible. A virus can enter a hostile creature’s space and stop
creature is affected by this attack, it cannot be so again until there. It can move through a space as narrow as 6 inches wide
the beginning of its next turn (meaning the target can be without squeezing. It is also immune to any spell or effect
affected on its turn and the virus’s turn). that would alter its form.
Devourer of Matter. If the virus attacks an object or structure, it Storm of Knives. If a virus enters a space occupied by a creature
deals double damage and regains hit points equal to one- or begins its turn within a space occupied by a virus, the
quarter of the damage inflicted. creature must make a DC 16 Dexterity saving throw. On a
Growth. Virus can increase its size based on the amount of artificial failure, a target takes 23 (4d8+5) slashing damage. Once a
materials it ingests. This is not reflected in-game mechanics creature is affected by this attack, it cannot be so again until
and should only be implemented at the GM’s discretion. the beginning of its next turn. (meaning the target can be
affected on its turn and the virus’s turn)
Actions
Actions
Bladed Appendage. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit. 14 (2d8+5) slashing damage. Multiattack. The virus makes any other two attacks.
Bladed Appendage. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit. 18 (3d8+5) slashing damage, and the target is
grappled (escape DC 16).
Engulf. The virus engulfs a Medium or smaller creature grappled
by it. The engulfed target is blinded, restrained, and unable
to breathe, and it must succeed on a DC 16 Constitution
saving throw at the start of each of the virus’s turns or take
23 (4d8+5) slashing damage. If the virus moves, the engulfed
target moves with it. The virus can have only one creature
engulfed at a time.

MONSTERS 229
Virus Cyclone Multiattack. The virus makes any other two attacks.
Bladed Appendage. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Huge construct, unaligned
one target. Hit. 29 (5d8+7) slashing damage, and the target is
Armor Class 20 grappled (escape DC 19).
Hit Points 210 (20d10+100) Engulf. The virus engulfs a Large or smaller creature grappled
Speed 0 ft., fly 40 ft. (hover) by it. The engulfed target is blinded, restrained, and unable
to breathe, and it must succeed on a DC 19 Constitution
STR DEX CON INT WIS CHA saving throw at the start of each of the virus’s turns or take
24(+7) 24(+7) 20(+5) 6(-2) 10(+0) 6(-2) 34 (6d8+7) slashing damage. If the virus moves, the engulfed
target moves with it. The virus can have only one creature
Damage Resistances fire, lightning, psychic, thunder; bludgeoning, engulfed at a time.
piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses blindsight 120 ft., Passive Perception 10
Languages none
Challenge 16 (15,000 XP)
Devourer of Matter. If the virus attacks an object or structure, it
deals double damage and regains hit points equal to one-
quarter of the damage inflicted.
Intangible. A virus can enter a hostile creature’s space and stop
there. It can move through a space as narrow as three feet
without squeezing. It is also immune to any spell or effect
that would alter its form.
Storm of Knives. If a virus enters a space occupied by a creature
or begins its turn within a space occupied by a virus, the
creature must make a DC 19 Dexterity saving throw. On a
failure, a target takes 34 (6d8+7) slashing damage. Once a
creature is affected by this attack, it cannot be so again until
the beginning of its next turn. (meaning the target can be
affected on its turn and the virus’s turn).

230 MONSTERS
function. Some of the watchers are listed below. Some are

Watchers
Watchers are colossal forces of nature that roam Paradise.
intelligent, while others seem to possess only instincts. Some
are gentle, others hostile, though most don’t appear to care
either way.
Heart. You learn a secret of Paradise and have the
They appear as part of the landscape until deciding to move. capacity to know the location of all other Watchers. You also
Although most keep to themselves, some have been involved create a clone of yourself.
in numerous events throughout history. They all appear
as monsters that tower over even citadels and cnidars.
Academics from Corvos have currently documented thirty
specimens across Paradise.
Nero
Nero is a flying serpent known to inhabit various large
Nagomjii legend states that the watchers are part of
bodies of water and atop mountains across Bythos. Although
Paradise as much as the worlds are—meaning they were
not the largest watcher, Nero is the most hostile, reported
constructed instead of born. As for their purpose, most
to have attacked several ships, both naval and air. Although
experts believe they don’t possess one. However, the nagomjii
Nero is female, she cannot produce offspring (there is also
have stated that the watchers maintain the environment—
no comparable male); instead, she lays spherical, 4-meter
they are immense sentient terraformers that constructed
wide, pearl-like eggs possessing incredible power. Each
the landscapes of the various worlds eons ago and remain
one is rumored to possess the ability to alter reality to the
observant in case they are needed again.
wishes of who enters it. Nero only lays these unique eggs in
Watchers also appear to have a fixed population and are places nearly impossible to reach. However, exceptions have
incapable of reproducing. It is thought that if one were killed, occurred, resulting in conflicts as forces attempt to retrieve
another would reproduce to replace it. Not all are unique, and the artifact. Nero defends these pearls when nearby, but each
it’s believed the similar ones came about to occupy the same one is at least 100 kilometers apart from another.

MONSTERS 231
Nero is known to speak and converse with intelligent
creatures but possesses such an alien personality that few Actions
people have maintained a dialogue for more than a few Bite. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit.
minutes. Being potentially tens of thousands of years old, Nero 62 (8d12+10) piercing damage. If the target is a creature, it
possesses no concepts of time, mortality, or petty political is grappled (escape DC25). Until the grapple ends, the target
concerns. She has never been convinced to do anything. It is is restrained, and Nero can’t bite another target.
believed by certain local cultures that Nero controls the chaos Swallow. Nero makes one bite attack against a Huge or smaller
of life within Paradise—vegetation blessed with her shadows creature it is grappling. If the attack hits, the target takes the
bite’s damage, the target is swallowed, and the grapple ends.
proliferates. She can be seen anywhere within Paradise.
When swallowed, a creature takes 75 (10d6+40) force damage
The top of Nero’s long body is covered in grass, allowing at the start of each of Nero’s turns. If this damage reduces the
her to blend with her surroundings, with her head sporting a target to 0 hit points, it is disintegrated (per the spell). If Nero
crown of stone resembling that of a castle turret. Her wings takes 80 damage or more on a single turn from a creature
appear made of leaves. inside it, it regurgitates all swallowed creatures, which fall
prone in a space within 50 feet of Nero.
Nero Legendary Actions
Titanic monstrosity, neutral
Nero can take 3 legendary actions, choosing from the options
Armor Class 23 (natural armor) below. Only one legendary action can be used at a time and only at
Hit Points 1,417 (35d20+1050) the end of another creature’s turn. Nero regains spent legendary
Speed 30 ft., swim 40 ft., fly 80 ft. (hover) actions at the start of their turn.
Attack. Nero makes a bite attack.
STR DEX CON INT WIS CHA Regeneration. Nero regains 30 hit points.
20 (+5) 30(+10) 30(+10) 18(+4) 18(+4) 18(+4) Gulp (costs 2 actions). Nero makes a swallow attack.

Avalon
Saving Throws Str +14, Dex +19, Con +19
Skills Stealth +19
Damage Immunities cold, fire, poison, thunder; bludgeoning,
piercing, and slashing from nonmagical weapons Sleeping inside a lake, Avalon resembles an island able to
Condition Immunity charmed, frightened, paralyzed, poisoned, submerge and appear in other bodies of water, though always
stunned freshwater. This creature can often be ornery when woken,
Senses blindsight (120 ft.), passive Perception 19
but also sociable if approached gently.
Languages All
Challenge 30 (135,000 XP) When Avalon rises from the water, it appears like a
turtle (though those don’t exist within Paradise) with a
Amphibious. Nero can breathe air and water
Death. If Nero is killed, it disintegrates, and any swallowed
face resembling a white, featureless mask made of solid
creatures fall prone anywhere in Nero’s prior space. 2 (1d4) silver. Atop its “shell” sprouts trees, grass, hills, and a single
spheres of supremacy are also released. virtually indestructible keep, Fortress Avalon. Although not
False Appearance. If Nero is resting on natural terrain and remains large, the keep possesses a single stairwell that descends into
motionless, it is indistinguishable from the terrain around it. the creature and opens into a vast network of hallways and
Legendary Resistance (3/Day). If Nero fails a saving throw, it can rooms with a total space much larger than Avalon itself.
choose to succeed instead.
Creatures swallowed by Avalon appear in this network.
Massive. Nero deals double damage to objects and structures.
Spheres of Supremacy. Once a week, Nero lays a Large spherical
The catacombs of Avalon appear constructed, possessing
egg. Although appearing solid, it allows a single user to pass numerous rooms with furniture and strange magical
into it. While inside, the user gains access to a single wish items, and are inhabited by bizarre creatures known as
spell. After activating, the sphere disappears, and the target endolons. These constructed humanoids are seen nowhere
returns to its space. If more than one creature attempts entry else in Paradise. Avalon can only be found on Bythos and,
simultaneously, the sphere selects the one in the most need if approached peacefully and without deception, has been
(GM discretion). known to ferry travelers across lakes or rivers. Avalon has
never attacked any vessel without being attacked first and
has also been seen rescuing those shipwrecked. However,
this process involves Avalon swallowing the survivors, only
to drop into the catacombs where they are welcomed by the
resident endolons.

232 MONSTERS
Avalon
Planetary monstrosity, neutral
Armor Class 16 (natural armor)
Hit Points 2,020 (40d20+1,600)
Speed 40 ft., swim 100 ft.

STR DEX CON INT WIS CHA


30(+10) 10(+0) 30(+10) 16(+3) 18(+4) 14(+2)

Saving Throws Str +19, Con +19


Damage Immunities cold, fire, poison, thunder; bludgeoning,
piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened, paralyzed, poisoned,
stunned
Senses tremorsense (500 ft.), passive Perception 23
Languages Telepathy (500 ft.
Challenge 29 (135,000 XP)

Amphibious. Avalon can breathe air and water


Death. If Avalon is killed, it turns into the island it resembles.
False Appearance. If Avalon is resting on natural terrain and
remains motionless, it is indistinguishable from its terrain.
Legendary Resistance (3/Day). If Avalon fails a saving throw, it can
choose to succeed instead.
Massive. Avalon deals double damage to objects and structures.
Catacombs of Avalon. Avalon possesses an internal network
of manufactured tunnels and rooms, not unlike a cliched
fantasy dungeon. These are populated by endolons, and all
creatures swallowed are deposited into this network.
Actions
Endolons
Multiattack. Avalon makes three attacks—two stomps and one These creatures resemble humans, save for their slim
bite. It can replace a stomp with a swallow. physiques, pointed ears, and skin appearing like marble
Bite. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit. despite still feeling like normal skin to the touch.
65 (10d10+10) piercing damage. If the target is a creature, it They appear telepathic and are the only natural
is grappled (escape DC25). The target is restrained until the
inhabitant living atop of Avalon. No one really knows
grapple ends, and Avalon can’t bite another target.
how many endolons there are, but estimates place them
Stomp. Melee Weapon Attack: +15 to hit, reach 50 ft., one target.
Hit. 75 (10d12+10) bludgeoning damage, and the target is between 100 and 500. They are never seen elsewhere as they
knocked prone. immediately turn to stone the instant they step off the living
Swallow. Avalon makes one bite attack against a Huge or smaller island’s surface. As such, those aware of these creatures (and
creature it is grappling. If the attack hits, the target takes the there are few) believe the endolons are not alive. Rather,
bite’s damage, the target is swallowed, and the grapple ends. they are sentient constructs animated via Avalon to act as
When swallowed, a creature is deposited into the Catacombs residents and servants.
of Avalon.
Terror-Form (Recharge 6). Avalon channels its power into the
Endolons appear capable of a wide range of emotions.
surrounding environment. This creates an effect that However, all share a common fierce loyalty to Avalon, fighting
replicates either the earthquake spell or the tsunami spell, to the death if any aspect of it is threatened. A creature
depending on Avalon’s environment (DC25). swallowed by Avalon will find itself within catacombs and
will quickly encounter these odd creatures. Their reaction
Legendary Actions depends entirely on Avalon’s mood. If it was threatened,
Avalon can take 3 legendary actions, choosing from the options endolons would respond accordingly, meaning if Avalon
below. Only one legendary action can be used at a time and only at swallowed a creature in self-defense, the endolons would
the end of another creature’s turn. Avalon regains spent legendary attack. If Avalon swallowed to rescue a creature, endolons
actions at the start of its turn. would be welcoming. Endolons have been seen in romantic
Attack. Avalon makes a stomp attack. pairings, but it is believed they cannot reproduce on their
Earthshaker (costs 2 actions). Avalon slams into the ground, own, relying on Avalon for their creation. They do not require
creating a rumble that knocks all Huge and smaller creatures food, though they will sleep for up to six hours a day.
prone within 100 feet.
Recovery. Avalon recovers 20 hit points. Although extremely rare, a few outsiders rescued by
Avalon have chosen to remain upon it, often living among the
endolons. These individuals are rarely seen again.

MONSTERS 233
Endolon Actions
Medium humanoid, neutral
Stone Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
Armor Class 16 (natural armor) or range 30/120 ft, one target. Hit. 6 (1d6+3) piercing damage.
Hit Points 26 (4d8+5)
Speed 30 ft., burrow 20, swim 30 ft.
Bonus Actions
Extract. The endolon creates a stone javelin from a stone wall or
STR DEX CON INT WIS CHA rock (Small or larger) within reach.
14(+2) 16(+3) 16(+3) 14(+2) 16(+3) 16(+3)

Skills Perception +5, Stealth +5


Damage Immunities poison, psychic
Axis
Condition Immunities charmed, exhaustion, frightened,
Axis resembles a massive floating whale with forests and
paralyzed, petrified, poisoned
grassland growing from its back. It is a slow, lumbering beast
Senses darkvision 120 ft., passive Perception 15
Languages Telepathy (60 ft.)
that drifts aimlessly across Paradise, feeding off birds in its
Challenge 2 (450 XP) travels.

Limits. An endolon cannot step off Avalon; if so, it becomes petrified


Around the edge of its back runs a chest-high rampart
(the only way it can). This process can only be reversed if the with a second and third ring of similar fortifications isolating
statue is returned to Avalon. If the statue is destroyed, the a tower near the stern of the animal. This makes the entire
endolon is killed. A living endolon killed also crumbles. creature resemble a living stone battleship. It is currently
Stone Stride. On its turn, an endolon can use 10 feet of movement devoid of any life, and attempts to leap upon it can result
to step magically into a section of stone wall or rock (Small or in a violent response. Axis can control the weather around
larger) within reach and emerge from that same wall or rock it, even to the extent of concealing itself within clouds. A
up to 60 feet away, appearing in an unoccupied space within pervasive legend recounts Axis appearing to those in need to
5 feet of that section of wall ferry them to safety. Another narrates an event in pre-history
where an unidentified army was permitted to employ Axis as
a siege machine.

234 MONSTERS
Axis Actions
City monstrosity, neutral
Multiattack. Avalon makes one slam attack. It can also make a gust
Armor Class 17 (natural armor) attack.
Hit Points 1,592 (35d20+1,225) Slam. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.
Speed fly 80 ft. (hover) Hit. 76 (12d10+10) bludgeoning damage, and if Gargantuan or
smaller, the target is pushed 30 feet and knocked prone.
STR DEX CON INT WIS CHA Gust (Recharge 5-6). Avalon exhales a massive roar in a 100-
30(+10) 10(+0) 30(+10) 14(+2) 10(+0) 10(+0) foot cone. Each creature in that area must make a DC25
Constitution saving throw, taking 52 (15d6) bludgeoning
Saving Throws Str +19, Con +19 damage on a failed save and half as much on a successful one.
Skills Perception +9 On a fail, a target is pushed to the edge of the cone’s range and
Damage Immunities cold, fire, lightning, poison; bludgeoning, knocked prone
piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened, paralyzed, poisoned, Legendary Actions
stunned
Senses Darkvision (1,000 ft.), passive Perception 19 Axis can take 3 legendary actions, choosing from the options
Languages Telepathy (500 ft.) below. Only one legendary action can be used at a time and only
Challenge 29 (135,000 XP) at the end of another creature’s turn. Axis regains spent legendary
actions at the start of its turn.
Death. If Axis is killed, it turns to mist. Area Denial. One creature within the outer ramparts of Axis that
Keen Sight. Axis has advantage on Wisdom (Perception) checks it doesn’t approve of (like enemies of itself or others granted
that rely on sight. sanctuary) is teleported to any location within 100 feet (even
Legendary Resistance (3/Day). If Axis fails a saving throw, it can if in mid-air). No save is allowed.
choose to succeed instead. Inhale. Axis gains a +1 to its gust recharge roll. This compounds
Massive. Axis deals double damage to objects and structures. until gust recharges.
Fortress. Axis possesses a three-ring set of ramparts and a Burst of Speed (costs 2 actions). Axis moves 80 feet.
command tower. A single creature selected by Axis can
communicate directly with it from the top of this tower and
instruct Axis what to do. It will follow said instructions to the
best of its ability.

MONSTERS 235
Wyrm Actions
Bite. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit.
Wyrm is a short-legged creature similar to Nero but incapable 62 (8d12+10) piercing damage. If the target is a creature, it
of flight. However, Wyrm possesses the ability to pass through is grappled (escape DC25). The target is restrained until the
the planet at will and alter terrain it touches as it sees fit. To grapple ends, and Wyrm can’t bite another target.
Wyrm, there is no distinction between water and dirt, able Force Ray. Ranged Weapon Attack: +19 to hit, range 1,000/3,000 ft.,
to swim through mountains and emerge from fields with one target. Hit. 55 (10d8+10) force damage.
any impact upon the environment entirely up to the Wyrm’s Terraform. Wyrm casts move earth (per spell) and can affect
bidding. Wyrm can also bizarrely submerge into one world terrain without concentrating on the effect.
and appear from another, with reports of his appearance on Breath Weapon (Recharge 5-6). Wyrm exhales an energy blast in a
every world in Paradise (reports confirm these manifestations 100-foot cone. Each creature in that area must make a DC25
are not separate creatures). Unlike other watchers, Wyrm Dexterity saving throw, taking 71 (13d10) force damage on a
failed save or half as much damage on a successful one.
entirely ignores the affairs of other creatures. It has destroyed
castles and cities as it migrates across Paradise. Thankfully, its Legendary Actions
patterns are predictable, resulting in most potential targets
being well out of their way. However, this migration changes Wyrm can take 3 legendary actions, choosing from the options
at least once per century, potentially putting civilization at below. Only one legendary action can be used at a time and only at
risk. Some ancient beliefs claim that Wyrm controls the fate the end of another creature’s turn. Wyrm regains spent legendary
actions at the start of its turn.
of the world, holding the key to a potential world-ending
Apocalyptic Strike. Wyrm makes one force ray attack.
scenario. Snapper. Wyrm makes one bite attack.
Wyrm’s entire body is composed of adamantine scales, Stoneskin (costs 2 actions). Wyrm increases its AC to 27 until the
and it is believed that behind his jaw is a mighty energy beginning of its turn.
weapon occupying the majority of Wyrm’s throat, explaining
why it is never seen devouring anything.
Weaver
Wyrm Perhaps the most misunderstood watcher, Weaver (more
Cosmic monstrosity, neutral
accurately called “The Weaver”) is believed by many to be
Armor Class 22 (natural armor) hostile and malicious. That’s far from the truth, with this
Hit Points 1,665 (30d20+1,350) smaller creature often prejudged based on its appearance.
Speed 60 ft., burrow 60 ft.
Weaver resembles a massive eight-legged arthropod
STR DEX CON INT WIS CHA with articulate manipulators at the end of each limb and
30(+10) 18(+4) 30(+10) 18(+4) 14(+2) 10(+0) an oversized abdomen where it can spin super-strong “silk”
composed of carbon nanotubes. Weaver employs this to catch
Saving Throws Str +19, Con +19, Wis +10 prey (mostly birds) by creating a net between its limbs and to
Skills Perception +11 repair damage to Solokring.
Damage Immunities cold, fire, poison, thunder; bludgeoning,
piercing, and slashing from nonmagical weapons Weaver goes where needed whenever something minor
Condition Immunities charmed, frightened, paralyzed, poisoned, needs repairing. This includes collateral damage inflicted
stunned by humans during their numerous wars and outworld
Senses blindsight 500 ft., tremorsense (500 ft.), passive Perception incursions from beyond Paradise. Weaver has been ill-
21 tempered recently thanks to the Vothragna Event, when such
Languages Telepathy (1,000 ft.) an incursion destroyed a heaven ring, breaking the planet of
Challenge 29 (135,000 XP) Grimaldi in two and creating a permanent black spot within
Death. If Wyrm is killed, it becomes petrified in place. the night where no stars shine. Being limited to repairing
Earth Glide. Wyrm can burrow through nonmagical, unworked minor issues only, Weaver has been unable to fix the damage
earth and stone and not disturb the material it moves through the event caused. It still continues to work mainly across the
(this can be suppressed by employing Tunneler). sky, patching small problems and rarely being seen in any
Legendary Resistance (3/Day). If Wyrm fails a saving throw, it can world.
choose to succeed instead.
Massive. Wyrm deals double damage to objects and structures.
Unlike other watchers, Weaver is shockingly intelligent
Rumble. All-terrain within 100 feet of Wyrm is considered difficult; but is centered on the maintenance and repair of the universe
Wyrm can suppress this effect for free. it maintains and cares little for the politics of mankind. It is
Tunneler. Wyrm’s burrow speed is not impeded by solid rock, and happy to converse if approached courteously, with the few
it can choose to leave a 50-foot diameter tunnel in its wake. stories passed around detailing a metallic feminine voice and
a decidedly inorganic set of glowing eyes.

236 MONSTERS
Weaver
Immense monstrosity, neutral
Titan
Armor Class 25 (natural armor)
The only humanoid watcher, Titan’s purpose remains a
Hit Points 1,138 (33d20+792) mystery. Unlike the other watchers, which appear to have
Speed 100 ft., climb 60 ft. once possessed a function outside of pure existence, no one
knows what Titan was built to do. Unfortunately, Titan lacks
STR DEX CON INT WIS CHA this knowledge, leaving this creature despondent and prone
6 (+8) 29 (+9) 28(+9) 20(+5) 18(+4) 12(+1) to aggressive outbursts. Titan has been known to slumber
for centuries, then rouse and wander Bythos for years, often
Saving Throws Dex +18, Con +19, Int +13, Wis +13 ignoring anything it walks over. Titan has crushed entire
Skills History +13, Nature +11, Insight +13, Perception +13
villages, rarely acknowledging its actions. On one occasion, it
Damage Immunities cold, fire, poison; bludgeoning, piercing, and
slashing from nonmagical weapons
strode into the ocean only to emerge on the other side decades
Condition Immunities charmed, frightened, paralyzed, poisoned, later. If attacked, Titan will respond violently, but currently,
stunned this has been the only way to encourage any kind of reaction
Senses blindsight 1000 ft., passive Perception 23 from him. Occasionally, he has been directly attacked at the
Languages All very least to direct him away from larger targets.
Challenge 29 (135,000 XP)
Titan has not been spotted for two hundred years.
Death. If Weaver is killed, it falls apart.
Legendary Resistance (3/Day). If Weaver fails a saving throw, it can
choose to succeed instead.
Massive. Weaver deals double damage to objects and structures.
Spider Climb. Weaver can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
Actions
Multiattack. Weaver makes 4 attacks with multi-purpose legs. Two
of these attacks can be replaced with a bite or web attack.
Multi-Purpose Leg. Melee Weapon Attack: +18 to hit, reach
60 ft., one creature. Hit. 27 (4d8+9) bludgeoning or
piercing damage.
Bite. Melee Weapon Attack: +18 to hit, reach 30 ft., one creature. Hit.
40 (7d8+9) piercing damage, and the target must make a DC
22 Constitution saving throw, taking 31 (7d8) poison damage
on a failed save or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 day, even after regaining hit
points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach
120/300 ft., one creature. The target is restrained by webbing.
As an action, the restrained target can make a DC 25 Strength
check, bursting the webbing on a success. The webbing can
also be attacked and destroyed (AC 18; hp 100; immunity to
bludgeoning, poison, and psychic damage).

Legendary Actions
Weaver can take 3 legendary actions, choosing from the options
below. Only one legendary action can be used at a time and only at
the end of another creature’s turn. Weaver regains spent legendary
actions at the start of its turn.
Frantic Legs. Weaver makes one multi-purpose leg attack.
Spin Up. Weaver gains a +1 to its web recharge roll. This compounds
until web recharges.
Leap (costs 2 actions). Weaver jumps up 60 feet.

MONSTERS 237
Titan has been described as a humanoid, but in truth, it
barely fits the description, as its head lacks a mouth or nose Actions
and more resembles a squat castle keep (no one has been Multiattack. Titan makes two colossal sword attacks and one
able to reach his head to see if it’s hollow or not. Its arms are stomp attack,
longer than expected for its height. It possesses numerous Colossal Sword. Melee Weapon Attack: +19 to hit, reach 100 ft., one
random armor plates seemingly fused to its body, leading creature. Hit. 42 (5d12+10) bludgeoning and slashing damage.
many to believe it once possessed a complete suit of armor at Stomp. Melee Weapon Attack: +15 to hit, reach 40 ft., one target.
one point, leaving a mostly exposed body covered in grass and Hit. 55 (7d12+10) bludgeoning damage, and the target is
weeds. Titan’s most dramatic feature is his massive sword, knocked prone.
which he drags behind himself, marking his path through Legendary Actions
the world. The other distinguishing feature is his missing eye.
Despite considerable damage around his shoulder and torso, Titan can take 3 legendary actions, choosing from the options
his head is in surprisingly good shape outside of a damaged below. Only one legendary action can be used at a time and only at
crown. the end of another creature’s turn. Titan regains spent legendary
actions at the start of its turn.
Titan’s right eye is a brilliant ruby the size of a man. The Sword. Titan makes one sword attack.
missing eye has been so throughout recorded history, making Regenerate. Titan regains 20 lost hit points.
its recovery one of the greatest quests within Paradise. If Sword Thump (costs 2 actions). Titan slams its sword into the
recovered and given back to Titan, he may remember his ground; all creatures Gargantuan or smaller in a 10-foot wide
purpose again. and 100-foot long line from Titan are knocked prone.

Titan
City monstrosity, neutral
Armor Class 20 (natural armor)
Hit Points 1,335 (30d20+1,020)
The Outsider
“What is that?” Terri shouted to Wisekjii,
Speed 80 ft. pointing at the drawing hanging inside the vardo.
STR DEX CON INT WIS CHA The nagomjii had cleared out most of the valuables
0(+10) 10 (+0) 28(+9) 16(+3) 14(+2) 10(+0) inside the carriage as that was not part of the
arrangement, and most of what was inside would
Saving Throws Str +19, Dex +9, Con +19
Skills Perception +11 be useless to non-aliens. The interior of the barrel-
Damage Immunities cold, fire, poison; bludgeoning, piercing, and shaped vehicle was punctuated by gilded red-
slashing from nonmagical weapons painted wood, extravagantly carved banisters, and
Condition Immunities charmed, frightened, paralyzed, poisoned,
a pair of single beds, though the mattresses had
stunned
Senses Darkvision (500 ft.), passive Perception 21 been removed. They even removed the curtains.
Languages Telepathy (500 ft.) Thankfully, Nagomjii vehicles benefited from a
Challenge 29 (135,000 XP) suspension that would rival even the Conclave’s
Death. If Titan is killed, it petrifies and crumbles to dust. most expensive carriages.
Legendary Resistance (3/Day). If Titan fails a saving throw, it can The image was pinned to a wall, and Wisekjii
choose to succeed instead.
was removing it when Terri noticed.
Massive. Titan deals double damage to objects and structures.
Recovery. If Titan’s missing eye is returned (involving placing it “That,” she said. “THAT! That drawing?” She
in its socket, Titan’s alignment turns to good, and it will be approached inches from the alien and tapped the
amicable and responsive to communication. image so there wouldn’t be any misunderstanding.
Regeneration. Titan regains 30 hit points at the start of its turn.
“What is that?”
Titan only dies if it starts its turn with 0 hit points, and a
creature enters its head and destroys its brain (AC 22; hp 75; Bipedal.
immunity to cold, fire, poison; bludgeoning, piercing, and Pale.
slashing from nonmagical weapons). The brain regenerates Thin.
hit points just as the main body does.
Needle-like teeth.
“The Shallow,” Wisekjii said.
“I’ve heard it called the Outsider.”
“Then why ask?”
Terri ignored the comment and hung on the
name; it had many.
Wisekjii rolled up the image and removed it as
the rest of Terri’s group loaded what they could
into the freed spaces.

238 MONSTERS
“You’ve seen it?” she asked.
“Guides us,” Wisekjii said.
“Does it direct your caravan? Does it tell you
where to scavenge?”
“Guides everyone.”

In a universe of colossus monsters and strange technological


oddities, the most outlandish legend is the single figure
known as the Outsider. No one knows its real name or
where it came from. It occasionally appears within dreams
and drifts across landscapes. It is demonstrably inhuman
but does not appear related to any of the other fauna
within Paradise. What is known is that the Outsider is
bipedal, tall, thin, with smooth, nearly featureless ivory
skin and a larger than average head, especially given its
lanky frame. It has been seen to both walk and float with
movements more akin to a puppet than a lifeform. Its
fingers sport four knuckles each and don’t appear strong.
No one has seen its eyes if it has them but has noticed a
gigantic jaw with needle-like teeth despite never opening its
mouth.
Parents have employed the Outsider to frighten children
into good behavior, later claiming such a creature was a
myth. Only when said children grew into adulthood did they
discover such a creature is believed to exist. There has been
no documented evidence that the Outsider has ever killed a
creature, let alone kidnapped or frightened them. It has been
seen in hallways and alleyways on the horizon, emerging
from shadows, often only a moment before vanishing. These
appearances have coincided with specific events in history.
The first recorded appearances began during the
outbreak of Crematoram and then again five years later
during the Charontis Limnic Event. The next account
wouldn’t occur for another 40 years with The Great Fire
of Pygia. Over the next thousand years, the Outsider would
appear before the onset of significant conflicts, marking the
heavy casualties that would follow. Although considered
a harbinger of death, the Outsider is regarded as a positive
spirit to the nagomjii, appearing in locations to direct the
caravans away from danger. This would eventually extend
to the Aeon Pogrom, where a record number of accounts
surfaced. Each one foretold a pending ambush or attack
by the creature’s appearance, informing Volani and its
allies of a potentially losing battle. This extended the war and
possibly the loss of life on both sides, though it still eventually
ended in a loss for Volani. After 1470, authentic reports of
this creature grew scarce, with historians believing that, in
truth, more than 95% of accounts throughout history can be
explained away as hoaxes or misinterpretations. However,
there is no doubt that this creature exists, it has an agenda,
and no one knows what it is.

MONSTERS 239
Candace shifted to face Terri, who was still
The Outsider reorientating herself. Candace stroked her fingers
Medium aberration, unaligned
across dark skin, a light touch that forced follicles
Armor Class 17 (natural armor) to perk and nipples to stiffen. Terri smiled,
Hit Points 276 (24d8+168)
temporarily distracted by her palm-sized mobile
Speed 40 ft. plus blink
lighting up. She didn’t bother looking at it.
STR DEX CON INT WIS CHA “Are you okay?” Candace asked, her accent
16(+3) 22(+6) 20(+5) 20(+5) 20(+5) 18(+4)
pointing to her local birth in Eridius. Terri
Saving Throws Str +7, Dex +10, Int +9, Wis +9, Cha +8 responded with a fiery kiss, intertwining their
Damage Resistances acid, cold, fire, force, lightning, necrotic, tongues.
radiant, thunder; bludgeoning, piercing, and slashing from “Yeah,” Terri said as she pulled away. “Just
nonmagical weapons
one of those…”
Damage Immunities poison, psychic
Condition Immunity frightened, poisoned, paralyzed “Nightmares?”
Senses Passive Perception 19 “I nodded off for only a few minutes. When you
Languages All, telepathy (1,000 ft.) nap, dreams are formed from your surroundings,
Challenge 9 (5,000 XP)
like your imagination doesn’t have time to visualize
Blink. If no creature has line of sight on the Outsider, it can teleport something interesting. You dream of yourself right
as its move on its turn up to 100 feet.
where you should be doing what you’re supposed to,
Feather Frame. The Outsider is under the effect of a constant
feather fall (per spell). It also does not trigger traps it walks with only a small part trying to tell you something’s
over. The Outsider’s movement is also not impeded by difficult wrong. And yet, no matter how outlandish your
terrain, and no spell or effect can reduce its movement. The surroundings, you’re always convinced it’s reality.
Outsider can also spend 5 feet of movement to automatically
escape from any restraints, magical or otherwise. So much so that when you wake, for a split second,
Magic Resistance. The Outsider has advantage on saving throws you’re not sure if you’re still dreaming.”
against spells and other magical effects. “So, you dreamt of yourself being here? What
Shifting Form. Any attack on the Outsider from an attacker that
was different? Was I here?”
relies on sight has disadvantage. Blindsight and truesight
negate this effect. “Of course. Kind of hard to explain. I felt
Telepath. The Outsider can read thoughts and communicate with that…I…was different somehow.”
any creature with an Intelligence of 4 or more within 1,000 Candace continued to stroke Terri’s lines,
feet.
around her shoulders, across her neck, until finding
Actions a fresh groove below her collarbone.
Multiattack. The Outsider makes two chakra touch attacks. “Is this a new scar?” Candace asked. “Scabs,
Chakra Touch. Melee Weapon Attack: +10 to hit, reach 10 ft., one jackers?”
target. Hit. 9 (1d8+5) radiant damage, and the target must
“Chicken. Piccata.”
make a DC15 Constitution saving throw or be knocked prone
and stunned for 1 round. “So, that’s my fault.”
Sidereal Slow (1/day). The Outsider stops time for itself and up to 4 Terri extracted herself from Candace’s embrace
creatures within 50 feet. The Outsider and affected creatures and left the bed. She sported more scars on her
can act and move normally during this compressed moment.
back, blemishes upon a beautiful, sylphlike ebony
This ability lasts up to 1 minute but stops for any affected
creature if it attacks another creature not affected by this body.
ability. “Something to remember you,” Terri said as
Teleport. The Outsider teleports up to 80 feet to any location it can see. she glanced to the mobile illuminating the same
Reactions message as before.
“You can’t be leaving already,” Candace said.
Immediate Survival. If the Outsider is reduced to 0 hit points, it
teleports up to 100 feet away. “Staplegunners say jump.” Terri started with
her socks, then made for the nearby dresser to find
Terri Zahn opened her violet eyes, and they her uniform shirt.
darted around as she attempted to discern where
she was. It was that fleeting instant when dreams
and reality enmeshed, and she was unsure which
was which. Terri felt the weight of Candace’s arm
over her naked chest.
Terri’s shoulder was nestled between two breasts,
and she rolled her head to sniff auburn hair.

240 MONSTERS
“You proctors are an enigmatic sort, aren’t Terri stopped searching and leaned against the
you?” Candace said as she sat up on the bed, pulling dresser to address Candace as the conversation
the sheets over her naked body. “Got your own grew more serious.
handshakes and language. What is it, cryptolect?” “We are one,” Terri said.
“It’s more of a code than a language,” Terri “You’re more connected to them.”
said as she started donning her shirt, with the “That’s clearly not true.”
ends falling below her waist. “You could stay.”
It was an entirely manufactured language “You could follow. Proctors could use doctors.”
fashioned by the proctors as a way for them to “That’s not my life.”
communicate secretly between their own kind. The “And staying isn’t mine.”
tongue started within the guild hallmasters and “When you leave, I never know when you’ll be
passed down the membership. The language was back.”
meant to be fast, communicating in as few words “That’s the price.”
as possible. Although not a complex language to “Which I pay.”
learn, given its almost mathematical approach, Terri stepped back to the bed and sat on its
it was continuously revised. Proctors knew their side. She reached out for Candace’s hand and held
language eventually would be cracked by outsiders, it.
so secret communications go out often, instructing “Patterns have been in our favor,” Terri said.
loyal proctors of changes. The alterations can be “Eridius never deviates far from the Mare Tharsis.
minor or significant, forcing everyone to adapt to I may be back within two or three weeks.”
the new vernacular. “Why?” asked the impassionate Candace.
“Just another level of secrecy,” Candace said. “Because that’s how the exclaves migrate.”
“Anyone not of the guild is a pariah, even me.” Candace pulled her hand away, annoyed at
She touched a hidden button on the dresser next Terri’s sarcasm.
to her bed, and a portion of the blank wall turned “No, I mean, why do we do this?” Candace
transparent, revealing a breathtaking grass- asked.
covered plateau dotted with ivory buildings and “Because we have…amazing sex?”
canals of blue water glinting in the morning sun. “That notwithstanding.”
“You’re not an outsider.” “Don’t I come back with the best stories?”
“People ask about us. If I’m one of those… “Until you don’t come back at all.”
girls in every port. They ask if you have a wake of “And on that day, you’ll be the only one with
broken hearts.” the broken heart…as I I’ll be certainly dead.”
“I don’t work that way.” “You know that’s not better…right?”
“Then why do it? Why go out there? What “This may come as a shock, but my propensity
are you trying to prove? It’s not like you’re from to travel doesn’t preclude emotional connections. I
Aurago or Volani. You have a place to pitch your have a family, one I chose. I have brothers, sisters.
tent.” And you give me a reason to return. Haven’t you
“Some people want to build a home,” Terri said ever heard the proverb absence makes the heart
as she finished the last button. She had obviously grow fonder?”
misplaced her jumpsuit. She remembered tossing “Whoever said that certainly didn’t take into
it but wasn’t aware of her apparent strength. account the world in which we live…and the careers
“They want that foundation. I wanted adventure. we choose.”
To move. Explore. Find answers. The guild offered The door to Candace’s single-room apartment
groundwork. They gave me footing.” buzzed. It was a reinforced steel door opposite to a
“And big guns.” small dining table cluttered with dishes and across
“We’re not mercenaries.” a kitchen equipped with a stovetop, microwave,
“Sure look like hired muscle. I don’t see proctors and sink, though no oven. Terri looked towards the
building communities.” door, aware of who was outside.
“Go ahead,” Candace said. “Probably your
work wife.”

MONSTERS 241
Terri jumped off the bed and made for the Noah stopped and considered the implications
door, ignoring the fact she was half-naked. She of what Candace said. He tried his best to appear
opened to a shocked Noah Bennet. inconspicuous.
“Hey—god damn it, Terri!” Noah said, keeping “Is that…a…severe problem?” he asked.
his focus on Terri’s face. Noah was heavier, taller, “Damn it, Noah,” Terri said, squirming as
and clearly the older of the two, marked with she emerged from the bathroom. She was fully
eye wrinkles and drooping cheeks. He wore a flat adorned in her jet-black, skin-tight, full-body
palladium ring on his index, which Terri never asked proctor flight suit, blessed by numerous pockets
about. He was casually dressed in faux leather and and mechanical interfaces affixed to ankles, elbows,
denim marked with his proctor chapter. and other joints. Her gloves were off and shoved in
“I trust your eyes to stay up,” Terri said as a pouch.
she departed from the door. She found the rest of “I’m just asking?” Noah said, noticing Terri
her clothes in the bathroom and diverted as Noah was fitted perfectly as she zipped up her chest.
entered the apartment. He passed halfway into the “That was fast.”
dining area when noticing the covered Candace on “Don’t ask what I skipped,” Terri said.
the bed. “Unlike you,” Candace said, “Noah probably
“Noah,” she said. should have a girl in every port.”
“Hey Candace,” he said. “That requires too much effort,” Noah said. “I
“You look good.” can’t even manage one.”
“So do you.” “Just waiting for the perfect girl isn’t enough,
“I’m naked.” Noah; you have to put yourself out there.”
“Beyond that.” “I literally do that every day.”
“I gave her the adventure speech,” Terri “You two caught up?” Terri asked.
shouted from behind the door. Noah turned to “Suddenly in a rush?”
address the bathroom. “She hates long goodbyes,” Candace said.
“Adventures are reserved for fiction,” he said. Terri approached the bed.
“There’s nothing bold about killing or being killed. “Well, pardon me for catching up with a friend
“See?” Candace said. I’ve known longer,” Noah said.
“You’re not helping!” Terri said. Terri crawled upon the bed and offered a long
Noah stepped closer to the door and whispered kiss, which Candace willing accepted. Noah stood
in cryptolect, “Commissions are in. Our names are back and waited patiently, averting his attention,
on them. Word has it we lost a chapter somewhere staring at a kettle on the stove.
in the void.” Noah only spoke a few seconds to “I’ll be back,” Terri said. Candace grabbed
convey that message. Terri’s flight suit and held her a moment longer.
“Totally not a language,” Candace said. “Don’t promise,” Candace said.
“Still not helping,” Terri said.
Noah turned away from the bathroom and
browsed through the nearby kitchen. Noah and Terri approached the exit of the
“Have any cookies?” he asked. housing block with light already spilling from
“Noah!” Terri said. the exit. Passing windows revealed the marginal
“What, she’s a good cook.” utopian paradise beyond.
“I’d say come back tomorrow, but we both “You going to tell her,” Noah said. Terri glared
know neither of you will be here,” Candace said. at him. “Eridius is bound for the Techna Planitia.
“I’ll make sure she comes back,” Noah said Probably six months, at least.”
with a wink. “How’s the clinic?” “She’s used to distance,” Terri said.
“Clinical. The only death I see comes from people “No, she isn’t. You assume. One day, she won’t
like you. I spend the rest with locals patching cuts, wait. Frankly, I think it’s a miracle she put up with
prescribing painkillers, and ensuring the brothel you this long.”
hands don’t have venereal disease.” “Why is it that family waits, friends wait, but
love can’t? Is it really that delicate?

242 MONSTERS
“I wouldn’t know.” Noah stopped short of the The sole gateway sat on the only other
door. “Look, Candace is a friend, but I’ve steeled landmass, Lochlann Island, a kilometer away from
myself to the eventuality that one of us will deliver the Table. Over the many centuries, the erid dug
the bad news. And honestly, I do hope it’s me for into the hard stone and tunneled out a network
purely selfish reasons, but that does come with the of roads leading to the coast. The excavated debris
added responsibility of repairing the damage left was heaped to form the exclave’s solitary beach
behind. I even had a speech memorized” where the waterfront was located.
“Oh? Enlighten me?” The waters of the Fearghas were notoriously
Noah shrugged, trying to recall what he had rough, forcing most of erid to resort to aircraft
written. when fishing and when moving to and from
“It puts the fault of everything entirely and Lochlann Island.
appropriately on your shoulders and that she’s best Terri and Noah walked through the capital
to grieve in portions when away from the rest of city of Erid, passing by the Living Stone—the
her fruitful and productive life. She’s seen her share transparent, crystal monolith constantly projecting
of death. She’ll get over you.” a bright white light with no apparent source of
Terri took a few seconds with a nod to consider energy.
what Noah had said. She smirked. Initially, the city was relatively small as the
“You summarized,” she said. remaining land atop of King’s Table had to be
“Yeah, it’s a lot longer; I didn’t feel the need rationed for agriculture. As the city grew more
to itemize a list,” Noah said as he pushed open the advanced, eventually stacked greenhouses were
door to the outside. erected to feed the population, and the city
“I’d do the same for you,” Terri said. expanded further.
“My family, such that they are, have Erid was a majestic city with rounded edges,
acknowledged the reality of my eventual and parks, and mirror-like roofs covered in photovoltaic
expected abrupt demise long ago.” They emerged cells. The city’s twinkle could be seen from any spot
into the brightness of morning, and both took a within the exclave.
second for their eyes to adjust. “And I don’t know They approached the proctor guildhall, trying
much about relationships, but I do know that love’s its best to fit in with the rest of the city and failing
connection is both fragile and destructive when somewhat. It lacked the solar roof, replaced with
broken. But we consign ourselves to it…because…I an immense skylight that could release crutches in
don’t know; we’re sadists, I guess.” an emergency. The stone wall was marred by the
Eridius was home to over a hundred thousand, large opened garage door leading into the bay.
one of the first exclaves colonized after humans Terri’s attention arched towards the
awoke within the vessel. Refugees fleeing Pyxis took transparent lattice dome that peaked fifteen
their chances within the superstructure and were kilometers over them. Twenty-six kilometers
soon set upon by watchers. Though many died, the across, the space within was cavernous enough to
survivors eventually found Eridius. It was another carry its own climate. An artificial sun attached to
three hundred years before it was rediscovered by the interior provided the simulation of a day cycle.
the Union. By then, the new nation was booming Beyond the dome lay an ocean of stars, along
under a stable democracy. with Trinity. Its supermassive black hole, neutron
Noah and Terri took a minute admiring their star, and red supergiant rose over the near-invisible
domed colony. The most striking element of Eridius second crest of the peanut-shaped monstrosity
was King’s Table and the Black Cliffs of Erid— they lived in, what the exclave of Eridius sat upon.
the latter a towering drop-off surrounding the Terri was astonished at the scope of the
single central city of Erid. Laced with flint and universe, but only for a moment. Noah joined her
chromite, the obsidian-colored cliffs rose a quarter in admiring the landscape.
of a kilometer from the surrounding waters of The “Was fun being home,” he said before returning
Fearghas that encircled the mainland, forming to his pace towards the guildhall.
King’s Table. “Well, they say absence makes the heart—”
“Don’t fucking start with that.”

MONSTERS 243
Terri and Noah stridently entered the stadium- Everyone stood. Carthan made a fist with his
seated conference room already half-filled with right hand, then covered it slightly with his left.
other proctors from other chapters of the guild. “Sentinels in Dark,” he said.
Carthan, the only ordermaster in residence, sat “Sentinels in Dark!” Everyone said except for
behind a podium in front of a large digital screen Terri and Noah.
that displayed this section of the Mare Tharsis— “Wait,” Noah said. “When did it stop being
the flat, featureless region connected to other flat, First and Last?”
featureless regions on the skin of the vessel. “I thought it was still Who Dares the Void,”
“Staplegunners in the house!” Noah said to Terri said.
herald their entrance. “That was last week.”
“Wow, somewhat empty turnout,” Terri said. “I really liked that one.”
“Who died?” “Okay, shut up,” Carthan said. “In the
“Proctors of Macer,” Valco of the Covenant absence of other ordermasters, I’m lead. Take your
Regulars said. contracts, uphold the oath.”
“How many?” The two entered the crutch bay of the
“All of them?” guildhall—three stories of scaffolding, cranes,
“They found pieces,” Mattias of the Company assembly cubicles, robotic arms, platforms, and
of Irregulars said. “Identified by DNA.” hoists. It was coated in ivory paint with splashes
“Watchers?” Noah asked. of red and yellow within warning signs. The two
“Have to assume.” descended a short flight of stairs and rattled the
Carthan waited patiently as Noah and Terri grates topping the drainage canals.
took two available adjacent seats near the front of “Feels counterproductive to split us between
the room. The illumination was subdued and the two contracts,” Terri said. “They must be thin on
walls shrouded in shadow. It made Carthan appear stewards.”
even more ominous in his red and black cloak and “Count yourself lucky,” Noah said, “Philokalia
scared face. is beautiful.”
“As a result of recent losses, the local chapters “Wait, when did you see the contracts?” Terri
will have to spread thin,” he said. “We’ve also asked. Noah reached into his pocket, then removed
received requests to fill out other open contracts.” and offered a personal tablet.
Carthan opened a computer panel on the podium “Carthan was a formality. I checked them
and read from it. “Dogs of Abercrombie?” Three before picking you up,” Noah said.
individuals wrapped in green and white raised their “Why didn’t you open with that?”
hands. “You got Betaden-456, a supply transport. “We got to talking about feelings and
Covenant Regulars?” A half-dozen bound in blue relationships like a pair of teenagers, then the
nodded. “Jackers have been hitting up trade routes potential of cookies filled my thoughts, and I got
between Fornas and Aquino. Gammaden-709.” distracted.”
“Some excitement,” Valco said. Terri scrolled through the proctor contract.
“Brotherhood of Phylax? We’re splitting you Who was hiring them? Where were they going?
four between two active contracts. Have to fill in What would they be asked to do? The proctors
their ranks. Alphaden-643 and 777.” served multiple roles as scavengers, engineers, and
“Same chapter?” Evora from that chapter explorers. Initially, it was unsanctioned, lacking an
asked. official designation as the first expeditions ventured
“Of course. Staplegunners. Same deal. A couple out to brave the catacombs. At that time, local
of your fellow chapter members are requesting militaries had taken on such risks.
master journeymen to assume command for two As the number of excursions increased, so
active operations. Crate retrieval and personnel did the demand for those trained to handle what
escort.” would be encountered. As official government-run
“Spreading thin,” Terri said after nodding. caravans carried the banner of a nation, a demand
“Most members are still opposite of the Cavin appeared for independent contractors required to
Vallis. Good month before we can even out the venture deeper in search of the precious technology
ranks. Proctors to ready!” required to develop a nation.

244 MONSTERS
Eventually, a charter emerged to publicly He diverted to their crutches in a nearby cubicle.
sanction and designate these contracts. Before “I think endolons are vegans as well, so that’s going
being official, and to placate the negative opinion to be a nightmare.”
of the human race becoming vultures, these non- The value or capacity of one’s crutch didn’t
governmental expeditions would also be tasked translate to rank or authority. Some were inherited,
with various other responsibilities, including escort, others purchased. Many were assembled from the
rescue, retrieval, and exploration. The primary parts of fallen allies or scavenged technology.
purpose of scavenging would be an informal Terri owned a cage, an enfolded exoskeleton
supplementary responsibility, enabling these augmented with armored plates and prosthetic
contractors to earn extra money and acquire extensions. Hands were articulate and slightly
needed technology to make their jobs easier. larger than her own. The suit walked on its
These mercenaries were given a name, a toes; digitigrade was a common feature of most
common vocation for ex-military or combat- crutches. It wasn’t an all-encompassing machine,
trained personnel. Between the proctors, a new though vulnerabilities were infinitesimal.
culture emerged. This subset of civilization began The dominant characteristic of her cage was
to trade amongst themselves, creating a secret the second set of additional arms connected to the
language and guarded guildhalls only they could shoulders. They extended almost to the ground
access. and were tied to a subcutaneous wireless neural
“Escort from Bythos to Corvos—” Terri said. processor implanted behind Terri’s ear. As she
“That’s mine,” Noah said, “yours is the next climbed into the cage and activated its systems,
one.” she tested one of the secondary limbs; its three-
Terri scrolled further as they walked. fingered hand spun in place and clapped a few times
“Harvester retrieval from Philokalia? Never like a pair of cooking tongs. A weapon hardpoint
been there,” Terri said. on her shoulder flaunted a plasma cannon which
“Maybe fun,” Noah said. Terri continued blossomed like a flower before refolding itself to her
scrolling. back.
“What, you’re not looking forward to Noah owned a more expensive and
chaperoning a scientist,” Terri said. comprehensive shell—a complete full-body exo-
“Got no problem with that. Have you seen the suit—specifically known as a dodger. The digitigrade
company?” legs added a few inches like Terri’s, but the lack
Terri scrolled quicker and reached the section of secondary limbs or prosthetic extensions made
detailing assignments. his suit appear smaller. It was undoubtedly more
“Aww crap,” Terri said. “Those two. Shameless flamboyant, with dashes of chipped red metal
bigots. You’re going to be doing all the heavy lifting. matched with dark carbon fiber and orange stripes
Somewhat relieved your steward for that one.” across the chest. A handheld javelin launcher was
“That’s what I figured,” Noah said. Terri read folded on his back, between the numerous flight
further. thrusters scattered over his body. Hidden within
“Synfallin,” she said. his arms sat a set of blades sharpened to an atom’s
“What?” Noah asked. edge.
“The endolon’s name,” Terri said. “Is that They each carried small packs with whatever
female? Can never tell.” Terri handed back the they could fit, be it a change of clothes, snacks, or
tablet, and they increased their pace. “They look alcohol. Noah followed Terri out of the bay, and
weird. Got that mask they have to wear all the they approached the edge of the city, waiting for
time.” transport. It arrived within moments, a sizeable
“Imagine how we look to them.” wingless aircraft with a cavernous cargo bay that
“Oafish and ugly. Sorry, you got stuck with it.” ferried them across the water to Lochlann Island
“What makes it worse is that I’m probably and its inharmonious stone building dominating
going to be the one stuck listening to some conceited the otherwise lush landscape. The transport didn’t
alien snoot ramble on about how important their even bother landing, and the two crutches stepped
job is and how much more important they are.” off.

MONSTERS 245
INDEX Castol Feats 151
Castol-Shaper 151
Chalk of Annihilation 135
Excubitor 205, 206
Explosive 182
Eyes Of Sygion 122
Academic 87 Chemical Failure 181 Families, Fiefs, & Banners 42
Adrenaline Regulator 150 Choker of Bontrager 135 Finnegan’s Flippers 195
Aegis Avatars 162 Chrysalis 66 Firearm Rules 158
Aegis Carapace 162 Circle of Death 116 Firearms 160
Aegis Coffin 171 Citadel 215 Flesh Golem 116
Aegis Feats 62 Clay Dragon 218 Force Bow 138
Agility Injection 152 Clay Golem 118 Foresight, Potion of 183
Ahkdanate 84 Cloak of Teleportation 135 Former 104
Aircraft 171 Cnidar 216 Fornas 34
Airin’s Alacrity 194 Cobox’s Vigor 194 Ghonara Shepherd 62
Alchemist 103 Colossus of Pyxis 122 Gibson Bowls 138
Alchemist Check 181 Concealed Beast 195 Gloom Candle 138
Aldridge Sandglass 133 Conclave Adept 62 Gofin’s Inferno 195
Alluring, Potion of 182 Conclave Envoy 62 Golem Forms 192
Amateur Chemist 88 Conestoga 172 Golimu’s Fortitude 195
Amorphous 194 Confidence, Potion of 183 Gollen-Palladius 164, 211
Amped 105 Confusion, Potion of 182 Gravity Shifter 195
Animated Cloak 133 Corpus Regulator 151 Greater Blast Trap 117
Anti-Death, Potion of 182 Coruscation 195 Grenoille’s Scent 138
AP (Armor Piercing) 158 Corvos 27 Grey Blade 161
Aphelion 133 Crafting Compounds 176 Grimgod Lamb 221
Apothecary 103 Crash 168 Grimgod Overlord 221
Aquino 23 Crator of Gold 167, 212 Grimgod’s Gift 122
Araboth 132 Creating a Golem 188 Guild Member 89
Arbor Vitae 133 Critical Area Effects 158 Hagenar’s Leather 139
Archo Enchanter 150 Crypsis 217 Harbinger of Might 139
Archo Feats 150 Cryption Ability 101 Hardening, Oil of 183
Archo-Shaper 150 Cryption Knowledge 102 Heart of Kings 139
Arkalast Thunder 194 Cryptions & Alchemy 175 Heavenly 66
Arm of Shival 161 Crypt of Altair 135 Heavy Weapons 159
Armor 107 Curia 84 Hedron 206
Ascension Rector 90 Curla’s Constant Cryption 122 Honors 129, 130, 131
Attacking From Vehicles 168 Cutter 104 House Republics 29
Attunement 129 Daemon Feats 66 Human Slayer 139
Aurago 25 Dagor’s Duplicate 122 Hydranis 35
Avalon 232 Davaia Frigid Defense 122 Icos Feats 150
Avatar of Aurago 120 Death Ward 114 Icos-Shaper 150
Axis 234 Demigod 172 Incanetics 114, 139
Axol Feats 149 Deserts & Dynasties 51 Incaware 104
Axol-Shaper 149 Destroying Vehicles 169 Infinite Yarn 139
Band of Ignorance 133 Dioconate 85 Inquisitors 86
Bankor 134 Dirt Drifter 174 Intelligence (Computer Use) 4
Baron’s Last Resort 120 Draggo 29 Intelligence (Demolitions) 4
Biogenerator (Zooey) 134 Dragon’s Breath 135 Intelligence (Engineering) 4
Blackness 134 Dreamland 136 Intelligence (Sciences) 4
Blast Trap 112 Druggist 103 Iron Golem 119
Blimp 171 Dynamiphagia 213 Iron Roots 196
Bodyguard 110 Egeria 122 Jhoonmei 77
Bolt of Seeking 134 Eidolon Drifter 88 Jumper 108
Bone Blade 194 Eko Feats 149 Kael Traits 72
Bountiful Backpack 135 Eko-Shaper 149 Kaelum 37
Brain Booster By Benkel 122 Elementary 104 Kalia’s Kinship 196
Brain Boosting, Potion of 182 Endolon 233, 234 Karnal’s Axe 161
Brand of Making 122 Enlargement, Oil of 183 Kinley’s Zoom 196
Brands 121 Ephelim Body 122 Kipsangii 222
Brass 190 Episcar Knight 207 Kiron’s Vault 122
Brass Bugbear 218 Erid Clans 33 Klydes 39
Breath of Gods 160 Eridius 31 Knights Episcar 85
Brilliant Pebble 106 Euclids 137 Knights Episcar 207
Brilliant Weapon 106 Evolver 80 Knowledge Tap 150
Buoyancy, Oil of 182 Evora Machon 136 Kumat Feats 152
Canon of Iokon 84 Exclave 85 Kumat-Shaper 151
Carafe of Souls 135

246
Land Whale 174 Rings of Power 142 Vehicle Rules 168
Large Panabrate Union 224 River Spirit Eridius 123 Vehicles Statistics 168
Leaping, Potion of 183 Rohg 225 Velora 47
Lens of Knowledge 139 Runner 109 Verbal Queen 145
Levitation, Oil of 183 Sail-Dart 174 Veritas, Potion of 185
Liquid Luck, Potion of 183 Sailglider 173 Vestiges 131
Living Clay 139 Sara’s Soft Steppers 142 Vilon 132
Living Death, Potion of 183 Scribe of Desires 143 Virus Cyclone 230
Logographs 102, 106 Scripter 105 Virus Duster 229
Longcase Cloak 140 Seeker Bolt 143 Virus Tempest 229
Lord Taritin’s Plague 123 Segmented Sword 143 Vocog’s Vault 198
Mabuza’s Chordophone 140 Semedi’s Eyes 123 Volani 52
Machevian’s Arm 123 Sentinel Feats 80 Watcher 144
Machon 132 Sentinel (“Ixion”)226 Water of Life 185
Magnifying Glass 140 Seraphim Cavalier 62 Weapon Groups 159
Marathon 123 Seraphim Torus 210 Weaver 236
Master Chemist 103 Seraphim Torus Knight 62 Wood Giant 220
Maximized Die 159 Seraphim Torus (Nexus of Light) 211 Work Schedule 177
Mechanical Cutlass 197 Seraphim Torus (Skin of Glory) 210 Wrestler 199
Melee Weapons 161 Seraphim Torus (Testament) 210 Wyrm 236
Metalman 140 Seward’s Thumper 143 Xel’s Discernment 199
Mister Whitlock 140 Shaper 132, 148 Zebul 132
Morigan’s Charm 123 Shepherd Engineer 62
Morphiax “B” 123 Sick Stick 143
Mortal Mathew 140 Siege Weapons 198
Mutaform Traits 72 Sierra’s Claws 124
Nadir;s Hammer 140 Silantine Guard 87, 209
Nagomjii Feats 77 Simulacra’s Echo 143
Nagomjii Mail 141 Skin Shield 198
Natrual 20 159 Small Arms, One-Handed 159
Natural Beasts 213 Small Arms, Two-Handed 160
Nemil’s Hide Morph 123 Small Panabrate Union 223
Nero 231 Smith’s Pipe 143
New Monster Sizes 205 Snap-Trap 106
Nightvision, Drops of 183 Softness, Oil of 184
Nomads 75 Solo Panabrate 223
Objectionable Thimble 141 Sol Vykol 124
Offensive Adam 141 Starting Wealth 101
Omni Weapons 161 Static Spear 143
Ordinariate 85 Stone Golem 119
Origami 141 Strider 227
Orrery 5 Strigidae 219
Outsider 240 Super Glue 184
Pantheis Archos 123 Super Heavy Weapons 160
Paradox Box 142 Suspension Rifle 143
Pavonis 40 Sustenance, Drops of 184
Peace, Potion of 184 Swiftness Of Fillegan 124
Pellis The Impenetrable 123 Swiftness, Potion of 184
Periapt of Elsewhere 142 Swift Quiver 116
Pharmacologist 103 Sylphness Simulacra 198
Plant Growth, Oil of 184 Syrinx The Dreamer 124
Pocket Ballistic 197 Talos Alpha 124
Poly-Potion 184 Talos Beta 124
Posologist 103 Tefnul’s Companion 198
Prescience, Potion of 184 Terahertz, Drops of 184
Proctors 85 Tin Demon 220
Prymula’s Skeleton 142 Titan 237
Purgitan 208 Traits of Aegis Tech 158
Pyke Traits 73 Truesight, Drops of 185
Pylonia’s Brand 123 Ultralift 173
Pyxis 42 Umbra’s Consumption 198
Ram 169 Unpleasantness, Oil of 185
Rapid Shoes 142 Unskilled Chemists 177
Rectors 87 Valin’s Stand 198
Red Button 142 Vehicle Proficiency 4

247
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248
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