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Blackstorm Realms

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A 5th Edition Supplement
the cosmos is
within us.
we are made of
star-stuff.
we are a way for
the universe to
know itself.
- Carl Sagan
A 5th Edition Supplement
CREDITS
Publisher:
Jetpack7
Lead Designer, Creative Director, Art Director:
Aaron Hübrich
Writing and Design:
Aaron Hübrich, Alex LeFort, Daniel Gonzales, James Floyd Kelly, Jimmy Neal Scott, JVC Parry,
Mr. Tarrasque, Paul Gabat, Rhys Boatwright, Sara Hübrich, Ted Sikora
Editing and Proofreading:
Aaron Hübrich, James Floyd Kelly, Sara Hübrich, Ted Sikora
Interior Illustrations: Asep Ariyanto, Leo Avero, Javier Charro, Erick Efata, Ilse Gort, Matheus
Graef, Maerel Hibadita, Nathaniel Himawan, Agri Karuniawan, Romain Kurdi, Vincent Lefevre,
Raph Lomotan, Pius Pranoto, Kevin Sidharta, Rudy Siswanto, Allison Theus, Arif Wijaya
Production Services: Regent Publishing Services
Special Thanks: Ted Sikora at Nerd Immersion
Thank you to all the Kickstarter backers who supported this project.
COVER: Erick Efata (cover A), Vincent Lefevre (cover B)
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open
Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters,
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Open Game Content: The Open Gaming Content includes the user-created content that is clearly defined in this book. No other portion of this work may be
reproduced in any form without permission.
Disclaimer: This is a book of fiction. Characters and creatures represented within are intended for a fantasy role playing game setting. The publisher respects all
cultures, religions and beliefs.
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www.conceptopolis.com
Twitter: @Jetpack_7
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Blackstorm Realms Contents
Kickstarter Backers
6
Foreword9
The GM’s Guide
17
The Realm of Epethia
Bridges of Epethia
Guilds of Epethia
NPCs of Epethia
Game Master Notes for Epethia
20
36
59
64
69
The Realm of Xunditu
Xunditu: Lore, Legends/Myth
Xunditu History
Xunditu Geography
Xunditu Capital Cities
Xunditu Factions
Xunditu Locations
Running Xunditu
76
84
85
87
88
91
93
95
The Realm of Incursia
The El’atanor of Incursia
El’atanor Warlords
The Gods of Incursia
Running Incursia
96
98
104
110
111
El’atanor History
The Silver Web El’atanor of Epethia
114
116
118
Aparatum138
Overview of Aparatum
141
Tiers And Example Power Levels
149
The Aparatumist
154
Realm Generator 159
Within the Blackstorm
162
Locations162
Creatures of The Blackstorm
175
Traveling the Blackstorm
Travel Types
Vessel Information Movement in the Blackstorm
Vessel-to-Vessel Encounters
Sample Vessel
Combat in The Blackstorm 196
199
204
207
210
214
217
Player Options and Supplemental Content
Blackstorm Bounty Hunter by rhys boatwright
Blackstorm Sorcerer by james floyd kelly
Blackstorm Field Effects
Blackstorm Widow by mr. tarrasque
Ellath (Travelers) by mr. tarrasque
Gravity Domain Cleric by alex lefort & ted sikora at nerd immersion
Oath of Exploration by alex lefort & ted sikora at nerd immersion
Philomela, Nightingale of the Blackstorm by simone spinozzi
Major Personalities of Epethia
224
224
229
229
232
236
238
241
246
Kickstarter Beta Backers
3quinox
Aaron Allen
Abcras
Abe_Sinister
Abner John Jimenez
Adaenis
Adam Herring
Adam Osterberger
Adrian To
Aklelion Kidd
Alan Porter
Alberto Faria
Alex Heady
Alex Wahl
Alexander Brett Henson
Andrew Alsberge
Andrew Bogle
Andrew C Hall
Andrew Hovanec
Andrew Jasper
Andrew King
Andrew Lucas
Andrew Poling
Andrew Typhus Winder
Andy Hainline
Andy Mills (Alaska)
Angelic_Scars
Aodh Biffle
ARC
Ardinzul
Arvinraaj "KAZEfirst" K.
Austin "Wiivren" Watts
Austyn Jones
Avery Orr
B. JAMES
Bailey Kittle
BeardBear
Beau Crabtree
Ben Bollinger
Ben Gray
Ben Hall
Ben Lyons
Ben Shields
Benedikt Betz
Benjamin Bruso
Bill Gibson
BM Doucet
Bobby & Maddi Holmes
Bowser Sullivan
Brad Barco
6
10
Brandon Ramos
Brehn Erskine
Brian J. Laliberte
Brock Curry
BronRobin
Broook Freeman
Bryan (Maldroth) Botz
C Lofgren
C.R. Friedrick
Caleb Milhoan
Cameron Munoz
Cameron Pirie
Carlos Hess
Cassie Queen of the Spiders,
Bekhan the Grindilkin and the
rest of the Worry Clan
Chad Lynema
Chad Wierzbinski
Charles Elliott
Chase Lovoy
Chirag Asnani
Chris Brewer
Chris Capo
Chris Flagel
Chris Gliedman
Chris Hepworth
Chris Knott
Chris McNulty
Chris Nehring
Chris Perry
Chris Skidmore
Christian Hernlem
Christopher Buttarazzi
CJ Rochford
Clay Hickey
Clayton Ziemer
Clifford Smolko
Colin Lindgren
Dakota Burger
Dalarast
Damodar
Damon R Carrington
Dan Curtis
Daniel Brumme
Daniel Marjoram
Danny Awalt Jr.
Danny Kriegbaum Laursen
Darby Keene
Dario Barrasa
Dark Road Travels Podcast
DarkMouse
Dave Powell
David
David A. Nolan
David Cohen
David Cummings
David Hawbecker
David Paul Guzmán
David Schreiber
David Young
Deighle
Derek & Sarah Barnett
Derek B Miller
Derman Jonathan
Deviprasad Chalicheemalapalli
Devon W.
DJ Exo
Doc Palindrome
Dominic Gibbard
Dor "Lyle" Laksman
Dorian Wright
Dorryn Loves Cookies
Doug Vanek
Douglas Beebe
Dracon Steel
Dragongunblade55
DreadPirateWest
Drifter's Atlas
Duane “DJ” Biggs
Dungeons Dummies_Youtube
Eduardo Gomez Rivera
Elem5nts
Elias "El Mago" Lozornio
Elvenstreak
Eon Harry
Epsylon Rhodes
Eric Lohmeier
Eric Toczek
Erik Balcazar
Eugene Vogt
Evan
ExTwo.TD
Faith Hall
FapaRX
Faustus Cazer Alwyn
Fiona Nowling
FlipzMCL
FoundedPanda
François Boni
Frank C.
Fuwa Kosairus
Gamercoon
Kickstarter Beta Backers
Gareth Gingell
Germán Sanders
Gia Doompaw
Glen R. Taylor
Gordon Milner
Grant Goad
Greg Sargent
Grimmok
Guinevere Cruice
Guppy G
Halli Starling
Hamilton Gensheimer
Hans Luyten
Hans W. Frymire
Harper Kidder
Hayden Smith
HazelRune
Hazpants
Headless Hydra Press
Hermann Agis
J Bolton
Jackson "The Ever-Living"
Jacob "JAWZ" Walton
Jacob Barlow
Jacob J Christensen
Jake Beaver
Jake Hopkins
James K
James Nolan
James Sizemore
James Throne
Jamie Graff
Jamie Wilkinson, MS LPCC-S
NCC
Jared Acosta
Jared Carver
Jasper Hughes
JD Maynard
Jeriah
Jerome Grant
Jerrell "Jom" Simmons
Jerry Shepard
JerryB.
Jesse 'Draumal' Rathbun
Jip
Joe Rigney
Joe Schelin
Joe Shine
John ~Q~ McHugh
John Chamness
John H. Bookwalter Jr.
John J Dorch
Jon Whitehouse
Jonathan Combs
Jonathan Herman
Jonathan Smith
Jose Placeres
Joseph Blackmon-Dishaw
Joseph Carrozza
Josh Raymond
Josh Sjothun
Joshua “The Rogue” Kresser
Joshua Graves
Joshua K
Joshua Kane
Joshua Lapple
Joshua Pittman
Joshua Turner
Julian Coville
Julian Hawes-Bryant
Julian Schmid
Karys
Keefe Stringfellow
Keith J. Farmer
Keith Werner
Ken Marable
Kenneth T Miller
Kevin Scott Lynner
Keyahnuhn (kiki) phelps
Kieran R
Kimberly Sudbrink
Koix TheKobold
Kossal of House Kavius
Kris Brown
Kryanthis
Kurt Piersol
Kyle Pearce-O'Brien
Kyoryucrimson
LandisTheThief
Laurel, Rowan, & Crow Bolt
Lee Langston
Leem
Leland Schaidle
Leo
Leon C. Glover III
Leopold Goldimire
Lester Ortiz-Miranda
Logan Maynard
Low Rosario
Luke Benjamin Thomas
Luke Walton
Lunaris Silva
Magnus Rock
Manuel Holzhauser
Marcus Palozzi
Mark Gladson
Mark Strahm
Mathieu Cloutier
Matt Driver
Matt Filippini
Matt League
Matt Olivia
Matthew @ProudNerdery
Matthew Larrey
Matthew Morgenthaler
Maxwell Walsh
Michael & Steph
Michael Christensen-Calvin
Michael Collette
Michael Harris
Michael James Roebling
Michael Martinez
Michael McMath
Michael merchant Jr
Michael Owen Hill
Michael Steele
Michael Taylor Kent
Michael Tendy
Michele Maci
Microple
Mike Casagrande
Mike Taber
miromonti
Mitchacho
Monika Raczko
Monte "Cyphur" Young
Morris Harrell
My Sound Delve
Mychal Deeb
Natalie Reyes
Nate
Nathan Strikwerda
Neal Lacombe
Nelboqsaiscee
Nicholas Vandenbush
Nick
Nick Bardelson
Nick Maschinski
Nick Rice
Nick Torgerson
Niels Juel
Nik Kerry
Noah Tugan
11
Kickstarter Beta Backers
Nyxie Astrea Walz
Oliver Grumme
Orren Merton
Pascal Saradjian
Patricia Efird
Patrick Croteau
Patrick Doherty
Patrick Flood III
Patrick Melendez
Patrick Mellinger
Patrick Stanton
Paul Welch
Pavel Smirnov
Peter Griva
Phillip Glorvigen
PickleRick!!!
Prayer77
quietknowitall
Quinmister
Qwit Nimblehands
Rafael Calmon Bermudes dos
Santos
Ralph Bennett
René Blanken
Renee Waldrum
Rich Rubel
Richard (RikterSr) Durrer
Richard Hammond
Rick Barry
Riley hessdorfer
Robert Morales
Rodeo Trashpit
Rony (Roman) Balagula
RuinRuler
Ryan Cherry
Ryan Haden
Ryan Rock
Ryan Sprenkle
S Stutzel
Sal Robertson
Sam "Samaritan" Fokker
Sarcastard / Sou
Scott ‘Igor’ Olman
Scott Calnan
Scott Ceresa, Pharm.D.
SeedsMyth
Shaun Smith
Shawn Mueller
Silas Dasgupta
Simone Pietro Spinozzi
Sir Danglewood Cumquat III
Sir Lucien
Solitarybit
sryan7
Stefan A. Buiter
Stephanie Gildart
Stephen Gac
Steven Beverage
Steven Stidham
Steven Walsh
Storm Sprague
StrangeMortal
Stuntman Mike
SuperKitty0
T.J. Finch
Tajen Freeman
Tammi Murphy
Tana
Tanus Mercer
Taylor Hyde
Ted Schutt
Terry Mixon
ThatDungeonCrawlerOverThere
The Dragon Lord
The Weule Bros.
Thomas Jenkin
Thank you to ALL the Kickstarter backers
who supported this project.
You made this book possible.
-The Jetpack7 Team
8
10
Thomas Kilby
Tim Prior
Tim R.
Tim T
Tim Young
Timothy Lowe
Tom Spillemose Christiansen
Tomas B. C.
Topher Kohan
Trevor
Tyler Cooley
Tyler S Barry
UncleDredd
Vaughn Mayer
Victor Bui
WeaverQM
William DiBacco
William Rood
William Smith
William T Noell
Wilson Gonçalves Hare
X
xCast
YUSUF KASUMU
Zach Host
Zach Hunt
Zachary Brandt
Zachary Kahn
Zachary Rey
Zachary Tate
Zack "Lrbearclaw" Kirback
Zdathen
Ze Luis Porfirio
Zero Caige
Zionwarrior
Zoid Bravebear
ZW
Foreword
Space...the final frontier.
From early astronomers discovering heliocentrism to
the development and launch of orbital telescopes,
outer space has always fascinated us. What lies
beyond our planet? Is there other life out there
beyond our solar system? It’s these questions and
that intrigue that lead to the creation of the science
fiction genre.
From a young age I had a love for science fiction.
From pretending to use a flashlight as a lightsaber
or sitting with my family every week to watch Star
Trek: The Next Generation, I couldn’t get enough.
However, as I got older my interests shifted more
towards traditional sword and sorcery fantasy, but
that love for science fiction never left.
Enter Blackstorm Realms, a book that combines my
two favorite genres! I had never thought of taking
my Dungeons & Dragons campaigns starside, and
that’s just what this resource book does. As with any
good resource book, it contains a variety of options
for use in a campaign. New subclasses, backgrounds,
races and magic items are just some of the new
content contained within. You’ll also be introduced
to the concept of Aparatum, a new and unique type
of powerful magic. Not only do Aparatum have a
deep connection to the lore of Blackstorm Realms,
they also come with their own set of crafting rules!
While all of the aforementioned “crunchy” content
is great, what I love the most is the new lore and
worlds to explore. One of my favorite things to do is
immerse myself in the lore of a new science fiction
property.
From the horrifying life cycle of the xenomorphs from
Alien to the culture and politics of Firefly, there’s
always something new to appreciate.
Blackstorm Realms has no shortage of new worlds to
navigate. From the world of Epethia, a bridge between
past and present where your party can begin their
adventure in a more traditional fantasy setting. To the
worlds of Xunditu, an advanced magical civilization
with a booming economy powered by the scales of a
legendary dragon. Maybe you’ve had the misfortune
to find yourself on the world of Incursia, a brutal and
bleak world dominated by an imperialist alien race
that few ever escape from. Or perhaps you’ll use the
tools and examples presented in this book to design a
world of your own within the Blackstorm.
If you’re a player that loves the concept of
traversing the stars, exploring new worlds,
discovering new magic and becoming a hero
along the way, then I recommend you checkout
Blackstorm Realms. Game Masters will have no
shortage of tools to populate the various worlds
within the Blackstorm such as factions, locations,
NPCs, and a variety of different monsters including
3 new dragons!
The vast void of space and the potential areas
we’ve yet to discover are infinite. That limitless
potential for adventure is something we all strive
towards in our campaigns. With this book you and
your players will be able to boldly go on adventures
for years to come.
- Ted Sikora, from Nerd Immersion
May 2022
11
9
Introduction
I always told myself that one day I would
write a proper autobiography. Now, in my
advanced age, as I have finally set out to do
just that, I find it harder than I imagined to
weave the loose threads of my many journals
into a cohesive quilt of a book. Should I have
started with a quilt? Perhaps a scarf would
have been more realistic—something smaller
than an autobiography.
After all, I am an explorer, not a writer.
For all my years of adventure throughout the
Blackstorm, I struggle to determine the best
structure in which to present my experiences.
I know, of course, that the three jewels of the
Blackstorm (as I have come to call them) should
be the focus of the work, but I am uncertain of
the finer details of the presentation. I worry that
I will betray my true feelings on these matters
through my failure to properly organize the
jumbled mess of my thoughts into neatly flowing
sentences and compendious paragraphs. Do
I use too many adverbs? Delve too finely into
mundane detail? Will my metaphors serve
not as illustrative but instead come off as
convoluted or redundant?
I do not know.
But I do know of the three jewels, Epethia
would be a diamond. A complex, beautiful
realm formed through a history of intense
cosmic hardship, a hardship that has
produced a fluorescent array of people
and cultures that now flourish on its surface.
Epethia is as hardy as it is alluring, and
the many groups that inhabit it squabble
endlessly, hoping to hold it in the palm of
their hand so that it may be protected from
those that would seek to take it from them.
Some would suggest that the exterior of
Xunditu would be akin to the mundane, natural
rock matrix in which the profitable interior
minerals, the Xunastians, are embedded. I
would argue that those people would be too
quick to overlook the exterior and its resident
Illkarians, who, despite outward appearances,
are worthy of wonder in their own right.
Xunditu is opal. From one angle, it appears
just a certain way; dazzling and radiant. But
from another angle, or with a subtle shift in
light, though still beautiful, it seems in a way
that is wholly different.
Incursia shares many similarities with Epethia.
A realm nearly as old as the Blackstorm itself,
ravaged by war and time. The El’atanor ensure
that Incursia is shaped in their image, a place of
violence and strife, friendly only to those who
align themselves strongly with the will to power.
Incursia is carbonado—black diamond. Dense,
dark, and impure. Alluring to some, threatening
to most others; thousands have died in the
name of its prosperity. I speak of it not with
affection but with recognition of its influence.
No story of my life or the Blackstorm would be
complete without its thorough accounting.
Yes, I like the sound of that. Next week I hope
to have completed my outline, and then the
work of ‘actual writing’ can begin in earnest.
- Excerpts from the personal journal of famed
explorer Dyffros Wyasatra recovered from the
wreck of the Trepidation in 1079 AR.
10
Introduction to
Blackstorm Realms
Welcome to the Blackstorm, travelers. This book
grafts delicate and deliberate touches of science
fiction onto a chassis of evocative, magical high
fantasy to create a setting that is at once wildly
imaginative and yet comfortingly familiar. We’re
talking about classic monsters plus fantasy
spaceships. Complex magical rituals and gargantuan
celestial bodies. Each realm (equivalent to a planet) is
different from the next.
Players who love boundless exploration, discovering
new magic, and developing into powerful, realmsaving heroes will find what they are looking for in the
many realms of the Blackstorm and in the turbulent
spaces between them.
Game Masters who want a varied and detailed world
with a built-in framework to accommodate the wide
stylistic range of their ideas and the room to innovate
upon common fantasy tropes will discover exactly
what they need within these pages. Three realms of
the Blackstorm are detailed thoroughly in this book,
but the many realms of the Blackstorm are countless.
There’s one out there for everyone.
The World of Epethia
On Epethia, the wounds of the past are bridges to
present adventure. Literally and metaphorically; the
many ruined bridges and other gargantuan structures
of the ancient builders, sundered during the great
Rent of the Salien Age, persist as ruined worlds of
powerful magic and endless opportunity.
Civilization on Epethia, also known as Bridgeworld,
has built around and expanded upon these great
ruins to rework old history in a new image. It is on
Epethia where the wondrous divinus aparatum was
first created by the gods, and stolen to create profanus
aparatum by the sinister El’atanor. Since then, the
societies of the realm were forever changed.
Various factions, religious groups, and merchant
companies clash and mingle on Epethia, constantly
jockeying for position. The ruins continue to hold
secrets yet-untapped by those who would be eager
to discover them. Epethia can be a fantasy world
that you and your players would never have to leave,
and its breadth makes it a logical place to introduce
yourselves to the Blackstorm and its peculiarities,
but it can also serve as the launch pad for many
grand adventures that lead your players to its wildest
frontiers and darkest depths.
The World of Xunditu
Xunditu is a realm unlike any other—a two-sided
planet with a cool-burning star at the center of its
otherwise hollow core, allowing for two distinct
peoples to build equal but opposing societies on each
side of the planet’s crust, which floats suspended in
the gravitational pull of the star at its center.
Both of these peoples have come to use and
understand the advanced magic native to Xunditu
to further their own ends. On Xunditu’s exterior, the
insular Illkarian peoples harvest the rare, memorycontaining shadowglass to develop complex magical
rituals and powerful weapons of war under the
weight of an oppressive dictatorial regime.
On Xunditu’s interior, the enterprising and
expansionist Xunastians have used the scales of the
legendary dragon that lives within the star’s core to
supercharge their economy and position themselves
as the peacemaker-explorers of the Blackstorm,
though their governments are rife with corruption
and infected by cults and avaricious secret societies.
Xunditu symbolizes the bountiful potential of the
Blackstorm as well as serves to warn of what can
happen when mortals entrap themselves in the
powers and mysteries that it holds.
The World of Incursia
Incursia is the home world of the dominating,
imperialist alien race that is the El’atanor—godkillers that have long-ago discarded their biological
bodies for magically-enhanced crystalline forms.
Incursia’s surface and subsurface have been stripped
clean of natural resources in the El’atanor’s pursuit
of immortality, replaced instead by stolen pieces of
other realms transported by the El’atanor’s fearsome
magitech. Layer upon layer has been carved out of its
core throughout which the El’atanor have stratified.
Enslaved peoples from other realms are brutalized
under feudal El’atanor warlords who vie for ultimate
supremacy. Safe havens on Incursia are few and far
between, and those who find themselves on the realm
seldom ever make their way back home.
Incursia is the home of the greatest darkness in the
Blackstorm, and the mortal races share a common
interest in seeing it and its inhabiting El’atanor erased
from existence for the good of the Allverse.
11
A Foundation
For Something More
Within this book is the foundation to build many years
of galaxy-spanning adventures, should you so choose. A
lot is packed into the pages to come, certainly enough to
support endless campaigns on their own. The primary
purpose of this book, however, is to empower you, the
reader, to take what you find in here and build upon it,
using it as a springboard for creating your own worlds
for your players to discover.
12
12
We set out to create an imaginative, high-powered
outlet to inspire and encourage you to plug in your own
creations, and we believe that this book delivers on that
promise. What role will the domineering, imperialist
alien race of the El’atanor play in your game? How
will your players react to their first encounter with a
Blackstorm essence flair, which might cause their ship’s
core to fail? Which side will they take in the political
cold war between the two distinct peoples of Xunditu?
We think you’ll have lots of fun finding out.
What is The Blackstorm?
The Lore of
the Blackstorm
We know that the gods built all the realms, both
seen and unseen, known and unknown. What
most people don’t know is that they did not create
the heavens. Eau—a brilliant, glowing being at
the heart of the Allverse—designed everything
we know and touch and love and loathe. Motes
of pure life force fall from her bough, drifting
on Blackstorm energy currents for eons. These
motes, each taking an unthinkable time to even
find another like itself, fuse and merge, gradually
gaining awareness of themselves and their
purpose in the Allverse.
The motes eventually form into the gods that
we know. While Eau is life force personified,
the gods are simply aspects of Eau’s body and
spirit. Each god has an anima that is much more
recognizable by us despite our possession of
limited perceptions. Eau is a different matter.
Such are my mind’s constraints that I fail to hold
a singular, describable image of Eau in my mind
that does not fail to encompass her true beingness. And I say that as a scholar—one who has
lived far beyond the norm for my kind.
The closest any of us may come to characterize Her
is as a tree. The term came into fashion when magi
began to perceive Her subtle “branches” reaching
throughout the Allverse. But She is not any tree;
She is the Celestial Tree. She is described as a
“she” primarily due to old traditions.
But make no mistake. She is not really a she.
To describe Eau as having something relegated
to those with recognizable forms is only for
descriptive purposes, or it is something that
helps our small minds cope with glimpsing the
inscrutable. Using the term is not meant to
pigeonhole this magnificent and mysterious
being into something She is not. We have
only just begun to unearth Her secrets. Long
ago and in more primitive times, it might have
been custom to call Her “her” due to the
superstitious, unsophisticated habits of the
individuals who came before us… because from
her, everything emerges…the absolute “divine
mother,” if you will…
…again, I have fallen into speculation and
meandered off-topic as I am wont to do.
Apologies, dear friend. I will return to this subject
again in later correspondence.
As Eau is the foundation of the Allverse, the gods
are Her dynamic will. There are at least as many
gods as there are realms in the Allverse since
the gods pour their desires into creating realms.
Some worlds only have a single god as a creator,
guide, or protector. Others, such as Epethia, have
a multitude, and they do not always agree upon
the current and future routes that their creations
will take. Still, others are almost entirely negligent
and aloof, and the inhabitants of their realm can
not count them, much less name them.
There are rumors of realms abandoned by
mercurial gods, who suffered dissatisfaction or
boredom with their creations and hence moved
on. There may also be gods destroyed by
rebellion or other malfeasance, but I have not
confirmed these instances. However, the El’atanor
do come to mind…
One realm that I can certainly name is the everdangerous Incursia, a world from which not a
single soul has returned healthy nor whole. The
name fills me with a deep-seated sense of dread,
even as I sit proudly in my matured status as
the High Chair of our erudite Lyceum. There is
little knowledge that I could have in hand about
Incursia, and this lack frightens me to my marrow.
So, dear friend, since you are so determined to
explore the Blackstorm and dig up its secrets, I
leave this advice with you: As marvelous as Her
branches are, do not go near to them. While
they appear to be constructed from the purest
life essence, contact will surely kill you. There
will not be a single bone or a strand of hair left.
And for Tömriin’s sake, do NOT be tempted to
visit Incursia. I beg you. I will not lose another
compatriot to that accursed realm.
­ exerpt of a lengthy letter from Clendius
—
Mabon, High Chair of the Lyceum at Mhazarr,
to his life-long friend Bareuth Siglahar. Bareuth
did not follow the advice of his colleague and
disappeared shortly after leaving Epethia.
13
13
Cosmology
The Allverse. We use this term to describe the
combined total of all the universes in the prime
material plane, all of the elemental planes, the astral
and ethereal planes, the divine and profane planes,
etc. The Allverse is constructed of a core building
material; this material is known by many names:
primordial clay, the ether, eternal firmament, or
more commonly, chaos. Chaos is not evil. It is the
most straightforward disorder; it is without familiar
form or purpose.
Eau, what we now know as the celestial tree, the
embodiment of the Allverse, is, like all things, made
of chaos, but in a much more pure form. Eau’s body
is chaos collected, controlled, given purpose and
direction by her unimaginably powerful sentience.
But, what we believe and understand Eau to be was
not always so. Her sentience is absolutely immortal
and eternal, but her body waxes and wanes over the
countless eons traversed by time’s arrow.
Eau’s body which is at the base of all life, and all the
realms that hold and support life, died over 100,000
eons ago. Her body dissipated and returned to the
formless chaos that made it and disbursed into the
void of the previous Allverse. The primordial chaos,
wild and rampant, created and destroyed itself a
billion times over until Eau once again imposed her
will, bringing order and discipline to this primordial
pandemonium.
Eau collected and condensed much of the disorder
and manifested it in a single vessel. Eau’s sentience
infused this vessel, becoming one with it. Over several
eons, she collected more and more motes and iotas
of chaos onto herself, nurturing and feeding them
until they burst forth, piercing the pellicle between
matter and thought, and sprouted into being-ness.
The sprout took the vague shape of a sapling, and
slowly, inexorably, this new being expanded into the
divergent Allverse we all know now.
Eau forms the Allverse with her core or “trunk”—the
center of all realities. Eau and her constituent parts
are imperceptible and incomprehensible to all but the
most intelligent, perceptive, and insightful beings. As
she grew, her branches and roots formed a network
of pathways that connect every reality and realm.
The branches carry Eau’s life force to all parts of the
Allverse, and this flow of life energy is commonly
perceived as “streams” or “currents” by those rare few
that can “see” them.
The currents allow for incredibly fast travel, distances
that would take centuries or millenniums to traverse,
take years, months or weeks. The Blackstorm winds
within these currents are dangerous not only for their
speed but also for turbulence and the maelstroms
inside them. Only the mighty khanaar—celestial
16
leviathans—can travel in the currents without fear
of harm. There are vessels crafted by mortals, known
as “voidships,” that can theoretically travel on the
currents, but they are much less reliable and less safe.
Many attempts have ended in tragedy.
The currents are intertwined with each other
like vines or ivy. They flow in multiple directions
simultaneously; there is no “this current only moves
in this direction or that direction.” The currents are
impossibly huge, engulfing entire realms with ease.
The khanaar can immediately enter a current at any
time, even while they are within a realm’s locale. To
those watching a celestial leviathan, it disappears in
the blink of an eye when it enters a current, whisked
away into the Blackstorm.
While the gods created many realms and unknowable
multitudes of life on those realms, they did not build
the heavens. That was the work of Eau, the celestial
tree. Eau is the literal root of all things. As the scholars
call them, her seeds or motes are the beginning of all
immortals and mortals alike.
The GM’s Guide
Running
Blackstorm Realms
The Allverse, aka the Blackstorm, is your playground.
No longer are you limited to the land and sea in a
single world. In the Blackstorm, any and all settings
for a 5e campaign are allowed and encouraged. Here,
each realm (another term for a world existing on the
prime material plane) exists because of the infinite
nature of Eau, The Celestial Tree. The Celestial Tree
sprouts new branches that shed her motes and
coalesce into gods, who in turn create new realms that
spring into life just as ancient realms crumble and die
off like the leaves that fall from the trees.
But you need not change your game. And your
players do not have to lose or change anything for the
Blackstorm to exist. Because all worlds created by you
exist in the Blackstorm. Adventurers on one realm
are no longer fenced in; movement between realms is
possible if heroes and villains desire it.
In these pages, you shall discover secrets and notso-secret details that will allow your players to
wander outside of the sandbox. Now, players can
find motives for moving beyond the horizon and out
into the Blackstorm where mysteries and dangers
abound alongside wonders and rewards that can
immortalize the bravest, strongest, and most
intelligent adventurers as well as the vilest, most
despicable villains.
Gaming in
the Blackstorm
This isn’t just a book containing locales of interest,
new magic items, and some new classes for your
players to try out (although they are in here). Instead,
Blackstorm Realms has a goal of providing you
and your players with a method to connect all the
various worlds and settings that have come before
and will come after. Other gaming aids have provided
similar tools for doing this kind of adventuring, but
Blackstorm Realms is also about a story. A grand story.
One that attempts to pull it all together, so-to-speak,
and allow your players to live and explore wherever
their decisions take them.
Blackstorm Realms doesn’t attempt to have all the
answers; you still have the responsibility to run a
game or campaign that will always surprise. Players
make all sorts of decisions and ask questions for
which no book can provide all the answers. But,
Blackstorm Realms will give you what you need to
provide a seamless link between settings so that
your players will never be limited. Before Blackstorm
Realms, when one locale begins to become stale,
adventurers could always march to the next town
or city to find a new Big Evil to vanquish or a dusty
dungeon to clear out. Now, those same adventurers
can uncover a galaxy-wide conspiracy that puts all
worlds at risk and may require moving between
realms to discover allies and new weapons in their
fight to save it all.
Ultimately, you will decide how far this story
stretches, but even should you choose to ignore the
backstory provided, all the other mechanics will
remain for you to use—travel methods, new classes,
dangerous magic items, and more. Blackstorm Realms
will provide both you and your players with the
information and rules needed to expand a game or
campaign with new evils to battle, new NPCs to meet,
and new wonders to explore, even if they never step
one foot off their current realm.
For the remainder of this chapter, you’ll find brief
introductions to the various components provided in
this book. From the new type of magic items called
aparatum to the most evil of villains… from the grand
creatures that allow travel between realms to milehigh structures that defy explanation to three new
worlds ready to explore or start a campaign… you and
your players are primed to discover their place and
role in the universe and, ultimately, help direct how
life survives or ends.
15
17
What The GM
Needs to Know
Before using the content of Blackstorm Realms, the
most obvious need for you is to already be familiar
with the basics of 5e rules and mechanics. Much
of what will be found in this book assumes an
understanding of those rules since they will not be
covered here. No explanations for advantage or how
AC works here!
In a nutshell, what you need to know as you begin
to dive into the book is that the realm on which
the players start is only one of an infinite number.
These planets exist in the Blackstorm, a vast void
that has no end. Each realm has its own laws and
races and rules, many of them already defined by
the number of resource books released for all the
different fantasy RPGs over the decades. You may
have a favorite world book that you can use as the
source and starting point for your campaign, but as
this book will show, there are ways for you and your
players to jump back and forth between any world
that currently exists in reference book form as well
as worlds that have yet to be created.
Questions that will be answered for you in this book
include how all these realms came to be as well as
various ways for players to travel between them. A
realm generator will also be provided so that you
can easily and quickly create realms that players
can choose to visit briefly or for extended stays. An
enemy that has both the desire and the reach to
create chaos across all realms will also be provided.
A new type of crafting magic called aparatum is also
beginning to spread out from its original source
realm, and you will find all the rules you need to
drop it into your current campaign.
The pages of this book aren’t just here to provide
GMs with the reasons why things are the way they
are and the means for traveling between realms and
in the cold void. (And does it really need to be cold?
Nothing is to stop you from making a moon out of
cheese and allowing “voidships” to drop anchor
inside an asteroid belt.) This book is meant to serve
as inspiration, guide, and rulebook. Inside, you can
find charts and mechanics as well as adventure
hooks and deep conspiracies to seed your campaigns.
Included are three realms of interest that can provide
starting points for a campaign or a simple waypoint
for travelers to quickly meet a contact or hire a
bodyguard. A handful of NPCs can be encountered
on the realms provided or transplanted to the realm
that suits you best. The same goes for the larger
storyline and conspiracy that exists across the
Blackstorm; you can use what is provided, ignore it,
change it, add to it, and ultimately decide whether it
will impact the player characters or remain nothing
more than whispered rumor.
16
18
Terminology and
Descriptive Scenes
The Blackstorm is more than just… space. In a fantasy
setting, words like planet, gravity, and oxygen have no
meaning. Well, unless you want them to have meaning.
As with any setting, you are the ultimate authority on
what is allowed and what is not, so you are certainly
allowed to use modern verbiage when describing
these natural elements to the players. But for true
immersion, GMs are going to need to be open to new
terminology as well as the temporary ignorance of
other words and devices that tend to pop up when
dealing with the void between realms.
Yes, Blackstorm is space… and a realm is a planet. Out
there in the Blackstorm, GMs are welcome to populate
it with asteroids, comets, black holes, and much
more. Or… the GM can instead choose to populate it
with floating iron mountains, speeding void-glaciers,
inescapable portals… you get the idea, right? Avoiding
technical terminology is always good, but it shouldn’t
stop a GM from providing the players with a suitable
array of new and unique locales to visit that may or
may not behave like the “real world” counterparts that
we all know from science class.
You are encouraged to try and stick with standard
fantasy terminology, but as players travel between
realms, using terms like “planet” and “space” are
going to come up. When they do, just ignore them
and strengthen your own use of the terms you wish
to use. Allowing the players to come up with their
own names for discoveries will also help lend a bit of
realism to what is a fictional fantasy setting, of course.
To assist you a bit with solidifying the ideas presented
in this book, the following is a list of suggested terms
(along with definitions and/or descriptions) that can
be used to get started:
The Allverse. The known universe within which Eau
(the Celestial Tree) resides, giving life-energy to all
realms and planes in the form of streams/branches.
This is synonymous with the Blackstorm, and the
terms are frequently used interchangeably, although
the former encompasses the latter.
Voidship. A vessel that can travel from realm to realm
which originated on Xunditu, but other realms have
developed their own versions.
Vortices. These are areas of dangerous turbulence
within Blackstorm streams caused by opposing flows
of Essence or life force. These have been known to
break apart voidships and ribbon runners.
Crumbles. Asteroids.
Bridges. Megalithic, ancient, and mysterious
structures found on Epethia, with a handful found
on other realms that only link back to Epethia. These
other realm bridges are rare, however. To alleviate
confusion, the difference between these megalithic
bridges and “normal” bridges have been highlighted
throughout the book by the use of italics.
The El’atanor
Conspiracy
The El’atanor are a new race for the players to
discover should the GM choose to include them. They
are evil; of that, there is no doubt. The El’atanor
reside on the realm called Incursia and desire
nothing more than to uncover all manners of magic
and might to take control of all realms and depose
all the gods and goddesses that sit and govern over
those realms. In the past, groups of El’atanor have
moved out into the Blackstorm Realms using their
own manner of travel, but so far none have yet
found success with their goals. But the Blackstorm is
eternal, and the El’atanor are patient.
Is there a way to ultimately defeat the El’atanor?
And will your players even become aware of their
existence? These questions are left to the GM, but
Blackstorm Realms provides the details to create the
setting, introduce these evil creatures, and then allow
the players to discover and travel to new realms that
might offer the weapons and magic that can be used
to defeat this powerful enemy.
The Blackstorm. This is the known universe which
exists upon the prime material plane as a part, but not
the whole, of the Allverse.
Branches. This is a term used to describe the flows of
Life or Blackstorm energy throughout the Allverse.
They are dangerous to many, however, they are
frequently utilized by khanaar (celestial leviathans) as
a means of fast travel.
Realm. Any planet/world.
17
19
The Realm of Epethia
It was our guide, Lestox, who made us aware that
a suspicious group was following us. Since only
a native of the land would be able to navigate
the dense jungle around us without triggering my
wards, we knew that the Bimca, the indigenous
tribe who claimed land out to a ten-day walk
from the Crimson Python River, were watching. I
insisted that we not make camp until we reached
the river, and thankfully my companions agreed.
Where do I begin concerning the sights that
greeted us when daylight announced our
arrival at the river? I have participated in seven
different Bridge exploration parties on three
different continents in the last few years, and
none of them have matched both the awe and
the sheer terror that I felt upon laying eyes on
the Surca Bridge. The legends I had collected
over the years were correct on all points but
one—that the Surca was indestructible.
First, the Surca's length. Lestox told us that
crossing the river, east to west, would take a man
three days to walk across; from our vantage point,
none could see the opposite side, so this claim is
not currently in dispute.
Second, the Surca's width. We haven't yet rowed
out and performed an initial exploration, but I
estimate that from the left side to right, a man
would need to walk for half an hour over that
stone surface to view the river from both the
northern wall and from the southern.
Finally, the legend regarding its spans was the
one I least believed. Until today. Three of the
king's largest merchant ships could pass through
just one of the spans, side by side, and with
enough room for possibly a fourth. And I lost
count of the spans that stretched into the distance.
20
20
How such a wonder was built is beyond my
understanding, but tomorrow we will row out to
the nearest pylon ruins and make camp. It will
take us an hour, I estimate. The damage done
to the bridge on this western side of the river is
substantial but still recognizable as done by hand,
with tools and possibly alchemical explosives.
Why would anyone wish to limit access to this
bridge? And not just the top surface for trade,
mind you. Many windows and balconies that
hint at internal structures have been boarded
up or filled with rubble. Was it the Bimca? Did
they damage the Surca to eliminate claims of
ownership or keep travelers from moving through
the lands they claim as their own? What wonders
await not just on top of the Surca––but inside?
No castle that I have ever seen or read about
could match the size of the Surca, and that alone
fills me with terror. Part of me wonders whether
the bridge was cut off from the shore in order to
keep something away.
I will send this journal back to King Griol and
begin a new one when we arrive on Surca. I
hope that my notes will help the second Surca
exploration group to make faster travel through
the jungle and prepare them when they arrive in
sixty days. I look forward to sharing with them the
first discoveries we make.
—Riloshis Windwhisper,
Third Warden in His Majesty's Service
Welcome to
Epethia
Epethia is a land steeped in adventure, innovation,
and drive to unlock the mysteries that comprise
the world. This massive realm defies the structure
of standard earthly bodies; instead, it is a
world of giant megaliths with unknown origins,
mysterious functions, and wondrous discoveries.
The realm itself is most often referred to as simply
"Bridgeworld" by off-realmers, not because its many
structures resemble standard bridges (although
many do), but because most of them are so immense
that they cross different regions.
The origins of Epethia, as with many worlds, are
a collection of clouded stories that are difficult to
verify. Legends have merged with religious texts
during many retellings, mixing myths and truths
over the millennia. Many things are known about
Epethia––but the unknowns vastly outnumber the
facts. For this reason, Epethia is home to hundreds
of large and small organizations with members that
seek to understand the world in which they live.
Some of these organizations seek this information
to better understand their place in the world, and
others seek it for the power and control they believe
the information will bring.
Wandering this world, however, makes one thing
clear: in the deepest past where memory has failed
and stories have faded, powerful beings created the
most immense and most incredible structures on
every surface of this realm and a few others that
defy explanation. The known structures exist on
land, water, snow, and even in the air, and thousands,
possibly tens of thousands more, remain hidden
awaiting discovery.
Most of the peoples of Epethia had never known
a time when gigantic wonders of construction
were not in their field of vision. For this reason,
many civilizations on Epethia worship either the
structures themselves or the mysterious creators
of the megaliths. Some of the bridges are crumbling
away while others are as polished and perfect as the
mysterious builders first created them; there is no
explanation, just awe, and wonder.
While the discovery of the massive megaliths of this
world provided one of the greatest mysteries to its
inhabitants, Epethia wasn't finished with its surprises.
21
21
10 Things to Know About Epethia
1. While the inhabitants refer to their world as
Epethia, the rest of the Blackstorm Realm travelers
have taken to calling it simply Bridgeworld. Most
Epethians do not correct visitors who use the term
"Bridgeworld" as it makes it easier to identify fellow
natives. but visitors from other realms to Epethia
can quickly gain the respect of a native by using the
realm's proper name in discussions and the traditional
greeting of "Molay Biss," which roughly translates to
"May the bridges Always Greet You."
4. The number of bridges that have been cataloged
by the Symposium (see page 59) sits at 491. The
Symposium believes there to be well over 3000
undiscovered bridges across the surface of Epethia.
However, many Guilds are secretive about their
discoveries and choose not to report them to the
Symposium. For this reason, many bridges were
"discovered" more than once, and some guilds have
fought many skirmishes (and even full-fledged armysized battles), contesting the rights of First Exploration.
2. Aparatum (pg 138) is widely accepted on Epethia,
being the place of its conception. Very few regions
of the realm have explicit bans on bonding with
aparatum, although a handful of smaller villages
and towns may have laws against aparatum. It is not
uncommon to see Epethian citizens using aparatum
in their work––blacksmiths and carpenters take
great pride in their work. They often use aparatum
to improve their quality of life. More advanced
aparatum components are often sold or traded in
many aparatum-friendly bazaars that travel the lands
of the realm. (However, the guilds oppose what they
see as a loss of knowledge that could be gained by
examining these artifacts; for this reason, many
guilds have teams of mercenaries who operate in the
shadows and use whatever means necessary to put
an end to the buying and trading.)
5. The most common methods for visiting and leaving
3. The number of ancient structures are commonly
referred to as simply bridges due to the greater
percentage of them that span or provide more
accessible paths between lands and waters that are
difficult to navigate. However, not all bridges do this,
and explorers continue to find structures with no
fathomable function other than simply striking visitors
with awe due to their sheer size. The largest bridge
discovered so far is known merely as The Brick, a solid
rectangular structure that runs over 8000 feet long,
4000 feet wide, and 2000 feet tall. None have yet
discovered its entrance, but many guilds believe The
Brick to be hollow and contain valuable information
on the creators of Epethia's many bridges.
22
Epethia are the celestial leviathans, voidships, and
the ribbon-runners. Dozens of leviathans arrive daily
across the realm, and there is no shortage of fresh
adventurers looking to find a new bridge and claim
any riches that may bring. The ribbon-runners are a
relatively new service that focuses on trade between
realms close to Epethia, especially in non-timesensitive materials (due to the slower nature of travel
via Blackstorm Ribbons). Still, entrepreneurial types
are building more and more ribbon-runners as the
magic and knowledge required to use them become
more common. Costs for leviathan and voidship travel
are still quite high for most individuals. Yet, it is easy
to hire a ribbon-runner at any of the hundreds of
ports scattered across Epethia.
6. Newly-arrived adventurers who wish recognition
for their exploration and discoveries on Epethia are
encouraged to register with the Symposium. Making
legitimate claims on new bridge discoveries is helped
by registering, providing access to the thousands of
books and scrolls that the Symposium maintains in
Epethia's largest city, Vellen Doxoli. If adventurers
wish to join an existing guild that is a member of the
Symposium, this also requires registration. However,
the guild can do this for the adventurer for a nominal
fee. Non-registered adventurers who make discoveries
can still file their discovery with the Symposium
and create a new guild (thus avoiding the costs for
registering a new guild), but the laws of the land are
different for each region. A local government can
claim some bridge findings if Symposium membership
does not back the discovery.
8. While the entrances of many discovered bridges
have yet to be found, many have been "opened"
and explored, although most are not entirely. In
approximately 30% of the opened bridges, teleport
chambers (often called Shibrin's Chamber Network,
see page 69) have been discovered; these teleport
chambers, when activated, provide travel to other
bridges. Some of the portals are one-way only. Others
provide two-way travel. Unfortunately, when a portal
is activated, the only way to know if it is one or twoway travel is to use it. For this reason, a number of
explorers have disappeared over the centuries after
gambling on the use of these teleport circles.
9. The rumors of "bridge protectors”, creatures that
guard the insides of bridges, are unsubstantiated.
Exploring inside a bridge brings all types of risk, and
one party finds an entrance, then it is highly likely that
other parties, including wandering creatures from the
surrounding areas, have found their way inside. The
Symposium denies having any information on bridge
hunters. Yet, competing guilds have gone on record as
stating that hollow bridges are not empty of life, and
explorers should be aware that a presence exists that
seems to be overly protective of the structures.
7. Visitors to Epethia should be warned that the guild
going by the name Arm of El'atanor is hunting for any
divinus aparatum wearers. Rumors about bounties
are rampant, and more than one city official and
many constables verify attacks within their localities.
Furthermore, this guild highly prizes profanus
aparatum; public discovery of any bridge that may
contain rare components is likely to bring attention
from the Arm of El'atanor guild members. Reports
of A.o.E. breeches of Symposium vaults at Vellen
Doxoli are just among the suspicions and rumors one
hears––including a massive trove within a bridge in
the Destinum region that may contain many rare and
sought-after materials.
10. Bridges that have more than one entrance and
are open to non-guild exploration do exist. Upon entry,
a small payment is typically required, and maps can
be purchased of known areas (although visitors are
warned that Symposium members have purchased
fake maps in the past). Many explored bridges are
so immense that rewards exist for discovering new
areas inside these bridges and for any aparatum
components brought back.
23
23
Legends & Lore
of Epethia
For GMs looking to insert historical background on
Epethia into a campaign, the following pages have
some quick facts and resources that will provide:
• Details on the gods and goddesses.
• The realm’s creation legends.
• Specific lore related to the Great War that still rages.
The Telling
of Epethia
And Tömriin, father of Epethia, was born unto the
material plan, endowed by the Celestial Tree as the
father-god, the great forger, the creator of the mighty
hammer, Dhynir, and his divine anvil, Adher.
Tömriin had much work to do on Epethia, and
he willed a companion into being. Mysra, mother
goddess, goddess of life, goddess of the sun. And
over time, they created nine children, nine additional
rulers of Epethia; the Divine Family.
Breeka. Goddess of death and queen of the night,
much more a sister of Mysra than a child.
Otron. God of nature.
Vaethym. God of all the elements and King of the
Elementals (occasional rival and rebel to Tömriin.)
Jurha. Goddess of the oceans. Goddess of storms.
Faydrae. Goddess of the sky and the wind.
Mogim. God of magic and all mysteries found upon
Epethia.
Vur. God of war and strategy and tactics. Created by
Tömriin as his General during the Elemental War.
Bolest. God of wisdom, healing, and medicine.
Protector of all Builders.
Mesost. God of merriment, revelry, and wine; a
frequent rival to Bolest.
Pasinessa. Goddess of the harvest. Goddess of
agriculture and nourishment.
Cerren. God of travel. God of trade. Protector of
Guilds. First god killed by the El’atanor.
Tömriin and Mysra endowed each of their children
with vast powers that would allow the divine family
to rule and keep the peace over Epethia, allowing all
creation to live in harmony and experience prosperity
and much abundance.
Into Epethia came the somrii. The builders. The most
loved of Tömriin. Created as stewards of Epethia, the
somrii were a race of giants. They possessed robust
constitutions, superior intellects, and magical talents
and abilities. The Divine Family was pleased with
their creations and observed as their most loved
slowly began their work of honoring the Divine Family
by building massive bridges, megaliths, and other
structures. Created to work in harmony with the lands
and waters of Epethia, the structures served as the
gods' homes and places of worship for the somrii.
The builders would come to call all of their designs
kyrokwyyn–The Divine Dwellings.
The builders designed the kyrokwyyn but were
brought into existence by the powerful elementals, or
yarrgyna, that Vaethym fathered. The elementals cut,
shaped, and raised structures using Orrhym, a type of
sound magic. The builders knew this magical gift as
the "Whispers of the Gods," but the gods denied them
the knowledge of its use.
Immortal and granted free will, the yarrgyna assisted
24
24
the builders in designing and constructing the
kyrokwyyn for centuries, living among the mortal
somrii. But the builders began to lose respect for the
yarrgyna, viewing them as simple creatures to be
used like the ox or the horse. This angered Vaethym.
His children were self-sufficient and to be respected.
Vaethym approached the throne of Tömriin and
petitioned a 1000-year rebuke for the Builders that
would remove the yarrgyna from Epethia.
Vaethym's plea for punishment went unanswered.
Tomriin and Mysra, unable to see their most loved
somrii as anything but perfect, allowed them to
continue to build the kyrokwyyn using the yarrgyna.
Vaethym's anger grew.
After another 500 years of mistreatment, Vaethym
removed the yarrgyna from Epethia and created the
Elemental Plane for them to flourish and build their
own society.
The somrii, unable to continue their building of the
kyrokwyyn, prayed for the return of the yarrgyna.
Vaethyum refused. The somrii, provided with
powerful summoning magic by Cerren, forced the
return of the elementals and bound them to Epethia to
prevent their return to the Elemental Plane. Vaethym
and other members of the Divine Family looked upon
the transgression of the somrii as unacceptable.
Soon began the Elemental War. Vur, the god of war,
was then born.
Centuries of battles between the Divine Family left
many of the structures either destroyed or in ruins.
The somrii found their numbers dwindling as they
were called into service as warriors for the various
continent-sized battles that raged across Epethia.
But Vaethym and his allies were victorious. The
elementals returned to the Elemental Plane until
the somrii showed sufficient humility to beg
forgiveness of Vaethym so the building of the
kyrokwyyn could resume.
The Grand Plan
That Failed
As the Celestial Beacons called out to the khanaar, so
did the El’atanor also receive the welcome. God-like in
power, the El’atanor reigned on Incursia yet desired
more. The Divine Family, unaware of the dangers the
El’atanor would bring to Epethia, simply watched
as the usurpers used their great Cleavers––terrible
weapons able to cut the planar barriers and allowed
the El’atanor to travel between realms. The El’atanor
desired not peace nor knowledge but to bring death
to all gods across the Allverse. And to take their place
and be worshipped for all eternity. The kyrokwyyn
provided them the power to do so, as they possessed
the absorbed energies of the Divine Family. That
energy was stolen and added to the Cleavers for the
darkest of purposes.
And being the most powerful weapons on Epethia,
the El’atanors’ Cleavers were capable of the
whole destruction of a deity’s avatar, a divine
representation of that deity in the Material Plane
with but a fraction of the divine power of its
respective god. With its avatar annihilated, the
god simply needed to exert influence to create a
replacement. But the newly empowered Cleavers
were unique. An avatar defeated by a kyrokwyynenhanced Cleaver cursed that deity and prevented
their return to the Material Plane for all time.
The El’atanor of Epethia, knowing their numbers were
not sufficient for total war with the Divine Family,
hid from prying eyes, enticing the most corruptible
among the somrii as allies with the promises of
the evilest of creatures. Over centuries, the wicked
somrii turned against the Divine Family, summoned
and tortured Cerren, god of travel, and gained the
knowledge to create profanus aparatum. These
objects allowed the corrupted somrii to wield the
power of their sinister benefactors, the El’atanor.
During this time, the somrii and the yarrgyna chose
to look beyond the horizon of Epethia to the stars.
Would it be possible to continue to build on the
realms beyond the great Blackstorm? How might
they call and receive assistance from those distant
realms? Thus began the construction of a new form of
kyrokwyyn, known as Kyroshola or Celestial Beacon.
Calling out into the Blackstorm, the first to answer the
call were the khanaar—the celestial leviathans.
And thus, the somrii began to travel to realms beyond
Epethia, through the velvety curtain of the everturbulent Blackstorm.
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The Telling of
the Great Rent
Tömriin would not allow the murder of Cerren,
child and fellow god of Epethia, to go unanswered.
Gathering the remaining loyal somrii and providing
them with mighty weapons and divinus aparatum, the
Divine Family, and the yarrgyna led the still-devoted
somrii in a war against the El’atanor that lasted five
centuries.
The tide of war turned as an elite group of somrii
secretly constructed structures that would serve as
weapons that the Divine Family empowered.
The El’atanor were losing.
A final decision was made by those El’atanor
remaining on Epethia. They would combine their
individual Cleavers to create a weapon capable of
destroying all kyrokwyyn in one fell stroke, inflicting
pain and death on the Divine Family that had infused
so much of its power into the massive structures. To
demonstrate the power of this Cleaver, the entire city
of Hastiak, including all the inhabitants and structures
within a two-day’s walk, was ripped from Epethia and
transported to Incursia––the El’atanor home realm.
Tömriin’s eyes finally opened fully to the powers
of the El’atanor. Calling out to his creator, Eau (The
Celestial Tree), Tomriin invited as much power as it
could provide to smite the El’atanor that had brought
so much evil to his realm. Adding this power to that
of the yarrgyna, the divinus aparatum, and that of the
most powerful somrii sorcerers, Tömriin unleashed a
tide of violence never before seen in the Allverse.
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The Great Rent was both heard and seen by every eye
and every ear on the surface of Epethia. Entire islands
sank beneath the seas. Bridges collapsed, and many
turned to dust. Mountains were leveled. Tears in the
land appeared with no bottom, and crimson stained
the Blood Sea forever after. Tömriin’s Great Rent
wiped the somrii from the face of the realm, leaving
Epethia empty of its original life.
But seven El’atanor survived. They were led by
Suman’Goroth, the most cunning and powerful of
the remaining Epethian El’atanor. Suman is also the
manipulator of the Seven and architect of their most
destructive of plans.
As the Seven fled and hid, Tömriin struck out with the
power Eau had granted him, shattering the remaining
Cleaver into twelve pieces and forever sealing off
Epethia from Incursia’s magical sight. The Divine
Family scattered the pieces across the realm, lacking
the power to destroy it entirely but aware that the
Seven would never rest until reunited with their
fellow El’atanor on Incursia.
Trapped on Epethia, the Seven scheme, plot, and hide,
their desire to return to Incursia never wavering, their
lust for revenge building each century that they bide
their time and wait. See page 115 for more about the
Seven trapped on Epethia.
The Telling of Today
The loss of the somrii grieved Tömriin and the Divine
Family for millennia. Other gods and goddesses of
the Blackstorm, wishing to honor the Divine Family
for their loss of the somrii and their fight with the
El’atanor, gifted Epethia by transporting uncountable
races and creatures to the healing lands of Epethia.
And the celestial leviathans, called by the Celestial
Beacons, would ensure that Epethians would never
be cut off from the Blackstorm and the Great Tree’s
infinite designs.
Day-to-Day Life on Epethia
Coins of the Realm—copper, silver, and gold coins—
remain the standard for transactions on Epethia. The
most common copper coin found is called a larring,
named for the rare bird shown in flight on the coin’s
surface. Thieves enjoy finding a bag of “jerns” (short for
King Jernal) due to the speed at which the thin silver
coin melts down. Gold coins feature the busts of many
former kings and queens, but the thoval is the most
common, with its raised image of the Epethian bear.
Epethia is significant for the bridges scattered across
the landscape and the road system the Epethians
have created between major cities and many of the
largest bridges. The stone roads, often as wide as
six or seven wagons, are aggressively maintained by
the Merchant’s Guild. New roads are always under
construction, and the Merchant’s Guild is often
looking for stout souls to serve as guards and escorts
for the road crews.
Epethia is a realm built by guilds, and visitors to Epethia
who desire to find employment will find that the dues
required to join a guild are well worth the expense.
Epethia has turned the interest in the bridges and the
new influx of visitors to its advantage, with commerce
increasing faster than many guilds can handle.
The constant discovery of new bridges has caused
many guilds to see new competitors (such as
the growing Shop Guild) rise. Guild wars are not
unheard of, despite warnings from royalty and law
enforcement organizations to stop the violence.
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The most common aparatum components (pg 59)
are easily purchased in the major cities of Epethia.
Those looking to bond with aparatum will also find the
occasional makers of aparatum in the back of these
shops. These craftspeople will often take special requests
(along with up-front payment), and visitors willing to
wait weeks or months can get an aparatum specific to
their needs (see Crafting Aparatum on page 146).
The largest city on Epethia, Vellen Doxoli (also known
as Sky Castle), can be found on the continent of
Sedora. Founded on the top of one of the largest
bridges of Epethia, the entire city rests on the top
of a large, perfectly round mesa-like structure that
is ten miles in diameter and rises 300 feet above the
ground. Hundreds of wood and stone ramps (often
extending a mile or more out from the mesa to reduce
the incline angle) have been built over centuries
to allow movement to and from the city. Nearby
lakes and rivers provide the city its water supply,
pumped in using a series of magical pipes that spread
throughout the city to various cisterns and giant tubs.
Vellendoxoli (often referred to as Doxoli, the Castle) is
home to the Symposium and over a hundred different
types of guilds.
The Transport Guild consists of voidship and khanaar
(celestial leviathan) captains and merchants who
focus on moving travelers to and from Epethia.
Guaranteed time and departure dates can be
purchased from Transport Guild members looking
for a berth on a leviathan or voidship. The newer
ribbon-runners still operate at a whim and without
much organization. The captains of these vessels are
currently clashing with the Transport Guild. The guild
views ribbon-runners as a danger to an established
(but expensive) form of transport. Voidships often
target Ribbon-runners, but the smaller runners will
typically escape due to better maneuverability and
the option of going where the larger voidships cannot.
Farming towns are the lifeblood of the larger cities.
Since most large cities are built on or near bridges and
lack sufficient soil and water for large food production
(as well as lumber and other industrial materials),
attacks on the smaller establishments (by humanoid
or other) are typically handled with swift retribution.
Major guilds in larger cities maintain militias paid
handsomely for quick and decisive conclusions to
those seeking to disrupt the supply lines of food and
materials provided by the farmers and hunters in the
outlying towns. The militias always need additional
support, and travelers to Epethia can often find
immediate employment at any large city near a bridge.
With guilds controlling so much of the lives of
Epethian citizens, it should come as no surprise that
the Guild of Law has grown in power since its creation
over thirty years ago. While local guards or constables
once enforced the laws in many cities and towns, the
Guild of Law was formed in an attempt to provide
standards in how the law on the various continents
and their regions are applied. This has created a lot
of discord as local militias and guard stations have
taken offense at the Guild of Law simply moving into
a town and setting up a station. Many people know
that the guild is corrupt, with bribes often replacing a
hangman’s noose. Adventurers outside of large cities
not familiar with the local laws of smaller villages are
advised to become familiar lest they come up against
the competing interpretations between the Guild of
Law and the local magistrates.
The largest guild of thieves, burglars, and cutpurses
on Epethia calls itself Ferrix Chid (Shadow Life),
and the guild puts bounties on the heads of any
non-members who impede on its territories. They
historically have ignored the smaller towns, but not
for long. As the reach of Ferrix Chid grows, so do its
exploits. A handful of bridges are rumored to have
become headquarters for Ferrix Chid, their entrances
ruthlessly guarded against Symposium activity. The
Symposium has been waging a quiet, secret war with
Ferrix Chid for over a decade now, and the guilds that
make up the Symposium placed significant rewards on
the heads of Ferrix Chid leaders.
Temples and monasteries have managed to avoid the
reach of the guilds. The various religions maintain
temples throughout Epethia, gathering donations
and performing services (such as healings and
resurrections) that many guilds feel should be taxed
or at least generate income for the support of growing
Epethia’s reach out into the Blackstorm. Priests,
clerics, monks, and acolytes will often find guilds
offering bribes and gifts that come with suggestions
to support movements to gather their fellow clergy
and believers into a Guild of the Faithful.
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8 Secrets of Epethia
GM’s Eyes Only
1. Characters who bond with aparatum
have a much higher chance of finding
an entrance for a bridge. For reasons
unknown, aparatum will sometimes
trigger an opening that allows entry into
a bridge. Members of the Symposium
believe it could be related to a shared
type of magic that entrances and
aparatum both use for activation
purposes. This only works for bonded
aparatum; carrying around individual
aparatum components, even those
taken from whole aparatum found on
the dead, will not work.
3. Two bridges were discovered in the
last fifty years due to the arrival of a
khanaar attempting to land and dock at
the formerly unknown locations. While
overgrown forests and jungles or the
sands of the numerous deserts hide
many bridges, the fact that leviathans
appear to have known the locations
of hidden bridges offers significant
promise should a way be found to
communicate with the leviathans. So far,
communication with khanaar is limited
between a “bound” captain and khanaar.
And the captains are not talking.
2. More than a few bridges are capable
of movement, although no one has
yet to observe a bridge doing so. The
Symposium is aware of these unique
bridges based on the translation of a
handful of rare documents discovered
inside unlocked bridges. A moving
bridge would be a significant find as it
might provide new methods of travel;
the power required to move something
as large as a bridge would be priceless
to interested parties.
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4. Epethia is the original source for the
somrii portals; all portals that exist on
other realms link back to the ones on
Epethia but require a unique piece of
Epethian ore; carved in the shape of the
somrii rune that translates to “traveler.”
Without this piece of Epethian ore, the
portals still function but only to other
realms, never back to Epethia. This
function was likely designed to allow any
somrii to always return to Epethia.
5. As the war between the gods and the
El’atanor became more destructive, a
group of 800 somrii was chosen and put
into hibernation in various locales across
the realm. The hope was that should
the somrii be destroyed, there would
be some survivors who would awaken
in the future and be able to continue
their work once the war ended and
Epethia recovered from the destruction.
Where these 800 somrii were placed is
still a mystery, although rumors exist
that a few secretive guilds have found a
handful of somrii kept hidden in a few
bridges and managed to wake them to
glean their secrets.
7. There is a unique bridge that native
Epethians tell their children about as a
warning about exploring the mysterious
structures. This story is titled “The
Fushane Bridge,” and tells of a particular
bridge that transports those who walk
across it to a fiery plane. This plane
houses the most horrible of creatures
known on Epethia that eat little children
and all who enter their domain.
Many treat this as a fairy tale, but the
Symposium takes it very seriously. They
know of the army of conjured golems
that works ceaselessly to prevent dark
creatures of a sinister realm from crossing
through The Fushane Bridge to Epethia.
6. One celestial leviathan returns to
Epethia once per year, bringing hundreds
of newcomers to Epethia from newly
discovered realms. The people of Center
Star Bridge, the largest Epethian city
and home of the Symposium, celebrate
the celestial leviathan’s return in the
streets. They welcome the newcomers,
and many of the guilds pay handsomely
for information about the realms of the
newly arrived. It is quite common for
guilds and adventuring groups to recruit
many of these newcomers, valuing the
new skills and abilities these transplants
bring to Epethia.
8. A guild of pirates gangs known as
Eight Daggers have been using five
captured voidships to terrorize small
villages across the Shangil province
of Epethia. What is not known is that
several guilds are funding them in an
attempt to run off the villagers to gain
access to a newly discovered bridge
buried beneath the province.
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Geography
of Epethia
Below, GMs will find some basic information on the
geography of Epethia, including significant cities,
landmasses, rivers and oceans, and more. Of course,
GMs are encouraged to modify the realm of Epethia to
suit the needs of the game.
The Realm of Epethia consists of twelve continents
(listed below from largest to smallest):
• Sedora is the largest continent, featuring mountain
ranges, deserts, plains, marshland, and more. Just
about every type of land type can be found except
for the arctic/ice wasteland. The northern regions
do experience snow and frigid temperatures in the
winter months. But, in summer, the thawing allows
numerous trade ships to move across Sedora’s
waters, ensuring that Vellen Doxoli, the largest city on
the continent, remains the dominant economic force
and research Mecca of Epethia.
• Hiramar is the second-largest continent and exists as
the largest island in the world of Epethia. Consisting
primarily of jungle terrain with some marsh and forests
on the various coasts, Hiramar also possesses the
largest number of explored bridges.
• Shelkaug shares a border with Sedora that consists
of the mountain range known as the Siren’s Comb.
This mostly volcanic continent is home to many
kingdoms, but none so formidable as the Peoples of
Kyshkaug. Having survived for centuries, the Peoples
of Kyshkaug requires all citizens to provide five years
in its militia to combat the never-ending orc armies
of Vela-Tog. These orcs make a yearly attack on their
own holy day of Gok Mok Fek.
• Ulivari was once considered a mythical continent
due to the impenetrable ice field surrounding the
far-north landmass. Only once the ice-hardened
voidships began making trips to and from the only
three cities on the continent, the rest of Epethia
realized the truth.
• Yav Benir and Yav Fonir face each other across the
Jatsik Ocean. With the most advanced navy and
merchant ships on Epethia, a Yavian Captain is a
formidable opponent on the high seas.
• Grason is the only continent that is entirely canyon
terrain, took the most damage during the Great Rent.
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• Akherum is an enchanted continent with coastal
surroundings consisting of jungle terrain, while the
interior is almost wholly red-rock desert.
• Onderiku is the southern-most continent, with its
mile-high glacier coast curving around and forming
the Klindikeer Gulf.
• Tarolis is a seven-mile high mountain continent that
rises out of the Dakar Ocean, with only two cities on
opposing sides of the 800-mile-wide landmass. Small
villages do occasionally pop up on the sides of Mount
Tarolis, but the storms always win in the end.
• Cravia is known as the undead continent, ruled by
warring factions led by liches and vampires. Centuries
ago, the somrii constructed a single half-mile-high
wall along the border of Cravia, although broad
sections of the wall have since been destroyed.
The waters around Cravia are considered the most
dangerous, and only the most desperate captains will
go anywhere within sight of the shore.
• Eckrila is a collection of tiny islands that number in
the thousands. Most islands can be reached by simply
wading through the shallow waters that make up the
Eckrila Sea.
• Pleadiso is the smallest continent but also one of
the wealthiest. The number of Epethian ore mines
covering its surface is unknown, and there’s a neardaily discovery of new ore veins.
There are well over 100 different oceans on Epethia,
but the five most significant (and the reasons for that
importance) are listed below:
• The Marshett Sea was named after its discoverer; it is
an inland freshwater ocean, too large to be a lake and
rich with mystic energy. Its depth is unknown.
• The Yariska Ocean separates Sedora and Pleadiso;
this ocean is the largest single source of the Epethian
ore trade. It is also called The Blood Sea due to its
crimson pigmentation, and it has been that shocking
color since The Great Rent.
• The Gray Waters surrounds Cravia and is the hunting
grounds for many undead factions that protect their
land from the living. The poisons and dark magics
that cover Cravia spill over into these waters and are
the source for many dangerous creatures that cannot
leave their source of energy and life (or un-life).
• The Javih Sea is long-traveled by merchants seeking
trade between Yav Benir and Yav Fonir; this sea is
now the battleground of a fifty-year war between the
two continents. They each seek to claim the handful
of islands discovered to harbor Epethian ore.
• The Gaich of Ulivari is the only body of water crossable
by ships trying to reach the shores of Ulivari. Ending
in ice flows and bergs the size of cities, the Gaich is
known to trap ships that venture too far north.
Snaking throughout the realm are several rivers
used for transporting food and supplies as well as
adventurers to and from the various bridges of the
realm. The six most used rivers for trade and travel
are as follows:
• Montware River
• Rushing Run
• Grimbury River
• Brolin Channel
• Strathill River
• Hillscoln Run
Adventuring
in Epethia
For adventurers looking to find fame and glory in
the realm of Epethia, knowledge of guilds, bridges,
and aparatum are the three most significant subjects
worthy of study and keeping one’s eyes and ears open.
These three topics are so interrelated that skills and
knowledge obtained in one will invariably spill over
to the others. An excellent place to start is by studying
the history of aparatum at any of the larger schools
found in most medium and large cities and joining
a guild. Both will provide a solid background for
starting either a hunt for a new bridge or the location
rare aparatum components or knowledge of their
construction, the fastest paths to that fame and glory.
The Rise
of Aparatum
Magic has long existed in this world. Wizards have
fought side-by-side with warriors since time began.
Relics of great sorcerous power have been wielded in
the hands of mortals, bringing eras of peace as well
as periods of great evil and turmoil. Wise and pious
men and women have done battle with counterparts
who have called upon the powers of their dark gods
and goddesses. The deities of Epethia watch over and
protect this realm while doing battle with one another
in a never-ending cycle of control for the beings that
worship them.
Magic is as old as the world... maybe older. But not all
magics are ancient, and somewhere in the past during
the explorations of the various megaliths, a discovery
was made. A dozen different stories tell a different
tale of who made the discovery, but all of them
conclude with the finding of aparatum.
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Aparatum
The blending of the physical and divine power. Some
call aparatum a tool, others a weapon. And yet others
see it as a step in the direction of godhood. Whatever
the definition, aparatum’s re-birth in Epethia is slowly
changing the balance of how the world works. For
good or for bad, no one yet knows. And since many
aparatum relics are being discovered in and around
the various megaliths of Epethia, those seeking riches
or power (or both) know that their best chances of
finding it depends on continued explorations of the
known ancient structures as well as the hunt for
undiscovered ones.
Two paths are known—Divinus Aparatum and
Profanus Aparatum. Followers of Divinus Aparatum
and Profanus Aparatum are few; many regions of
Epethia view one or both paths as deviant and worthy
of punishment. For this reason, followers of aparatum
often move and work in the shadows. Others are
honored and refuse to hide their relationship with
aparatum. One thing is for certain, however; those
who follow one of the paths of aparatum are as
dedicated to its protection as they are with the
destruction of its opposite.
More detailed information on aparatum and how to
use it in a campaign may be found on page 138.
The Guilds
For as long as knowledge of the ruins has existed,
individuals and groups have made it a goal to uncover
more of the ancient structures—and their secrets. The
oldest known exploratory guild is the Circle of Dishon,
a group of explorers recognized for discovering
seventeen unique ruins. The most famous of which is
the circular bridge called Punishment.
The exact number of exploratory guilds is unknown;
numerous guilds exist in secret, their mission a
mystery known only to those in higher office. It is
rumored that a number of guilds have sub-groups
inside them, each with different agendas altogether.
Every year, those guilds that operate openly—
although often at odds with one another and
sometimes even involving combat—gather at the
Symposium in the grand city of Steelgate.
For two weeks, they share their discoveries,
including documents and intelligence they have
uncovered about additional ruins scattered around
the world. Based on information the Symposium
has gathered since it started over a century ago, it
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is estimated there are well over 3000 bridges still
undiscovered across Epethia. Many suspect that
number to be significantly higher because not all
guilds report every discovery they’ve made despite
the rules of membership in the Symposium requiring
complete disclosure.
While discovery and exploration of the ruins is often
the primary goal of the exploratory guilds, many
exist solely for the recovery of artifacts and treasures.
That the ruins are a significant source of treasures
is known by many, and many public and secret
organizations exist not for the further advancement
of knowledge about the ruins but for the retrieval and
implementation of the great secrets within.
Given the power and reach of the public and secret
organizations that make up the exploratory guilds,
any adventurers that stumble upon an unknown
ruin in the wild might best keep the information
secret, lest they become the target of groups and
individuals who will do anything to have that
knowledge for themselves.
The Return of
Travel Between
Realms
The more frequent travel of the khanaar (celestial
leviathans) a few hundred years ago has strengthened
the desire to find and explore the ruins, especially by
the guilds. An influx of visitors from other realms has
increased the speed at which the bridges are being
discovered and explored. Many visitors have motives
and desires counter to the guilds’ that have operated
for a millennia or more. The guilds, fearful of the
secrets and knowledge found within any bridge falling
into outsiders’ hands, have increased the strength of
their escorts, hiring mercenaries and sellswords to
not only guard their expeditions but, in many cases, to
eliminate the competition.
Along with the new visitors comes information on
other realms. Many guilds have expanded or divided
as they seek to use the travel of the khanaar to
further their knowledge of Epethia and the grander
Allverse. However, other guilds have sought to
increase their control of the bridges; violent and
destructive acts against the waypoints and even the
great khanaar have occurred as some guilds try to
eliminate travel between realms.
The arrival of adventurers who hear news of the
bridges of Epethia, however, cannot be stopped. The
guilds cannot contain the secrets of the location and
existence of Epethia, and in the last few decades,
voidships have begun to find their way here in
addition to the new ribbon-runners.
As members of the Circle of Dishon are fond of
saying, “The secrets of the bridges are like the light
from a candle in the darkness; once seen, it cannot
be ignored.”
Industrious guilds have converted many fullyexplored bridges into waypoints for the arrivals and
departures of khanaar. At the moment, there exist
only a handful of these waypoints, with more planned.
Around these bridges, commerce has caused an
explosion of activity to support newly-arrived
visitors from other realms as well as the increased
trade of goods and services. As with all khanaar,
some arrive on a regular schedule while others
come as a complete surprise. Citizens find
themselves face-to-face with never-before-seen
races stepping onto Epethia, communicating via
new magics and sometimes even strange and
wondrous devices that suggest that high magic may
not be limited to only Epethia.
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Whatever its origin, there is no doubt that the
structure known as Otron’s Well completely cuts the
lake off from the outside world.
First, on the outside wall, there are no visible doors
or windows. The only access to the lake is the
wooden bridge (on the south side of the lake) that
begins the slow climb to the top in the heart of the
town of Oak’s Hold, an hour’s walk south of the lake.
Bridges of
Epethia
The various known ruins (often referred to as simply
bridges) on Epethia are too numerous to list, let
alone provide sufficient information for adventurers.
Adventurers should be encouraged to seek out
membership in an exploratory guild if they desire
more detailed information on those structures that
have already been found but not fully explored and
mapped. Below, GMs will find some basic information
that can help provide a starting point for a party of
adventurers looking to explore a ruin or two before
breaking out on their own to look for structures not
yet discovered and filled with mystery and treasures
beyond imagination.
Otron’s Well
Anyone’s guess is why a culture would build a
200-foot-tall wall to surround one of the largest
lakes on the continent of Yurobi. Still, theories for
the structure that surrounds Lake Hoppicall include
keeping a powerful entity trapped inside, using the
lake’s supply of freshwater as a source of power for
some internal device yet to be discovered—and even
as some long-dead god’s personal well from whence
the bridge’s name is derived.
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Oak’s Hold maintains control over access to the lake
with a strong militia that enforces the toll charged
(5 silver a head) to cross the bridge. The militia
also patrols the borders of Otron’s Well, looking for
trespassers who attempt to climb up and over the
wall. Daily wagons move up and down the bridge,
transferring catches of fish from the floating town
of Shimmer. Oak’s Hold enjoys a strong economy
due to the fish trade with neighboring towns and
cities, but troubling skirmishes with Bells Ferry,
a village on the northeastern side of Otron’s
Well, have increased as the small town has begun
building its own bridge to the top.
When travelers reach the top of Otron’s Well, they will
discover an 80-foot-wide walkway that circles the lake
filled with vendors operating from large, dual-level
wagons in which the sellers live and provide services
at all hours of the day. Known as The Merchant’s Ring,
visitors will find sellers of armor, weapons, magical
items, and other provisions for adventurers. These
vendors find a steady supply of customers due to
the four unique entrances inside Otron’s Well at the
north, east, west, and south. At each entrance, a single
staircase leads down into the interior of the Well,
where a maze-like series of corridors, dead-ends, and
crawl spaces connect a mixture of rooms filled with
strange and unusual wonders. Over the century and
upon discovering the interior, various guilds estimate
that they have only explored about 10% of the interior
of the Well; the draw to the interior is a strong one,
especially given the number of unusual magic items
and secrets that they occasionally discover inside.
From the top of Otron’s Well, visitors will also spot
the floating town of Shimmer in the center of the lake.
A series of large lifts provide access to Shimmer and
have been constructed to raise and lower people and
rusty-wheeled boagons (a mix of boat and wagon
that the fishermen of Shimmer use to move their
daily catches). The fishing families of Shimmer are
welcoming to visitors looking to buy or sell. Yet, the
town council votes to decide which families and
individuals desiring to move to Shimmer for work
are allowed. The council also determines if adding
new structures to the town requires an investment
cost (which the various businesses divide) and if new
fishing operations might strain the fish population.
Lake transports are also available to and from
Shimmer at no cost.
Cloud Climb
Cloud Climb is a bridge that goes up into the clouds
and ends. Hollow, filled with dungeons, dead-ends,
and more. The outside is smooth, but entrances are
numerous to the interior. The bridge is well known to
adventurers, and most who travel to it know that most
of its secrets are within its many entrances littered
within the arched wall.
This bridge is a massive arch that appears on the
horizon as far as 100 miles away. Once an adventurer
approaches, they would estimate the structure as
being well over 2000 feet tall.
Cloud Climb always has clouds that touch the very top
of the arch, obscuring it from prying eyes. The clouds
are unique to this bridge, hiding the palace home
of a small clan of 23 cloud giants. Soft harp music
permeates the air several times a year, even at the
arch’s base, giving away the giants’ home location.
A few times per month, a cloud giant flies below
the cloud cover, mounted on a fierce roc. It is a
spectacle to behold for sure. This remarkable
appearance is also an indicator to any astute
observer that the only way to the top of Cloud
Climb is most likely by way of flying. If only the
adventurers could fly on a roc as well!
Usually lacking flight capability, any adventuring
party will need to climb to access its many secrets.
Still, once they enter, they will encounter a classic
array of dungeon halls filled with mystery and
dangerous inhabitants that consider this massive
arch their home. The higher an adventurer goes, the
more difficult it becomes. Almost as if the hierarchy
of the arch demands its most dangerous inhabitants
to be at its highest levels.
An adventuring group will first encounter a ferocious
clan of abnormally tall humans, much larger on
average than normal humans found in nearby villages.
These particular humans revere any giant race and
do not tolerate any curious adventurers or intruders.
They have lived at Cloud Climb for more than 10
generations and tenaciously defend their territory.
PCs can expect a well-organized defense such as a
volley of arrows climbing ropes to traps within the
high ceiling walls is an example of the clan’s defenses.
Higher up, expect to see various oozes, slimes, and
even the occasional gelatinous cube that thoroughly
clean the halls of debris and fallen heroes who’ve
come before. There are rumors that these gelatinous
cubes are intelligent and work together once they
know of intruders who dare to enter their domain.
Climbing higher still reveals the lair of a cantankerous
behir. Proceed with caution.
38
The cloud giants’ palace straddles the peak of Cloud
Climb, obscured by the mists. It is a classically-shaped
castle with giant proportions. The clouds here prevent
any evil-aligned creature from entering this area. Any
such creature that attempts to stay within the cloud
barrier will take 4d6 lighting and 4d6 force damage
each round until they leave. The thunderclaps from
the lightning also reveal an evil-aligned presence to
the cloud giants and their roc mounts.
The Salamander
While many of the megaliths on Epethia defy
understanding when it comes to function, The
Salamander (so named for its apparent shape) has
a purpose that its original builders clearly defined.
Stretching across the mile-wide Dried Bones Lake, this
bridge serves as the easiest method for moving from
the fishing community of Dunby’s Luck to the ruins of
Kadril on the opposite eastern side of the lake.
Dunby’s Luck is a community of 700 or so fishermen
and their families who make a living catching
and selling their daily takes at seven different
communities, all within a day’s wagon ride west
through the dense southern forests of the Omay
region. To the north and south, the forests are too
thick for easy travel. Movement through the forest
around the lake is not impossible. Still, adventurers
making their way to the ruins are often slowed or
stopped entirely by surprise attacks from various
creatures that are protective of their domain.
Too small for its own militia, Dunby’s Luck requires
that all young men and women over the age of 15
volunteer for the rotating guard duty needed on the
western side of the Salamander Bridge. Each day,
four guards post on the west side of the bridge and
watch for intruders crossing the bridge from the
eastern ruins. The intruders vary in size and type
but lean heavily towards the undead variety. While
the encounters are often small enough that the
guards can intervene, occasionally, the horn is often
sounded, which will call all able-bodied townsfolk to
rush and defend the town.
The Salamander Bridge is forty paces wide or
approximately 120 feet, but it is not a direct crossing
from east to west. Instead, as its name implies, the
bridge twists north or south every 400-500 feet,
creating a snake-like path across the lake. The stone
has crumbled at various points along the bridge and
may require ropes or other means for safely crossing.
Wagons can make it completely across the bridge,
but not without some effort. The stone surface rests
on top of hundreds of stone pillars sunk deep into
the lake, and no one has been able to measure the
accurate depth at the most central portion of the lake.
The small city of Kadril fell over 600 years ago
during a period referred to in the region as
Gammod’s Tempest, named for the person who
recorded the harrowing event. Records of the
period mention a thunder and lightning storm that
lasted five days over the city, reducing many of its
structures to rubble. A fishing community itself,
Kadril was abandoned, with its citizens rushing
over the bridge and taking shelter in the forest on
the west side of the lake where a few fishing shacks
and docks had been built. With Kadril ruined, a
fisherman named Dunby Silverleaf found his wharf
with mouths to feed and workers willing to chop
down trees, build homes, and help with the fishing.
The population of Dunby’s Luck snowballed and now
exists as the only source of the Silver Flitter Fish, a
delicacy widely enjoyed by nearby communities.
Four years after the fall of Kadril, the attacks
began. Although the source of the undead attacks
has never been discovered, for the last 580 years
of record-keeping, the small town has had neardaily encounters with undead crossing over The
Salamander.
Although the occasional explorers of the ruins have
found treasures, the number of groups that have not
returned from Kadril are significantly larger than
those who have been successful and never heard
from again. Twice per year, residents of Dunby’s
Luck can confirm strange lights from across the lake
that dance among the ruins and then disappear just
before sunrise. Most residents of Dunby’s Luck are
helpful to adventurers. They will undoubtedly outfit
any explorers wishing to cross The Salamander and
explore Kadril, but visitors can expect to hear many
tales that will be difficult to verify.
Adventure Hooks for The Salamander
GMs looking for some adventure ideas in our
around The Salamander may want to consider the
following adventure hooks:
A fisherman recently pulled up a small chest that
was surprisingly waterproof. Upon opening, he
found a set of scrolls that contained a partial
map of The Salamander. According to the map,
approximately 600 feet from the eastern side of
the bridge, a group of runes exist on the underside
of the bridge near what appeared to be a stone
door that would allow entrance to the inside of
the bridge. There was no mention of whether the
original map maker had opened the door.
News of a recent legal dispute has reached the party;
a certain baron is claiming family ownership of much
of the eastern coastline of the lake and is asking for
individuals to help him map the area to make his
claim. While Dunby’s Luck citizens do not care about
his claim, they refuse to provide any volunteers to
join his party. The baron has put out a request for
paid guards and explorers to join him in three weeks.
Two exploration guilds, The Sons of Shorin and
Troops of Taigin, are in search of an artifact that
was last documented as being used by a sorcerer
named Delsius before Gammod’s Tempest. Both
guilds sent representatives to the ruins a few
months earlier and have heard no news since. The
Sons of Shorin have let it be known that they will
provide a handsome reward for any information
about their brothers and sisters’ whereabouts.
The Troops are offering membership in their
guild to any adventurers wishing to join a second
expedition. The guilds are not on friendly terms and
will likely do anything in their power to prevent the
other from finding the artifact.
39
City Bridge
So massive is this bridge connecting two continents
that it has twelve layers (some say there are many
more). It spans thirty miles long and seven miles
wide. A central corridor leads from one side of
the bridge to the other, but foot traffic and street
vendors often clog it. It takes nearly three days
to cross in a wagon. It is quicker on foot, allowing
for navigation through the dense crowds. One of
the wealthiest vendors in City Bridge is Olhan
Beddengraf, a man who operates a cable system
above the city to allow for quicker passage that
generally takes three to four hours depending on
the amount of a pre-arranged payment.
An adventurer could spend their entire career
within City Bridge. This is the city to come to if a
PC needs to find something. If it exists, chances are
likely they can locate it here. Or, at the very least,
locate someone who knows someone who knows
how to find it.
GM Information:
• City Bridge is a bustling fantasy city. It is as large
and as crowded as you can imagine. It borders on
sensory overload for first-time visitors.
• The city is highly diverse, with many kinds of
humanoid races and professions co-mingling. It is
very much an “anything goes” location.
• City Bridge’s social order is maintained
reasonably well, but an underground black
market is evident. If a PC needs something that
they cannot find elsewhere, it can be found
here—for a price, of course. Wise PCs will take
precautions not to attract the wrong kind of
attention, either from the corrupt law enforcers
or the ever-present eyes and ears who stand to
gain from a minor slip of the tongue.
• The mayor is a former leader of a prominent
thieves guild. They could be considered one of
the most powerful beings in Epethia. If the PCs
could somehow get closer to the mayor of City
Bridge, it may give them access to information
and unlock many secrets on Epethia. It could
be a gamble, though, as other competing
factions may be untrustworthy of them if that
relationship is revealed.
• Adventurers would find plenty to do within
the city. PCs could quickly begin and end their
careers and never leave the City Bridge. It is the
center of the world...literally and figuratively.
40
Pent Isles and
the Four Fingers
A series of bridges called The Four Fingers connect
The Pent Isles located in the east’s deep oceans.
The Fifth Finger was destroyed thousands of years
ago in one of the ongoing wars between the islands,
separated by 15 to 20 miles of ocean. An unknown
force blasted away the middle of this bridge, and the
two sides have been disconnected for eons.
These islands are pirate bases and a major trade
route and resupply stop for those who dare cross
the vast oceans. Interestingly, humans are the
dominant tenants of the islands, having taken to the
seas during and after the times of human slavery
thousands of years before. If there is one area of
expertise the humans possess, it is that they are the
masters of the oceans on Epethia.
GM Information:
• All seafaring humanoids on Epethia know of
the Pent Isles and the Four Fingers. It is the
central hub and primary destination en route
to the larger continents of the world. Only fools
would avoid resupplying here, as the deep
ocean journeys are known to be perilous. It
is even known to be a minor hub for travelers
of the Blackstorm, who ship and receive more
significant quantities of supplies on voidships—
or who wish to come and go privately.
• The island chain spans an area about 800 miles
long and 600 miles wide. Competing factions
would like to control the region, and it falls into
conflict every fifteen to twenty years on average.
While the disputes can be common, wealthy
traders often adapt, and those with deeper
pockets come and go with little trouble navigating
the regional conflicts.
• Humans have dominated this area for about 2000
years, flourishing after the Slave War. The Pent Isles
remain a key strategic location and trading outpost,
as the islands have amassed considerable wealth
across the several competing factions. Competition
is fierce, but those who can gain a foothold in this
region stand to become wealthy very quickly.
• Ships will often resupply here, and a lot of black
and gray markets conduct business in secret. There
is generally a “look the other way” policy on the
islands. Still, even when a shipment or crew with
a reputation is deemed too controversial, a proper
payment ensures fewer questions are asked.
• The Pent Island Collection Agency (PCA) faction
often oversees all transactions, acting as a quasigovernment agency to ensure that free trade is not
interrupted. The PCA reports to the local militia,
and if need be, they carry out enforcement in the
most discreet way possible. They are an elite strike
force that is deployed if negotiations fail.
• Laws are incredibly relaxed, but a local militia
serving the merchant and pirate factions on
each island generally supervises the goings-on.
These laws or restrictions may vary depending
on which island travelers visit. Still, generally,
order is maintained as much as expected, given
that the islands serve a wide range of clients—
including pirates.
41
Wizards’ Bridge
One selling point of magical mastery is for highranking wizards to elevate massive objects. This is
a key discipline—and when applied correctly, the
results are breathtaking. One ancient bridge has
been sustained for thousands of years, elevated by a
continued application of secret levitation magic that
only the most loyal initiates know.
The bases of the bridge were destroyed long ago, and
tales speak of a wizard so powerful that he wanted
to demonstrate his ability by levitating a bridge that
was in ruins. The task of sustaining this levitation has
been passed down for generations, often requiring a
pilgrimage of dozens of powerful wizards each year
to keep the four-mile-long bridge afloat. It’s unknown
how, but they have managed to keep the bridge intact
year after year by combining their abilities. However,
keen observers have noticed that the bridge drops by
a few inches each year, as the magic seems not to be
as potent as what the first wizard had originally cast
thousands of years ago. It is currently sixty-eight feet
off the ground.
Interestingly, the Floating Bridge seems only to be
a demonstration, as it is quite literally a bridge to
nowhere. Neither side goes to a destination (as far as
most people know). Travelers, curiosity seekers, and
farmers have established a small village nearby, but
they cannot reveal why the bridge is located there.
The only written records of the bridge show its ability
to demonstrate the wizards’ levitation abilities and
bring the wizards together once per year.
GM Information
• This bridge is a demonstration of “magic.”
Specifically, “magic” that is made possible by
the use of aparatum. The wizards are bonded
with aparatum by way of an initiation ritual, and
through that bonding, can demonstrate their
ability to levitate the bridge.
• A secret order of wizards knows the superficial
powers of their aparatum passed down through
their rites of initiates. Think of it as a fraternal
order, like the Masons. They have thirty-three
separate “recipes” for the particular types of
aparatum that they only know a little bit about, but
the devices allow them to levitate the bridge. They
use it as an excuse to gain positions of political
power, favors from influential people, etc.
• The “wizards” use levitation magic to show how
“amazing” they are. In actuality, they are just
ordinary (but clever!) people who use the display
to provide themselves opportunities for their
enrichment–– either socially or materially. In
short, they are the “Wizard of Oz,” or the “men
behind the curtain.” Thus, their necessity for and
obsession with secrecy and initiation. Only the elite
members are the ones who can bond with and use
aparatum to lift the bridge.
• This secret group has been active for over 2000
years now. Despite occasional rumors that they are
mere “showmen,” they are generally revered for
being a reminder of time’s past.
• The wizards’ order plays the part of the original
wizard who truly possessed the powers of
levitation—but it is unknown if that initial wizard
used aparatum or had natural talents. It is a
mystery lost to time. The thirty-three “wizards”
gather from miles around each year to lift and
reposition the Floating Bridge.
• Should an individual with a reputation for
uncovering falsehoods (or a bruiser type) confronts
or bribes one of the wizards, that wizard may
reveal rumors of specific components that
can be used to construct their own aparatum,
allowing them to restore the bridge to its original
purpose. And once restored, the bridge can act
as a significant teleportation location to another
realm. After this, the Floating Bridge could teleport
hundreds of creatures at a time to off-realm
locations––and possibly back again.
42
Bridge of the Dead
(Bridge of Bones)
Fortunately for all living beings on Epethia, this
bridge was destroyed eons ago, creating an impasse
to keep the undead from traveling into the lands of
the living. The bridge extends over a natural chasm
three miles wide, with lava flows that separate each
area. What remains is a bridge about 100 feet long
on the side of the living. The far side has a similar
bridge remnant but thankfully has many miles
separating the two sides.
GM Information
• On closer inspection (which would be foolish),
the bridge is constructed with various humanoid
bones. Thousands upon thousands of bones. The
bones are held together by a mysterious infernal
energy source.
• There are stories about the land of the dead
existing as a reminder to the living. The undead
who inhabit those lands were once the people who
turned against the gods, who sentenced them to
live out eternity as creatures of death and decay.
• Flight is impossible over the bridge. The chasm is
designed so no creature can travel across it, save
for those foolish enough to teleport into the land
of the dead. The abyss can belch viscous lava into
the air thousands of feet. Any creature exposed to
the lava suffers the effect of the disintegrate spell
(12d6 + 40 force damage) each round until they
cross. None have managed this feat for thousands
of years.
• Any undead attempting to teleport from the land
of the dead to the side of the living immediately
disintegrate (no save). Their only means of escape
will be the bridge if and when it is ever restored.
• Occasionally, a cloaked figure stalks the edge of
the dead side of the bridge as if it is checking on
repairs. It is anyone’s guess as to why it appears.
• Nearby towns within ten miles of the bridge are
sad and in poor condition, at no fault of anyone.
The location itself seems cursed; building
materials, as well as clothing and consumables,
decay at an accelerated rate when near the
bridge. Travelers who visit the nearby villages
frequently question peoples’ choices to live
there, but it may have to do with the location
being convenient for trade with orc and human
outcasts. Perhaps profit is motivation enough to
endure the shoddy conditions.
• The dead have not crossed the bridge in
thousands of years, and many living beings in the
region have become complacent. If the dead ever
managed to repair the bridge, it would spell doom
for the nearby settlements and Epethia at large,
as the bridge would bring millions of undead to
wreak havoc upon the realm.
43
The Bridge of Vines
This network of enormous vine bridges consists of
hundreds of miles of interconnected tree-dwelling
communities in the central forest region known
as Qinew’lasara. So vast are these bridges that
many residents have never set foot on the ground,
living their lives entirely upon the bridge or within
adjacent trees.
GM Information
• The forests of Qinew’lasara is a region of Epethia
featuring thousands of miles of very dense trees
with trunks that measure an average of thirty feet
in diameter. Many of the trees exceed the height of
500 feet and live for well over 3000 years.
• Visitors will encounter communities of treedwellers who have never touched the ground. It’s
as if the massive forest itself created an ecosystem
for humanoids to live.
• The species in the forests are wildly varied. The
longer-lived species reside farther inside the
woods, relegating humans and orcs to live near
the forests’ edges.
44
• Tree dwellers and ground dwellers tend to have
different outlooks and motivations. The tree
dwellers are generally the harvesters of tree fruits,
while the ground dwellers trade with outsiders.
• Tree dwellers believe that they are safe from most
threats and that being on the ground is much more
dangerous. They think that being higher is safer
and more prestigious.
• Older communities are generally higher up
in the canopy and more established. Newer
communities are lower down, quite literally, in
the forest hierarchy.
• Many ancient trees grow as high as 600 feet, with
a trunk base of eighty feet. Some are 4000 years
old––or even older.
• When the ancient trees eventually fall, their
wood is harvested and highly sought after for its
quality, exhibiting similar “lightweight yet strong”
properties as Teonkor wood, native to Xunditu.
Jurha’s Passage
This underwater bridge is only accessible during low
tide. It spans two miles and can be treacherous if not
traveled at the correct time of day. At high tide, the
bridge lowers itself, and the freezing ocean waters
swallow anyone walking the bridge at the time. Many
have suggested taking boats or large ships, but the
turbulent sea in the area smashes ships and shatters
hopes. The water’s deadly inhabitants also waylay
those testing this method of traveling to the island.
Even flight by mundane or magical means has always
resulted in disaster due to furious, choppy winds.
The only feasible passage to the unfrequented island
across the sea is the bridge itself.
GM Information
• Any creature walking the bridge will have one
hour to cross it before the waters overtake it. Any
creature in more than 3 feet of water is swept
under by a group of (3d6) water elementals with
the maximum hit points available (168 hp) who will
make every effort to grapple any creature on the
flooded bridge.
• Jurha himself may make an appearance. He is an
extremely curious and jovial Builder (Sumrii), who
could be mistaken as a giant, as he is 12 feet tall.
He is the only Builder in this pocket dimension.
Jurha wants to live vicariously through any PC’s
stories of adventure. He is very attentive and
intelligent.
• Jurha provides fantastic tales of the times before
the Great Rent but knows nothing of Epethia’s
history after that, save for any stories he learned
from other adventurers. He created this pocket
dimension almost on a whim before the El’atanor
invaded the world of Epethia, far before the
massive destruction by the All-Father. He knows
little about the El’atanor. But from what he has
heard has incited him to anger over what has
happened to his “beautiful world.” He is willing
to help anyone who will help destroy them and
their profanus aparatum creations. Jurha only
experienced Epethia’s joy and has relished the
times when outside creatures have come to
visit his paradise realm. And while this pocket
dimension is a paradise, he and his staff are unable
to leave, trapped here for as long as the pocket
dimension remains.
• Water Elemental guardians will target boats or
any floatation devices with every intention of
destroying or disabling them.
• The magical properties of the surrounding waters
limit any water breathing magic to 1 minute. Once
the spell ends, creatures may hold their breath
for a number of minutes equal to 1 plus their
Constitution modifier (with a minimum length of
30 seconds). After that point, the creature has
an additional number of rounds equal to their
Constitution modifier before it needs to breathe or
drops to 0 hit points and begins dying.
• Any creatures that successfully make it safely to
the other side will encounter a tiny island featuring
random rock formations that appear just above
the water and roughly 30 feet around. A carved
wooden sign reads, “Welcome to Jurha’s Island.
Speak the words ‘Jurha stay’ to stay and ‘Jurha
leave’ to leave.” Any PC that gets within 10 feet
of the sign and speaks the command words is
immediately transported to a setting that can
only be described as a tropical paradise, or they
are transported back to the opposite side of the
bridge, dependent on which command is used.
• Jurha’s island is a pocket dimension where
creatures can explore any fantasy they can
imagine. It is paradise. Any non-evil creature
that stays over 1 minute is fully healed, and any
diseases and curses are removed—including
lycanthropy.
• Meals in the pocket dimension are provided for
free, as well as any ale or spirit of choice. Any
requests are fulfilled and catered to by a pleasant
and accommodating staff.
45
• Any act of aggression towards the staff or Jurha
himself will immediately teleport the aggressors
out of the pocket dimension and into the waters
beside Jurha’s Bridge. Additionally, any creature
bonded with profanus aparatum will immediately
teleport as well (no save). Any creature in
the water will trigger an attack by 3d6 water
elemental guardians.
• Creatures in the pocket dimension may stay as
long as they wish; no creature ages within this
realm. However, they will soon become aware that
their supplies will lose their magical properties,
and their rations will rot very quickly. Any PC that
stays in this realm for more than 24 hours will
find that their magic items lose all their magical
properties, becoming standard weapons and
objects. PCs also lose the abilities they have
obtained throughout their adventuring career.
They will lose 1 level of experience for every 48
hours they stay. Using the spell greater restoration
will bring back 1 level to a PC or reactivate the
magic within an item or weapon. A magic-user may
also use the wish spell on a single PC to reverse all
effects of being in the pocket dimension.
• For PCs to leave, they must be able to
communicate with Jurha. He understands and
speaks common perfectly (as he learned from the
numerous visitors who came before) as well as
several ancient and long-dead languages. If PCs
ask about returning to their own dimension, Jurha
wistfully obliges. A set of golden, magical chimes
appears in his hand, and he speaks the words, “I
wish you well on your journeys. I hope to see you
again someday.” And with that, he taps the chimes
with an elegant crystal mallet, and all characters
that wish to return home instantly appear on the
opposite side of Jurha’s Passage. The water will
be low enough to walk safely to land. As soon as
the last PC steps onto the ground beyond, water
overtakes the bridge within 6 seconds.
Bridge of the Sky
The Bridge of the Sky is a massive arch-like structure
whose only known purpose is to better view the night
sky and the surrounding lands (as it is roughly 3000
feet high at its center). A powerful spyglass is situated
at the center of the bridge and can be used to observe
the stars or see vast distances. The arch itself can be
seen from miles away, as it is the tallest structure of
the known world. Each base of the arc is located in a
city two miles from each other. Access to the telescope
appears to be only by flight, as there are no entry
points to the arch itself.
46
GM Information
• The Bridge of the Sky is the sister site to Cloud
Climb but is instead made of stone. The Bridge of
the Sky is made of pure epethian ore and resonates
with a low sound frequency. It is unknown what
creates the sound, but it has been doing so for
thousands of years.
• There are no ways to get inside the bridge. Spells
such as spiderclimb always fail. Ropes or grapples
are unable to gain purchase. Some have even
witnessed ropes or other climbing materials
bursting into flame and disintegrating. In fact,
insects fail to maintain a grip on its surface. The
only known way of reaching the top is by flight.
• The nearby towns at the foot of the arches are
well-known trade routes. Considered mediumsized by the standards of Epethia, both are
above average when it comes to amenities, with
a diverse population with elves being seventy
percent of the population.
• The towns (Anyen Serin and Anyen Lona) are
popular destinations for scholars who wish to
access the spyglass at the top of the arch. They
will hire one of the eight spellcasters who can
give them the ability to fly. Some travelers even
take short trips in airships. Even ribbon runners or
void ships are booked depending on the number
of passengers. Flights take place every other day,
and rates can vary depending on demand. PCs can
expect to pay 300 gold or more if they choose to
hire a spellcaster or ship captain.
• No airships are permitted to land on the arch.
They instead hover as passengers disembark.
Visitors are instructed to ring a small bell attached
to an ornate glass structure about 10 feet tall and
7 feet in diameter. The bell activates the signal
pyre within the glass. It will remain lit for 30
minutes and then dissipate. The flame is magical
and produces no heat. Within 15 to 20 minutes,
the same airship that brought them to the top of
the arch will return to fly them back.
• Once a PC makes their way to the top of the
arch, they see a magnificent spyglass structure,
measuring at least 100 feet long, with a
diameter of 20 feet.
• Anyone who looks into the eyepiece must make
a DC 15 Intelligence check or be stunned for 1
minute. If the same creature fails a second check,
they suffer 1-5 levels of exhaustion until they take
a long rest.
• The vastness of the Blackstorm can be
overwhelming for anyone that is not accustomed
or acclimated to viewing the bridge for the
first time. Any creature who has traveled the
Blackstorm is immune to the side effects of
viewing it through the spyglass eyepiece.
• After 1 minute of viewing, the magical properties of
the spyglass present themselves, and any creature
can begin to see far beyond Epethia and into
the deep regions of the Blackstorm. It can be an
invaluable tool for documenting new realms and
navigating to locations only imagined. Staring too
long into the Blackstorm runs a risk of damaging
a creature’s psyche, so there is a time limit of
10 minutes for any viewing, where the spyglass
automatically shuts off. Any creature can obtain
enough information to bring back to any vessel
captain that can travel the Blackstorm.
Nuruuny Pass
This well-used bridge is set into the sides of
Epethia’s highest mountain range. Without it,
passage through the mountains would be virtually
impossible. While it isn’t a continuous bridge (22
actual bridges account for Nurunny Pass), it easily
stretches across most of the known world, connected
by well-traveled roads that link to it. It is the most
common road traveled with mild slopes and several
tunnels to ease travel in the region.
GM Information
• Nurunny Pass is the main trade route for much
of the residents of Epethia. The bridge has a
maximum grade of 3%, even through some of
the most treacherous stages of mountain range.
Nurunny Pass is also 20 feet wide on average. It’s
as if the gods designed an epic road in order to
take a leisurely stroll through the mountains.
• Rumors persist that this bridge circumvents the
entirety of Epethia, but that has never been
confirmed. Due to age, damage, or shifting
continents, it ends high upon a mountain pass at
the edge of town called (appropriately enough)
Endtown.
• Endtown is now a minor trade destination for
the various dwarvish clans that populate the
mountain regions. It was once a thriving hub
400 years ago but has diminished somewhat
since, hosting 2800 permanent residents that
consist primarily of dwarves. However, all races
of Epethia are welcome, and the residents of
the town greet visitors with the warm welcome
typical of the dwarves.
• Endtown can provide PCs with the most adventuring
provisions and also guides to help explore the
wilder mountain regions—and even offer security
(for a fee) to protect from the occasional roadside
encounter with thieves or desperate mountain
creatures that wish to test their luck.
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• A few dozen tolls are located on Nurunny Pass. The
stewards of the pass collect fees to maintain the
well-traveled bridge known for its quality, allowing
for wagons to travel effortlessly across it.
• Fees generally range from 3 silver to 1 gold. The
tollhouses are loosely affiliated and governed
by the hundreds of villages, towns, and cities
connected to the bridge. Failure to pay the
toll will result in the Nurunny militias being
dispatched by locals to collect the fee. By force,
if necessary. Those who continue to resist
may be arrested and held in a nearby jail to
await trial. Any goods carried are immediately
confiscated and sold to help pay for the militia
and bridge maintenance. If anyone fails to pay
a fine, the event is fastidiously documented,
and the offenders are banned from traveling on
Nurunny Pass.
• Documentation of criminals consists of applying a
permanent and magical tattoo to an arm or leg that
lasts as long as a dwarven judge deems necessary.
Penalties of several months to permanent bans are
known to have been passed down as judgments.
The magic of the tattoo dissipates after the
sentencing period has been satisfied. A tattoo is
activated if it is within 30 feet of Nurunny Pass.
Any creature with a criminal tattoo that steps
onto the bridge will suffer 3 levels of exhaustion.
If the criminal remains for 10 minutes or more,
they will suffer 2 more levels of exhaustion. After
30 minutes, the magic of the tattoo reduces the
criminal to 0 hit points with level 6 exhaustion.
• Criminal tattoos serve as a reminder to those
who choose not to pay the Nurunny Pass tolls.
They only work in the presence of the bridge,
indicating that the magic ink is derived from the
minerals within the bridge itself. The tattoo’s ink
is permanent, but a magic-user can defeat it by
casting dispel magic using a spell slot of 6th level
or higher. A wish spell can also remove the magic
within the tattoo and also remove the ink pattern.
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Center Star Bridge
This bridge is literally at the center of all the
landmasses of Epethia. All the major roads of the
world lead to this centralized location. The only
known reasons it exists are to showcase architectural
expertise and as the main trading post for those who
visit Epethia. The bridge spans a medium-sized river
named Carigmond Run, and the two cities that flank
the bridge benefit from its intricate beauty. Carigmond
Run leads to a massive, 300-foot waterfall two miles
west of the twin cities named Polvora and Polsott.
Polvora and Polsott are the most prominent trade
cities on Epethia. Travelers can find nearly anything
that can be bought or sold in either of these cities.
The sight of the cities and the river can be
breathtaking to many outsiders. The cities buzz with
activity, as airships, ribbon-runners, voidships, and
even the occasional passenger-carrying khanaar come
and go at nearly all hours. Center Star Bridge is the
central population hub for Epethia, and if any outsider
needs to understand what makes Epethia special, this
is the place where it is on display. There is a crackle of
lively energy in and around the cities; it is a place with
no other comparison throughout Epethia.
GM Information
• Jurisdiction is shared, but each city has its
distinct personality. Polvora is more “working
class,” while Polsott prides itself on being
sophisticated and progressive, especially
regarding fashion and its reputation for having
some of the best wines on Epethia.
• Outsiders will marvel at the quality of building
construction that the most brilliant dwarven
masons may only rival. Many of the buildings
here are thousands of years old yet are so well
maintained that anyone would believe them only
to be decades old.
• The people of Center Star are incredibly proud
of their cities, and it shows. The surrounding
communities are lush, and most, if not all,
residents within the cities look healthier than
other citizens on Epethia, as they are brimming
with incredible energy and outlooks. These citizens
greet outsiders with robust smiles, and a genuine
sense of happiness permeates within each person.
It is a very contagious and positive place to be.
• One explanation for the general sense of happiness
in Center Star is the bridge itself. The bridge
resonates with the lands and surrounding waters,
providing high-yielding crops and the best grapes
on Epethia. In fact, all crops within 50 miles of
Center Star have a much higher yield than other
comparable cities.
• Aiding to the general well-being of this region is
that there has never been a major conflict within
100 miles of the bridge. No wars have come to this
land in recorded history. Miraculously, the Great
Rent even spared the bridge from receiving any
damage at all!
• The highly-skilled army of Center Star may also
contribute to the fact that no wars have ever
come to its borders. Due to the region’s wealth,
they are more than capable of protecting their
border regions. They have what some have called
“an unlimited supply of weapons and armor” and
highly-skilled warriors at their disposal, making
them, by far, the most powerful army on Epethia.
• The laws of Center Star are conservative while
also allowing for free trade to exist without
unnecessary bureaucracy to slow merchants’
transactions down. Generally, travelers who
come here know what to expect and gladly pay
a premium price, as the city typically caters to a
more affluent clientele.
• Disputes within the city are often settled through
arbitration, leaving the more severe crimes to the
local sheriff and residents. Crime is rare and usually
is limited to petty theft or an unpaid docking fee.
The last murder took place fourteen years ago
from a convict who escaped a prisoner transport
voidship. It was docking at Center Star overnight
for supplies and maintenance when the ruffian
slipped the guards. The incident was considered an
anomaly.
• Adventurers traveling to Center Star are asked
to check their weapons at the gate or any port.
Resistance is dealt with immediately by an
overwhelming show of force consisting of wellarmed troops and battle-tested mages until
reluctant visitors comply. After the confrontation,
the “guests” are escorted around Center Star by
guards until the authorities are satisfied that the
visitors are no longer a threat. These are peaceful
cities, and the locals intend to keep it that way.
The Bridge of Passing
This is the fabled bridge that elves take at their time
of passing. The Passing came about many eons ago
while rebuilding after The Great Rent of the Salien
age purged the world of most higher life. During
this time, Tömriin’s divine retinue endured pain and
compassion when the father god fell into an utter
depression after destroying his creations. Therefore,
the gods brought many races and creatures from
other worlds to repopulate the barren realm, breaking
the spell of sadness that had befallen Tömriin.
The elves weren’t so eager to leave their home realm,
though, as theirs was a near paradise called Seralanor.
But the gods of Epethia persisted and eventually
convinced the elves—on one condition that the elves
were allowed a way to return home to Seralanor when
age and the rigors of life on Epethia became too much
to bear. Thus, the Bridge of Passing is the only bridge
with a known construction date, and it is the only one
known to be built after the Great Rent.
To first-time observers, it appears as a nondescript
slab of smooth stone that is weathered and covered
with lichen. It measures approximately 20 feet wide,
15 feet long and 2 feet thick, with the far edge having
a cracked ledge that may have been attached to
another slab eons ago but is now missing. The stone
would typically be overlooked by any passerby, save
for the small, 5-foot-tall pillars that have endured
thousands of years of weathering. Ancient depictions
of elves walking across the bridge into paradise on the
other side are carved on the pillars.
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GM Information
• When ancient elves become aware it is their time
to leave Epethia, they journey to the bridge of
Passing with a cohort of dozens of family members
and close friends. Once they arrive, the group
positions itself into a half-circle and begins the
ritual to activate the bridge. The bridge illuminates
with brilliant white light, and shadowy figures
shrouded in mist beckon the elves who choose to
return to Seralanor so they may live out their final
days in peaceful respite. Elves take nothing from
the realm of Epethia on their return journey.
• The bridge only accepts pureblood elves onto its
gleaming, diaphanous surface. All others who
attempt to step onto the bridge are pushed 10
feet away and stunned for 1d4 rounds. The Bridge
of Passing similarly rejects those bonded with
profanus aparatum.
• The Bridge of Passing is a one-way journey to
Seralanor, located near a distant star on the known
edge of the Blackstorm. A curtain of Blackstorm
essence-infused stardust cloaks the realm; not
even a Cleaver nor the fabled spyglass on top of
the Bridge of the Sky can locate it. The elves who
constructed the bridge with the gods’ assistance
took the secrets of finding Seralanor with them
when they left Epethia so long ago, never to return.
• There are rumors that the elves of Epethia all came
from Seralanor eons ago. Elves do not speak about
it. However, no elf has traveled from there since
the gods first brought the elves to Epethia, and
only living elves may make the journey back.
• No elven inhabitant of Epethia knows the
location of Seralanor, and the realm remains
undiscovered by local khanaar. Thus, the Bridge
of Passing is the only known gateway to the
homeworld of the elves.
The Wild Bridge
This famous rope bridge connects the Merciless Lands
and The Steppes of Kendollfen, an Orc stronghold.
While the massive rope bridge is impressive,
its distinctive feature is the wood used in its
construction. As far as scholars can tell, the wood was
harvested from the forests of Qinew’lasara. The wood
was then imbued with Epethian Ore, causing it to have
incredible resiliency to age and weathering and also
providing healing properties.
Additionally, any goblinoid that passes over the bridge
is fully healed by the magic and cured of any disease.
Any humanoids other than the goblinoid races do not
benefit from the rope bridge’s magic.
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50
It is unclear why this bridge has these specific
features, but rumor has it that the magically-turbulent
region between the Merciless Lands and the Steppes
of Kendollfen makes the magic contained within
the wood possible. The bridge indeed traverses
an enormous crater, and bards sing the tale of this
landmark being the very place where Tömriin’s first
blow upon Epethia fell.
GM Information
• The bridge spans a 300-foot gorge that includes a
fast-moving stretch of whitewater rapids 150 feet
below. The churning river, called Trort’s Finger, is
roughly 60 feet wide with an average depth of 12
feet. Trort’s Finger separates the Merciless Lands
and Steppes of Kendollfen. The goblinoid races of
Epethia dominate these inhospitable regions.
• The rope bridge can accept carts with little trouble,
as it is 15 feet wide. Multiple carts can travel upon
it, but traffic is usually limited to one direction
when this occurs. Once the bridge is clear, traffic
from the far side can continue. It is common to be
escorted by a small party of hobgoblin soldiers to
the other side.
• The wood that secures the rope bridge shows no
sign of age, even after being in place for many,
many centuries. It is strong as well, easily providing
passage to a large army of orcs. The ropes do need
maintenance occasionally, but it is a superior hemp
rope that is very robust, requiring a strength of 24
or more to burst.
• Two well-organized groups of hobgoblins manage
the eighty-foot towers that flank each side of the
gorge. The towers present a formidable obstacle as
there are ballistas at their tops and have numerous
and quite visible arrow slits down the sides.
• The hobgoblins are suspicious of outsiders. Once
travelers get within 1 mile of the rope bridge, the
hobgoblin forces watch them closely. They attack
elves on sight if spotted. Dwarves are met with
scorn, and only a hefty bribe will allow a dwarf
passage across the rope bridge. Hobgoblins treat
humans with indifference but greet them with an
occasional “slave” slur in the common tongue, as
long ago, humans in this region were enslaved by
the goblinoids. They follow this with a wry smile as
they travel the roads to the Wild Bridge. All other
races are simply ignored, with hobgoblins looking
down on them with a contemptuous side glance.
Mystery surrounds the bridge, as no one on Epethia
seems to know why its mysterious builders decided to
position it within the surrounding mountains. Rumors
persist that the bridge is a “mistake,” stating that the
gods buried it after its creation to hide all evidence of
it. There are also tales of people entering the bridge
and returning mad with fright or with awe. The more
scholarly theories suggest that the bridge is simply
ancient and that the mountains engulfed the bridge as
the tumult of The Great Rent thrust them skyward.
A clan of dwarves claimed Forged Hall as their own
about 12,000 years ago, and they were very proud to
have discovered it––or more specifically––rediscover
it. The dwarves used Forged Hall for thousands of
years until they depleted the mountain’s vast ore
and mineral deposits. However, curious adventurers
have recently revealed that the abandoned mines
seem to have replenished a moderate supply of ore
in one of the abandoned mines. It could be tall tales
from drunken fools in taverns, but it has caught the
attention of the local dwarf populations.
It isn’t clear if the bridge itself has had something to
do with replenishing the mountain riches, but many
feel it is worth investigating, as the mountains in this
region produced much more wealth in their time
than any recent dwarven mines. It may be just what
the dwarves need to reignite their passion and start
building again.
The challenge with Forged Hall now is that it is home
to many deadly and menacing creatures, from minor
creatures who are only considered pests to powerful
undead who find the setting quite tolerable.
Forged Hall Bridge
An abandoned city of an ancient Dwarvish kingdom,
the Forged Hall Bridge spans one mile in the center
of a city cut from the heart of a mountain. The bridge
is constructed with solid steel, and it retains the
mountain from crumbling in on itself. The dwarves
say the primordial bridge was always there, waiting
inside the mountain for discovery, and that the
dwarves carved out the city around it.
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51
GM information
• Traveling to the mountain can be drama-free, as
dwarves regularly maintain the roads up to the
point that the bridge starts. Adventurers will begin
to feel an unnatural sense of anxiety within a mile
of the bridge. The temperature here is noticeably
cooler as well.
• Lava flows regularly flank adventurers and
explorers who travel the solid metal bridge. The
bridge seems unaffected by the extreme heat,
but any creature peeking over the side will surely
risk immediate burns on any exposed skin. If they
continue to look over the side, more severe burns
will begin to affect them.
• Those who journey through the hall’s distinctive
mouth-opening architecture will find the open
space inside cold and dark. Torchlight reveals very
little. It feels empty with an ominous stillness that
may give anyone who enters a sense of judgment.
Anyone that continues further experiences strange
whispers in their minds, “You do not belong here.
Leave now, or your fate will be sealed.” The sense
of foreboding intensifies into pain the further
inside anyone travels. This has turned most
everyone away, and few mortal eyes have seen the
deepest heart of Forged Hall Bridge for many years.
• The bridge has a unique property in that the
mine’s supply of minerals and ore may be renewed,
depending upon PC actions from this point
forward. There are two ways that PCs can trigger
the event:
Any adventurer who finds themself at the
exact center of the bridge inside—and has
bonded with divinus aparatum—triggers the
booming voice of Tömriin echoing throughout
the vast hall. It is a far different voice than the
whispers heard only seconds before. It speaks
in an unknown language, each word rendering
pain upon the mind as the listener struggles to
translate the message. Eventually, the message
repeats with perfect clarity and in the language
of the listener. It says,
“Welcome, children of Epethia. My world offers
unmatched wealth and beauty. This bridge will
protect you from any intruders so that you may
live on and….”.
After this, the message abruptly ends, and the
mountain resonates with mechanical thrums and
clacks from deep within itself. Massive doorways
shudder open in the distance, and a rush of warm
air fills the entire space. Light permeates the
darkness within the hall, illuminating the setting
as the whole with golden light and revealing
spectacular oversized dwarven architecture.
Above and below, wherever the empty mines
had been quiet for centuries, begin again to
crackle and clunk as metal ore fills up the areas
previously mined. It appears that Forged Hall has
reset after thousands of years, and its riches are
ready to be again exploited.
If PCs are not bonded with divinus aparatum, they
can locate Tomriin’s Staff deep within the Forged
Hall. It is in the grasp of a Lich that happens to
be a neutral evil 25-foot tall cloud giant. Should
a PC obtain the staff, and are neutral or good
alignment, the staff will also activate the voice
of Tömriin and subsequent reactivation of the
mines. Once the staff has triggered the renewal, it
crumbles to dust and simultaneously destroys all
undead inside Forged Hall.
• After this renewal event, one thing is for certain:
Dwarves could not have built this place. It was
here long before their arrival on Epethia, and the
bridge may have been an inspiration for their
entire culture.
• A cloud giant lich took possession of the
abandoned hall, claiming it as his own 700 years
ago. He was provided an unnaturally long life by
Tomriin’s Staff and will avoid losing it at any cost.
PCs need to proceed with extreme caution, as
the lich has many contingencies in place to deal
with interlopers who dare interfere in his domain,
including dispatching his six loyal undead Owlbears
and Death Knight servants.
Bridge of Treasure
(Tömriin’s Foot)
This floating structure is made of solid gold and is 20
feet wide, 2 feet thick, and 100 feet long. The bridge
hovers 10 feet above the ground and emits a low hum
once any creature is within 20 feet of it. Sheltered
deep within a large forest, the Bridge of Treasure is
located within a 200-foot clearing where only field
grass appears to grow. Its rumored worth tempts
many adventurers to come and chip at it, and the
scars of would-be treasure hunters mar its surface.
Since its construction, a group called “The Spirits” has
protected the bridge, and they may be beings more
ancient than the bridge itself.
Long ago, ancient elementals—more commonly
known as yaargyna—built the pure gold bridge with
a potent type of magic called the Whispers of the
Gods. This magic and the yaargyna come from the
time before the Great Rent, and they have kept the
bridge aloft for centuries.
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And yet, these elementals have no match in the
known Allverse. The destructive powers of the Rent
left the yaargyna forever transformed and unable to
fully manifest in the material plane, leaving them in
a sort of purgatory—caught between existence and
non-existence. They appear ghostly and insubstantial,
permanently granting them displacement abilities.
Being insubstantial, however, has reduced their
original powers, but this does not mean they are
incapable of causing severe pain or damage to any
creatures they deem a threat.
Communication with the elementals may reveal that
they were tasked with building many of the bridges
and that the god Vaethym created them. The Bridge
of Treasure was just a tiny part of a larger structure.
It was to be the foundation for a pure gold castle that
hovered 100 feet above the ground. The elementals
hoped to complete their task one day. But they have
only been able to keep the foundation levitated and
serve as its protector until they achieve their task.
The elementals reveal they have died many times
but always reappear in the place they died when the
sun rises each morning. If the elementals are asked if
they can leave, they reveal that will happen when the
task is complete.
Additional communications with the elementals will
reveal that deep inside the surrounding forest is an
area they call the mortal’s graveyard, where they
discard the bodies and possessions of the mortals
who dared to disturb their precious bridge. There,
PCs can find a hoard of treasure with various magic
items and a small cache of the ever-so-rare Epethian
Ore and other unusual aparatum components. The
yaargyna ignore any other questions the PCs may ask.
GM Information
• Creatures that approach within 30 feet of
the bridge summon the elementals from the
surrounding woods. If any creature is able to speak
Auran, Ignan, or Terran can communicate with the
ancient elementals. However, the elementals will
immediately attack any creature that attempts to
interact with the Bridge of Treasure.
• Any creature who attempts to chip off or damage
the golden bridge will summon 3 yarrgyna
(elementals). Visually, they resemble any large
fire, earth, or air elemental, but all utilize sound
magic to defend their creation.
• The elementals permanently have displacement
and will use a Legendary Action on their turn.
• The elementals’ sound attack is a Legendary
Action with the following effect: Orrhym Blast
(Recharge 5-6). The yarrgyna emits a shockwave
in a 30-foot cone. Each creature in that area
must make a DC 14 Constitution saving throw.
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The creature takes 21 (6d6) thunder damage
and is deafened for 1 minute on a failed save. An
affected creature can repeat the saving throw at
the end of each of its turns, ending the effect on
success. On a successful save, the creature takes
half as much damage and isn’t deafened.
• If the elementals are defeated, any neutral or good
creature that stands on the bridge for 1 minute
is fully restored as if they took a long rest. PCs
may also ask if they can step onto the bridge, and
as long as they pose no threat to the bridge or
elementals, access is permitted as long as the PCs
agree to leave soon after and promise not to reveal
its location to outsiders.
• If the elementals are defeated, and PCs try to
extract pieces of gold from the bridge, 8 new
yarrgyna appear at the edge of the clearing
and immediately attack. If PCs can defeat the 8
yarrgyna and begin damaging the bridge once
more, the bridge emits a horrifying sound and
turns insubstantial. Any creatures on the bridge
will fall and be knocked prone. Additionally, all
creatures within the cleared area are affected by
meteor swarm each round until they can escape.
The spell only ends when all creatures leave
the cleared site. If creatures return, the meteor
swarm spell starts again. After one day, the
bridge defenses reset.
Misty Bridge
Extending from the third highest peak in The Nuruuny
Mountains, this bridge is relatively ordinary. Made of
shale rocks and crudely constructed materials that
give it a sense of being patched together, the bridge
appears as if goblins hurried to design and build it.
The most distinctive feature is the ever-present, thick
fog that surrounds the bridge for miles.
Many have called their bridge experience confusing,
and adventurers often grow frustrated, having
traveled so far and getting lost in the thick fog, only
to find themselves right back where they started.
The Misty Bridge has relatively unsophisticated
architectural elements than the other known bridges,
and many appear to be placed as an afterthought. The
Misty Bridge’s purpose for existing seems to be only
to challenge those brave enough to cross it.
GM Information
• Once a creature steps onto the bridge, it is
impossible for them to see the other side, even
by magical means. Thick fog obscures the ability
to see. All types of vision are limited to 15 feet,
and the scrying spell or any spells that allow for
enhanced sight immediately fail. Even a wish spell
seeking the capacity to see beyond the mist fails,
interrupted by some unknown but powerful force.
depict a crude version of a bridge in clouds, a
falling figure, and simple hand positions. The
pattern repeats, and if a creature studies the
designs for 10 minutes or longer, the secret of the
bridge reveals itself to that creature. The Misty
Bridge is a teleportation device to other bridge
locations on Epethia. The bridge requires a leap
of faith from its sides and into the mist. Then, all
a creature needs to do is make a specific hand
gesture as it falls, and it teleports to a dedicated
location upon the corresponding bridge.
• Those who have dared to step into the mist to
determine the bridge’s height soon come face to
face with new frustrations. No one has been able to
test how far down the ground may be or if there’s
actually any ground down there at all. Rumors say
that the bridge stretches over a yawning cavern that
leads to an entirely different plane of existence;
however, no one has ever traveled there and back
to prove it. Tossing an object, like a stone, over the
bridge’s side has never produced a sound, giving a
sense that it is truly bottomless. Anything cast from
the bridge simply vanishes into the mist, never to be
seen again.
• In order to activate the magic of the bridge, a
successful Dexterity check must be made (DC
10) to make a hand gesture properly. Failure to
do so will give the creature a sense of falling and
disorientation as it cartwheels inside the mist for 5
seconds. However, the creature will land prone at
the start of the Misty Bridge, taking no damage––
except to their pride, perhaps.
• Powerful magics are at play, as any creature
walking into the mist notices that when it does
finally clear, they eventually backtrack to their
starting position—essentially going in circles.
• Explorers may transport to six bridge locations
on Epethia using the symbols provided on the
Misty Bridge. Dozens of other bridges seem to be
indicated in bas-relief but are now obscured or
have been (purposely?) destroyed. These locations
remain a mystery; using spells such as mending
to repair the damage results in failure. Even using
legend lore or wish fail to reveal the bridge’s secrets.
Someone––or something––has gone to great
lengths to keep these bridge locations a secret.
• Flying creatures and vessels encounter the same
frustrating experience. Once it flies into the mist,
the creature or vessel can attempt to go in any
direction. No matter how long it spends inside
the mist or whatever direction it travels, it always
ends up back at the beginning of the bridge, albeit
hovering a few feet above the ground.
• Shrewd explorers can find clues about the
confounding bridge in its architecture. A successful
Insight check (DC 15) unveils that other Epethia
bridge locations are crudely shown in bas-relief
upon its surface, revealing a pattern that ordinary
minds may not immediately notice. The symbols
• Vandals have scratched out several symbols on the
Misty Bridge, making it impossible to know what
hand gestures will work to allow for teleportation
to these mystery bridge locations.
• Any creature that teleports from the Misty
Bridge through the leap of faith is fully healed
and restored as if they had taken a long rest.
Any equipment they carry is also teleported with
them. Only living creatures that can make the
specific hand gestures may teleport from the
Misty Bridge using the leap of faith.
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The Shift
Farther north than most folks are comfortable
traveling, a single bridge connects four different
glaciers, each larger than the usual islands found in
warmer waters. The freezing waters frequently capture
ships that attempt to travel here, caught in waters that
can freeze instantly with just a slight change in the
wind, forcing the crews to wait (and hope) for a break
in the ice or to take their chances crossing the ice to
one of the glaciers simply called Shelter.
GM Information
• From Shelter, a single bridge reaches out to one
of the other three glaciers. Like clockwork, every
10 days, the bridge reconfigures its length and
height and moves to the next glacier; after three
movements (and thirty days), it returns to the first
glacier and begins the process again.
• Any adventurers who travel to this cold and
inhospitable area of Epethia have the opportunity
to explore the hundreds of shipwrecks in the area
if they are brave (or foolish) enough. Many of
these wrecks host scavengers looking for food or
treasures to take back to their lairs.
• The glaciers near Shelter are a source of an
unusually high number of Aparatum materials.
This is motivation enough for many adventures to
travel to this region. PCs can expect to find many
different exotic materials to make Tier 1 through
Tier 5 aparatum. The materials are scattered
among the lairs in the four nearby glaciers.
• If the Shelter bridge moves, any creatures on its
surface will be trapped for one day as it travels to
the next glacier. PCs need to secure cold weather
provisions or be subject to cold weather exposure.
Otherwise, they need to be resourceful or have the
ability to travel safely to a nearby glacier. PCs may
also look for entranceways inside the bridge itself.
• Rumors of new and unusual creatures acclimated
to the harsh environment are constant. Creatures
such as ice and snow trolls are long-time residents
here, ready to seize any opportunity they can to
feast on warm, fresh meat.
58
• Resources are scarce near Shelter, so adventurers
must take care to bring enough to sustain their
adventures. If unprepared, adventuring groups
may investigate the nearby shipwrecks to find
provisions and gear to protect themselves from
the brutal, chill air.
• Shelter never takes the same shape or
configuration after a shift, so its internal hallways,
chambers, and secrets are difficult to navigate
and find. A successful Insight check (DC 12) can
reveal numerous outside entrances that PCs can
use to gain entry to the bridge. If they clear off
the snow and ice first, PCs can force open the
heavy door with a combined Strength check of 28,
allowing them to enter.
• Inside Shelter’s halls are well-lit corridors.
Temperatures here are considerably warm, causing
condensation to cling to and drip from the walls
and ceiling. Numerous chambers and oddly shaped
rooms are found within. Shelter appears very
organic inside—almost alive—like a living cave
system.
• When it begins to relocate, any creature inside
Shelter will need to make several Dexterity checks
to avoid being crushed by its moving walls. PCs
may be trapped in hallways or rooms until Shelter
moves again. Thankfully, this is a slow process, and
PCs have 1 minute to get to a safer area or leave
through a hatch to the outside.
• If any adventurer’s ship has succumbed to the
bitterly cold waters or has been trapped by ice,
they can attempt to find the “abandoned” white
dragon lair within a nearby glacier. Local creatures
who speak Common may reveal the lair location
to the group, but mostly the information obtained
is often little more than rumor. PCs who search
for more than 10 minutes near the white dragon’s
nest will discover a teleportation circle. This circle
transports up to 10 creatures back to an area
within the Wild Lands of Epethia. Any PC who
speaks Draconic or bonded with either type of
aparatum can activate the circle.
Guilds of Epethia
The guilds of Epethia number in the thousands, with
some boasting membership levels in the hundreds
or more while others contain only a handful of
members or are limited by race or lineage. Some are
invitation-only, while others require nothing more
than the payment of a fee and an oath made to the
organization. Many guilds are known to cooperate,
while others have standing orders to attack and
run off any groups or individuals they feel are
trespassing on their claim to a newly discovered
bridge. GMs will find some of the most influential
guilds on Epethia described below. A party of
adventurers can pledge themselves to the hardy
Spine Breakers or the exclusive Circle of Dishon. Still,
given that the barriers to guild creation can be small,
GMs should not discourage adventurers wishing to
create their own Exploratory Guild.
The Symposium
With over 200 guilds operating in the open, The
Symposium, while not technically a guild itself, exists
as a place to share information about the research
and exploration of the vast number of known ruins in
the realms. It also shares the rumors and documents
that make mention of substantially more bridges and
similar structures that cover the land and oceans of
Epethia. Eighty-three guilds make up the Symposium,
who have agreed to pool their talents, knowledge, and
resources to identify and explore the ancient ruins.
The Symposium’s creation and continued existence
is a feat of relentless political will. Founded by the
late archmage Shabus Arevius, a former leader of the
Circle of Dishon, the Symposium began as a tenuous
accord between the Circle and nine of the largest
other Exploratory Guilds in the realm, who agreed
to pool informational resources in a bid to protect
Epethia. The primary purpose of the accord was to
prevent any particular guild from hiding influential
discoveries from the other guilds and consolidating
nefarious powers that could be used for evil ends.
Arevius understood that the ruins of Epethia hold
untold secrets and that if measures weren’t put
into place to prevent powers from falling into the
wrong hands, it could make for the destabilization
of the realm. Through savvy political maneuvering,
Arevius was able to convince the other influential
guilds of his reasoning. Thus the Symposium was
born, taking its name from the meeting at which the
founders signed the original agreement. The scope
and mandate of the Symposium have swelled since
its founding as the organization evolved into the
cooperative effort that it is today.
Once per year, the Symposium gathers in Epethia’s
largest city, Center Star Bridge, for ten days to discuss
and share their findings from the previous year.
Reports are provided on Exploratory Parties funded
and staffed by volunteers (and hired skill when
necessary) from the various member guilds. To limit
the larger guilds’ power and give the smaller guilds
more voice in the proceedings and decision making,
The Symposium makes decisions using a council of
twenty-one individuals who serve for two years. This
council consists of a single representative from the
seven largest guilds, seven guilds of less than twentyfive members, and seven guilds in-between.
Guilds provide funding to The Symposium based
on their size, and these funds are allocated to the
various explorations that the council chooses to
support. Despite its originally noble peacekeeping
intentions, the Symposium is not immune to its
members’ potential corruption and venality. Backroom deals between voting members are typical, as
councilors pledge their votes on issues in exchange
for private “donations” from other guilds. Voting blocs
persist as a constant force, observed most recently
when the seven “minor members” representing the
smallest guilds withheld deciding votes on exploring
a prominent ruin until the council met the bloc’s
demands for lower membership fees. The threat of
voting blocs only serves to proliferate instances of
bribery as council members scramble to prevent
voting deadlocks. Flawed as it may be, the process
through which the Symposium delivers funding to
explorations continues lurchingly.
The Symposium
59
The Circle of Dishon
As the oldest and perhaps most influential guild on
Epethia, the Circle of Dishon, under the leadership
of archmage Shabus Arevius, was one of the
founding guilds of the Symposium. However, their
participation in the Symposium would not last, as,
after Arevius’s death nearly two decades after the
Symposium’s founding, relations promptly began to
sour. New Circle leadership did not share Arevius’s
grander ideals of equality of guild influence and
communal prosperity, believing instead that the
Circle should maintain a distinguished, privileged
position within the Symposium due to their vast
resources, experience, and history. They were
particularly unhappy with the voting rights
granted to smaller guilds, which they believed were
disproportionate and served to over-represent
particular populations at the detriment of Circle
members. They could not reach a resolution with
the other Symposium members, so the Circle of
Dishon formally separated themselves from the
organization. Now, nearly eighty years later, the
Circle persists independently for the same reasons
and remains the possessor of the most extensive
non-Symposium library devoted to the ancient
structures covering Epethia.
The Circle, however, is also one of the most
challenging guilds in which to gain membership. A
small council of senior members grants membership
to applicants, and they vote each year on individual
applicants. The Circle does not grant membership to
groups, as it prefers its members to be self-supporting
and to do their own research and exploration before
applying to join. Once granted membership, however,
guild members never have to worry about funding
future expeditions. Each member must document
their current research (in case of untimely death,
for example) and keep detailed records of contacts,
rumors, documents, and other information related to
discovering and exploring newly discovered ruins.
The Symposium has been persistent over the
years in its diplomatic efforts to reincorporate the
Circle of Dishon back into the organization, chiefly
to regain access to its vast array of resources.
However, the Circle is steadfast in its opposition
to the Symposium’s structure. Because these
structural elements are enshrined in its founding
documents and are thus exceedingly politically
challenging to reform, the Symposium’s relational
efforts have been mostly fruitless.
The drama of espionage, however, persists between
the Symposium and the Circle of Dishon, hidden
behind the curtain of unavailing diplomacy. The
Symposium and the Circle of Dishon keep tabs on one
another through complex networks of informants and
spies. Due to the Circle’s stringent requirements for
60
entry, successful hostile espionage operations require
diligent preparation and potentially years of waiting
before payoff. Likewise, getting eyes and ears on the
backroom dealings at the highest power levels of
Symposium governance demands appropriate guile.
The Circle and the Symposium must be concerned not
only of each other but of their own spies as well, as
there is precedent for the most cunning of operatives
to leverage their talents as double agents, milking
each organization for everything they’re worthwhile
tactically selling intelligence to the highest bidder.
Ruin exploration can be a highly profitable business,
and it is not uncommon for blood to spill in the name
of priority access to information.
The Circle of Dishon
The Guild of Law
The Guild of Law was established primarily to
appease the frustrations of trading companies and
exploratory guilds who struggled to navigate the
import, export, and tax discrepancies between
one area of Epethia and another. The Guild of Law
is funded by many of the same organizations that
compose the Symposium. They share an interest
in consistent regulations that allow for predictable
means of operation, especially across regional
borders. Despite its founding function as a regulator
to serve guild interests, the Guild of Law quickly
realized that in order to establish legitimacy
amongst the populations it sought to serve, it would
have to expand its services to include functions of
local governance and guard.
High rates of crime and banditry were a frequent
concern of common folk, especially in smaller
settlements that lacked the resources for a large
enough guard or militia, lest they have one at all.
The Guild of Law expanded to fill this gap in a bid to
cement widespread acceptance, an adaptation that
has mostly proven successful. As the guild continues
to grow, its Guild officials and service people
protect areas once plagued by crime and the lack of
recourses. The guild’s bureaucratic approach to local
dispute resolution is a two-sided coin. On the one
hand, many appreciate rigorous processes replacing
the whims of an individual magistrate who may play
favorites; such processes lengthen the time taken to
resolve disputes, in some cases delaying resolution
by months or longer due to backlogs.
The Guild of Law’s growth remains an unfinished
project as it works towards its lofty goal of the
total legal authority of all Epethia. Integration
is smoother with certain governments than it is
with others. While many jurisdictions are happy
to agree and be incorporated under Guild of Law
authority in exchange for Guild resources, others
have resisted the guild’s encroachment. This has
become especially problematic when resistance is
concentrated in smaller, more rural pockets within
larger provinces or countries that have officially
endorsed the Guild of Law at higher regional
government levels. These small towns or villages,
distanced from regional magistrates, can easily flout
Guild authority despite official mandates due to the
difficulties of organizing enforcement initiatives
over longer distances. On occasion, Guild of Law
representatives are driven away by angry locals who
have no patience for what they view as harbingers of
big, oppressive government.
The Guild of Law
The Freesteels
Paid militias are a necessity for the farming towns
that support the larger cities of Epethia, lest they be
caught in the crossfire of a guild war or harassed by
groups seeking to disrupt supply lines or scavenge
resources. The Freesteels are not one of these paid
militias, though they used to be. The Freesteels are the
largest mercenary company on Epethia, large enough
that any single guild or government lacks both the will
and the means to oppose them properly.
They are led by the charismatic but brutal dwarf
Ongorn “The Prince” Bonebraid, the son of a former
Adjudicator of the New Epethia Commerce trading
company. He decided to abandon his father’s enterprise
for a bloodier life of combat. The Prince was a former
militia leader who rose to fame for his successful
defenses of bandit raids on the border settlements
surrounding the Merciless Lands. As his numbers
swelled with eager recruits after each successful
combat, Ongorn began to theorize that the payment
owed to militiamen failed to compensate him fairly
for the value he provided to communities. So Ongorn
took negotiation into his own hands and turned to
racketeering—exacting greater monetary sums from
settlements and then cities, in exchange for protection,
with the implication that concessions would be buying
protection from the Freesteels themselves. If Ongorn
saw that he was not being paid “fairly,” he would
forcibly take what he felt was owed. The Prince’s turn
to sell-swording was amoral but highly profitable work,
and any righteous men and women who abandoned his
company were quickly replenished by those who cared
for little other than coin.
For those who look upon the profits accrued
on Epethia by skilled adventurers or privileged
merchants with jealous scorn, Ongorn and the
Freesteels provide an accessible but dangerous
ladder out of the lower classes. Due to a lack of
major centralized governmental enforcement on
Epethia, independent guilds, cities, and organizations
struggle to raise a finger against the Freesteels.
Because opposition is so tricky, the Freesteels are
mostly put up with, and wealthier guilds have little
concern hiring the Freesteels to fight guild wars on
their behalf, for the Freesteels will fight for anyone
as long as their coin purses remain heavy. Guilds
must be wary of this, as there is a constant risk that
a competing guild can purchase the Freesteels with
deeper pockets. Such was the case during the War of
Forty Coins, where the Freesteels switched allegiances
from the Bullbank Shipping Company to join their
opposition, New Epethia Commerce. The turn-coating
was too much for Bullbank to overcome, and they
quickly surrendered the lands in question to NEC.
61
Drinkers in action, but only for brief moments that do
not allow for a full accounting of their powers. Some
say the Dark Drinkers move without sound and leave
no footsteps. Others say the Dark Drinkers can take
forms of mist or can become invisible. This conjecture
approaches the truth, as the Drinkers’ abilities vary
by individual as each is augmented to aid their
performance in acts of combat and subterfuge.
The Freesteels
Ferrix Chid
As the most prominent thieves’ guild on Epethia,
Ferrix Chid knows that dominance must be
ruthlessly and continuously reestablished. Its leader,
Shadowmaster Vulanya Venwynn, possesses a
fearsome intellect that rivals any mage in the Circle of
Dishon or elsewhere.
The elf has seen much over her long life and is
wisened to the operations of more bureaucratic
organizations such as the Symposium and New
Epethia Commerce, allowing her to stay continually
one step ahead of the groups that wrap themselves in
red tape. The goals of Ferrix Chid, Vulanya reckons,
are the same as any other organization on Epethia:
power and wealth. Any beliefs other organizations
hold about right and wrong are illusory; they steal and
plunder just like Ferrix Chid, only to call their exploits
by different names. This is what Vulanya believes.
The Dark Drinkers are particularly problematic for
the Symposium. Ferrix Chid frequently uses them to
intercept Symposium exploration efforts, sometimes
slaughtering entire adventuring parties to take any
loot found in ruins for themselves. Despite the wellfunded bounties that the Symposium has placed on
Dark Drinker heads, only one has to this day ever
been filled. Using the magic of aparatum and the
organizational assistance of Ferrix Chid, the Dark
Drinkers are known to change their appearance and
assume new identities to evade capture. Ferrix Chid
provides funding (in the form of bribes or “gifts”)
to common citizens in exchange for their assistance
in protecting guild members and any known
identities of individual Dark Drinkers. Numerous city
neighborhoods and even entire small towns have
been well-resourced by Ferrix Chid funds, making
commoners reluctant to assist the Symposium or
other actors in any investigative efforts against the
guild. In the opinion of many common folks, Ferrix
Chid has stepped in to protect the interests of the
“little guy,” where ever they are otherwise neglected
by the speculative interests of the trading companies
and exploratory guilds.
Above the lower ranks of common cutpurses and
street informants loyal to the guild are the senior
members known as Dark Drinkers, experienced
thieves, spies and assassins augmented with
aparatum that allow them to move as shadows.
Fear of the Dark Drinkers keeps the lower-ranking
members of the guild in line, as rumors of their swift
and brutal punishments for misconduct are legendary.
The details of the Dark Drinkers’ true abilities are
kept secret, known only to Vulanya and the Drinkers
themselves. Of course, others have seen the Dark
Ferrix Chid
62
New Epethia Commerce
New Epethia Commerce is the largest trade guild on
Bridgeworld. The guild was founded by a collection
of investors from various noble houses and wealthy
merchant families scattered across nearby realms
under the leadership of Rainard Bertelemy. Rainard
promised a high return on investment if they were
brave enough to put their confidence in his ideas for
infrastructure delivery. He was a failed stonemason
turned entrepreneur who saw economic potential
in the ruin-laden realm of Epethia. By working with
the Symposium to develop roads to prominent ruin
areas, Rainard would receive a small cut of any profits
extracted from the sites by exploration parties. Using
the funds gathered from his investors, Rainard’s early
efforts were spectacularly successful, allowing him
to bring on more guild members, accept additional
building contracts, and deliver profits to his backers.
New Epethia Commerce quickly expanded into
trading and shipping with its rapidly accruing wealth,
and within two decades, had swelled to be one of the
largest guilds of the realm.
Today, it holds that title alone, being large enough
to employ its own standing fighting force to protect
its assets and territories, which in some cases
include numerous settlements and villages entirely
constructed and managed by New Epethia Commerce
in the name of regional resource extraction. The
guild also maintains its own private fleet of voidships
independent from the Transport Guild to facilitate its
growing trade empire. Occasionally, they are known
to loan their voidships to third parties in exchange for
coin. This does not sit well with the Transport Guild
as they believe it infringes on their rights as the sole
provider of personal voidship transport services.
However, the Guild of Law is reluctant to intervene
given New Epethia’s influence and the legal grey area
within which the voidship loans are organized—the
trading guild dubiously classifies them as business
transactions to slip through transport regulation.
New Epethia Commerce’s prime mandate is to
continue to deliver value to its already wealthy
shareholders; all its initiatives are in service to this
goal. As its number of shareholders has grown over
the years, so too has its leadership. Gone are the
early days of single-source decisions handed down
by Rainard Bertelemy. Now, the guild is managed by
its twelve-seat Board of Adjudicators, the members
of which are selected from the highest ranks of
society across the Blackstorm. Currently, the Board of
Adjudicators is debating the merits of expanding New
Epethia Commerce’s private money lending services
into a full-fledged banking operation. The Board
has been split on the issue for some time now. Word
has trickled down to the masses, who have strong
opinions on the approaching monopolization the guild
is threatening towards the Epethian economy.
New Epethia Commerce
Factions and Guild
Name Ideas
Note: Epethia is a diverse world with several
established factions, or groups. When developing
a guild, stray from making a faction immediately
associated with certain races.
For example, not all elves are good, and they have as
many wide-ranging ambitions as humans would. This
will allow for more diverse character creation and
role-playing opportunities.
1. Champions of Light
2. Pious Embers
3. Voices of the Ivory
4. Sorcerers of the Mountain
5. The Steel Oath
6. The Shades of the Past
7. Sentinels of Ohmnule
8. Knights of the Trusted Passage
9. The Flag of the Mountain
10. Legion of Hammers
11. The Swords of the Wraith
12. The Blackbend Riders
13. The Mystic Hoods
14. Wolves of Merrowland
15. Red Stone Riders
16. Swarm of Justice
17. The Dagger Bones
18. Takers of the Venom
19. Builders of the Bridge
20. Spine Breakers
21. The Blood Storm
22. The Rising Moon
23. The Royal Serpents
24. Masters of Black
25. The Death Blades
63
Major
Personalities of
Epethia
Ashrala Daeheesee (female elf)
Bretell (orc female)
Bronsek Shadowheart (dwarf)
Domastra Hornblade (female dwarf)
Dramayus Galishan (human male)
Drogek Oakthane (dwarf)
Jejickk (orc male)
Ogull (orc male)
Oroman Klester (human male)
Sadeera Adajorr (female elf)
Taros Yaneeric (male elf)
Velethon Ithzoren (male elf)
These additional NPC stats can be found
on page 246.
NPCs of Epethia
Administrator
Gajer Jhuth
Administrator Jhuth does not like adventurers and
especially does not like foreign adventurers. He will
put up every obstacle that he can. Most significantly,
he will hit the pockets of adventurers with fines,
permits, fees, etc.
Gajer is a Lawful Neutral human bureaucrat. If
bureaucrat were a class, he would easily be 20th level.
He is of average height and thin. He wears cloak (an
official badge of office with administrative ranking
symbols) at all times.
Administrator Gajer Jhuth
Medium humanoid, lawful neutral
Armor Class 11
Hit Points 13 (2d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
12 (+1)
10 (+0)
17 (+3)
16 (+3)
10 (+0)
Skills Insight +5, Intimidation +1
Condition Immunities frightened
Senses passive Perception 13
Languages Common
Challenge 1 (200 XP)
Axasta “Ax” Avun
An anxious but inexperienced “recovery specialist,”
Ax is looking to make her name finding treasures
and knowledge in the ruins of the various bridges
and other ruins. She will hire herself out as a guide/
explorer or try to add herself to a group going to any
place of interest.
Ax is a 3rd level Chaotic Good half-elf rogue. She is
not a traditional rogue; she specializes in skills to help
her explore and survive in ruins. Ax has the following
items; cloak of arachnida, boots of elvenkind, and a
lantern of revealing.
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Dysm Tursurk
Dysm is an ambitious man and seeks to get ahead in
every way possible. He wants power and is willing to
use any means to get it. Dysm disdains religion and
has little respect or regard for those that are religious.
He believes that relying on the whims of fickle gods
for power, insight, or anything else makes you weak.
He is a planner and manipulator.
Dysm is a 10th level Lawful Evil human sorcerer.
Dysm is well-spoken, dresses well, and carries himself
well in public and private. Dysm wears bracers of
defense, a periapt of health, and he carries two potions
of healing and a potion of gaseous form.
Dysm Tursurk
Medium humanoid, lawful evil
Armor Class 16 (with mage armor)
Hit Points 65 (10d6 + 30)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
16 (+3)
14 (+2)
13 (+1)
17 (+3)
Saving Throws Cha +7, Con +7
Skills Arcana +5, Deception +4, Insight +3
Senses passive Perception 11
Languages Common
Challenge 6 (2300 XP)
Axasta "Ax" Avun
Medium humanoid, chaotic good
Armor Class 15 (leather armor)
Hit Points 19 (3d8 + 6)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
19 (+4)
14 (+2)
14 (+2)
12 (+1)
15 (+2)
Saving Throws Dex +6
Skills Acrobatics +6, Athletics +2, Perception +3
Senses passive Perception 13
Languages Common
Challenge 1 (200 XP)
Quick Getaway. Once per turn, when Ax makes a move action,
she may may not be targeted by opportunity attacks.
Items. Axasta has the following items:
Cloak of Arachnida
Boots of Elvenkind
Lantern of Revealing
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.,
or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Target Master. When casting an area spell that deals fire, ice,
lighting or thunder damage Dysm can exclude a number of
targets from its area equal to his spellcasting modifier. The
excluded targets do not receive any damage or effect from
that spell.
Items. Dysm has the following items:
Periapt of Health
Potions of Healing (2)
Potion of Gaseous Form
Spellcasting. Dysm is a 10th-level sorcerer. His spellcasting
ability is Charisma (spell save DC 15, to hit with spell attacks
+7)
Cantrips (at will): mage hand, friends, shocking grasp, poison
spray, true strike
1st level (4 slots): jump, mage armor, ray of sickness, shield
2nd level (3 slots): levitate, scorching ray, shatter, web
3rd level (3 slots): fireball, lightning bolt, water breathing
4th level (3 slots): banishment, blight, confusion, dimension
door, stoneskin
5th level (2 slots): wall of stone, cloudkill
Actions
Quaterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeioning damage.
65
Dysm Tursurk
Hyr Stoneheart
Medium humanoid, lawful good
Armor Class 11
Hit Points 90 (12d8 + 36)
Speed 25 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
16 (+3)
16 (+3)
19 (+4)
16 (+3)
Saving Throws Wis +6
Skills Perception +6, Religion +7
Senses Darkvision 60 ft., passive Perception 16
Languages Common, Dwarvish
Challenge 7 (2900 XP)
Hyr Stoneheart
Hyr is a priest of Tömriin. He has meaningful visions,
and he acts upon these visions. Depending on what he
“sees” and how he interprets those visions, he may be
an ally, an adversary, or neutral.
If Hyr ever meets the party, he will cast detect evil
and good to determine their alignment. According
to his visions, their alignment will directly affect
how he treats the party, even if he believes they will
cause harmful events. If the party is generally of good
alignment, he will think that they will inadvertently
or accidentally cause the adverse event in his visions.
He will try to steer the party to avert the dangers. If
the party is evil, he will attempt to force them to leave
before they can cause injury to others or send agents
of his sect to attack them.
Hyr is a pious 12th level Lawful Good dwarf cleric.
He is very devoted to Tömriin and expertly leads his
congregation. He is greatly admired in his community
and is a civic as well as a religious leader.
66
The Chosen. Once per week, as an act of incredible courage,
Hyr can aid others. The GM can roll a d20 and add Hyr's CR to
this roll. If the check is 20 or more Hyr can receive one of the
following bonuses: Regain one spell slot, maximize a healing
spell, or grant one target resitance/advantage against the
next damage/saving throw.
Spellcasting. Hyr is a 12th-level cleric. His spellcasting ability is
Wisdom (spell save DC 16, to hit with spell attacks +8)
Cantrips (at will): guidance, chill touch, sacred flame,
shillelagh, spare the dying
1st level (4 slots): charm person, command, cure wounds,
detect evil and good, faerie fire, shield of faith
2nd level (3 slots): augury, flaming sphere, protection from
poison, shatter, warding bond
3rd level (3 slots): daylight, spirit guardian, water walk
4th level (3 slots): banishment, death ward, locate creature
5th level (2 slots): mass cure wounds, tree stride
6th level (1 slots): planar ally, word of recall
Actions
+1 Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 1) bludgeioning damage.
Lady Baethia Harrows
Lady Harrows is a friendly rival to Vestun Messilia,
and the two compete for treasure and bragging rights.
She is the widow of Lord Ugust Harrows and a former
adventurer, just like Vestun. She seldom meets directly
with the mercenaries she employs unless they have
been in her service for some time and have a proven
track record. Her chief auxiliaries act as her agents.
Lady Harrows is a retired 8th level Neutral Good elf
wizard. She wears a ring of shooting stars, a ring of
free action, and a cloak of protection. She is middleaged, tall, and thin with long blond hair. She has two
bodyguards and at least two attendants when she is in
the presence of anyone other than family.
Lady Baethia Harrows
Medium humanoid, neutral good
Armor Class 13 (Cloak of Protection)
Hit Points 48 (8d6 + 16)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
15 (+2)
14 (+2)
19 (+4)
17 (+3)
17 (+3)
Saving Throws Dex +5, Int +7
Skills Insight +6, Persuasian +6
Condition Immunities charmed
Senses Darkvision 60 ft., passive Perception 16
Languages Common, Elvish
Challenge 4 (1100 XP)
Recovery. During a short rest Lady Baehia can recover one
first level spell slot.
Items. Lady Baehia has the following items:
Ring of Shooting Stars
Ring of Free Action
Cloak of Protection
Spellcasting. Lady Baehia is an 8th-level wizard. Her
spellcasting ability is Intelligence (spell save DC 15, to hit with
spell attacks +7)
Cantrips (at will): acid splash, light, mage hand, mending,
minor illusion, true strike
1st level (4 slots): charm person, chromatic orb, feather fall,
mage armor, shield
2nd level (3 slots): hold person, invisibility, gust of wind,
levitate, scorching ray, shatter
3rd level (3 slots): counterspell, fear, magic missle, sleet
storm
4th level (2 slots): arcane eye, conjure minor elementals,
dimension door, stoneskin, wall of fire
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.,
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Vestun Messilia
Vestun has retired from adventuring for several years
after making, or instead, finding his fortunes. He is a
man with goals and refined tastes, and he is willing
to use his significant means to acquire more wealth
and whatever else he wants. Working for Vestun has
its upsides and downsides, but he will see your efforts
rewarded generously.
Vestun is a retired 10th level Lawful Neutral human
fighter; he carries a crafted ring of resistance (poison),
a +2 longsword, and wears +2 scalemail at all times.
He is in his 50s, handsome, tall, and athletic. He is
accompanied at all times by two bodyguards.
Vestun Messilia
Medium humanoid, lawfull neutral
Armor Class 18 (+2 Scalemail))
Hit Points 86 (10d10 + 36)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
17 (+3)
15 (+2)
15 (+2)
15 (+2)
Saving Throws Str +7, Con +6
Skills Athletics +6
Senses passive Perception 12
Languages Common
Challenge 4 (1100 XP)
Relentless. If Vestun takes bludgeoning, piercing or slashing
damage in a single attack that would reduce him to 0 hit
points, he is reduced to 1 hit point instead. Recharges after a
Short or Long Rest.
Items. Vestun has the following items:
+2 Ring of Poison Resistance
+2 Longsword
+2 Scalemail
Multiattack. Vestun makes two longsword attacks.
Actions
+2 Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft, one
target. Hit: 18 (4d6 +4 ) slashing damage.
67
Epethia Bridge Tables
There are thousands upon thousands of ruins on
Epethia that have yet to be found. Their existence
is known only in ancient tomes, and many of those
books reference other lists of ruins that have been
lost to time. Many scholars believe that the number
of bridges and other structures that wait to be
discovered could be well over 10,000. Some go so
far as to say new ruins are being created in secret
even today, by creators who have their own agenda
and reasons for the never-ending discovery of new
structures. One thing is for certain—adventurers
looking to make a name for themselves or to discover
lost riches and wonders will never run out of rumors
and leads to chase.
d20
1-2
3-7
8-18
19-20
Size
Large (4 sqaures)
Huge (9 squares)
Gargantuan (16+ squares)
Massive Structure (1/8 mile or larger)
2 d10
1-5
6-12
13-15
16-20
21-28
29-30
31-35
36-60
61-70
71-75
76-80
81
82-90
91-93
2 d10
1-5
6-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-00
68
Shape
Cube
Cuboid
Sphere
Square pyramid
Cone
Hexagonal prism
Torus
Tetrahedron
Hemisphere
Pentagonal prism
Icosahedron
Triangular prism
Octahedron
Dodecahedron
Ellipsoid
Pentagonal pyramid
Hexagonal pyramid
Combination
(Roll twice. Ignore rolls above 85)
Combination
(Roll three times. Ignore rolls above 85)
Combination
(Roll four times. Ignore rolls above 85)
94-95
96-99
00
d20
1-6
7-10
11-12
13-14
15
16
17
18
19
20
Purpose
Location's purpose lost to history.
Neutral to Good aligned creatures healed 2d10
hp after 10 minutes of contact with bridge.
Shibrin's Chamber network (see page 69).
Re-purposed dungeon location that includes
monsters CR level 5-7.
Re-purposed dungeon location that includes
monsters CR level 8-12.
Re-purposed dungeon location that includes
monsters CR level 13-18.
Evil aligned creatures healed 2d10 hp after 10 minutes of contact with bridge.
Deity voice speaks telepathically to neutral
and good aligned creatures providing information on Epethia's history.
(See page 30 for examples)
Contains tier 1 aparatum components.
Contains tier 2 aparatum components.
Contains tier 3 aparatum components.
Contains tier 4 aparatum components.
An untapped vein of epethian ore valued at
8000-12,000 gp may be extracted within 1d4
days. Requires alchemist’s supplies and mason’s
tools to extract ore.
Within 2d4 rounds, all creatures experience
a full rest and have advantage on their next
initiative roll.
Rope bridge access with access to new region.
Touching this bridge immediatley notifies a
nearby dragon who invstigates from the air.
Ornate stone bridge. The far end is destroyed
and no longer connected to a rocky ledge 300
feet away. PCs can see a river 200 feet below
where a unicorn is drinking at the water's edge.
Trap. All creatures who remain within 20 feet
of the bridge for more than 5 rounds and who can see the bridge must make a saving
throw from an effect similar to a Medusa's
petrifying gaze. The bridge begins to glow
a sickly green light. Those that are unable to
avert their eyes or save will be petrified and
be absorbed energetically by the bridge within
1 day. The bridge is not effected by its own
petrification magic. Note: elementals and somrii
are immune to the effect of the bridge.
Bridge Entrances (if any) - Lock Difficulty
One (easy access DC 5)
Two (easy access DC 5)
Three (easy access DC 5)
One (locked entrance DC 20)
Two (locked entrance DC 20)
Three (locked entrance DC 20)
One (locked entrance DC 30)
Two (locked entrance DC 30)
Three (locked entrance DC 30)
One (locked entrance DC 35)
Shibrin’s Chamber Network
Two hundred years ago, the famed explorer and
researcher Shibrin Jako made one of the most
important discoveries regarding the bridges that
cover Epethia.
Deep inside the ruin known as The Shade of Yadro
(named for the enormous shadow the freestanding
wall casts over the entirety of the Yadro Forest),
Shibrin discovered a chamber with markings that
have yet to be translated. However, the simple
lines provided Shbrin with the means to activate
an ancient form of transport that the bridge’s
creators left behind. After he accidentally activated
a shimmering field of energy, he boldly stepped
inside. The device transported Shibrin to an utterly
unknown bridge that he later determined exists
on the opposite side of Epethia, requiring more
than five months of travel involving sailing ships,
wagons, and hiking through dense jungle to reach it
from The Shade.
Since that initial discovery, explorers have found
similar chambers that provide two-way travel,
but they are rare. Still, knowing there are ways
to discover hidden bridges using these transport
chambers is a powerful tool for adventurers
looking for new structures.
Not every fully-explored bridge contains a chamber
like the one found by Shibrin. Those that do provide
a simple network of travel, including new bridges
that are now being mapped and explored. Each
chamber appears to link up to five other bridges
using five unique wards. Activating the chamber
entails a ward drawn on a table of sand before
speaking an incantation aloud.
Researchers estimate that newly-discovered bridges
have a thirty percent chance of possessing one of
Shibrin’s chambers. And those that do are highly
valued by the guilds as they almost always have one
or more wards that link to entirely new bridges.
Should a guild or a party of adventurers discover a
ruin that possesses a chamber, that knowledge is at
once valuable and deadly. The information should
be guarded with caution as one could easily follow
a thread of new wards and discover half a dozen or
more new bridges in a few days, more than some
researchers find in a lifetime.
Game Master
Notes for
Epethia
Suppose you’re looking to start a game in Epethia or
for the realm to be an eventual destination for your
players. In that case, the following section will provide
some advice and insight into using Epethia as the
setting for some great adventures.
Starting a Campaign
in Epethia
If your players begin a new adventure or campaign
on Epethia, building that adventure around the
bridges of this world is the easiest way to bring player
characters together with a shared goal. It could be the
player characters are hired to escort a famed explorer
as she enters a newly-discovered bridge for the first
time. Or maybe the player characters were warming
around a tavern’s fire when a dying stranger stumbled
in with a map with his final words on his lips: “don’t
let them find it.”
69
There are no limits to the number of bridges that
exist on Epethia, and you can create bridges based
on the style of play the players want. Do they want
an Indiana Jones-style adventure, with bad guys
always a step behind but pursuing nonetheless? Are
they looking for a horror-filled excursion where the
darkness is never-ending, and something is always
bumping and scraping around every corner? Perhaps
they want heavy roleplaying with intrigue and
secrets, something that the exploratory guilds can
provide non-stop.
Epethia is a grand world with endless secrets,
thousands upon thousands of ruins to find and
explore, and a solid mix of allies and enemies that
will make a single shot adventure or a lengthy
campaign memorable.
You shouldn’t limit the players to Epethia, however.
Maps for bridges can be found on other realms,
requiring the player characters to return to Epethia
over and over again as the grand story of the El’atanor
plays out and the fate of the Allverse is determined.
Below are some suggested Adventure Hooks if you’re
looking for assistance in starting a one-shot or a
lengthier campaign in Epethia:
• The PCs are all members of famous families that
made their name with the discovery of key bridges.
The player characters may feel they need to make
a name for themselves, breaking away from a guild
(or guilds) and starting a guild of their own.
• A mysterious individual has arrived on a khanaar
and immediately hires local help with a familiarity
of specific regions. A grand adventure can begin
with a promise of riches or fame, or both. You can
use the player characters’ individual character
backgrounds to create a unique path that will give
each player a chance to shine in their respective
region or city/village.
• A mysterious NPC who appears sickly approaches
the PCs. They attempt to stay covered with loose
clothing, but one of the PCs notices the plethora of
exotic materials the NPC has bonded with (called
aparatum). The NPC is too weak to adventure but
offers several maps of where materials for making
aparatum are located. Once the materials are
obtained, they will pay handsomely and whatever is
not used by the NPC can then be sold by the PCs.
• A voidship crew member bursts into the tavern and
yells, “The prisoners have escaped!”. They point
towards the landing dock just outside the city walls,
while trying to catch their breath. The crew member
has sustained some injuries, including a black eye,
and has a wounded leg from a slashing weapon.
“I’ll be fine. Go now, there’s no time! If they escape,
Epethia is in grave danger!”
70
• A local guild member approaches the PCs and offers
to hire them to follow up on a rumor about where
a new bridge location may be. The PCs task is to
provide security to the guild as they try and locate
and map the area. No other guilds appear to know
of this so it is important not to reveal the mission to
others before heading out in the morning.
The PCs are sworn to secrecy and they are each
given a small medallion with the guild’s insignia.
They are then given specific instructions to meet at
a designated location within the city. Unfortunately,
when the PCs arrive at the meeting location, they
see that several guild members have been killed. The
local militia shows up within 1 minute and the PCs
are immediately arrested. Do the PCs maintain their
silence, or reveal the guild’s plans?
When the Adventurers
Arrive on Epethia
If you have players traveling to Epethia, you should
use the newness of the world to your advantage.
Outsiders are welcome in Epethia, but everything
revolves around guilds, bridges, and aparatum
components often recovered from them. Much
revolves around the mystery of the bridges and
aparatum. If you can keep the secrets of Epethia from
the players before their arrival, the rewards will be so
much better.
When your players find themselves as new arrivals in
Epethia, one of the fastest ways to get them involved
in the mystery and intrigue of this realm is to get
them matched up with a guild and the search for a
new bridge. You can offer them both opportunities
by first having them approached by a representative
of one of the guilds described in this chapter. Once
introductions are made, the offer soon follows. Below
you will find an example of a guild recruiter and the
proposal made by a guild that has discovered new
information on an ancient, forgotten structure.
First, those who arrive at Epethia with no actual
knowledge of the realm must come to grips with
the sheer size of the bridges that dot the landscape.
Player characters with no foreknowledge will quickly
learn that most commerce centers around cities and
towns near a bridge. When player characters arrive,
they are likely to exit their transport (whatever that
may be) and be presented with a significant structure
nearby—if not right in the middle of it (or on top
of it!). You will do well to engage the players with
grand descriptions of structures that are larger than
anything they have ever seen before. The wonder of
the bridges is what Epethia is all about, and giving the
players an immediate reward of discovery is likely to
encourage wanting to stay and explore.
Player characters will find all manners of familiar
races and classes, but also completely new ones.
You should push the players to explore not just the
structures of Epethia but also the cultures—and the
dangers. If players are not familiar with aparatum,
then Epethia is the place for that discovery. Nothing
sets a mood for players than stepping off onto a new
realm and bumping into an aparatum-wearing beast
of an NPC who is late (and annoyed) on his delivering
of important letters to his guild.
Kaveris Tarsplash
Medium humanoid (rogue), chaotic good
Armor Class 11 (leather armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
11 (+0)
10 (+0)
12 (+1)
10 (+0)
10 (+0)
Senses passive Perception 10
Languages Common, Dwarvish
Challenge 1/8 (25 XP)
Kaveris has been following the adventurers for a few
days, watching and observing how they interact with
others and has decided to make an offer. Kaveris
represents the Circle of Dishon; specifically, he is
looking to supplement a secret group within the
Circle tasked with locating Windshatter, a legendary
bridge mentioned in many ancient texts but never
with a location. Until now.
Windshatter is rumored to be an abnormally large
windmill that sits within a dead forest and between
two mountain ranges. When operational, the
Windshatter was used to feed an ancient castle-sized
furnace located below ground and used to process
gold ore. If it is located, and Kaveris is confident that
his secret group has the correct map, the furnace will
likely contain unrefined ore that could finance the
Circle for decades to come.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage
71
Crafting an Adventure
or Campaign
If you’re looking at creating a unique adventure
or campaign centered around Epethia, there is
no shortage of inspiration. The realm is where
characters like Indiana Jones and Rick O’Connell
(The Mummy) would be at home with its sprawling
jungles and deserts filled with hidden tombs and
secret structures. With guilds fighting guilds, both
publicly and secretively, there is no shortage of
intrigue as well.
You are encouraged to talk to your players and
determine whether they prefer the dungeon-delve
experience or more of the mysterious cut-throat
roleplaying that joining a guild brings. A good
adventure will have a mix of both and provide
players with many breaks to catch their breath, heal
up, invest in some new equipment, and listen to a
tale before they head deep into a bridge to discover
its secrets and dangers.
One unique aspect of the bridge concept found in
this chapter is that you can turn any dungeon into
a bridge. If you have a favorite published adventure
that your players have never encountered, it is a
simple matter to convert it to an Epethia-based
one-off or campaign:
• NPCs that would be helpful or dangerous to the
players should become guild members or leaders,
eager to help the players––or hinder them.
• Dungeon maps become the insides of a bridge;
you simply need to provide one or more entrances
inside and a suitable lure to get them to go inside!
• Special magic items can be converted to hard-tofind aparatum components, Epethian ore, or left as
magic items.
The only bit of rework you’ll need to do is to fit it into
your game and make it seamless for the players. Toss
in a ribbon-runner or a short riverboat trip to get the
players to their destination, and they never need to
know that the night’s adventure was a re-skin.
For the longer campaigns, it will be helpful to
read through the entirety of Blackstorm Realms to
understand the relationship between Epethia and
the other realms and how everything fits together
with the El’atanor. The other chapters tell a larger
story, and your players can be dropped right into the
middle of it at any time, becoming the heroes of a
great war that is still raging and has the potential to
destroy every realm of the Allverse. Epethia makes
for a great jump-off point for the bigger story to start
and possibly even end. The bridges will always be
there for you to use as plot devices for furthering the
knowledge and activities of all the parties involved in
the Blackstorm Realms story.
74
Epethia as part
of the Grand Story
Epethia is the start of grand adventures. It is the
beginning of the story in which the players are free
to express themselves. By starting their adventuring
careers on this more “standard” fantasy world—a
world that feels familiar—will ease them into a much
more fantastic story.
It is recommended to explore Epethia until PCs are
at levels high enough to consider battling the more
powerful creatures of the Blackstorm. If PCs are
born on Epethia or are new arrivals from nearby
realms, there will be more than enough chances for
adventures. Epethia is massive and there are many
places to explore and a plethora of mysteries to
encounter, all of which will serve them later if they
choose to adventure to the stars.
While exploring Epethia and its almost endless
amount of bridges, PCs will undoubtedly discover
information about other realms such as Incursia and
Xunditu, whose own histories directly tie to Epethia.
Epethia’s ancient past has rippled throughout the
Blackstorm and when encountering any beings on
distant realms, the name “Epethia” or “Bridgeworld”
is surely known by many. PCs should be cautious
though, as not all beings they encounter will revere
the history of Epethia and how it affected the other
realms in the Blackstorm.
The Realm of Xunditu
"Look at all those Voidships.”
Finip Grish eyed the other vessels apprehensively
as they grew larger with his every blink.
"Are you sure you can navigate through them?"
Finip knew what Vil would answer in the
affirmative, but his anxious uncertainty prompted
the question regardless.
"All will be well, Captain."
Finip smiled to himself. Vil referred to him as
Captain almost ironically. Though that was his
official title and occupation, nobody could rightfully
be called the "captain" of a celestial leviathan.
"Co-navigator" was probably the most accurate
term, given that the majestic beasts understood
the Blackstorm and how to traverse it just as well
or better than any other person or creature in the
Allverse. Ships have captains. Celestial leviathans,
known to many as khanaar, do not.
"Are we docking inward or outward, Vil?"
Again, Finip knew the answer, but the long-running
joke he shared with the creature was another
attempt to calm his nerves in the face of the strange
planet that now surrounded him and his crew.
"We have an open dock at Virtue Port in the city
of Xicaster."
Finip had heard of this realm and of this city,
but he found it hard to comprehend even while
experiencing it himself. Its lands never shifted
or drifted away, and yet somehow, together,
they remained suspended in the Blackstorm and
formed the rough shape of a hollow sphere.
Miraculously, in the center of this sphere, shone
a small, glimmering star—Xun.
Xunditu was a realm of impossibility; as if a god
had hollowed out a world to allow for life on
both the warm and inviting inside and the cold
and desolate outside of its surface. And indeed,
Vil had already carried Finip and his crew past
Xunditu's settlement-dotted exterior surface and
into its interior, where the light of Xun bathed
an entirely opposite network of people and
infrastructure in bright, everlasting light.
76
"How fantastically strange",
Finip thought to himself.
The city of Xicaster was a sight to behold—Finip
reckoned it covered dozens of miles in all
directions. Colossal, mountain-sized trees with
colorful canopies shaded a shining street network
flanked by polished buildings of gleaming white
stone. It was hard to pull his gaze away to focus
on the docking station that grew larger and larger
to greet them.
"While we are here, I would suggest you make
your way to Berckle's Necklace, in the city center.
There is a bartender named Porodo whom I wish
you to meet."
"How long do you need, Vil?
Loading should only take a day or two."
"Go see Porodo. I wish to connect with my brothers
and sisters for at least a week. I have much news
to share with them, and I have heard that Hif has
information on eight new realms, Finip. Eight! Can
you believe it?"
Finip could feel Vil's excitement through the
telepathic bond he shared with the creature. The
excitement quickly became his own.
New realms always brought risk and reward,
and Finip knew the leviathan would be making
plans to many or all of these new realms in
the next year. The guilds were likely already
finalizing exploration teams to be dropped off. If
all went well, the next few years promised to be
profitable for him and his crew.
"Alright, I'll go see this Porodo.
Please give Hif my greetings."
Finip felt a wave of wondrous optimism as the
celestial leviathan joined with the docking
platform, sending a slight tremor racing through
the navigator's vestibule.
"Descent completed, Captain. Go have some fun."
Origins
The story of Xunditu begins with the birth of the
Two-Faced God, Biannamon. Wandering through
the Allverse, motes of primordial Blackstorm energy
gathered, drawing power from the essence of the
Blackstorm to create Biannamon.
In a spectacularly unlikely coincidence amongst the
vast emptiness of early reality, the motes collided with
a young comet that orbited the First Star and shattered
in a brilliant display of energy, giving birth to a god.
From their inception, Biannamon was a being of
internal conflict who took great pain in reconciling
their own mixed feelings about the Allverse. One
side of Biannamon was a being of light, radiance,
extrospection, and curiosity. On the other was
a being that was dark, brooding, measured, and
introverted. Biannamon knew not which feelings
would overtake them from one millennium to the
next and was deeply troubled by this phenomenon.
In their internal conflict, Biannamon soon looked
upon the Allverse and witnessed the diversity
of realms and beings contained within it, and
decided they wanted a world to themselves, from
which they could begin to understand their own
contradictions. Biannamon set about collecting
primordial motes and celestial essence, which
would form the building blocks of their new world
and all of the creation that would fill it.
After intensely studying the worlds that had been
created by other gods, Biannamon knew that they
must create a world in their own image to interpret
the polaristic sides of themself.
78
Biannamon began with a small star they called Xun
and focused their creative efforts around its light.
They knew that Xun would continually bathe one
side of this world in perpetual xunlight, and the
other would be shrouded in darkness. Biannamon
surrounded Xun with four continents suspended in
orbit to achieve this, rather than a complete sphere.
A hollow world, with Xun at the center.
The surface of the continents that faced toward the
star Biannamon named Xunaste, and on their soil,
they created the first people, the Xunastians. The
surface of the continents that faced away from the
star Biannamon named Illkaros, and on that soil, they
made the second people, the Illkarians.
In place of oceans, they divided the continents with
vast swaths of denseVoid (otherwise called the
Blackstorm by outsiders) contained within Xun's
orbit. Biannamon then symmetrically filled both sides
of the continents with inland seas, streams, and rivers
that would support the life that they had created.
Biannamon created the world's first flora and fauna
to live alongside their people. Biannamon then pulled
forth a stream of Blackstorm essence and threaded
it into Xun's orbit, providing their people with the
magical means to advance their societies.
Biannamon looked upon their creation and could
not decide if they liked what they saw, but that
was never the point. Content that they had created
a reflection through which they could begin to
understand themselves, Biannamon stepped back
and began to observe.
A Representation
of Divinity
The Xunastians and Illkarians were both created
as the same race known as Zoteran, and in many
ways, they retain key characteristics of their origins.
However, the fundamentally opposing conditions
of either side of Xunditu have brought about
evolutionary changes to its people.
From their near-constant exposure to the light of
Xun on the interior of the continents, the skin of the
Xunastians ranges in color from golden amber to
rich, deep brown.
No such xunlight ever reaches the Illkarians on
the exterior, who were forced by circumstance to
adapt to the limited light of the distant stars and
the illumination provided by Xunditu's dual moons,
Senzunus and Layhiri. As a result, their skin has
grown pale, near translucent, and their eyes have
grown wide and vacuous to better capture the little
available light.
The inland water bodies created by Biannamon
provide both faces of Xunditu with variable cloud
cover, much like other habitable realms. Because of
the symmetrical orientation of its geography, rain
and other weather almost always occur at the exact
same time and corresponding place, and for the same
duration, on either side of Xunditu's landmasses.
For the same reason, civilization has spread across the
four continents of Xunditu in very similar patterns,
though what the Xunastians and Illkarians see when
they look up into the sky is very different.
Xun, whose light fills the heavens and never sets,
bathes the Xunastians on the interior in its cool light,
turning the sky watercolor shades of blue and purple.
On the exterior, the Illkarians gaze upwards at distant
stars and other celestial bodies that appear as silver
dust spilled among the stars. Senzunus hangs large
and orange in the sky. Layhiri, the second moon, orbits
alongside Senzunus as a pale pink dot.
The continents themselves vary in thickness from
several miles to mere hundreds of feet, depending
on location. The Void surrounding these continents
is arranged similarly and reaches roughly eight
miles at its deepest point. The plates that compose
Xunditu's continents are influenced by powerful
Blackstorm winds over millions of years, creating
mountains and the occasional (though rare)
earthquake.
The characteristics of flora and fauna atop the
continents are dependent on which surface
they inhabit. On Illkaros, life has adapted
to a world with minimal light. Many creatures
share similarities with the Illkarians, in most cases
having larger eyes to capture stray starlight—or
instead relying entirely on echolocation. A global
forest covers most of Illkaros' surface, filled with
bioluminescent fungi, sprouting crystals that grow
as large as any mortal-made structure, and networks
of insectoid hives that pockmark the landscape.
On Xunaste, the constant exposure to Xun's light has
allowed for the flourishing of tropical ecosystems,
including verdant grasslands, lush forests, aweinspiring megafauna, and arid deserts.
79
10 Things to Know About Xunditu
1. Xunditu is inhabited primarily by the Zoteran,
a race of intelligent humanoids that evolved along
slightly different paths into two distinct subraces:
Xunastian zoterans and Illkarian zoterans. Adult
Zoterans of both varieties range in height from
roughly six to seven feet and have an average lifespan
of approximately one hundred years. Zoterans
are considered to be slightly more intelligent
than humans on average and can communicate
telepathically with each other over short distances
of less than ten feet. However, finding immigrants
on Xunditu is easy, especially on the Xunastian side,
where Dwarf, Elf, Human, and other populations have
established themselves primarily due to Xunaste's
interplanetary relations.
2. Xunaste, on Xunditu's interior, is a magocratic
theocracy; its partially self-governing city-states long
united under the New Xunaste Federation (NXF),
established 800 years ago The Sapphire Senate
rules the NXF, a governing body composed of thirtyseven appointed individuals representing the most
important and prestigious aspects of Xunastian
society. Eighteen senate members are selected for
their experience and position in magical institutions,
while another eighteen senate members are
appointed from the various branches of Xunaste's
dominant church, the Xovatera. The thirty-seventh
senate member is the designated Enlightened Elder,
who serves in a lifetime position and acts as a tiebreaking vote and de-facto leader of the Xunastians.
3. Illkaros, on Xunditu's exterior, is a feudal empire;
its smaller duchies and sub-kingdoms are united under
the Yishtarr Dominion banner. Empress Immianthe
Xuyorn currently sits atop the Obsidian Throne,
while her daughter Aubron Xuyorn is next in line for
rulership. The Obsidian Throne and sitting monarch are
surrounded by the Twilight Council, a small network
of royally-affiliated dignitaries who support the
divinely ordained Xuyorn bloodline in their rulership of
Illkaros. The Illkarian's steadfast belief in the throne's
divine legitimacy has preserved the Dominion since
its inception 400 years prior, despite the occasional
military disputes between vassals.
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4. Though Illkaros's position prevents it from ever
bathing in the light of Xun that blesses Xunaste, this
does not mean that the Illkarians are without light
entirely. Xunditu's moons, Senzunus and Layhiri, give
off their own dim light. Though not nearly as bright
as Xun, they provide Illkaros with a sort of long “day
and night” cycle through their twenty day orbit of
Xunditu. Abundant bioluminescent species of fungi,
mammals, and insects provide additional light pockets
on Illkaros' surface.
5. Biannamon has adjusted gravity so that it works
"both ways" on Xunditu, allowing life on both the
interior and exterior of its continents. Attempting to
travel from one side of a continent to the other without
precaution is enough to kill most creatures, as the
change in gravity at the "reversal" point subjects the
body to intense forces. Travel across the Reversal is
often aided by Gravity Walkers—clerics loyal to
Biannamon who have been designated as mediators
by the god, though the interpretation of the meaning
of this ability can differ from cleric to cleric. Gravity
Walkers are among the populations of both the
Xunastians and the Illkarians, and either side reveres
them for their capabilities.
8. Xunastian magic's advancement has extended
6. The Xunastians are known across the Blackstorm
for their invention of and continued improvement
upon the voidship—a type of ship that has now
become the standard for lengthy interrealm travel. The
best voidships are known as "Xunastian Voidbreakers"
and are constructed from extremely rare materials;
notably, wood from the native Teonkor tree and the
metal aurnite, also known as "featherweight iron," also
found only on Xunditu. The Xunastian ship-building
enterprise has also bred the best pilots in the known
Allverse. Xunastian captains are widely recognized and
in high demand by merchants, rulers, and many other
organizations looking to navigate the Blackstorm. While
the Xunastians are not opposed to using khanaar for
travel, especially over long distances, they prefer to use
theirVoidbreakers whenever possible.
7. Both the Xunastians and the Illkarians have access to
unique magics native to Xunditu. Xunastian spellcasters
of all professions are among the most advanced of
any within the Allverse, potent both in theory and
in practice. They draw their power from the scales
of the legendary dragon Aggreog, the Lightbringer,
who lairs within the core of Xun and who shares a
reciprocal relationship with the Xunastians. More
specific information on Aggreog can be found on page
120. This “dracomagic” is fundamentally rejuvenating,
life-preserving, and evocative. Illkarian magic users,
though not quite as renowned as their realm-kin, have
powerful means of their own. The Illkarians draw energy
and extract arcane secrets from a rare crystal known
as shadowglass, native only to Xunditu. Illkaros' unique
conditions of perpetual darkness and close proximity to
Blackstorm essence allow the shadowglass to develop on
the realm's outer surface. Shadowglass is a catalyst for
magic that is illusory, necromantic, and spiritualistic.
beyond the towers of its mage colleges and the spires of
its churches. Used to increase comfort and abundance
across all aspects of Xunastian society, Dracomagic can
be found on every street corner and in every household.
Though magic on Illkaros is similarly advanced, its
influence has remained concentrated in the particular
silos of government, the military, and the aristocracy.
Though the common people of Illkaros may witness
magic in their day-to-day lives, its means of production
are mainly unavailable to them.
9. As tireless explorers, the Xunastians have contacted
almost all realms in their locality. Though they are
primarily a post-scarcity society and have little need to
source additional resources for survival, the Xunastians
seek to establish diplomatic relations, maintain
economic links, and facilitate knowledge transfer
with as many realms as possible to best ensure strong
alliances within the Allverse in order to aid their own
prosperity. The Illkarians, though not nearly with such
proclivity as the Xunastians, make connections within
the Allverse of their own, most frequently with peoples
and organizations on nearby Epethia.
10. Regular travel between Xunaste and Illkaros is
uncommon, but it does happen, especially among the
privileged classes. Networks of smaller tunnels between
the continents known as Paths provide access. However,
a Gravity Walker or other means is still required to
navigate the gravity reversal at the midpoint. Limited
trade between Xunastians and Illkarians happens
through these paths, as well as diplomatic visits and
rare social events. Paths are scattered throughout the
continents, though both Xunastians and Illkarians guard
the ones close to population centers at their respective
entrances to protect against aggression.
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10 Secrets About Xunditu
4. Aggreog, the legendary dragon that lairs inside Xun,
1. Though there have never been nor are there any
El'atanor on the surface of Xunditu, this has not been
for lack of trying. Drawn to the interior of Xunditu after
learning of the Xunastian Dracomagic and hoping to
collect a scale from the legendary dragon Aggreog, a
company of El'atanor used a Cleaver to open a passage
between Incursia and Xunditu, and then breached
the Void that surrounds the continents and entered the
realm's interior chamber. For reasons unknown, upon
exiting the Void, the light of Xun immediately neutralized
the El'atanor and their Cleaver, promptly sending them
both in a spiral back through the Void. The Cleaver
now rests on the edge of the Wreboan continent, deep
within the "the Black Eye" of the Void in the midst of the
Reversal Zone. Their precise locations and the fate of the
El'atanor inside are unknown.
is sick. Scales recovered recently from the dragon have
been found to contain less magic, and though a number
of high-ranking magi and bureaucrats are aware of this
fact, the reason why is largely unknown. A small number
of Xunastians have even spoken directly to Aggreog;
all of them held the title of Enlightened Elder, head of
the Sapphire Senate. The current sitting Elder, Phanax
Eldornari, as well as a small network of close confidants,
are the only ones aware of the full scope of the problem.
Aggreog is slowly wasting away from an unknown
ailment, and the dragon knows not how many years he
has left—it could be a matter of decades, or worse, just a
few years. Xunastian society's prosperity through the use
of dracomagic is at great risk.
5. The Illkarians have produced menacing, living
2. The Yishtarr Dominion of Illkaros on the exterior of
Xunditu is, in effect, ruled by the Twilight Council. Often,
whoever currently sits upon the Obsidian Throne is little
more than a puppet to be paraded around in front of
the populace. The Twilight Council learned centuries
ago that the survival of the Dominion could not be left
in the fragile hands of a single bloodline, no matter
what the people believed about its supposed divinatory
nature—the truth of which has never been definitively
established. The current Empress Immianthe is quite
capable herself. Though she is heavily involved in the
Council's decision-making behind the curtain, previous
monarchs of the Xuyorn family have found themselves
shut out or even covertly eliminated if the Council
suspected that they were inept.
3. The Twilight Council of the Yishtarr Dominion
is searching tirelessly for El'atanor Cleavers. They
are aware of the lost Cleaver on Xunditu and send
frequent search parties into the Black Eye of the Void
in search of its location. They have also established
relations with the Spine Breakers, an Epethian
guild, in order to work together to find the Cleaver
fragments (see page 107) known to be scattered
throughout Epethia's surface. Though the Dominion
searches for such devices to understand their function
and consequently better protect itself against the
El'atanor threat, there are strong opinions within the
Twilight Council that favor using any breakthroughs in
a potential incursion against Xunaste.
82
constructs called "iron serpents," which they use to
tunnel through the crust of Xunditu to conduct raids.
Built from aurnite (featherweight iron) and enchanted
with transmutation magic, these gargantuan, serpentine
creations can burrow from one side of Xunditu to the
other in a matter of days. The iron serpents have no
thoughts of their own and exist only to follow the orders
of their Illkarian masters, known as Serpent Tamers. The
iron serpents are expensive and intensive to build, and
even more challenging to control, so the Illkarians are
sparing and deliberate in their use.
6. The dominant church of Xunaste, the Xovatera, is
working to address the threat of a newly-reformed
Xunastian faith called Insulism. Insulism has grown in
influence after a prominent bishop of the Xovatera
gathered a large following and formally split from the
faith, claiming to be a prophet of Biannamon. The
Xovatera was initially content to let the new faith
sputter out and die over the years after the death of
its founder, but in the decades since the split, Insulism
has designated a new prophet, and its temples have
continued to spring up in Xicaster and other cities.
Insulism is opposed to the Xovatera's belief in the
mercantilist policies of the Xunastians, and its adherents
would like to see a reigning in of Xunaste's Blackstorm
trade. If the faith grows large enough, their clergy
will demand representation on the Sapphire Senate
and fracture its existing unity. The Xovatera obstructs
Insulism with extortionate tithing on their temple lands,
as well as targeted, secretive intimidation campaigns
against current and prospective members.
8. The Xunastians are working to discover a form of
7. Corruption is rampant within the Sapphire Senate
of Xunaste—it is so entrenched that it often threatens
the Senate's ability to serve the needs of its people. At
best, multiple Senators are reluctant to push forward
policies or programs that would benefit their people
if their pockets were not directly lined as a result. At
worst, Senators accept bribes from local businesses or
foreign diplomats in exchange for yes or no votes on
specific bills. Though this corruption runs deeper on the
magocratic side of the Senate, it can be found on the
theocratic side as well. Elder Phanax Eldanari, as well
as several other Senators, do what they can to fight
against such corruption. Still, often, their hands are tied,
as any expulsion of a sitting Senate member requires an
overwhelming majority vote. Meanwhile, younger or less
reputable Senators have been intimidated into resigning
from their position for speaking out against this injustice.
resurrection magic that defies a death from old age,
which would result in a form of immortality. Though
previous attempts at this magic have ended in disaster
(see "The White Waste," page 93), members of the
Sapphire Senate and University Myzantia push on
through a covert operation at an alternative facility
codenamed "Gilded Eternity." Key members of this
operation have made pacts with Asmodeus, Lord of the
Hells, in order to advance their research. Though those
involved believe in some way that their aim and actions
are just as a means to an end, the threat of Asmodeus'
influence spreading is disastrous. Even if the operation
succeeds and the magic is made possible, it is unlikely
that it would be available to anyone but the most
privileged and wealthy.
9. Empress Immianthe Xuyorn is not the rightful ruler
of the Yishtarr Dominion nor a blood member of the
Xuyorn line. For reasons known to very few, someone
swapped her at birth with a child of one of the Twilight
Council's members. The rightful ruler to the throne
has lived their entire life as a common worker in
Illkaros’s capital, Secreshan, with no awareness of their
family history or claim to the throne. Only a handful
of individuals are aware of this situation, and most of
them would do anything they can to keep it a secret. If
the rightful ruler can be placed on the throne, it may
lead the way towards justice for the common class.
Alternatively, it may accomplish little and result in chaos
and the pointless deaths of many Illkarians.
10. Members of the Sapphire Senate have learned of the
Illkarian iron serpents and wonder if the Yishtarr Dominion
is preparing for full-scale war against Xunaste. Eager to
potentially seize Illkarian Shadowglass for their research
and put an end to raids against Xunastian property, a
faction within the Sapphire Senate believes that declaring
war against Illkaros would be profitable. The bloc could
strike first and justify it later under claims of proactive selfdefense. They have begun to employ spies and informants
in the Illkarian city of Secreshan to gather intelligence and
prepare clandestine combat operations in advance of a
formal declaration.
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Lore
Legends/Myth
Aparatum
Both the exterior Illkarians and the interior
Xunastians have shown little to no interest in
aparatum for personal use. Though it is rarely
spoken out loud, long have they believed that
the unique magics native to Xunditu designated
them in some way as "special" within the Allverse.
Commonly, both the Xunastians and the Illkarians
are aligned in their opposition to the binding nature
of aparatum, believing it to be disrespectful of
Biannamon and betraying his intent for the natural
order of the Xunditu peoples.
While it is true to a degree that Illkarians and
Xunastians see the fundamental properties of
aparatum as inferior to their Dracomagic and
Shadowglass respectively, on a purely practical level,
there is as much cultural and cognitive bias as there is
truth in keeping this belief alive.
What would it mean for the people of Xunditu if
the magics they believe were divinely inherited if
the discovery of a new arcana rendered their own
irrelevant? This is the question that they have no
incentive to ponder. For this reason, most people on
both sides of Xunditu are fundamentally skeptical
and dismissive of aparatum as the foundation for
civilized progress in the realm.
The First Serpent Tamer
Cithrel Omasatra was the first Illkarian to be
made a Serpent Tamer. An iron serpent is
inert until it is bound to the life essence of
a tamer, which must always be a sorcerer—
an individual with inherent magical ability.
A thread of the tamer's consciousness is
imbued into the serpent through a prolonged,
dangerous ritual that awakens the construct
and establishes the link between it and its
master. As the first Serpent Tamer, Cithrel
learned through experience the struggle
involved between the sorcerer and the serpent
in the aftermath of the bonding ritual as she
fought to establish control over the construct.
Hardened by her bonding with the serpent,
she brings a relentless, calculating drive to her
work with the Yishtarr Dominion.
The state retains Serpent Tamers as agents,
and part of Cithrel's responsibilities include
onboarding new Tamers to the Dominion's
program and ensuring their undying loyalty
to the Empress's cause. Cithrel is a highprofile public figure on Illkaros—the Twilight
Council works hard to advertise the serpent
tamer program as a symbol of the Dominion's
strength and ingenuity. Most people of Illkaros
view Cithrel with a healthy mixture of fear,
respect, and admiration.
El’atanor
It is commonly believed that the El'atanor have not yet
had any contact with Xunditu for reasons unknown.
Many speculate that the increased concentration of
celestial/Blackstorm essence that surrounds Xunditu
is lethal to the El'atanor and keeps them away.
The more conspiratorially-minded believe that the
Illkarians and the El'atanor have already made contact
and secretly plot to conquer all worlds within the
Allverse.
Neither of these theories is true. When the light of
Xun felled the El'atanor Cleaver (see "10 Secrets
About Xunditu"), the Otherworlders inside were
destroyed nearly instantaneously, creating a psychic
backlash that pulsed a wave of dread through all
other El'atanor. The El'atanor know that their Cleaver
and comrades were lost, but they know not how.
Uncertainty is an unfamiliar and uncomfortable
feeling to the El'atanor. Though the Otherworlders
do not feel fear in any mortal sense, this unexplained
phenomenon is enough to give them pause. Xunditu
will remain unmolested. For now.
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Aggreog
The relationship between Aggreog and the
interior Xunastians begins with the story of the
Red Fellowship. The Red Fellowship was the most
acclaimed and accomplished group of adventurers
of the early New Xunaste Federation, gaining
widespread fame through their slayings of the
Xunastian Behemoths. When the earliest Xunastian
Voidbreakers were built, the Red Fellowship
participated in the first crewed flight to Xun. It was
there that Red Fellowship, on behalf of all of Xunaste,
first encountered Aggreog, the legendary dragon that
makes its lair within Xun's core.
Aggreog greeted the Red Fellowship warmly and told
them that he had been watching over the development
of their people for centuries. He told them that he
liked what he had seen but that the Xunastians must
prove their worthiness to receive his true blessing.
To do this, Aggreog told the Red Fellowship that
they must explain what they believed to be the most
important foundations of Xunastian society. The first
member of the Fellowship said "worship," as it was
most important to give thanks to Biannamon, the
provider of life and creation. The second member said
"knowledge," as it was most important to learn about
creation in order to respect it. The final member said
"unity," as it was most important for beings in creation
to recognize and respect their shared divinity.
Aggreog considered these answers and decided that
they were good. He gifted the Red Fellowship the first
dragon scale and told them that the Xunastians would
benefit from his blessing so long as they upheld the
foundational values they had described to him.
History
The Illkarians and the Xunastians share a complicated
history. Illkaros and Xunaste are not actively at war,
though this is not for lack of trying. They fought most
recently against each other 348 years ago in the
War at World's Edge, which ultimately resulted in a
stalemate, as once again, the geography of Xunditu
proved too arduous to efficiently mobilize armies due
to its gravitational reversal and narrow tunnels.
Peace, however, would also be the wrong word,
as small Illkarian raids on Xunaste lands are not
uncommon. These raids are borne of deep jealousy
held by the Illkarians for the Xunastians' privileged
position on the interior of Xunditu.
Shadowglass
The defining property of Shadowglass is
its capability to hold "memories" of the
environment in which it developed.
Shadowglass takes thousands of years to reach
maturity, meaning that it can hold secrets
and memories of people, events, energies, or
feelings that would have otherwise been lost
to history.
It is most commonly used by being crushed
into fragments and then burned, where the
user would then inhale the vapors released
and do their best to interpret the information
stored within the substance. Shadowglass
that grew in a valley where a major battle
took place may fill a user's mind with visions
of death and suffering, but also of the
powerful spells that were cast in the vicinity.
Shadowglass that grew in a cold, isolated cave
may fill a user's mind with the memories of
the monsters who dwelled there or invoke
feelings of loneliness and isolation.
Shadowglass that grew closer to Blackstorm
essence flares or other ambient magic may
help a user unlock arcane secrets through
the energy transfer that takes place during
use. However, users of shadowglass must be
careful as the substance is unpredictable and
highly dangerous when used irresponsibly.
If a shadowglass user does not take proper
precautions, they may find themselves
separated from their own identity as their
mind is flooded with feelings and memories
that are not theirs. This may culminate in the
user no longer differentiating between their
own experiences and the memories contained
in the Shadowglass. Shadowglass is therefore
used almost exclusively for extended ritual
magic over longer periods of time as a method
of knowledge transfer.
These rituals lend themselves well to the
schools of necromancy, divination, and
illusion. These schools align closely with the
negative memories that are more likely to
be captured by the Shadowglass due to their
increased intensity and frequency when
compared to positive memories.
85
The profound importance of religion to all peoples of
Xunditu runs throughout its history and has resulted
in the intertwining of faith and government on both
Illkaros and Xunaste. The Illkarians weaponize this
faith in Biannamon and believe that the two-faced
god blesses them to take whatever they can from
Xunaste for themselves, as it is their right to bring
balance to the planet.
The Xunastians, meanwhile, can be criticized for
allowing their faith to drive a sort of supremacy—
they see themselves as a designated “chosen
people” within the Allverse, and this sense of
superiority can impact their interrealm relations.
Though the Xunastians remain diplomatic and
would never be described as warmongers, other
societies can sometimes interpret their selfassigned role as “peacekeepers of the Blackstorm” as
an unwelcome infringement.
The Xunastians are in the midst of a societal
gilded age: they have met the basic needs of their
people with ease, beneficial economic links are
networked throughout the Allverse, and their
unique Dracomagic has driven unprecedented
innovation and advancement. Such innovation and
advancement have led to dense cities and limited
rural sprawl, as enhanced agricultural practices
are exceedingly productive. These city centers have
consequently allowed for the flourishing of art,
culture, and economic growth.
But there are signs that this golden age may be
nearing its end. Aggreog, the source of Xunastian
Dracomagic, is ailing, the El’atanor threaten Xunaste’s
diplomatic and economic hegemony, and the
Illkarians are feared to be preparing for a full-scale
assault on Xunditu’s interior. The coming years will be
difficult and critical. Time will tell if Xunastian society
can persevere and push itself to new heights or begin
to recede under the pressure of contracting forces.
The Illkarians have fought hard with grim
determination to establish themselves in the literal
shadow of Xunaste. Illkaros’ exterior position
exposes it to Blackstorm calamities that Xunaste is
shielded from, including meteor storms, shipwrecks,
and essence flares.
Roughly 500 years ago, the Cosmic Barrage
bombarded large swaths of the northern continents,
a meteor storm of such ferocity not present in the
Allverse for the last million years. The Cosmic Barrage
laid waste to entire countries worth of infrastructure
and magical advancement and set about a postapocalyptic struggle for survival.
The power vacuum created by the calamity allowed
Alduin Xuyorn, the eventual first emperor, to march
upwards from the southern continents and begin the
formation of the Yishtarr Dominion that exists today.
He gained the support of nascent and embattled
robber barons through his performance of miracles
and displays of power, claiming they were only
possible because he was a vessel of Biannamon.
Now, the Yishtarr Dominion is an encompassing
empire that claims the entire surface of Illkaros,
including sprawling metropolises, isolated hamlets,
and swaths of agricultural land and wilderness.
Though portions of the northern continents have
been reclaimed and rebuilt, ruins of the Cosmic
Barrage remain, casting yet another shadow within
which the Illkarians persist.
86
Blackstorm Essence Flairs
Currents of Blackstorm essence course throughout
the Allverse as branches of Eau, the Celestial Tree,
and provide the source for the ribbons and spheres
of energy manipulated by magic users. In some
areas, the currents and the essence they carry are
more potent than in others. A Blackstorm essence
flare is a sudden, unpredictable flash of increased
energy localized to a particular current for a period
of a few moments.
An essence flare momentarily consumes all
spheres and ribbons in its area of effect, nullifying
any potential use of magic until the spheres and
ribbons can stabilize, which can usually take
anywhere from an hour to seven days.
An essence flare can significantly disrupt unlucky
realms in the proximity of a Blackstorm current,
depending on the strength and frequency of
the flares. These violent events are particularly
dangerous to the El’atanor, as they cause the
beings great psychic pain and disrupt their
ability to telepathically communicate with each
other for reasons unknown. The El’atanor seek
to understand the cause of essence flares and
eventually predict their occurrence. But in the
meantime, they are careful to plot courses that
keep safe distances from powerful currents.
Geography
of Xunaste. This same heat delivered by Blackstorm
winds allows for seasonality on Illkaros—landscapes
frequently go from warm and dry to frigid and snowcovered in 30-to-45-day cycles that align with the
currents.
Both the Illkarians and Xunastians have come to
recognize the continents by shared names: Wreboa,
Egrari, Ovrera, and Viagantu. Both Xunaste and
Illkaros possess similar mountain ranges, as pressures
delivered from surrounding Blackstorm currents
slowly move and re-form Xunditu’s landmasses over
millions of years.
Inland Waterbodies
The four continents of Xunditu are carved with
seas, rivers, and streams. They have allowed for the
prevalence of life on both the interior and the exterior
and have served as the cradles of civilization.
The seas of Xunditu teem with life found nowhere
else in the Blackstorm, which both the Xunastians and
Illkarians have used to their advantage, trading and
selling the materials harvested from rare creatures to
interested buyers on other worlds.
Most notable is the xuncrab, found on both sides of
the realm and whose prismatic shell fetches incredibly
high prices due to its magical properties.
The largest river on Xunditu is the Nagnimia River,
which is inexplicably and perfectly symmetrical on
both sides of Viagantu. It runs from one end of the
continent to the other, where it mists off the edge and
into the Void.
Xunastians and Illkarians believe that other aspects
of their continents may also be symmetrical, though
there has been no coordinated effort to confirm this
theory.
The Void
The Continents
“The Void” is the term that the Zoteran use to refer to
the particular area of the Blackstorm that surrounds
and suspends the planet’s continents.
As a result, the environment of Xunaste is exclusively
tropical. On Illkaros, despite the consistent absence of
xunlight, heat from nearby Blackstorm currents raises
the surface temperature of the continents at varying
intervals and allows for a water cycle similar to that
An entire ecology exists within Xunditu’s Void, from
cosmic dust bottom feeders to monstrous apex
predators. The exception to this environment is a
perpetual gale of Blackstorm energy known as “the
Black Eye”, where countless vessels have met their
end over many millennia of interplanetary travel.
Xunditu’s surface is divided into four continents, two
above its equator and two below, distributed evenly
across the east and west hemispheres. Each continent
receives the same amount of xunlight at all times due
to the Xunditu’s geography.
The Blackstorm energies within the Void are generally
calmer than those elsewhere within the Allverse,
and many believe this relative tranquility is what has
allowed a flourishing of life in concentrations typically
uncommon to the Blackstorm.
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Capital Cities
Xicaster
Xicaster is the capital of Xunaste and the seat of the
Sapphire Senate. Its sparkling edifices of marble are
perched atop the cliffs that overlook the shimmering
Yuval Sea, and its cobbled streets are brimming with
activity and decorated with majestic works of public
art that pay tribute to the greatest clergy and magi of
Xunastian society.
Xunlight bounces off of prevalent stained-glass
windows, painting surfaces of the city a kaleidoscope
of radiant colors. Voidbreakers and other trade ships
come and go through Virtue Port, the prominent
station that towers above the rest of Xicaster.
The city stretches for over 150 miles in all directions,
each block just as polished and gleaming as the last.
Surrounding the city are the colossal xucri trees, each
of which stands over 1500 feet tall and routinely
unfold their canopies to cast a great shade over the
streets below, which provide inhabitants with an
artificial night not common in Xunaste.
The Xunastians call this phenomenon “oleepha”, which
translates loosely to “canopy” in Common.
Almost all of Xunaste’s economic connections lead
back to Xicaster, which has created a bustling trade
nexus where a wider variety of goods and services
than anywhere else in the Blackstorm can be procured.
These economic linkages have also resulted in a large
immigrant population, parts of which have dispersed
into the dominant zoteran districts, and other parts,
which have formed small enclaves in the city.
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The Xoras Assembly
The Xoras Assembly is the meeting place of the
Sapphire Senate. It is as much a holy monument as it
is a government building—its front doors of carved
soapstone stand over 50 feet tall and are flanked by
two towering sculptures known as “the Aspects”, two
representations of Biannamon, one for each side of
Xunditu.
Both Aspects depict humanoids with zoteran features,
and a mask obscures the face of each. The Xunastian
depiction’s mask displays a confident and joyous
expression, while the Illkarian mask displays an
expression that is pensive and muted.
The Xoras Assembly is always occupied with
government bureaucrats and other staffers, but it is
most busy at times when the Sapphire Senate is in
session—thousands of citizen onlookers fill its grand
chamber to witness their government in action.
University Myzantia
Spires of the University Myzantia dominate the
Xicaster skyline alongside Virtue Port. It is not
Xicaster’s only university, but it is the first and most
ancient learning institution on Xunditu, predating the
city itself.
Over a thousand years old, its campus is large
enough to compose an entire city district and
includes numerous towers of white and pink stone,
with varying architecture scattered throughout as
new construction was layered on top of the old as
necessary. Its grounds are manicured with flourishing
multicolored gardens, elaborate fountains, and cozy
public seating areas.
The entirety of the Sapphire Senate has connections
to Myzantia in one way or another, as it is there where
the dragon scales of Aggreog are first brought when
they are recovered from the Xunastian atmosphere.
Once the university magi assess them with support
from its board of governors, they are fractured and
distributed where necessary across Xunastian society
for the purposes of further use.
The Zastorium Guard
The Zastorium Guard represents the most respected
holy warriors in Xunastian society. It is considered
one of the highest honors for any soldier of the
Xunastian army to be selected to join their ranks
and have the immense privilege to stand guard
over Xunaste’s most sacred institutions, including
the Assembly building, University Myzantia, and its
various holy sites.
Guard members are exclusively clerics and paladins
loyal to Biannamon and are outfitted in gleaming
“featherplate,” which shines like polished silver and
provides all the protection of a full plate suit of armor
while weighing as much as its name would imply. Led
by Warrior-Bishop Xyrrik Shaezima, the Zastorium
Guard are also designated for carrying out sensitive
combat operations of national importance, often
working alongside the Xunastian military.
Adventurers familiar to the Senate and of extensive
accomplishment may be relied upon for help for some
of these particular operations.
The Xundizuno
The Xundizuno is the most prominent temple in
Xunaste and the headquarters of the Annamonist
faith, the dominant religion of the Xunastians.
Secreshan
Secreshan is the capital of Illkaros and the heart of the
Yishtarr Dominion. Brutalist buildings constructed
of purple stone native to Illkaros are clustered tightly
along Secreshan’s twisting streets and alleys, making
the city feel like a dark, winding maze at the edge of
the Vogarth Forest.
Residents can always orient themselves using
the Breri River, the red water of which meanders
through the city’s midsection and is occupied by
the Secreshanian gondolas that provide transport
throughout its cramped districts. Its primary port, the
Yillibad, resembles a gargantuan sickle in the skyline.
It once stood at the city’s outskirts but has since been
enveloped by the slums and shantytowns that have
sprung up over the recent decades.
Secreshan is the productive and industrial center of
Illkaros and employs the near-entirety of its working
class in the nearby mines or the production of
Illkarian ships. Those who come from the ruralities
of Illkaros to make a life for themselves in Secreshan
often seek to free themselves from the harsh work of
farming, where their profits are unpredictable at best
and subject to often unfair taxation from local lords.
However, freedom is seldom found for the common
worker in Secreshan, as wage work in the mines
or a similar industry brings predictability but also
poverty, and once the transition has been made,
returning to a farm that has been sold becomes
near impossible.
This general discontent has developed into a
simmering class struggle between the working
folk and the distinguished nobility that is near the
boiling point.
The head of the faith, Ascendant Vicar Yathanae
Keywenys, dwells here, along with a retinue of holy
staff. Masses are held at the Xundizuno daily and
are open to the public, though their popularity has
resulted in a waiting list that is approximately 300
days long.
Its facade has been constructed of sparkling marble
to resemble a gargantuan dragonscale, the tip of
which refracts incoming xunlight to create a dazzling
rainbow dispersal that always points to the east,
towards the Yurozhorima holy site hundreds of miles
outside the city.
Inside, its resplendent vaulted and frescoed ceilings
climb over 150 feet high, providing ample room for
the magnificent sculptures and spiraling bookcases
that fill its interior. Adventurers may wish to attend
mass or receive a blessing at one of the Xundizuno’s
many interior shrines that are also open to the public.
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Orym’s Plaza
Though Orym’s Plaza is not the largest marketplace
in Secreshan nor its most crowded, it is often the first
stop for adventurers, scholars, or bored members of
the nobility looking to procure items or services out of
the ordinary.
The Dominion Citadel
The Dominion Citadel stands on a hillock in
Secreshan’s Citadel district and overlooks the city in
more ways than one.
Surrounded by high walls of black stone that curl
upwards like the claws of a great beast, it is Empress
Immianthe’s palace and a structural reminder of the
nobility’s separation from and supposed superiority
over the public.
Three sky-scraping spires climb upwards from
its battlements, the central of which is a magical
watchtower known as the Gaze. Scrying sensors
are released from the Gaze and float through the
city’s streets, silently searching for any evidence of
treachery against the iron grip of the Dominion.
Citizens of Secreshan live with the constant fear that
the Dominion may be watching and listening to their
every conversation.
Originally a network of mining tunnels within the city,
its veins were eventually exhausted and the space was
claimed by black-market dealers and other criminal
actors who were quick to establish anti-scrying
defenses to avoid the prying eyes of the Gaze and stay
out of the sight of the Citadel guard.
Over time, Orym’s Plaza expanded as non-criminal
businesses were carved out of the tunnels as
entrepreneurs worked to avoid expensive rents above
the surface.
Empress Immianthe Xuyorn is not stupid—she is well
aware of the thriving pocket of Secreshan’s economy
beneath the streets of the city. Instead of crushing it
by force and scattering its participants deeper under
metaphorical ground, she has instead infiltrated it
with spies and informants to ensure it remains within
her locus of control.
The Cobalt Spire
Built in the middle of the Garden of the Departed,
Secreshan’s largest graveyard, the Cobalt Spire is
the second-tallest structure in Secreshan after the
Yillibad port.
The dominating tower of blue metal is the base of
operations for the Yishtarr Dominion’s shadowglass
research and arcane development, headed by an
organization of priests and magi under the orders
of the Twilight Council known as the Vishiri Cabal.
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Wispy blue smoke often billows from a chimney at its
peak, and despite common rumors as to its source,
only trusted members of the Cabal or the Council
know the reason why.
Necromantic magic is a divine priority on Illkaros,
and the Cobalt Spire’s deliberate location in the
middle of the Garden of the Departed gives the
Vishiri Cabal convenient access to corpses. Much of
the Illkarian noble class considers it a holy honor to
have themselves or a loved one repurposed by the
Cabal immediately after death, though the Cabal is
also authorized to dig up interred bodies in various
stages of decomposition on an as-needed basis for the
purposes of research and development.
Monument Auditorium
Monument Auditorium is a four-story, hexagon-shaped
building of purple glass panels and pillars of alabaster
that stands on the outskirts of the Yillibad district.
an organization officially independent of the Yishtarr
Dominion, the influence that Empress Xuyorn and the
Twilight Council exert upon the Cabal is significant.
Despite this, the Cabal does what it can to pursue its
own goals and seize more power for itself while under
the thumb of the Empress.
The Cabal includes a “mercenary” branch that acts as
the organization’s enforcers—they head out into the
Vogarth to gather shadowglass, intimidate or dispose
of the Cabal’s enemies, and guard the property of the
Cobalt Spire.
Currently, the Cabal is working towards perfecting
the creation of a semi-sentient undead servant,
one that can make certain decisions for itself while
remaining entirely obedient to a higher executive.
If the Cabal can produce such a thing, they hope to
expand its scope to build scouting parties or even
entire armies out of semi-sentient corpses.
The Illkarians have a particular fondness for
theatre and the performing arts, and the Monument
Auditorium provides a stage for the most prestigious
performances that Illkaros has to offer.
The Monument, as it is often called, is a popular spot
for the Dominion and the nobility to impressing
visiting diplomats or merchant lords, and its
restaurant and lounges thus act as the grounds for
high-profile and often secretive meetings.
Though the Monument is open to the public, few of
the working class could ever hope to afford to see a
show at its grand stage, and are therefore forced to
spend their coin on one of the other accessible, less
illustrious performance halls within Secreshan.
Factions
Vishiri Cabal
The Vishiri Cabal is an organization of priests and
magi that has operated out of the Cobalt Spire within
the Illkarian city of Secreshan for centuries.
The Vishiri Cabal is one of Illkarian’s oldest
surviving institutions and was founded on a shared
belief of magical advancement in the worship of
Biannamon, who has blessed the Illkarian people
with the gift of shadowglass.
The Cabal is ruled by a five-member committee led by
Incomparable Magi Elroneth Idall. Though they are
New Iron
Trading Company
The New Iron Trading Company is an interplanetary
crime syndicate based out of Xicaster in Xunaste that
fronts as a legal shipping and trading company.
They have greater notoriety in certain ports over
others, but many in the Blackstorm have at least
heard of them. Though many suspect that New Iron
flouts the law at times, few are aware of the full scope
of their criminal dealings.
The Company’s illegal activities include smuggling,
blackmail, drug dealing, black market trading, and
political involvement. Having paid off numerous
officials of the Sapphire Senate, Xunastian law turns a
blind eye to their activities, if they are even aware of
them at all.
A central component of New Iron’s business is the
blackmarket gathering and trading of Teonkor wood
and Aurnite metal, also known as “featherweight”
metal. Teonkor and Aurnite are designated as
Senate-protected resources, meaning that only a
single government corporation is legally permitted
to gather, process, and trade them due to their rarity
and planetary importance. This does not stop the
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New Iron Trading Company; it only makes their
clandestine business operations more profitable, as
they are experienced in evading Senate Law keepers.
The Company’s Chief Executive is Erolith Revalar,
who inherited the businesses from his father.
Despite this, Erolith is a capable leader who
oversees the entirety of the Company’s operations,
including its vice presidents and their associated
departments, its enforcement division, and its
small army of frontline workers. New Iron’s current
objective is to introduce a new profit line to the
business: the acquisition and sale of aparatum.
The Freespeakers
The Freespeakers are a feverous doomsday cult
hidden under the thin guise of a social club for the
rich and powerful.
The Freespeakers have a single primary goal: witness
the birth of the god-beast Hegrysh from the cyst that
grows within the center of the Wound on Illkaros.
The Chromatic Archive
The Chromatic Archive is a Senate-backed but
operationally independent organization dedicated to
the preservation and understanding of both Xunastian
and Blackstorm history.
The Chromatic Archive is headed by an individual
with the designation position of Lorekeeper, which is
a lifetime position appointed by the members of the
Sapphire Senate.
The Chromatic Archive employs historians, mages,
adventurers, and archaeologists so that they are
equipped to both recover, process, and interpret their
findings. The Archive makes frequent expeditions
into Xunastian ruins as well as other worlds in the
Blackstorm looking to gather historically-significant
artifacts, with the presumption that any information
they recover that is deemed to be of national
importance is immediately shared with the Senate.
Recently, however, the current Lorekeeper Zentha
Sarven has grown skeptical of the Senate’s value and
intentions. The Senate has become more aggressive
in their direction to visit other worlds, and Zentha
is acutely aware of the possibility that foreign
governments may interpret the actions of the Archive
as little more than imperialist looting.
The moral implications of this are less important
to Zentha than the potential damage to Xunaste’s
interplanetary relations. As a result, she has begun to
distance the organization from the Senate’s influence
however possible, and has begun to keep secrets from
her governmental overseers.
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According to scripture, Hegrysh is the child of the
imprisoned elder god Mabsid, who has bequeathed
his offspring to his loyal followers within the
Blackstorm.
If the worshippers of Mabsid are pious enough,
Hegrysh will hatch from his cyst and wreak
destruction on Xunditu, granting all those loyal to
Mabsid an everlasting life in paradise.
The Freespeakers are the largest organization of
Mabsid adherents within the Blackstorm, and they
carry out regular rituals and prayer services in
worship to their god, hoping to bring about the end
of days. The Freespeakers are highly organized, and
maintain a network of powerful, highly-connected
members on both Xunaste and Illkaros. Once every 3
years, every member of the Freespeakers is invited
to gather at a secret meeting site so that they may
worship together. This meeting site moves throughout
Xunaste and Illkaros to provide equitable means of
access for those on opposite sides of the planet.
The Freespeakers are led by Ruehnar Xyrkana, 14th
sitting member of the Xunastian Sapphire Senate.
Circus Liminos
Circus Liminos is a troupe of performers in the
Illkarian city of Secreshan who are secretly dedicated
to overthrowing the ruling class and bringing their
idea of justice to the common people of Illkaros.
Circus Liminos is highly renowned and performs
regularly for the nobility and occasionally the
Empress herself at the famed Monument Auditorium.
Skilled performers, members of Circus Liminos are
also capable spies, blackmailers, and combatants.
They know they must work from the shadows, as
any open defiance to the Dominion is promptly and
violently crushed.
Ringmistress Xestea is the leader of the troupe,
overseeing both their theatrical and revolutionary
operations.
Circus Liminos runs their clandestine operations
through a network of safe houses hidden within
the streets of Secreshan. Circus Liminos switches
the locations of the safe houses often to avoid the
surveillance of the Dominion.
Locations
The Black Eye
The Black Eye is perpetual turbulence of Blackstorm
energies and forces that rages within the Void
between the continents of Wreboa and Egrari.
The precise cause of the Eye is unknown, though
the most advanced theories posit that the celestial
energies from a particularly close Blackstorm current
that borders the planet’s atmosphere are catalyzed by
the gravitational forces of the Void’s Reversal Zone,
creating a storm of gargantuan proportion.
The Black Eye is unpredictable; expanding
or contracting in size in relation to surges of
Blackstorm energy.
This unpredictability has brought the wreck of many a
ship whose captain had figured to have plotted a safe
course through the Void only to be struck by disaster
with little notice. Shipwrecks, debris, and the remains
of hulking celestial creatures drift and tumble through
the Eye in abundance, making its navigation a sure
death sentence for all but the most skilled captains.
Vluapol
The ruins of countless zoteran societies dot the
landscape of Xunaste, but none are as mysterious as
the city of Vluapol on the continent of Egrari.
A once-prosperous metropolis over 3000 years old, its
ruins appear to suggest that all of its citizens suddenly
vanished. No trace of calamity can be found within its
walls, and any recovered texts have thus far revealed
nothing about a coordinated exodus.
Just outside the city’s walls is a towering megalith
known as the Speaking Stone, a religious monument
that is inscribed with the story of Kiirion Vamenor,
believed to have been the First Speaker of Biannamon
and a holy prophet of the Xovatera church.
Many Xunastians, with the support of the Xovatera,
have come to believe that the citizens of Vluapol were
disappeared by Biannamon, either because they were
ascended to divinity or because they were banished
for a great unknown sin. As a result, Vluapol and
the Speaking Stone are considered holy sites, with
the latter being a popular destination for religious
pilgrimages.
As for Vluapol, its reclamation by nature and its
structural instability makes it off-limits for common
citizens. The Sapphire Senate and the Lorekeeper
send occasional expeditions into Vluapol to recover
information from its numerous archives, which may
help them to understand important religious and
magical history.
These expeditions are dangerous, however, as the
ruins of Vluapol are patrolled by the ancient protector
guardians known as the Collosi—towering constructs
of magical stone built by the original inhabitants that
protect the city from intruders to this day.
The White Waste
The Xunastians have been humbled by the
consequences of their hubris before, and the
memories of this arrogance scar parts of the
landscape to this day.
Hundreds of years ago, the Sapphire Senate built a
magical facility with which they could attempt to use
the dragon scales of Aggreog to produce a form of
resurrection magic that would negate any death of
old age. The facility was built deep in the wilderness
of Ovrera to better protect the highly-classified
secret of national security. Ultimately, the potent
magic could not be perfected or controlled, resulting
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in an explosive disaster that immediately warped
the surrounding landscape. The necromantic magic
drained all color from any life within a 20-mile radius,
turning the ground, the trees, and all else an eerie
shade of bone-white.
Anything that was not killed in the blast was changed
into a twisted reflection of its original state. The
creatures that continue to roam the White Waste
are called “echoes”— horrifying monstrosities of
all shape and size that defy the beauty of creation.
It is commonly believed that Biannamon delivered
just punishment to the Xunastians for their foolish
attempt at immortality.
The facility continues to leak magic to this day, and the
White Waste slowly spreads, remaining a crisis that the
Sapphire Senate can only put off for so long before they
will once again be confronted by their failures.
The Wound
The Wound is the name given to the remains of the
former Illkarian city of Vhuridge that was almost
entirely leveled during the great Cosmic Barrage
approximately 500 years ago.
A once-prosperous polity and the height of Illkarian
society at its peak, Vhruridge is now little more than
an expansive, dangerous ruin infested with vicious
beasts and the restless dead, both of which have been
twisted by the Blackstorm essence that was released
by the large meteor that struck the city.
It remains a lure to the greedy and reckless who
believe they may recover its sundered treasures for
themselves. Unknown to most Illkarians, a horrible
monstrosity awaits within the Wound. At the center
of the impact zone is a squirming cyst created by the
meteor, growing slowly over decades towards the
eventual birthing of a fearsome god-beast hellbent on
the destruction of Xunditu.
Vogarth Wood
The Vogarth Wood is a consuming forest that spans
multiple continents on the Illkarian side of Xunditu.
Though it does contain trees, its canopy is almost
entirely composed of towering fungi that range
in height from 20 to 100 feet. These fungi are
bioluminescent, and the dominant species within the
Vogarth is commonly referred to as “viyos”.
The sheer size of the Vogarth means it contains many
different sub-ecosystems—some areas are cool and
dry while others may be warm and marshy. Illkarians
make frequent treks into the Vogarth to gather the
shadowglass that grows there, as well as to hunt the
creatures that dwell within it for food and sport. Any
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who venture into the Vogarth must beware the ir’iek; a
colony of winged insects almost as large as the zoterans
who are fiercely protective of their hive, which is
networked throughout many parts of the wood.
The ir’iek share a hive mind and act in unified
service to their queen. An infringement against
the ir’iek on Wreboa could mean retaliation on
Viagantu, as information is processed rapidly across
the entire colony.
The Soot Labyrinth
Beneath the streets of the Illkarian city of
Secreshan is the Soot Labyrinth, a dark and ancient
prison originally built over 700 years ago by the
previous Xalnypso Empire.
The Soot Labyrinth is a sprawling complex almost
half the size of the city itself, and was given its
name for the copious amounts of soot that can be
found in its chambers—remnants of ritual burnings
of Empire dissidents.
Though the Yishtarr Dominion still uses portions
of the Soot Labyrinth today for their own carceral
purposes, much of its corridors are now abandoned
by the current government and are unmapped.
The Xalnypso Empire had filled the Soot Labyrinth
with foul beasts for the purposes of both research
and torture, and though much of the Labyrinth
has been neglected for centuries, some of these
creatures remain, and have been joined by others
who have filtered in from the underground to create
a vile ecosystem of monstrosities.
Rumors about the Soot Labyrinth abound. The
most compelling is the belief that
the former Empire built a
vault within the heart
of the Labyrinth to
protect their most
sacred artifacts. The
Yishtarr Dominion
fiercely denies
these claims to
discourage intrepid
adventurers from
venturing into its
depths.
Running
Xunditu
Adventure
Hooks
The opportunities for adventures of all types on
Xunditu are boundless. A few of these opportunities
are described below:
Circus Liminos is planning to kidnap a member of
the Secreshan nobility so that the organization can
interrogate them. They want the adventurers to
ambush the noble’s carriage, deal with any guards,
then incapacitate and bring the noble to a Liminos
safe house, alive.
An enterprising mage in Secreshan is looking to hire
the characters to locate a long-lost alchemical facility
deep within the Soot Labyrinth, which he believes may
hold the key to producing abundant shadowglass. He
can provide them with an old, incomplete map, but he
knows not which horrors lurk within its halls.
A member of the Sapphire Senate of Xunaste wants
to covertly assault a New Iron Trading Company
resource facility, and is looking to hire the characters
to avoid being discovered by bribed law officials. The
characters are required to retrieve inventory records
from the heavily-guarded facility by any means
necessary; the only complication is that their identities
must remain a secret.
Members of the University Myzantium want to
understand the mystery of Vluapol’s disappearance.
The characters are contracted to head into the
abandoned city so that they can find and slay one of
the collosi that lurks within. After the collosi is slain,
the characters are to gather as much information as
they can about its workings and bring them back to
the University.
An experienced Xunastian Voidship captain hires the
characters to help her investigate the remains of a
ship that was wrecked in the Black Eye. She believes
she can safely get the characters to the wreck, but it
will be up to them to board it successfully, navigate
its interior, and retrieve an important item from its
control room.
Xunditu is two distinct worlds in one. A GM can
facilitate campaigns with entirely different themes
and adventures depending on which side of Xunditu
they and the party want to involve themselves in.
Alternatively, the GM and the players can bring both
Xunaste and Illkaros together for a campaign that
involves a wide array of these themes at once.
While running Xunditu, try to play up the seemingly
natural impossibility of the world, and the
connection that impossibility creates between the
zoterans and their faith.
Both the Illkarians and the Xunastians believe that
they are divinely ordained people, unlike any other
species in the Blackstorm, and this belief infuses the
actions they take and their day-to-day lives.
It is also advised to focus on the unique magic that
inhabits both sides of the planet, as well as how
that magic might shape zoteran societies and their
advancement. Shadowglass and the dragon scales
of Aggreog are their most precious of resources and
make up the foundation of modern zoteran society.
Good, evil, and opportunities for adventure can be
found on both sides of Xunditu. If your table prefers a
politically motivated campaign with webs of intrigue
and varying shades of grey, they may find themselves
happy to be involved with the sometimes corrupt
dealings of the Xunastian Sapphire Senate, or the
machinations of the Twilight Council and noble
families of the Illkarian Yishtarr Dominion.
If they want to help a common people overthrow their
domineering oppressors, they can aid Circus Liminos
in dismantling the Illkarian nobility and removing the
Xuyorn family from the throne.
If your table is looking for classical adventure against
vicious monsters in pursuit of treasure, they can find
work inside the White Waste of Xunaste or the Soot
Labyrinth of Illkaros, where mystery, horror, and
adventure abound.
If your table wants to bring together as much of this
as possible, perhaps the time has come once again
for full-scale war between Xunaste and Illkaros, and
of course, the party has been caught in the middle
and must decide which side they’ll choose to align
themselves with.
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The Realm of Incursia
History and
Lore of Incursia
These notes are taken from the pariah Jorin-kval,
the cursed eternal, and written in the records of
the Great Library of Hodtbruk.
And I came upon a world, lonely and gray, save
for specks of light and life. My cursed curiosity
drew me to its surface. Once there, I saw a great
city filled with thousands of beings, great buildings
made of stone, canals, parks, and gardens. There
was life, but there was no happiness, no joy,
and no hope. The people there were like beaten
slaves; their will long expired.
The city seemed as sad and depressed as the
people. The colors were fading, and the plants
stunted. There was a sharp and noticeable
difference between where the city began and
ended. It was as if it had been plucked from
another realm and placed upon this one. Later,
much to my horror, I discovered this to be
precisely what had transpired.
I learned that this realm is called Incursia by its
native population, those that still exist. I set about
to find one of their cities. It took some time, as
every city but one was torn from other realms
as trophies and…sustenance. I did find the one
remaining native city and its original population,
the El’atanor. The El’atanor are abominations,
and I am being kind in calling them so.
They are one of the oldest races in the allverse
I have encountered, myself included. Their
depravity and evil began countless millions of
years ago and continue to this very day.
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Welcome to
Incursia
To understand the world of Incursia, you must first
understand the El’atanor. Their home realm is entirely
shaped by their desires and machinations, being
transformed over thousands of years by the world’s
only original sentient race.
From the surface, Incursia appears almost entirely
barren; a total wasteland marked only in a few
sparse places by the presence of settlements. It is
a dead world, kept alive by the colonial exploits of
the El’atanor. The only discernible landmark on
the surface of this wasteland is the Worldwell - an
enormous, cylindrical chasm that leads down to the
world’s core. This geological feature gives a glimpse
into the history of Incursia, and the El’atanor, as
explorers use it to access the subterranean layers
of the world, which have become compressed over
millennia of tectonic activity.
Incursia is a world like no other. It is a hollow
world. Devoid of natural life. Crushed by the will of
the El’atanor.
The El’atanor
The El’atanor is the only native species remaining in
the realm of Incursia. They were once a race like any
other. Mortal. Fallible. Foolish.
For many thousands of years, as their culture
developed, the various factions and sects of the
El’atanor fought. Each society attempted to expand its
borders, gather resources, and spread the influence of
its chosen gods.
All El’atanor possess psionic powers, practiced in
battle as often as in craft. However, the arms race
that developed between these early warring cultures
meant that the El’atanor discovered advanced
technology and mathematics before all other races
(not that the others knew at the time).
As the race developed a more fundamental
understanding of the universe, they slowly drifted
away from their gods. They ignored the divine
protestations as they consumed the planet’s resources
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to fuel their sciences until eventually, the gods and
the El’atanor no longer communed. The two became
almost entirely separated when the El’atanor created
ships that could traverse the Blackstorm.
Once the El’atanor became capable of leaving their
home planet, they entirely renounced the gods, who
they believed had tried to keep them on Incursia. This
rift between mortal and spiritual only worsened when
the El’atanor encountered the Buraki, a collective of
three different sentient races working together, aided
by highly advanced technology. The El’atanor saw
what the Buraki Conclave had achieved and believed
their own gods had held them back from matching
such attainments. The next few centuries were dark.
Dominant cultures continued to crush those that
continued to venerate the gods, either politically or
forcefully. The El’atanor continued to strip Incursia
of its natural resources in their pursuit of magic,
alchemy, natural history, and psionics.
Upon Incursia’s depletion, the El’atanor created soul
forges, magi-science contraptions capable of burning
mortal lives to create magical energy. They used
these to extract power from all living things on the
planet. Entire ecosystems were wiped from the face
of the world in a matter of generations. Only once
the planet’s surface was a barren wasteland did the
El’atanor begin to question their actions. They tried to
repent, beseeching the old gods for a second chance.
The El’atanor wanted the replenishment of Incursia so
that they might continue their work. When the gods
refused, the El’atanor changed forever.
After the denial of the gods, the El’atanor forged
new bodies for themselves, casting off their mortal
forms to take crystalline forms of their own design.
These new bodies were highly adaptable and durable,
allowing the El’atanor to live far longer than before.
For this, the gods cursed them.
No longer would they be able to procreate, and divine
energy became anathema to them. When the new
El’atanor bodies came into contact with Blackstorm
essence or Blackstorm motes, they exploded,
physically and psychically destroying the El’atanor.
This new vulnerability made conventional travel
between realms (such as by voidship or khanaar)
impossible. The El’atanor waged war on the gods in
return and set about creating weapons that would
aid their crusade. These weapons, called Cleavers,
can sense the presence of divine and mortal beings,
tear open tunnels through reality to reach them, and
have psionic edges sharp enough to slice through
even divine matter. Once the El’atanor invented the
Cleavers, they frequently left the realm of Incursia,
no longer needing to travel the Blackstorm by
voidship, conquering the limitations set upon them
by their gods.
The El’atanor hunted down their gods and destroyed
them. The battles further wracked the surface of
Incursia, causing it to slough off great sheathes of its
surface. When the last god was struck down, their
corpse drifted down to the surface of the world.
Where it fell, it burned through the planet into its
core, forming the Worldwell.
Since that day, Incursia has been in a constant state of
attempting to renew itself. Over a hundred thousand
years, a new surface grows out from the worldwell,
covering the planet’s old surface like a thick layer of
paint. Fortunately for the old surface, the two layers
are not compressed but separated by a few miles of
air. This means that, via the worldwell, the El’atanor
can travel between the layers of Incursia freely. There
is fierce competition for the current surface layer, as
it is only here that natural life can live, and even then,
that life is stunted and withered.
Much like the life on Incursia, El’atanor society
has regressed. The race follows a doctrine of magiscience from which none may stray. To do so is heresy,
punishable by death.
The realm is constantly fought over by feudal
warlords, each holding a fiefdom upon one layer or
other of the world. These jealous, petty rulers stock
their armies not with other El’atanor but with races
from other realms. They use their Cleavers to cut
cities from other mortal realms and transplant them
onto Incursia’s surface. They dominate and cultivate
these cities, forcing the citizens to serve their new
alien warlords. Battles between warlords take tens
of thousands of years, as the bodies of the El’atanor
work on geological rather than mortal timescales.
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10 Things to Know About Incursia
3. Incursia is barren, devoid of resources, and
almost entirely dead. Life cannot exist except on the
world’s surface and only where it is carefully curated
and protected.
1. The realm is ruled by the El’atanor warlords who
maintain a feudal society. Yhentra–aspects of the
El’atanor who govern and teach rather than fight–run
these settlements.
2. The population of the realm is mainly made up
of people stolen from their home realms. Sometimes
these cultures have been here long enough to
forget their identity; other times, they are freshly
transplanted and long for home.
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4. The realm’s surface is constantly made anew,
like a new layer of paint over a billiard ball. This new
crust doesn’t crush the old one but ‘hovers’ above it,
creating layers down to the planet’s core.
5. The new surface is created by the worldwell, a
tunnel down to the planet’s core that connects the
spiraling layers.
9. There are few places of safety in the realm. Those
few that do shelter outsiders expect a lot from them.
6. The worldwell was formed when the last of
Incursia’s gods was slain. All the gods of the realm are
dead, and the El’atanor dare to take their place.
10. The El’atanor do not have ships capable of
traveling the Blackstorm. They travel through the
realms using their Cleavers.
7. Lost communities, forgotten magic items, and
secrets of the Blackstorm pepper the under layers of
the realm.
8. The El’atanor ‘cut’ people and places from
other realms and placed them into their own using
Cleavers (magical artifact blades that are fiercely
protected).
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10 Secrets about Incursia
1. The El’atanor might appear immortal, but they are
not. Their bodies can be destroyed by certain energy,
and it takes them time to inhabit a new form. If one can
destroy all their potential new forms, their soul dies.
3. The ninth layer beneath the surface contains a
necropolis spliced into the realm many hundreds of
thousands of years ago. This necropolis was forgotten
when the new surface layer covered it but remains.
Now ruled by the Lich Queen Bagua, who commands
an enormous legion of undead.
4. On the fifth layer beneath the surface is a
2. The Flood of Ages possesses several magical
artifacts that have allowed them to become a
dangerous faction. The artifacts include an ax of
immense power called Crystalslice, which can cut
through El’atanor bodies like a hot knife through butter.
megadungeon transplanted by accident as part of a
larger city. The city was leveled during a fight between
warlords, but the dungeon remains; its first layer
opened up like a labyrinth. Scattered throughout are
magical pieces of armor which, when united, form a
major magical artifact.
5. One of the El’atanor has a Cleaver of which the
others don’t know. It is weak, only capable of traveling
small distances and cutting a few hundred people out
of a realm at a time, but has remained hidden.
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6. Some El’atanor are perfectly happy to recruit
adventurers as elite warriors capable of taking down
the settlements of their foes from the inside. This
work is generally rewarded with powerful magic items
scavenged from the deeper layers of the realm.
9. The speed at which the surface layer of Incursia
spreads can be altered. It requires powerful magic,
but changing it would change the entire ‘ecosystem’
of Incursia and perhaps help thwart the El’atanor.
7. On the seventh layer beneath the surface is the
Palace of Seven Seals. This warded mansion is a
wonder of magic, more extensive on the inside than
its exterior dimensions, and capable of planar travel.
It was mistakenly piloted to Incursia by its previous
owner, who was slaughtered. Luckily, the palace’s
wards prevented the El’atanor from getting access to
it, and it remains inert but protected to this day.
10. Near the planet’s core is a layer of Incursia that
houses a handful of Builders, warped by the eons
living in such a horrendous place. They are the only
surviving Builders in the Allverse (see Chapter X for
more info on Builders).
8. Everyone assumes that the planet’s core destroys
anything that touches it. This is untrue. In fact, it is a
portal to another realm.
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Traveling to
Incursia
Landing on Incursia brings you face to face with the
current feudal system of the world. El’atanor warlords
have carved up each layer of the realm into different
regions that they rule once conquered. They stock
their nations with cultures and peoples stolen from
other realms and bolster their armies similarly. The
Yhentra, a race of monstrous beings created by the
El’atanor, work in general governance and population
control. They often accompany their El’atanor creator
on the front lines of conflict, decimating rival armies
in brutal bloodbaths that stain the surface of the
world for decades afterward. These battlefields scar
the barren wastes of Incursia.
Upon arrival on the planet, travelers must make
themselves scarce or integrate quickly into a
settlement where they can remain unnoticed by the
Yhentra or El’atanor and mix instead with the general
populace. Only in the safety of others can travelers
stay on the planet—there are no resources left to
scavenge in the wild, so food and water are impossible
to come by save within settlements. Most of these are
walled and guarded by militia who report directly to
Yhentra though, so subterfuge is a necessity if you
wish to survive on the realm of Incursia.
If you’re unlucky enough to arrive on a battlefield,
prepare yourself for carnage. The troops of the
El’atanor are whipped into a fanatical frenzy by
the corrupting influence of the warlords, who use
propaganda, fear campaigns (including initiating
assaults against their own people and then blaming
the attack on the enemy), and all manner of detestable
tactics to motivate their armies. When these factions
clash, there is no quarter given. It is a fight not just
to victory but to the total destruction of the other
side. Hundreds, thousands, or even tens of thousands
of lives are wiped from existence during these
monstrous clashes, without a thought spared for
those lost by the El’atanor.
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Luckily, those not involved directly with the
El’atanor are more merciful. They are keen to hear
of the outside world and their home realms if they
remember them. Many cultures that were once warfaring, such as goblinoids or orcs, are now peaceful,
their culture eroded by the placating or brainwashing
influence of the Yhentra. Few hostilities remain
between old enemies forced to live in peace and
eventually come to an accord with each other that
there are bigger problems than traditional rivalries.
This peacefulness and lack of original cultural norms
can be disorienting for newcomers to the realm.
El’atanor
Warlords
The surface of Incursia is the most viciously foughtover layer. Although the depths hold ageless secrets
and magic items beyond compare, surviving on the
lower levels for long enough to uncover them is
unlikely. The surface is the only place where natural
life can stay for long. Only here can food crops
be grown, for example, which provide necessary
sustenance for citadels stolen from other realms.
Thanks to magic, some factions manage to eke out a
living on the lower levels. But the people living there
often have an even harder time than those on the
war-strewn surface.
Although the layers are split into various nations and
factions, four major contenders have forged names
for themselves. The factions take their actual names
from the El’atanor that rule them—to those beings,
the armies of another are indistinguishable from the
warlord themselves—but the mortals forced into
these nations give them common names; Reaver
Nation, the Stolen Swords, the Flood of Ages, and the
Bloodied Legion.
Death of Worlds
Reaver Nation
It appears as a swirling mass of scything talons that
extend out from its central body, covered in chitinous
plates. A vaguely insectoid head and six scuttling legs
are within a vortex of slashing arms, finished with a
scorpion-like tail that drips with instant death.
It has six rings of 100-foot-high walls surrounding
the city itself, elevated atop a mound built by the first
stolen settlers. The nation comprises a sorry mix
of races and cultures, most of whom have lost any
concept of their heritage and live together in relative
harmony.
A rippling tide of crystalline destruction, Death of
Worlds is one of the most feared El’atanor warlords. It
is part of the Bloodied Legion, found on the front lines
of any conflict in which the faction is involved.
Death of Worlds shows no quarter and would prefer
to entirely eliminate all members of a rival faction
than take prisoners for itself. The Yhentra created
by Death of Worlds share a similar insectoid form,
though they don’t have the same deathly venom or
immense speed.
The Reaver Nation has a stronghold on the surface
of Incursia that is perhaps the most fortified that is
present in the realm.
A few miles of farmland warded by keeps surrounds
the city of Breakhold, and these lands sustain the
populace, which is comprised mainly of the thirtieth
human generation or later.
New acquisitions rarely top off the population of
Breakhold. The Reaver army rides out of Breakhold
in enormous rolling siege engines every year during
‘Warring Season,’ sacking any settlements placed too
close to Breakhold. Rather than claiming them as their
own, they raze them to the ground.
Rising Doom
Rising Doom is a hulking monolith whose form casts
vast shadows over the surface of Incursia. It appears
as a floating, jellyfish-like being whose edges, rather
than being smooth and wobbly, are harsh and sharp.
It uses its mass as a weapon, colliding directly with
the citadel walls of rival factions and laying siege with
its bulk. Nothing can stop Rising Doom once it is in
motion––the only hope is to abandon the city before
the El’atanor warlord breaches the walls.
Rising Doom tends to serve as the beginning of a war,
retreating once its initial strike has landed to survey
the devastation from afar. The Yhentra created by
Rising Doom are more reasonably sized, no longer
than six feet from cap to tendril end, and float roughly
7 or 8 feet from the ground. Like Rising Doom, their
tendrils can deliver a sort of shock that confuses those
touched by them.
Stolen Swords
In direct contrast to the Reaver Nation, the Stolen
Swords is a faction constantly replenished by troops
from other realms. They fight amongst each other as
much as they do their rival nations, and the fractious
cultures encompassed by the faction have little
respect for each other.
The peoples chosen by the El’atanor warlord are
mainly those with warring cultures, and thus the
populations are ready for battle as soon as they arrive
on Incursia. The scattered settlements that make up
the nation are connected only by rarely-used trade
routes. Their defenses are weak, meaning entire
populations are often wiped from the face of the
realm, only to be replaced by an entirely new society a
few years later.
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The Flood of Ages
This faction earned its name by making its way up
from the lower levels of Incursia over centuries after
discovering several magical artifacts that swung the
tides of battle in their favor and continue to do so to
this day. They are one of the oldest factions known on
Incursia, and they represent a totally unified people.
The original societies that made up the faction have
lived and loved together for so long that they have
formed a unique race called the Buraki.
Every few hundred years, the El’atanor warlord
in charge of the Flood replenishes their supply of
warriors with new peoples. Still, they are instantly
integrated into Buraki society by Yhentra agents who
effectively brainwash them into unity.
When the Flood rose from the depths of the realm,
they claimed several surface cities for themselves and
still occupy them to this day. They have a fierce rivalry
with the Bloodied Legion, and the two have traded
blows and settlements hundreds of times over the
centuries of war.
Bloodied Legion
The least civilized of the major ruling factions in the
feudal society of the El’atanor is the Bloodied Legion.
They cover a vast swathe of the surface of the realm
and have numerous settlements under their command,
but they do little to fortify or maintain them. A mix of
races from many realms who have been on Incursia
for varying amounts of time comprises this faction.
There is much discord within their ranks. The Yhentra
manage to channel this discord into violence against
other nations rather than infighting that might
otherwise cripple the faction.
The Legion includes races other El’atanor might not
think to transplant onto Incursia, such as gnolls,
bugbears, and lizardfolk. They earned their name
for their cannibalistic nature—they feed on the
flesh of the fallen.
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Relative Safety
There are few places on Incursia that are safe for
travelers to enter and stay. The vast majority of
settlements fall under the auspices of an El’atanor
warlord; the surface layers of the realm are almost
uninhabitable thanks to dangerous terrain and a lack
of light and life.
Additionally, there are no landscape features such
as forests or oceans in which explorers might
find refuge. The few known safe locations include
Breakhold (if one can acquire entry), Oathbreaker
Keep, and Everdusk.
Breakhold
Although this grand citadel is the only settlement
belonging to the Reaver Nation, it is relatively open to
outsiders. The Yhentra encourage open-mindedness
when it comes to new peoples visiting the principality,
as the population is invigorated once every few
thousand years.
Once within Breakhold, the populace of the Reaver
Nation is likely to ignore newcomers or help them
out in small ways rather than rejecting them. The
uncertain aspect is gaining entry to a stronghold
circled by six one-hundred-foot-high walls.
Oathbreaker Keep
Renegades from the surface factions fill this fort. It is
ruled not by El’atanor or Yhentra but by a council of
refugees and revolutionists who have escaped from
feudal overlords and found a place for themselves.
While the stronghold is frequently assaulted and
bombarded, the inhabitants have thus far remained
stoic in the face of war.
The refugees here dedicate themselves to defense and
survival rather than the acquisition of new land. They
welcome outsiders provided they are willing to pull
their weight and help keep Oathbreaker Keep safe
from the El’atanor warlords.
The folk of Oathbreaker Keep have taken up worship
of the old gods of Incursia. They hope that their
worship might bring these deities back, giving them
the chance to overthrow the El’atanor and return to
their home realms or claim Incursia for themselves.
Everdusk
On the third layer below the surface of Incursia is a
sprawling metropolis called Everdusk.
The El’atanor warlord of Everdusk was recently slain,
and thus all the Yhentra associated with it perished
also. Since then, Everdusk has been a city-state under
autonomous control. No El’atanor would care to
acquire such a meaningless, useless settlement so far
down into the realm’s topography, and thus, for the
most part, Everdusk is ignored.
Life in Everdusk is rough. There is no way to get food
except through magic, and each generation of children
is tested for arcane powers and enslaved if discovered
to possess them. These enslaved individuals are
forced to use their magic to constantly produce food
and water for the settlement, keeping the population
one step back from the brink of collapse.
Everdusk is perhaps the only place entirely safe from
El’atanor and their warring armies but has enough
problems of its own to make it dangerous regardless.
Cleavers
First forged during the God War, these device-tools
are perhaps the most fearsome weapons in the
Allverse. They are both a means of extra-realm travel
and powerful weapons in their own right.
There are very few of these weapons remaining,
and while some know the means to create them, the
resources necessary have not since been found. These
elements were once bountiful, but since Incursia was
drained of resources, they have not been discovered
anywhere else in the Allverse.
The remaining Cleavers are stored in sacred
mausoleum-vaults that require three different
El’atanor to open up. Such coalitions are rare, and
thus the Cleavers are only used infrequently, perhaps
only half a dozen times in a hundred thousand years.
El’atanor can use the Cleavers to locate lifeforms from
other realms, down to an accuracy of a few miles. This
supernatural vision afforded to the El’atanor might
break the psyche of a lesser being, as the scope of the
new sight is so broad.
When an El’atanor has discovered an abundant source
of lifeforms, they can use the Cleaver to open up a
rift between realms, cutting through reality, allowing
them to visit the location safely, without traveling
through the Blackstorm where they might encounter
divine essence.
Once they reach the realm of their desire, they can use
the Cleaver once more to slice the settlement of their
choice from existence on its current world and place
it in an area they control back on Incursia. Some gods
have found ways to hide their settlements or realms
from the vision of the Cleavers. Notably, Tömriin has
effectively hidden the entirety of Epethia from this
ability (see Chapter X for more information).
Crystalslice
Forged from living crystal, in a similar way to
the El’atanor and Yhentra, Crystalslice is a living
weapon that alters its form and function to better
match its wielder’s desires.
However, it is always ax-like in appearance.
The weapon wants to be used and calls out to the
El’atanor. Ultimately, it wishes to be used to destroy
others rather than as a teleportation device.
It subtly influences its wielder into murderous acts.
It is rumored that Crystalslice can speak directly to
its wielder.
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Realmtear
As its name suggests, this cleaver excels in the
transposition of parts of realms. Its blade was honed
in such a way that it cannot cut through material, only
through reality. Thus, the weapon creates unstable
portals with every cut, but it has never drawn blood.
The largest citadels on Incursia were brought there
through the use of Realmtear, and their inhabitants
fear and loathe the weapon even after generations
have passed. The physical form of the weapon
is a glaive with a broad, glistening blade whose
iridescence is reminiscent of the wings of a crow or
the twilit sky.
The metal it is forged from is unknown, but its haft is
adamantine, etched with the names of each realm it
has wounded. These names magically appear on the
weapon each time it is used and can never be erased.
Dreadsever
Each time the blade is drawn,
A scream rips through the air,
The wailing of despair,
From this day back to dawn.
Its metal shadow black,
Its handle bound with steel,
And those who will not kneel,
Feel its tongue upon their back.
Through realms it cuts a hole,
And pulls back through the portal,
Though if it cuts a mortal,
It lays claim to their soul.
Incursia’s Other
Inhabitants
Spread throughout the layers of Incursia are
numerous citadels, fortresses, encampments,
and bastions stolen by the El’atanor from other
civilizations from different worlds.
Using Cleavers, the El’atanor find lifeforms on
other realms, cut through to their reality, slice the
fortification of their choice from its home realm, and
transplant it onto a layer of Incursia. This method
moves flora, fauna, freshwater, and resources to
Incursia from other worlds.
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Some humanoid cultures moved to the planet have
been on Incursia for so long that the populations
have only known it as their home. Generations have
passed, and their original world has been forgotten
or even deliberately removed from history by their
El’atanor warlord.
In some cases, the flora, fauna, and humanoids might
have evolved to better survive on Incursia. Indeed,
those populations on the lower layers of the planet
have found ways to live in the low light, where there is
little to eat, save what can grow in the darkness.
The societies might eventually be abandoned by the
warlord who controls them if they can no longer
wage war effectively on the surface of the world. Such
communities end up going feral, losing track of reality
down in the lost layers of Incursia. Abandoned by the
El’atanor to their eventual fate—they are crushed by
subsequent layers of Incursia or incinerated by the
planet’s core.
Close to the realm’s core, some layers on the verge
of destruction are incredibly ancient. One of them,
protected by divine intervention, is from Epethia. It
was stolen long ago, from the time just before the Great
Rent of the Salien Age. A handful of somrii, warped by
the eons living in such a bizarre locale, live there. They
are the only surviving builders in the Allverse.
Most of the inhabitants of Incursia are not so
intriguing. They are ordinary people, stolen from their
homeworlds and forced into factions and nations
that mean nothing to them. The El’atanor supplies
their every need. Their only function is to serve as a
standing military for their warlords. They are stripped
of their culture, forced to adopt the dominant dogma
of the El’atanor. They are then taught the planet’s
history, knowledge of the El’atanor, the secrets of
magi-science, and how to conduct battle upon the
planet’s surface. The El’atanor themselves do not
conduct all this tutoring. Instead, it is maintained
by the Yhentra, a race of frightful beings created as
servants for the El’atanor.
servants different things, there is no unifying name for
them, but most commonly, the people refer to them
as bugs, mites, or scuttles. These beings have little
intelligence but can carry out simple tasks: fetching,
finding, moving, fixing, etc., with relative ease.
The Yhentra are the most populous race on Incursia,
though they are beholden to their El’atanor masters.
Yhentra are formed from the same biocrystal as their
masters, though rendered in a more monstrous, fleshy
form, which they cannot themselves modify.
They were the first sentient race the El’atanor
discovered outside Incursia and were the first to fall
under the sharpened edge of their Cleavers.
The Yhentra
Instead, the Yhentra’s creators sculpt them in their
own images. By this means, Yhentra loyal to different
El’atanor warlords can be distinguished. The various
‘forms’ of Yhentra are relatively hostile toward each
other unless they have been commanded otherwise
by the El’atanor that created them.
Truthfully, the Yhentra are little more than sentient
extensions of the El’atanor. They have their own
free will and intelligence, but most simply carry out
whatever task they are assigned until told otherwise.
This task could go on for centuries so that a single
Yhentra could serve as a generational tutor of
humanoid communities stolen from other realms.
Unlike the El’atanor, the Yhentra are relatively easy
to deceive, manipulate, and fight. Although each is
undoubtedly intelligent and dangerous, they were
created to fulfill specific tasks. Therefore, warrior
Yhentra are better combatants than diplomatic or
tutor Yhentra, for example, though they might be
easier to deceive. Yhentra don’t have a telepathic
link to the El’atanor that created them either, so a
particularly convincing humanoid might be able to
alter a Yhentra’s ‘programming’ by pretending to
work on behalf of an El’atanor.
Like the El’atanor, Yhentra cannot reproduce to create
others of their kind. Furthermore, they have no base
desire to do so. This lack of animalistic instinct also
means they do not require food, water, air, or sleep.
In many ways, the Yhentra are a form of an organic
robot. Although they cannot create others of their
kind, any Yhentra can pull some of its core biocrystal
matter from itself to create smaller, crystalline
servants. Different humanoid communities call these
At any time, a Yhentra can recall its mites and reaffix
them to itself, effectively destroying them. A single
Yhentra might have a network of a dozen or more
mites which help it effectively and efficiently carry
out its duties.
Buraki
The Buraki are a collective of three sentient races that
have worked together for eons.
When the El’atanor first encountered the Buraki, it
changed their existence massively. Their entire culture
shifted, blaming the gods for holding them back from
what the Buraki had achieved.
Once the El’atanor had killed their pantheon, the
Buraki were next on the list. The jealous El’atanor
used their Cleavers to seek out the Buraki home
realm and splice its cities into Incursia. Since then, the
Buraki have been subjugated by the El’atanor.
Now, the original three races have essentially
become one, and almost all of their original culture
was eradicated. In fact, the Buraki are perhaps the
staunchest supporters of the El’atanor. Yhentra
diplomats have entirely brainwashed them into
believing that the El’atanor saved them from their
dying home realm.
The standard form the Buraki take is that of a fourarmed, ape-like creature with a long head akin to an
anteater. They are bipedal but occasionally clamber
on all six limbs for speed or climbing agility. They
communicate through a series of staccato squeals that
are difficult for most mortals to hear. Still, the Buraki
share a heightened sensory perception allowing them
to hear outside the normal range and pick up smells
from miles away. They cover their short-haired bodies
with flowing robes that bear the colors and symbols
of the faction with which they are allied.
In battle, they wield long polearms in one pair of
hands and shorter, parrying blades in the other.
Though some choose to clad themselves head-to-toe
in steel plate, which hampers their maneuverability
but makes them impervious to most attacks, they
typically favor light armor. These armored warriors
tend to fight with their talons rather than wielding
weapons that add to the weight they already carry.
109
The Gods of
Incursia
The original gods of Incursia are long lost, forgotten,
and scratched from history by the crystalline claws
of the El’atanor. The war that wiped out the gods of
Incursia lasted over two centuries but resulted in the
slaying of the gods (as far as the El’atanor know).
When the final deity was struck down, it formed the
Worldwell. This event started the geological process
that caused the new layers of Incursia to develop in an
endless cycle of failed replenishment.
The only other lasting memento of the gods is
the curse that all El’atanor suffer. They cannot
reproduce, limiting El’atanor numbers to a few
thousand, which has slowly dwindled over the
thousands of years since. Furthermore, the El’atanor
bodies cannot come into contact with divine energy
without entirely disintegrating, destroying the spirit
of the El’atanor within.
Despite this, the El’atanor continue to create new
bodies. In fact, each has several ‘spare’ bodies
into which their spirits can travel if an old body is
destroyed, provided it wasn’t destroyed by divine
energy. These bodies can take whatever form the
El’atanor desires, as they are forged from biocrystals
that are manipulated at will.
The greatest weakness of the El’atanor is the time it
takes to become accustomed to a new body. The time
it takes to successfully transfer the soul of an El’atanor
into a new form varies but gives a slim opportunity for
the defeat of the El’atanor before they have complete
control of their new body.
110
Adventure
Hooks
A scholar familiar to the party has heard of a new sentient
species recently enslaved on Incursia. They want the
characters to stage a rescue mission so the scholar can
learn about these unique people and their culture.
The allure of a powerful weapon hidden beneath
the layers of Incursia is too powerful to resist. The
characters must search the lower layers of the realm,
find the Cleaver, and make it out without being
detected by the El’atanor.
An ally of the party needs to hide out somewhere from
a criminal gang who has put a bounty on their head.
Although it’s a risk, they want to be taken to Incursia
and left in a place of relative safety where the gang
won’t dare follow.
A place significant to the characters was cut from its
home realm into Incursia. The characters are taught a
ritual to teleport it back but must defend whoever casts
the spell from armies of Yhentra and enslaved mortals.
An El’atanor has assaulted a realm that means
something to the characters but has been temporarily
fended off. This gives the characters a chance to head to
Incursia and fight them while they’re weak.
The characters uncover a historical scroll that tells of
a city filled with treasures that disappeared overnight.
With new knowledge of Incursia, they discover that
an El’atanor likely transferred the city with a Cleaver.
If they can find the location of this city, they’ll gain
wealth beyond measure.
An ally of the party has an item that they want to be
hidden from the wrong hands. They ask the characters
to take it to Incursia and bury it in the layers of that
realm where it will never be discovered.
A powerful spellcaster has slain an El’atanor and
severely injured in the process. To stop the El’atanor
from returning for revenge, the characters must head
to Incursia and destroy their remaining forms before
the warlord rejuvenates.
Rulers who the party is loyal to have heard rumors of
an imminent El’atanor attack. Rather than waiting to be
sacked, they ask the characters to serve as a strike force
and cripple the El’atanor’s faction.
Research into Incursia’s core indicates that it is a portal,
not simply raw destructive energy. The characters are
tasked with going through the portal and reporting
back to eager scholars.
Running
Incursia
Incursia is a terrifyingly strange realm. It is fraught
with various dangers and many unexpected hazards
that those unfamiliar with the world are unlikely to
anticipate. While running Incursia, try to play up the
differences between races and cultures on their home
realms versus those on Incursia.
Many have forgotten their heritage and ancestry;
others remember but were brainwashed by the
Yhentra to put it aside. Remember too that the
populace’s needs are taken care of almost entirely by
the El’atanor and Yhentra, leaving them available to
fight at any opportunity.
Every member of each population is trained in
combat. For the most part, they are distrustful of
outsiders, who might be spies for other nations
or factions, and may ultimately bring about their
demise. That’s just the surface of the planet. In the
layers below, a barren cavern system holds other,
older horrors.
Incursia can be a fantastic setting for a variety of
missions. Extraction missions with high risk and
high rewards are a superb option. Incursia is too
dangerous to remain on for long, and the layers below
the surface are laden with incredible magic items, so
delving down beneath the crust to find such a trophy
and returning unharmed makes for a tense adventure.
Another option might be to return specific individuals
from a transported city back to their home realm.
This makes for a horrifying situation where the
characters have to accept they won’t be able to save
everyone and must make a hard choice about who
they can take back with them. Finally, it gives some
limited opportunities for political machinations. If the
enslaved populations of Incursia had someone outside
of the brainwashing system to lead them, they might
be able to overthrow their Yhentra holders. Many
might not even know of the existence of a rebellion at
Oathbreaker Keep. Perhaps knowledge of such a place
would be enough to ignite the fires of revolution.
111
Buraki
Medium humnanoid, lawful evil
Armor Class 16 (natural armor)
Hit Points 71 (13d8 + 13)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
12 (+1)
12 (+1)
13 (+1)
9 (-1)
Skills Perception +5
Senses darkvision 60 ft., passive perception 15
Languages Common
Challenge 3 (700 XP)
Keen Hearing and Smell. The Buraki has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack Tactics. The Buraki has advantage on an attack roll against
a creature if at least one of the Buraki's allies is within 5 ft. of
the creature and the ally isn't incapacitated.
Steadfast. The Buraki can't be frightened while it can see an
allied creature within 30 feet of it.
Actions
Multiattack. The Buraki makes three attacks with its spear, or
one attack with its spear and two with its talons.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or
7 (1d8 + 3) piercing damage if used with two hands to make a
melee attack.
Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
112
Yhentra
Actions
Armor Class 16 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft.
Multiattack. The Yhentra makes two attacks. Some Yhentra
have more than 2 arms and use weapons. Those attacks can
vary, but regardless of how it is equipped, they will have at
least 2 attacks per round.
Medium construct, lawful evil
STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
18 (+4)
13 (+1)
16 (+3)
20 (+5)
Skills Deception +10, Insight +8
Damage Resistances fire, radiant
Damage Immunities bludgeoning, piercing, and slashing from
nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Common, telepathy 120 ft.
Challenge 13 (10,000 XP)
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Quaterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 +3) bludgeoning damage, or 6 (1d8 +3)
bludgeoning damage if used with two hands.
Blending. A Yehntra can take the Hide action as a bonus action
on each turn while it is in dim light or darkness, even if it is
being observed.
Immutable Form. The Yhentra is immune to any spell or effect
that would alter its form.
Innate Spellcasting. The Yhentra's innate spellcasting ability
is Charisma (save DC 18; attack modifier +10). It can innately
cast the following spells without material components.
at will: detect thoughts, disguise self, mage hand, minor
illusion
3/day each: charm person, detect magic, invisibility, major
image, suggestion
1/day: dominate person, fly, prismatic spray, true seeing
Intercept Spell (1/day). As a reaction, a Yhentra can counter
any spell within 60 ft. The target must make a Wisdom saving
throw (DC 15). On a failure, the spell's effects come under
the control of the Yhentra, and it can choose to either negate
the effects or have them affect any creature or group of
creatures of its choosing within the spell's range.
Magic Resistance. The Yhentra has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The Yhentra's talon attacks are magical and
deal an extra 6 (2d6) poison damage on a hit.
The Voice of the El'atanor (1/Day). Each target within 30 ft. of
the Yhentra hears the telepathic voice of it's El'Atanor master
channeling through it. Each creature within range must make
an Intelligence saving throw at disadvantage (DC 18). On a
failed save, the target is driven insane for 3 rounds. An insane
creature can't take actions, can't understand what other
creatures say, can't read, and speaks only in gibberish. The
GM controls its movement, which is erratic.
113
The El’atanor
Overview:
The El’atanor
The El’atanor are a race of self-made immortals
obsessed with supremacy and order—their order;
no one else’s. They have no unified rule. Instead,
they are a loose network of tentative, ever-shifting
alliances fueled by pride and self-interest. A single
common goal is shared amongst the El’atanor, and
woe should it ever be realized through their constant
in-fighting: the subjugation of all sentient life in
the Allverse. The El’atanor do not know love, light,
or happiness. They know only power, domination,
and accumulation. For as much as scholars and
clergy can debate the nature of wrongdoing and
evils lesser or greater, agreement in the El’atanor’s
case is unequivocal: they are the Great Evil of the
Blackstorm, and no good has come nor shall ever
come from their existence or influence. They are a
serrated dagger tempered in venom, plunging into
the collective heart of the mortal peoples.
The god-murdering El’atanor, with the nearincomprehensible advancement of their magic,
command the laws of the Allverse and often break
them without a thought. The shedding of their
mortal coils was one of their first steps beyond the
traditional barriers that all sentient life is bound
within. What was once flesh and blood has been
cast aside for endlessly mutable forms of crystalline
structure that allow each El’atanor to shape itself
into the image that best suits it. Through the power
of their will alone, these forms can be changed
as often as the weather, though most El’atanor
settles on preferred forms that best enhance their
capabilities in combat, excavation, or research.
Their curse prevents them from reproducing. In
some cases, the El’atanor are all the better for it,
as they never found joy in the traditional means of
procreation, which was only a distraction from the
greater goods of higher learning and war. Though
the El’atanor cannot produce true offspring, they
can create new substitute vessels for themselves to
transfer their essence of being. This development
and transfer process demand that the essence of the
individual El’atanor in question return to Incursia, as
that is the only known realm in the Blackstorm where
vessel copies can be grown and tended to by Yhentra
servants. An El’atanor’s essence separated from its
vessel continues to exist in ethereal form, like a ghost,
allowing it a limited range of sensory abilities.
114
Should an El’atanor have its body destroyed away
from Incursia and means of Cleaver transport, it is
doomed to wander as an unbound essence floating
endlessly in the Blackstorm. Scholars are unclear on
the effects on an El’atanor essence should it remain
unbound for an extended time. Some suggest that
the El’atanor will eventually try to possess a mortal
host, though the mechanics and outcomes of this
process are not understood.
The El’atanor’s curse and their relation to divine
energies would seemingly complicate such a
process, theoretically corrupting or destroying both
the mind of the El’atanor and the host it attempts to
overtake. Others surmise that an El’atanor essence
may eventually lose its form and diffuse entirely
into the atmosphere, persisting no longer as a
unified consciousness but rather as rare whispers,
visions, or hallucinations occasionally experienced
by others in the area.
Entrapment on Epethia
Seven El’atanor remain confined to Epethia after
the Great Rent of the Salien Age (see The Telling
of the Great Rent on page 26). Tomriin was not
powerful enough to destroy the El’atanor on Epethia
completely. However, this only fueled his rage and did
not stop him from doing everything he could to wreak
violent justice against the heretical abominations.
As part of Tomriin’s destructive Rent, the El’atanor’s
Cleaver was sundered into twelve separate pieces
and scattered across Epethia. Not stopping there, the
angry god enabled two more constraints that bind
the Seven remaining El’atanor to Epethia. Firstly, the
scattered pieces of the Cleaver were concealed in
twelve separate tombs protected by powerful divine
wards to obstruct their recovery. The wards make the
entrances to the tombs invisible to the naked eye. The
tombs themselves are vicious deathtraps inhospitable
to life, filled with divine creations bred for war,
slumbering until woken by intrusion. After many
thousands of years, the Seven know of only a handful
of these tombs and have been able to recover only a
single piece of their original Cleaver. Recovery of the
Cleaver is arduous and may prove impossible, but it is
a necessity, for Tomriin’s second constraint provides
the Seven with no other alternative.
Cloaking wards established by Tomriin after the
Great Rent conceal the entire realm of Epethia.
Under normal circumstances, Cleavers harmonize
with their El’atanor user to provide superior
farsight, allowing the El’atanor to see across great
distances, even from one side of the Allverse to
another. Tomriin’s wards, however, prevent Epethia
from being witnessed by the El’atanor. Since it
cannot be viewed through Cleaver’s Sight, Epethia as
a concept cannot be registered by a Cleaver, negating
any attempts even to approximate its location. Thus,
the Seven are alone and must carve their own way
out from Epethia, upon when they can finally return
home, bolster their strength, and eventually return
to destroy the gods who so inconvenienced them.
The Seven must be exceedingly careful, for they are
small in number, and they know that should they
perish, their essence would be stranded on Epethia
with no hope for outside help. Direct confrontation
is ill-advised; the El’atanor, therefore, work to
recover their Cleaver and fight against the gods
from deep within the ground and strike through
where they know the gods are vulnerable for
exploitation: mortals.
Through their creation of profanus aparatum, the
El’atanor have devised a method to influence the
minds of mortals. Whereas divinus aparatum requires
a bond with a deity and the revocation of its power
should that bond be broken, the lure of profanus
aparatum is in the promise of power free from
such covenants. Profanus aparatum works subtly,
slowly leeching influence into the mind of its host
to allow for the El’atanor to issue select commands
or, eventually, take over control of the mind entirely.
The user of profanus aparatum can be turned into an
unwitting and unwilling puppet, ignorant of the fact
that they are being influenced at all. The El’atanor
can carry out tasks, share knowledge, and maintain
control of profanus aparatum through its users on
Epethia, who the Seven refer to as the Silver Web.
115
The Silver Web
The Silver Web is a network composed of the psychic
links between the Seven and each individual bonded
to profanus aparatum. An individual’s connectivity
to the Silver Web is established the moment they
first bond with profanus aparatum. At first, the
bonded individual may receive vague mental
impressions from the Seven or from other profanus
aparatum users nearby. These often manifest as old
memories “recalled” by the individual, though, in
fact, the memories never belonged to them in the
first place. Later on, the individual may also receive
waking visions, hear voices in their head, or rise
from dreams unfamiliar. These phenomena occur
infrequently and lack any discernible meaning,
preventing the individual host from raising their
guard, recognizing the work of the profanus
aparatum, and separating from their bond.
The longer an individual is bonded to profanus
aparatum and the more profanus aparatum they have
bonded with, the higher the chance and the stronger
the potency of El’atanor corruption. Once corruption
has taken root, the will of the El’atanor can supplant
that of the bonded individual while the individual
never becomes aware of this reality on any conscious
level. The El’atanor can then control the thoughts and
actions of the bonded host at will.
This control takes two forms, the primary of which
is referred to as inception, wherein a host is led to
believe that certain thoughts come from their own
mind despite the fact that they have been planted
by an El’atanor or another profanus aparatum host.
Inception ranges in scope, from instances of single
thoughts to complicated sequences of actions that
may span years, such as the case of an Epethian
spice merchant who was influenced to travel across
the realm in search of a rare ingredient he saw in a
dream, which was, in fact, a stand-in for the location
of a possible Cleaver tomb the El’atanor believed may
have been in the area. The merchant never found the
ingredient (or the tomb) and returned home bitterly
disappointed and ultimately none the wiser, believing
the entire time that his expedition for profit was
nothing other than self-directed.
The second, more seldom-used form of control is
known as “sleep switching.” Through sleep switching,
an El’atanor can take complete conscious control
of a bonded host, suppressing the host’s thoughts
and will entirely. The El’atanor can see, smell, feel,
and act through the host through this process. The
El’atanor implement sleep switching when a course
of action would prove too challenging to carry out
through inception, such as the assassination of a
powerful target entirely unfamiliar to the host.
116
When the El’atanor has finished occupying a host
and the sleep switch is “turned off,” the host retains
no memory of anything that occurred while the
El’atanor occupied it, as its mind was effectively shut
off and replaced with that of the El’atanor’s.
The Silver Web functions as a network involving the
Seven and every bonded individual on Epethia, all of
whom are connected to each other via the psychic
links enabled through the profanus aparatum.
Each bonded individual acts as a node—thus, the
higher the concentration of bonded individuals in a
particular area, such as a city, the faster information
can travel between nodes and back to the Seven. This
information flow is constant, with bonded individuals
primarily transferring it unknowingly, as essential
El’atanor intelligence is embedded within the regular
communication habits of the individuals.
A trade guild member, for example, in seeking out an
adventurer for a job to recover a stolen package, can
result in that adventurer connecting with a captive
at a bandit hideout, who rewards the adventurer
with a precious family heirloom in exchange for their
serendipitous rescue. But nothing was serendipitous;
the El’atanor believe the adventurer can eventually
use the family heirloom to bargain their way into
the secret meeting of an insidious cult with distant
connections to a Cleaver tomb. The adventurer just
doesn’t know any of that yet. First contact with
the trade guild member was inevitable, for their
thoughts did not truly belong to them. The captive,
a petty thief, did not trespass into the hideout
coincidentally. The guild member, the adventurer,
and the captive are all bonded to profanus aparatum:
they are network nodes. In carrying out their
business, each has no idea the El’atanor is covertly
influencing them for a greater purpose.
While information flow increases with Silver Web
density, the reverse is also true. The further away an
individual bonded with profanus aparatum is from
other Silver Web nodes, the weaker their connection
to the Seven and the other nodes become, eventually
severing connection entirely if the distance is great
enough. The vast majority of individuals bonded
with profanus aparatum reside on Epethia. As a
result, the Silver Web functions nearly entirely
within the realm alone.
Should a bonded individual leave Epethia, the
Seven’s hold over them is essentially released. If,
hypothetically, a bonded individual could come within
close proximity of many other bonded individuals
outside of Epethia, the Silver Web link might just
become strong enough again for the Seven to exert
limited control despite their distance from the nodes.
While the Seven have weighed this theory and have
considered it a possible method for contacting outside
help from other El’atanor, they currently believe that
the risks outweigh the potential benefits. If the Seven
emigrate many bonded individuals from Epethia
in an attempt to seek outside help, and should the
connections still prove too weak, they would have
only hindered their operations on Epethia, with no
reliable way to recall their nodes.
The First Makers
The Silver Web took the Seven many years to
establish. The first profanus aparatumists were
eager servants of the El’atanor. They knew that
with each of their creations, another unsuspecting
individual would be gradually bonded into unwitting,
unwilling service of the Seven.
The Seven promised these first aparatumists great
power beyond the traditional scope of profanus
aparatum. They bestowed upon their first servants
the knowledge of how to craft profanus aparatum
for themselves and how to modify their physical
forms so that they may accept an unlimited
possibility of aparatum modifications. Essentially,
this allowed the first aparatumists to remake
themselves endlessly. While traditional mortals can
bind themselves to aparatum only so many times
before their bodies reject further modification, the
first aparatumists, also known as the First Makers,
have been allowed to shed their biological forms
and replace them with various aparatum.
If, however, the El’atanor learn of a way to
guarantee this method, they will all but assuredly
secure their release from entrapment with the help
of other El’atanor.
The Silver Web hides itself well; its existence remains
unknown to virtually everyone on Epethia. Few are
aware or have ever been aware of its presence, and
fewer still are those who are aware of its existence
and have tried to act against it. Individuals or
organizations who oppose the subtle influence of
the El’atanor tend to suffer coincidental deaths or
mysterious disappearances. As a result, those who
hope to resist the Otherworlder oppressors must
operate in the shadows with the utmost precision
and deliberation and would no doubt benefit from
the timely intervention of a group of capable,
knowledgeable adventurers.
117
In exchange for this mighty gift, the First Makers
were to spread profanus aparatum to all the mortal
races on Epethia. While the First Makers knew the
conditions of the deal they struck, most others sucked
into the fabric of the Silver Web have no such luxury.
Even most other aparatumists, who came after
the First Makers and learned enough of profanus
aparatum to craft it for themselves and others, have
no awareness of their entrapment in the Silver Web.
Conditionally immortal, five of the First Makers
remain on Epethia to this day. Because endless
aparatum modification allows the Makers to render
the physiological process of aging effectively null,
they can only die when subjected to otherwise fatal
circumstances, namely significant traumatic injury to
the brain, an organ they cannot entirely replace.
Precious few are aware of the First Makers’ true
nature, as the Makers endeavor to conceal their
forms with disguising magic so that they do not
arouse suspicion. The Makers fear that should the
wrong people learn of their true nature, further
investigation can only lead to the truth of the Seven,
their influence on profanus aparatum, and the Silver
Web being uncovered.
The Makers take on false identities, dropping them
and creating new ones as necessary to align with
typical mortal life cycles. Some believe that the
Makers hide in plain sight as the leaders of guilds,
companies, or mercenary groups, but most common
folk are entirely ignorant to their very existence in
the first place.
El’atanor of
Epethia
Suman’Goroth
“That Which Sleeps”
Lore
Suman’Goroth is a patient and manipulative El’atanor.
They are entirely indifferent to the grand ideas of
‘good’ and ‘evil,’ caring only about whether their
plans go according to their desires. Suman’s plans
can be complex or straightforward and range in
timescales from a few days to tens of thousands of
years. They often have knock-on effects for centuries
to come, for example, arranging a marriage between
two particular individuals so that there will be a
weak heir to the throne in two generations, causing a
war between two kingdoms from which Suman will
ultimately benefit. These eons-long plans have earned
Suman the moniker That Which Sleeps from the other
El’atanor on Epethia.
Suman’Goroth is a creature of habit, following the
same daily routines wherever possible, becoming
frustrated and even enraged if they cannot carry
out this agenda. This removal of self from day-today life means that Suman can be an incredibly
strategic thinker, dedicating their entire intellect
to planning and manipulation. These machinations
are too intricate for mortals to fathom, as they
rarely live long enough to see one through from
beginning to end. Despite this, Suman believes that
most mortals can contribute to their grand plans
provided the mortals are motivated in the right
ways. This motivation typically comes in the form of
profanus aparatum, of which Suman has a diverse,
multifunctional knowledge.
Paramount manipulator of all the El’atanor trapped
on Epethia, Suman has made numerous enemies over
the centuries. Suman and Zuboph despise each other
and constantly work to disrupt and destroy each
other’s plans and schemes. To combat this, Suman
has collected an association of hundreds of minions
who bring the El’atanor a near-constant stream of
intelligence. These, in combination with the magical
surveillance mechanisms of the Silver Web, ensure
that Suman has the upper hand in most conflicts.
118
Suman’Goroth, like all El’atanor, is a creature of living
crystal. In their case, the crystal is formed into a
tall, thin humanoid creature with a stiff posture that
makes exact movements like a praying mantis. They
wear the same clothing from one day to the next, a
close-fitting robe of black linen that disguises much
of their form beneath. Suman also wears a mask to
conceal their face. This mask is profanus aparatum
from which replicas are created and bonded to the
most loyal of Suman’s followers. The linked masks
allow Suman to use the senses of their minions as if
they were their own.
Suggested PC Levels
20th level.
Encounter
The PCs stand almost no chance of meeting a
creature so powerful as Suman’Goroth. The being
is practically omniscient, having knowledge of just
about everything going on in Epethia at any given
time. The only time the PCs might have contact with
the El’atanor is if Suman decrees it themself, or allows
it out of curiosity. In such a case, the PCs are likely
to be caught up in the machinations of “That Which
Sleeps,” given that the alternative is utter destruction.
Thankfully, the rewards for becoming embroiled in
these plans are great.
If the PCs somehow manage to learn of the location
of Suman, there is little chance of them reaching
the El’atanor without first being beset by wave
upon wave of mind-controlled minions armed with
profanus aparatum.
Tactics
If the characters end up fighting Suman’Goroth,
they’ve already lost. The being already knows them
inside out and predicts their every move. There’s no
chance of victory, but perhaps they would be able to
distract the El’atanor for long enough to mess with
their machinations and disrupt a particular plan
without being totally annihilated in the process.
Scaling
To reduce the difficulty of an encounter with That
Which Sleeps, consider removing the hundreds of
mortal bodyguards and dozens of Yhentra elite that
they have protecting them at all times. This should
give characters only a small break, as the real threat
is engaging in combat with a near-indestructible
creature who can tell exactly what they’re about to do
before they even know themselves.
Treasure
Suman has an enormous collection of magical items
at their disposal, though few of these artifacts are
weapons or armor. Most have uses beyond the art
of war, which Suman considers a mortal affair best
left to the pathetic chess pieces they play with and
will condemn to death without a second thought.
The El’atanor also has a wealth of rare and almost
impossible-to-find components of profanus aparatum,
which they can use to create the most powerful
profanus aparatum.
Initial Attitude
Aloof. Superior. Omnipotent.
Encounter Conditions
There is no chance that the characters could surprise
That Which Sleeps without the assistance of at least
one other El’atanor, and even then, they would be on
the back foot. Suman curates their environment in
such a way that compliments their own powers and
maneuverability, making it almost impossible to pin
them down and forcing one-on-one combat in areas
that entirely limit the senses of the PCs.
Even if the PCs manage to destroy the body of
Suman’Goroth, they, like all El’atanor, cannot die.
Instead, their soul becomes dissociated from the body
and drifts through the ether for a while as it makes its
way back to a previously prepared body. Only if the
characters manage to destroy all other replica bodies
of Suman’Goroth will they truly defeat them.
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Suman'Goroth "That Which Sleeps"
Legendary Resistance (3/day). If Suman'Goroth fails a saving
throw, it can choose to succeed instead.
Medium El'atanor, lawful evil
Living Magic. Suman'Goroth does not need to concentrate on
any spell that is cast.
Armor Class 22 (natural armor)
Hit Points 270 (20d8 + 180)
Speed 30 ft.
Magic Resistance. Suman'Goroth has advantage on saving
throws against spells and other magical effects.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
29 (+9)
30 (+10)
30 (+10)
30 (+10)
Saving Throws Int +16, Wis +16, Cha +16
Skills Arcana +16, Deception +16, Intimidation +16, Perception
+16, Persuasion +16, Stealth +9
Damage Resistances fire, radiant
Damage Immunities cold, lightning, necrotic, piercing, poison,
psychic, slashing; bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned,
restrained, stunned, unconscious
Senses truesight 120 ft., passive Perception 26
Languages All, telepathy 120 ft.
Challenge 20 (25,000 XP)
All Knowing. Suman'Goroth is able to absorb a 10-mile
radius of knowledge. Any creature (including demi-gods and
gods) within range automatically transfers their knowledge
and experiences to Suman'Goroth. Additionally, this ability
ignores all defenses against it. Suman'Goroth will know
of any threats and will also gain a tremendous amount
of strategic knowledge. This range is extended when
Suman'Goroth dispatches minions who wear his profanus
aparatum mask clones. Any of his minions who wear the
mask transfer all targeted creature thoughts they can see.
This effect only ends when a masked minion is engaged in
combat, incapacitated, or dies.
Blending. Suman'Goroth can take the Hide action as a bonus
action on each turn while it is in dim light or darkness, even if
it is being observed.
El'atanor Weapons. The El'atanor's talon attacks are magical
and deal an extra 12 (4d6) poison damage on a hit.
Innate Spellcasting. Suman'Goroth's innate spellcasting ability
is Charisma (save DC: 27; attack modifier: 18). It can innately
cast the following spells without material components.
at will: darkness, feather fall, magic missile, silence, vicious
mockery (4d4)
3/day each: fear, invisibility, mirror image, teleport, wall of
force
1/day: circle of death, feeblemind, shapechange
Intercept Spell (3/day). As a reaction, Suman'Goroth can
counter any spell within 150 ft. The target must make a
Wisdom saving throw (DC 26). On a failure, the spell's effects
come under the control of Suman'Goroth, and it can choose
to either negate the effects or have them affect any creature
or group of creatures of its choosing within the spell's range.
Keen Senses. Suman'Goroth has advantage on Wisdom
(Perception) checks that rely on sight.
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Magic Weapons. Suman'Goroth weapon attacks are magical.
Regional Effects. The region containing Suman'Goroth lair is
warped by the El'Atanor's magic, which creates one or more of
the following effects:
Within 1 mile of the lair all creatures have a sense of being
watched.
No sounds are emitted by creatures. It is eerily quiet within
2 miles of the lair.
If Suman'Goroth dies, conditions in the area surrounding the
lair return to normal over the course of 1d10 days. However,
Suman'Goroth's body is slowly reforming in an unknown
location inside a crystal. It will become fully formed again
within 600 years.
Actions
Multiattack. Suman'Goroth makes two talon attacks.
Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 14 (3d6 + 4) slashing damage and the target is
grappled and restrained (escape DC 17). Suman'Goroth can
grapple one creature at a time if it is on the ground or two if
it is flying. Talons grappling a creature can't attack any other
creature.
Legendary Actions
Suman'Goroth can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn.
Suman'Goroth regains spent legendary actions at the start of
its turn.
Attack. Suman'Goroth makes one attack.
Move. Suman'Goroth moves its speed without provoking
opportunity attacks.
Stillness (Costs 2 Actions). Suman'Goroth radiates magical
darkness and silence in a 30-foot radius. The effects last until
the start of Suman'Goroth's next turn.
The Voice of Suman'Goroth (Costs 2 Actions). Each target
within 60 ft. hears the telepathic voice of Suman'Goroth.
Each creature within range must make an Intelligence saving
throw at disadvantage. On a failed save, the target is driven
insane for 3 rounds. An insane creature can't take actions,
can't understand what other creatures say, can't read, and
speaks only in gibberish. The GM controls its movement,
which is erratic.
Mez’Kothos
“That Which Damns”
Lore
Innovative and creative Mez’Kothos is also known
as the “artesian of the El’atanor” and they produce
the finest profanus aparatum known to that ancient
race. Despite being trapped on Epethia, they have
created a suitable “laboratory” for the production
of the powerful devices and work tirelessly within.
The profanus aparatum that Mez’Kothos creates
are small and unobtrusive, allowing the bonded to
remain relatively inconspicuous even if the devices
are are bonded to a visible location on their body.
Furthermore, Mez’Kothos promises great power
to unprepared mortals, where the bonding of their
profanus aparatum serve as “gifts” for the unwary,
unwittingly falling into the web of That Which Damns.
In their many years of hiding, they have long since
stopped keeping track of how many minions they
have ensnared across the world.
Despite their confinement giving opportunity for
incredible creativity in the production of profanus
aparatum, That Which Damns despises the Epethian
gods and their worshippers more than any other
El’atanor. The imprisonment on Epethia has driven
them to despair, damaging their psyche irreparably.
They have developed an obsession with sorting–
everything within their forge must be meticulously
cleaned and polished and placed in exactly the
right place after each use. They believe this to be a
philosophy of sorts, called object permanence, and
believe that without it, their machinations and very
being would crumble into disarray and collapse.
However, they understand that by defeating the
Epethian gods, they’ll be freed of their confinement,
and they work together with other El’atanor to bring
about the gods’ undoing.
This collaboration with the other El’atanor does
not extend to Suman’Goroth of Cecx’Oggost, though.
Mez’Kothos believes that the constant meddling
of That Which Sleeps only gives the inhabitants of
Epethia valuable time and experience that will one
day spell doom for the El’atanor. On the other hand,
That Which Collects has never shared Mez’Kothos’
racial animus toward the lesser races. And thus, they
are distrustful of Cacx’Oggost. Other than these two,
That Which Damns works closely with the other
El’atanor and their webs of minions–both humanoid
and otherwise–to keep tabs on the most dedicated
and fervent priests and followers of Epethia’s gods.
They constantly weave plans that might bring
about the gods’ downfall and hope to slay the gods
themselves one day.
Mez’Kothos’ physical form is that of a powerful, fourarmed humanoid with tempered metallic skin. Their
limbs are extended beyond reasonable proportion,
giving them an almost arachnoid cast, and they have
six eyes spaced equally around their spherical head,
which only deepens this association. Their long arms
end in four fingers with two opposable thumbs, one
on each side of the palm, giving them incredible
manual dexterity, which is put to good use in creating
profanus aparatum. Furthermore, Mez’Kothos’ limbs
rotate in any direction, giving them the ability to
locomote in any direction with incredible ease, never
needing to turn their panoptic head.
Suggested PC Levels
20th level.
Encounter
Mez’Kothos doesn’t keep a citadel or fortress stocked
with elite yhentra warriors or humanoid guards.
Instead, they prefer subtlety as a form of defense. The
whereabouts of their laboratory are entirely unknown
to the mortal races and even to most El’atanor. Those
other beings that do know its actual location are
loathed to give it up, as they know That Which Damns
has profanus aparatum-bonded minions lurking in the
shadows, waiting for a betrayal and a chance to use
their deadly talents.
If the PCs were to discover the laboratory’s location,
they’d be hard-pressed to get to the inner sanctum
where the El’atanor works and lives. The place is
fortified with puzzles and traps, the likes of which
could never be conceived by mortal minds. These
are meticulously maintained by That Which Damns
so that intruders stand very little chance of actually
reaching the El’atanor within. The traps should
significantly weaken those that do, and Mez’Kothos
will tempt the intruders with magnificent profanus
aparatum.
121
Initial Attitude
Paranoid. Frantic. Obsessive.
Encounter Conditions
Mez’Kothos is a highly mobile combatant, equipped
with a vast array of magical items of their own
creation that allow them to attack from afar and
entrap their foes in webs of quicksilver or invisible
cages of pure magical force. Unless the PCs can lock
That Which Damns down fast, they’ll be unable to
catch them before they disappear into their network
of trap-filled tunnels.
Even if the PCs manage to destroy the body of
Mez’Kothos, they, like all El’atanor, cannot die. Instead,
their soul becomes dissociated from the body and
drifts through the ether for a while as it makes its
way back to a previously prepared body. Only if the
characters manage to destroy all other replica bodies
of Mez’Kothos will they truly defeat them.
Tactics
Mez’Kothos uses all the magic items at their
disposal to deal with intruders. These typically
reduce speed, stun, paralyze, petrify, and cause
other incapacitation forms akin to imprisonment.
Because many of these items are single-use, they
are extremely powerful and difficult to resist. Due to
Mez’Kothos’ wraparound perception, they’re unable
to be taken easily by surprise and can spot a means
of escape in almost any situation.
Scaling
To reduce the difficulty of an encounter with That
Which Damns, consider having the PCs follow up an
assault by the holy folk of Epethia. If mortals have
spent their lives clogging up the mechanisms of traps
ahead of them, the PCs stand a chance of reaching
the inner sanctum of Mez’Kothos’ laboratory without
being exhausted, injured or torn apart by the dozens
of traps in their way.
Treasure
Mez’Kothos has an enormous array of profanus
aparatum components, which they have created
in their laboratory. They work on a collection of
precisely one hundred items before they head out
into the world and place them in auspicious locations,
ready to entrap the unwitting. These artifacts are
stored in a secret vault within the laboratory.
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Mez’Kothos “That Which Damns”
Regional Effects. The region containing Mez'Kothos' laboratory
is warped by the El'atanor's magic, which creates one or more
of the following effects:
Medium El'atanor, lawful evil
Armor Class 19 (natural armor)
Hit Points 230 (20d8 + 140)
Speed 40 ft.
Within 1 mile of the lab all magic items begin to glow with a
sickly yellow light. Any creature bonded with aparatum feels
unnaturally cold.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
22 (+6)
25 (+7)
30 (+10)
30 (+10)
24 (+7)
Saving Throws Int +16, Wis +16, Cha +13
Skills Arcana +16, Deception +13, Intimidation +13, Perception
+16, Persuasion +13, Stealth +12
Damage Resistances fire, radiant
Damage Immunities cold, lightning, necrotic, piercing, poison,
psychic, slashing; bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned,
restrained, stunned, unconscious
Senses truesight 120 ft., passive Perception 26
Languages All, telepathy 120 ft.
Challenge 20 (25,000 XP)
El'atanor Weapons. The El'atanor's talon attacks are magical
and deal an extra 12 (4d6) poison damage on a hit.
Innate Spellcasting. Mez'Kothos' innate spellcasting ability is
Charisma (save DC: 27; attack modifier: 18). It can innately
cast the following spells without material components.
at will: darkness, feather fall, mending, ray of
enfeeblement, shield, silence, unseen servant
3/day each: fear, invisibility, mirror image, resilient sphere,
shatter, silence, teleport, wall of force
1/day: black tentacles, feeblemind, seeming, shapechange
Keen Senses. Mez'Kothos has advantage on Wisdom
(Perception) checks that rely on sight.
Legendary Resistance (3/day). If Mez'Kothos fails a saving
throw, it can choose to succeed instead.
Living Magic. Mez'Kothos does not need to concentrate on
any spell that is cast.
Within 1 mile of the lab, the sounds of mechanical clicking
and clacking can be heard, but a specific location cannot be
discerned.
If Mez'Kothos dies, conditions in the area surrounding
the lair return to normal over the course of 1d10 days.
However, Mez'Kothos' body is slowly reforming in an
unknown location inside a crystal. It will become fully
formed again within 600 years.
Actions
Multiattack. Mez'Kothos makes four talon attacks.
Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 14 (3d6 + 4) slashing damage and the target is
grappled and restrained (escape DC 17). Mez'Kothos can
grapple one creature at a time. A grappled creature can't
attack any other creature.
Legendary Actions
Mez'Kothos can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
be used at a time and only at the end of another creature's
turn. Mez'Kothos regains spent legendary actions at the
start of its turn.
Attack. Mez'Kothos makes one talon attack.
Move. Mez'Kothos moves its speed without provoking
opportunity attacks.
Prismatic Trap (Costs 2 Actions). Mez'Kothos uses its aparatum
to innaetely cast prismatic wall.
Magic Resistance. Mez'Kothos has advantage on saving throws
against spells and other magical effects.
Magic Weapons. Mez'Kothos weapon attacks are magical.
Spider Climb. Mez'Kothos can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.
123
Atago’Mosp’Zus
“That Which Eats”
Lore
Perhaps the most sadistic of all the El’atanor on
Epethia, That Which Eats enjoys seeing things
destroyed by any means and revels in the despair
and misery of others. They are a truly despicable
being capable of heinous acts of ruination on their
own but also inspiring it in others. Atago’Mosp’Zus
takes most pleasure when structures, plans or
creations many years in the making come crashing
down around their architects. These pleasures
range from masterpiece oil paintings that catch fire
before their owner can exhibit them, to fortresses
that begin to crumble before their commanders can
garrison armies within. As a master tactical thinker,
this El’atanor can plan the destruction of something
faster even than its creator can complete it, a race of
minds which delights That Which Eats.
Although Atago’Mosp’Zus enjoys personally bringing
about these desolate acts, they are in no sense above
using minions to achieve the same goals. They have
a vast collection of warped, twisted, and disfigured
things, including living and sentient creatures, whose
misery pleases their master and whose acts can
be just as trauma-inducing as the El’atanor’s itself.
These zealots are rarely rewarded with much more
than a lack of punishment, which seems motivation
enough. They chiefly act as agent provocateurs,
inciting destruction wherever they go and bringing
down societies from the inside. The collection
includes strange items, including magical artifacts,
as well as creatures. Atago’Mosp’Zus started this
curated group of misfits in mockery of the collection
of Cacx’Oggost—a slight which has seen the two
El’atanor become bitter foes over the centuries of
their existence on Epethia.
This rivalry is something which That Which Eats
has paid dearly for in the past. Several centuries
past, they were defeated in battle by Cacx’Oggost—
their collection was destroyed, and their standing
amongst the El’atanor ruined. Since then, they have
scored only minor victories against That Which
Whispers, though they have rebuilt their collection
with a stoked vigor that is repulsive to behold.
In fact, Atago’Mosp’Zus has almost forgotten the
previous defeat, growing arrogant and careless once
again with their destructive schemes.
That Which Eats has an uncannily tall form with
medium-sized limbs and neck that are jointed in
multiple places, allowing it to walk, climb, and
maneuver in a peculiar fashion. Its "skin" resembles
124
overlapping crystalline plates that intersect to form
a sort of armor that is semi-reflective like the surface
of a still pond. That Which Eats appears to have no
eyes and they speak with a raspy hiss.
Suggested PC Levels
18th level.
Encounter
Atago’Mosp’Zus is not as omniscient as some of the
other El’atanor. They have made mistakes leading to
personal injury at the hands of That Which Whispers
in the past, and it seems likely they may do so again.
Despite this, they are still a powerful creature of
devastation, capable of eviscerating a hundred
mortals in a moment should they choose. Only the
most powerful of heroes stand a chance of taking
on Atago’Mosp’Zus, and the best opportunity would
be to catch the El’atanor in the act of destruction of
another’s property. While they’re distracted by their
own perverse wrath and devoid of twisted minions
watching their back.
Even still, the tactical mind of Atago’Mosp’Zus might
respond quickly to an unexpected assault, allowing
them to fight back with immense strength or, at the
very least, make a hasty retreat. PCs that wish to take
on the El’atanor should learn first of the injury left by
Cacx’Oggost—a weakened joint in Atago’Mosp’Zus’
neck which, if targeted with enough magical force,
stands a chance of giving way and snapping.
Initial Attitude
Wrathful. Sadistic. Cunning.
Encounter Conditions
If encountered in their lair, Atago’Mosp’Zus will be
surrounded by the living creatures in their collection,
making them much more challenging to fight. That
Which Eats does not hesitate to sacrifice mortals
in their own defense and would happily send wave
after wave of zealous mutants to their death at the
blades of the PCs if it gives them a chance to make a
power play or escape. The best opportunity to kill the
El’atanor would be to strike when they are distracted
by their own acts of ruination.
Even if the PCs manage to destroy the body of
Atago’Mosp’Zus, they, like all El’atanor, cannot die.
Instead, their soul becomes dissociated from the body
and drifts through the ether for a while as it makes its
way back to a previously prepared body. Only if the
characters manage to destroy all other replica bodies
of Atago’Mosp’Zus will they truly defeat them.
Tactics
Atago’Mosp’Zus is a tactical thinker, understanding
with a glance the weaknesses of a potential target and
how best to exploit them. They are insightful to a fault
and intelligent enough to put this insight to deadly
use. Despite this, they typically prefer to tackle threats
to themself with full-frontal assault. They enjoy the
pain and misery caused by combat and relish in it
whenever possible. Only if they feel outmatched will
they use the full extent of their tactical abilities to tip
the scales back in their favor.
Scaling
To reduce the difficulty of an encounter with
That Which Eats, ensure that the PCs have had an
opportunity to research the El’atanor and discover
their history of defeat and current machinations. By
looking into the defeat at the hands of That Which
Whispers, the PCs have a shot at discovering the neck
injury that still weakens Atago’Mosp’Zus to this day.
The characters can catch the El’atanor when they are
most distracted and least likely to have allies at hand
by uncovering Atago’Mosp’Zus’ current schemes.
Treasure
Atago’Mosp’Zus has a collection of items that are
disturbing to behold at best and maddening at worst.
They have immense power and arcane potential, but
simply to keep them would be almost blasphemous.
Only characters with a penchant for the darker
things in life could stand bearing these items, let
alone using them.
125
Atago’Mosp’Zus “That Which Eats”
Actions
Medium El'atanor, lawful evil
Multiattack. Atago’Mosp’Zus makes four talon attacks.
Armor Class 25 (natural armor)
Hit Points 207 (18d8 + 126)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
24 (+7)
18 (+4)
25 (+7)
22 (+6)
19 (+4)
20 (+5)
Saving Throws Con +13, Int +12, Wis +10, Cha +11
Skills Arcana +12, Deception +11, Intimidation +11, Perception
+10, Persuasion +11, Stealth +10
Damage Resistances fire, radiant
Damage Immunities cold, lightning, necrotic, piercing, poison,
psychic, slashing; bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned,
restrained, stunned, unconscious
Senses truesight 120 ft., passive Perception 26
Languages All, telepathy 120 ft.
Challenge 20 (25,000 XP)
Legendary Actions
Innate Spellcasting. Atago’Mosp’Zus' innate spellcasting
ability is Intelligence (save DC: 20; attack modifier: 12).
It can innately cast the following spells without material
components.
Hateful Stun (Costs 2 Actions). Atago’Mosp’Zus innately casts
power word stun. The stun effect is a burst from its chest.
at will: darkness, hideous laughter, shield, silence,
thunderwave
3/day each: fear, fireball, invisibility, phantasmal killer,
resilient sphere, shatter, teleport
1/day: black tentacles, finger of death, disintigrate,
telekenisis
Despair (1/day). Atago’Mosp’Zus casts the weird spell using no
components and also requiring no concentration.
El'atanor Weapons. The El'atanor's talon attacks are magical
and deal an extra 12 (4d6) poison damage on a hit.
Keen Senses. Atago’Mosp’Zus has advantage on Wisdom
(Perception) checks that rely on sight.
Legendary Resistance (3/day). If Atago’Mosp’Zus fails a saving
throw, it can choose to succeed instead.
Magic Resistance. Atago’Mosp’Zus has advantage on saving
throws against spells and other magical effects.
Magic Weapons. Atago’Mosp’Zus' weapon attacks are magical.
Spider Climb. Atago’Mosp’Zus can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.
Zone of Death (3/day). Atago’Mosp’Zus can innately cast the
circle of death spell.
126
Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 14 (3d6 + 4) slashing damage and the target is
grappled and restrained (escape DC 17). Atago’Mosp’Zus can
grapple one creature at a time. A grappled creature can't
attack any other creature.
Atago’Mosp’Zus can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
be used at a time and only at the end of another creature's
turn. Atago’Mosp’Zus regains spent legendary actions at the
start of its turn.
Attack. Atago’Mosp’Zus makes two talon attacks.
Move. Atago’Mosp’Zus moves its speed without provoking
opportunity attacks.
Zuboph’Zaxot
“That Which Whispers”
Lore
Truly psychopathic and utterly depraved, That
Which Whispers is an entirely paranoid individual
who refuses to work with other living beings lest
they betray them. Instead, they manipulate creatures
using hideous, insidious profanus aparatum
made from their own body and recruit mindless
undead to do their bidding. Zuboph’Zaxot lives to
sow doubt, spread deceit, and foster uncertainty
among the mortals of Epethia, and eventually, their
manipulations cause insanity in the mortals with
whom they tamper. Zuboph’Zaxot even seeks to
spread their chaotic influence to the other El’atanor
and immortal beings of the world.
Although That Which Whispers has no living minions,
they still have a web of mortals who they are slowly
corrupting throughout their lifetimes. Zuboph’Zaxot
uses their profanus aparatum to influence these
mortals. The devices are made of the El’atanor’s
own form and are incredibly insidious. Once bonded,
they give That Which Whispers access to the user’s
unconscious mind where the El’atanor can begin
to corrupt them. This starts them on a steady path
to depravity. The aparatum also adapts to draw
the bonded towards whatever their heart desires
most and, when obtained, it further opens up their
subconscious and psyche to subversion. Once they’ve
lost their lives to aberration, these mortals rise as
undead thanks to the bonded profanus aparatum and
are then under the complete control of Zuboph’Zaxot.
Normally hidden beneath a cloak to appear humanoid,
That Which Whispers has an amorphous, constantly
shifting form made up of a single ooze-like body
with hundreds of mouths of all varieties; a panoply
of humanoid lips, canine muzzles, feline maws, fish
jaws, beard beaks and bills, and insectoid mandibles.
Between these are half-formed eyes on stalks and
pseudopod-like limbs that allow Zuboph’Zaxot to
move smoothly upon the ground.
Suggested PC Levels
15th level.
Encounter
The PCs might encounter Zuboph’Zaxot after
following up on a spate of wickedness that has spread
through a peaceful community. That Which Whispers
is at the heart of most of these occurrences on
Epethia, and PCs can track down the El’atanor without
too much trouble. Zuboph’Zaxot is not concerned with
their own physical safety. They know their form is
mortal, but their soul is not, and that their destruction
just means a period of altered reality until they can
occupy a new form once again. They will fight back
if attacked, but only because they enjoy inflicting
suffering on others.
Initial Attitude
Wicked. Chaotic. Disturbing.
Encounter Conditions
An encounter with Zuboph’Zaxot could happen almost
anywhere on Epethia. They have no qualms about
putting themselves in apparent danger, provided it
allows them to spread wickedness or watch their
undead minions wreak havoc in a location. Rather
than taking a full-on assault, they would rather waylay
the PCs with undead minions while attempting to
cause terror from a safe distance. Still, their tactical
knowledge is relatively poor beyond this.
Even if the PCs manage to destroy the body of
Zuboph’Zaxot, they, like all El’atanor, cannot die.
Instead, their soul becomes dissociated from the body
and drifts through the ether for a while as it makes its
way back to a previously prepared body. Only if the
characters manage to destroy all other replica bodies
of Zuboph’Zaxot will they truly defeat them.
127
Tactics
Zuboph’Zaxot relies on their terrifying presence
to overcome opponents. To hear That Which
Whispers is to court senselessness, so see them is
to surrender your mind to utter destruction. They
are an awful being to behold, and they use this to
their advantage—moving to high ground where
enemies can best witness their incessant babbling and
mortifying aspects. They use their undead minions to
protect them wherever possible but are incapable of
meting out advanced tactics, and the undead would
be unable to follow those tactics even if Zuboph’Zaxot
could. Instead, Zuboph’Zaxot tries to maintain
distance and induce confusion in foes for as long as
possible, then wades into the fray with their mouths
agape—ready to taste mortal flesh.
Scaling
To scale down an encounter with Zuboph’Zaxot, have
the PCs meet them while there are no undead minions
on the battlefield. Also, ensure that the PCs realize
Zuboph’Zaxot will not flee and that their presence will
have a terrible effect on their minds. This should allow
them to prepare themselves, perhaps through mental
training or abjuration spells, and set up a situation
where the PCs don’t need to worry too much about
covering exits.
Treasure
Zuboph’Zaxot carries nothing and cares little for
wealth of any sort. Their profanus aparatum is unique
in that it is made from their own “flesh,” Thus, they
do not store any components for future use—any
unbonded aparatum are reabsorbed.
Zuboph’Zaxot “That Which Whispers”
Medium El'atanor, chaotic evil
Armor Class 20 (natural armor)
Hit Points 142 (15d8 + 75)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
18 (+4)
20 (+5)
26 (+8)
19 (+4)
19 (+4)
Saving Throws Con +11, Int +14, Wis +10, Cha +10
Skills Arcana +14, Deception +10, Intimidation +10, Perception
+10, Persuasion +10, Stealth +10
Damage Resistances fire, radiant
Damage Immunities cold, lightning, necrotic, piercing, poison,
psychic, slashing; bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned,
restrained, stunned, unconscious
Senses truesight 120 ft., passive Perception 26
Languages All, telepathy 120 ft.
Challenge 18 (20,000 XP)
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El'atanor Weapons. The El'atanor's talon attacks are magical
and deal an extra 12 (4d6) poison damage on a hit.
Frightful Presence. Each creature of the Zuboph’Zaxot's choice
that are within 120 feet and aware of them must succeed
on a DC 18 Wisdom saving throw or become frightened for
1 minute. A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
If a creature's saving throw is successful or the effect ends
for it, the creature is immune to the Zuboph’Zaxot's Frightful
Presence for the next 24 hours.
Innate Spellcasting. Zuboph’Zaxot’s innate spellcasting ability
is Intelligence (save DC: 22). It can innately cast the following
spells without material components.
at will: darkness, hideous laughter, inflict wounds, shield,
silence
3/day each: bestow curse, fear, fireball, invisibility, resilient
sphere, shatter, teleport, vampiric touch
1/day: black tentacles, finger of death, disintigrate, harm,
telekenisis
Keen Senses. Zuboph’Zaxot has advantage on Wisdom
(Perception) checks that rely on sight.
Legendary Resistance (3/day). If Zuboph’Zaxot fails a saving
throw, it can choose to succeed instead.
Magic Resistance. Zuboph’Zaxot has advantage on saving
throws against spells and other magical effects.
Magic Weapons. AZuboph’Zaxot weapon attacks are magical.
Undead Control (1/day). Zuboph’Zaxot innately casts create
undead allowing it to animate or reassert control over six
ghouls, three ghasts or wights, or two mummies. Additionally,
the undead have advantage when attacking on their first turn.
Actions
Multiattack. Zuboph’Zaxot makes four talon attacks. (Two
talons are hidden under its cloak)
Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 14 (3d6 + 4) slashing damage and the target is
grappled and restrained (escape DC 17). Zuboph’Zaxot can
grapple one creature at a time. A grappled creature can't
attack any other creature.
Legendary Actions
Zuboph’Zaxot can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
be used at a time and only at the end of another creature's
turn. Zuboph’Zaxot regains spent legendary actions at the
start of its turn.
Attack. Zuboph’Zaxot makes two talon attacks.
Move. Zuboph’Zaxot moves its speed without provoking
opportunity attacks.
Regenerate (Costs 3 actions). Zuboph’Zaxot regains 4d8 + 15
hit points. Additionally, any severed body members (fingers,
legs, and so on), are restored after 2 minutes.
Bhur’Geph’Ath “That
Which the Night Fears”
Lore
The creator of numerous horrors and abominations
which plague the mortals of Epethia, Bhur’Geph’Ath,
is an architect of hideous design who takes
immense pleasure in creating awful beings that
spread suffering wherever they go. That Which
the Night Fears has a talent for creating and
“repurposing” of both items, including profanus
aparatum components and living creatures. Most of
the abominations it makes were once humanoids
but have been morphed and corrupted beyond all
recognition. Bhur’Geph’Ath is cruel and vindictive
and takes its wrath out especially upon humans,
elves, and dwarves, who it views as arrogant despite
their mortal status. The nightmares it creates seek
out these humanoids to torment and torture.
Bhur’Geph’Ath has a talent for dismembering and
reassembling. This process allows it to create
disturbing aberrations and atrocities such as
gibbering mouthers and unique profanus aparatum
components. These components are specifically
tailored to their intended user, giving them
unparalleled gifts at a great price. This process
varies from individual to individual but typically
results in some nightmarish physical deformation or
deconstruction. Furthermore, the bonded individuals
are infused with an unnatural urge to travel to secret
locations where they can meet with Bhur’Geph’Ath–
though they don’t realize this until they get there–
to receive secret instructions they often do not
remember and carry out subconsciously.
Suggested PC Levels
18th level.
Encounter
The PCs are only likely to come face to face with That
Which the Night Fears if they themselves become
corrupted by profanus aparatum with components
created by Bhur’Geph’Ath. The El’atanor doesn’t enjoy
interacting with mortals directly and would much
rather work with the others of its kind to undermine
them over centuries than make small changes to
individuals. In fact, Bhur’Geph’Ath is likely to be met
alongside other El’atanor as it works closely with
them to create new profanus aparatum components
and other monstrosities. The only El’atanor that
Bhur’Geph’Ath cannot stand is Pemor’Quist, who it
views as incompetent and sloppy.
PCs will always encounter Bhur’Geph’Ath with
its aberrations and abominations, which it takes
everywhere with it. It finds their freakish forms
incessantly entertaining and loathes to be alone
without at least a half dozen disfigured creatures.
While not all of these abominations could do much
to protect Bhur’Geph’Ath in a combat situation, some
of them are dangerous enough to make an encounter
with the El’atanor a risky interaction.
Initial Attitude
Cruel. Vindictive. Creative.
That Which the Night Fears is a disturbingly
arranged insectoid entity whose form shifts
and morphs frequently. Its face, as it were, has a
constantly bubbling mass of eyes practically dripping
from it. These white, small-pupilled orbs grow
from the size of a pea to that of an apple before
bursting and being replaced by new, smaller eyes.
It locomotes on three pairs of spider-like legs that
end in stretched humanoid hands with four fingers
apiece, each of which ends in a bird-like talon.
Their skin is wrinkled and sagging and is slick with
sticky mucus that sloughs from its frame in great
oozing masses. It wears black cloak that masks these
features, save for two glowing eyes of blue hidden
in shadow. Additionally, That Which the Night Fears
likes to wear chains to represent that he is trapped
on Epethia. In dramatic fashion, it will break these
chains in the presence of an enemy as a signal for its
monstrous servants to attack.
129
Encounter Conditions
The abominations of Bhur’Geph’Ath are almost
always by its side, and some of them are even
augmented with powers, abilities, or profanus
aparatum. Most of the aberrations are mindless
blobs of disgustingly amorphous flesh, but some
possess preternatural intelligence that makes them
genuinely dangerous to be around. Those bonded
with profanus aparatum are especially deadly.
Even if the PCs manage to destroy the body of
Bhur’Geph’Ath, it, like all El’atanor, cannot die.
Instead, its soul becomes dissociated from its body
and drifts through the ether for a while as it makes its
way back to a previously prepared body. Only if the
characters manage to destroy all other replica bodies
of Bhur’Geph’Ath will they truly defeat it.
Tactics
If attacked, the first thing Bhur’Geph’Ath does
is phase; it has an unusual ability that allows it
to flicker between this realm and an ethereal
plane. This ability manifests as a strange jittering
movement that confuses the viewer, making
Bhur’Geph’Ath harder to hit with attacks. As well
as the visual impact, the El’atanor is only where it
appears to be around half the time–the rest spent
spliced into the ethereal realm. This defensive ability
makes Bhur’Geph’Ath incredibly difficult to damage
with single attacks, thus necessitating the use of
areas of effect to deal any severe damage to it.
If accompanied by another El’atanor or a handful of
dangerous abominations, Bhur’Geph’Ath relies on
them to take the front line of combat. At the same
time, it tries to manifest nightmares and other psychic
disturbances in the PCs from a distance. Only those
with the strongest willpower can resist the horrifying
visions Bhur’Geph’Ath can place in a mortal’s mind.
Scaling
To scale down an encounter with Bhur’Geph’Ath,
it would be best to let the PCs know that it enjoys
creating profanus aparatum for individual mortals.
They could then pretend to be interested in
acquiring the aparatum and lure the El’atanor into
an ambush. When Bhur’Geph’Ath is creative, it is
distracted, and it doesn’t like to be bothered by
its abominations or other El’atanor, providing the
perfect time for PCs to mount an assault.
Treasure
Bhur’Geph’Ath carries the base components of
profanus aparatum, as well as a few magic items, with
itself the most of the time. Although the aparatum
components are made from a hard-to-use material,
there is still some value to them.
130
Bhur’Geph’Ath “That Which the Night Fears”
Medium El'atanor, lawful evil
Keen Senses. Bhur’Geph’Ath has advantage on Wisdom
(Perception) checks that rely on sight.
Armor Class 21 (natural armor)
Hit Points 287 (23d8 + 184)
Speed 30 ft.
Legendary Resistance (3/day). If Bhur’Geph’Ath fails a saving
throw, it can choose to succeed instead.
STR
DEX
CON
INT
WIS
CHA
23 (+6)
20 (+5)
27 (+8)
26 (+8)
19 (+4)
17 (+3)
Saving Throws Con +14, Int +14, Wis +10, Cha +9
Skills Arcana +14, Deception +9, Intimidation +9, Perception
+10, Persuasion +9, Stealth +11
Damage Resistances fire, radiant
Damage Immunities cold, lightning, necrotic, piercing, poison,
psychic, slashing; bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned,
restrained, stunned, unconscious
Senses truesight 120 ft., passive Perception 20
Languages All, telepathy 120 ft.
Challenge 18 (20,000 XP)
Innate Spellcasting. Bhur’Geph’Ath's innate spellcasting ability
is Intelligence (save DC: 22). It can innately cast the following
spells without material components.
at will: darkness, poison spray (4d12), shield, shocking
grasp (4d8), silence
3/day each: black tentacles, fear, invisibility, lightning bolt,
stinking cloud, teleport, vampiric touch
1/day: harm, insect plague, teleport
Aggressive. As a bonus action, the Bhur’Geph’Ath can move up
to its speed toward a hostile creature that it can see.
Earth Glide. Bhur’Geph’Ath can burrow through nonmagical,
unworked earth and stone. While doing so, Bhur’Geph’Ath
doesn't disturb the material it moves through.
Magic Resistance. Bhur’Geph’Ath has advantage on saving
throws against spells and other magical effects.
Magic Weapons. Bhur’Geph’Ath's weapon attacks are magical.
Pack Tactics. Bhur’Geph’Ath has advantage on an attack roll
against a creature if at least one of the Bhur’Geph’Ath's allies is
within 5 ft. of the creature and the ally isn't incapacitated.
Spider Climb. Bhur’Geph’Ath can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
Actions
Multiattack. Bhur’Geph’Ath makes four talon attacks.
Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 14 (3d6 + 4) slashing damage and the target is
grappled and restrained (escape DC 17). Bhur’Geph’Ath can
grapple one creature at a time. A grappled creature can't
attack any other creature.
Legendary Actions
Bhur’Geph’Ath can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
be used at a time and only at the end of another creature's
turn. Bhur’Geph’Ath regains spent legendary actions at the
start of its turn.
Attack. Bhur’Geph’Ath makes two talon attacks.
El'atanor Weapons. The El'atanor's talon attacks are magical
and deal an extra 12 (4d6) poison damage on a hit.
Move. Bhur’Geph’Ath moves its speed without provoking
opportunity attacks.
Frightful Presence. Each creature of the Bhur’Geph’Ath's
choice that is within 120 feet of Bhur’Geph’Ath and aware of
it must succeed on a DC 15 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success. If a creature's saving throw is successful
or the effect ends for it, the creature is immune to the
Bhur’Geph’Ath's Frightful Presence for the next 24 hours.
Disappear (2 actions). Bhur’Geph’Ath turns invisible until the
end of their next turn, or until it makes an attack or casts a spell.
Immutable Form. Bhur’Geph’Ath is immune to any spell or
effect that would alter its form.
131
Cacx’Oggost “That
Which Collects”
Lore
Cacx’Oggost is perhaps the best adapted to life on
Epethia. Where the others seem to resist the bonds
placed upon them, That Which Collects has embraced
Epethia for what it is. Rather than toil endlessly to
overthrow the gods, Cacx’Oggost has set their mind
on other goals. First and foremost, they desire beauty
above all else. They are arrogant and filled with pride
and vanity and wish to surround themself with other
people and things that reflect their unique beauty.
Rather than enslaving mortals or stealing their works,
Cacx’Oggost takes humanoid guises and employs
other mortals, namely artisans and artists, to create
spectacular masterpieces, which they then keep
for themselves in numerous lairs and safehouses
spread out across the realm. Those employed by
Cacx’Oggost have no idea they’re working for an
El’atanor—instead, they fall for the deceptive,
false identities Cacx’Oggost employs. This level of
peaceful interaction is rare among the El’atanor, but
Cacx’Oggost takes it even further. That Which Collects
goes so far as to foster and educate mortals in order to
promote their visionary talent. This cultivation could
persist over many generations of artists from a single
family, all mentored by Cacx’Oggost in their different
forms. Eventually, a descendant creates a piece of
such immaculate beauty that Cacx’Oggost buys it and
moves on to another project.
Secondary to their love of art and beauty, Cacx’Oggost
has a fierce rivalry with Atago’Mosp’Zus. These two
El’atanor hate each other and constantly scheme to
bring the other down. That Which Collects is even
willing to work with the Epethian gods—indirectly,
of course—to this end. Cacx’Oggost deploys
intermediaries to commune with the gods on their
behalf, remaining anonymous and informing the
gods of the location of That Which Eats in return for
some measure of divine protection from the other
El’atanor’s schemes. This willingness to consort with
their captors worries the other El’atanor, and because
of it, many are suspicious of Cacx’Oggost.
Like all El’atanor, Cacx’Oggost can change their form
at will in accordance with their desires. While most
El’atanor take truly original forms, Cacx’Oggost
prefers to remain at least vaguely humanoid. Even
when they are not consorting directly with mortals,
That Which Collects keeps a basic humanoid
arrangement of limbs and features, augmenting it
only with adornments such as a tail, a pair of horns or
antlers, wings, or other similar and mainly superficial
132
features. The forms always conform to some sort
of mortal cultural beauty standard, and typically
Cacx’Oggost adorns themself with the finest clothing
and jewelry that mortals have created from their
vast gallery of acquisitions. There are, however, some
items within their collection that Cacx’Oggost would
never deign to wear, lest they spoil them forever.
Suggested PC Levels
17th level.
Encounter
The most likely way the PCs would come into contact
with Cacx’Oggost is through the El’atanor reaching
out to them in humanoid form. If one of the PCs is
a talented artist or artisan, they might be visited by
That Which Collects, who takes a mortal guise and
tries to foster their talent and push them down the
path of artistic genius. Even if none of the PCs are
artistically or aesthetically gifted, they might know
someone who is. That person soon becomes the
center of Cacx’Oggost’s tutelage.
Unless they have some supernatural means of
determining that Cacx’Oggost is in actuality an
El’atanor, they stand little chance of realizing what
kind of creature they are dealing with or even Cacx’s
motivations beyond fostering talent acquiring works
of art. Furthermore, even though all El’atanor are
ultimately evil and work to erode the foundations of
goodness in the world, Cacx’Oggost is probably the
most distracted of the El’atanor when it comes to
fulfilling this goal, and thus might be considered a
lesser threat by the PCs.
Initial Attitude
Helpful. Patient. Vain.
Encounter Conditions
If the PCs discover the truth of Cacx’Oggost and decide
to level an assault at them, they will have to first
track Cacx down. That Which Collects has hundreds
of safehouses in which they hide out between
interactions with mortals, used to remain out of sight
of the other El’atanor—specifically Atago’Mosp’Zus.
These hideouts are as much works of art as they
are domiciles; they are museum—or gallery-like—
containing vast collections of fantastic creations,
and the architecture of the places is always up to par
with the contents. The value of treasures within each
location is innumerable, and Cacx’Oggost won’t be shy
about offering them to PCs in return for peace or even
their help in targeting their rival That Which Eats.
Even if the PCs manage to destroy the body of
Cacx’Oggost, like all El’atanor, they cannot die.
Instead, their soul becomes dissociated from the body
and drifts through the ether for a while as it makes its
way back to a previously prepared body. Only if the
characters manage to destroy all other replica bodies
of Cacx’Oggost will they truly defeat them.
Tactics
Cacx’Oggost is not a fighter. They take no real
pleasure in the art of war or the beauty of battle and
would rather avoid it through deception, bribery, or
simply fleeing. The only way the El’atanor will face
their foe head-on is if all their methods to prevent
a fight have failed them, and someone boxes them
into a corner. In this instance, Cacx’Oggost resigns
themself to the brutality innate within all El’atanor
and changes their form into a devastating engine of
destruction—though they never forget to ornament
even a whirling death machine with beautiful
engravings and ornamentations. Even if the El’atanor
gets the upper hand in a fight, they’re more likely to
spare the defeated PCs in return for their assistance
in other matters. They do not delight in bloodshed
and would rather avoid it.
Scaling
The scale down an encounter with Cacx’Oggost,
simply have them refuse to fight. They know that the
destruction of their form is not a permanent thing and
that there are plenty more prepared bodies they could
inhabit. They’d much rather see themself destroyed
than their works of art put in danger.
Treasure
Although they don’t possess aparatum components or
any magical items that might help the PCs, the sheer
quantity and incredible quality of artwork and fine
objects that Cacx’Oggost owns is enough to build a
thousand kingdoms. If the PCs were to discover the
location of all of Cacx’Oggost’s safe houses, they’d
have enough treasure to buy the entire realm.
133
Cacx’Oggost “That Which Collects”
Actions
Medium El'atanor, neutral
Multiattack. Cacx’Oggost makes four talon attacks.
Armor Class 21 (natural armor)
Hit Points 199 (21d8 + 105)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
20 (+5)
20 (+5)
26 (+8)
25 (+7)
25 (+7)
Saving Throws Con +11, Int +14, Wis +13, Cha +13
Skills Arcana +14, Deception +13, Intimidation +13, Perception
+13, Persuasion +13, Stealth +11
Damage Resistances fire, radiant
Damage Immunities cold, lightning, necrotic, piercing, poison,
psychic, slashing; bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned,
restrained, stunned, unconscious
Senses truesight 120 ft., passive Perception 23
Languages All, telepathy 120 ft.
Challenge 17 (18,000 XP)
El'atanor Weapons. The El'atanor's talon attacks are magical
and deal an extra 12 (4d6) poison damage on a hit.
Innate Spellcasting. Cacx’Oggost's innate spellcasting ability
is Intelligence (save DC: 22). It can innately cast the following
spells without material components.
at will: calm emotions, charm person, darkness, shield,
silence
3/day each: creation, dimension door, fear, invisibility,
resilient sphere, shatter, teleport, vampiric touch
1/day: divine word, etherealness, finger of death, planar
ally, telekenisis
Keen Senses. Cacx’Oggost has advantage on Wisdom
(Perception) checks that rely on sight.
Legendary Resistance (3/day). If Cacx’Oggost fails a saving
throw, it can choose to succeed instead.
Magic Resistance. Cacx’Oggost has advantage on saving throws
against spells and other magical effects.
Magic Weapons. Cacx’Oggost's weapon attacks are magical.
Shapechanger. Cacx’Oggost can use its action to polymorph
into any medium-sized humanoid, or back into its true form.
Its statistics are the same in each form. Any equipment it is
wearing or carrying isn't transformed. It reverts to its true form
if it dies.
Shielded Mind. Cacx’Oggost is immune to scrying and to any
effect that would sense its emotions, read its thoughts, or
detect its location.
134
Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 14 (3d6 + 4) slashing damage and the target is
grappled and restrained (escape DC 17). Cacx’Oggost can
grapple one creature at a time. A grappled creature can't
attack any other creature.
Legendary Actions
Cacx’Oggost can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
be used at a time and only at the end of another creature's
turn. Cacx’Oggost regains spent legendary actions at the
start of its turn.
Attack. Cacx’Oggost makes two talon attacks.
Move. Cacx’Oggost moves its speed without provoking
opportunity attacks. Additionally, Cacx’Oggost has advantage
on its next attack.
Read Thoughts (Costs 2 Actions). Cacx’Oggost magically reads
the surface thoughts of one creature within 90 ft. of it. 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 blocks it. While
the target is in range, Cacx’Oggost can continue reading its
thoughts, as long as Cacx’Oggost's concentration isn't broken
(as if concentrating on a spell). While reading the target's
mind, Cacx’Oggost has advantage on Wisdom (Insight) and
Charisma (Deception, Intimidation, and Persuasion) checks
against the target.
Pemor’Quist
“That Which Hunts”
Lore
Much like Cacx’Oggost, Pemor’Quist is one of the
El’atanor who is willing to engage and interact
with the outside world. While That Which Collects
frequently interacts from a desire to collect things and
people of beauty, That Which Hunts does so out of a
dark desire to dispatch powerful creatures.
However, being the least physically capable and
intellectual of the El’atanor, Pemor’Quist recruits’
hounds’ to hunt alongside themself. These ‘hounds’
are humanoid mortals who themselves desire to
conquer powerful foes, including fighters, barbarians,
rangers, and the like of a variety of warlike races and
cultures. These ‘hounds’ fight alongside Pemor’Quist
while the El’atanor assumes a humanoid form.
If they are successful in defeating a foe, Pemor
rewards them with powerful trinkets and magic
items from the hoards of the defeated. However, if
one of Pemor’Quist’s beasts evades capture, they
decide which ‘hound’ is responsible, and that ‘hound’
becomes the quarry. Pemor’Quist has no interest in
the items a monstrosity might have acquired—these
are for the ‘hounds.’ Rather, the El’atanor collects
trophies to remind themself of the feeling of the hunt.
These include things like dragon claws, wyvern heads,
elemental crystals, and the like. Pemor’Quist can use
the trophies as components for profanus aparatum,
which they bond to only their most loyal, dedicated,
and fearsome ‘hounds.’
Suggested PC Levels
15th level.
Encounter
The PCs might encounter Pemor’Quist first as a
humanoid who wishes to recruit them for a hunt.
Should the PCs have a history of slaying powerful
monsters, the El’atanor might even search them out
deliberately to include them in their’ pack.’ Through
this meeting, the PCs might undertake a hunt with
the disguised Pemor’Quist. If all goes well, Pemor will
reward the group, but if they mess up, they’ll find
themselves as the new prey, chased by blood-crazed
barbarians and adrenaline-fueled fighters.
Initial Attitude
Petty. Envious. Spiteful.
Pemor’Quist takes a variety of forms. Their neutral
shape is a twisted architectural spiral, adorned with
horn-like protrusions and hooked claws, resembling
nothing else in the Allverse. However, when hunting
or recruiting ‘hounds,’ the El’atanor takes on a
humanoid guise. This changes for each hunt based on
the foe and the environment. But Pemor’Quist’s form
is always strapped with rippling muscle and marked
with scars from previous hunts. They are a superb
actor and can take on the challenge of any humanoid
guise. They adorn themselves with impressive armor
and weapons as suits the character.
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Encounter Conditions
If the PCs discover the true nature of Pemor’Quist
by seeing through their disguise or by attacking
them after becoming the prey of a hunt, the PCs
quickly realize that despite their relative weakness,
Pemor’Quist is not to be trifled with. They can
tackle the likes of dragons in their humanoid form
and with only a handful of dedicated ‘hounds.’
In their neutral form they are even more deadly.
Furthermore, their ability to track is unprecedented
in the mortal realm—they’re capable of following
their prey for as long as they need, always gaining
on them no matter how steadily.
Even if the PCs manage to destroy the body of
Pemor’Quist, like all El’atanor, cannot die. Instead,
their soul becomes dissociated from the body and
drifts through the ether for a while as it makes its
way back to a previously prepared body. Only if the
characters manage to destroy all other replica bodies
of Pemor’Quist will they truly defeat them.
Tactics
Pemor’Quist is a hunter and prefers to attack with
the advantage of surprise. They’re incredibly stealthy
and will utilize this no matter which form they take.
As well as the element of surprise, Pemor’Quist
might employ other hunting tools such as herding
or trapping. That Which Hunts knows that the
best chance in a fight is to herd a creature into
disadvantageous terrain, somewhere the El’atanor
has the high ground or their quarry is closed in on
all sides and has no chance to maneuver or flee.
Pemor’Quist also uses traps—mostly mundane—to
capture or mutilate their quarry before they move in
for the kill. As well as this, a ‘pack’ of their ‘hounds’
usually accompanies Pemor’Quist––typically a half
dozen elite warriors trained to hunt and kill.
Scaling
If you wish to scale down an encounter with
Pemor’Quist, have them be unaware of the PC’s
presence and devoid of their ‘hounds.’ Perhaps they’re
found in one of their lairs while in their neutral for—a
form that’s more dangerous but less likely to be
accompanied by any allies.
Treasure
Pemor’Quist hoards trophies from their hunts, using
them to make profanus aparatum components that
they bond to their ‘hounds.’ Although they have no
personal interest in treasure or magic items, they
collect and store these items away to incentivize and
reward their ‘hounds.’
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Pemor’Quist “That Which Hunts”
Pack Tactics. Pemor’Quist has advantage on an attack roll
against a creature if at least one of the Pemor’Quist's allies is
within 5 ft. of the creature and the ally isn't incapacitated.
Medium El'atanor, neutral
Armor Class 24 (natural armor)
Hit Points 171 (18d8 + 90)
Speed 40 ft.
Spider Climb. Pemor’Quist can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
27 (+8)
20 (+5)
20 (+5)
22 (+6)
22 (+6)
Saving Throws Con +10, Int +10, Wis +11, Cha +11
Skills Arcana +10, Deception +11, Intimidation +11, Perception
+11, Persuasion +11, Stealth +13
Damage Resistances fire, radiant
Damage Immunities cold, lightning, necrotic, piercing, poison,
psychic, slashing; bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned,
restrained, stunned, unconscious
Senses truesight 120 ft., passive Perception 21
Languages All, telepathy 120 ft.
Challenge 17 (18,000 XP)
Innate Spellcasting. Pemor’Quist's innate spellcasting ability
is Intelligence (save DC: 18). It can innately cast the following
spells without material components.
at will: darkness, hunter's mark, meld into stone, silence
3/day each: black tentacles, fear, fire bolt (4d10), invisibility,
lightning bolt (12d6), stinking cloud, teleport, vampiric touch
1/day: harm, insect plague, teleport
Ambusher. Pemor’Quist has advantage on attack rolls against
any creature it has surprised.
El'atanor Weapons. The El'atanor's talon attacks are magical
and deal an extra 12 (4d6) poison damage on a hit.
Freedom of Movement. Pemor’Quist ignores difficult terrain,
and magical effects can't reduce its speed or cause it to be
restrained. It can spend 5 feet of movement to escape from
nonmagical restraints or being grappled.
Immutable Form. Pemor’Quist is immune to any spell or effect
that would alter its form.
Keen Senses. Pemor’Quist has advantage on Wisdom
(Perception) checks that rely on sight.
Legendary Resistance (3/day). If Pemor’Quist fails a saving
throw, it can choose to succeed instead.
Magic Resistance. Pemor’Quist has advantage on saving
throws against spells and other magical effects.
Magic Weapons. Pemor’Quist's weapon attacks are magical.
Shapechanger. Pemor’Quist can use its action to polymorph
into any medium-sized humanoid, or back into its true form.
Its statistics are the same in each form. Any equipment it is
wearing or carrying isn't transformed. It reverts to its true form
if it dies.
Target (3/day). When Pemor’Quist is in a humanoid form, it
may target one creature using a melee attack. Pemor’Quist has
advantage on the target until the end of its next round.
Woodland Camouflage. Pemor’Quist has advantage on
Dexterity (Stealth) checks made to hide in woodland terrain.
Actions
Multiattack. Pemor’Quist makes two attacks. Either two talon
attacks or 1 talon and 1 El'atanor blade attack.
Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 14 (3d6 + 4) slashing damage and the target is
grappled and restrained (escape DC 17). Cacx’Oggost can
grapple one creature at a time. A grappled creature can't
attack any other creature.
El'atanor Blade. Melee Weapon Attack: +13 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 8) damage. If used two-handed in
melee, does 9 (1d10 +8) damage. The blade is made entirely
out of cold light. On a hit, the target takes an additonal 16
(4d8) necrotic damage, and it can’t regain hit points until
the start of the El'atanor's next turn. If the El'atanor hits an
undead target, it also has disadvantage on attack rolls against
the El'atanor until the end of their next turn.
Legendary Actions
Pemor’Quist can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
be used at a time and only at the end of another creature's
turn. Cacx’Oggost regains spent legendary actions at the
start of its turn.
Attack. Pemor’Quist makes two talon attacks.
Move. Pemor’Quist moves its speed without provoking
opportunity attacks. Additionally, Pemor’Quist has advantage
on its next attack.
Spell Immunity (Costs 2 Actions). Pemor’Quist may choose to
be immune to any spell of level 3 or below until the end of its
next turn.
137
Divinus and Profanus Aparatum
Mazarut shifted her weight on the large stone
as she continued to try and sketch an arcane
symbol in the sand, a symbol that remained
elusive except for in her dreams. The task was
her attempt to ignore the screams from her
young apprentice as he rolled in the dirt on the
opposite side of the campfire. “It will end soon,
dear Riloshis,” she whispered. “I promise.”
The young half-elf had seemed so sure of himself
as he listened to Mazarut’s instructions: Don’t
fight it, Riloshis. Don’t struggle. Welcome it…
show no fear. All the advice in the world could
not prepare him, however, for his first bonding
with aparatum. Behind her eyes, she recalled the
fear and pain she felt when she had first bonded,
nodding and assuredly smiling as she listened to
the same advice from her teacher. It had been the
same way that Ris had nodded and smiled whilst
listening to her. The strangeness of being in her
long-admired teacher’s place amused her.
If Riloshis could have heard her over his own
screams, Mazarut would have told him that
the pain was worth the reward. But he would
discover that soon enough. Riloshis’ selection of
the various exotic components was a wise choice,
and the transformation of his left eye for the
power and abilities it would bring to not just him,
but to the guild as well, would ensure his fast rise
above other initiates.
138
A twinge of bitter jealousy heated her blood
as her own aparatum burned with the promise
of a new bond. She ignored it, tamping her
own rising hunger for more power down as
she stood and swiped the sand with her foot,
the unfinished symbol wiped away until it was
ready to reveal itself to her conscious mind.
She stepped around the fire and knelt to her
calming apprentice. His screams had changed
to ragged, weary moans now. “You did well,”
Mazarut said. “You need rest. Sleep and
dream, young one. The bonded eye will instruct
you as it also heals the damage it has done.”
Mazarut pulled a blanket up over his shoulders
and smiled at the silver inlays of her right
hand. The silver had not tarnished one bit since
that first bond over 30 years ago. Of all the
aparatum she had bonded to her body since
then, the Hand of Redul that she named was still
her favorite. She wondered if the bonded eye
would be Riloshis’ favorite in 30 years and if he
would name it as well; she knew once he awoke
that he would want more.
We all do, she thought to herself.
One is never enough.
A New Magic
A new form of magic is slowly being introduced
to other realms: divinus and profanus aparatum.
Aparatum is not technology or magic items; it is
a bonding of the physical with the spiritual. Once
found only upon Epethia, it is now expanding into an
infinite number of realms as traders and smugglers
take the knowledge to other destinations with the
hopes of selling the exotic materials and its secrets
to others who wish to imbue themselves with
aparatum’s unique potential.
These were darker times. In this age—Yeron, the
Epoch of Obscurity—mortals oftentimes trembled
beneath sundered, boiling skies, fearing the misplaced
wrath of their divine masters. Few things, save the
gods themselves, survive from this era.
Divinus
Aparatum
Profanus
Aparatum
A process created by the gods in a time beyond mortal
memory, divinus aparatum is the combination of
crafting, the utilization of elemental rare metals and
gems, and powered by near-infinite divine spiritual
power. When augmented as an extension of their very
beings, divinus aparatum becomes an awe-inspiring
sight to behold. An immense multiplicity of devices
may be fashioned from this true arcane art, enhancing
the mundane with devices of countless variations and
unimaginable power.
Before the beginning of time, Tömriin, the World
Forger, fabricated the very first of what would soon
become known as divinus aparatum.
Soon enough, this new type of magic, a blend of
artisan craft and the essence of what makes gods—
well, gods—fell into fashion with Epethia’s divine
overlords. There truly was no limit to the forms that
these aparatum would take, constrained only by the
reaches of the imagination.
The varied pantheons and their own internal
delineations had conflicts aggravated by the
possession of various divinus aparatum, and jealousy
was prolific among the heavenly realms. Battles raged
constantly for control of aparatum. Often, the bonded
materials would be extracted out of a rival’s broken
body and the surviving components were bonded
with one’s own being to increase their own powers.
Divinus aparatum draws its energy from the cosmic
energy of the gods. It acts as a “divine antenna,”
receiving its signal from the gods themselves. It
manifests that into extraordinary abilities for the
bonded user.
Created by an interloping race of immensely powerful
extraplanar immortals called El’atanor, profanus
aparatum is the ultimate foil for divinus aparatum.
The gods of Epethia have tried and failed to eradicate
this copycat craft from their world. Some gods even
died in the attempt. Divine beings and their avatars
are especially vulnerable to the twisted energies of
profanus aparatum. Should a god’s avatar be killed on
the Material Plane with an effect originating from an
El’atanor’s profanus aparatum, that god can no longer
reincorporate that avatar. While still immortal, such a
god is forever barred from visiting their followers. It
has had tragic consequences, and gods who still have
this capability have taken to only manifesting far away
from the reach of the Silver Web (see page 116), so as
to not alert the El’atanor of their presence.
This, fortunately, is countered by the fact that divinus
aparatum when wielded by a god, in general, is more
powerful than the profanus aparatum of an El’atanor.
Profanus aparatum draws its energy from the spirit
to which it is bonded to and manifests that force into
extraordinary abilities.
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The Arrival of
The El’atanor
As the ominous drums of war thrummed across
heavenly battlefields during the Epoch of Obscurity,
great internal conflicts distracted the gods of
the realm, and a foreign race of powerful beings
insinuated themselves into Epethia. They have
a thousand names spoken across all the realms
they have conquered. They are immortals from an
unfathomable realm, and with their arrival to Epethia
came destruction of all the things Epethia’s gods had
worked so hard to create and maintain.
Envious of the gods, the El’atanor conspired to steal
the knowledge of divinus aparatum. They laid careful
traps, ones that would not arouse the suspicion of
the gods; clever contraptions that would make no
sound nor give victims any notice that it was sprung.
Soon, they began to capture gods in order to study
their divinus aparatum, to understand the sources of
their power. For centuries, while deep underground,
they worked in hiding to avoid the wrath of the gods
who searched for their fellows relentlessly. Carefully
attuned magic blinded the gods’ senses when any
dared enter the complex of massive, underground
tunnels built by the El’atanor.
When done, the El’atanor emerged from the depths of
Epethia, adorned with their own depraved versions of
aparatum called profanus aparatum.
The Great Rent
of the Salien Age
The gods found soon enough that in the El’atanor
they were well-matched in might and in wits. The war
raged for centuries on Epethia as battles were fought
throughout the numerous planes above and below.
Entire landmasses were scorched or destroyed by
divine fires and searing, dark lightning crackled across
the sky. Seas boiled and mountains shook. Whatever
the mortals had feared in previous ages only magnified
with this new era of destruction and disorder.
The fighting had come to an impasse. Many gods and
El’atanor were destroyed—their essences turned
to ash and scattered like celestial dust. Their deaths
caused the Blood Sea to forever flow with crimson.
A fissure opened wide in the earth as Tömriin called
upon his ultimate power, aided by a mighty form of
140
divinus aparatum, to annihilate this foreign force in his
world. But it was at a great cost, as nearly all that lived
was swept up in the destruction. Those who perished
included a blessed race of builders, whose architectural
and magical wonders still stand to this day.
Yet, the world was cleansed. The El’atanor, soundly
defeated, crawled back into their subterranean hiding
caverns. There, they would wait until an opportune
time came upon them to try again. Out of hundreds of
invading El’atanor, only the Seven remained.
That propitious time soon came with the arrival of
humans, dwarves and elves in the realm of Epethia,
as they were easily modeled to go along with the
El’atanor’s’ nefarious plans, the El’atanor found in
humans a perfect escape from their underground
banishment. They flooded all the mortal kingdoms
with their corrupting craft; the power of profanus
aparatum was seductive to a great number of mortals.
War darkened the lands, armies salted the earth,
brigands plundered and burned towns, and those
who were the most defiled by profanus aparatum
destroyed life itself for the sake of it.
Alerted by the discovery of profanus aparatum by
mortals, the gods chose to bless certain followers
with the ability to create their own divinus aparatum
as a way to fight the El’atanor. The gods hoped to
contain the Aparatum War to a single realm, but
mortals are full of surprises, and now, with the
discovery of travel beyond Epethia, aparatum is
released to the infinite realms.
Overview of
Aparatum
Throughout the Blackstorm, something new is
spreading from realm to realm. Some call it a tool,
others a weapon. Many call it an enhancement, while
others call it an abomination. The body can do many
things, but not all. Humans, elves, dwarves, and most
other races weren’t designed to fly, for example. Nor
could they swim beneath the waves for long periods of
time. It should come as no surprise that there are those
out there who wish to push the limits of what their
bodies can do. And when those limits are reached?
Those who don’t believe in limits step in and break
through the barriers defined by the physical body.
For millennia, mortal creatures have looked to spells
and magical items to enhance their power, and those
are certainly worthy tools. But magic isn’t available to
all, and the most powerful of magic items are rare and
beyond most mortals’ grasps. When spells and magic
items are not available, inventive souls will find other
ways to flex their power and abilities.
those who attempt to back out on the bargain that
was made. And, unfortunately, discovering aparatum
on a corpse will only supply components for creating
new aparatum; while magic items are essentially
self-contained, aparatum is spiritually “powered” by
the host’s conscious essence or by the deity the host
served. Once an aparatum-bonded creature dies, that
power is lost forever.
Aparatum were once common, then rare, and now
they are becoming more common again. Not every
locale welcomes aparatum-bonded individuals,
and those that do will have the occasional region or
city where aparatum is not accepted—and in some
cases—bring severe penalties or even death.
The lore and legends of aparatum are all true, and
the news of aparatum is spreading from realm to
realm. There are those who seek to find and control
it… and still others who seek to destroy it or use it
for darker purposes.
One thing is for certain, however; aparatum are a
game-changer for adventurers.
Aparatum is one of those. But for certain, aparatum
is not for the weak of spirit or the faint of heart.
Aparatum bonds with the physical body in different
ways, but always with a single goal: provide the
bearer of the aparatum with something that others
lack. A power. An ability boost. An upgrade to one of
the senses. Spells and magic items exist that can do
the same thing, but the effects are often short and
temporary. Not so with aparatum. The permanence
of the bonding of an aparatum with a host brings
power—but sometimes a will is not strong enough to
both accept and control the power that will flow.
Aparatum begins as separate components. They
can be taken apart and examined (of course, this
requires the bonded to be deceased or missing the
body part that was once bonded with aparatum),
and their core components can even be destroyed.
Aparatum components can also be taken and re-built
and then attuned to another individual. However,
when deconstructing an aparatum, sometimes those
components break and need to be reconstructed, or
recreated altogether.
Once an aparatum is bonded, there is no going back.
A bonded aparatum eyepiece may enhance the
living eye. But try and take that newly transformed
eye out, and the bearer will come to understand
the sacrifice that was made to boost the physical or
mental abilities; pain and even death will reach for
141
Understanding
Aparatum
What players should know first and foremost about
aparatum (the word can be plural and singular) is
that they are not magic items, although what they
do can certainly be viewed as magical. Aparatum
are constructed from rare or common components
and they bond with a player character to provide an
additional ability, an upgrade to an existing stat, or
sometimes a significant power.
Bonding with aparatum is a choice. PCs and NPCs
cannot be forced to take on an aparatum; where
the will to bond with it and accept its benefits and
drawbacks exists, the aparatum may be used. If an
aparatum were forced on an individual, the bonding
will not occur.
Aparatum exist in various shapes and sizes. The size
of the aparatum is often a hint at what the bonding
process may bring, but not always. A larger aparatum,
for example, may have been designed specifically to
affect the legs of a giant.
An aparatum is often described as having elvish
characteristics; smooth, ornate decorations and
symbols that speak of expert craftsmanship.
Some aparatum appear in ways to inspire joy and
peacefulness… others evoke horrific images that
discourage phsical contact. Depending on the manner
of its creation, aparatum can appear to made of metal,
wood and even glass.
PCs in realms that have aparatum will encounter
peoples and regions that support aparatum, outright
ban it, or are completely indifferent.
Aparatum Path
If a character uses aparatum, a decision must be
made regarding the path: divinus or profanus. Both
divinus aparatum and profanus aparatum come with
advantages…and disadvantages. Followers of one
or the other path must understand the commitment
they are making when choosing to bond with
apparatum of such power.
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Divinus Aparatum
The users of divinus aparatum understand that
the powers provided to them by the choices of
their bonding are divine in nature, and that the
continued use and support of those powers is
dependent upon adherence to the deities that
empower divinus aparatum.
Divinus aparatum do take a toll both physically and
mentally, but a divine healing is always in place
to counter the damage done to the wearer’s body
and mind. This healing, however, can be disabled
(permanently or temporarily) by a deity angered by
an action or actions that violate basic tenets of the
wearer’s faith. The character that chooses to accept
and use the powers of divinus aparatum must accept
the responsibilities that are expected of a follower
and representative of the god or goddess who
chooses to bless that wearer with the strength and
mental fortitude to withstand the demands of the
aparatum with which they bond.
What happens when a divinus aparatum user
loses favor with their god or goddess?
Ultimately this is up to the GM, but options range
from the simple "24 hours of rest and prayer to regain
a lost ability". Or up to the complex, "The success of a
divine quest to restore full faith and powers."
Divinus aparatum is not limited to simply those of
good alignment; even malicious deities may choose to
bless their corrupted followers with their own form of
divinus aparatum that have been twisted and shaped
to further a cause. Typically, any divinus aparatum
will be able to operate on both ends of the spectrum—
for good or for evil. The evil deities, however, will
likely require that the usage of the divinus aparatum
work, in some way, towards their malicious goals and
never in a manner that helps or benefits those who
would be in direct conflict with those goals.
Profanus Aparatum
Profanus aparatum is not evil, per se; it’s the usage
that defines its intent. And because profanus
aparatum is not divine in nature, this allows
characters who choose profanus aparatum a much
larger range of actions (with respect to alignment)
since the usage of their aparatum is not judged by a
deity’s goals. This freedom comes at a price however,
and that price is a never-ending mental battle to
control the aparatum and not be taken over by the
El’atanor, all of whom have their own agendas.
After bonding with profanus aparatum, the character
will immediately be at odds with the unnatural
pairing of an object that the body initially wishes
to reject. This rejection can manifest during the
early bonding process in many ways—a visual tic,
stuttering, and even jerky movements are all possible
symptoms of a recent bonding. These will go away
as the mind accepts the partnership, but long-term
symptoms are on the horizon.
Long term use of profanus aparatum varies from
person to person. All profanus aparatum, although
not considered intelligent, will attempt to take
control of a character over time, either while the
character sleeps and eventually—if enough mental
damage is received—even during waking hours. And
the twisting and damaging of the mind can be even
worse if the character bonds with multiple profanus
aparatum; the toll on the mind is substantial and the
character and GM must take this into consideration
when determining long term effects.
Additionally, GMs and PCs must keep in mind that all
creatures who use profanus aparatum are linked by
the dark magics of the El’atanor. This linking does
have a range (GMs can adjust as necessary, but 5-10
miles should be sufficient distance), but when two or
more aparatum are within this range of another, the
effect can be described as providing the El’atanor (or
any powerful NPC who has figured out how to attune
and use this effect for their own devices) the ability
to sometimes “listen in” on conversations and nearby
events. When a GM wishes to use this ability, they can
ask the player to make a Wisdom save to avoid the
eavesdropping effect. If the save fails, the GM should
determine whether an El’atanor or NPC is listening or
viewing…but not both. (And the aparatum will favor
heavily into this decision—an eyepiece, for example,
should have a higher chance of providing a visual.)
GMs can consult the dominate person spell
description to understand how the effect works.
Furthermore, the GM may inform the player
secretly when the PC is under control to prevent
other players from disrupting the controller’s plans,
although this could be difficult during a game.
Another option would be to allow the player to
continue to control their character but when
something to be done goes against the will of the
controller, the GM may institute a higher value save
or check that can force a failed action.
Once an El’atanor or other NPC has taken control of a
PC (due to a failed save), the PC may try the save again
after a long rest. Mentally recharged, they may even
be given advantage on the roll. But, sooner or later,
they will tire again and fail a save and the El’atanor
will take control. When this control is in effect, the PCs
allies are unlikely to notice any change in behavior
as the controller will have observed (over time) and
know what is expected of the controlled PC, including
allies names, faces, etc.
Aparatum Conflicts
Not all characters will find aparatum to be an easy
path to follow, and not every class will reap benefits
from the bonding of aparatum. Further, those of
certain alignments will discover that bonding with
aparatum will often provide benefits that do not
always run parallel with their moral obligations or
their deity’s expectations.
Over time, as the PCs aparatum moves across a realm
and links with other aparatum, the PC’s willpower will
diminish as an El’atanor will have multiple links with
which to find and ultimately take control of a PC. As
always, a Wisdom save should be allowed, but as time
progresses, the difficulty value for this check should
increase. Ultimately, the El’atanor have built-in a way
to take control of an Aparatum-bonded army; how
long this will take is up to the GM.
143
Tier
Tier is similar to how magic items are ranked
(common, rare, legendary, etc.) and is a number value
between 1 and 6.
The following chart shows how a PC’s level and
proficiency bonus limit the number of aparatum as
well as the Tiers.
As a character progresses in levels, they will gain the
ability to bond with the more advanced aparatum
as well as a larger number of aparatum. Both limits
are tied to the character’s Proficiency bonus. The
Proficiency bonus value is used to define the highest
Tier of aparatum that a character may choose to bond.
A level 7 PC, for example, with a Proficiency bonus of
+3 can meld with a maximum of 3 aparatum; all three
could be Tier 1, all three could be Tier 2, but only 2 can
ever be Type 3. For this reason, players may wish to
delay melding at lower levels where they are limited to
Tier 1 and 2 aparatum.
A Tier 5 aparatum is going to be much more
powerful than a Tier 1 through 4 as well as more
expensive and/or complex to make and repair.
144
The Tier 1 through Tier 6 columns show the maximum
number of a Tier level that may be melded for each
level.
PC Level
Profiencency
Bonus
Max # of
Aparatum for
Bonding
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
1
2
2
1
0
0
0
0
0
2
2
2
1
1
0
0
0
0
3
2
2
2
1
0
0
0
0
4
2
2
2
2
0
0
0
0
5
3
3
3
2
1
0
0
0
6
3
3
3
3
1
0
0
0
7
3
3
3
3
2
0
0
0
8
3
3
3
3
3
0
0
0
9
4
4
4
3
2
1
0
0
10
4
4
4
4
3
2
0
0
11
4
4
4
4
4
3
0
0
12
4
4
4
4
4
4
0
0
13
5
5
5
4
3
2
1
0
14
5
5
5
5
4
3
2
0
15
5
5
5
5
5
4
3
0
16
5
5
5
5
5
5
4
0
17
5
5
5
5
5
5
5
0
18
6
6
6
6
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6
5
4
19
6
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5
20
6
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6
6
6
The Choice is Made
Once a character has decided to bond with an
aparatum, there is no going back. There is both a
physical sacrifice and a spiritual one, no matter
whether divinus or profanus aparatum is used.
Beginning at any level, a character may choose to
bond with an aparatum, although aparatum for
lower level characters are fewer in number and
less powerful than those available for higher level
characters. Several examples of aparatum are listed in
Appendix A, ‘The Aparatum’. Creating an apparatum
that works for both divinus and profanus is not
possible; when the character creates an aparatum,
that character must immediately decide whether it
is a divinus or profanus aparatum and there is no
changing from the point of bonding forward.
For the character who has selected divinus
aparatum, the following steps must be made:
1. A local temple or holy ground that is agreeable
to the character’s deity must be identified for the
bonding ceremony, and a sacrifice or donation
must be made based on the location’s openness to
the ceremony. In exchange, some or all of the PCs
components (Epethian ore, vellum, gemstone, etc)
will be blessed before they are handed over to the
Aparatumist (see page 154).
2. The character’s deity will protect them from
physical damage during the Aparatumist’s Bonding
Event with the divinus aparatum, but the character
will suffer three levels of Exhaustion and this effect
lasts until PC completes a long rest.
3. There is no protection from a deity from the
physical and mental damage that can occur during
bonding with profanus aparatum. After the bonding
is done, the PC will suffer three levels of Exhaustion.
This effect lasts for 1d8 days.
Countering Aparatum
While aparatum is divine or spiritual in nature, after
the bonding process they are treated identically to
a natural body part, albeit made from more durable
materials. It is not the aparatum that may be affected
by opposing magic, however, but the aparatum
effect. The divine and spiritual nature of divinus and
profanus aparatum prevent them from being targeted
directly by magical attacks (spells or magic items)
unless a spell or magic item specifically states it can
have a negative effect on a physical body.
For example, bonded aparatum that offers the ability
of darkvision is still affected by the darkness spell;
just as a normal eye would be blinded by the spell,
the special ability offered by the aparatum does not
supersede the spell’s effect. Similar counter magic will
always exist for a character’s aparatum selections; a
spell such as dispel magic, for example, may cancel
a single magical effect of an aparatum, but not the
aparatum itself. Another use of the same aparatum
would require another use of dispel magic to end the
aparatum effect.
The single exception is a wish spell. With this spell a
being can undo the bond between a creature and its
bonded aparatum for a period of time determined by
the GM.
For the character who has selected profanus
aparatum, the following steps must be made:
1. The PC must find a suitable Aparatumist for the
bonding to take place, and this will require someone
with the proper skill (see page 154). In some locales,
aparatum is widely accepted and PCs can easily
inquire and find an Aparatumist who will assist
with the creation of the aparatum and its bonding.
But some towns and cities have a ban on aparatum
(many are quite hostile to aparatum users) and in
those instances PCs must be careful if they wish to
inquire about assistance. The GM will determine
what resources are available and their costs.
2. Because Profanus aparatum comes with such large
risks during the bonding, payment must always
be made up front and the Aparatumist will need
to spend a 1d4 days with the aparatum in order
to study it. PCs must trust this person not to run
off with their investment, and the solution to this
is often solved by the Aparatumist providing a
“hideaway” where they will stay with the owner
while they study.
145
Damage and Destruction
of Aparatum
There is always a risk when adventuring that
aparatum could become damaged or even destroyed.
Like a magic item or a favored weapon, this type of
event can have significant effects on the character.
While aparatum will self-heal (just as the body heals
itself over time), that healing is not immediate and
significant damage can require more than just time to
heal. Also, using a semi-functional aparatum before
it has had an opportunity to be repaired can have
unusual or dangerous side effects.
GMs may handle how and when aparatum become
damaged or destroyed as they see fit, however due to
the dangerous nature of aparatum, the following are
provided as options for determining when a aparatum
becomes damaged or destroyed:
• If a character loses half their hit points or more in
a single round, the aparatum effects and drawbacks
no longer function until the character is healed
above half hit points or they take a long rest.
• When a character is reduced to 0 hit points, the
aparatum effects no longer function and may
require a Divinus Mender or Profanus Surgeon to
repair the damage.
• When a character dies, the bond is broken to
the aparatum and it is destroyed. The aparatum
components may be used to create new aparatum.
Crafting Aparatum
The creation of an aparatum device is by no means
simple, but there are tried-and-true “recipes” that
have been discovered over the years that provide a
simple step-by-step process that can be followed to
create more devices by an experienced Aparatumist.
The Aparatumist will require five things:
1. The aparatum’s purpose defined in the simplest
of terms. The easier it is to describe, the higher the
chance of success for creating it.
2. A quantity of Epethian Ore that will be smelted
and poured into a mold of the aparatum. A smaller
quantity of the extracted metal will be set aside
to create a special ink for the writing of the
enchantment incantation.
3. A sheet of the highest quality vellum for the
incantation. For more advanced aparatum, the
vellum will require additional preparation.
4. A sacrificial gemstone of quality; the type of
gemstone and its quality are determined by the
aparatum Type being created.
5. New materials or salvaged component materials
from a recovered and/or damaged aparatum. This
is an absolute requirement as the magics that were
created and imbued into older aparatum cannot
be recreated but the essence of that magic can be
added to a new aparatum by mixing in parts or
materials from an older object.
GMs with players wishing to craft an aparatum will
adjust the components and prices based on the
ability the aparatum will provide. More advanced
aparatum will require more ore, the exotic and
hard-to-find components of an older aparatum,
and more expensive gemstones, and the GM is
encouraged to make the costs and risks involved
high enough that the players won’t be attempting
to craft an aparatum during each game session.
Remember, aparatum are rare, and for this reason,
the components required are also rare.
146
Epethian Ore
Metal ores abound on Epethia, but only Epethian Ore
(identified by its deep purple and gold shimmering
effect) has ever been smelted (to create the metal
known as Epethiate) for use in the successful crafting
of aparatum. To say that Epethian Ore is rare is an
understatement; the ore is rarely found in quantities
larger than a human palm in a single place, and it is
rarely found in any locations less than hundreds of
feet beneath the surface. Dwarves are often consulted
when Epethian Ore is desired, but even with dwarven
intuition to find the special ore is almost always a
miracle of chance.
Various markets exist for the ore, although when
a large amount is found, it is often just as quickly
divided up and sold off to various Guilds that use the
resulting Epethiate in their rituals designed to locate
new Bridges and salvaged aparatum components.
• Epethiate, besides being useful in the creation of
aparatum and rituals, is also supposedly used to
create lodestones that have been said to lead to
pieces of broken or discarded aparatum, although
this has not yet been confirmed.
An additional source of Epethian Ore are the famous
Bridges and other megalithic ruins that sparsely dot
Epethia’s known lands. Although rare, there have been
a handful of structures that were discovered with
moderately-sized Epethian Ore reserves as well as
bars of pure Epethiate.
After all aparatum materials are gathered and the
Aparatumist is hired for the job, there are two events
that occur during the aparatum’s creation that can
result in failure or success: the Smelting Event and
the Bonding Event.
The following sections will discuss the components
needed and how the two events can be affected by
their selection.
The Description
The Aparatumist must be provided with a detailed
explanation of how the aparatum will work and
what form it will take; will it enhance an arm or eye
(for example) or will it add something that doesn’t
exist like wings or gills. The Aparatumist will
provide a detailed list of the components needed
to craft the desired aparatum and a timeframe.
The description provided to the Aparatumist,
fortunately, has no effect on the two events, but
it will define the Tier of the aparatum which will
affect the costs and risks involved.
• The famous War of the Three Kings was fought over
the ruins sitting on the borders of three kingdoms
where over fifty bars of pure Epethiate were
discovered in a vault deep inside the structure.
While most guilds search for new ruins strictly for
the lost history and knowledge these places offer,
there are a handful of guilds that have formed for the
express purpose of the recovery of Epethian ore and
Epethiate from within newly discovered ruins.
Mining ore could make for an interesting side-quest
for a campaign; perhaps the PCs have crossed paths
with a group of dwarves who are under attack on a
road to newly discovered ruins, have lost some of
their numbers, and need the party’s help. An entire
scenario could easily revolve around the PCs joining
a group of miners and provide the players with an
easy way to obtain some Epethian ore.
147
Aparautum Costs
When it comes to the creation of an aparatum, the
quality of the Epethiate can affect the success or
failure of the Smelting Event. Any Aparatumist with
minimal skill can smelt down the ore and retrieve
the pure Epethiate, but only the truly skilled can do
it while minimizing the risk to their person and any
witnesses to the event. For this reason, the following
chart provides a rough estimate of the cost of the
ore required for the Tier of aparatum. The chart
does not account for failure in any of the two events
that would require the process to start over (and
GMs should add 20% to the cost for the highest
quality ore which can provide additional benefits as
described later in this section).
Tier 1
Cost 50-60 gp
Tier 2
Cost 100-150 gp
Tier 3
Cost 200-400 gp
Tier 4
Cost 500-1000 gp
Tier 5
Cost 1500-3000 gp
Tier 6
Cost 5000+ gp
The cost reflects a supply of Epethiate produced
for the aparatum itself and the smaller amount
of Epethiate used in the mixture of ink for the
incantation retrieved during the Smelting event.
Should either of the two events fail, the amount
of Epethiate remaining from the original Smelting
event will not be sufficient to try again. Another
attempt will cost the same (or more, depending on
the availability of ore).
There are two ways to improve the chances of the
Smelting event succeeding: One is to purchase an
additional amount of ore that can reduce the losses
incurred during the smelting process. Aparatumists
will gain +1 to their Crafting DC check for the Smelting
event for each 10% increase in the Type cost of
the purchased ore up to a maximum of +5. See the
Smelting event for more information on the attempt.
The second way is to increase the quality of the
ore provided to the Aparatumists. If the highest
quality ore is purchased (+20% to its Tier cost), the
Aparatumist gains +1 to the Crafting DC check. This
is in addition to any other bonuses the Aparatumist
gains for a Crafting check.
148
Tier Powers Examples
On the following page is a listing of example
aparatum powers broken down by Tier. Use this
chart when you are working with your players while
creating new aparatum in order to determine the
Tier in which the new aparatum belongs.
Note: These are to be used as guidelines, and are
not meant to be an extensive list of all aparatum
powers available. Those are only limited by your
imagination! If your aparatum has a power that
seems to be the equivalent in power to two tier
levels, or is “in-between” tiers, use the higher tier
for your new aparatum.
The GM should be careful to specify the exact
conditions that will trigger an aparatum or be
triggered by an aparatum ability.
Avoid conditions such as “when attacked” or
“during daylight”—better and more balanced
examples would include “when damaged by an
undead creature” or “within one hour of sunrise.”
Aparatum abilities can be too powerful when the
player is allowed to define wide-ranging conditions
to trigger an advantage.
Components
When it comes to components to be used in the
creation of aparatum, GMs can work with the player to
define what items fit with the image of their character.
Druids, for example, might incorporate antlers or
feathers into an aparatum, whereas a fighter might
include all sorts of metals and even parts of weapons/
armor such as dagger hilts or links from armor.
GMs shouldn’t use the form or material of an item to
limit their players’ imaginations unless something is
obviously unrealistic, and size and material (wood
versus metal, for example) should obviously be
logical for the aparatum being created. If a PC is
wanting an enhanced arm, it wouldn’t make sense
to create it from wood that could be easily hacked
away or burned. Likewise, a large aparatum single-leg
enhancement made from iron is going to heavy and
force the player into an unusual gait.
Tiers And Example Power Levels
Tier 1
• Advantage to Strength checks while using strength-specific aparatum attached to the arms or legs.
• Amphibious. The aparatum bonded user can breathe air and water.
• Any specialization of specific knowledge or non-combat skill that grants advantage to checks such as singing, playing a specific musical
instrument, dancing, climbing, calligraphy, escape artistry, forgery, carpentry, bartering, public speaking, gemology, specific lore/
history (of a single race or region), botany and plant identification, track and trap animals, spelunking, fishing, navigation in certain
circumstances/regions, and wilderness survival. Note: this list is NOT extensive and does not include those mentioned in higher tiers.
• Bite or Slam attack (d4 or d6 Damage) as an Action.
• Ignore non-magical difficult terrain.
• Saving throw advantage against a single condition.
• Speak with and understand a beast type of choice.
• Spellcasting. The aparatum bonded user gains up to 2 known cantrips they cast innately.
• Superior marksmanship via aparatum bonded to fingers or eyes; allows non-martial classes to use and handle bows; martial classes
gain range or advantage to Attack rolls in certain uncommon conditions such as an attack against an unaware target, or the ability to fire
normally through natural or magical darkness, etc.
Tier 2
• Any single heightened sense (hearing, sight, smell, taste, touch). Advantage on Perception checks using that sense.
• Darkvision 60ft.
• Good/Evil sense 30ft. Innately cast detect evil and good at will.
• Increased carrying capacity. You are only encumbered at 10 times your STR score and heavily encumbered at 20 times your STR score.
• Innate understanding of cyphers, codes and encryption; advantage on breaking codes/encryptions and with their creation.
• Innately cast feather fall or other spells (max 2nd level) that trigger with a reaction, including hellish rebuke and shield.
• Perfect Recall. You will always recall the route you took through a dungeon or be able to perfectly recite what’s been spoken in your
vicinity within a week’s passing or recite exactly what you’ve read within a week.
• Damage Reduction of 2d4 hit points against a specific damage type 1/Day.
• Spellcasting (1 slot). Knowledge of 2 spells total. Spell levels 1-2.
• Superior balance. Advantage on Dexterity Checks to maintain balance.
• Truth Sense. Automatically succeed on an Insight check to determine a lie.
Tier 3
• Advantage on ranged spell attack rolls.
• Advantage on Skill Checks in specific conditions (Stealth checks in a dimly lit area, Perception checks in a forest, Survival Checks at sea,
Arcana Checks in a library, etc.)
• Advantage to lock picking or any skill that requires Dexterity of the fingers/hands.
• Aparatum which passes on the learned knowledge of individuals who were bonded to any single salvaged component in the past
(generational knowledge).
• Blindsight 30 ft. The aparatum bonded user can perceive its surroundings without relying on sight.
• Full-distance Long Jump without a running start.
• Re-roll a Natural 1 on any skill check with which you have proficiency.
• Damage Reduction of 2d6 hit points against a specific damage type 2/Day.
• Resistance to a single damage type.
• Sense nearby enemies 1/day. For one minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its
distance from you. You can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in
plain sight.
• Spellcasting (2 slots). Knowledge of 2 spells. Spell levels 1-3.
Tier 4
• Ability score increase by 1.
• Advantage on Saving Throws against a single type of damage.
• Advantage on Strength, Dexterity, or Constitution checks during a specific condition.
• Any Chameleon or False Appearance type ability where you must be motionless for it to take effect.
• Auras that cause a certain condition or minor damage to enemies of a certain monster type (max 5 HP per round damage).
• Charge or Trample Attack action taken under certain conditions (see the Charge Special Trait of certain monsters, for example).
• Immunity against a single condition.
• Magic Weapon. Imbued with a single damage type (d4-d6 Damage). Limited to 1 weapon that is wielded with an aparatum-bonded limb.
• Spellcasting (3 slots). Knowledge of 3 spells. Spell levels 1-4.
• Telepathy. Minor surface thoughts, limited range/line of sight.
Tier 5
• Add your Intelligence, Wisdom, or Charisma bonus permanently to AC.
• Aparatum which cause disadvantage to the saving throws of enemies who are unaware of you and within range of a spell that requires
a saving throw.
• Bite/Slam Attack Action, Bonus Action or Reaction. 1d8-1d10 damage plus poison condition or bonus poison damage.
• Magic resistance. One damage type; either damage reduction or advantage on Saving throws against that damage type.
• Damage Reduction of 4d6 hit points against a specific damage type 3/Day.
• Sense Magic. Innately cast detect magic at will.
• Siege Damage. Attacks cause double damage to to objects and structures.
• Spellcasting (4 slots). Knowledge of 3 spells total. Spell levels 1-6.
Tier 6
• Auto Reaction. You may take two Reactions every round, rather than one, with or without the Reaction’s triggering event, so long as
you have one available. In the case of multiple Reactions available, only one can be permanently selected.
• Avoidance. If you are subjected to an effect that requires a saving throw to take half damage, you take no damage if you succeed on
that saving throw.
• Damage resistance to multiple damage types or Immunity to a single damage type.
• Limited Flight. You can fly up to your ground speed, but must land at the end of your movement or you fall. You can hold a single
weapon or a light object (under 20 lbs) in your hands/claws while flying.
• Magic Weapon. Imbued with a single damage type (d10-d12 damage). Limited to 1 weapon that is wielded with an aparatum-bonded limb.
• Monster Type Affinity. Selected monster type will not attack you without you attacking them first.
• Spellcasting (4 slots). Knowledge of 5 spells total. Spell levels 1-6.
• Teleport. As a Reaction, you may teleport up to 90 feet to a point you can see within range; cannot be used with Auto Reaction.
149
The Vellum
With the creation of an aparatum, it is surprising to
find that the quality of the parchment upon which
the incantation is written has a direct effect on the
success of the Enchantment event.
The vellum provided to the Aparatumist will hold the
magical incantation created based on the description
of the aparatum’s function. There are a number of
enhancements that can be made to the vellum before
it is provided to the Crafter, and prices are as follows
• Normal Vellum (Costs 1gp)
No bonus for the Enchantment event
• High Quality Vellum (Costs 10gp)
+1 to the Crafter’s Crafting DC check
for the Enchantment event
• Master’s Level Vellum (Costs 30gp)
+2 to the Crafter’s Crafting DC check
• Blessed Vellum (Costs 5gp)
Only good for Divinus Aparatum
+1 to Crafting DC check
• Blood-soaked Vellum (Costs 10gp)
Only works for Profanus Aparatum
+1 to Crafting DC check
• Epethiate Pressing (Costs 50gp)
+1 to Crafting DC check
• Epethiate Fiber Weave (Costs 100gp)
+2 to Crafting DC check
Certain gemstones are more favorable in the crafting
of aparatum; for this reason, the Crafter will typically
recommend a type of gemstone based on the ability
or abilities the final aparatum will possess. Below are
some known gemstones that provide benefits during
the Enchantment event for certain aparatum.
• Diamonds (Costs 25-50gp)
+2 to the Aparatumist’s Crafting DC check during the
Enchantment event if used to create an aparatum of
Type 2 or higher.
• Sapphires (Costs 15-25gp)
+1 to the Aparatumist’s Crafting DC check during the
Enchantment event if used to create an aparatum
that has abilities related to air or wind.
• Emeralds (Costs 10-20gp)
+1 to the Aparatumist’s Crafting DC check during the
Enchantment event if used to create an aparatum
that has abilities related to dirt, rock, or other
terrain.
• Rubies (Costs 10-20gp)
+1 to the Aparatumist’s Crafting DC check during the
Enchantment event if used to create an aparatum
that has abilities related to fire.
• Pearl (Costs 10-20gp)
+1 to the Aparatumist’s Crafting DC check during the
Enchantment event if used to create an aparatum
that has abilities related to water.
Note: Bonuses stack to a maximum of +5.
Note: Bonuses stack to a maximum of +5.
The Gemstone
After the Epethiate is molten and has been poured
into the mold (made by the Aparatumist and included
as part of the cost of the ore), there is a cooling
period where the magical characteristics of the
Epethiate need to be trapped and held in place while
the Aparatum Crafter performs the Enchantment
event. To facilitate this, Aparatumist use high-quality
gemstones that are cut and chipped into smaller
fragments (resulting in the destruction of the
gemstone) and mixed into the molten Epethiate.
150
Because the aparatum will have a physical and
spiritual bond with a PC, that PC must be present
for both the Smelting and Enchantment events.
The Aparatumist will have the PC involved in both
events. For this reason, the PC can be at risk of
harm should either of the events fail. A good
Aparatumist will inform the PCs of the risk; some
Aparatumists, however, may not always make this
risk known.
The Smelting Event
Taking the raw Epethian ore and converting it into a
pure metal that can be poured into a mold to create
an aparatum is an art and a science. The Aparatumist
must carefully balance the heat required to smelt
the ore and the speed of the pouring into the mold;
mistakes can be disastrous, resulting not just in
complete loss of the materials used, but sometimes
an actual physical risk to those in in the immediate
vicinity of the failed smelting.
The Smelting event will be ready for the PC’s
participation after a fixed amount of time has elapsed.
The following chart describes the wait time for each
Tier of aparatum to reach the Smelting event. For
more advanced aparatum, the metal ore must be
raised in temperature more gradually to improve
the purity; this requires careful attention by the
Aparatumist and often special preparations.
Tier 1.
1 hour from delivery of the ore and components.
Tier 2.
1 day (24 hours) from delivery of the ore and
components.
Tier 3.
1 week from delivery of the ore and components.
Tier 4.
3 weeks from delivery of the ore and components.
Tier 5.
1 month from delivery of the ore and components.
Tier 6.
2 months from delivery of the ore and components.
Once the elapsed time has passed, the Aparatumist
will assist the PC in the pouring of the molten metal
into the mold.
a smaller (lower Tier) aparatum. Should a roll of 1
occur on the Crafting DC check, a catastrophic failure
has occurred and an additional roll must be made to
determine the extent of the catastrophic failure using
the Catastrophic Failure Chart below.
Catastrophic Failure d20
1-15. Total loss of ore and its molten metal.
No damage to creatures.
16. Molten Splatter. All creatures within 10 feet of
the Smelting Event must make a DC 8 Dexterity save.
Failure results in 1d6 fire damage, half damage on
successful save.
17. Flare-Up. All creatures within 15 feet of the
Smelting Event must make a DC 8 Dexterity save.
Failure results in 1d10 fire damage, half damage on
successful save.
18. Minor Explosion. All creatures within 20 feet of
the Smelting Event must make a DC 10 Dexterity save.
Failure results in 2d10 fire damage, half damage on
successful save.
19. Major Explosion. All creatures within 30 feet of
the Smelting Event must make a DC 12 Dexterity save.
Failure results in 4d10 fire damage, half damage on
successful save.
20. Catastrophic Explosion. All creatures within
60 feet of the Smelting Event must make a DC 15
Dexterity save. Failure results in 6d10 fire damage,
half damage on successful save.
Upon success of the Crafting DC check, the
Aparatumist will continue to the Enchantment event.
The mold is created by the Aparatumist while the
ore is being processed. When the PC is ready, the
Aparatumist must make a successful Crafting DC
check (with all modifiers).
The target value for the Crafting DC check is
calculated as follows:
Crafting DC check for Smelting Event:
8 + Aparatum Tier value (1-6)
If the value rolled is higher or equal to the
Aparatumist’s Crafting DC value, the ore has been
successfully smelted and poured into the mold. If the
Crafting check fails, a percentage of the ore is lost and
the remainder can be used to try again or to make
151
The Bonding Event
Once the mold is filled with molten metal and cooling,
the Aparatumist begins work on preparing the
aparatum for Bonding with the PC. The vellum and
gemstone must be provided at this time. With the two
items in hand, the Aparatumist will require more time
for to prepare the incantation and transfer it to the
vellum along with careful preparation of the gemstone
that will hold the magical essence of the Epethian
metal while the bonding of the aparatum with its new
owner is performed.
As with the Smelting event, the PC must be present
at the start of the Bonding event due to the link
that will exist between PC and aparatum. This event
brings even more risks to the PC and any witnesses
to the event, and the GM is encouraged to balance
the value and power of the aparatum with the risks
to the PC and allies during this final event.
The target value for the Crafting DC check is
calculated as follows:
Crafting DC check for Bonding Event:
8 + Aparatum Type value (1-6)
On failure, an error is made during the reading of the
incantation and the attempt must be tried again with
only a new sheet of Vellum to be purchased.
On a natural 1, something may have gone horribly
wrong during the incantation; roll once on the Failed
Enchantment Event chart below for the results of
this failure. All failures (when using this chart) result
in total loss of vellum and gemstone but not the
metal and the mold unless specified in the Failed
Bonding Event chart.
Failed Bonding Event d20
1-15. Total loss of vellum and gemstone. No damage to
persons.
The Bonding event cannot begin until the Aparatumist
has prepared the vellum and gemstone. The following
chart describes the wait time for each Tier of
aparatum that has reached the Bonding event:
Type 1
1 day from successful pouring of metal into mold to
begin Bonding event.
Type 2
2 days from successful pour of metal into the mold.
Type 3
1 week from successful pour of metal into the mold.
Type 4
2 weeks from successful pour of metal into the mold.
Type 5
3 weeks from successful pour of metal into the mold.
Type 6
1 month from successful pour of metal into the mold.
Once the vellum and gemstone are prepared, the PC
will assist the Aparatumist during the reading of the
enchantment that starts the Bonding event. When the
PC is ready, the Aparatumist must make a successful
Crafting DC check (with all modifiers) while the PC
holds the vellum or gemstone and follows gestures
from the Aparatumist that indicate steps to perform.
152
16. Dark Results. The incantation has somehow affected
the metal and mold; if the aparatum Enchantment event
is attempted again (with new vellum and gemstone), the
damage applies -1 to the Aparatumist’s Crafting DC check
(all other modifiers still apply).
17. Sphere Shatter. All creatures within 10 feet of the
Bonding Event must make a DC 8 Intelligence save.
Failure results in 1d6 psychic damage, half damage on
successful save.
18. Ribbon Storm. All creatures within 10 feet of the
Enchantment Event must make a DC 10 Intelligence save.
Failure results in 1d10 psychic damage, half damage on
successful save.
19. Plane Breach. All creatures within 15 feet of the
Bonding Event must make a DC 12 Intelligence save.
Failure results in 2d10 psychic damage, half damage on
successful save. The mold is damaged but not the metal;
the Aparatumist must melt the metal again (requiring ½
the original time).
20. Blackstorm Mind Whip. All creatures within 30 feet
of the Bonding Event must make a DC 15 Intelligence
save. Failure results in 3d10 psychic damage, half damage
on successful save. Significant damage to the metal and
mold occurs results in a total loss of material.
Upon success of the Crafting DC check, the
Aparatumist has completed the bonding of the
aparatum and the item is ready for use by the PC.
Drawbacks
Gaining great power requires sacrifice. At the time
of the Bonding Event, the PC will discover that they
have earned a Drawback in exchange for the power
that an aparatum grants them. This Drawback can be
minor, such as a slight sensitivity to sunlight, it can be
an inconvenience, such as shattering delicate objects
when the PC touches them, or it can be serious,
causing a permanent reduction to an Ability Score, or
the PC has a vulnerability to a certain damage type.
The Drawback should be related to the ability granted
by the aparatum. For example, darkvision can have
a Drawback of the PC being sensitive to bright light;
aparatum that reduces encumbrance and attached is
to the leg or legs may cause the PC to destroy/damage
wood flooring. Use your imagination when coming up
with Drawbacks, and try to keep them in line with the
Tier (power level) of the aparatum.
Give all aspects some careful thought, and work with
your GM throughout the process of aparatum creation.
Example Drawbacks
This is a list of some example Drawbacks that you can
pair with any crafted aparatum. Feel free to use them,
or come up with your own. The sky is the limit! Have
fun with the process and try to think of interesting
Drawbacks that can add flavor and depth to your
game and your PC.
• Abnormally large head; hard to find helms/circlets/
crowns that fit.
• Development of an allergy to a common element/
plant/animal. Must take medicine daily or suffer Level
1 Exhaustion.
• PC has a constant stench that may get them kicked
out of taverns; the stench stays with them even after
bathing. Disadvantage on any ability check to interact
socially.
• PC loses the ability to speak clearly due to the jaw
partially fusing. Has difficulty eating and drinking.
• PC must have a certain beverage or food for them to
consume at least once per day, else they will suffer
detriments/withdrawals.
• Permanent disadvantage on a certain skill/attribute
check.
• Disadvantage on saving throws against a single
condition or damage type.
• Permanent reduction of an Ability Score.
• Inability to sneak/be stealthy; the PC can’t help but
be f*****g loud.
• Rations and food/beverages (including) water that a
PC carries rots/goes sour within a day.
• One of the PC’s feet or hands becomes larger/smaller
than the other.
• Sensitivity to bright light (disadvantage on ability
checks when exposed to bright sunlight).
• PC cannot handle fragile objects without breaking
them.
• Sensitivity to sunlight, resulting in mild skin burns
after brief exposure (sunlight sensitivity).
• PC constantly hears a whispering voice that repeats
their thoughts back to them; it’s a distraction and
may keep the PC awake at night.
• Severely near or far-sighted. Wear glasses or have
disadvantage on Ability Checks involving sight.
• PC forgets all known languages except Common and/
or cannot learn new languages.
• The sun never shines around the PC; they are always
surrounded by gloomy weather.
• Tremors and/or ticks.
• Vulnerability to a damage type.
153
The Aparatumist
There are three levels of Aparatumist that
adventurers may seek out, each with their own
unique abilities and skills. Aparatumists are typically
secretive about their techniques, so higher prices can
be expected from the Master Aparatumist who has
years of experience in both the smelting of the ore and
enchantment of the vellum.
Novice Aparatumist
After having completed a number of years as an
Aparatumist Apprentice, the Novice Aparatumist
is now skilled in either the smelting process or
the bonding process, but not both. The Novice
Aparatumist will often negotiate the price for the
creation of an aparatum in exchange for some leftover
ore to experiment with or some spare vellum sheets
left over from a purchase.
Aparatumist
Confident in their skills of smelting and enchantment,
the Aparatumist can often be found publicly
advertising their craft in cities and large towns. While
most will not negotiate, they can offer slightly lower
prices than a Master because they are often employing
one or more apprentices to assist in the menial work.
Master Aparatumist
The most expensive but also the most likely to
present a well-crafted aparatum to a buyer, the
Master is able to craft any aparatum that can be
imagined. The price, however, may be beyond the
imagination of all but the richest of clients.
154
Background
Aparatumist Apprentice
You served for years as an Aparatumist Apprentice,
assisting the Master in all the steps involved in
creating aparatum. You are familiar with the selection
of ore, its smelting and recovery of the pure metal,
and the making of the mold in which the molten metal
is poured. Before completing your apprenticeship,
however, the call of adventuring reached your ears
and your world changed completely. Still, your
knowledge has provided you with the ability to
negotiate the costs of all materials and improve the
chances of a successful aparatum creation.
Skill Proficiencies: Nature, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A set of artisan’s tools (your choice), A
letter of commendation and membership in a Guild
of your choice, six sheets of High Quality Vellum,
and a leather pouch holding 10 gp.
Feature: Keen Eye for Detail
For years, you worked with a handful of Aparatumists
as their assistant, learning all aspects of the trade
from finding the best ore to looking for ways to
improve the smelting process. With your assistance,
an Aparatumist will be able to complete all work 10%
faster and at a 20% reduction in all costs.
In addition, you’ve learned to spot the subtle hints
of aparatum beneath a cloak or hood, allowing you
advantage on any Perception check you make when
scrutinizing a target within 60 feet; on success, you
are able to determine the location of an aparatum
but not its function or type.
Should the aparatum be revealed to you (again,
within 60 feet), you are able to determine its Type
if you have at least 30 seconds of uninterrupted
viewing of the device.
Suggested
Characteristics
When an Aparatumist isn’t crafting, there is plenty
of research to perform, and the same goes for an
apprentice. The apprenticeship has instilled a search
for knowledge of crafting as well as a fine-honed
ability to research. These individuals are studious
and prefer a well-stocked library over a tavern for
their down-time. For this reason, social skills are
often sacrificed in favor of the deeper knowledge
obtained in the stacks.
Personality Trait d8
1. I much prefer the solitude of a library to the
boisterous locales my allies favor.
2. My list of friends is short, but those on it can count
on me to stand with them for any challenges.
3. My social awkwardness often gets me into trouble
when haggling with merchants as I am not good at
negotiations.
4. Give me a research challenge and I won’t stop until
an answer is found.
5. When meeting someone new, I cannot help but study
them completely to see if they possess an aparatum
that I can study.
Ideal d6
1. Focus. I value my reputation for being able to stick to
a task until it is completed. (Any)
2. Perfection. When crafting an item, I strive to do the
absolute best job I can. (Any)
3. Creativity. I don’t worry too much about the end
result of a job as long as its unique. (Chaotic)
4. Respect. My allies may not understand me, but they
must respect my abilities if they wish the same in
return. (Neutral)
5. Power. Knowledge is my weapon, and I will use it to
further my goals. (Evil)
6. Independence. I have all I need to survive in this
world; my allies are there to allow me to obtain
more. (Evil)
Bond d6
1. I will never cheat someone who is willing to teach me.
2. I owe my knowledge to my first master who showed
me a path for my life.
3. Thieves took everything from my family; I will never
agree to fix or craft an aparatum that comes from
stolen property.
4. Years ago, my master was killed during a theft of an
aparatum. I will avenge his death.
5. I will craft an aparatum one day that will change the
world.
6. My allies must never learn of my addiction to
aparatum.
Flaw d6
6. When under pressure, I always resort to less talk,
more action.
1. I will protect an aparatum at all costs, possibly
including the lives of my allies.
7. I would never intentionally try to sabotage the hard
work of another unless my life depended on it.
2. When a library is nearby, I will always check its
contents related to aparatum.
8. Eye contact is difficult for me, and it often means I’m
mistrusted by strangers.
3. Should an enemy with aparatum fall in combat, I will
do everything in my power to retrieve it.
4. I will always push my allies to add an aparatum that
would benefit their skills.
5. If an aparatum will not harm me, I will add it to my
body.
6. I cannot allow an ally to destroy an aparatum of any
type or power.
155
Aparatum
Examples
Below are examples of apratum that may be bonded
to NPCs on Epethia. Unlike magic items, complete
and active versions of aparatum are not discovered
or purchased. Whenever aparatum is found, those
parts can be salvaged and new aparatum can then be
bonded using those components.
The aparatum below represent some of the most
rare and/or powerful aparatum documented. The
list is not complete, however, due to the fact that
aparatum continue to be created by those with the
knowledge and funds to successfully create them.
Divinus Aparatum
The Velvet Clutch
Master Aparatumist
Medium humanoid (any race), any alignment
Armor Class 14 (leather armor)
Hit Points 27 (6d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
16 (+3)
10 (+0)
16 (+3)
10 (+0)
10 (+0)
Saving Throws Dex +5
Skills Arcana +7, Investigation +5
Senses darkvision, passive Perception 10
Languages Common, one additional language
Challenge 3 (700 XP)
Smelting Master. The Master Aparatumist may perform the
smelting of the Epethian Ore with an additional +1 for all
Crafting DC checks during the Smelting Event.
Bonding Master. The Master Aparartumist may perform the
bonding of the vellum and gemstone with an additional +1 for
all Crafting DC checks during the Bonding Event.
Actions
Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) bludgeopning damage.
156
Divinus aparatum example
Tier 2
The velvet clutch bonds with one (or both) of
the bearer’s hands. The clutch gives unparalleled
touch sensitivity. A creature can feel every click
of the tumblers as they pick a lock or feel every
imperfection in a hallway in looking for a secret
door. Creatures bonded with this aparatum will
have advantage on any dexterity or wisdom check
involving the use of their hands.
Drawback. If a bonded creature takes any fire or cold
damage, this will overwhelm the their sense of touch.
A successful DC 15 Constitution save must be made or
the wearer takes and additional 1d8 psychic damage.
The Collar of the Deep
Divinus aparatum example
Tier 2
Once bonded, the collar appears as rough folds of skin
around the user's neck. This aparatum allows the user
to breathe in water as if it were air.
Drawback. The bonded aparatum must be submerged
in water 1 hour every 24 hours. If they are unable,
the wearer makes a DC 15 Constitution save every 24
hours for not being submerged. On a failure a creature
takes 1d4 psychic damage every hour until the they
spend a short rest fully submerged in water.
Heart of Iron
Flickerwisp
While taking a short rest or long rest, the user regains
30 hit points/hour, provided they have at least 1 hit
point. The Heart of Iron does not regenerate limbs.
Additionally, the Heart of Iron's healing magic will
stop working when the user is reduced to 0 hit points
and will only begin working again after 24 hours if the
user has at least 1 hit point.
Wisp Move. If an enemy hits with an attack, you
immediately teleport 10 feet to an unoccupied
space that you can see, causing any enemy to have
disadvantage on the next attack roll against you on the
following round. If the bearer uses this ability more
than once, they will have disadvantage on attacks
until they take a short rest. This ability recharges after
a long rest.
Divinus aparatum example
Tier 5
This multi-part lump of metal resembles a human
heart. When bonded with a user, it surrounds the
bearer’s heart and immediately starts to heal all
wounds. After bonding, it begins to beat in unison
with the user's own heart. A faint metallic sound can
be heard.
No pain. The user ignores all damages of less than 10
hp from any attack. (Damage Reduction)
Not my time. The user has advantage to all death
saving throws.
Drawback. The user cannot be healed by magical
means as long as they have at least 1 hit point. The
only healing the user may receive is from the Heart of
Iron or by a wish spell. If the user is at 0 HP they can
be magically healed.
Profanus Aparatum
Crown of Sorrow
Profanus aparatum example
Tier 4
Once a user is bonded with the crown, it appears as a
symmetrical series of hard bony protrusions around
their head. The Crown allows the user to target a
single enemy and have an advantage in combat.
Know thy enemy. The user may select a single
enemy within 30 ft. The user will have advantage on
attack rolls against the target. The target also has
disadvantage on any saves as they feel the effects of
the crown searching their mind.
Profanus aparatum example
Tier 1
After the bonding event, the user has a very dull,
almost hazy skin tone. The Flickerwisp textures
appear as dark tattoos of various shapes and sizes
that slowly pulse on and off. The aparatum allows the
user to move out of harm’s way during combat.
Drawback. The PC has vulnerability to cold damage.
The Egg of Knowing
Profanus aparatum example
Tier 3
During the bonding event, the four part egg (when
placed on the side of the user's head) will pass
through skin and bone, bonding with the brain.
The following benefits are given to the user:
• +1 to Intelligence or Charisma.
• Add 2 languages.
Additionally, the user innately knows 2 wizard (INT
spellcasting ability) or sorcerer (CHA spellcasting
ability) spells level 3 and below. The spell save DC and
to hit with spell attacks will be based on INT or CHA
Note: The Sorcerer spellacsting ability is on pg 43 of
the SRD. The Wizard spellcasting ability is on pg 53
of the SRD.
These spells can be cast 1/Day no matter what class the
apratatum user is and with no material components.
These spells are regained after a long rest.
Drawback. Any stat modifications going forward must
be applied to Intelligence or Charisma only. Other stat
increases are ignored.
If the affected creature moves beyond 30 feet from the
crown, the target creature must succeed on a DC 15
Intelligence saving throw or take 22 (4d8 + 4) psychic
damage and be stunned.
Drawback. Once per week, roll on the Long-Term
Madness chart when the user takes a long rest
(Madness Effects pg 201 SRD). The effects last
1d10x10 hours.
157
The Divinus Mender
When a PC needs aparatum repaired, they must seek
out a divinus mender.
The divinus mender will inspect the aparatum and/
or damage and determine a fair donation that must be
made to the temple.
Costs may vary depending on the danger involved;
this includes whether or not aparatum is legal or
illegal (2x cost) in the given locale.
Aparatum Tier Value
1
2
3
4
5
6
Cost to Bond
15gp (30gp)
20gp (40gp)
30gp (60gp)
50gp (100gp)
100gp (200gp)
200gp (400gp)
The Profane Surgeon
When a PC wishes to have a profanus aparatum
repaired, they will need to carefully search for the
profane surgeon.
The profane surgeon may choose to inspect the
aparatum and/or damage…but not likely. The danger
involved in the repair is high and the surgeon will be
anxious to get the job done and for the PC to leave.
The process will be done covertly, and allies will not
be welcome without a sufficient bribe. Costs will
always be high when it comes to profane aparatum,
and surgeons never negotiate.
Aparatum Tier Value
1
2
3
4
5
6
158
Cost to Bond
30gp
40gp
60gp
100gp
200gp
400gp
Realm Generator
Realm size
The earth realm that we live on is roughly a 25,000 mile
circumference and approximately 197 million miles of
surface area. This is the standard that we will use for
the size of the random realm you are building. Earth is
considered a medium-sized realm.
d12
1. Very small (50% to 75% smaller)
2-3. Small (10% to 50% smaller)
4-9. Medium.
10-11. Large (10% to 33% larger)
12. Very large (50% to 100% larger)
Predominant
Realm Climate
d12
1. Arid/Desert. Very few sources of water, mostly
underground.
2. Aqua/Water. Very few landmasses, no continents,
thousands of islands many archipelagos.
3-9. Diverse Biome. The realm has all or most of the
known biomes; polar, desert, temperate, tropical, etc.
10. Polar/Arctic. The realm is cold with winter being
the longest season. There may be a short, cool or
warm summer.
11. Temperate. The realm has a large number of
forests, swamps, jungles, etc. and the temperatures
are hot too cold with long summers and short winters.
12. Tropical. The realm has very short winters, some
that may never be cold enough to snow. Summers are
long and hot.
Realm Landmasses
d12
1. No Continents. The realm is mostly water with
archipelagos, and hundreds or thousands of islands
2. One Single Continent. It might be a massive
landmass or a small one. There may be many islands
and island chains.
3-4. Two to Four Continents. Many archipelagos, and
hundreds of island chains. Several oceans.
5-9. Four to Eight Continents. Few archipelagos, and
hundreds of island chains. Several oceans.
10-11. One to Two Super-Continents. Few archipelagos
and hundreds of island chains. Few oceans and seas.
12. Solid Landmass/Landlocked Oceans or Seas.
Thousands to tens of thousands of lakes and rivers of
all sizes.
Realm seasons
d12
1. Extremely long seasons (each season may last a
year or longer)
2. Extremely short seasons (each season may last a
month or a few weeks)
3-10. Normal season duration (3-4 months for each
season depending on the length of the year)
11. One season extremely long. The other three
seasons are very short or are uncommon in duration
and frequency.
12. Extended bi-seasonal (two of the seasons are very
long and the other two are very short).
Day/Night Cycles
d12
1. Long days, short night cycle
2. Long nights, short day cycle
3-10. Standard day-night cycle
(depending on the length of a day for the planet).
11. Long days and long night cycle
12. Short day and night cycle.
159
Spell Power Level
Sources of magical power may work differently on
some realms. There may be fewer gods or the gods are
not overly active in the lives of their followers an as
a result magical ability from those sources is weaker.
Perhaps the source of arcane power is powerful and
difficult to control.
d12
1. Impotent Magic. Magic is very weak. Limit the
total cap of usable magic several levels lower than the
maximum. For example, no creature can cast spells
higher than 4th level.
2: Weak Magic. Magic is weaker than normal. Cap all
magic at one or two levels lower. For example, a spell
level cap limit might be 7th level instead of 9th.
3. Selectively Weak Magic. One or two types of magic
are much weaker than normal. Select either Impotent
Magic or Weak Magic as the base. All other spells are
cast as normal.
4-8. Normal Magic.
9. Selectively Strong Magic. One or two types of
magic are much stronger than normal. Select either
Strong Magic or Empowered Magic as the base. All
other spells are cast as normal.
10: Strong Magic. Magic is much more powerful than
normal. Treat all spells as if they were one level higher
when cast.
11: Empowered Magic. Magic is very powerful, treat
all magical spells as if they were cast at two levels
higher.
12: Wild Magic. Roll a d8 each time a spell is cast on
this realm.
1. The spell is a dud and misfires. If any
components were needed to cast the spell are
consumed as if it were successfully cast.
2. The spell is cast at the base level, there are no
additional effects for casting at a higher level.
3. The spell is cast at the base level but if the spell
has additional effects or abilities when cast at a
higher level treat the caster as being two levels
lower than his actual level to a minimum of the
base level.
4-5. The spell is cast as normal.
6. The spell is cast at two levels higher than the
caster.
7. The spell is cast at four levels higher than the
caster.
8. The spell is cast at double (or at a minimum 4
levels higher) the caster’s level but the caster takes
1d4 damage and is stunned until the start of their
next turn.
160
Defining Ethos
d12
1. Good Wins! The forces of good have won. Evil is the
underdog and in hiding, planning a resurgence.
2. Evil Rules! The forces of evil have won. The forces
of good are in hiding and a looking to reorganize and
rebuild.
3-10. The Struggle Continues. The realm is roughly
equal in terms of good vs. evil, order vs. chaos.
11. Ultimate Order! Order has defeated chaos and
rules supreme but chaos is always changing and
plotting.
12. No Order! Chaos has won the day and order is a
thing of the past—or so they say. Order always has a
plan, even in defeat.
Predominant Races
d12
1: One Super-Dominant Race. There is only one race
(only humans, only elves, etc.) or one race that far
exceeds all other races by a margin of 1,000,000 to 1.
2-3: Two to Five Dominant Races. A select few races
exist excluding all others or all others are limited in
number.
4-9: Roughly Average. There are roughly an equal
number of races, say five to eight; humans, orcs,
dwarves, etc. in the realm.
10-11: Large Diversity. There are a multitude of
sentient/playable races. Perhaps there is a reason that
all playable races are on this realm (trade center, etc.)
12: None/Extinct: No sentient or playable races exist
on the planet. There may be other life, but there are
no sentient/playable races on this realm.
Population Density
Fauna/Flora Density
How or why population density is how it is on any given
realm will depend on a great many factors; weather,
potable water, food sources, environmental issues,
predators, etc. The population may be concentrated in a
small area or spread out over vast distances.
Use this chart for both fauna (animal life) and flora (plant
life) for a realm. This chart is similar to the sentient
population density in terms of how many animals and
plants there are on a realm.
Low population density realms may have large swaths
of land and sea where a PC may not encounter another
sentient creature for days, weeks—even months or
years. The reverse is also true, there may be high density
realms where it’s difficult to not encounter another
sentient being without trying to avoid them.
d12
1. The sentient/playable races population density is
either non-existent or extremely low. Perhaps only a
few thousand beings on the entire realm.
2. The sentient population density is low. Similar to
above, but with at least a few hundred thousand.
3-10. The population density is roughly normal for
a realm of average size and without any sort of
hindrances or benefits that would increase the races
being able to live and grow.
11. The population density is high. There are lots and
lots of sentient beings. Perhaps billions. In fact, there
may be areas of overpopulation.
12. Extreme population density. Cities and towns
have large populations and are big in size and scope.
It is difficult to find areas where there are no sentient
beings.
d12
1. Barren. No fauna/flora on the realm. This will
directly affect all life on the realm. GM's looking to
design a barren realm need explain how the players
are able to survive.
2. Limited Fauna/Flora. Realm may be a desert or high
water setting. It has long periods of cold weather with
abundant permafrost. This is an example of realms
where there may be limited fauna, flora or both.
3-5. Below Average. Similar to the limited selection,
however, this realm can support 50% more life.
6-10. Average Density. The total amount of animals
and plants expected for a realm based on its climate,
weather, etc.
11. Abundant. The realm has the right combination
of rain, soil, nutrients for hardy plant life. Rich sources
of food for animals or all the animals are small to
medium in size allowing more animals that can survive
on those food sources.
12. Extreme. Life thrives. The soil is exceptionally
fertile. Able to support plant life and high numbers of
animals.
Weather effects
Weather is, at best, unpredictable. Weather on realms
can be affected by all manner of things; magic, both on
the realm and off the realm and godly intervention are
just two examples.
d12
1. Large area of persistent weather. Always high
winds, thunderstorms or drought.
2. Localized area or a pocket of persistent weather.
Similar to the large area of persistent weather but on a
smaller scale (25% less).
3-10. Normal seasonal weather. "Normal" depends
greatly on the realm. A polar realm will have snow
storms and blizzards. Likewise if there is a temperate
or tropical realm that has large bodies of water and is
warm there will be thunderstorm and typhoons.
11. Rapid seasonal weather events. A 20 minute
heat wave in the summer, a 15 minute blizzard in the
winter, etc.
12. Bizarre seasonal weather events. A snow shower
in the summer, a heat wave in the winter, a sandstorm
and rain storm happening at the same time and
location, etc.
161
Within the Blackstorm
Locations
There are an infinite amount of locations for your
adventurers to travel within the Blackstorm.
Throughout these pages, you’ll find find inspiration
for a handful that you can use to create your own
encounters, mini-adventures, or even build an entire
campaign around.
These locations are independent from the realms of
Epethia, Incursia and Xunditu.
Treat these locations more like stand-alone missions
that your players can have fun exploring in a single
session, and then be off onto the next discovery
within the Blackstorm.
Beruum’s Barge,
Prison of all
Prisons
Beruum’s Barge is a colossal, hulking prison that
orbits around Jukl, the second moon of the volcanic
realm of Hespered. It is owned and operated by
the Wardens of Iron, a mercenary company known
throughout the Blackstorm for its ruthless efficiency,
diversity of membership, and shrewd business
sense. Known as “the Last Stop” or the “Prison of
all Prisons,” Beruum’s Barge contains thousands of
prisoners, some of them the most dangerous and vile
persons in the Allverse that other realms lack the
means to control.
The Wardens of Iron are fiercely independent and do
not provide this service for free—realms pay them
for the privilege of being able to keep their criminals
off-world and away from the rest of “civilized society,”
as some would put it.
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The Barge itself was initially a battlecruiser before
it became a prison. After the battlecruiser was
decommissioned, the Wardens removed much of its
internal equipment and converted it into a prison. Over
the decades, the Wardens have continued to make
expansions to the Barge so that it only faintly resembles
the great ship that it once was. A docking platform now
facilitates the coming and going of other Warden ships,
as the Barge itself is long past flightworthy.
Beruum’s Barge is named after Obediah Beruum, the
founder of the Wardens of Iron and its current leader.
Obediah has ruled over the wardens and the Barge for
over 300 years, turning the small mercenary company
and its original ship into the largest prison in the
Blackstorm. Though he was once human, a twisted
pact he forged with a hag long ago has turned him into
a ghoul, giving him the appearance of a corpse who
has just begun to decay and cursing him to limited,
uncomfortable immortality.
Despite his condition, Obediah is a popular leader
among his company—his charisma and strategic
decision-making have brought the Wardens of Iron
to ever-reaching heights and continuously climbing
profits. The success and growth of the mercenary
company have attracted a diverse membership, one of
which Obediah is shrewd to take advantage.
The Wardens of Iron include people of all races who
serve as Guard Magi, bounty hunters, accountants,
debt collectors, and administrators. The Blackstorm
is turbulent, and business is good, which allows the
Wardens to expand and improve upon the Barge
steadily. Expansion wings separate casters from noncasters and further divide the general population from
those deemed highly dangerous. The capable Guard
Magi are particularly suited to managing captive
spellcasters and cloak the Barge in magical defense
and surveillance spells such as glyph of warding,
arcane eye, forbiddance, and many others.
Most prisoners are kept to strict schedules that
coordinate eating, exercise, and ”free time,” while
others are left to suffer in isolation within the
bowels of the Barge. In rare cases, the Wardens of
Iron coordinate with other stakeholders to prepare
unique cells or containment units explicitly suited
for those prisoners with extraordinary abilities that
demand special treatment.
The compensation that the Wardens of Iron receive
in exchange for taking prisoners is not their only
source of income. The Wardens operate one of the
most renowned bounty hunting programs in the
Blackstorm, the members of which call themselves
the Hellions. Among the Hellions are skilled rogues,
rangers, and wizards who are quick to respond to
posted bounties throughout the realms and almost
as quick in apprehending their marks. Unless the
bounties are to be delivered to a specific location, the
Hellions are happy to bring the targets right back to
Beruum’s Barge for an additional fee.
In addition to bounty hunting, the Wardens maintain
a robust mining operation on the surface of Hespered,
where they gather a rare volcanic rock known as
“scorchstone.” Prisoners are lifted down to Hespered
by Barge ships, where they are assigned to one of over
a hundred mine shafts that connect to a sprawling,
subsurface tunnel system. Hespered is inhabited
by native fire salamander populations hostile to
foreign intruders. The most capable prisoners are
therefore used as fighting forces to clear out areas
for extraction. Because Hespered’s atmosphere is
borderline inhospitable to most mortal races and
Warden ships remain the only way on or off the
planet, prisoners have near-zero chance at freedom
and understand that cooperation with the mercenary
company is their only realistic option.
Adventure Hooks
1. The characters have been accused of a crime and
sentenced to imprisonment at Beruum’s Barge. As
they arrive, Obediah takes an interest in the group
and recognizes their potential. He offers them a
chance at freedom if they can complete what many
believe to be a suicide mission in the depths of Jukl.
2. A bounty hunter belonging to the Wardens of Iron
needs help tracking down a mark believed to be in
recent contact with the characters.
3. The Wardens of Iron have encountered a fire
salamander population in the depths of Hespered
that their prison laborers have proven unable to
eliminate. The salamanders slaughtered the laborers
and burned their remains in worship to their deity.
The Wardens are looking to hire capable adventurers
to handle this problem.
4. The Guard Magi have learned of an old spell book
that they think might help fortify the barge’s magical
defenses. Their Hellion bounty hunters are occupied
with contracts, so they’re looking to hire adventurers
to recover the spellbook rumored to be located inside
a ship damaged by a Blackstorm essence flare and
now drifts throughout the Blackstorm.
The Fountain
of Ahmun
On the deserted desert realm of Surunet, three
scattered structures are the key to unlocking the
Fountain of Ahmun. The Fountain is a mythical spring
said to grant those who drink from it all possible
knowledge on their chosen subject. Thousands of
years ago, the philosopher-king Tak-sharu Tetist, ruler
of the Yhilwasi peoples of Surunet, sought to reach
the limits of mortal knowledge through a mystical
communion with the divine. The gods attempted
to dissuade Tetist, belaboring the limits of mortal
capacity, but Tetist was persistent in his pursuit.
Offended and willing to punish Tetist for his hubris,
they led him on a lifelong quest to find the Fountain of
Ahmun that ultimately led to his death.
In the present day, the realm of Surunet is barren;
dilapidated, scattered ruins scoured clean by sand
and wind are the only evidence of the Yhilwasi people.
However, the physical legacy of Tetist’s quest for
knowledge remains as present as ever, preserved
in pristine condition by the divine powers that
caused his death. These three structures are known
collectively as Tetist’s Pathway, and they tell the story
of Tetist’s journey as well as provide the keys to reach
the Fountain of Ahmun for anyone foolish enough to
follow in his footsteps. Tetist commissioned these
structures himself, following the guidance of the gods.
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The Obelisk of Tetist. The obelisk of Tetist is a
30-foot-tall monument of white stone that bears
the following inscription:
“Without malice or kindness, avarice or generosity
Without capriciousness or rationale, desire or apathy,
Without vacancy or totality, only then may one drink
from the Fountain of Ahmun.”
Also inscribed on the obelisk is a series of starreferencing coordinates that, if interpreted correctly,
will lead adventurers to the Book of Record.
The Book of Record. The Book of Record is not
written on scrolls or bound pages of parchment
but rather on the walls of a simple, four-walled
square structure twenty feet in height and
twenty feet across. Small, densely-packed script
inscriptions blanket the interior walls of the
edifice, spanning wall-to-wall and floor-to-ceiling.
The Script within the Book of Record includes
an autobiography of Tetist’s life, details of the
Yhilwasi people and the realm of Surunet, and, most
importantly, the instructions for a ritual necessary
to open a pathway to the Fountain of Ahmun using
the Scale of Tetist. The core components of the
ceremony include a memory and personality trait of
each participant as well as at least 20,000 gp worth
of treasure. Also found within the Book are more
star-referencing coordinates that lead adventurers
to the Scale of Tetist.
The Scale of Tetist. The Scale of Tetist is a fiftyfoot-square stone pressure plate carved with
arcane runes that suggest a ritual circle in its
center. No matter how much weight is placed on
the pressure plate, the plate does not move. Only
through completing the complex ritual described
in the Book of Record will the Scale of Tetist
activate, allowing for transport to Tetist’s Tomb
and the Fountain of Ahmun.
Successfully activating the Scale of Tetist transports
the participants to a demiplane that holds the
Fountain of Ahmun and serves as Tetist’s tomb.
The Fountain of Ahmun appears as a lush desert
oasis surrounded by dense, impenetrable mist. The
oasis’ pool of water is the sacred fountain itself—
though a creature that drinks from its waters is
likely to be killed by the incomprehensible flow
of knowledge that will overwhelm its senses and
liquefy its brain. The remains of Tetist himself
lie sprawled by the spring, untouched by decay.
A creature that drinks from the fountain and can
survive is immediately transported out of the
demiplane and may never again return.
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Adventure Hooks
1. The leader of a rapidly-growing cult dedicated to
the transfiguration of flesh to gold has claimed to have
sipped from the Fountain of Ahmun, thus making them
certain in the divine sanctity of the cult’s mission.
Undoubtedly, the leader is either a charlatan or a
lunatic. But what if they speak the truth?
2. A guild of explorers from Epethia has stumbled
across the Scale of Tetist and believes it may unlock
a secret door in a nearby mountain. They have no
awareness of Tetist’s story or any of the Scale’s
related structures. They offer a significant gold
reward to anyone who can help them activate the
Scale.
3. A powerful lich wants to use the Fountain of
Ahmun’s magic to create a new spell of devastating
consequence. Can the adventurers slay the lich or
find the Fountain before he does?
4. A faction or NPC friendly with the party has heard
of the Fountain of Ahmun and is convinced that
drinking from it will bring them what they seek. Can
the adventurers catch up to them and prevent them
from drinking from the fountain’s waters in time?
Mount Vhuert,
The Final Hope
Mount Vhuert, also known as the Suspended City
of Stone, is a vast dwarven city built at the top of
a titanic mountain that floats freely through the
Blackstorm. Named after the Vheurtian dwarves to
which it belongs, Mount Vhuert is one of the largest
non-realm bodies in the Allverse, home to the
impressive city that shares its name, vast tracts of
mountain wilderness, associated ecosystems, and rare
flora and fauna. Mount Vhuert teems with life—the
city hosts thousands of gardens and farms, and life
also flourishes on the mountain with its abundant
waterfalls, rivers, and the expansive, subterranean
Lake Thegmaw. The city itself is massive, with space
for nearly a million dwarves, though the population
that inhabits it totals only a tenth of that number.
The Vhuertian dwarves hail originally from the
realm of Juhngunttden. Like many of their kin, they
are a people full of vigor: sturdy, industrious, and
stubborn. They are also the last of their kind in the
known Allverse. Their home realm, Juhngunttden,
was consumed by an Unspeakable One—and the
Vhuertian dwarves did not have the time they would
have liked to save as many of their people for whom
they had built the city. Thus, the Suspended City of
Stone is emptier and more spacious than it should
have been. In the last possible moments before
annihilation, Mount Vhuert was pulled free from
Juhngunttden as they completed an extended, arduous
arcane ritual just in time. Many perished. The dwarves
that remain, however, are prosperous.
Now an independent city-state, the dwarves of
Mount Vhuert are governed by the Orazoki Council,
a leadership group headed by a powerful archwizard
named Torevec, Paragon of the Stars, and his five
supporting council members. In addition to regular
governance, Torevec and the council coordinate the
ongoing efforts to suspend and propel the mountain,
facilitated by a team of wizards and sorcerers
known as Binders. Together, the Binders allow for
this spectacular wonder of arcana and engineering
to persist. Under the direction of the Orazoki, the
Binders can steer Mount Vhuert toward crumbles,
moons, or other realms.
Mining remains the singular foundation of the
Vhuertian economy, as it was on Juhngunttden.
The only difference now is the dwarves’ mobility.
Mount Vhuert most commonly moves from crumble
to crumble, where it will release gargantuan chains
to anchor itself, then hover for weeks or months
at a time to gather gold, silver, and other precious
metals from the surrounding rock. Miners––
commonly referred to as “expeditioners”—travel
across the chains and are protected by wards of
abjuration magic known as “bubbles” that provide
them with breathable air and protect against the
effects of the Blackstorm.
These warding bubbles last upwards of twelve hours,
at which point the expeditioners must refresh the
bubbles’ magic. In the rare cases where the dwarves
require further protection from the Blackstorm for
particularly precarious mining operations. In such
times they are equipped with specially-fitted armor
called “blackplate,” which is said to have an insulating
effect against extreme weather or arcane conditions
and is impenetrable by the force of nearly any impact.
The recipe for blackplate is a closely guarded secret,
and rumors say that only two smiths on Mount Vhuert
possess the full knowledge of how to build it. These
two smiths are said to coordinate closely with the
council to provide the armor on an as-needed basis.
The Vhuertian dwarves’ mobility, sizeable natural
resource stores, and skills and experience in smithing
have made Mount Vhuert into a lively trade hub
within the Blackstorm. The Suspended City of Stone
is home to a bustling market, numerous smithies,
and other typical shops and services. The Orazoki
Council looks to capitalize on this connectivity
and further strengthen its position within the
Blackstorm by making its vast urban space available
to non-Vhuertian populations. Explorers, traders,
adventurers, merchants, or foreign diplomats are
freely encouraged to stay within the city for as long
as they need, in some cases even permanently, to
facilitate Mount Vhuert’s economic strength. The
council and the Vhuertian dwarves do their best to
position themselves as politically neutral and avoid
taking sides in feuds between realms or peoples.
In some cases, wanted fugitives or high-profile
figures who fear for their safety have been allowed to
take refuge within the city as long as the dwarves do
not have reason to believe that they have committed
particularly heinous crimes. Often, they provide this
accommodation at little to no cost. Still, in some
cases where the situation is greyer, asylum seekers
are expected to provide some sort of benefit to the
city to justify their stay.
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Adventure Hooks
Mount Vheurt may draw a group of adventurers for
many reasons. A few of these reasons are described
below. When using Mount Vheurt in your game, try
to emphasize its haunted past, the wonders of its
magical engineering, and the resiliency of its people
in the face of annihilation.
1. Vhuertian expeditioners have dug up an ancient,
aberrant spawn incubating inside a large crumble
during a new mining operation. The strange,
horrifying beast awakened and began attacking the
dwarves. They retreated in haste but left behind
essential equipment in the crumble cluster. They’re
looking for someone to retrieve the equipment while
avoiding or eliminating the monster if possible.
2. The Orazoki Council suspects a foreign spy is
attempting to uncover the recipe for the legendary
blackplate armor in their midst. They want to flush
out the spy without alienating other visitors or
foreign residents of the city. They will need a group
of adventurers to investigate cautiously while using
violence only as an absolute last resort.
3. A cult is operating within the city, calling itself the
“Flesh of the Fifth Moon,” and is trying to summon an
Unspeakable One to “finish what was started” and
consume Mount Vhuert. The Orazoki Council wants a
group of adventurers to locate and clear out the cult’s
headquarters, which is rumored to be located near
the subterranean Lake Thegmaw, deep within the
bowels of the mountain.
4. A refugee population within the Blackstorm needs
aid after their home realm suffered a major calamity.
The Orozaki Council wants the adventurers to act as
emissaries and offer the population safety within the
walls of the Suspended City of Stone. The population,
however, is deeply suspicious of outsiders, and the
disaster still ravages their homeworld to this day.
Naaptar: City of
False Idols
Our world has always been the most beautiful, the
most important. Leaving it to others to care-take and
protect was never an option. Therefore, we found
ourselves looking for a way to safeguard it from the
likes of the Shan or the Titans. The key to living forever
was always right there. Leave the soul to something
else, and the body can survive...eternally. We need not
be evil to this. But we must be resolute.
— King Guliya of Naaptar
Naaptar, known also as the Kingdom of the Unliving
Flesh, Land of the Undead, and The Eternal Sepulchre,
is a city populated entirely of sentient undead.
Created centuries ago, the city is home to more
secrets and magical knowledge than anywhere in the
Allverse. Since the Great Accord, the people of Naaptar
made a solemn pact to turn themselves into undead in
order to protect their secrets from their enemies.
And slowly, over the centuries, they would kill
everything living thing in Naaptar that wasn’t
already undead.
Description
Naaptar is a massive, sprawling city on an island in
an otherwise unexplored realm. There are no forests
or farmland and no other vegetation to speak of. For
the past 900 years, the people of Naaptar have been
pushing the boundaries of the city towards every
edge of the realm.
Naaptar grew from a small city of 10,000 people into a
sprawling metropolis beyond imagination. It is unclear
exactly how many ghouls, mummies, and liches live
here now, but there seems to be no end to them.
There is no need to eat or sleep. Everyone spends
their lives indulging in art, books, engineering, poetry,
and science—every person working toward being the
best version of themselves.
Others add to the massive, monolithic vaults of
knowledge the city holds in such regard. They collect
what is known while simultaneously searching for
what is not known.
With each addition to the vault, the city grows.
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Imagine the city of Milan at the peak of the
renaissance, sprawling for 1000 square miles.
Adventuring in
Naaptar
Limitations of Naaptar
Yet, brave adventurers are drawn to the places where
10th level spells are said to exist, where unique
artifacts are guarded against the vain and greedy,
and esoteric magics are studied.
For some, the idea of living forever is unreasonable,
and those people choose to pass on, interring
their flesh into a tomb or mausoleum. There is no
shame in this, and most people take with them their
art, some wealth, and any worldly possession of
emotional resonance.
Everyone “living” in Naaptar is already dead.
They’ve given over their souls to the greater
purpose of safeguarding Naaptar from those who
would take its riches. This quest for immortality
was achieved so long ago; they’ve even mastered
the necromantic power to create new life and, in
turn, make that life undead.
Access to Naaptar
Naaptar exists on a floating crumble, hurtling
through space. Magical energies choke off travel to
Naaptar, making it difficult to find and even harder to
reach. A single portal gate exists for the Tomb Kings
to use should they ever need to leave Naaptar for
any reason. Otherwise, a horde of skeletal wardens
known as “The Orok Gondnok”, the Eternal Guardians,
guards Naaptar. It would take an army to break
through these undead soldiers.
But its existence is an “open secret” among most
voidship captains. Most know where it is but lack the
courage or wherewithal to dare land on Naaptar.
Not without a large reward anyway.
Those who know of Naaptar also know of the
treasures it possesses. At least a fraction of them.
The undead are known to guard their vaults of
knowledge, which hold the majority of knowledge
mortals have ever produced. Even dragons envy the
vast trove of information contained within the vaults.
Once someone arrives in Naaptar, it is equally
difficult to navigate.
As outsiders…
Only the unliving reside within Naaptar. Therefore,
the living are easily noticed and sought after. Not
to murder, but to capture, study, and convert.
Adventurers travel many realms and may possess
knowledge the undead can add to their vaults.
As insiders…
The undead who seek themselves worthy enough
to adventure outside Naaptar must first prove
themselves through decades of diligence. They
venture for secrets within the confines of the city,
interrogating the citizens and unearth lost relics
under the foundations of old vaults.
A lot can happen in 900 years.
Those worthy are permitted to exit the city and
explore the cosmos in order to add to Naaptar’s
growing knowledge of the universe.
Outside Naaptar, the undead need to protect
themselves against the turbulent energies of the
Blackstorm, however. Centuries of isolation have left
them sensitive to its effects.
Their Secrets
Naaptar is the archive of all great magic. The undead
of Naaptar jealously guard every ancient spell or
powerful relic that morals shouldn’t have.
Political Climate
The ruling liches seek peace with one another, but
their contentions and personal rivalries never seem
to die. There are always attempts to change the order
of things. Some liches believe the power of the vaults
belongs to them, while others believe the vaults
belong to everyone. Still, a small few think no one
should possess such treasured power. These small
few rule now, but in time, the city might find itself
engulfed in a power struggle that extends beyond
Naaptar and the crumble. A peril to the entire city.
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Tzarn, The Fire
of Revenge
Tzarn is a floating fortress forge dedicated to the
destruction of profanus aparatum and the ultimate
annihilation of the El’atanor. Tzarn is built of the
same magic that powers more traditional Blackstorm
vessels, though its scale is enabled by arcane
advancements known only to its founder and current
leader, the mysterious, immortal archmage known
as the Brass Man. In Tzarn, colossal forges burn with
the fires of revenge that allow for profanus aparatum
components to be melted down and reconstructed
into new weapons of perverted cause.
Millennia ago, a realm named Ostya became the
first realm to be consumed by a terrible alien race
that would come to be known as the El’atanor. Its
cities were razed, its lands harvested, and its people
butchered. Those that survived, unable to live on a
world left barren, and led by a prominent archmage
named Obulok, took what little resources they could
find and re-engineered the single city that remained
standing to leave their realm forever. Promising
that the El’atanor would pay for their crimes, they
formed a pact under Obulok’s leadership. They called
themselves the Revenants, dedicating themselves to
the most ambitious revenge project in the Blackstorm.
Over the many years that followed, Obuluk learned
of the Seven El’atanor stranded on Epethia. Knowing
that a full-scale assault against Incursia would be sure
suicide, Obuluk focused his resources on targeting
the Seven and freeing Epethia from their influence.
He repurposed Tzarn’s forges to burn with a magical
fire capable of deconstructing profanus aparatum, the
lifeblood of the Epethian El’atanor, even while bonded
to an individual. With few ill effects, the forge removes
such a creature’s profanus aparatum. It is one of the
lesser-known secrets of Epethia, and not many are
willing to part with their enhancements due to the
seductive influences of profanus aparatum.
Centuries of research allowed Obuluk to develop
complex rituals that allowed for the reorganization
of the core components of profanus aparatum into
new weapons designed to destroy the magics that
they were initially facilitating. These weapons, known
as Unmakers, are thus especially lethal against the
El’atanor’s inorganic, profanus aparatum-powering
bodies. Though Unmakers are costly and timeconsuming to craft, the Revenants will not rest until
they have armed enough combatants for the total
destruction of the El’atanor wherever they reign in
the Blackstorm. For now, their focus is on Epethia.
When Tzarn and the Revenants aren’t harvesting
profanus aparatum components, they travel the
Blackstorm searching for refugees to aid. Any
owners of homes destroyed by the Otherworlders
can petition for refuge in the fortress and almost
always have their request granted. The last of the
mist giants, Krellos the Ender, is the Brass Man’s
second-in-command. A pitiless and relentless hunter,
he sails on the Blackstorm vessel known as Mercy’s
End, searching for El’atnaor, profanus aparatum, and
the beings that use it. Krellos and his crew deliver
much of the profanus aparatum components brought
to Tzarn for reconstruction.
Obuluk became known to the Revenants as the
Brass Man centuries ago. The name comes from the
expressionless brass mask that Obuluk wears over
his face at all times and his notorious reluctance
to ever speak about his personal matters or his
past. He has outlived all previous members of the
Revenants and plans to outlive countless more. The
Revenants are ignorant to the nature of the Brass
Man’s immortality, believing it to be the result
of an El’atanor curse or decree from the gods—
explanations that the Brass Man makes no effort to
disabuse. The Brass Man’s ultimate secret is that he
became a lich millennia ago to facilitate his drive
for revenge. Though Obuluk committed significant
atrocities that allowed for his transformation, the
Brass Man is unwavering in his belief that the ends
justified the means. He keeps his true nature a secret
to avoid the possibility of the Revenants turning
against him for his abominable crimes.
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Adventure Hooks
1. Krellos has discovered the nature of the Brass Man’s
immortality and is horrified by the truth. Convinced
that nothing could justify Oboluk’s existence, he
seeks the party’s help in destroying the lich and his
phylacteries so that Krellos can assume leadership of
Tzarn and the Revenants.
2. Krellos’ ship, Mercy’s End, was forced to make
an emergency landing on a hostile realm due to
components failure. The crew needs the party’s help
to bring them the necessary parts to repair the vessel.
The ship and its crew are safely hidden for now, but it
is only a matter of time before disaster will strike. Can
the party assist them in time?
3. The Brass Man has become aware of a nearby realm
that the El’atanor recently sundered. As business
currently occupies other members of the Revenant,
the Brass Man asks the party to travel to the realm,
search for any survivors, and offer them refuge among
the Revenants on Tzarn.
4. A member of the Revenants leads a small party with
an Unmaker known as Severence and has left Tzarn
on a suicide mission to assault a warlord’s fortress on
Incursia. The Brass Man has requested that the party
catch up with the assault force as quickly as possible
and convince them to return to Tzarn until they
develop a more sound strategic plan.
Viankormeum
(VEE-yan-core-MAY-um),
The Final
Beginning
The Final Beginning is where the great leviathans go
to die. This dwarf planet was once the heart of the
mighty goddess Vianke, who is said to have tended to
the Celestial Tree when it was but a seedling. Vianke
was slain in the War of the Old Ones, but her heart
was too pure and too celestial to be permanently
destroyed. It persisted, the last vestige of the first
mother of the Allverse. This story is known by
few other than the khanaar, who share an innate
connection with the gods and the energies of Eau, the
Celestial Tree. They find no greater comfort in death
than in the soothing energies of Viankormeum.
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Seven blue stars, known as “Vianke’s Eyes,” eternally
bathe the dwarf planet in cerulean light. The
stars ensure that darkness touches no part of its
surface despite the death that happens there. The
dwarf planet is a pristine oasis unmatched in the
Blackstorm—vibrant meadows blanket its surface,
as well as serene forests, lakes, and rivers of crystal
blue waters. The bones of the khanaar decorate the
landscape, reaching from the ground like the vinewrapped ivory towers of a lost civilization. Born
from the planet itself, a faction of celestial dryads
known as the First Light tends to the leviathans as
they die and ensures that their remains are returned
appropriately to the Allverse.
The First Light is a leaderless collective of celestial
beings that exist between two worlds, moving
between the ethereal and material planes at will.
Each First Light member is known as a “freseri,”
though the freseris are as much a collective mind
as they are individuals. They require no food, air,
nor sleep; they build no cities or settlements that
would scar the surface of Viankormeum. They exist
harmoniously with the planet’s natural landscape,
and their seraphic chorus of song drifts through the
trees like a gentle wind.
The First Light has a strong sense of morality and
is the protector of the khanaar and the planet’s
resources against those that would do them harm.
Though the location of Viankormeum is a closelyguarded secret shared amongst the khanaar, the
freseri are ready to stand guard on the occasion that
inappropriate parties learn this mystery. Outsiders
on Viankormeum are exceedingly rare, but stories
persist of its natural wonders of magical power
reputed to grant immortality or divine knowledge to
the mortals who visit them.
The tales sprout from seeds of truth. The Blessed
Forsaealum is a dazzling aurora that can be seen
from the surface of Viankormeum when the celestial
winds from Vianke’s Eyes are strong enough. Despite
the lack of night, vibrant reds, blues, greens, and
purples dance in the sky, invoking an existential
calming effect in those who witness the displays. As
an arcane reaction between the core of the planet and
the winds of the stars, the Blessed Forsaealum has
potent emotional effects and is capable of soothing
and often curing any maladies of the mind present
in the mortals who witness it. In some cases, a single
viewing can permanently bolster one’s creative or
emotive faculties or invoke new magical capabilities.
The leviathans and the freseri understand that the
waters on the surface of Viankormeum are the blood
of Vianke. Near the planet’s equator, four rivers
converge into a lake known as the Waters of Divinity.
Here, both the freseri and others can commune
with the gods. Those who submerge themselves in
the lake’s clear waters are subjected to powerful
visions and can induce effects similar to spells such
as augury, commune, clairvoyance, contact other
plane, and foresight. However, those who bathe in the
waters too long are at risk of never wanting to leave.
The effects of the lake are so powerful that they can
cause mortals to forget that they ever existed outside
of the waters, causing them to drown eventually.
Over time, the remains of powerful individuals who
lost themselves in the waters have come to litter the
lake’s sparkling depths.
Adventure Hooks
1. The adventurers seek information from a specific
khanaar. This leviathan is in the twilight of its life and
has traveled to Viankormeum to die. The adventurers
will have to travel to the dwarf planet and find the
khanaar themselves or negotiate with the First Light
dryads for permission to access the creature.
2. A budding sorcerer believes that gazing up at the
Blessed Forsaealum will allow them to better harness
their magical capabilities. They hope to use their
power to avenge the death of their family. They need
the adventurers’ help to travel to Viankormeum,
though the group will have to convince the First Light
that their cause is noble, else they will be rejected by
the celestial guardians.
3. The PCs hear stories of a great mage who traveled
to Viankormeum, never to return. Some believe
that his corpse rests at the bottom of the Waters of
Divinity, laden with his secrets. For reasons they may
not fully understand, the adventurers seek to recover
this corpse.
4. A nefarious secret arcane society hopes to establish
a colony on Viankormeum to harvest the bones of the
departed khanaar for powerful rituals. The First Light
contacts a party member through a strange dream,
urging the assistance of their group. The freseri cannot
defend the planet alone; they need help.
Wayfarer’s Reprieve
Wayfarer’s Reprieve is a small ship station and
trading post built on a crumble at the edge of a
Blackstorm Stream. What began as an accident has
developed into a thriving business after the crew of
The Kildress cargo ship made an emergency landing
on a crumble known as Roland’s Rock, situated
along a busy trade route. The crew, captained by
the reputable trader Lady Skigs, began hunkering
down and rationing supplies while they waited
for rescue. When it turned out that the cargo ship
was too damaged to fly again, Lady Skigs decided
to repurpose its innards into an inn and trading
post. Thirty years later, with Lady Skigs still at
the helm, the bustling Wayfarer’s Reprieve has
become a popular stop for travelers, merchants, and
adventurers. The settlement expanded beyond the
original hulk of The Kildress into a small town that
includes bunkhouses, an armory, a blacksmith, a
general store, stables, and a church.
Lady Skigs is now in her fourties, though one
wouldn’t know it by looking at her. She appears just
as healthy and fit as she did in her twenties, with long
black hair (with a touch of silver), and deep black
eyes. Entrepreneurial to her core, Lady Skigs is the
respected leader of Wayfarer’s Reprieve. The Reprieve
is technically a lawless place as it exists outside of any
realm, though regulars are well aware of adhering
to the unspoken code that governs the galactic
crossroads. Mind your business and deal fairly; step
out of line, and you’ll suffer the wrath of the Kildress
Crew, the mercenary company that keeps the peace.
Lady Skigs personally handles any serious trade
disputes or other issues that require mediation.
Skigs has designated no heir to take over her when
she dies, and many wonder if the Reprieve will fall to
chaos when she is no longer there to manage it. For
now though, order reigns.
Lady Skigs can often be found with her pet
pseudodragon, Knick, operating the Happy Accident
trading post, so named as a not-so-subtle reference
to the Reprieve’s origin. The Happy Accident
doesn’t specialize in mundane products—those
can be sourced at the general goods store. At the
Happy Accident, Lady Skigs organizes and presents
her unique and peculiar collection from across
the Allverse. Most of the inventory is available for
procurement, but Skigs is less interested in gold than
in a trade for equal value. For this reason, anyone
looking to purchase an item for gold is required to
pay a 150% premium so that Skigs can maintain
her inventory. After a long trading career, Skigs has
amassed an impressive assortment of minor magical
items, ancient artifacts from across realms, rare spell
and aparatum components, and much more.
171
Wayfarer’s Reprieve would not live up to its name
without a suitable inn where travelers can indulge
themselves. The Cloak and Bunker inn beneath the
hulk of the Kildress, carved out of Roland’s Rock,
provides just such an opportunity. A pair of double
doors greet patrons that climb down the polished
stone staircase in the bilge of the Kildress, opening
into an elaborately furnished inn lit warmly by
torchlight. The stylish half-orc innkeep Magozall and
his trusted barback and bodyguard, the dwarf ettin
named Bogflog, handle the operations of the Cloak
and Bunker. Bogflog is popular with the patrons and
is something of a local legend; the ettin stands at only
five and a half feet tall, less than half the height of a
typical ettin. Magozall found Bogflog on Epethia after
its parents abandoned it and fostered it to maturity.
The two (or three?) are now inseparable. The Cloak
and Bunker is popular as a neutral site for diplomatic
relations between rival merchants or ambassadors, as
its isolated location and below-ground walls provide
ample defense against surveillance magic.
Adventure Hooks
1. Lady Skigs has decided that a member of the party
would be an excellent person to inherit the leadership
of Wayfarer’s Reprieve after she steps down. If the
party is not comfortable with this development,
Skigs would like their help to designate a new heir.
They may have to identify potential candidates,
conduct interviews, or convince a hesitant but worthy
candidate to consider the job.
2. Magozall, the innkeeper of The Cloak and Bunker,
would like the party’s help in sourcing a rare liquor
that a wealthy ambassador has requested for an
upcoming meeting to be held at the inn. Apparently, it
can only be procured from a rare spirits merchant on
Epethia. Magozall is willing to trade the party secrets
he has learned from Blackstorm travelers in exchange
for their help.
3. The party has discovered that an important item
they are looking for is in Lady Skigs’ collection at the
Happy Accident trading post. Unfortunately, she is
fond of it and unwilling to part with the item so easily.
She asks the party to bring her a piece of scorchstone
from Hespered as part of an exchange.
4. Bogflog, the ettin who mans the Cloak and Bunker
inn, has become sick with an unknown ailment. The
ettin insists that the only cure is a rare herb that grows
only on Epethia, its homeworld. Bogflog and the
innkeep Magozall will handsomely reward anyone who
can bring them this herb.
172
The Zaeyunak,
Ziggurat of
Aeons
The Zaeyunak is as much a phenomenon as it is a
labyrinthine ziggurat. It is known by many other
names across time, space, and cultures, including the
Library of the Dead, the Infinite Sepulcher, and the
Roaming Vault of Souls. All of these names approach
an understanding of the Zaeyunak’s true natue: a
repository of the dead, the lost and the extinct—and
the home of Zhozaku, the First God. Many believe
that Zhozaku was the first being to ever “die” within
the Allverse. He is the oldest known being that exists,
if “existence” could even be the concept used to
understand his presence. Once thought to be a lich,
Zhozaku is said to have transcended immortality itself
and has become a celestial entity permanently linked
to the fabric of the Allverse.
Zhozaku is not believed to be evil. Instead, he is
understood as a morally neutral collector of what
has been lost. The Zaeyunak is his domain; a
manifestation that defies time and space and can
exist impossibly in multiple locations at once. It is
a sort of archive of the dead—both creatures and
knowledge. Unknowable legions of unquiet spirits and
souls reside in the ziggurat, which attracts and then
contains those who would be otherwise sentenced to
damnation in the hells or stuck in the material world.
There are also endless collection halls where scrolls,
tomes, books, memories, and all other manner of
knowledge lost to war, fire and time are kept. A
great zoo is lined with flourishing gardens where
long-extinct plants and animals can be found so that
Zhozaku can keep inventory of their past existence.
The Zaeyunak grows larger with each passing death
or lost manuscript as its halls swell to facilitate its
ever-expanding collection.
Few have seen the great ziggurat with their own
eyes, but enough stories persist to confirm that it
exists. Lost souls, foolhardy adventurers, or others
who may seek the Zaeyunak cannot point to it on
any map and make their way there—the Zaeyunak
exists nowhere in particular, instead, manifesting
throughout the Allverse upon the whim of Zhozaku.
It may appear after a bloody battle that leaves many
dead, when the last member of an endangered
species finally dies, or when a significant library is
consumed by fire or destroyed by calamity.
Throughout history, many a tyrannical warlord or
foul necromancer have overseen mass sacrifices
upon hallowed ground in the hopes of summoning
the ziggurat. Old stories suggest the ziggurat can be
summoned using similar methods in coordination
with a complex, esoteric arcane ritual. The ziggurat,
however, eludes understanding beyond these basic
assumptions and musings, and its appearance
cannot be accurately predicted. In truth, precious
few mortal beings have ever entered the Zaeyunak.
Most of those that were lucky enough to withstand
the forces that operate within it—and emerge with
their lives—swore themselves to secrecy, lest their
grip on reality be unhinged through the recounting
of the disorienting and mind-bending experiences
they faced inside.
The Zaeyunuk is a vast demiplane. Though it is
ever-expanding to accommodate Zhozaku’s growing
collection, this growth contains multiple nested
demiplanes. Any mortal that finds themselves
within the ziggurat will discover that its physical
structure appears bounded and consistent.
But this is only an illusion, as its true form is
incomprehensible to mortal minds. Shelves are
impossibly deep, gathering halls stretch infinitely
onwards, and entire natural environments are
contained within the ziggurat’s walls.
However, those with a weak will or who lack a
strong sense of what they are looking for may find
themselves forever lost within winding hallways
among stacks of ancient documents or hordes of
anguished souls.
Zhozaku is not alone in his management of the
ziggurat. As he primarily focuses on needling at
the threads of time and space and communing
with other gods, he has designated servants to
oversee its regular operations. In addition to
Zhozaku’s domain, the Zaeyunuk, is comprised of
four primary “wings”: the Wing of Purgatory, the
Enduring Athenaeum, the Cosmic Conservatory, and
the Prison of Infinite Cells. Each wing is ruled by an
appointed Overseer of Zhozaku, and each Overseer
directs multitudes of underlings, most commonly
undead, both physical and ethereal.
The Wing of Purgatory holds countless lost souls that
for one reason or another had nowhere else to go
after death. Within the Wing of Purgatory are limitless
great halls and mazes of interconnected chambers
manifested by the memories of the dead. The
Overseer of the Wing of Purgatory is Clara Lightshard,
a once powerful human champion who was the first
cleric to ever abandon their faith. Lost in life and then
death, Zhozaku made her into a death knight and took
her under his wing for an eternity.
The Enduring Atheneaum is where all of the
documentation lost throughout history is kept. It is
filled with infinite shelves and dark, winding tunnels
where the most forbidden knowledge is hidden away.
The Overseer of the Enduring Atheneaum is Vuth’rous
the Librarian, an archmage-turned-lich who forever
searches his own domain for ancient eldritch texts
that continue to evade his grasp.
The Zaeyunuk is responsive to conscious
observers that seek to investigate it, though this
effect is dependent on the observer themselves.
Under the force of a strong will, the ziggurat
may push what is sought by the observer
toward them that may otherwise have been
buried under millennia of other records or
mingled impossibly with countless other souls.
173
The Prison of Infinite Cells are where the most vile
or dangerous entities are kept locked away so that
the balance of the Allverse may be preserved. While
most of these entities exist only as souls, some
others, for various reasons, remain alive. Stuck
in an ageless state and locked in an inescapable
prison. Within the prison are impenetrable vaults,
cosmic punishment chambers, and cells of all
twisted natures. The Overseer of the Infinite
Cells is S’ruksaavoc the Billion Eyes, a horrifying
Unspeakable One bound to service by Zhozaku for an
ancient crime understood only by the gods.
The final wing, named the Cosmic Conservatory,
holds numerous portals to nested demiplanes within
the ziggurat that house all manner of extinct plant,
animal, and monster life. Sweltering jungles, frigid
wastes, and mountain peaks all exist within the
Conservatory. The Overseer of the Conservatory is
Lill’ach the Ancient, an immortal druid and direct
descendant of the gods themselves.
Adventure Hooks
Characters may be drawn to the Ziggurat of Aeons
for a number of reasons. A few of these reasons are
described below. When using the Ziggurat of Aeons in
your game, try to emphasize its cosmic, unknowable
nature, the physical impossibility of its design, and
the secrets it holds that can be used to understand the
past, explain the present, and predict the future.
1. A tyrannical warlord or calculating cult leader has
been gathering living captives so that they can prepare
a mass sacrifice upon the ancient burial site of a
demigod. Can the adventurers rescue the captives in
time? What happens if the ritual is completed?
2. A powerful warlock seeks to release an ancient,
aberrant evil locked within the Prison of Infinite Cells.
The adventurers must retrace his steps to follow him
into the Ziggurat of Aeons, where they must navigate
its twisting corridors, slay his flesh golem minions, and
put an end to his plot.
3. An angry coalescence of spirits roams across the
realm, causing death and destruction to anything in
their path. They make it clear that they will not rest
until the soul that wronged them is destroyed for
good. The soul in question can be found within the
Wing of Purgatory; the spirits say they can bring the
adventurers to the ziggurat.
4. An oracle prophesied that the Enduring Athenaeum
holds an illuminated manuscript that details how a
spreading curse can be dispelled. The chamber in
the ziggurat where the manuscript can be found is
protected by powerful illusions and animated statues.
174
Creatures of The Blackstorm
Blackstorm
Creatures
Bezzel
Similar to the various shrimp or prawns that inhabit
the oceans of many realms, these creatures live inside
the Blackstorm currents. They range in size from 2
to 3 inches long to over 8 to 12 inches, depending
on the type. They range in color from a pale cream
color to a myriad of bright colors, some are even
bioluminescent. Bezzels are edible by humans,
elves, dwarves, and similar creatures, they must be
thoroughly cleaned and all internal organs removed
or it could cause the consumer to become poisoned.
Habitat. The Blackstorm currents, but the bezzel
is most common in star clouds (nebulae) and near
crumbles (asteroids fields) and areas where there is a
great deal of debris.
Diet. Tiny current creatures as well as small pieces of
debris and rock.
Origin. Like all of the Blackstorm or celestial creatues,
they originated long before any mortal race was
able to venture into the Blackstorm and as such it is
unknown how long these creatures have existed or
where they may have originated from.
Believed to be a creature that has been in existence
for several eons, predating all sentient races.
Strengths. Bezzels are capable of quick bursts of speed
that they use to catch prey. They are not dangerous to
most creatures.
Weaknesses. Small, not very durable.
Tactics. N/A
Senses. They have excellent sight and can sense
disturbances in the currents in a short area around
them.
Dirgecaller, Black
The Black Dirgecaller is between 10 and 12 feet tall
with a long body that usually measures around 18 to
25 feet long. The creature has twelve long, lean legs,
with the front two used to attack and grapple with its
prey. The Dirgecaller is flat black and it uses its dark
coloration to hide among crumbles. It is an ambush
predator that preys upon all smaller creatures.
Sometimes and when desperate, the Dirgecaller will
attack small Blackstorm vessels.
Like all Blackstorm creatures, they originated long
before any mortal race was able to venture there. As
such, it is unknown how long these creatures have
existed or from where they originated.
The Black Dirgecaller is an active hunter; sometimes,
it will stay near its home web, tethering itself to a
large boulder or its own web and float in the general
area. It will spin an intricate web between five or six
of its legs and use it like a net. The Black Dirgecaller
will maneuver over its prey and extend its long legs,
using the net to trap the prey. The dirgecaller will then
poison and consume the creature.
Dirgecaller, Black
Huge monstrosity, unaligned
Armor Class 16 (natural armor)
Hit Points 135 (10d12 + 70)
Speed 30 ft., fly 40 ft. (hover), Blackstorm 3
STR
DEX
CON
INT
WIS
CHA
22 (+6)
12 (+1)
24 (+7)
8 (-1)
12 (+1)
4 (-3)
Saving Throws Str +9, Con +10
Skills Stealth +7
Damage Immunities poison
Condition Immunities frightened, petrified, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages —
Challenge 8 (3,900 XP)
Web. A black dirgecaller spins elaborate, nearly invisible webs
in the crumbles to catch its prey. The creature can mimic the
distress and mating signals of many Blackstorm creatures and
uses these signals to attract creatures into its web, where it will
try to trap and devour them.
Creatures entering the web must make a DC 15 Perception
check to see any of the webbing. Once in the web, a creature
must make a DC 15 Dexterity saving throw each turn they are
in the web to avoid being restrained. On a successful saving
throw, the creature avoids the web, on a failed saving throw
the creature is restrained. As an action, the restrained target
can make a DC 18 Strength check, bursting the webbing on
a success. The webbing can also be attacked and destroyed
(AC 10; hp 10; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage).
Actions
Multiattack. The Black Dirgecrawler makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
10(2d6+4) piercing damage, and the target must make a DC 17
Constitution saving throw, taking 32(6d10+2) poison damage on
a failed save, or half as much damage on a successful one.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 10 (2d6+4) piercing damage.
175
Blackstorm Elemental
The Blackstorm Elemental is a creation born of the
orbs and ever-intertwining ribbons of magical energy
that make up the Blackstorm itself.
They are the embodiment of the generative forces
between realms, taken shape as a large orb-shaped
creature of pure energy. Feared for their potential
lethality as much as they are revered, the Blackstorm
Elemental is not a creature to be conjured lightly.
It is said, however, that there are those who have been
brave enough to harness their raw energy as a form
of fuel to travel the vast expanses between realms.
The Voidships of Xunditu are said to be fueled by the
Blackstorm Elemental’s power, though the secrets as
to how they trapped and subjugated the creatures is a
secret known to few.
Blackstorm Elemental
Large elemental, chaotic neutral
Armor Class 15
Hit Points 90 (12d10+24)
Speed fly 50 ft. (hover), Blackstorm 10
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
14 (+2)
6 (-2)
10 (+0)
7 (-2)
Damage Vulnerabilities necrotic
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities force, radiant
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Celestial, Deep Speech
Challenge 5 (1,800 XP)
Creation Incarnate. The blackstorm elemental is made of the
energy of pure creation. Due to its very nature, the elemental is
susceptible to necrotic energy and is vulnerable to attacks that
cause necrotic damage.
Elemental Teleport (1/Day). The elemental can instantly
teleport to any place within the Blackstorm. This ability does not
funtion with bound elementals used for Voidships.
Nebulous Form. The elemental is made up of the pure chaotic
energies of the Blackstorm far beyond the safety of the realms.
The elemental can move through a space as narrow as 1 inch
wide without squeezing. A creature that touches the elemental
or hits it with a melee attack within 5 feet of it takes 5 (1d10)
force damage and must make a Constitution Saving Throw (DC
13) or be stunned until the end of its next turn.
Actions
Multiattack. The Blackstorm elemental makes two Touch
attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8+4) force damage.
Cosmic Pulse (Recharge 4-6). The Blackstorm elemental lashes
out with a pulse of the pure energy of creation. Each creature
within 20 feet of the elemental must make a DC 15 Dexterity
saving throw or take 4d6 radiant damage. A creature that
succeeds on their saving throw takes half damage.
176
Dirgecaller, Gray
The Gray Dirgecaller is between 7 and 8 feet tall with
a long body that usually measures around 14 to 18
feet long. The creature has twelve long, lean legs,
with the front two used to attack and grapple with
its prey. The Dirgecaller is a mottled gray ranging
from light to almost black. It uses its coloration to
hide among and inside crumbles.
Like its cousin, it is an ambush predator that
eats other smaller creatures. Sometimes and
when desperate, the Dirgecaller will attack small
Blackstorm vessels.
Similar to other Blackstorm creatures, they originated
long before any mortal race was able to venture into
the Blackstorm. As such, it is unknown how long these
creatures have existed or from where they originated.
The Gray Dirgecaller is an active hunter; sometimes, it
will stay near its home web, tethering itself to a large
boulder or its own web and float in the general area.
It will spin an intricate web between five or six of its
legs and use it like a net. The Gray Dirgecaller will
maneuver over its prey and extend its long legs, using
the net to trap the prey. The dirgecaller then poisons
and consumes the captured creature.
Dirgecaller, Gray
Huge monstrosity, unaligned
Armor Class 14 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft., fly 40 ft. (hover), Blackstorm 3
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
20 (+5)
8 (-1)
12 (+1)
4 (-3)
Saving Throws Str +7, Con +8
Skills Stealth +7
Damage Immunities poison
Condition Immunities frightened, petrified, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages —
Challenge 5 (1,800 XP)
Web. A gray dirgecaller spins elaborate, nearly invisible webs
in the crumbles to catch its prey. The creature can mimic the
distress and mating signals of many Blackstorm creatures and
uses these signals to attract creatures into its web, where it will
try to trap and devour them.
Creatures entering the web must make a DC 15 Perception
check to see any of the webbing. Once in the web, a creature
must make a DC 15 Dexterity saving throw each turn they are
in the web to avoid being restrained. On a successful saving
throw, the creature avoids the web, on a failed saving throw
the creature is restrained. As an action, the restrained target
can make a DC 15 Strength check, bursting the webbing on
a success. The webbing can also be attacked and destroyed
(AC 10; hp 10; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage).
Actions
Multiattack. The Gray Dirgecrawler makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
7 (1d6+4) piercing damage, and the target must make a DC 17
Constitution saving throw, taking 24 (4d6) poison damage on a
failed save, or half as much damage on a successful one.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 7 (1d6+4) piercing damage.
177
DRAGONS
Celestial Dragon
The celestial dragon is a long, thick dragon that
possesses no wings of any kind. Their scales have
scores of spots that vary in color and brilliance,
resembling compact star clouds. The dragons move
through the Blackstorm by force.
Celestial dragons horde their old scales, keeping
them as a treasure and as a means of currency. Their
scales can be used in Blackstorm-faring ships to feed
their Blackstorm elementals and empower them
for a short time. The scale will increase the vessel's
speed by 50% for one hour. No more than one scale
can be fed to a Blackstorm elemental in the span of
eight hours, or the elemental will be forced to take an
uninterupted long rest.
Celestial dragons roam a massive territory they hunt
and live in; larger and older dragons may cover an
entire realm’s star system. The dragons prefer to roam
freely and will make several lairs in their territory
where they can rest if they need to. These lairs can be
in a realm, a moon, inside crumbles, etc.
Celestial dragons are omnivores, eating almost
anything, including the Blackstorm elementals which
power most voidships. In fact, they are considered
a delicasy by some celestial dragons, making for
dangerous journeys through their territory. Being
intelligent creatures, a celestial dragon isn’t beneath
reasoning. Many will strike a deal—an “exchange”
they call it—to not attack passing Blackstorm vessels.
Such arrangements are little more than extortion,
and voidship captains avoid the known territories of
celestial dragons whenever possible.
• Legend has it that the three Blackstorm dragon
species, celestial, radiant, and tenebrous, were
born at the start of the Allverse. Celestial dragons
are born in the vastness of the Blackstorm in a nest
constructed in crumbles or pieced-together debris in
a star cloud.
• The celestial dragon has a host of potent abilities and
wields considerable force effects.
• The dragon has few weaknesses and no natural
enemies besides other dragons that roam the
Blackstorm.
• The dragon will use its Demolisher Wave legendary
action and then follow up with one of its force attacks
or melee attacks. The exact attack depends on the
number and overall threat of the opponent.
178
Lair
The celestial dragons make their homes on large
crumbles (asteroids), on uninhabited realms, or
moons. They prefer to build rotunda-like buildings
from stone, shaping the stone using their force talents.
Talented celestial dragons can force their homes from
a single piece of stone. Celestial dragons adorn their
homes with statues and busts. These serve as both
pieces of art as well as defenders.
Lair Actions
On an initiative count 20 (losing initiative ties),
celestial dragons take a lair action to cause one of the
following effects; celestial dragons cannot use the
same effect two rounds in a row.
A single statue becomes animate; treat this statue as a
Stone Golem. This statue will defend the lair until the
enemy is defeated or the golem destroyed.
A random intruder has the levitate spell cast on it. The
spell lasts for the duration of the combat. Any attempt
to dispel the effect is made at a disadvantage.
Regional Effects
Celestial dragons have a significant effect on the
region’s gravity. All creatures in a 10-mile radius from
the dragon’s lair will have different effects.
Roll a d10 to determine the area effect that the
character or creatures are in. Checks are made each
hour and may change at that time.
1-5.
The area is affected by the levitate spell. Creatures
lessa than 1500 lbs must make a DC10 Intelligence
check; on a failure, the creature levitates for 1d6+2
minutes. On a success, there is no effect. The DC
is increased by 1 for each mile that the creature is
closer to the dragon’s lair.
6-10.
The area is affected by tremendous gravity. Creatures
in the area move under the effects of difficult terrain.
Each creature makes a DC10 Strength check; on a
failure, all movement is made at half-speed, and
on a success, there is no effect. The DC is increased
by 1 for each mile that the creature is closer to the
dragon’s lair.
Celestial Dragon
Legendary Actions
Armor Class 24 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., fly 120 ft., Blackstorm 6
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Gargantuan dragon, neutral
STR
DEX
CON
INT
WIS
CHA
28 (+9)
18 (+4)
28 (+9)
19 (+4)
19 (+4)
28 (+9)
Saving Throws Dex +12, Con +17, Wis +12, Cha +17
Skills Insight +12, Perception +20, Persuasion +17, Stealth +12
Damage Resistances necrotic, radiant
Damage Immunities force
Condition Immunities blinded
Senses blindsight 60 ft., truesight 60 ft., passive Perception 30
Languages Common, Draconic
Challenge 25 (75,000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw,
it can choose to succeed instead.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Demolisher Wave (Costs 2 Actions). The dragon unleashes
a pulse of highly destructive force energy from its body.
All creatures and items in a 20ft. radius must make a DC
25 Constitution saving throw, taking 60 (8d10+20) force
damage on a failed saving throw or half as much damage on
a successful one. All creatures must make a DC 20 Dexterity
saving throw or be pushed a number of feet away from the
dragon equal to the damage taken on a failed save or half
the distance on a successful one.
Magic Weapons. The Celestial Dragon's weapon attacks are
magical.
Actions
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 24 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one
target. Hit: 17 (2d6 + 10) slashing damage.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in
a 90-foot cone. Each creature in that area must make a DC 22
Constitution saving throw, taking 72 (16d8) cold damage on a
failed save, or half as much damage on a successful one.
Force Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one
target. Hit: 37 (6d10 + 4) force damage.
Force Wave. Ranged Spell Attack: +12 to hit, range 60 ft. cone,
Hit: 20 (3d10 + 4) force damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.
179
Radiant Dragon
These magnificent creatures appear to be living
crystals. The dragon’s dazzling scales are a means
of defense and offense. The scales give the dragon a
high armor class, and the dragon can hurl its shards
like radiant, flaming daggers at its opponent. Radiant
dragons have a brightly shimmering aura about
them, and if creatures do not take precautions, they
will be blinded until they take a long rest. The lights
from their bodies can brightly illuminate an area of
the Blackstorm for more than 500 miles.
The radiant dragon does not have wings but can
propel itself on force alone. It has a long, thick body,
but some say it almost has a feathered appearance
because of its crystalline-like scales.
Radiant dragons prefer to live in the hearts of stars
or within exceptionally bright star clouds. These
dragons are rarely found in the Blackstorm unless
they are traveling to a new home.
Radiant dragons typically feed upon radiant and fire
energy sources, but they can consume meat when
their primary food source isn’t readily available.
Lair actions are not known for radiant dragons. No
other creatures can survive such an inhospitable
environment inside the heart of a star for more than a
few minutes.
Regional Effects
All light sources, even magical, within 10 miles of the
radiant dragon will have double their effective light
radius.
• All sources of darkness, even magical, within 10
miles of the radiant dragon are at half of their
effective radius.
• The dragon will occasionally emerge from the star
and shed its older scales. These scales rain down onto
realms in orbit of the lair/star, where creatures might
collect them. The scales have healing and restorative
properties, and they will always emit bright sunlight
in a 5’ radius and dim sunlight in a 10’ radius. The
residents of the inside side of Xunditu use the scales
to improve their lives, empower and enhance their
superior magic, and power their famous Voidbreakers.
• Legend has it that the three Blackstorm dragon
species, celestial, radiant, and tenebrous, were born at
the start of the Allverse. The radiant dragons are born
in the corona of stars, the parent dragons dancing in
the heat and light.
Aggregog, the Radiant Dragon of Xunditu
• The radiant dragon’s godly strength and constitution
would generally be enough to make it a dangerous
adversary. Still, its powers and immunity over radiant
and fire put the dragon in a scarce class. The radiant
dragon has few weaknesses and no natural enemies
other than the tenebrous dragons, which hate them.
Aggregog lives in the heart of Xunditu’s core star
and shares his kindness and wisdom with the light
side’s denizens. Aggregog is peaceful by nature
and enjoys sharing his knowledge and wisdom and
learning new things. He delights in the exchange
of ideas.
Tactics
The peoples of Xunditu reciprocate Aggregog’s
kindness by building amphitheaters called
Lumenatium, where Aggregog can converse with
philosophers, teachers, and travelers. It is not
uncommon for the dragon to spend time at any
one of the dozens of Lumenatium dotting the light
side landscape.
These dragons prefer to resolve impending conflicts
peacefully. When that proves to be impossible, the
dragon will make every attempt to move to a space
where harm to innocents can be more of a possibility.
The dragon will then determine which attack will end
the combat the quickest.
Lair
Radiant dragons live in the burning hearts of stars.
As one would expect, mortal beings cannot survive
inside, and no one has returned alive from a mission
to explore their lairs.
Rumors persist that a radiant dragon takes on a
humanoid form inside a star and live within a massive
castle-like lair, surrounded by angelic beings. But this
is more than likely a fanciful story for children.
180
Lair Actions
Aggregog showers the light side of Xunditu when
he sheds his older scales, but he does save some
of his scales to give as gifts. He exchanges the
scales for new knowledge and wisdom. Many
centuries ago, he tried to share his light and
wisdom with the dark side of Xunditu and with
Mourndrang, but his efforts were met with anger,
hate and envy. He has empathy for those on
the dark side but understands that there is little
he can do when beings only embrace hate. He
focuses his efforts on helping the light side and
those with open minds and open hearts.
Radiant Dragon
Gargantuan dragon, neutral good
Armor Class 22 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 40 ft., fly 120 ft., Blackstorm 6
STR
DEX
CON
INT
WIS
CHA
30 (+10)
15 (+2)
30 (+10)
18 (+4)
20 (+5)
28 (+9)
Saving Throws Dex +10, Con +18, Wis +13, Cha +17
Skills Insight +13, Perception +21, Persuasion +17, Stealth +10
Damage Resistances fire, radiant
Damage Immunities force
Condition Immunities blinded
Senses blindsight 60 ft., truesight 60 ft., passive Perception 31
Languages Common, Draconic
Challenge 25 (75,000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw,
it can choose to succeed instead.
Magic Weapons. The Radiant Dragon's weapon attacks are
magical.
Starheart Aura. The dragon emits bright sunlight in a 20 ft.
radius and dim sunlight in a 40 ft. radius. Any creature hostile
to the Radiant Dragon that starts its turn within 20 feet of the
Radiant Dragon must make a DC 16 Dexterity saving throw. On
a failed save, the creature is blinded for one turn. If a creature's
saving throw is successful, all of the the creatures attacks for
the next turn are with disadvantage. The dragon is wreathed in
extreme heat. All creatures in a 5ft. radius must make a DC25
Constitution saving throw, taking 10 (2d10) fire damage on a
failed save and half as much damage on a successfule one.
Actions
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 24 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Starburst (Recharge 5-6). The dragon emits bright sunlight in a
120 ft. radius and dim sunlight in a 200 ft. radius. Any creature
hostile to the Radiant Dragon that starts its turn within 120
feet of the Radiant Dragon must make a DC 20 Dexterity saving
throw. On a failed save, the creature is blinded for 1d3 turns. If
a creature's saving throw is successful, all of the the creatures
attacks for the next turn are with disadvantage. All creatures
in a 20' radius of the dragon must make a DC 22 Constitution
saving throw, taking 30 (4d10+10) fire damage on a failed save
or half as much damage on a successful one.
Starheart Breath (Recharge 5-6). The dragon exhales a fiery,
radiant beam in a 90-foot beam. Each creature in the path of
the beam must make a DC 24 Dexterity saving throw, taking
35 (7d10) radiant damage on a failed save, or half as much
damage on a successful one and 35 (7d10) fire damage on a
failed save, or half as much damage on a successful one.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Ruinous Wake (Costs 3 Actions). If the dragon is moving in
the Blackstorm it can make an attack. The dragon moves
at high speed past any number of targets within 5 squares.
Each target must make a difficulty check based on its size.
Creatures and vessels within range must make a DC20
Constitution saving throw. Each creature and item will take
50 (6d10+20) force damage on a failed save or half as much
damage on a successful one.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one
target. Hit: 17 (2d6 + 10) slashing damage.
Fire Scales. Ranged Weapon Attack: +18 to hit, range 30/60 ft.,
one target. Hit: 9 (1d6 + 6) piercing damage and 9 (1d6 + 6) fire
damage.
181
Tenebrous Dragon
These sullen, angry dragons appear as living darkness
and shadow. Their thick, scaly armor is mottled black,
deep purple, and dark gray smoke. They have long
sinuous bodies fully twice as long as their cousins,
the radiant and celestial dragons. Its scales are small,
giving it a sleek appearance if one can see through the
aura of darkness surrounding the dragon.
Tenebrous dragons live in cold, dark places, far
from light. They burrow lairs into moons, and
large crumble rocks. Like the radiant dragons, they
seldom traverse the Blackstorm unless they are
looking for a new home.
Tenebrous dragons will eat anything they can kill or
scavenge.
• Legend has it that the three Blackstorm dragon species,
celestial, radiant, and tenebrous, were born at the start
of the Allverse. The tenebrous dragons are born in
darkness after the parents battle for dominance.
• The tenebrous dragon is strong, quick, and cunning.
Its necrotic and psychic abilities make it an incredibly
dangerous opponent.
• Weaknesses: The dragon has few weaknesses and no
natural enemies other than the radiant dragons, which
oppose them.
• Tenebrous dragons prefer to fight in closed and
confined spaces. The dragon will attempt to close with
its opponents and engage in melee combat, using its
prodigious strength, exceptional speed, necrotic, and
psychic powers to their full devastating effect.
Lair
A tenebrous dragon usually makes use of an existing
cave complex or the abandoned burrow of any
gargantuan creature as its lair. It will dig a complex
maze to confuse anything that decides to invade its
home. The dragon will often change the burrows in
which it sleeps.
Lair Actions
On an initiative count 20 (losing initiative ties),
tenebrous dragons take a lair action to cause one of
the following effects; tenebrous dragons cannot use
the same effect two rounds in a row.
• Each creature must make a DC18 Wisdom check
or become frightened on a failed saving throw; the
creature must take the Dash action and move away
from you by the safest available route on each of its
turns unless there is nowhere to move. The creature
can make a DC15 Wisdom saving throw each turn, and
on a successful save, the effect ends for that creature.
182
• A poison gas cloud made of powdered dragon scale
fills the air. Make a DC18 Constitution saving throw or
suffer 12 (3d6+3) necrotic damage. On a successful
save, take half damage.
• Each creature must make a DC18 Intelligence check
or suffer 12 (2d8+4) psychic damage. On a successful
save, take no damage.
Regional Effects
All sources of darkness within 10 miles of the
tenebrous dragon will have double their effective
radius.
• Creatures within 10 miles of the tenebrous dragon
become irritable and combative. Make a DC15
Wisdom check each hour; on a failed saving throw,
creatures will begin to bicker and fight. If the
creatures fail two consecutive saving throws in a row,
they will have a physical altercation and must be
separated from each other for at least one hour or
continue to fight.
• Tenebrous dragons shed their old scales. These scales
can are used as a necrotic poison or add a necrotic
element to existing poisons, where the potency is
based on the size and time since the scale was shed.
The scales can be used as material components to
augment necrotic spells.
Mourndrang, The Tenebrous
Dragon of Xunditu
Mourndrang is brooding, hate-filled, jealous,
and vengeful. She lives on the dark side of
Xunditu, deep under Mount Veskrys in a vast
and labyrinthian cave system. Just like all the
darksiders, she hates and envies the lightsiders
and Aggregog. She has plans in motion and is
constantly making more and more plans to destroy
the lightsiders and their way of life. She has many
spies, and if any of those spies provide her with
information that ends in a successful operation,
she will reward them with riches. Any spy failing
her one too many times or draws her ire come to a
gristly end in her maw.
Mourndrang has a cult following that she uses
to spread her plans of dominating the light side.
She litters the darkside with her old scales. She
will also give them to cult members to aid in
their plans. She expects her followers to feed her
and watch after her lair when she leaves. Any
interlopers captured are the first to be used as
food for her ravenous appetite.
Tenebrous Dragon
Necrotic Breath (Recharge 5-6). The dragon exhales a necrotic
cloud in a 90-foot cone. Each creature in that area must
make a DC 22 Constitution saving throw, taking 90 (23d6+10)
necrotic damage on a failed save, or half as much damage on a
successful one.
Gargantuan dragon, neutral evil
Armor Class 25 (natural armor)
Hit Points 437 (25d20 + 175)
Speed 40 ft., fly 90 ft., Blackstorm 6
STR
DEX
CON
INT
WIS
CHA
25 (+7)
20 (+5)
25 (+7)
20 (+5)
15 (+2)
20 (+5)
Saving Throws Dex +13, Con +15, Wis +10, Cha +13
Skills Intimidation +13, Perception +10, Stealth +21
Damage Resistances psychic
Damage Immunities necrotic
Condition Immunities blinded
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages Common, Draconic
Challenge 25 (75,000 XP)
Aura of Shadows. The tenebrous dragon is surrounded by a
20 foot inky black cloud. Creatures attacking the dragon have
disadvantage unless they have darkvision or truesight.
Legendary Resistance (3/Day). If the dragon fails a saving throw,
it can choose to succeed instead.
Necrotic Pulse (Recharge 5-6). The dragon emits a pulse
of necrotic energy in a 60 foot radius. Each creature in the
area must make a DC20 Constitution saving throw, taking 35
(6d8+10) necrotic damage on a failed save, or half as much
damage on a successful one.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft ., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Magic Weapons. The Tenebrus Dragon's weapon attacks are
magical.
Tail Attack. The dragon makes a tail attack.
Regeneration. The dragon regains 10 hit points at the start of its
turn. If the dragon takes fire damage, this trait does not function
at the start of its next turn. The dragon dies only if it starts its
turn with 0 hit points and does not regenerate.
Psychic Roar (Costs 2 Actions). The dragon can emit a painful
psychic attack, targeting a single creature it can see within
90 feet. The target creature must make a DC20 Wisdom
saving throw, taking 40 (6d10+10) psychic damage on a
failed save, or half as much damage on a successful one.
Actions
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 24 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one
target. Hit: 15 (2d6 + 8) slashing damage.
183
Firelight Swarm
A Firelight is, by itself, an insect-like creature about
1 to 2 inches in length and about a quarter of that
in width. Every firelight has a set of very powerful
mandibles, capable of slicing through thin leather.
They emit a constant, faint glow, with a range of
colors depending on the variety of the firelight
swarm, This glow and the change in color are a means
of communication both in the colony and to other
colonies it is also how they gained their name.
Their habitat is the Blackstorm at large and they can
even live in some worldly environments.
Firelights are opportunistic omnivores, eating
whatever they can collectively consume, even to the
point of cannibalism.
Like all of the Blackstorm creatures, they originated
long before any mortal race was able to venture into
the Blackstorm and as such it is unknown how long
these creatures have existed or where they may have
originated from.
Singularly they might be a nuisance to a lone creature
but not much else; however, these creatures live and
travel in swarms and attack in “en masse.” They will
retreat when they take large amounts of damage,
utilizing a collective consciousness, however the hive
mind intelligence is relatively low.
• Any attack that causes a large number of the
firelights to be killed will cause the swarm to panic
and flee, so large, area attack effects will drive off the
swarm quickly.
• A firelight swarm has no true tactics. They flee when
they can, attack when hungry or provoked. It’s very
simple. A single firelight will always quickly flit away
from any would-be threat, and quickly returns with
its swarm.
• A firelight has all of the traditional five senses but in
addition they can see and sense subtle changes in
energy.
184
Firelight Swarm
Large swarm of tiny beasts, unaligned
Armor Class 12
Hit Points 70 (14d10)
Speed 15 ft., fly 90 ft., Blackstorm 3
STR
DEX
CON
INT
WIS
CHA
6 (-2)
15 (+2)
6 (-2)
6 (-2)
15 (+2)
6 (-2)
Damage Resistances necrotic, radiant
Damage Immunities fire, lightning, piercing, slashing
Condition Immunities frightened, petrified, poisoned
Senses passive Perception 12
Languages —
Challenge 5 (1800 XP)
Rapid Retreat. When the Firelight Swarm gets to 12HP or lower
it will disperse and flee. The Swarm gains +6 AC while it flees.
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening large
enough for a Tiny insect. The swarm can't regain hit points or
gain temporary hit points.
Actions
Multiattack. The Firelight Swarm makes two bite attacks.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit:
7 (2d8 - 2) piercing damage.
Firespark (Recharge 5-6). Ranged Spell Attack: +4 to hit, range
30/60 ft., one target. Hit: 5 (1d6 + 2) fire damage, 5 (1d6 + 2)
lightning damage
Hobbog
A cross between a jellyfish, crab and fish, the hobbag
has areas of its body that have a hard shell and several
pairs of fins that act as rudders allowing them to
navigate the Blackstorm. It has large eyes, giving it
exceptional vision, and a gaping, tooth-filled mouth
that it uses to catch prey and defend itself. Hobbogs
are edible and are very tasty except for the spines and
flippers which must be removed.
The hobbog lives in large quantities in star clouds
(nebulae), crumbles (asteroid fields) and it can
occasionally be found in Blackstorm currents hunting
and migrating to new homes.
The hobbog’s diet consists of any and all smaller
Blackstorm creatures.
Like all of the Blackstorm creatures, they originated
long before any mortal race was able to venture into
the Blackstorm. As such, it is unknown how long these
creatures have existed or from where they originated.
Hobbog possess hard shells on areas of their body and
poisonous tips. The poison is a paralytic that stuns
its prey initially and eventually; it will stop essential
body functions such as heartbeat and respiration. The
toxin isn’t strong enough to incapacitate mediumsozed creatures or larger unless they are attacked by
several hobbogs, which is highly unlikely.
Hobbog
Medium beast, neutral
Armor Class 12 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 30 ft., Blackstorm 2
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
14 (+2)
6 (-2)
10 (+0)
4 (-3)
Saving Throws Con +4
Condition Immunities poisoned
Senses passive Perception 10
Languages —
Challenge 1 (200 XP)
Keen Sight. The Hobbog has advantage on Wisdom (Perception)
checks that rely on sight.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
5 (1d6+2), piercing damage.
Poison Bash. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 4 (1d6+1), slashing damage and 3 (1d6) poison
damage.
• Some creatures harvest the hobbogs for their poison
and refine it to a much more lethal intensity and
dosage.
• Hobbog are not elusive to larger, more intelligent
predators.
185
Khanaar
(Celestial Leviathan)
Khanaar are extremely large whale-like creatures that
live in the Blackstorm. They have two sets of flippers,
larger in the front than in the back. These flippers as
well as a long powerful tail aid the creature in both its
locomotion and navigation.
Their skin or scale is charcoal gray to a light bluegray and is exceptionally thick, resembling banded
armor in its appearance. The khanaar’s head scale is
especially thick and adult male’s have bony teeth-like
growths that they use to defend themselves. All adult
khanaar have long flexible “spines” along its back
and down its tail.
The longest of these spines can has a large bulb
at its end that can be used either as a means of
signaling other khanaar or as a defensive weapon by
releasing stored celestial power much like a stinger.
This “straw” also allows the khanaar to draw energy
directly from Blackstorm streams, allowing fasttravel—the fastest creature known to exist anywhere
in the Blackstorm.
When khanaar are preparing to travel at extreme
speeds, when ascending into the Blackstorm from a
world, or descending from the Blackstorm to a realm,
their underbellies emit/glow growing in intensity
until they reach their destination.
Much like its primary adversary, the voegoth, khanaar
travel the entirety of the Blackstorm wherever
they please. The leviathan can travel incredibly fast
along the Blackstorm currents. Khanaar sometimes
travel in packs, called pods like their worldly whale
counterparts with no pod smaller than four khanaar,
often a pair of couples. Pods have been spotted with
as many as 20 khanaar, including infants.
Single khanaar are always found with a mortal
captain, with whom they share a telepathic
connection. These khanaar enjoy the company
of their captains, and they travel the Blackstorm
together for many years, taking on passengers that
wish to travel long distances that even Xunditu
voidbreakers cannot reach.
The khanaar feed on the numerous tiny creatures that
live in the Blackstorm currents.
Like all of the native Blackstorm creatures, they
originated long before any mortal race was able
to venture into the Blackstorm and as such it is
unknown how long these creatures have existed or
where they may have originated from. However, their
graveyard (Viankormeum) is known by many but its
location is only known to the khanaar.
186
The khanaar’s armor-like scale hide and prodigious
strength make them a fearsome adversary when
angered. It’s armor is by far the most durable of all
the Blackstorm creatures encountered by mortals
thus far. A khanaar can live for thousands of years,
and over that time it will have amassed the same
amount of knowledge as the largest-known libraries
in the Allverse.
• If a khanaar has any weakness it would be that
the khanaar is large and generally slow, only when
moving in a pod.
• Leviathans can batter aggressors with their massive,
powerful bodies. It primarily uses its bite, but its
most devastating attack uses a burst of speed to ram
its opponent with its boney head.
• Leviathans have four eyes that allow them to see in
different ways and can switch between these types
of vision automatically. Adult leviathans also have a
kind of spatial awareness that gives them an innate
sense of what is around them, even if it is hidden
or camouflaged. This awareness increases in range
and sensitivity with each additional adult leviathan,
making them nigh impossible to sneak up on when in
a large pod.
Khanaar (Celestial Leviathan)
Gargantuan celestial, neutral
Armor Class 30 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 30 ft., fly 150 ft., Blackstorm 12
STR
DEX
CON
INT
WIS
CHA
30 (+10)
10 (+0)
30 (+10)
20 (+5)
30 (+10)
20 (+5)
Saving Throws Con +19, Wis +19, Cha +14
Skills Perception +28
Damage Resistances fire, force, lightning, piercing, poison,
slashing
Damage Immunities cold, necrotic, psychic, radiant, thunder;
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened,
frightened, petrified, poisoned, prone, restrained, stunned,
unconscious
Senses truesight 240 ft., passive Perception 38
Languages telepathy 120 ft.
Challenge 30 (155,000 XP)
Actions
Multiattack. The leviathan makes three attacks. Two bites and
one ram or three bites.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Hit: 21 (2d10 +10) piercing damage plus 11 (2d10) force
damage.
Ram. Melee Weapon Attack: +18 to hit, reach 20 ft., one
target. Hit: 56 (16d6) force damage and the target is pushed 20
feet away. The leviathan needs at least 30 ft. of space to ram
an enemy.
Divine Awareness. The leviathan knows if it hears a lie.
Legendary Actions
Fast Travel. As a reaction, the leviathan can fast travel through
the Blackstorm currents. This connection to the currents is
unique to the leviathan. No other creature in the Blackstorm is
as fast or able to follow.
The leviathan can take 1 legendary action. A legendary action
can be used at the end of another creature's turn. The leviathan
regains the spent legendary action at the start of its turn.
Flyby. The leviathan doesn't provoke opportunity attacks when
it flies out of an enemy's reach.
Limited Magic Immunity. The leviathan can't be affected or
detected by spells of 8 level or lower unless it wishes to be.
It has advantage on saving throws against all other spells and
magical effects.
The Summoning. The celestial leviathan calls to the Blackstorm
and summons other leviathans to aid. 4d4 celestial
leviathans appear within 60 ft. on the following turn. The
summoned leviathans may also use a legendary action to
call other leviathans on their turn.
Magic Resistance. The leviathan has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The leviathan's weapon attacks are magical.
Siege Monster. The leviathan deals double damage to objects
and structures.
187
Lekt (Celestial Eel)
Not eels in the traditional sense, these creatures are
long, slender, and travel along the celestial currents in
groups as well as individually.
These creatures can be aggressive, especially
during mating season and if provoked. The eels are
incredibly fast and attack using energy spines and
energy fins that are lethal. A provoked or angered
school can take down a leviathan or Kraken if The
school is large enough.
Habitat. The Blackstorm at large.
Diet. Smaller Blackstorm current creatures such as
bezzels and young hobbogs.
Like all of the creatures native to the Blackstorm,
Lekts originated long before any mortal race was
able to venture into the Blackstorm and as such it is
unknown how long these creatures have existed or
where they may have originated from.
The lekt use their speed to great advantage for both
offense and defense.
Weaknesses. A Lekt's speed is its only real defense.
If a creature is able to have a means of offsetting the
Lekt’s speed it is susceptible to injury.
Tactics. Lekts use their numbers to their advantage.
When attacking, lekts will swarm around the
opponent and individual lekts will dart around the
creature slashing at it with their spines and fins and
more powerful lekts will get close enough to shoot a
short-ranged burst of power.
Senses. Lekts can sense currents of energy, magical
or non-magical. This energy can be pools of ambient
energy that exists in the Blackstorm or it can be
from powerful creatures such as Sooriak.
188
Lekt
Medium beast, neutral
Armor Class 17 (natural armor)
Hit Points 18 (4d8)
Speed 40 ft., Blackstorm 3
STR
DEX
CON
INT
WIS
CHA
8 (-1)
16 (+3)
10 (+0)
6 (-2)
10 (+0)
6 (-2)
Skills Perception +2
Senses passive Perception 12
Languages —
Challenge 1 (200 XP)
Keen Sight. The Lekt has advantage on Wisdom (Perception)
checks that rely on sight.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit:
4 (2d4 - 1) piercing damage.
Tail Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage.
Power Shock. Ranged Spell Attack: +2 to hit, range 20 ft., one
target. Hit: Make a DC 15 Constitution save, on a failed save
take 4 (1d8) force damage and 4 (1d8) electrical damage. On a
successful save take half damage.
Mathran (Celestial Rays)
These creatures resemble worldly ocean-going manta
rays and are more frequently called “Celestial Rays”
by the sailors that make their living in the Blackstorm.
The creature has a very long wingspan that it uses as
part of its propulsion and maneuvering, as well as a
long, whip-like tail, with a broad spade tip. The tips of
their “wings” and the spade tip of the tail are all sharp
and are used as defensive weapons. The mathran has
two sets of eyes and a large, scoop-like mouth that it
uses to gather food.
Habitat. Mathran live in the Blackstorm at large and
can even live in some worldly environments.
Diet. Mathran consume all manner of small
Blackstorm creatures and are often seen feeding
on firelight swarms. The rays use their exceptional
speed and dive through the clouds with their large,
scoop-like mouths sucking in the insects.
Like all of the Blackstorm-born creatures, they
originated long before any mortal race was able to
venture into the Blackstorm and as such it is unknown
how long these creatures have existed or where they
may have originated from.
Strengths. The rays are incredibly fast and agile, and
the larger mathran are used as mounts by raiders
and pirates (with environmental protection in the
Blackstorm, of course). In addition to their natural
speed, the creature has an erratic flight pattern, often
shifting and turning unexpectedly. This allows the
mathran to see if it is being hunted by predators. The
rays are not naturally aggressive.
Mathran
Large beast, neutral
Armor Class 16 (natural armor)
Hit Points 60 (8d10 + 16)
Speed fly 120 ft., Blackstorm 4
STR
DEX
CON
INT
WIS
CHA
13 (+1)
20 (+5)
14 (+2)
6 (-2)
10 (+0)
6 (-2)
Saving Throws Dex +7
Skills Acrobatics +7, Perception +0
Damage Resistances bludgeoning, cold, fire, force, necrotic,
radiant
Senses passive Perception 10
Languages —
Challenge 2 (450 XP)
Keen Sight. The Mathran has advantage on Wisdom
(Perception) checks that rely on sight.
Actions
Tail Slap. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) Bludgeoning damage.
Wing tip slash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) Slashing damage.
Weaknesses. Mathrans have no defenses except for
their speed and agility.
Tactics. Mathran will use their speed to dart around
opponents, slashing at them with the tips of the wings
and their tails. The creature will always try to elude
and escape from predators.
Senses. Mathran have excellent sight with eyes that
have a wide field of view, making it difficult for
predators to sneak up on them.
189
Sooriak
Soriak are arguably the third largest celestial creature
that lives and thrives in the Blackstorm.
The creature is long, relatively flat, with a broad body.
It has three sets of long flippers, a long dorsal ridge,
and a relatively short, thick tail. The sooriak has three
sets of eyes, the first set is squarely centered on its
head and the other two sets are placed further back,
giving it a superior field of vision.
It ranges in color from a dark gray to a pale gray. The
creature always has an aura of energy about it. This
energy aura is a natural part of the creature’s ecology.
It consumes large amounts of matter and transfers
some of that matter into stored energy. This stored
energy is used in a variety of ways, as an additional
means of movement, as a barrier, and as a weapon.
Habitat. The Sooriak have all manner of resources
that are harvested from their bodies. The organs
that transform matter to energy are highly prized
in many quarters and beings will pay an exorbitant
amount of coin to acquire just one. The Sooriak’s
eyes, heart, and bones are also highly valuable and
used for a number of different purposes.
The Sooriak can travel alone, in a mating pair, or
even in small groups depending on the wealth of
food available.
Diet. The Sooriak are omnivores, eating a wide
variety of matter, even crumbles and comets.
Like all Blackstorm creatures, they originated long
before any mortal race was able to venture into the
Blackstorm and as such it is unknown how long
these creatures have existed or where they may have
originated from.
Strengths. These beasts generate massive amounts
of energy, which they use as both defensively and
offensively if needed. A fully “charged” Sooriak can kill
a humanoid with a single bolt. Coming into contact
with the charged field will do damage for as long as
the being touches the field.
Weaknesses. The sooriak is large and not at all
agile. It relies on its thick hide, innate resilience,
and its energy to defend it from attackers. Once its
energy reserves have been depleted it is much more
vulnerable.
190
Tactics. When the sooriak is under attack it will
attempt to lash back at its attacker both with its
physical body as well as with its stored energy. If
it begins to take too much damage it will use its
remaining stored energy to drastically boost its speed
in order to escape.
Senses. The creature’s six eyes allow it to see in a
wide angle around its body, helping it to spot food and
predators. The creature is also energy sensitive, no
matter if it is worldly or magical. This also gives it a
degree of protection as it can detect Blackstorm ships
and the energy used to move them.
Sooriak
Gargantuan beast, neutral
Armor Class 18 (natural armor)
Hit Points 259 (14d20 + 112)
Speed Blackstorm 2
STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (+0)
26 (+8)
8 (-1)
10 (+0)
6 (-2)
Saving Throws Str +11, Con +12
Skills Perception +4
Damage Resistances cold, fire, force, necrotic, psychic, radiant;
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning
Condition Immunities blinded, frightened, paralyzed, poisoned
Senses passive Perception 14
Languages —
Challenge 11 (7,200 XP)
Keen Sight. The sooriak has advantage on Wisdom (Perception)
checks that rely on sight.
Magic Awareness. The sooriak has advantage on Wisdom
(Perception) checks when they see a vessel in the Blackstorm.
On a success, they are aware of any magic on the vessel but not
its specific function.
Siege Monster. The sooriak deals double damage to objects and
structures using its tail.
Actions
Energy Ray (3/Day). The sooriak shoots a ray of energy at a
single target within 120 ft that it can see. The targeted creature
must make a DC 16 Constitution saving throw, taking 36 (8d8)
force damage on a failed save, or half as much on a successful
one.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
Hit: 14 (2d8 +7) bludgeoning damage.
Thlomet
(Celestial Octopus)
A “smaller cousin” of the Voegoth, this creature
resembles a worldly octopus but with ten tentacles
instead of eight and with adults having a hard
carapace covering much of its body, save the head and
tentacles. The creature’s tentacles make up half of its
total length at all stages of its life. Smaller versions are
no more than a few inches in total length but there are
giant versions that are as large as 15’ long, including
the full length of their tentacles.
Habitat. These creatures live in the crumbles
(asteroid belts) of the Blackstorm. Thlomet are
very intelligent and are known to live around
populations that are benevolent towards them.
Diet. Thlomet prey on all manner of creatures
smaller than or equal to it in size.
Like all of the Blackstorm-bound creatures, they
originated long before any mortal race was able to
venture into the Blackstorm and as such it is unknown
how long these creatures have existed or where they
may have originated from.
Strengths. Intelligent, dextrous and strong, the
Thlomet is a dangerous adversary. The creature
grapples with its prey, using all of its limbs, in an
attempt to subdue and possibly dismember it. It does
have a beak-like mouth and it uses that beak to eat
and attack with when necessary. The thlomet does
have a natural camouflage that allows it to closely
mimic its immediate surroundings.
Weaknesses. Thlomet have no known weaknesses to
exploit.
Sooriak
Large beast, neutral
Armor Class 19 (natural armor)
Hit Points 66 (7d10 + 28)
Speed 30 ft., fly 120 ft., Blackstorm 2
STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
18 (+4)
15 (+2)
14 (+2)
8 (-1)
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Senses passive Perception 12
Languages —
Challenge 4 (1,100 XP)
Blackstorm Camouflage. The Thlomet has advantage on
Dexterity (Stealth) checks made to hide in Blackstorm terrain.
Keen Sight. The Thlomet has advantage on Wisdom (Perception)
checks that rely on sight.
Actions
Beak Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage.
Tentacle Slap. Melee Weapon Attack: +6 to hit, reach 15 ft., one
target. Hit: 14 (3d6 + 4) bludgeoning damage. The target may
take a DC18 Dexterity check and on a failed save the target is
moved a number of feet away from the Thlomet equal to the
damage taken and knocked prone. On a successful save the
target is moved a number of feet away from the Thlomet equal
to half the damage taken and knocked down.
Tentacle Squeeze. Melee Weapon Attack: +6 to hit, reach 15 ft.,
one target. Hit: 17 (3d8 + 4) bludgeoning damage.
Tactics. The creature uses its camouflage both
offensively and defensively, it will wait until prey gets
close and it will spring forward and use its tentacles
to capture its target. Conversely, when the thlomet is
trying to escape it will use quick bursts of speed to get
as far away as possible and to find a place it can hide
and immediately blend into the surroundings and
hope its enemy will not detect it.
Senses. The tholmet has exceptional sight able to see
very small objects for vast distances, allowing it to
hunt very efficiently.
191
Voegoth
(Celestial Kraken)
An enormous creature, possibly the largest in the
Blackstorm, Voegoth rule the celestial currents. They
are the alpha predators of the Blackstorm.
The voegoth has six tentacles. One pair of long,
powerful tentacles, two pairs of standard length, and
one pair used to manipulate food and take it to the
creature’s mouth. Its upper body is remaniscent of a
massive giat with a beaked head, while the lower body
features the massive tentacles. The upper body also
utilizes large "gills" that draw in the energies of the
Blackstorm.
The main source of movement for the voegoth are
a pair of muscular tubes that the creature uses to
breathe in celestial current, and through muscular
contractions the currents are greatly sped up, giving
the creature excellent locomotion. The voegoth is not
ordinarily aggressive unless hungry or provoked.
Habitat. The voegoth roams anywhere it chooses in
the Blackstorm.
Diet. Voegoth eat creatures large and small and can
absorb some types of energy. The larger the voegoth
the larger its prey tends to be.
192
Like all of the Blackstorm or celestial creatures, they
originated long before any mortal race was able to
venture into the Blackstorm and as such it is unknown
how long these creatures have existed or where they
may have originated from.
Strengths. The voegoth has colossal strength and
endurance.
A Voegoth will always grapple its prey or anything it
perceives as a threat with a crushing grasp, using its
strength to overwhelm, incapacitate, and kill.
Weaknesses. The voegoth doesn’t have any real
weaknesses to speak of, at least not on the scale that
mortals would understand. Its size alone gives it
advantages that most creatures will never have.
Tactics. If the creature has any real tactics it is only
that it is a mighty predator.
Senses. The voegoth has exceptional sight able to see
very small objects for vast distances, allowing it to
hunt very efficiently.
Voegoth
Actions
Gargantuan monstrosity (titan), unaligned
Multiattack. The voegoth makes three tentacle attacks, each
of which it can replace with one use of Fling.
Armor Class 19 (natural armor)
Hit Points 820 (40d20 + 400)
Speed 20 ft., Blackstorm 6
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 23 (3d8 + 10) piercing damage.
STR
DEX
CON
INT
WIS
CHA
30 (+10)
12 (+1)
30 (+10)
20 (+5)
18 (+4)
20 (+5)
Saving Throws Str +18, Dex +9, Con +18, Int +13, Wis +12
Skills Perception +12, Stealth +9
Damage Immunities cold, fire, force, lightning, necrotic,
radiant; bludgeoning, piercing, and slashing from nonmagical
weapons
Condition Immunities frightened, paralyzed
Senses truesight 120 ft., passive Perception 22
Languages understands Celestial and Primordial but can't
speak, telepathy 120 ft.
Challenge 25 (75,000 XP)
Blackstorm Camouflage. The Voegoth has advantage on
Dexterity (Stealth) checks made to hide in the Blackstorm.
Grappler. The Voegoth has advantage on attack rolls against any
creature grappled by it.
Keen Sight. The Voegoth has advantage on Wisdom (Perception)
checks that rely on sight.
Maelstrom (1/Day). The Voegoth creates a celestial maelstrom
anywhere it chooses in the Blackstorm up to 5 miles from its
current position. The maelstrom has a 360-foot radius centered
on the selected point.
Creatures are subject to the damage types below each round
until they are outside the range of the maelstrom:
5 (1d10) cold damage
5 (1d10) fire damage
5 (1d10) force damage
5 (1d10) lightning damage
5 (1d10) necrotic damage
5 (1d10) radiant damage
All objects and structures in the maelstrom take double
damage. All creatures and objects moving in the maelstrom
move at half-speed unless they make a DC25 Constitution
saving throw.
Siege Monster. The Voegoth deals double damage to objects
and structures.
If the target is a Large or smaller creature grappled by the
Voegoth, that creature is swallowed, and the grapple ends.
While swallowed, the creature is blinded and restrained,
it has total cover against attacks and other effects outside
the Voegoth, and it takes 42 (12d6) acid damage at the
start of each of the Voegoth's turns. If the Voegoth takes 50
damage or more on a single turn from a creature inside it,
the Voegoth must succeed on a DC 25 Constitution saving
throw at the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet of the
Voegoth. If the Voegoth dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using
15 feet of movement, exiting prone.
Fling. One Large or smaller object held or creature grappled
by the Voegoth is thrown up to 60 feet in a random direction
and knocked prone. If a thrown target strikes a solid surface,
the target takes 3 (1d6) bludgeoning damage for every 10 feet
it was thrown. If the target is thrown at another creature, that
creature must succeed on a DC 18 Dexterity saving throw or
take the same damage and be knocked prone.
Tentacle. Melee Weapon Attack: +18 to hit, reach 30 ft., one
target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target
is grappled (escape DC 18). Until this grapple ends, the target
is restrained. The Voegoth has ten tentacles, each of which can
grapple one target.
Legendary Actions
The voegoth can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
voegoth regains spent legendary actions at the start of its turn.
Claw. Melee Weapon Attack: +18 to hit, reach 20 ft., one
target. Hit: 23 (3d8 + 10) bludgeoning damage.
Crush (Costs 2 Actions). The voegoth may make a tentacle attack
against a target that it is currently grappling.
Tentacle Attack or Fling. The voegoth makes one tentacle attack
or uses its Fling.
193
Woebeggers
The woebegger is very strange considering that its
torso and head are essentially one body part, and it
possesses what vaguely looks like a lamprey’s mouth.
The creature has long arms with wide hands and
long fingers that end in curved talons. Its legs are
also long and end in feet that resemble a bird or prey,
with long curved talons. The creature also has a long,
muscular tail that ends in a two or three segments
that have barbs that it uses to latch onto its prey or
to use as a weapon.
Woebeggers are believed to be the only surviving
creatures of a world destroyed by the El’atanor long
ago. They were used as a weapon by the El’atanor
for decades, adapting them to attack refugees in the
Blackstorm but they were discarded or forgotten and
now they live on as another hazard in the vastness of
the Blackstorm.
Habitat. The woebegger lives inside Blackstorm
currents, but are more common in star clouds and
crumbles. They also live attached like a leech to the
larger celestial creatures, feeding on their blood. They
are also found on corpses as well as derelicts that
litter the vastness.
Diet. These vaguely-humanoid creatures float along
the currents and try to attach themselves to the more
massive creatures that travel in the currents. It grasps
the creature’s skin with its sharp talons and then
latches on with its mouth, leaching life energy from
the host. When attacking creatures of roughly similar
size the woebegger uses its long arms, long legs, and
its tail to slash at the creature.
Strengths. Woebeggers are completely fearless,
and are immune to all sleep and charm effects.
Woebeggers have multifunction eyes that allow them
to “see” in ways that make them immune to any effect
that would blind or disorient them.
Weaknesses. Oddly, illusions may confuse woebeggers.
It is theorized that the woebeggers can see or sense
energy no matter how subtle. A woebegger could be
distracted or drawn to an illusion's magical energy.
Senses. Their multifunction eyes allow them to
see in ways that most other creatures cannot. The
woebeggers have no hearing of any kind, needing
none in the vast silence of the Blackstorm.
194
Woebeggers
Medium humanoid, chaotic neutral
Armor Class 12 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., Blackstorm 1
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
15 (+2)
12 (+1)
12 (+1)
4 (-3)
Skills Perception +5
Damage Immunities necrotic
Condition Immunities blinded, charmed, frightened,
unconscious
Senses blindsight 120 ft., darkvision 120 ft.,
passive Perception 15
Languages —
Challenge 3 (700 XP)
Blackstorm Traveller. The woebegger can breathe normally
while exposed to the Blackstorm. It requires no air and is not
subject to drifing.
Fey Ancestry. Magic can't put the woebegger to sleep.
Sense Magic. The woebegger senses magic within 120 feet of it
at will. This trait otherwise works like the detect magic spell but
isn't itself magical.
Actions
Multiattack. The Woebeggers makes two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage, 6 (1d4 + 4) necrotic damage.
Additionally, the woebegger heals 1 hp of damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) Slashing damage.
Traveling the Blackstorm
This chapter contains rules for time, travel and
distance, portals, ships, khanaar (celestial leviathans),
ribbon-runners, voidships, and other mechanisms for
movement through the Blackstorm.
The Blackstorm Realms setting takes place on the
Material Plane. The Material Plane is the nexus where
the philosophical and elemental forces that define the
other planes collide in the jumbled existence of mortal
life and mundane matter.
All fantasy gaming worlds exist within the Material
Plane, making it the starting point for most campaigns
and adventures. The rest of the Allverse (also known
as the Blackstorm or multiverse) is defined in relation
to the Material Plane. The worlds of the Material Plane
are infinitely diverse, for they reflect your creative
imagination, setting your games there, and your
players whose heroes adventure there. They include
magic-barren, wasted desert worlds, island-dotted
water realms, realms where magic combines with
advanced technology and others trapped in an endless
Stone Age, realms where the gods walk, and realms
that the gods abandon.
Beyond the Material
Beyond the Material Plane—the various planes of
existence—are realms of myth and mystery. They’re
not simply other worlds but different qualities of
being formed and governed by spiritual and elemental
principles abstracted from the ordinary world.
Planar Travel
When adventurers travel into other planes of
existence, they undertake a legendary journey across
the thresholds of reality to a mythic destination where
they strive to complete their quests. Such journeys
are the stuff of legends. Braving the realms of the
dead, seeking out the celestial servants of a deity, or
bargaining with an efreeti in its home city will be the
subject of song and story for years to come.
Travel to the planes beyond the Material Plane can
be accomplished in two ways: by casting a spell or by
using a planar portal.
Spells. Many spells allow direct or indirect access
to other planes of existence. The spell plane
shift and gate can transport adventurers directly to
any other plane of existence with different degrees
of precision. Etherealness allows adventurers to
196
enter the Ethereal Plane and travel to any planes it
touches—such as the Elemental Planes. And the astral
projection spell lets adventurers project themselves
into the Astral Plane and travel to the Outer Planes.
Portals. A portal is a general term for a stationary
interplanar connection that links a specific location on
one plane to a particular site on another. Some portals
are like doorways, transparent windows, or fogshrouded passages, where simply stepping through
them affects interplanar travel. Others are locations—
circles of standing stones, soaring towers, sailing
ships, or even whole towns—that exist in multiple
planes at once or flicker from one plane to another in
turn. Some are vortices, typically joining an Elemental
Plane with a very similar location on the Material
Plane. These vortices can be at the heart of a volcano
(leading to the Plane of Fire) or the ocean’s depths (to
the Plane of Water).
You can find more information on the planes of
existence on page 363 of the SRD-OGL_v5 document
or visit the searchable SRD at https://5thsrd.org.
Time within the
Blackstorm
Time and Distance
For simplicity, while using this book, the hours
and day/night cycle on Epethia and the length of a
week, month, and year are nearly identical to how
we measure them on our Earth. However, due to the
dominance of the Xunastian culture in the Blackstorm
Realms setting’s lore, this section features details
about optional guidelines for Blackstorm time and
distance standards outside Epethia. These are units
of time and distance measured by the Xunastian
merchants and explorers. As the Game Master, you
can use these optional measurements or simply use
standard time units in your game. It’s up to you!
On Xunastian Time
Xunastians, lacking a sun that moves through the
sky, have a familiar yet wholly alien concept of time.
Measurements in time are not tracked and measured
by the heavens’ movements. Instead, these periods are
based on the cycles native to the lives and experiences
of all Xunastians. On the light side, the Xunastian “day”
is called a xari and is split into nine equal portions,
each similar in concept to an hour. The “day” equals
54 hours, or 9 xucris (6 hours), and is just over two
Epethian days in length. The xari “day” is based on the
open/close cycles of the colossal xucri trees, whose
canopies fold and unfold at regular cycles.
A Xunastian “week” (called a xert) has seven of these
“day” cycles, totaling 378 hours or 2¼ weeks.
A xura is a "35-day” cycle, similar to a month,
containing five xerts. Xunastians track long periods
with the invariable conjunctions of the realm’s two
moons, Senzunus and Layhiri, as seen from the steps
of the Sapphire Senate in the capitol city Xicaster.
There are also similar units as decades and centuries,
but a counterpart to a year is conspicuously absent.
Xunastians also have abnormal concepts of seconds
and minutes (as these typically arise from and depend
upon the relative motion of rotation). Still, they will
regularly use a device similar to an hourglass to track
smaller parcels of time. These odd clocks are called
xinxuni, and like many things of their world, the
devices utilize Aggreog’s shimmering scales.
Xunastians have no native concept of a solar year
as Xun, the star at the center of their skies, remains
fixed in place since the unusual realm does not
rotate nor orbit it. Nor do they have seconds as a
standard. They will express such small portions as
a fraction of the xinxu rather than call these units
something of their own.
Xiosta crystal is only found deep in the bowels of the
continents, close to the treacherous Reversal Zone
(see page 93 of the Xunditu chapter). Due to this
location, mining Xiosta crystal often requires the
assistance of a Gravity Domain cleric (see page 236).
While the peoples native to Epethia have adopted the
Xunastian distance standards and, consequently, the
time standards for Blackstorm travel, such a thing
hasn’t really worked in reverse.
The Xunastians discovered long ago that the magic
contained within the scales reacts when placed
inside a specially-prepared Xiosta crystal chamber.
With this device, they can track smaller portions of
time: xinxues and xucris, comparable to minutes and
hours, respectively.
Time Units Comparison Chart
Epethian Unit
Second
Minute
Hour
Day
Week
Month
Year
Decade
Century
Xunastian Unit
n/a
Xinxu
Xucri (100 Xinxus)
Xari
Xert (7 Xaris)
Xura (35 Xaris)
n/a
Xener (30 Xuras)
Xinar (20 Xeners)
Epethian Duration
3 minutes
6 hours
54 hours or 2 ¼ days
15 ¾ days or 2 ¼ weeks
78 ¾ days
365 days
Approx. 6 ½ years
Approx. 130 years
197
Distances In The
Blackstorm
Distance, at least in the local area of Xunditu and
Epethia, is measured by the comings and goings
of khaanar. Typically, friendly realms within two
years’ distance from Xunditu have adopted the
prolific merchants’ measurements of Blackstorm
travel distance.
It takes a khanaar approximately one Xunastian
xari (54 hours) to travel between Xunditu and
Epethia. This distance is the standard unit of length
in the Blackstorm, called “naar” for short. Thus, the
distance between Xunditu and Epethia is exactly
one naar. It takes the fastest voidships around three
Xunastian xerts, or six to seven weeks, to travel the
same distance.
A usable, theoretical distance from Epethia to
Incursia is 40,000 naars. A voidbreaker would spend
1,890,000 Epethian days to travel this distance.
That’s almost 5200 years!
It takes a khanaar 1600 Epethian years or about
12 ½ xinars to traverse one side of the “known”
Blackstorm to the other. As new realms are
constantly created, this distance changes. The
“known” Blackstorm is the vaguely circular area
where khanaar are the most prolific, centered on
Epethia and Xunditu. Oral accounts of psychicallybonded khanaar captains comprise the piecemeal
and often inaccurate maps of this vast area. What lies
beyond is only the knowledge of khanaar, who have
traveled further and not usually with mortal captains
who cannot live for so many years.
Despite its speed, it would take a Xunastian
voidbreaker many centuries to travel this same
distance, rendering it impractical.
So how fast is a khanaar, anyway?
The distance between Epethia and Xunditu is
similar to that of Earth and Alpha Centauri. This star
is Earth’s closest neighbor because it is 4 ½ lightyears away. That it only takes a single day of travel
to move between the two primary realms means
that a khanaar moves at a blistering 720 times the
speed of light!
To use a standard pop culture reference for
familiarity’s sake, moving at 720 times the speed
of light is the same as warp 9 in Star Trek: The
Next Generation. The fastest voidbreaker, the
Teraxion, travels 21 times slower than a khanaar.
Epethian ribbon-runners are slower still. A khanaar
is astoundingly 4200 times faster than these small,
agile vessels. To give you an idea of this incredible
speed, it takes a ribbon-runner 72 hours to reach
the nearest realm in its local group, roughly
equivalent to the distance between Earth and Mars.
Travel Speeds
Generally, there are two speeds at which vessels and
creatures travel in the Blackstorm: realmward speed
and fast-travel speed. Realmward speed is usually
employed around various realms, primarily due to
the dangers of fast-travel speed in proximity to a
realm. Fast travel speed will take a voidship through
a local group in mere seconds; a fraction of that for
a khanaar, so it’s not hard to see the dangers and the
necessity of realmward speeds. Some realms dictate
a specific speed limit on and around their domain,
sometimes extending the rules to encompass their
local realm group (solar system).
Fast travel is the speed at which a vessel or creature
moves in the vast expanses of the Blackstorm,
wherever realmward speed is impractical and
dangerous. Voidships and khanaar are automatically
capable of these speeds, whereas ribbon-runners and
other less able vessels are not.
198
Travel Types
Cleavers
Forged by El’atanor and only used by El’atanor,
Cleavers allow near-immediate travel across vast
distances. Cleavers utilize a form of advanced
teleportation where the user needn’t be familiar with
the destination. Cleavers allow El’atanor to perceive
another realm many naars away and then “slice”
through the fabric of reality to get there. An El’atanor
swipes the cursed blade through the air, a yawning,
turbulent rift opens, and the El’atanor simply steps
through, instantly traveling from one realm to
another. There is no known limit to the distances one
may travel using this method, as it appears only to
be limited by the tenacity of the user in finding other
realms with the device. Travel by Cleaver is further
differentiated from teleportation due to the ability to
transport entire armies and even cities through the
rift that the wielder creates.
Very few Cleavers exist—under a couple of
dozen at the last estimates (read: best guesses)
of Xunastian scholars. One reason the El’atanor
persist in dominating other worlds is their search
for a rare mineral used to construct the devices.
They had long ago stripped Incursia of this vital
resource, among many others. Those who retain
the knowledge of creating more Cleavers are
determined to find the mineral wherever in the
Allverse it may lie in wait of discovery.
For more information on Cleavers, see pg. 107 of the
Incursia chapter.
Capabilities. Cleavers afford the El’atanor an
instant means of travel across the Allverse, to
any realm, anywhere. El’atanor can transport
themselves and an entire army of Yhentra,
servants, and warriors. A Cleaver also allows its
wielder to carve out and teleport large cities back
to their home realm, Incursia.
Limitations. The only known restrictions to
Cleavers are in its user; as much as anyone
knows, the wielder must be El’atanor. The farsight Cleavers offer is so overwhelming that it has
proven destructive to mortal minds.
Cleaver Far-sight And Its
Effects on The Mind
An age-old Epethian story tells of an ancient
Epethian somrii who somehow got his hands on the
only Cleaver in the realm in the days leading to the
Great Rent. He had but an inkling of its capabilities
and wanted to try it out for himself. Upon peering
through the device to scry upon never-before-seen
worlds, his mind was scrambled— experiencing
multiple realms all at once. His mind was no longer
capable of perceiving existence from one single
place. Tömriin’s loyal followers and the other
healers attempted to put the poor man’s mind
together again, yet all attempts failed.
Even the most learned Epethian scholars have
never substantiated this story. Still, it lives on to
warn of the real risks of mortals attempting to play
around with forces much greater than themselves.
Locations. They are almost exclusively found on
Incursia, in special vault-mausoleums which are
under guard night and day by elite Yhentra and
other followers of El’atanor lords. Should someone
be able to reach Incursia and run the gauntlet of its
many perils, getting inside the vault would prove
impossible since three El’atanor must be present to
open it. There’s a shattered Cleaver in and around
Epethia, having been destroyed and scattered to the
winds by Tömriin. It is possible, yet very difficult,
to combine these pieces and reactivate the Cleaver.
Rejoining the components is a goal to which the Seven
wholly devote themselves. It remains their only way of
leaving Epethia, a realm that has become their prison.
Khanaar
(Celestial Leviathans)
Khanaar are enormous whale-like creatures that live
in the Blackstorm. They have two pairs of flippers, the
front set more prominent than the rear. These flippers
and a long, powerful tail aid the creature in both its
locomotion and navigation. Rather than push against
water, the khanaar’s flippers and tail push through
and against Blackstorm energy to move.
Due to their speed and scarcity, travel by khanaar
is most coveted. Either a passenger on a khanaar
is rich himself, or he is at the disposal of a wealthy
benefactor. There is rarely an in-between.
199
A leviathan is a sight to behold when coming to dock
at ports across the Blackstorm. The creature bellows
as it comes in for a landing; its sound deep and
visceral, rolling over the landscape for many miles.
Ridges stretch across its massive girth, glowing with
the magics drafted from deep within the Blackstorm.
It moves with a grace unexpected from a creature of
its impossible size, rolling and turning its powerful
flippers that scoop clouds of Blackstorm energy,
granting it locomotion. A gondola is attached to
its belly by enormous straps, providing space for
passengers and cargo.
Khanaar are the most common transport of important
messages between realms. Nothing is faster at
delivering them except for certain spells that allow
communication over the vast distances spanning the
Blackstorm.
For a more in-depth description of these amazing
creatures, see page 186.
Capabilities. The most apparent feature of khanaar
is their speed. Only teleportation and travel by
Cleaver are faster. Since both have limited availability,
the khanaar is the best choice. Having few natural
enemies, journeys by khanaar is often the safest, as
not even marauders dare to engage these mighty
beasts.
General Limitations. As living, sentient creatures,
khanaar are notorious for their mercurial changes of
mind and emotional needs. Should captain and linked
khanaar have a spat, travel may be delayed until the
pair work things out. On rare occasions, a sensitive
khanaar singles out a person she decidedly does not
like (usually someone of evil alignment) and outright
denies this individual passage. The distraction of an
irresistible curiosity or any hint of exploring new
territory may pull a khanaar off her course, even
while carrying important letters and passengers.
While infrequent, these diversions are frustrating
for captains and commuters alike. The captain may
attempt to convince his partner to stay on her original
course by succeeding on a DC 15 Charisma check.
Cargo And Passenger Capacity Limitations. A khanaar
gondola’s cargo capacity is lacking compared to the
vast cargo holds of voidships. The gondola usually
contains a galley, luxurious cabins for the well-to-do
passengers, comfortable crew berths, a dining cabin,
viewing, and recreation areas with little room for
anything else. A gondola can transport up to threedozen passengers, their luggage, post in the form of
letters and scrolls, everything the galley and crew
needs for the voyage ahead—and no more.
200
Locations. Nearly every realm in the known Allverse is
visited by khanaar, save for those inhospitable to the
mighty creatures. They are a ubiquitous presence of
the Blackstorm, even if they are less numerous than
voidships. To many cultures, khanaar are as familiar
as the stars themselves.
Captains. An individual who is telepathically linked
with a khanaar is called a captain, though this
captain is not the beast’s superior. The captain is a
life-long partner (at least for the length of his life)
to the gentle giant. This tradition of kinship is as old
as the Blackstorm itself, and legend has it that the
most senior captains eventually become khanaar
themselves and live a second, longer life floating
upon the magical tides of the Blackstorm. It’s not by
happenstance that one becomes linked to a khanaar.
The captain-to-be feels different from birth and
possesses an insatiable wanderlust, drawn to the
stars. It is said that the pair are a sort of twin soul,
that they are halves of a greater whole, destined to
rejoin. It is a link as mysterious as the Blackstorm
energy that floats through the Allverse. Since khanaar
are a purely telepathic species, the linked captain is a
go-between their world and that of speaking beings.
Ribbon-runners
These lightweight vessels are an invention of an
Epethian sorcerer named Miandra Sturmclaud.
Nearby Epethia are crumble fields that are remarkably
rich in minerals, but it is far too dangerous for
voidships to navigate between them safely. Miandra
came up with the idea of the ribbon-runner when
she attached a ribbon (bits of Blackstorm energy
that permeate everything, everywhere) to a small
vessel she had explicitly built for the experiment.
The little ribbon-runner zipped away from the hull
of the voidship, and her short trip into some nearby
crumbles was a big success. Encouraged, she set to
work on crafting more small ships that could navigate
the narrow spaces between crumbles.
Centuries have passed since Miandra’s first voyage.
While she is long gone (but died very, very rich), her
inventions live on within an industry that has grown
up around them. Ribbon-runners are the factotums
of the crumbles mining business in the Epethian local
group. Their primary purpose is transporting workers
and cargo from voidships to the various mines
scattered about nearby crumble fields.
To achieve flight, the ribbon-runner pilot attaches
the vessel to a nearby Blackstorm ribbon “stream.”
Ribbons are invisible portions of magical energy
that permeate the Allverse—fundamental “blocks”
of Blackstorm energy. They either gather in slowmoving clusters or rapid-moving streams. The
streams provide locomotion for ribbon-runners. The
pilot must maintain the proper course, or else the
ribbon-runner will be thrown from the stream and
possibly “beach” itself on a ribbon cluster or drift
through the void of the Blackstorm until another
stream comes near.
It takes a specialized person to pilot a ribbonrunner. This person must at least be proficient in
perceiving ribbons in one way or another. A task
usually relegated to certain sorcerers and wizards, yet
non-magic users may opt for aparatum that explicitly
allows this perception. Consult with your GM about
adding this unique ability to your character.
Ribbon-runners are also notoriously unreliable in an
atmosphere where a strong gust of wind can easily
disconnect them from a ribbon stream. While some
people are skilled enough to use them in the skies
of Epethia, they are not a reliable method of travel
within an atmosphere. The residents of Epethia
typically rely on traditional airships, more standard
forms of transportation or teleportation to get around
the surface.
Locations. Ribbon-runners are exclusively found in and
around Epethia, as their range and speed are limited.
Special Ribbon-runner Piloting Rules
To pilot a ribbon-runner, the PC needs to make a
successful DC 10 Intelligence check in order to spot
a suitable ribbon stream. After locating a stream,
the task to get the ribbon-runner securely attached
requires a successful DC 15 Intelligence check.
Make a DC 15 Intelligence check at each course
correction for full-speed travel or while moving
through arduous or close-quarters areas since the
pilot must guide the vessel from one ribbon stream
to another. All DC checks are at disadvantage while
inside a realm’s atmosphere due to the presence of
wind and gravity.
On a failure, the ribbon-runner detaches from the
ribbon stream; if in the Blackstorm, the vessel will
continue to drift at the same speed as it was while
attached to the stream. If inside an atmosphere,
the ribbon-runner immediately begins to fall to the
ground. At this point, a pilot can locate and attempt
to link with another ribbon stream.
Capabilities. Light and nimble, these ships can
quickly dart between crumbles, perfect for mining
operations. They are used as runabouts, making
round trips between crumbles and a voidship that
hauls off the mined materials. The ribbon-runner
is a favorite of explorers and adventurers alike; the
ability to travel across the Epethian local group in
days instead of weeks is a valued convenience that
not everyone can afford.
Limitations. Ribbon-runners have limited passenger
and cargo capacity, and at best, it has 3-4 days of
atmosphere without a pet (see pg. 205). A ribbonrunner will hold up to eight passengers and their
belongings and up to 2,000 pounds of cargo.
201
Voidships
Native to Xunditu but adopted by various realms in
the region are the ever-prevalent voidships that carry
cargo and passengers between realms. Like their
faster siblings, the famed voidbreakers, these ships
are powered by Blackstorm elementals, but they
lack the advantage of the speed granted by Aggreog’s
scales. Most voidships have seen heavy use, as the
primary voidship yards exist only on Xunditu, having
devoted their productive capacity to building the
more profitable and superior voidbreakers. Voidships
are commonly used to carry people and cargo, and a
thriving transportation industry has sprung up in all
of Epethia’s major cities.
New Epethia Commerce has recently entered into the
voidship-building arena, artfully procuring several
voidships and a voidbreaker some years ago. With
these in hand, NEC was able to reverse-engineer the
secrets of the ships. And while they have not yet been
able to reproduce the speed of the voidbreakers since
they lack proper materials to “feed” the elementals,
their voidships are some of the best equipped and
well-armed of their type. Nowadays, most new
voidships come from NEC’s Epethian voidship yards
rather than the Xunastians.
Capabilities. While not as speedy as voidbreakers,
these lumbering vessels are the workhorses of the
Blackstorm. They can have any armament or armor so
long as the owner can afford them and usually feature
expansive cargo holds and berths, ranging from
shabby to the most kingly accommodations. While
travel takes longer than by khanaar and voidbreaker,
the cost of such trips is less cost-prohibitive for most
commoners. The materials used to build these ships
are standard: iron, wood, and sometimes brass.
Therefore they can double and sometimes triple the
size of their high-speed counterparts.
Limitations. None, unless you count how much slower
they are when compared to other methods. Captains
usually aren’t as experienced since the seniors
typically move on to captain voidbreakers. Some
voidships are downright derelict and sketchy, owned
by stingy merchants who value coins more than the
lives of passengers. Finally, voidships can be as old
as three centuries or more, making them prone to
breakdowns, and as a result, they sometimes (but not
often) leave passengers and crew stranded for long
periods. These unfortunate occurrences tarnish the
reputations of the owner and captain alike. Luckily,
it’s as easy as asking around at a particular port to
find who is disreputable and who isn’t.
Locations. Voidships can be found in nearly every
port within one or two years’ distance from Epethia
and Xunditu. A few brave crews could even traverse
further still, reaching into the greater depths of
the Blackstorm. Such long trips are usually left to
khanaar, and rightfully so. The Blackstorm is an
arduous place, full of many dangers in the void
beyond familiar realms.
Xunastian Voidbreakers
The second-most sought-after vessel in which to
travel is the Xunastian voidbreaker. These ships are
powered by the scales shed by Aggreog, the legendary
dragon who lives at the living heart of Xun, the coolburning star at the center of Xunditu.
Voidbreakers are built of scarce materials, most
notably Teonkor wood (only found on the light side of
Xunditu) and the “featherweight iron” called Aurnite
(located on either side of Xunditu).
The Xunastian ship-builders create such fine, pricey
vessels that only the best may command them.
Demand for these captains is nearly as high as the
ships themselves, and rarely are these elite and skilled
captains found outside of the employ of a wealthy
Xunastian merchant.
Capabilities. Most voidbreakers are well-armed,
despite their joint expeditions of trade, exploration,
and peace. That they are so protected is necessary
since they tend to be laden with precious cargo for
trade with surrounding realms. It takes a voidbreaker
half the time to reach Epethia–– well over three
weeks–– as other voidships powered by Blackstorm
elementals. In contrast, their lesser counterparts will
take six or more weeks to travel the same distance.
The secret to this speed is the use of Aggreog’s scales.
All Xunastians are reticent to share the knowledge
of how this works with outsiders. The elementals
consume the dragon’s scales, granting the higher
energy output necessary for faster travel.
Limitations. As they are made from uncommon
materials that are only found and mined on Xunditu,
it is not a stretch to imagine that upkeep can get
quite expensive. While the wares and materials
voidbreakers transport are more than abundant
enough to justify trading trips to other realms,
damage to voidships is especially worrisome— and
costly. A careless voidbreaker captain will find herself
footing the bill for any damage incurred on a mission.
Aggreog’s scales are hard to come by outside of
Xunditu since the great radiant dragon lairs nearby.
Locations Found. Voidbreakers are found on Xunditu
(Xunastian side) and all the surrounding realms
within two years’ reach.
202
Blackstorm
Teleportation
Rules
In the Blackstorm Realms setting, teleportation
functions similarly to the 7th level teleportation spell.
For a creature or group of creatures to successfully
teleport, it requires a familiarity with the destination
to avoid a mishap or teleporting off-target.
Some areas on Epethia (for example) may reveal
the location of a distant realm and even show
how it looks. Only the realm’s location within the
Blackstorm may be displayed using powerful magics
within a special spyglass, telescope, or other exotic
devices. Such sites will not reveal a specific area
on that realm and cannot be used to determine a
location’s Familiarity on the teleportation spell’s
Familiarity chart.
Any results from the teleportation spell’s
Familiarity chart are assumed to be one level lower
in Familiarity due to the ever-changing magic
within the Blackstorm.
For example, if the Familiarity is “seen casually,”
use the “viewed once” result. If a creature spends
more than three months in a specific location on a
realm, rolls on the Familiarity chart are to be treated
normally in realm-to-realm teleportation. Work with
your GM to determine the difficulty of a destination
on the Familiarity chart when attempting realm-torealm teleportation.
Note: Associated Object does not apply normally
for realm-to-realm teleportation. Suppose an
object comes into the possession of a creature
who visited the object’s home realm for only a
short time. In that case, that creature’s attempts
at teleportation to the realm will default to the
“seen casually” category unless they are otherwise
familiar with the target realm.
Some realms have permanent teleportation circles
that allow realm-to-realm travel, but they are rare.
Many are heavily guarded, as some have been used
to exploit indigenous populations and resources.
204
Vessels that travel the Blackstorm may also utilize
teleportation circles, allowing them to stay in the
Blackstorm while a crew is away on a realm. Most
voidships can land on a realm, but some may use
circles to save time.
If creatures attempt to use the plane shift spell to
utilize a known teleportation circle on another realm,
it will function normally as long as they know the sigil
sequence of that circle. Otherwise, the spell fails.
Vessel
Information
Atmosphere Vessel Speed
(Flying Speed)
This is the engine speed in a realm’s atmosphere. It is
either an air or fire elemental that powers an engine.
A vessel that does not have a Blackstorm elemental
cannot fly outside a realm’s atmosphere.
Blackstorm Travel Pace
(Blackstorm Speed)
This speed is the engine’s speed when traveling the
Blackstorm. A voidship or voidbreaker invariably has
a Blackstorm elemental which provides power for
atmospheric and Blackstorm locomotion. A vessel that
does not have an engine of this type will be unable
to traverse the Blackstorm, except for the limited
range ribbon-runner. Some creatures have a natural
connection to the Blackstorm and can easily navigate
and travel the Blackstorm, such as khanaar.
Vessel Gravity
Some vessels may have unique attributes that allow
creatures not to float away from it and into the
Blackstorm, utilizing the talents of a Gravity Cleric
(see pg. 236). Vessels without gravity will have spider
climb or a similar type of magic permanently cast
upon their decks.
PCs on ships equipped with spider climb will be able
to move up, down, and across vertical surfaces and
upside down along ceilings while leaving their hands
free. Creatures on these vessels also gain a climbing
speed equal to their walking speed. Objects that
aren’t secured to surfaces will float away (aka Drift),
so these vessels typically have specially-prepared
holds for their cargo that secure items via magic
spells or standard netting.
Aparatum Gravity
on Epethian Vessels
In recent years, most voidships and ribbon-runners
built on or near Epethia have a captain bonded with
specialized divinus aparatum. This aparatum is
generally called gazzar, but it may have local varieties
based on whoever produced it. This aparatum
supplies the voidship or ribbon-runner with gravity
similar to where it was constructed. For show, a
captain will go through an elaborate ceremony at the
end of construction, and it is generally one of the last
events before the vessel leaves on its maiden journey.
If the function of the gazzar is interrupted by the
captain’s death, all creatures and loose objects on
the vessel will immediately be under the effects of
levitation. If the function of the gazzar is somehow
restored, creatures and objects float gently towards
the surface that the gazzar is affecting.
Xunditu Voidship
Gravity
Some vessels are equipped with wood from the
massive Kalavé trees found in the realm known
as Xunditu. The wood has magical properties that
allow any creature to “walk” upon the bark surface.
This magical gravitational force allows effortless
climbs to collect the tree’s fruit. When harvested,
the wood maintains the magical properties of
the living trees, allowing creatures and objects to
“stick” to the surface of the voidship’s outside and
inside decks, similar to spider climb, but it affects
objects touching it as well.
Flight While on a Vessel
Flight—magical or otherwise—on a Blackstorm vessel
works similarly to any realm where gravity is present.
The only difference is the atmospheric bubble edge
surrounding the vessel limits the maximum height
that an individual may fly above the decks.
Air on a Vessel
Pets
For thousands of years, travelers have used various
pets to protect foodstuffs and cargo from vermin. As
they evolved from being simple water and air-bound
ships, vessels needed breathable air to travel the
vastness of the Blackstorm. It was apparent that each
required a quality air supply if a crew were to survive.
The elegant solution was to give each vessel’s pet
extraordinary magical qualities to emit breathable air.
It took many years to breed pets to accept the
intricate magic involved, transforming travel into
the Blackstorm. Before this, crews were limited to
hours or days of low-quality air. Now, a voidship’s pet
provides continuous, renewed air supply. Each pet is
bred specifically for this purpose, and only those with
the means can afford such a precious beast.
Vorbis the Great, a Xunditan scholar, conceived of
the idea and is credited for solving one of the great
conundra of traveling the Blackstorm.
Vessels will usually carry a pet imbued with these
unique magical properties. A vessel’s pet is generally
long-lived (150 years or more) and is vital to the
health and safety of the crew. This pet has no extra
abilities typical of its type other than providing
breathable air and companionship. Some pets might
be more active than others, attacking vermin that
eat a vessel’s food supplies. Otherwise, they act like
ordinary pets.
A creature can determine the edge of the atmospheric
bubble by concentrating for 1 round and making a
successful Wisdom check (DC 10). A creature can
physically touch the edge of the atmospheric bubble,
which produces a weak static shock that causes no
harm. Anyone who flies through the atmospheric
boundary loses all the functionality and benefits of
flying. They also start to drift and immediately begin
to suffer from the effects of Suffocation.
205
A pet can be an average-sized creature like a cat,
bird, dog, etc. Of course, pets vary from realm to
realm but are generally small animals that require
nurturing from the captain or crew. Every pet must
be well cared for, as they are the primary supplier of
breathable air. A healthy pet means a fit vessel, and as
long as the pet is happy, it emits a large pocket of air
that surrounds the vessel.
Alternative Air Sources
It’s not outlandish to encounter vessels adrift,
with the only survivor being a sick or abused pet.
Alternatively, a happy pet can occasionally provide
advantage to a captain when they make any Captain's
Maneuvers. If a pet is given a treat it loves or receives
petting during an event, it will provide advantage to
Captain's Maneuver rolls for 2d4 rounds.
The fuel supply appears as fist-sized crystals (mined
from standard Smoker crumbles at the edge of the
Manantsar System) filled with thousands of tiny air
bubbles waiting to be activated. They dissolve when
burned in an open flame, and the magic energy within
supplies a vessel with clean air—despite the side
effect of a thick fog surrounding the vessel. It is an
immediate clue to passing vessels determining which
method the ship uses to supply air.
An abused or neglected pet will result in low-quality
air and the eventual Suffocation of the crew. The crew
and captain will be at disadvantage on all rolls until
the pet is healthy again. See the “Recharging a Pet”
section below if a pet dies.
Depending on the size of the vessel, the pet produces
a pocket of breathable air of varying shapes that
extends 30 feet beyond the ship’s physical edges. If a
PC concentrates for 1 round and makes a successful
DC 10 Wisdom check, they can discern the edge of the
air pocket, as it occasionally shimmers and sparkles
with subtle colors.
Recharging a Pet
A pet’s magic needs to be recharged through a ritual
spell every five years in its home realm. On the rare
chance the magic is interrupted (or if the pet dies),
the air begins to dissipate, and within 2d4 rounds,
there will not be enough air to sustain air-breathing
creatures on the vessel, and they will start to suffer
the effects of Suffocation.
When a creature on a vessel runs out of breath or is
choking, it can survive for a number of rounds equal
to its Constitution modifier (minimum 1 round). At
the start of its next turn, it drops to 0 hit points and
is dying, and it can’t regain hit points or be stabilized
until it can breathe again. For example, a creature
with a Constitution of 14 can hold its breath for 3
minutes. If it starts suffocating, it has 2 rounds to
reach air before it drops to 0 hit points.
206
Some vessels that do not have pets can manage by
using what is known as Smokers. They are a simplistic
gnomish creation that supplies air to ships.
These vessels require a constant supply of fuel,
with the side-effect being a continuous light fog that
collects within the magical bubble that surrounds
it. The mist does not limit sight but does cause
condensation to build up in areas. Surface rust on
unprotected metals is generally the only mild side
effect. While a bit crude, a Smoker is effective—even
though the fuel supply might only last for months.
Movement in the
Blackstorm
Vessel Obstacles
Every vessel or creature in the Blackstorm will have a
Speed to determine how fast it may travel. The number
presented is how many squares it moves in a round.
Large Weapons
Because of the wide-open space and three-dimensional
nature of the Blackstorm, there will be more combat
variety and options for ships to move compared to a
typical battlefield encounter on a flat surface.
Piloting a Vessel
Captains are attuned to the magic of a vessel in
the Blackstorm. Only a Captain can control bound
Blackstorm elementals—including air and fire
elementals (when equipped for navigating realms that
have atmospheres).
Captain's Maneuver. Roll opposing Charisma checks
between the Captain and Elementals whenever the
Captain wishes to maneuver the ship, such as taking off,
landing, turning, increasing or decreasing speed, etc.
Note: Any spells or magic items carried by the PCs on
the ship may be used to help increase the Captain’s
Charisma roll.
Blackstorm Elementals that are bound have
disadvantage on opposing Charisma checks. A roll
of 1 automatically fails for the Captain or Elemental.
A roll of 20 automatically succeeds for the Captain
or Elemental. Ties go to the Captain. On a Captain’s
success, the elemental obeys. The vessel continues
on the previous course or slows to a stop and hovers
in place on a failure. The elemental will obey Captain
commands on the next successful Charisma check
from the Captain.
If a Captain is knocked unconscious or dies, there is
no way to control the elemental. The vessel will either
continue its current course or eventually come to a
stop and hover (in an atmosphere) with a Movement
of 0. A vessel will immediately drop out of Fast-travel
speed if a Captain is unable to control the elemental.
Note: The role of the Captain can be played by the GM
or any player who rolls in the open.
Crew Members. The minimum number of Crew
Members needed on the vessel for it to maneuver.
Otherwise, it will simply hover with a speed of 0.
Vortexes and crumbles. These obstacles create
perilous conditions for voidships and their crew.
All Captain's Maneuvers have disadvantage when
within a Blackstorm vortex or a crumble field, and the
voidship’s speed is reduced to half.
Airship Cannon (firing iron balls). Ranged weapon
attack: Range 8/10 squares, one target. Hit: 44 (8d10)
bludgeoning damage.
It takes 1 Action to load a cannon, 1 Action to aim, and
1 to fire.
Loading a Large Weapon. A creature must succeed on
a DC 10 Strength check to insert an iron ball into the
cannon.
Ballista. Ranged weapon attack: Range 8/10 squares,
one target. Hit: 30 (8d6) piercing damage. If the target
is a creature who is Medium size or smaller, they must
succeed on a DC 12 Strength saving throw or be pushed
back 10 feet. A vessel’s ballista has advantage on attack
rolls against a target within 4 squares.
It takes 1 Action to load a ballista, 1 Action to aim, and
1 to fire.
Loading a Large Weapon. A creature must succeed on
a DC 10 Strength check to wind the ballista.
Ballista with Alchemist Fire (optional hollow ceramic
bulb tip). Ranged weapon attack: Range 4/6 squares,
one target. Hit: 16 (4d6) fire and bludgeoning damage.
Any creature within 10 feet of the target area must
make a DC 15 Dexterity saving throw or catch on fire
(wooden objects automatically catch on fire). On a hit,
the target takes 1d4 fire damage at the start of each of
its turns. A creature can end this damage by using its
Action to extinguish the chemical flames by making a DC
10 Dexterity check. The fire spreads around corners and
ignites flammable objects in the area that aren’t being
worn or carried.
If the target is a creature who is Medium size or smaller,
they must succeed on a DC 12 Strength saving throw or
be pushed back 10 feet. A vessel’s ballista has advantage
on attack rolls against a Medium or smaller target within
100 feet.
It takes 1 Action to load a ballista, 1 Action to aim, and
1 to fire.
Loading a Large Weapon. A creature must succeed on
a DC 10 Strength check to wind the ballista.
207
Alternate Vessel Weapons
The Blackstorm presents many problems with vesselto-vessel combat or vessel-to-creature combat.
Weapons mounted and used on traditional realmbound ships do not work well in the Blackstorm.
Ingenious inventors have taken a different approach
to Blackstorm vessel weapons. Wizards and
other spellcasters have teamed with blacksmiths,
carpenters, and other highly-skilled artisans to create
powerful new weapons.
Lightning Cannon
This weapon shoots lightning bolts. The cannon is
a long copper coil around a large copper rod. Six to
twelve glass, amber, or crystal rods hold the lightning
“charge.” They can be loaded into an attached
chamber by rotating the holding cylinder. A gunner
pushes the charging lever, releasing the lightning
charge from the end of the rod.
Each lightning charge has a range of 500 feet and
is 5 feet in width (6 squares on a battle map).
The lightning strikes each target directly until
it dissipates at the end of its range. Each glass/
amber/crystal rod holds a single charge and must be
replaced after each use. Glassblowers or gem cutters
must first craft the glass/amber/crystal rods, and
after proper magical preparations, the rod can hold a
single lightning bolt charge.
An unfilled glass/amber/crystal rod can be charged
by a spellcaster who knows the spell lightning bolt.
The spell is absorbed by the container until it is used
by the canon.
A creature takes full lightning damage on a failed
save or half as much damage on a successful one. The
lightning also ignites flammable objects in the area
that aren’t being worn or carried.
Lightning Cannon. Ranged Weapon Attack: +2 to hit,
range 100/500 ft. / 6 squares, one target. Hit: 35 (10d6)
lightning damage.
Sunspear Cannon
The sunspear cannon is the most common and
potent Blackstorm weapon consistently employed
by voidships. Each shot from the cannon does 10d10
radiant damage. The weapon can be recharged by
casting moonbeam (level 2), sunbeam (level 6), or
sunburst (level 8) on the opal and sunstone battery.
The cannon battery can store six charges before
depletion. A total of 6 spell levels is needed to provide
1 charge to a Sunspear Cannon.
208
Example: Moonbeam is a 2nd level spell and
requires casting the spell three times to provide
one charge for the cannon. Sunbeam is a 6th level
spell, and if cast 3 times, gives the battery 3 charges.
A combination of spells may be used to charge the
Sunspear Cannon.
Sunspear Cannon. Ranged Weapon Attack: +2 to hit,
range 200/1200 ft. / 8 squares, one target. Hit: 27 (5d10)
radiant damage.
Arcane Missile Barrage
AKA “The Porcupine”
The arcane missile barrage is the scourge of voidship
crews throughout the Blackstorm. This dreaded
weapon, commonly called “The Porcupine,” is
excellent for sniping crew members on opposing
ships. The exotic and expensive weapon is a battery
for magic missile. The device has six to ten marble
cylinders that may be charged with magic missiles. A
wizard casts the magic missile spell on the cylinder
to charge it. It stores the same number of missiles
that the wizard can cast. Once activated, the cylinder
expends all the missiles stored, firing at specified
targets. Each missile does 1d6 force damage.
Note: If the attack targets a vessel, total up the
damage from all missiles before applying any damage
reduction.
Arcane Missile Barrage (“The Porcupine.”). Ranged
Weapon Attack: +2 to hit, range 50/300 ft. / 4 squares,
one target. Hit: 14 (4d6) force damage.
Pulverizer
The pulverizer is a powerful weapon but tends to be
prohibitive in terms of cost. The weapon launches
round marble bullets at the opposing target. Any
spell that produces force damage, such as arcane
hand, eldritch blast, etc., may be used to enchant
each specially prepared marble bullet. The spell is
absorbed by the marble bullet until it is used by the
pulverizer. Each marble bullet costs 50 gp to prepare.
Pulverizer. Ranged Weapon Attack: +2 to hit, range
50/500 ft. / 6 squares, one target. Hit: 27 (5d10) force
damage.
When weapon ammunition misses
When a weapon is used in the Blackstorm, the
ammunition continues until it encounters another
object. The distance listed for each weapon is to
indicate its accuracy to hit a target.
Ember Sling
The weapon launches glass globes carrying an
emberkin. An emberkin is a small fire elemental. On a
hit, it breaks and releases the emberkin, which attacks
any enemy creatures they can sense. The emberkin
dissipates after 4 rounds and returns to the elemental
fire plane if the sphere misses its target.
Ember Sling. Ranged Weapon Attack: +2 to hit, range
20/300 ft. / 4 squares, one target.
The Sling throws a glass or crystal globe that holds an
emberkin (small fire elemental). If the weapon hits its
target, it releases the emberkin, and it will attack the
nearest enemy until it is defeated or until it dissipates.
After 4 rounds, the emberkin dissipates and returns to
the elemental fire plane.
Emberkin
Small elemental, neutral
Armor Class 12 (natural armor)
Hit Points 22 (4d6 + 8)
Speed fly 35 ft., Blackstorm 2 sqaures
STR
DEX
CON
INT
WIS
CHA
8 (-1)
15 (+2)
14 (+2)
6 (-2)
8 (-1)
7 (-2)
Damage Resistances bludgeoning, piercing, and slashing from
non-magical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 9
Languages Ignan
Challenge 2 (450 XP)
Fire Form. The emberkin can move through a space as narrow
as 1 inch wide without squeezing. A creature that touches the
elemental or hits it with a melee attack within 5 feet of it takes
5 (1d10) fire damage. In addition, the elemental can enter
a hostile creature’s space and stop there. The first time the
emberkin enters a creature’s space on its turn, that creature
takes 3 (1d6) fire damage and catches fire; until a creature takes
an Action to douse the fire, the target creature takes 3 (1d6) fire
damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 10-foot radius
and dim light in an additional 10-foot radius.
Pyre of Life. When an emberkin reaches 0 hit points, it will split
into two smaller emberkin with 4 hit points each. Once any of
these emberkin reaches 0 hit points, it vanishes, returning to the
elemental plane of fire.
Water Susceptibility. For every 5 feet that the elemental moves
in water, or for every gallon of water splashed on it, it takes 1
cold damage.
Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +4 to hit, reach 5 feet, one
target. Hit: 3 (1d6) fire damage. If the target is a creature or a
flammable object, it ignites. Until a creature takes an Action to
douse the fire, the target takes 3 (1d6) fire damage at the start
of each of its turns.
209
Vessel-to-Vessel
Encounters
Use this section to determine if the vessel takes
damage, provides cover, and what occurs when
encountering an enemy in the Blackstorm.
Piercing damage. Half damage to a vessel hull, engine,
or weapons.
Fire. 1d4 fire damage per round to any flammable
objects, including wood. The flammable area only
includes the area within the magical atmospheric
bubble. Non-magical fires outside the atmosphere
quickly dissipate. Crew members need to suppress
fires rapidly, as the air will become unbreathable after
10d6 rounds. If fires remain, creatures will begin to
suffocate.
Cover. Any crew member on a vessel that is under
attack has three-quarters cover. Surprise attacks
provide half cover for the 1st round, and threequarters cover the following rounds.
• A target with half cover has a +2 bonus to AC and
Dexterity saving throws.
• A target with three-quarters cover has a +5 bonus
to AC and Dexterity saving throws.
• A target has half cover if an obstacle blocks at least
half of its body. A target with three-quarters cover
has a +5 bonus to AC and Dexterity saving throws.
A target has three-quarters cover if about threequarters of it are covered by an obstacle.
Boarding
Vessels equipped with grapples may attempt to board
another ship. Vessels may only be boarded that are at
traveling at normal speeds.
Boarding. Boarding may occur following a Ram
Legendary Action or 2d4 successful Captain's
Maneuvers to position their vessel within 30 feet of
another vessel.
210
A Captain must declare a Boarding once they are
within 6 squares of another vessel. Once the Captain
has made 2d4 successful opposing Charisma checks
in a row against the Blackstorm elementals, the vessel
will be in the proper position to grapple. Any failure
or disruption of a Captain’s Maneuver will force the
Captain to start over.
Grapples. Once a vessel is within 1 square, a crew
member or PC may attempt to throw grapples on their
turn. A minimum of 2 grapples is needed to grapple
another vessel.
• Throwing a grapple requires a Strength (Athletics)
check of DC 15 or higher. Any crewmember or a
PC can attempt this. A PC may attempt to throw a
grapple once per round.
• Once a vessel is grappled, the PCs and crew
can attempt to pull the ship closer. It requires a
combined Strength of 55 and 2 or more ropes
attached to the grapples to pull the vessel closer.
Crew members or PCs who pull the ropes must
succeed on an Athletics check DC 12 or higher.
• It takes 2d4 rounds to pull a grappled vessel close
enough to board. As Crew Members or PCs may be
killed or pulled off the ropes, a crew will need to
maintain a combined Strength score of 30, or they
will be forced to start over by rolling 2d4 successful
opposing Charisma (Captain's Maneuvers) checks
again. Once the opposing vessel is close enough, the
PCs and crew must secure the ropes for boarding.
Note: A vessel is close enough to jump onto once the
atmospheres of each vessel have merged.
Both vessel's gravity mingles when this occurs, and
if characters miss their jump, they will fall. Once a
PC falls past the combined atmosphere boundaries
and gravity of either ship, they begin to Drift and
suffer the effects of Suffocation.
Jumping To Another Vessel. A crewmember or PC may
jump onto the other vessel when close enough. This
jump is the same as a Long Jump and applies to PCs
and crewmembers. (pg 85 SRD-OGL V5.1)
• The average Crew Member has a 12 Strength and
a 12 Dexterity. Use the stats of a Veteran for most
crewmembers (pg 403 SRD-OGL V5.1-3).
• A Crew Member or PC must have room for a 10-foot
running start before attempting to jump. PCs or
crewmembers must succeed on a DC 10 Strength
(Athletics) check to clear the opposing vessel’s hull.
Otherwise, they smash into it. When the character
lands on the other vessel, they must succeed on a
DC 10 Dexterity (Acrobatics) check to land on their
feet. Otherwise, they fall prone. If a Crew Member
or PC fails a jump, they may attempt to grab onto
the vessel’s hull and pull themselves up and into the
ship by rolling another DC 10 Strength (Athletics)
check. If that check fails, they will fall or start
drifting away into the Blackstorm.
Cover. Crew members or PCs have half cover when
attempting to grapple another vessel.
Grappled Speed. All vessels engaged in a grapple are
reduced to half the speed of the grappled vessel. All
vessels engaged in a grapple may not move faster until
they are free of all grapples.
Removing Grapples. Any grappled vessel may attempt
to remove the grappling hooks before being boarded.
A hemp rope has 2 hit points and 6 AC and may be
snapped with a DC 17 Strength check. Some captains
equip their vessels with magical ropes with AC 10
and 30 hit points. The magic ropes regenerate 1 hit
point every round as long as it has at least 1 hit point
remaining. The magical ropes cannot be snapped
using a Strength check.
PC Actions
on a Vessel
• Treat PCs as Crew Members.
• Crew Member movement on a vessel is considered
normal terrain.
• The ship’s surfaces are considered difficult terrain in a
vortex or storm.
• PCs can help fill roles usually held by Crew Members.
One PC counts as one crew member.
• A PC may follow Captain Commands to pilot the
vessel. They must be able to hear and understand the
Captain’s instructions, or they will be unable to utilize
the vessel’s helm controls.
• Use a PC’s Dexterity score to position the vessel
controls appropriately. A Captain must make a
Charisma check against the elementals to make a
maneuver. A PC may take the Captain’s place if the
Captain is away from the vessel’s controls or otherwise
incapacitated.
• The vessel’s helm controls are DC 13 and must be
made for each Maneuver. The ship continues on the
previous course or will slow to a stop on a failure. The
vessel will obey on the next successful Dexterity check
from the PC.
• A PC may fire a Large Weapon (vessel cannon or
ballista). These are treated as Ranged Weapon
Attacks. PCs roll to attack and roll damages. A Large
Weapon may be used once per round.
• A PC spellcaster can attack by casting spells and assist
with repairs, healing, etc.
211
Bound Elementals
Bound Blackstorm elementals are summoned and
placed within a magical containment device that
propels a vessel. The device is generally constructed
and attuned to the ship itself. An elemental is unaware
of being summoned and of its use to power a ship,
and it only becomes fully aware after the containment
device is damaged or otherwise fails. No harm comes
to the bound elemental while being contained. It will
not age and doesn’t require food or water to survive.
Depending on the containment device’s materials and
construction quality, some elementals remain bound
for hundreds of years.
Vessel Repair
Captains, PCs, and crewmembers may attempt to
repair a vessel. A voidship, ribbon-runner, or gondola
can be seen as a creature or construct in many ways. It
varies from ship to ship, but basic repairs can be done
when the vessel is hovering, moving at normal speeds,
or even at fast-travel speeds.
Standard repairs restore 1d10 HP per day to a vessel
and can only be completed in non-combat conditions.
Spells, such as mending, will restore 10 HP at a time,
even in combat.
Vessel Points of Interest
Deck
Bound elemental engine
Captain controls
Crew quarters
Captain quarters
Storage
Galley
Latrine
Falling and drifting
The Blackstorm is exceptionally hazardous to PCs who
fall or are ejected from a vessel. PCs or creatures that
find themselves outside a vessel’s magical air bubble
will drift away. Use the charts below to determine the
speed and distance.
Creature Fall distance by
the second
If a creature is within a vessel or realm’s atmosphere
and gravity is present, use the folowing information:
1 second: 16 feet
2 seconds: 64 feet
3 seconds: 144 feet
4 seconds: 256 feet
5 seconds: 402 feet
6 seconds (one round): 576 feet
A creature takes 1d6 bludgeoning damage for
every 10 feet it falls, up to a maximum of 20d6. The
creature lands prone unless it avoids taking damage
from the fall.
Creature Drift distance
by the second
If a creature is ejected from a vessel or finds itself
outside the ship’s 30-foot air bubble, it will Drift using
the folowing information:
1 second: 10 feet
2 seconds: 20 feet
3 seconds: 30 feet
4 seconds: 40 feet
5 seconds: 50 feet
6 seconds (one round): 60 feet
Should a creature encounter an object that is at least
1 size larger than itself while Drifting, it will take 1d6
bludgeoning damage for every 10 feet it Drifted, to
a maximum of 3d6. The creature lands prone unless
it avoids taking damage from the Drift. However, the
Drift has influenced the struck object, and it begins
to move at a speed of 10 feet per second in the same
direction as the creature that hit it.
To represent a Drifting creature on a board or battle
map, treat 1 square as 1 round of Drifting. If a GM
needs to estimate the squares as feet, count 1 square
as 60 feet.
Suffocation
A creature will begin suffocating after 1 round of
Drifting. When a creature runs out of breath or is
choking, it can survive for a number of rounds equal
to its Constitution modifier (minimum of 1 round). At
the start of its next turn, it drops to 0 hit points and
is dying, and it can’t regain hit points or be stabilized
until it can breathe again.
212
Blackstorm Vessels,
Crew, And Design
Blackstorm vessels and crew are similar yet very
different and distinct from realm-bound vessels (like
saling ships).
First and foremost, there are no masts for sails and,
therefore, no rigging. There are no oars, so there is
no need for sailors or whip-driven slaves to row. The
vessels move via magical means, so there is less work
and maintenance on a Blackstorm vessel than on a
sea-bound ship. There is a different emphasis on the
crew and its composition. Blackstorm vessel crews
consist of a captain, first mate, quartermaster, cook,
mender, and magus.
Crew
Captains. One per vessel, are attuned to the magic of
a vessel in the Blackstorm. Only a Captain can control
bound Blackstorm elementals—including air and fire
elementals (when equipped for navigating realms that
have atmospheres).
Mender. A PC or NPC with training in the healing
arts, be it spells, potions, or other methods. These
are usually officers, and they are highly valued by
their crews.
Magus/Magi. A position on a vessel filled by a
sorcerer, warlock, or wizard. On larger ships, there
may be two or more magi on board.
Officers. Generally, a first mate, a bosun, a
quartermaster, and a cook (use nobles stats).
Sailors. Use commoner stats.
Soldiers. Use guard stats.
Vessel Design
Amenities. The captain and first mate generally have
individual cabins. Officers are usually paired two to
a cabin, and the remaining crew sleeps in a shared
sleeping area. There is a small galley for cooking, a
small room for the mender, two cells, and six small
cabins for passengers, each accommodating four
people.
Decks. Generally, a vessel has four sections: the
quarterdeck, the main deck, the lower deck, and the
hold. All ceilings are 8 feet high.
Doors. A vessel's doors are usually made of wood
and have AC 15, 18 hit points, and have immunity to
poison and psychic damage. A lock can be picked with
a successful DC 15 Dexterity check made using thieves'
tools, or the door can be forced open with a successful
DC 20 Strength (Athletics) check.
Footlockers. Footlockers (if equipped) on the vessel are
usually made of iron and have AC 19, 18 hit points, and
have immunity to poison and psychic damage.
Hold. The cargo, provisions, and any holding cells are
kept in the hold.
Lights. Oil or magical lanterns are used for lighting,
and each lantern casts bright light in a 10-foot radius
and dim light in a 20-foot radius.
Main deck. All weapons are located on the main
deck. There is usually a 10’x10’ hatch in the center
of the deck used to load and unload cargo. The main
deck has a railing around the edges for tie-downs.
The Captain’s quarters are typically here, under the
quarterdeck.
Lower deck. The lower deck contains the quarters for
all the crew and any rooms for passengers. The galley
and mender’s rooms are here, as well. There are some
provisions kept here as well as the majority of the
crew’s equipment.
Quarterdeck. The helm is located on the quarterdeck.
All of the steering mechanisms of the vessel are
centered here. The Captain steers the ship. The first
mate or a senior crewman (a pilot or helmsman) may
also pilot the ship in the Captain’s place as long as
they can hear instructions from the Captain. There
is a railing around the edge of the quarterdeck with
anchor points for tie-downs. Some quarterdecks have
partial ceilings built like a pergola.
Ceilings. Generally, ceilings in the lower deck, holds, and
cabins are 8 feet high with 6-foot-high doorways.
213
Sample Vessel
Xunastian Voidbreaker
Vessel Components
Gargantuan Vehicle (300 ft. by 60 ft.)
Below is a basic list of components for a vessel that travels the
Blackstorm. The average hit points have been listed to provide
GMs a base hit point amount. A component can be targeted to
disable it once it is reduced to 0 hit points.
Creature Capacity 30 crew, 30 passengers
Cargo Space 250 tons
Atmosphere Vessel Speed Fly 60
Blackstorm Travel Pace 7 squares
STR
DEX
CON
INT
WIS
CHA
20 (+5)
10 (+0)
20 (+5)
-
-
-
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, petrified,
poisoned, prone, stunned, unconscious
Damage Threshold. The vessel’s components have immunity
to all damage equal to or less than a specified amount. Only
damage above that number is applied; anything less is ignored.
This damage resistance appears after each component’s hit
points.
Magic Weapons: The vessel’s weapon attacks are magical.
Crew
Minimum crew required:
1 captain
6 officers: first mate, bosun, quartermaster, mender, cook,
magus
30 sailors
6 guards
Pet or Smoker
Actions
On its turn, the vessel can take three (3) Actions, choosing from
the options below. The vessel goes on its own intitative.
Multiattack.
• The vessel can make three ranged attacks with its ranged
weapons if it has more than 21 crew members.
• The vessel can make two ranged attacks with its ranged
weapons if it has 11-20 crew members.
• The vessel can make one ranged attack with its ranged
weapons if it has 5-10 crew members.
Crew. The ship’s crew takes their own Actions. These are PC
Actions, not ship Actions.
Move. The ship makes a maneuver. Requires a Captain
Maneuver.
214
If a vessel component has a damage threshold amount listed,
ignore that damage amount for each attack. For example, if a
component is targeted and suffers 10 hit points of damage and
a damage threshold of 20, the component takes no damage.
If that same component takes 25 hit points of damage on a
single attack, the hit point total of the component is reduced
by 5 hit points.
Hull
Armor Class 15
Hit points 500, damage threshold 20
Ram
Armor Class 20
Hit points 150, damage threshold 20
Control: Helm (quarterdeck)
Armor Class 17
Hit Points 50
If the helm is destroyed or reduced to 0 hit points, the vessel
can't Move until it is repaired.
Movement: Elemental engine (2)
Armor Class 17
Hit Points 100, damage threshold 10
Weapons: Sunspear cannon (3)
Armor Class 15
Hit Points 50 each
Sunspear Cannon. Ranged Weapon Attack: +2 to hit, range
200/1200 ft. / 8 squares, one target. Hit: 27 (5d10) radiant
damage.
Legendary Actions None
Sample Vessel
Utility Voidship
Vessel Components
These are generic service vessels. These voidships can carry a
wide variety of cargo and equipment. The vessel below is but
one of the many types of utility voidships.
Below is a basic list of components for a vessel that travels the
Blackstorm. The average hit points have been listed to provide
GMs a base hit point amount. A component can be targeted to
disable it once it is reduced to 0 hit points.
Gargantuan Vehicle (140 ft. by 35 ft.)
Creature Capacity 5 crew, 6 passangers
Cargo Space 100 tons
Atmosphere Vessel Speed Fly 60
Blackstorm Travel Pace 6 sqaures
STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
20 (+5)
-
-
-
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, petrified,
poisoned, prone, stunned, unconscious
Damage Threshold. The vessel’s components have immunity
to all damage equal to or less than a specified amount. Only
damage above that number is applied; anything less is ignored.
This damage resistance appears after each component’s hit
points.
Crew
Minimum crew required:
1 captain
3 officers: first mate, magus, mender
1 sailor
Pet or Smoker
Actions
On its turn, the vessel can take three (3) Actions, choosing from
the options below. The vessel goes on its own intitative.
Multiattack.
• The vessel can make three ranged attacks with its ranged
weapons if it has more than 4 crew members.
• The vessel can make two ranged attacks with its ranged
weapons if it has 3 crew members.
• The vessel can make one ranged attack with its ranged
weapons if it has 2 crew members.
If a vessel component has a damage threshold amount listed,
ignore that damage amount for each attack. For example, if a
component is targeted and suffers 10 hit points of damage and
a damage threshold of 20, the component takes no damage.
If that same component takes 25 hit points of damage on a
single attack, the hit point total of the component is reduced
by 5 hit points.
Hull
Armor Class 15
Hit points 400, damage threshold 18
Control: Helm
Armor Class 17
Hit Points 50
If the helm is destroyed or reduced to 0 hit points, the vessel
can't Move until it is repaired.
Movement: Elemental engine (2)
Armor Class 17
Hit Points 100, damage threshold 10
Weapons: Ballista (3)
Armor Class 15
Hit Points 50 each
Ballista. Ranged weapon attack: Range 8/10 squares, one
target. Hit: 30 (8d6) piercing damage. If the target is a creature
who is Medium size or smaller, they must succeed on a DC 12
Strength saving throw or be pushed back 10 feet. A vessel’s
ballista has advantage on attack rolls against a target within 4
squares.
Legendary Actions None
Crew. The ship’s crew takes their own Actions. These are PC
Actions, not ship Actions.
Move. The ship makes a maneuver. Requires a Captain
Maneuver.
215
voidship
sample
216
Combat in The
Blackstorm
The following rules govern battles between vessels or
creatures in the Blackstorm.
Roles
Refer to the PC Actions on a Vessel section on page
211.
Captain
A vessel may only have one Captain. A PC may take
the role of a Captain if they have a 15 Charisma or
higher. However, all Captain's Maneuver rolls are at
disadvantage unless they are trained.
Crew Members
Vessels require a minimum crew to travel the
Blackstorm. This number is the minimum number
of Crew Members required for it to maneuver. If this
number is reduced below that minimum, the vessel
will simply hover or drift with a speed of 0.
Consider the 3d space when using a battle map.
The following is a scenario to help GMs and players
navigate:
• A vessel generally has a movement of 6 squares.
• To indicate if a vessel or Blackstorm creature is higher
or lower on a given square, use a dedicated colored
d20 to show up or down up to 20 squares. If higher or
lower than 20 squares, write a note and place it beside
or on the creature or vessel. A blue die might indicate
a lower position, and green may indicate a higher
position, for example. Display the number on the die
near the vessel or creature to keep track.
• A creature or vessel’s front-facing position needs to be
indicated within a square. This indicates the direction
it is moving. If it is moving up or down the colored die
will indicate how it is facing.
• Diaganol movement is considered 1 square.
• Ranged attacks can be made in any direction using the
weapons on a vessel.
Preparing for Combat
• Creatures may attack in any direction.
• Grids do not have a specific distance. A vessel or
creature can be represented inside 1 square.
For more information, review the Vessel Movement
and Position in Combat section.
Combat is played on a grid with figures or tokens
representing each vessel on the board.
• The portrayal of vessel combat in Blackstorm Realms
is more narrative than realistic due to the vast sizes
in play and being in three-dimensional spaces. Unless
specified, each vessel or creature represents 1 square
on the grid.
• Combat takes place at Blackstorm Travel Pace. Vessels
traveling faster than this speed must slow down if
they interact with another vessel or creature. Combat
cannot happen at Fast Travel Speed.
• If a vessel or creature lists a movement speed of
Blackstorm 6 or Blackstorm Travel Pace, for example,
it can move 6 squares on the grid. Turning a vessel
requires a Captain's Check. Creatures are not subject
to Captain's Checks unless noted.
217
Battle Stations!
When combat is imminent, the GM rolls initiative for
each vessel or creature on the board.
Vessel Initiative
2. Establish positions. The GM decides where all
the vessels, creatures and objects on the board
are located in relation to each other. The GM
determines where the adversaries are, how far
away, and in what direction.
• If a tie occurs between a combatant vessel and the
PC’s vessel, the PC’s vessel goes first.
1. Determine Surprise. The GM determines whether
any vessel or creature involved in the combat
encounter is surprised. For rules on Surprise, see page
90 in the SRD-OGL_V5.1-3.
Optional positioning rules
• Starting out, the GM may roll 3d6+6 to determine
how many squares separate each vessel or creature
at the start of a battle.
• If there is an alliance between vessels or creatures,
place them within 3 squares of each other when
starting, if possible.
• Roll 1d4 to determine which direction each vessel
or creature faces at the start of combat. A roll of 1
has the vessel or creature facing towards the top
edge of the playing grid, and a roll of 2 through 4
has the vessel or creature turning clockwise.
3. Roll Initiative. Each vessel or Blackstorm creature in
the combat encounter rolls initiative determining the
order of combatants’ turns.
4. Take turns. Each vessel or Blackstorm creature in
the battle takes a turn in Initiative order.
• On a vessel’s turn, its crew and PCs may take their
turns all at once. A GM may select players randomly
or go in clockwise order around the table.
• Begin the next round. When everyone and every
vessel involved in the combat has had a turn, the
round ends. Repeat step 4 until the fighting stops.
• Battle rounds in the Blackstorm do not equate to
the same set amount of time as PCs might come
to expect between characters or creatures located
on a Realm. Each character involved is reacting
simultaneously on a vessel’s turn.
• If a spell effect, for example, requires a creature to
determine rounds, use that creature’s round and not
the vessel’s.
218
Initiative determines the order of turns during
combat. The GM can make one roll for an entire
group of identical vessels, so each group member
acts simultaneously. Otherwise, each vessel will roll
its own initiative.
• Optionally, the GM can have the vessels that tie
each re-roll a d20 to determine the order, highest
roll going first.
PCs Vessel Initiative Turn
The Captain positions the vessel by moving the number
of squares allowed for the vessel. Make a Captain's
Maneuver check to see if the Captain successfully
commands the Blackstorm Elemental engine.
Vessels have 3 Actions (unless otherwise noted):
Attack, Crew and Move Action every round. Refer to
the Vessel Movement and Position in Combat section.
PCs on a vessel may act after a vessel has made a
move.
Example: A vessel with a movement of 6 can move 2
of those 6 spaces. During the Crew’s turn, they can
take their Actions. Once all the vessels’ PCs and Crew
have completed their turns, a ship can continue its
movement for 4 more spaces.
Your Turn (PC Turn)
Once the initiative order of the PC vessel is
determined, and a vessel has made a Move, it is now
the PCs’ turn. A PC can move a distance up to its speed
on its turn and take one Action on the vessel.
Refer to the PC Actions On a Vessel section on pg. 211
for specifics on what a PC can do.
Other Activity on a
PC Turn
Additionally, the PC decides whether to move first
or take an Action first. Their Speed—sometimes
called walking speed—is noted on the player’s
character sheet.
The most common Actions a PC can take are
described in the “Actions in Combat” section located
in the SRD-OGL on pg. 93, or visit https://5thsrd.
org/combat/actions_in_combat. Many Class
Features and other Abilities provide additional
options for an Action.
GM Note: The PC can forego moving, taking an
Action, or doing anything at all on their turn. If
they can’t decide what to do on their turn, consider
suggesting that they take the Dodge or Ready
Action, as described in “Actions in Combat” in the
SRD on pg. 93 or visit https://5thsrd.org/combat/
actions_in_combat/.
Example scenario: A PC moves 20 feet, positioning
themselves next to a Large Weapon on the vessel.
They have an Attack still available, so they use
their longbow, firing an arrow at an enemy in range
on an approaching enemy vessel. Unfortunately,
they miss, but they are in a position to fire a Large
Weapon on their next turn.
Large Weapons require a full round to use and
count as one of the vessel’s Attacks or Multiattacks.
Bonus Actions
Various Class Features, Spells, and other Abilities
let the PCs take an additional action on their turn
called a Bonus Action. The Cunning Action feature, for
example, allows a rogue to take a Bonus Action. The
PC can take a Bonus Action only when a unique ability,
spell, or other game feature states that they can do
something as a Bonus Action. They otherwise don’t
have a Bonus Action to take.
A PC can take only one Bonus Action on their turn, so
they must choose which Bonus Action to use when
they have more than one available.
A PC chooses when to take a Bonus Action during
your their unless the bonus action’s timing is
specified. Anything that deprives a PC of their ability
to take an Action also prevents them from taking a
Bonus Action.
Your turn can include a variety of flourishes that
require neither your Action nor your move.
• You can communicate however you are able,
through brief utterances and gestures, as you take
your turn.
• Unless specified, you can also interact with one
object or feature of the environment for free during
either your move or Action.
For example, you can open a door during your move
as you stride toward a foe, or you can draw your
weapon as part of the same Action you use to Attack.
• If you want to interact with a second object,
you need to use your Action. As stated in their
descriptions, some Magic Items and other Special
Objects always require an Action to use.
The GM might require you to use an Action for any of
these activities when it needs special care or presents
an unusual obstacle. For instance, the GM could
reasonably expect you to use an Action to open a
stuck door or turn a crank to lower a drawbridge.
PC Reactions
Certain Special Abilities, Spells, and situations allow
you to take a Special Action called a Reaction. A
Reaction is an instant response to a trigger of some
kind, which can occur on Your Turn or someone
else’s. The opportunity Attack is the most common
type of Reaction.
When you take a Reaction, you can’t take another
one until the start of your next turn. If the Reaction
interrupts another creature’s turn, that creature can
continue its turn right after the Reaction.
Vessel Movement and
Position in Combat
A vessel or creature in the Blackstorm can move the
number of squares per round based on its Speed
(Blackstorm Travel Pace). An average Speed is 6
squares per round. Some vessels or creatures will
be faster or slower, but the average is 6 squares.
Vessels have 3 Actions (unless otherwise noted):
Attack, Crew and Move Action every round. Refer to
the Vessel Movement and Position in Combat section.
Note: Attacks from Vessels are only possible by the
Crew or by PCs on their turn.
219
Breaking up
Vessel Movement
A typical vessel will have a normal movement of 6
squares. In battle, it may move 3 squares, use a Crew
Action, and move 3 squares again in a single round,
totaling 6 squares (for example).
Vessel Dash
Once per day, if a vessel or creature chooses to take
the Dash action, it gains extra movement for the
current turn. You can only Dash in a straight line.
You cannot break up your movement using the Dash
action. Additionally, the Crew or PCs on a vessel
may not take their actions when a Vessel uses the
Dash Action.
The increase of the Dash equals twice the Speed after
applying any modifiers. For example, with a speed
of 6 squares, you can move up to 12 squares on your
turn if you dash.
Any increase or decrease to your Speed changes this
additional movement by the same amount. If your
Speed of 6 squares is reduced to 3 squares, you can
move up to 6 squares this turn if you dash.
Turning a Vessel
A vessel may rotate within a square as a part of it's
Move Action. This requires a Captain's Maneuver. On
a success, the vessel turns. On a failure, the vessel
continues on the same course.
Example: The vessel can move 6 squares. If a vessel
moves 2 squares, it may rotate in that square by
making a successful Captain's Maneuver and then
continue moving forward 4 more squares.
Moving Through
Another Vessel’s Space
Because the grids do not represent threedimensional space, vessels can move through grids
containing another vessel, but they cannot end
their turn there. If the vessel’s movement was at its
maximum (resulting in the vessel's stacking), move
the vessel one more space beyond the current grid
occupied by the non-moving vessel.
If one vessel moves into another vessel’s grid, that
vessel in the current grid receives a single free attack.
This free attack does not include any bonuses or
additional abilities from the vessel or creatures on
the vessel. This free attack does not count against a
normal attack on the next round.
220
Jumping Into Fast-travel
Speed During Combat
A vessel may enter Fast-travel speed if they are more
than 3 squares away from another vessel. If a vessel is
less than 3 squares away from another vessel, it will
allow the enemy vessel a free attack.
This free attack does not include any bonuses or any
additional abilities from the vessel or creatures on
the vessel. This free attack does not count against a
normal attack on the next round from that vessel.
Ramming
A captain makes a Captain's Maneuver. On a success,
a properly equipped vessel may ram another vessel.
If not equipped with a ram, it will receive the same
damage as the enemy vessel.
Ram (Recharge 5-6). The vessel may ram another
vessel or creature. The vessel must be traveling
in a straight line for 4 squares or more prior to
attacking. The vessel or creature takes 70 (12d10+10)
bludgeoning damage on a successful ram hit. Any
creatures aboard the rammed vessel that are not
secured must make a successful dexterity check or be
knocked prone.
If a captain fails a maneuver, the vessel simply moves
through another vessel’s space with no damage
occurring to either vessel. A missed Ram attempt
does not trigger a free attack from an enemy vessel.
Vessel Crash
When a vessel crashes into another object, use the
following table:
Crash Damage Table
Object Size
Small
Medium
Large
Huge
Gargantuan
Bludgeoning Damage
1d6
1d10
4d10
8d10
16d10
Flyby
A captain can move through another Vessel’s grid
space if they roll 2 successful Captain's Maneuvers
in a row. This will not provoke a free attack from
the enemy Vessel.
If the Captain fails the Maneuver, the enemy vessel
will get a free attack. This free attack does not
count against a normal attack on the next round
from that vessel.
Top Gun
A captain may use a single bonus Action and position
the vessel any way they choose in a single round if
they roll 2 successful Captain's Maneuvers in a row.
Example: A vessel can travel 6 spaces. A captain
chooses to change direction on space 4, turning it
clockwise and moving 2 more spaces in a different
direction. A captain may then take a regular Action
on space 6 if they choose to turn again. Thus, being
able to make 2 turns in a single round.
A vessel must travel at least 1 space before taking a
bonus Action.
If a captain fails the Maneuver, the vessel maintains its
current direction.
Amazing Range
Once per day, a captain may position the vessel to use
a Captain's Maneuver, extending the range of a single
attack from a Large Weapon. The weapon’s range is
increased by 1 square and will have advantage on its
next attack roll.
On a failed Captain's Maneuver, the weapon comes up
short and misses.
Optional:
Weather Effects
Fast Travel Dangers
If a creature finds itself beyond the protective
air pocket that surrounds a vessel while it is Fast
Traveling, it may be extremely hazardous to them.
A creature must make a Dexterity saving throw.
On a failed save, it takes 118 hit points of force
damage. If this damage reduces the target to 0 hit
points, it is disintegrated. If the creature survives, it
is pushed back onto the vessel and knocked prone.
On a successful saving throw, the creature takes 59
hit points of force damage and is pushed back onto
the vessel and knocked prone. Even on a successful
save, if this damage reduces the target to 0 hit
points, it is disintegrated.
A disintegrated creature and everything it is
wearing and carrying, except magic items, are
reduced to fine gray dust. The creature cannot be
restored to life, as all of the matter is scattered
randomly throughout the Blackstorm, including any
magic items it may have carried. Only a wish spell
can restore a creature that has been disintegrated
by pushing beyond a vessel's air pocket barrier.
This event disintegrates a Large or smaller
nonmagical object or a creation of magical force. If
it is a Huge or larger object or creation of force, the
event disintegrates a 10-foot-cube portion of it.
Not all vessel-to-vessel combat will be in the
Blackstorm; it is much more common to see vessels in
battle in the skies above before they depart a realm.
Vessel-to-vessel combat in the skies can be run with
the same rules for combat in the Blackstorm, except
suffocation effects within the Blackstorm are no longer
a problem. However, falling great distances in a short
period will kill a PC or NPC just as quickly. Grappling
rules, weapons firing, and vessel movements are all
the same, but GMs wishing to add a little more flair to
combat in the skies can consider implementing one or
all of the optional weather effects below.
GMs may also use Weather Effects in the Blackstorm
to represent a magical anomaly or effect as well.
Cloud Cover
If combat between vessels occurs in the skies, clouds
impairing vision are always possible. GMs may use
cotton balls or other suitable material to represent
clouds (if miniatures are involved) or simply describe
their location with respect to the ships involved.
221
Vessels can use clouds for two purposes:
Cover. When a vessel enters a cloud, attack rolls for
ranged weapons are at disadvantage on both sides
when attacking. Vessels inside a cloud cannot see
out, and vessels outside the cloud cannot see in.
Clouds make for great places to hide, and Captains
can easily make turns inside the cloud and move
with the cloud to maintain cover.
Obstruction. When a cloud comes between two
vessels, attack rolls for ranged weapons are once
again at disadvantage. A Captain may choose to
go over or under a cloud, so GMs should allow for
3D representation either on a game table with
miniatures or remind players where the ship is
respective to a nearby cloud.
Note: Spells and magic that can affect weather may
be able to create clouds and move them or even
disperse them.
Strong Winds
A Captain constantly feels the pull of the elemental
that provides power to the vessel. That battle of
wills, while usually won by the Captain, means that
directing the movements of a vessel is often the
primary goal. In skies above a realm, the Captain
need not worry about other forces fighting for
control of the ship, but high winds are an entirely
different matter.
Vessels may encounter strong winds by choice
(entering a storm, for example) or randomly. There is
always a chance that a vessel can encounter stormy
skies. When this occurs, one or more of the following
effects may occur.
Difficulty. Increase the DC value for the Captain to
send commands by 1. This represents an increased
difficulty in maintaining control of the ship’s
movement.
Shifting Position. The captain’s orders (in terms
of movement and turning) still occur, but for each
point below the DC on the Captain’s Maneuver roll,
the ship will shift position by that many spaces to
the left or right, rolling a d6 for a random direction.
The numbers on the die are as follows:
1 is left, 2 is right, 3 is forward, 4 is back, 5 is up, and
6 represents down. This signifies the strong winds
pushing against the hull and moving the vessel into
a new position. For two failed DC rolls in a row, the
vessel will rotate 90 degrees in a random direction
for every 4 points below the DC value that the Captain
fails on the second roll.
Realm Thunderstorms
and Blackstorm Vortices
Wiser captains will likely never enter a realm’s
thunderstorm or Blackstorm vortices, but magic
forces can change that as well as the randomness of
weather. Should a captain find their vessel entering
or surrounded by a thunderstorm or a Blackstorm
vortex, the following conditions apply:
• Cloud cover effects are in place; therefore, apply
disadvantage on all ranged weapon attacks.
• Strong winds are in effect, but the DC value is
increased by +2 for all Captain rolls.
• Hand-to-hand combat between crews is at
disadvantage due to low visibility, high winds, and
rain slicking the decks.
Every turn that the vessel remains in the
thunderstorm, there is a chance of lightning striking
the ship. At the end of each vessel’s turn, roll 1d20.
A bolt of lightning hits the ship on a roll of 18 or 19,
dealing 2d10 lightning damage. On a roll of 20, the
lightning strikes a PC or crew member on the deck
(roll randomly to determine the target), delivering
2d10 lightning damage. If no crew is on the deck, the
ship takes the damage.
The GM will need to determine the range the
thunderstorm covers and allow captains to try and
navigate out of the storm.
222
Player Options and Supplemental Content
Blackstorm
Bounty Hunter
Ranger Conclave
Blackstorm Magic
At 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the
Blackstorm Bounty Hunter Spells table. Each spell
counts as a ranger spell for you, but it doesn’t count
against the number of ranger spells you know.
Blackstorm Bounty Hunter Spells
Ranger Level
3rd
5th
9th
13th
17th
Spells
detect magic
locate object
nondetection
locate creatures
commune with nature
Ribbon Enhancement
Also at 3rd level, you are able to command ribbons
of the Blackstorm to tie themselves to your weapon
attacks. Once per turn if you make a weapon attack, you
may attach a random ribbon to that attack. If the attack
hits, it deals an additional 1d8 force damage. In addition,
roll a d10 to determine the ribbon’s effect:
8. Ribbon of Transference. The target is teleported to
an unoccupied space of your choice on the ground
within 30 feet of their current position.
9. Ribbon of Stoicism. The target must succeed on a
Constitution saving throw against your spell save
DC or be stunned until the end of their next turn.
10. Ribbon of Lethargy. The target must succeed on
a Wisdom saving throw or be put to sleep. They
wake up if they take damage or another creature
uses their action to shake them awake.
One use of Ribbon Enhancement is expended
even if the attack misses. You may use Ribbon
Enhancement a number of times equal to your
Wisdom modifier + half your proficiency bonus
between long rests.
Blackstorm Tracker
At 7th level, your supernatural connection to the
Blackstorm allows you to track creatures with
ease. You gain advantage on all Wisdom (Survival)
checks made to track a creature.
In addition, when you hit a creature with an attack,
you know their exact location for 1 hour. If you
target a creature with Hunter’s Mark, you know
their exact location and they cannot benefit from
invisibility for the duration of the spell.
Blackstorm Transference
At 11th level, you may slip through the Blackstorm
to ambush your enemies. As an action, you may
teleport to an unoccupied space you can see within
120 feet. You may also make an attack against an
1. Ribbon of Fury. Your attack deals an additional 1d8 force enemy within range as a part of this action. If you
do so, this attack is made at advantage.
damage. This damage increases to 2d8 when you reach
10th level in this class.
When you use this feature, roll a d20. On a roll
of 1 or 2, you trigger a random effect from the
2. Ribbon of Surety. The next attack made against this
Blackstorm Field Effects table. After the effect
target has advantage.
triggers, you also regain one use of Blackstorm
Transference.
3. Ribbon of Echoes. You may immediately make another
attack against the target or another target within 10 feet
of the original target. Ribbon of Echoes does not affect
Blackstorm Sentinel
Extra Attack.
The Blackstorm has granted you the power to
thwart any enemy you set your eyes upon. You
4. Ribbon of Transparency. The target has disadvantage may use a bonus action to mark a target you can
on all attacks against you and your allies until the
see within 120 feet for 1 minute. Attacks against
end of its next turn.
the marked target critically hit on a roll of 18
or higher. If you score a critical hit in this way,
5. Ribbon of Exhaustion. The target’s movement speed is
the attack also applies one of the ribbons from
reduced to 0 until the end of its next turn.
Ribbon Enhancement, but does not expend a use
of Ribbon Enhancement.
6. Ribbon of Vitality. You gain temporary hit points equal
to half the damage dealt by this attack.
You may use Blackstorm Sentinel a number of
times equal to your Wisdom modifier between
7. Ribbon of Envy. The target’s walking speed is reduced
long rests.
by 10 feet and your walking speed is increased by 10
feet, until the end of your next turn.
224
Blackstorm Bounty Hunter by Rhys Boatwright
blackstorm
sorcerer
Patience, young one,” said the Master. “The
spheres and ribbons aren’t going anywhere. But
you must work on your discernment before you
simply reach out and pluck one.”
Oodam clinched his teeth and winced, jerking his
hand away from the burning sphere. Its warm glow
flickered, almost as if it were laughing at the young
sorcerer. The other students weren’t as subtle.
Their laughter echoed down the stone hallway and
over the footsteps of other adepts moving to and
from their studies.
“Think of each sphere as having a personality. That
helps,” Niloshis the Windwhisperer added, lifting
his aged hand to silence the straggling giggles from
around the room. “And the ribbons, they can be
pictured as the moods you might notice on the
young Misterna I’ve been watching you pair up with
in Master Dowsor’s class. She can be sad or happy,
calm or destructive, or…”
“... or irritated.” Oodam added, and laughter
swelled once more. The elder sorcerer shot a mock
glare at the room overall, and his pupils fell quiet
again.
Master Niloshis smiled. “The ribbons and spheres
surround us, and you are of the fortunate ones who
can see and interact with them. It takes patience
to recognize the beneficial versus those that could
harm or even kill you.That takes training and skill,
but most of all… it takes careful observation.”
226
Blackstorm Sorcerer by James Floyd Kelly
“But in combat, I won’t have time to examine and
decide which is helpful, Master Niloshis.” Oodam
looked again at the sphere as it drifted along; all reds
and blues and other colors that bent and swirled
in the light. And in between the spheres slithered
ribbons, colorful and endlessly undulating as they
entered and exited walls, even drifting like feathers
upon a breeze, moving through the other students
and his own body.
The Master reached out and plucked two ribbons
- one gold and the other a brilliant azure - and tied
them quickly in a knot that would unravel over time
as the ribbons wriggled like worms. When the knot
was complete, Master Niloshis touched Oodam’s
head and muttered a brief incantation.
Oodam’s breathing slowed and calm washed over
him, yet he gasped in amazement as a slender ribbon
looped around a blue sphere twice before it unfurled
and winked down the hallway. Its verdant color gave
him a sense of peace, and the blue sphere appeared
to be the kind used for sleep spells. He tapped
the sphere with tender care, his touch resonated
within it, reminiscent of a tuning fork’s hum. He
ran his hand along the sphere and recited his own
incantation. He pointed at one of the other students
—the annoying one called Yotha. The half-orc tipped
over onto the floor as if all his bones had turned to
jelly at once. A loud snore rattled from his throat,
prompting more giggles from the other students.
Master Niloshis shook his head, but also smiled.
“See? Patience and discernment, Oodam.”
Blackstorm Bloodline
The ribbons and spheres of magical energy that exist
in the Blackstorm are unseen by most, but not you.
Sorcerers born with the ability to not only discern
these energies but also harness their power to twist
reality are exceedingly rare, and your abilities are
often misunderstood by your fellow spellcasters. The
Blackstorm holds many mysteries, but your innate
understanding of the magical ribbons and spheres
that stretch and drift within the tapestry of reality
grant you the ability to perform magics that defy
explanation. However, without needing to be told,
you know that for every manipulation of great power,
there are often unseen consequences.
Blackstorm Field Attunement
Starting at 1st level, you are attuned to the cosmic
forces around you. You gain proficiency in the Arcana
skill if you don’t already have it. Whenever you make
an Intelligence check related to the Blackstorm, you
can add twice your proficiency bonus, instead of any
proficiency bonus you normally apply.
Blackstorm Magic
1st-level Blackstorm Bloodline feature
You learn additional spells when you reach certain
levels in this class, as shown on the Blackstorm
Spells table. Each spell counts as a sorcerer spell
for you, but it doesn’t count against the number
of sorcerer spells you know. These spells can’t be
replaced when you gain a level in this class.
Sorcerer Level
Spells
1st
detect magic, sanctuary
3rd
invisibility, magic weapon
5th
blink, counterspell
7th
banishment, black tentacles
9th
creation, wall of force
Sphere Empowerment
Starting at 1st level, your ability to tap into the
magical spheres that permeate the realms provides
you with a chance to harness them to protect yourself,
or to turn the tides on your foes. As a bonus action,
you can pull a sphere from the aether and evoke one
of the following two effects:
• Increase your Armor Class by 2 for 10 minutes.
Beginning at level 2 , you can expend 1 Sorcery Point
to increase the bonus to your AC by 1 (maximum +3
total AC bonus).
• When you cast a 1st level or higher spell that does
damage, you can empower it. Choose one of the
targets damaged by your spell, that target takes an
additional 1d4 force damage per level of the spell cast.
You can use this ability a number of times equal to
your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Blackstorm Sorcerer by James Floyd Kelly
227
Beginning at 2nd level, whenever you spend at least
1 Sorcery Point, you must roll on the Blackstorm Field
Effects chart on the following page
.
Ribbon Weaver
Starting at 6th level, you learn to reach out and take
hold of the magical ribbons that flow and twist unseen
through your immediate surroundings. By twisting,
pulling, and even temporarily tying these ribbons, you
may perform incredible feats of magic that strengthen
or deplete the magical energy around you, your allies,
or even your enemies.
You can choose to use one of the following once per
long rest.
Ribbon of Surety. The magic of the Blackstorm
bolsters one ally’s next attack. As a reaction, when
an ally you can see within 60 feet hits a creature
with an attack, you can spend 1 Sorcery Point to
increase the damage. For every Sorcery Point you
spend, the attack does an additional 1d6 force
damage.
Ribbon of Lassitude. You manipulate the ribbons
of the Blackstorm to drain the magical energy of
a spell. When you take damage from a spell, as a
reaction you reduce that damage by 1d6 per Sorcery
Point spent.
Ribbon of Echoes. As a reaction when a creature
you can see within 60 feet of you casts a spell that
targets yourself or a single creature, you can spend
3 sorcery points to twist and contort the ribbons of
the Blackstorm to echo the effects of one spell back
onto its caster instead of the original target. Use the
original caster’s Spell Attack modifier or Spell Save
DC for any attack or saving throws that need to be
made. If the spell has an area of effect, the reflected
spell’s target is centered on the original caster.
228
Blackstorm Sorcerer by James Floyd Kelly
Blackstorm Manipulator
Beginning at 14th level, when you cast a spell that
deals damage you can choose to increase its potency,
dealing maximum damage with that spell. Should the
spell deal sequential damage, only the initial damage
may be maxed. Once you use this ability, you can’t use
it again until you complete a long rest, unless you
spend 8 Sorcery Points.
Additionally, whenever you roll a natural 20 on any
spell for which you make a spell attack roll against an
enemy target, you tap into the font of the Blackstorm
and regain 1 spent Sorcery Point.
Blackstorm Traveler
At 18th level, you gain the ability to fuse your own
magical energies with those of the ribbons around
you to shorten the distances between spaces on the
material plane to cross short and great distances.
Once per short rest, you may to teleport up to 120
feet away to an unoccupied space that you can see
as a bonus action. In addition, you can bring your
allies with you—at a cost. For each Sorcery point you
spend, one ally you can see within 20 feet of you may
move with you to an empty space within 20 feet of
your destination.
Bending the energies of the Blackstorm also allows
you to travel great distances, even crossing from one
realm to another, but not between the planes. As an
Action, you may travel to any location you are familiar
with on any realm. For every Sorcery Point spent, you
can bring one ally with you. Once you use this feature
you can’t use it again until you complete a long rest.
You use this ability to travel to locations known as
Sanctuaries—pockets of space among the Blackstorm
maintained by sorcerers as a space of safety and
neutrality. You and your allies can stay in a Sanctuary
as long as you choose.
However, no combat is allowed within a Sanctuary;
any violations will lead to permanent expulsion from
that single Sanctuary location.
Blackstorm Field Effects
d20
Effect
1. You and one random target within 60 feet of you are pulled
toward each other as if falling. Each creature must make a
Dexterity saving throw. On a failure, you are pulled towards
the target. If both you and the target fail, you are pulled
towards each other.
2. A sphere within your grasp radiates negative magic energy;
one random magical effect within 30 feet of you is dispelled.
3. A small, temporary tear in reality appears 10 feet in front of
you; anything 1-foot in diameter or smaller that is pushed
into or held inside the hole is lost forever at the beginning
of your next turn.
4. You and one other randomly chosen creature within 30 feet
who is on solid ground immediately switch positions. This
does not provoke an attack of opportunity.
5. For 1d4 minutes you are polymorphed into a Puggon. If
you drop to 0 hit points while in this form, you will revert
back. See the polymorph spell for details and restrictions
of this form.
6. A sphere in your vicinity cracks open, and from it emerges
an ethereal weapon that floats near you for 1 minute. Once
per round, the weapon attacks any enemy that comes
within 15 feet of you. The weapon attack uses your Melee
Spell Attack modifier and does 1d8 + your spellcasting
ability force damage on a hit. You do not control this
weapon, it acts on its own, moving towards and attacking
threats within range as it detects them. This effect’s damage
increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
7. The Blackstorm charges you with potent energy. The next
spell for which you roll a successful spell attack roll within
the next minute deals its maximum damage.
8. A random, nonmagical item or weapon within 30 feet of
you explodes into fragments and dust. Should the item
be carried by another creature, the bearer of the item
must make a DC13 Dexterity saving throw or take 1d8
piercing damage. This effect’s damage and saving throw
DC increase by 1d8 and +2 when you reach 5th level (2d8
and DC15), 11th level (3d8 and DC 17), and 17th level (4d8
and DC 19). The GM can choose at random by counting
the number of eligible items and rolling a die to determine
which item explodes.
9. Your manipulation of a sphere causes a ripple in time. If you
aren’t already first in Initiative order next round, you will be
for that round. Afterward, your Initiative reverts.
10. Two ribbons have hidden ties to the one you selected;
until the end of your next turn, all objects and creatures
within 30 feet of you are weighed down. The movement
speed of all creatures are halved and melee weapon attack
rolls are at disadvantage within the area.
11. 6 pips of starlight born from the inky darkness of the
Blackstorm appear and swirl around you for 1 minute.
Any creature that looks at you while targeting you for an
attack must make a DC 13 Constitution saving throw or be
blinded until the end of their next turn. Additionally, as a
bonus action, you can choose to fire one of the starlights
at a target within 60 feet of you, using your spell attack
modifier. On a hit, a starlight mote does 2d6 fire damage.
This effect’s damage and saving throw DC increase by 2d6
and +2 when you reach 5th level (4d6 and DC 15), 11th
level (6d6 and DC 17), and 17th level (8d6 and DC 19).
12. Your manipulation of reality has caused a freak weather
anomaly; you and all creatures within 15 feet of you must
make a DC 13 Dexterity save or take 1d8 lightning damage.
This effect’s damage increases by 1d8 and saving throw DC
increases by 2 when you reach 5th level (2d8 and DC 15),
11th level (3d8 and DC 17), and 17th level (4d8 and DC 19).
13. A blackstorm elemental is summoned from the energies
you have stirred; it appears in a random location within
60 feet of you. The elemental attacks the nearest target
(including yourself) on Initiative 20. The elemental
returns to its original plane of existence immediately
after making this attack. The number of elementals
that appear increases by 1 when you reach 5th level (2
elementals), again at 11th level (3 elementals), and 17th
levels (4 elementals).
14. The forces of creation rejuvenate you and your allies. Up to
6 creatures you can see within 30 feet of you regain 2d8 +
your Charisma modifier hit points.
15. You have pulled too hard on a ribbon and caused a twist;
time stops for a 10-foot radius around you and resumes
one hour later. Anyone entering the area of effect is also
subject to the stoppage of time.
16. The rare sphere you selected was tied psychically to an ally;
that ally gains 9 (2d8) temporary hit points and the two
of you are able to communicate telepathically for 1 hour,
regardless of distance.
17. The sphere you are working with radiates repulsive energy.
Until the end of your next turn, any spell cast with you
as the target will reflect back to the caster. Use your spell
attack modifier or spell save DC for the reflected spell, if
applicable, as per the spell type. This applies to beneficial
magic as well.
18. A ribbon you are holding charges with cosmic energy and
lashes out at the nearest enemy. The target must make a
DC 13 Strength saving throw or have its movement reduced
to 0 for 1 minute. The creature can repeat this saving throw
at the end of each of its turns. This effect’s saving throw DC
increases by 2 when you reach 5th level (DC 15), 11th level
(DC 17), and 17th level (DC 19).
19. You were unable to avoid wrapping a sphere with a ribbon
and have caused a ripple in reality; you and every creature
within 60 feet of you is granted an extra Action on their
next turn.
20. Roll twice on this table. Both effects rolled occur as written.
229
Blackstorm Widow
The magic of the Blackstorm is widely known to have
a multitude of effects on different life forms. Ranging
from outright killing a creature to granting powers
beyond belief. The Ellath are among the most famous
of people who managed to use this energy to their
advantage. But even they find themselves feeling
much smaller than they would like to admit when
confronted with the Blackstorm Widow.
Deep within the void of the blackstorm, hidden
between one of the largest fields of debris, an
interplanetary web exists. A pitch black spider of a
seize that dwarves any vessel that ever dared to travel
close, sits waiting for its prey. Made out of enormously
thick and robust material, its perpetual maze-like web
uses large boulders of debris and even long forgotten
realms as its base. Traveling along the longest of
threads could take years.
The threaded labyrinth
Although a few reports exist of people navigating
their way through the labyrinth of the cobweb, not
one living soul can confirm or deny them. Due to its
size, many believe encountering the Widow while not
touching its home is very unlikely. Of the many who
tried to hunt it down, few came back alive. Others
were found to be struck with a type of madness
nobody could cure, let alone identify.
Some sages, scholars and other students of the
Blackstorm find great pleasure in collecting all of
these reports and spend their lifetime trying to make
sense out of them. Spawning a multitude of books and
stories about the subject. Many tell them next to the
bed of their children, few know a great part of the lore
comes from actual events.
Undefeated
Many theories exist among the people who study the
Blackstorm Widow but one thing is widely agreed
upon. There is only one. Nobody dares to state how it
came to be and what exactly its powers are. Although
it is often referred to as female, the spider could be
male or even genderless.
The widows egg
Only sighted once, at the end of one of the titanic
strings of the Blackstorm Widows web, inside an
enormous boulder of massive stone sits a cave
entrance. Experts believe there lies an egg the size
of the head of a dragon. Legend says that when this
egg hatches, a spider larger than a small ship will
emerge. Growing up to become the next threat to
the Blackstorm.
230
Blackstorm Widow by Mr. Tarrasque
Gamemaster tips
It is up to you to consider introducing this egg into
your campaign. Although no stats are given for it,
the egg can be a great incentive for players to take
on the Blackstorm Widow. It can even be sold on
for an enormous amount of profit if the players
so desire. Many believe it needs to be destroyed,
others might want it for their own gain.
If a player decides to hold on to it. Make it a
burden. Not only does it weigh too much for one
humanoid to carry, the player will have to shake
off many bounty hunters or profit seekers while
protecting it.
A thousand eyes stare. Because of the blackness
of the Widow’s hairs it is almost invisible to the
background of the Blackstorm. Until it opens its
eyes. Witnesses widley disagree on the amount
but it always seems like thousands of pupils stare
right through its next victim.
Feelings of despair. Few have tried to kill this
enormous creature but almost all fled before
even drawing their weapons. A great feeling of
dread falls over most humanoids when gazing
upon this monstrosity.
Leaping hunger. Researchers who had the
confidence to travel within eyesight of the
Blackstorm Widow often misjudged its jumping
distance. Before they knew it, the spider attached
itself to their vessel, devouring everything and
everybody in a matter of mere seconds.
Urticating bristles. Although its individual hairs
stand almost taller than an average human,
the Blackstorm spider uses them as a natural
defense mechanism. Whenever a creature comes
into contact with its fur, they are struck with an
incredible body wide ich that for some lasts days
or even weeks.
Actions
Blackstorm Widow
Gargantuan monstrosity, unaligned
Multiattack. The Blackstorm Widow can make five attacks:
one with its bite and four with its legs. It can use its Swallow
instead of its bite.
Armor Class 27 (natural armor)
Hit Points 610 (33d20 + 264)
Speed 60 ft., climb 50 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
30 (+10)
26 (+8)
5 (-3)
11 (+0)
20 (+5)
Saving Throws Int +5, Wis +9, Cha +9
Skills Stealth +15, Initiative +15
Senses Passive perception 20, Blindsight 60ft., Darkvision 60ft.,
Tremor sense 60ft.
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and
Slashing From Non Magical Attacks
Condition Immunities Charmed, Frightened, Paralyzed,
Poisoned
Challenge 30 (155,000 XP)
Fearsome presence. At the start of its first turn in combat,
the blackstorm widow makes each creature that can see
it roll a wisdom saving throw (DC: 17) or be frightened. A
frightened creature must use its action to move as far away
as possible from the Blackstorm Widow without putting itself
in direct danger. It can reroll the saving throw at the end of
each of its turns, ending the effect on a succes. At the start of
a frightened creature’s turn, roll a d6. On a six, the creature
suffers from a long term madness effect. Refer to the madness
effect rules on page 201 of the System Reference Document.
Leaping Hunger. The Blackstorm Widow can jump up to 50
feet as part of its movement.
Legendary Resistance (3/Day). If the Blackstorm Widow fails a
saving throw, it can choose to succeed instead.
Magic Resistance. The Blackstorm Widow has advantage on
Saving Throws against Spells and other magical Effects.
Motionless. When the Blackstorm Widow has been
motionless for at least one week it is indistinguishable from its
surroundings. All targets have disadvantage on dexterity saving
throws against the Widow's web attack while it has not been
spotted.
Poisonous Bristles. Whenever a creature makes a melee attack
against the Blackstorm Widow, or touches it in another way,
it has to succeed on a DC 17 constitution saving throw. When
failed, the creature takes 10d6 poison damage and becomes
poisoned. It can repeat the saving throw at the end of each
of its turns. Once a creature succeeds on the saving throw it
becomes immune to the Poisonous Bristles for 24 hours.
Siege Monster. The Blackstorm Widow deals double damage
to objects and structures.
Bite. Melee weapon attack: +19 to hit, reach 5ft., one target.
Hit: 31 (4d12+5) piercing damage. If the target is a creature, it
is grappled (escape DC 20). Until this grapple ends, the target
is restrained, and the Blackstorm widow can’t bite another
target.
Leg. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
Hit: 23(4d8 + 5) slashing damage.
Spinnerets (Recharge 5-6). Range: 100 ft or 2 squares. The
Blackstorm Widow shoots a circular web from its spinnerets to
a point within range. Each creature in a 30-foot-radius sphere
centered on that point must make a strength saving throw or
become restrained. A restrained creature can use an action to
free itself (escape DC 17) at the start of each turn. The area of
the web functions as difficult terrain for 1d4 rounds.
Swallow. The Blackstorm Widow makes one bite attack against
a Large or smaller creature it is grappling. If the attack hits, the
target takes the bite’s damage, the target is swallowed, and
the grapple ends. While swallowed, the creature is blinded
and restrained, it has total cover against attacks and other
effects outside the Blackstorm Widow, and it takes 56 (16d6)
acid damage at the start of each of the Blackstorm Widow’s
turns. If the Blackstorm Widow takes 60 damage or more on
a single turn from a creature inside it, the Blackstorm Widow
must succeed on a DC 20 Constitution saving throw at the end
of that turn or regurgitate all swallowed creatures, which fall
prone in a space within 10 feet of the Blackstorm Widow. If
the Blackstorm Widow dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by using 30
feet of movement, exiting prone.
Legendary Actions
The Blackstorm Widow 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.
Spent legendary Actions are regained at the start of each turn.
Attack. The blackstorm widow makes one leg attack.
Move. The blackstorm widow moves up to half its speed. It
can also use this speed to jump.
Feed (Costs 2 Actions). The blackstorm widow makes one
bite Attack or uses its Swallow.
Spider Climb. The blackstorm widow can climb difficult
surfaces, including upside down, without needing to make an
ability check. In addition, whenever the Blackstorm Widow
uses its movement to travel across its own web, its speed is
doubled.
Blackstorm Widow by Mr. Tarrasque
231
Ellath (Travelers)
Few dare traverse the seemingly empty spaces of the
Blackstorm. Seldom does one encounter anything
more than the dust left by the gods themselves. Only
the Ellath, known in the common tongue as Travelers,
have the knowledge to not only navigate but also
survive the perils of the void before them.
Their faith in the goddess of travel, known as Ell,
drives them to use everything they can get their
hands on to build massive ship-like structures. When
given the “opportunity,” the Ellath are likely to come
to land and raid the more minor and lesser-known
realms of the Blackstorm.
Many different stories are told about the Travelers,
but what they are most infamous for is their access to
almost every type of magic.
Some say the Ellath are a race. Others believe they
are a people. In truth, their community comprises all
kinds of different races. Each with features that have
become almost unrecognizable due to the magic of
the Blackstorm. Although some Ellath are known to
reach the age of dwarves, most Ellath don’t live much
longer than humans. Over the millennia that their
civilization has existed, details about Ellathian history
are lost even to them.
Oreellath
Loosely translated as “The Carrier of Ell", this
enormous vessel functions as the mothership and
home base of the Ellath. The size of a small city,
Oreellath is readily familiar to any adventurer with
its variety of workshops, taverns, and barracks.
It does possess defenses that are not easily
penetrated, however.
When seen from afar, one would mistake the
Oreëllath for a collection of ruins and debris
discarded by others crossing the Blackstorm. Only
after it moves closer and the sounds of its small
civilization come within earshot may passers-by
discern its ship-like features.
The Ellath use all manner of materials to
continuously improve upon their flagship. Most of
its structure is made out of the strongest woods and
fortified with various metals. It has enormous sails
that are a woven combination of cloth and magical
materials. The ship has the unique property of
using Blackstorm features as a sort of propulsion.
Depending on the feature’s magical properties, they
discovered a way to steer the massive masts within
a certain distance of large enough body masses to
either attract or repel themselves.
232
Ellath (Travelers) by Mr. Tarrasque
The Oreëllath has weapons ranging from ballistas
to giant catapults and even cannons. Passageways,
balconies, and alleys run in what seems like random
patterns through the man o’ war’s belly and exterior.
And in the rear of the ship, a fire always burns. Steam
is channeled through a tunnel that functions as a
thrust pipe to give the vessel its high speed.
Wings
Many small vessels travel in close formation with
the Oreëllath. Some have military and exploratory
purposes like intercepting targets or scouting distant
realms, while others carry transport workers who
repair or improve the Oreëllath from the outside.
Still others hold families that chose to live outside
of the city and only board when in need of supplies
or protection. Most of these so-called Wings are
almost entirely self-sustainable, with small gardens,
livestock, and even magical water sources on board.
Titanic cables made of woven steel hang from all
sides of the Oreëlath. When needed, the mothership
can pull the entire fleet up to an enormously
high velocity, although it can take days to reach
its top speed. Depending on the circumstances,
the Oreëllath’s cruising speed is almost double
compared to any of the finest Xunditu voidbreakers
that travel the Blackstorm.
Rules of the Trade
Even the Ellath are bound to rules despite their
reputation for taking what they need and then
moving on. They believe that violence is to be avoided
whenever it can. Although they mostly take what
they want from whomever they please, the Ellath will
always give their victims the chance to back down
and not put up a fight. But one aggressor is enough
for them to enslave or kill an entire group of people.
More powerful civilizations with substantial military
presence are mainly ignored by Travelers. Although
many of these are invited to trade precious metals,
items, and secrets with the Ellath. Upon settling
a trading agreement, the Ellath will always come
through and honor all contracts and laws of the
groups with which they choose to barter.
Leadership
The Ellath do not waste time on general politics;
instead, they choose to have one ruler and obey them
until death, after which the first rightful heir will
pick up leadership.
From the bridge of the Oreëllath, the ruler steers
the fleet and its society in a direction they believe
is right. Few question the motives of the Great-One,
and most will give their lives to protect their leader
whenever necessary.
It is hard to form a long-lasting alliance with the
Ellath because of their constant traveling. Rarely does
one encounter them in the same place twice within a
substantial time frame. The Blackstorm is vast enough
for the Ellath to never have to go back to places
they’ve visited before.
To some, the Ellath are but a myth; tales of the
Travelers are told as bedtime stories. People who
belong to the longer-lived races are often ridiculed
when claiming they spotted the Ellath passing by
their realm. Some swear their ancestors functioned
as slaves on the Oreëllath and were freed once the
Ellath seemed fit.
The eye of Ell
Getting lost in the emptiness of the Blackstorm is
never a good thing; even the Travelers sometimes find
themselves lost. Although still very much a presence
within the Blackstorm, it is true that Ellath once
almost disappeared, never to be seen again.
Years, perhaps even decades, they floated in what
seemed like endless nothing. In the countless times
they tried to change course, their grim situation never
changed. Supplies were running low, the people were
dying of starvation and illness, and nobody knew how
much longer they could keep the Oreëllath’s engine
going. After losing untold scouting wings in desperate
searches for a way out, many of their people started to
forsake belief in the goddess of travel.
It was then they encountered one of the most
tremendous forces of energy ever seen. A swirling
mass of debris suffused with many strains of light
parted by pitch-black darkness lay out before them.
It had a violent, ravenous heart that pulled the
surrounding cosmic dust into itself, and the massive
structure devoured everything in its path.
This energy started pulling on the fleet. Although the
Great-One and many of her followers believed their
mothership had enough power left to outrun it, they
gambled on an escape that ultimately failed.
With all other options gone, the Ellath steered the
fleet into the heart of the vortex, believing this would
be the end of their people. With the alternative being
years upon years of suffering, the Ellath accepted
destruction by this spectacular aberration as a fitting
end for their travels.
The Travelers did not get what they expected. After
gaining enormous speed from being pulled towards
the center, the vortex finally spewed them out in an
unexplored area of the Blackstorm. Many smaller
vessels crumbled under the immense pressures,
and parts of the Oreëllath were ripped from its
hull. A great number of Ellath died from the highly
concentrated energy of the Blackstorm contained
within the swirling cosmic mass.
But to the Travelers, these sacrifices weren’t in
vain. Their mighty ship had been catapulted to new
realms, and the Ellath gained powers that had not
existed heretofore.
Mutants
It is hard to distinguish an Ellath from other races
in a crowd, especially when they wear a hood or
wear their hair long. Some Travelers have vaguely
yellow to green skin, and their ear tips are as sharp
as blades. Only when encountered on bad terms, will
the Ellath show their true heritage. When a scouting
party enters a new land, they prefer to lay low until
they gather enough information about the people,
defenses, and potential loot.
After their fateful encounter with “The Eye of El”,
most Travelers are born with a natural affinity toward
magic. Some are known to fire colorful energy rays
from their fingertips with ease. There are rumors
that some Ellath possess an ability to utter a singular
word that can negate the effect of a deadly spell cast
upon him or his allies.
When in the company of Ellath, it is tough to speak
in a language none of them understand. They are
known for their ability to store enormous amounts
of information in their mind. Many Ellath take an
interest in learning the different tongues of the
realms they pass, loot, or fight. Seldom does a wing
filled with treasure come back without at least one
procured crate of books or scrolls.
Ellath (Travelers) by Mr. Tarrasque
233
Cutting the ties
Only in the last couple of decades have some Ellath
freely chosen to cut themselves loose from the cultlike living conditions of the Travelers. Some lost
their belief in their goddess after losing a friend or
family member from illness. Others ceased to remain
comfortable in taking possessions from people who
worked hard to gain them.
Once an Ellath frees themself from the fleet, they
are considered an enemy by the society at large.
They will not be treated with the same neutrality as
other beings. As a matter of fact, the one who tracks
down and kills one of these hated deserters is taken
up into the loftiest ranks of the Ellath military. This
effectuated a sport-like bounty hunting practice
within Ellathian society.
Ellath Adventurers
During the eons in which the Ellath have traveled,
many mutations were able to manifest within their
bodies. Some Ellath find themselves more proficient
with these new traits than others. These Ellath, blessed
with being different, are often those who release all
bonds with their kin to become adventurers.
Ellath Traits
These unique traits are a direct consequence of being
the offspring of a people living in the Blackstorm for
many generations.
Ability score increase. Your Wisdom score increases by 2.
Age. You have about the same life expectancy as
humans, with some exceptional Ellath living a few
decades longer.
Alignment. Although you were raised to only have the
wellbeing of the Ellath in mind, you’ve cut yourself
loose for a reason. Most stray Ellath are neutral; some
even tend to lean towards good.
Size. Ellath have roughly the same measurements as
humans, with a few exceptions being shorter. Rarely
does anyone see a tall Ellath. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You 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. You discern color in that darkness as
shades of gray.
Physical traits. Most Ellath have somewhat yellow
skin. Others might grow small horns out of the top
of their skulls. Some find themselves lucky enough
to be mistaken for half-orcs due to their sharp facial
features.
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Ellath (Travelers) by Mr. Tarrasque
However, your malformations are apparent, and it is
difficult to hide them. It is undeniable that you don’t
belong to a typical race when looked upon directly.
Social stigma. Ellath are rightfully unwelcome in a lot
of places among the realms. You will need to hide your
true identity when encountering common folk. Many
Ellath function only at night or wear concealing hoods
during daylight.
Gentle touch. You know the magic missile spell
starting at level 1. When you reach 3rd level, you can
use this ability to cast magic missile as a 2nd level
spell. When you reach 5th level, you can cast magic
missile as a 3rd level spell.
This spell does not use any spell slots, and once cast,
you can’t use this ability again until you have finished
a long rest. Your spellcasting ability for this spell is
Intelligence.
Languages. You speak, read, and write Common and
one other language.
Subrace. There are two commonly found mutations
among Ellath adventurers. Either your mind can store
a lot of information, which primarily translates into
remembering spells from a very young age, or your
body has been injected with Blackstorm magic to the
point of it almost defying death.
Untouchable.
Your Intelligence score increases by 1.
The magic of the Blackstorm has given you the
ability to sporadically become invincible for a while.
Once per day, you may cast counterspell, with
Intelligence as your spellcasting ability. You can’t
use this ability again until you finish a long rest.
Additionally, you learn an extra amount of
languages equal to your Intelligence modifier.
Unbreakable.
Your Strength or Constitution score increases by 1.
The magic of the Blackstorm has given you great
muscular strength and endurance. You are born
with skills that put fear in any foe’s eyes.
When you are reduced to 0 hit points but not
killed outright, you can drop to 1 hit point
instead. You can’t use this feature again until you
finish a long rest.
Additionally, When you roll a 19 or a 20 on a
death saving throw, you regain consciousness and
are healed up to 1 hit point.
Gravity Domain Cleric
Gravity is one of the fundamental forces of the
allverse. Gravity can be a powerful tool to be wielded
as its user sees fit, though the user must understand
gravity’s role in the nature of reality and the
consideration that it must be given as a foundation
for life, order, and law in the multiverse. Gravity
domain clerics are usually strong-willed pragmatists
devoted to taming chaos through order while
maintaining robust respect for the natural laws of
the multiverse.
Gods of the Gravity domain know the necessity of
this force intimately and are often associated with
order, law, and life. No god understands this better
than Biannamon, the two-faced god, who shaped
the forces of gravity to create Xunditu, a realm in
their own image. Biannamon helms the Gravity
domain, though clerics may worship a number of
different gods within it. Regardless of which god
they worship, it is commonly believed that a single
tear of Biannamon runs through the blood of any
Gravity domain cleric.
Gravity domain clerics are rare, though there are
more to be found on the realm of Xunditu than
anywhere else, as it is reckoned that Biannamon’s
tears fall most often on the world crafted in their
image. Gravity domain clerics of Xunditu are revered
for their ability to provide safe transport through
the Reversal Zone between the opposing sides of the
realm and their strengthened connection to the deity
that the people of Xunditu worship.
Sometimes, though, Biannamon visits the vastness
of the multiverse, and where their tears fall, a new
Gravity domain cleric comes to be. A tear may fall
on an elven homestead before the cleric’s birth,
connecting them to Biananmon from the very
beginning. Alternatively, a tear may fall while out on
a walk in the summer rain, leading a middle-aged
dwarf to suddenly discover their divine calling and
awareness of their potential. Alternatively, a tear of
Biannamon may run through the blood of a potential
cleric for years or even their entire life without the
individual ever realizing their connection.
Your ability to manipulate the gravitational forces
around you can manifest in a variety of ways. At your
option, you can pick from or roll on the Gravity Domain
Quirks table to assign a quirk to your character.
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Gravity Domain by Alex LeFort and Ted Sikora of Nerd Immersion
Domain Spells
You gain domain spells at the cleric levels listed in the
Gravity Domain Spells table. See the Divine Domain
class feature in the System Reference Document (pg
16) for how domain spells work.
Gravity Domain Spells
Cleric Level
1st
3rd
5th
7th
9th
13th
Spells
feather fall, jump
hold person, levitate
fly, slow
freedom of movement, resilient sphere
hold monster, telekinesis
reverse gravity
Gravity Domain Quirks
Your ability to manipulate gravity around you can
manifest in a variety of ways. At your option, you can
pick from or roll on the Gravity Domain Quirks table
to create a quirk for your character.
d8
1
2
3
4
5
6
7
8
Quirk
You glide along the ground rather than walk.
When you bleed or sweat, the drops float upward
rather than dropping to the ground
You have trouble remembering that when you let go
of something it won’t continue to float.
When you are asleep, you float 4 feet above the bed.
Sometimes things you touch start to float afterwards,
but only for a few seconds.
Dust, rocks and other small objects orbit around you.
You are occasionally hit in the head by fruit. Most of
the time it’s apples.
Your weight fluctuates with your emotions.
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons
and heavy armor.
Gravimetry Reduction
Channel Divinity: Gravity Well
Starting at 2nd level, you can use your Channel
Divinity to affect the gravity around you.
As an action, you present your holy symbol and
each creature of your choice within 30 feet of you
must make a Strength saving throw. On a failure,
each creature is either pushed 15 feet away from
you or pulled 15 feet toward you (you make this
determination for all creatures when you use the
ability). If this would push or pull a creature into a
solid object or another creature, all creatures affected
take bludgeoning damage equal to 2d6 + your cleric
level. A creature can choose to fail this saving throw.
Additionally, unsecured objects in the area are
likewise pulled or pushed 15 feet.
Friction Control
Starting at 6th level, you are able to adjust gravity to
alter the force of friction around you.
While conscious, you cannot be moved against your
will and you ignore difficult terrain.
Additionally, your movement speed increases by 10 feet.
Divine Strike
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 force damage
to the target. When you reach 14th level, the extra
damage increases to 2d8.
Unbound
At 17th level, your mastery over gravity is complete.
You gain a fly speed of 60 feet and can hover.
Additionally, you can cast reverse gravity once without
expending a spell slot. Once you cast it in this way, you
can't do so again until you finish a long rest.
At 1st level, you are able to lessen gravity’s hold on
yourself and objects you wear/carry.
Your jump distance is doubled and you don’t need to
move at all to make a running long jump or running
high jump.
Additionally, your speed is not reduced by wearing
heavy armor and you count as one size larger when
determining your carrying capacity and the weight
you can push, drag, or lift.
Gravity Domain by Alex LeFort and Ted Sikora of Nerd Immersion
237
Oath of Exploration Paladin
The Oath of Exploration binds those who swear it to a
life of transition, discovery, and endurance. Sometimes
called light guides, realm walkers, or shepherds,
paladins who swear this oath have committed
themselves to pushing the boundaries of the mortal
experience for the prosperity of all peoples.
When ancient necromantic ruins litter a desolate
wasteland, when two cultures must meet for the first
time, or when an unknown voice calls out from the
frontier of the multiverse, an Oath of Exploration
paladin is there to lead the way for others.
These paladins may explore for different reasons
in the pursuit of prosperity, such as to acquire new
knowledge, protect others from hostile environments,
or discover new magic. Oath of Exploration paladins
are particularly revered on Epethia, where their
expertise and devotion aids in the discovery and
exploration of the realm’s countless bridges.
On Incursia, these paladins would be at the
forefront of any assault on the El’atanar
homeworld, putting their talents to use in
recovering stolen artifacts or beating back the alien
menace that threatens the Blackstorm.
Tenets of Exploration
Tenets of the Oath of Exploration are upheld by all
paladins who swear the oath, reminding the paladins
of the importance of exploration with bravery,
respect, and in the pursuit of shared prosperity. There
are four core principles.
Go Onward. There’s more to this universe than what
we’ve seen, and you need to search for what’s out
there.
Observe and Record. This world is full of wonders.
Seek to find them, and preserve what you can.
Nowhere Too Far. Whether the bottom of the sea or
top of the mountain, there is nowhere too far or too
hostile for you to explore.
A Bridge To All Peoples. The fruits of your travels
are to be picked respectfully; shared so that all may
benefit.
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Oath of Exploration by Alex LeFort and Ted Sikora of Nerd Immersion
Oath Spells
You gain oath spells at the paladin levels listed in the
Oath of Exploration Spell table. See the Sacred Oath
class feature for how oath spells work.
Oath of Exploration Spells
Paladin Level
1st
5th
9th
13th
17th
Spells
find familiar, goodberry
knock, pass without trace
gaseous form, tiny hut
arcane eye, dimension door
legend lore, passwall
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Wayfinder
At 20th level,you become a paragon of exploration. As
a bonus action, you gain the following benefits for 1
minute:
•You gain truesight with a range of 120 feet.
•You gain a climb and swim speed equal to your
walking speed.
•You can take the Dash action as a bonus action.
•You cannot be grappled, paralyzed, or restrained.
Once you use this bonus action, you can’t use it again
until you finish a long rest, unless you expend a 5thlevel spell slot to use it again.
Explorer's Sight. You can use your Channel Divinity
to track down hidden wonders. As an action you
can commune with the space around you and
learn the general direction and distance to an item
or creature with which you are familiar which is
currently on the same plane of existence as you. You
are given a linear direction not a specific path.
Alacrity. You can use your channel divinity to grant
yourself supernatural speed. As a bonus action, you
double your movement speed for one minute.
Aura of Movement
Starting at 7th level, you and friendly creatures within
10 feet are not affected by difficult terrain and magic
can’t reduce your speed.
At 18th level, the range of this aura increases to 30 feet.
Enduring Explorer
Starting at 15th level, you can breathe normally in
any environment, and you have advantage on saving
throws made against harmful gases and vapors
(such as cloudkill and stinking cloud effects, inhaled
poisons, and the breath weapons of some dragons).
In addition, whenever you finish a short rest, your
exhaustion level, if any, is decreased by 1.
Oath of Exploration by Alex LeFort and Ted Sikora of Nerd Immersion
239
Philomela, Nightingale of the Blackstorm
You’ve heard the tales told in taverns near Blackstorm
ports. An angel soaring in the corners of the Allverse,
helping lost travelers find their way back home.
Another is a tale of a phoenix-like creature, defending
vessels stuck in-between realms from vicious
creatures of the void. Or perhaps you’ve heard of the
legions of constructs appearing as beautiful, gold-clad
maidens and their queen-mother searching for the
key to the gates of the afterlife.
These are stories told that are connected to
Philomela—a creature made of steel and magic that
is searching the Blackstorm for knowledge on how to
forge her own soul.
The nightingale of the Blackstorm is a construct with
a metallic body forged using Epethian ore and other
rare materials that can easily absorb and harness
magic. Philomela’s silhouette is similar to a human
woman with a deadly pair of talons at her feet that
act the same as adamantine sickles. She wears a
decorated adamantine half-plate armor painted in
ivory and gold colors with a heart-shaped opening
below her neck, revealing her metallic mechanisms
(or "innards"). Long gilded metal sheets attached
on top and at the back of Philomela’s head make her
appear as if she has blonde hair. Lastly, her glossy
humanoid face, designed to have the same look as her
creator, is hidden in a birdlike regal helm, complete
with a beak.
When Philomela moves, golden and shimmering
crimson wisps woven with magic surround her body,
making her appear radiant and seraphic—which is
why she's easily mistaken for a creature of legends,
such as an angel or a phoenix.
Wings and Tome
Philomela has a large green gem with its most
prominent side shaped like an upside-down
pentagon attached to her back. The gem is a vital
part of a magical mechanism that she can activate for
up to 8 hours per day, granting her a massive pair of
wings made of metal with strings attached on both
ends of each wing—visually making each of them
look like a harp.
Philomela also possesses a hefty tome bound in
gems and metal called the Songweaver’s Inheritance.
Inscribed on its pages made of vellum are knowledge,
spells, rituals, and blueprints collected by her creator.
The tome also allows her to cast speak with animals
and awaken, targeting constructs instead of beasts.
This tome also enables her to create countless other
constructs similar to her image—metal maidens
covered in gold called Kourai Chryseai that travel to
different realms with the same goal as Philomela. The
Kourai Chryseai are Medium-sized iron golems that
have been awakened by their creator.
Should the Songweaver’s Inheritance fall into the
hands of others, most of its knowledge disappears
and instead becomes a manual of golems (iron).
The golem created from this manual is a Mediumsized iron golem.
Surrogate Body to
Being a Daughter
In the distant past, a human songweaver enchantress
fell in love with a birdlike humanoid who was a druid
shaman. Wanting to be together, the songweaver
created a metal body with great affinity to magic,
similar to the person she loves. The body was made
to let the songweaver leave her human body and
transfer her soul—and in the process, through magic,
transform the metal body into the same species as her
lover. Before that could all happen, the songweaver
died in one of her adventures but was quickly
reincarnated as a birdlike creature like she wanted.
With the songweaver not needing the metal body
anymore, she instead used her power to animate the
construct, give it free will, and raise it like her own
daughter under the name of Philomela.
Philomela lived a fulfilling and joyous life together
with her parents. In time, her parents grew old, unlike
her. Before Philomela’s mother died, she told her to
enjoy life to the fullest and meet her in the afterlife
once she was content and done with it. Philomela
doesn’t possess a soul and, therefore, cannot reach the
afterlife her mother was talking about. Thus began
her search on how to forge her own soul and properly
travel to the afterlife. Citizen of Naaptar
Centuries after Philomela’s creator passed away, her
search for knowledge on how to forge her own soul
continues. Since she is a construct and not living
flesh, she can stay in the undead kingdom, amassing
knowledge and resources with the help of the sentient
dead. In Naaptar, she can perform her magical and
non-magical experiments, together with some of her
daughters, the Kourai Chryseai, without interference
from the living.
Philomela by Simone Spinozzi
241
Philomela's Lair
Lair Regional Effects
The region containing Philomela’s lair is warped
by her magic, which creates one or more of the
following effects:
• The gentle repose spell affects each new corpse within
6 miles of Philomela's lair.
• Each construct of Philomela's choice within 6 miles of
her lair gains 13 (2d12) temporary hit points every day
at dawn. Additionally, each construct of Philomela's
choice aside from her that drops to 0 hit points for the
first time does not die outright within 6 miles of her
lair. They drop to 1 hit point instead.
If Philomela dies, the constructs and corpses return to
normal over the course of 1d10 days.
Magic Items
Inside Philomela’s construct form is a magical sphere
called the radiant core. Without the core, Philomela’s
body will cease to function. This, together with her
wings, is what makes her unique.
Radiant Core
Wondrous item, artifact
The core is a small metal sphere two inches across
and made from Epethian ore. You can use an action to
merge this item into a construct within 5 feet of it.
If left unattended, once per day, the sphere will try to
attract a random unattended construct within 6 miles.
A construct within range must succeed on a DC 18
Charisma saving throw. It does its best to locate the
core within 24 hours and merge with it on a failure.
While merged with the core, the construct goes
through the following changes:
• It can speak and understand Common, Celestial, and
Auran if it doesn't know any of those languages. Its
voice also changes to a more gentle and softer tone.
• It becomes proficient with medicine and arcana if it
isn't yet.
• If it has an intelligence and wisdom score below 10, it
becomes 10 instead.
• Its alignment becomes neutral good.
If a construct remains merged with the core within 30
days, it will shed its current form like a broken shell
as it becomes a copy of Philomela, complete with her
memories and free from the commands of the owner
of the construct if it has any.
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Philomela by Simone Spinozzi
Destroying the Core. The core can be destroyed when
Philomela gains her own soul or when the core is
brought to a heavenly plane of existence where her
creator’s spirit resides, giving Philomela a spirit of
her own. Either way, Philomela considers her journey
complete and deactivates the core—becoming a
celestial being, uniting with her creator in the afterlife.
Philomela's Wings
Wondrous item, artifact
Philomela can use her action to enter a trance-like
state and channel magical energy through her Wing's
crystal core, summoning a pair of metallic wings
with an appearance of her choice, granting her flying
speed equal to 30 feet and disadvantage on stealth
checks. She also gains the benefit of a short rest the
first time she activates her wings that day.
When the wings are activated, she adds celestial to
her creature type. Her wings are embedded within
her body and cannot be removed from her against
her will.
Philomela's Wings can remain active for up to 8 hours
per day. Philomela is bonded to the device and can
deactivate the wings using only a mental command
(no action required).
If Philomela is reduced to 0 hit points (after her
Rapid Core Repairs are spent), the wing's crystal core
shatters and the shards immediately turn to dust.
Manual of Golems (Songweaver’s Inheritance)
Wondrous item, artifact
When a PC observes the pages within, the tome
reveals information and incantations necessary to
make a medium-sized iron golem. To decipher and
use the manual, you must be a spellcaster with at least
two 5th level spell slots. A creature that can’t use a
manual of golems and attempts to read it takes 6d6
psychic damage.
Time
120 days
Cost
100,000 gp
To create a golem, you must spend the time shown
on the table, working without interruption with the
manual at hand and resting no more than 8 hours per
day. You must also pay the specified cost to purchase
supplies. Once you finish creating the golem, the book
is consumed in eldritch flames. The golem becomes
animate when the ashes of the manual are sprinkled
on it. It is under your control, and it understands and
obeys your spoken commands.
The tome only reveals the powers of the Songweaver's
Inheritance to Philomela. Only a wish spell will reveal
the hidden texts.
Philomela
Actions
Medium construct, neutral good
Multiattack. Philomela makes two Incinerating Talons attacks
or two Searing Eye Beam attacks.
Armor Class 17 (adamantine half plate armor)
Hit Points 152 (16d8 + 80)
Speed 30 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
15 (+2)
20 (+5)
10 (+0)
14 (+2)
21 (+5)
Saving Throws Wis +7, Cha +10
Skills Arcana +5, Insight +7, Medicine +7, Perception +7
Damage Immunities fire, poison, radiant; bludgeoning,
piercing, and slashing from nonmagical attacks that aren't
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 17
Languages Auran, Celestial, Common
Challenge 16 (15,000 XP)
Innate Spellcasting. Philomela's innate spellcasting ability is
Charisma (spell save DC 18, +10 to hit with spell attacks). She
can innately cast the following spells, requiring no material
components:
At will: guidance, levitate, light, mending, prestidigitation,
resistance, sending, spare the dying, speak with animals
(can only target constructs with animal-levels of intelligence
or less), thaumaturgy, true strike
3/day each (at 5th level): awaken (can target a construct only
instead of beast or plant), ceremony, cure wounds, fabricate,
greater restoration, identify, lesser restoration, remove
curse, sanctuary
1/day each: flame strike, resurrection, sunburst
Magic Weapons. Philomela's weapon attacks are magical.
Quick Fix (3/Day). A construct within 60 feet of Philomela that
she can see regains 17 (5d6) hit points. Philomela may also use
this ability on herself.
Incinerating Talons. Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 2 (1d4) slashing damage plus 18 (3d8 +
5) fire damage and the target is grappled (escape DC 13). Until
this grapple ends, the target takes 2 (1d4) slashing damage
plus 18 (3d8 + 5) fire damage at the start of each of its turns.
Radiant Burst. Philomela releases excess magic-infused
energy from her core. All creatures within 15 feet of her must
make a DC 18 Constitution saving throw. On a failed save, the
target takes 15 (3d6 + 5) radiant damage and gains a level of
exhaustion. If a creature fails a save on an additional Radiant
Burst attack, they receive another level of exhaustion.
Searing Eye Beam. Ranged Spell Attack: +10 to hit, range 120
ft., one target. Hit: 16 (2d10 + 5) fire damage.
Legendary Actions
Philomela can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
a time and only at the end of another creature's turn. Philomela
regains spent legendary actions at the start of her turn.
Quick Fix (Costs 3 Actions). Philomela uses Quick Fix.
Wing Beat. A Large or smaller creature of Philomela's choice
within 5 feet of her must succeed on a Strength saving throw
or be pushed 10 feet away in a direction of her choice.
Additionally, Philomela is able to fly 30 feet without provoking
an attack of opportunity.
Wing Shield (Costs 2 Actions). Philomela can use one of her
mettalic wings to protect a Medium or smaller creature, or an
object that is no larger than a 5-foot cube. Philomela grants
her target resistance to bludgeoning, piercing, and slashing
damage until the start of her next turn.
Rapid Core Repair. When Philomela drops to 0 hit points, she
doesn't immediately die or fall unconscious. Instead, one of
the phases below take effect:
Phase 1. Her radiant core produces a bright flash of light
as it releases an arcane-infused liquid metal that repairs
Philomela's body. The first time Philomela drops to 0 hit
points, she instead regains 76 hit points and casts sunburst
centered on herself.
Phase 2. Philomela's body becomes covered with a
radiant gold aura. The second time Philomela drops to 0 hit
points, she instead regains 1 hit point. If Philomela drops to
0 hit points once more, her consciousness and memory is
absorbed by the radiant core, and her body finally dies.
Lair Actions
Resilient Form. Philomela doesn't need to eat, drink, or breathe.
She is immune to disease. She doesn't need to sleep, and magic
can’t put her to sleep.
Philomela can't repeat an effect until they have all been used,
and she can't use the same effect two rounds in a row.
When fighting inside her lair, Philomela can invoke the ambient
magic to take lair actions. On initiative count 20 (losing initiative
ties), Philomela can take one lair action to cause one of the
following effects:
• Philomela can cast the divination spell while within her lair
requiring no material components.
• Philomela gains the ability to see through solid objects (with
darkvision) to a range of 60 feet until the end of her next turn.
Siege Monster. Philomela deals double damage to objects and
structures.
Philomela by Simone Spinozzi
243
Philomela Art
(full page)
Puggon
It is an inarguable fact that the Elves of Sinfarel are
master dragon breeders. Not only have they created
various dragonoids with which they can bond and
ride upon, but they have also created many different
breeds of dragons—including the puggon. First
conceived as companions to children, these adorable
creatures soon became highly sought-out status
symbols in the rest of the realm.
Eventually, some puggons made their way into
the world outside Sinfarel by trade and even
through theft. Once loosed upon the outside
world, animal breeders soon created their own
versions of this unique dragon. They bred
new types of puggons, many times smaller
and more charming than their original
counterparts. Soon, they were sold
as pets to the wealthy and as lifetime
companions to noble children.
Generally, wealthy females often keep them
as pets and as a status symbol, for they are
as exotic as they are cuddly. They are
a fashionable accessory as much as
they are a companion, often carried
beneath an arm or in a special box
with a shoulder strap.
The bearer of a puggon receives a bonus
to their Charisma, as the critters are
quite appealing to those who behold them.
Usually when a person sets eyes upon this
cute and cuddly dragon, they will have a hard
time resisting the urge to pet it.
Puggon
Small dragon, alignment same as owner
Armor Class 11 (natural armor)
Hit Points 5 (1d8 + 1)
Speed fly 30 ft., fly 10 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
12 (+1)
4 (-3)
12 (+1)
12 (+1)
Skills Perception +3
Senses passive Perception 13
Languages understands basic common but can't speak it.
Challenge 1/8 (25 XP)
Adorable. If a puggon is within 10 feet of its owner, it provides
them with +2 bonus to Charisma (Persuasion) checks.
Compelled Petting. Any non evil humanoid with an Intelligence
of 5 or more that is within 20 feet of a puggon and can see it,
must make a DC 13 Wisdom save, or be compelled to pet it.
Actions
Bite. Melee Weapon Attack: +3 to hit, one target.
Hit: 2 (1d4 +1) piercing damage.
Puggon
245
Major Personalities of Epethia
Ashrala Daeheesee
Bretell
Armor Class 15
Hit Points 65 (10d8 +20)
Speed 35 ft.
Armor Class 13 (Padded)
Hit Points 54 (12d8)
Speed 30 ft.
Female wood elf wizard, neutral good
Female orc pirate, neutral
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
16 (+3)
16 (+3)
19 (+4)
16 (+3)
13 (+1)
14 (+2)
11 (+0)
14 (+2)
10 (+0)
11 (+0)
Saving Throws Int +6, Cha +6
Skills Arcana +6, History +6, Investigation +6, Perception +6,
Persuasion +6
Senses Darkvision 60 ft., passive Perception 14
Languages Common, Elvish
Challenge 4 (1,100 XP)
Fey Ancestry. Ashrala has advantage on saving throws against
being charmed, and magic can’t put her to sleep.
Aggressive. As a bonus action, Bretell can move up to her speed
toward a hostile creature that she can see.
Keen Senses. Ashrala has proficiency in the Perception skill.
Dirty Fighting (3/Day). If one ally attack hits an enemy, Bretell
can choose as a bonus action to trip or disarm that target.
Trance. Ashrala can meditate for 4 hours instead of sleep.
Menacing. Bretell has proficiency in the Intimidate skill.
Spellcasting. Ashrala is an 10th-level wizard. Her spellcasting
ability is Intelligence (spell save DC 14, to hit with spell attacks +6)
Sea Prowess. Bretell has advantage on acrobatics and athletics
checks that involve movement on a ship and on swiming checks.
Cantrips (at will): acid splash, fire bolt, light, mage hand, ray
of frost
1st level (4 slots): color spray, mage armor
2nd level (3 slots): blur, detect thoughts, flaming sphere,
invisibility, locate object
3rd level (3 slots): fly, sleet storm, tongues
4th level (3 slots): dimension door
5th level (2 slots): dream, legend lore
Actions
+1 Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft,
one target. Hit: 5 (1d6 +1 ) bludgeoning damage.
246
Saving Throws Int +6, Cha +6
Skills Intimidation +6
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 3 (700 XP)
NPCs of Epethia
Tool Proficiency. Bretell is proficient with Sea Vehicles.
Actions
Multiattack. Bretell makes three melee weapon attacks or three
ranged attacks.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft, one target.
Hit: 6 (1d6 +2 ) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft,
one target. Hit: 6 (1d6 +2 ) piercing damage.
Bronsek Shadowheart
Domastra Hornblade
Armor Class 16 (Ring mail, Shield)
Hit Points 127 (15d8 +60)
Speed 25 ft.
Armor Class 18 (Full Plate Armor)
Hit Points 138 (17d8 +51)
Speed 25 ft.
Male dwarf soldier, neutral good
Female dwarf holy champion, lawful good
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
20 (+5)
13 (+1)
18 (+4)
12 (+1)
14 (+0)
12 (+1)
17 (+3)
10 (+0)
15 (+4)
10 (+0)
15 (+2)
15 (+2)
Saving Throws Con +6, Str +7
Skills Athletics +7, Intimidation +3, Medicine +4, Survival +4
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish
Challenge 5 (1800 XP)
Saving Throws Con +7, Str +6
Skills Athletics +6, History +3, Persuasion +5, Religion +3
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish
Challenge 6 (2300 XP)
City Defender. Bronsek can have proper housing and medical
care inside the barracks of their nation without spending money.
Dwarven Combat Training. Proficient with a battleaxe, handaxe,
throwing hammer and warhammer.
Dwarven Armor Training. Proficient with light and medium
armor.
Dwarven Resilience. Advantage on saving throws against poison
and resistance against poison damage.
Dwarven Combat Training. Proficient with a battleaxe, handaxe,
throwing hammer and warhammer.
Dwarven Toughness. 1 extra hit point for each level.
Dwarven Resilience. Advantage on saving throws against poison
and resistance against poison damage.
Military Training. Bronsek can eat and drink half of the normal
food needed. He can also do a forced march double the time of
a normal adventurer.
Exemplar. Domastra is an example to the citizens due to her
conduct and perceived status. Because of that, she can find a
place to hide, rest, or recuperate among commoners, unless she
is perceived to be a danger to them.
Holy Servant. Once per short rest Domastra can use healing
word (1d4 +2, range 60ft).
Stonecunning. Proficiency on History checks related to
stoneworks (roll with advantage).
Stonecunning. Proficiency on History checks related to
stoneworks (roll with advantage).
Tool Proficiency. Bronsek is proficient with Land Vehicles.
Additionaly, Bronsek is proficienct with smith's tools, brewer's
supplies or mason's tools.
Tool Proficiency. Domastra is proficienct with smith's tools,
brewer's supplies or mason's tools.
Actions
Multiattack. Bronsek makes three melee weapon attacks or
three ranged attacks.
+1 Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft, one
target. Hit: 10 (1d6 +6 ) slashing damage.
+1 Light Crossbow. Ranged Weapon Attack: +3 to hit, range
80/320 ft, one target. Hit: 7 (1d8 +2 ) piercing damage.
Actions
Multiattack. Domastra makes three weapon melee attacks or
three ranged attacks.
+1 Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one
target. Hit: 10 (2d6 +3 ) slashing damage.
+1 Longbow. Ranged Weapon Attack: +3 to hit, range 150/600ft,
one target. Hit: 8 (1d8 +3 ) piercing damage.
NPCs of Epethia
247
Dramayus Galishan
Drogek Oakthane
Armor Class 18 (Full Plate Armor)
Hit Points 140 (17d10)
Speed 30 ft.
Armor Class 18 (Robe of the Archmagi)
Hit Points 100 (14d6)
Speed 25 ft.
Male dwarf wizard, chaotic good
Male human fighter, neutral
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
17 (+3)
16 (+3)
15 (+2)
14 (+2)
14 (+2)
16 (+3)
12 (+1)
12 (+1)
16 (+3)
20 (+5)
16 (+3)
15 (+2)
Saving Throws Con +8, Str +9
Skills Deception +9, Intimidation +9, Stealth +9, Survival +8
Senses passive Perception 12
Languages Common, Draconic, Primordial
Challenge 9 (2300 XP)
Saving Throws Int +10, Wis +8
Skills Animal Handling +8, Arcana +10, Medicine +8, Survival +8
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Dwarvish
Challenge 10 (5900 XP)
Action Surge (2/Day). Dramayus can take one additional action
on top of his regular action and a possible bonus action.
Arcane Recovery (1/Day). Drogek recovers all spell slots after a
short rest.
Aparatum. Dramayus is bonded with divinus aparatum. His
aparatum leg allows him to double his movment speed 3/Day.
Additionally, he may jump double the normal distance without a
running start.
Casting Resilience. Drogek has advantage on Con saves to
maintain concentration when hit, casting a somatic spell when
something is in both hands, or casting a spell for opportunity
attack reactions.
Inspiring Leader (1/Day). 1 minute speech gives up to 6 allies
within 30 feet 20 temporary hit points.
Durable. Drogek has +2 to AC and saves while concentrating on
a spell.
Lucky (3/Day). Dramayus can reroll one of his attacks, ability
checks or saving throws.
Elemental Resilience. Drogek has resistance to fire damage.
Magic Items.
• 3 arrows of undead slaying
• oil of sharpness
• potion of cloud giant strength (STR 27)
• potion of healing (2d4 +2 hp)
Relentless (1/Day). If Dramayus takes 14 damage or less that
would reduce it to 0 hit points, it is reduced to 1 hit point
instead.
Second Wind (1/Day). Dramayus has a limited well of stamina
that he can draw on to protect himself from harm. On his turn,
he can use a bonus action to regain 27 hit points.
Actions
Multiattack. Dramayus makes three weapon melee attacks or
three ranged attacks.
+3 Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft. Hit:
11 (1d8 +6) slashing damage. If used two-handed in melee, it
does 12 (1d10 +6) slashing damage.
+1 Longbow. Ranged Weapon Attack: +4 to hit, range 150/600ft,
one target. Hit: 9 (1d8 +4 ) piercing damage.
Magic Items.
• bracers of defense
• horseshoes of a zephyr
• pipes of haunting
• potion of frost giant strength (STR 23)
• potion of mind reading
• potion of storm giant strength (STR 29)
• potion of healing (supreme, 10d4 +20 hp)
• potion of healing (greater, 4d4 +4 hp)
• potion of healing (2d4 +2 hp)
• robe of the archmagi
• spell scrolls (clone, feeblemind)
Spellcasting. Drogek is an 14th-level wizard. His spellcasting
ability is Int (spell save DC 18, to hit with spell attacks +10).
Cantrips (at will): fire bolt, friends, light, ray of frost, true
strike
1st Level (4 slots): burning hands, mage armor, detect
magic, charm person, fog cloud
2nd Level (3 slots): acid arrow, invisibility, misty step,
scorching ray
3rd Level (3 slots): fireball, fly, hypnotic pattern
4th Level (3 slots): conjure minor elementals, greater
invisibility
5th Level (2 slots): cone of cold, telekinesis, wall of force
6th Level (1 slot): disintegrate, globe of invulnerability
7th Level (1 slot): finger of death, teleport
Actions
+2 Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5
ft., 6 (1d4 +3) piercing damage. If thrown, normal range to 20 ft.;
disadvantage long range 21 to 60 ft.
248
NPCs of Epethia
Jejickk
Ogull
Armor Class 14 (Hide)
Hit Points 54 (12d8)
Speed 30 ft.
Armor Class 14 (Studded Leather)
Hit Points 123 (19d8 +38)
Speed 30 ft.
Male orc rogue, chaotic neutral
Male orc druid, neutral
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
13 (+1)
17 (+3)
15 (+2)
14 (+2)
13 (+1)
15 (+2)
14 (+2)
14 (+2)
14 (+2)
10 (+2)
16 (+3)
13 (+1)
Saving Throws Dex +5, Int +4
Skills Intimidation +4, Investigation +4, Perception +3, Stealth +5
Senses Darkvision 60 ft., passive Perception 11
Languages Common, Orc
Challenge 4 (1,100 XP)
Saving Throws Dex +5, Int +4
Skills Intimidation +4, Investigation +4, Perception +3, Stealth +5
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Orc
Challenge 8 (3,900 XP)
Cunning Action. Due to it high agility and cunning, Jejickk can
use a bonus action to take the Dash, Disengage or Hide action.
Animal Friend. As an action, Ogull can charm a small or smaller
animal to follow some simple orders. The creature must succeed
on a WIS saving throw agains the Ogull spellcasting DC. On a
failure, Ogull can give a simple order with 5 or less words. The
creature will only obbey the order if it didn't show any kind of
danger to itself. The charm effect lasts for one day. Ogull can
charm a number of creatures equal to his WIS.
Aggressive. As a bonus action, Jejickk can move up to his speed
toward a hostile creature that he can see.
Menacing. Jejickk has proficiency in the Intimidate skill.
Tool Proficiency. Jejickk is proficient with the Thieves' Tools.
Aggressive. As a bonus action, Jejickk can move up to his speed
toward a hostile creature that he can see.
Actions
Menacing. Jejickk has proficiency in the Intimidate skill.
Multiattack. Jejickk makes three melee weapon attacks or three
ranged attacks.
Spellcasting. Ogull is a 19th-level druid. His spellcasting ability is
Wisdom (spell save DC 17, to hit with spell attacks +9)
+2 Dagger. Melee Weapon Attack: +7 to hit, range 20/60ft, one
target. Hit: 7 (1d4 +5 ) piercing damage.
+1 Light Crossbow. Ranged Weapon Attack: +6 to hit, range
80/320ft, one target. Hit: 8 (1d8 +4 ) piercing damage.
Cantrips (at will): guidance, poison spray, produce flame,
shillelagh, thorn whip
1st level (4 slots): detect poison and disease, goodberry
2nd level (3 slots): animal messenger, flame blade, locate
animals or plants
3rd level (3 slots): create food and water, feign death, haste,
protection from energy, stinking cloud, water breathing
4th level (3 slots): divination, freedom of movement
5th level (3 slots): conjure elemental, contagion
6th level (2 slots): conjure fey, find the path, transport via
plants
7th level (1 slots): mirage arcane
8th level (1 slots): animal shapes, feeblemind
9th level (1 slots): foresight
Wild Shape. Once per day, as an action, Ogull can magically
assume the shape of a beast that he has seen before. The
creature must have a maximum CR of 1/4 and no flying or
swimming speed.
Verdant Keeper. Due to his connection with nature, Ogull can
cast a ritual that can greatly increase the growth of an animal
or a plant. For each hour focusing the ritual, the creature grows
10% of its expected lifespan.
Actions
+2 Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft,
one target. Hit: 7 (1d6 +4) bludgeoning damage.
NPCs of Epethia
249
Oroman Klester
Sadeera Adajorr
Armor Class 13 (Leather)
Hit Points 80 (11d8)
Speed 30 ft.
Armor Class 18 (None. Draconic Resilience.)
Hit Points 146 (18d6)
Speed 30 ft.
Male human warlock, chaotic neutral
Female elf sorcerer, chaotic good
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
14 (+2)
14 (+2)
15 (+2)
15 (+2)
18 (+4)
20 (+5)
12 (+1)
16 (+3)
16 (+3)
20 (+5)
16 (+3)
18 (+4)
Saving Throws Wis +8, Chr +9
Skills Arcana +6, Deception +9, Nature +6, Sleight of Hand +6
Senses passive Perception 14
Languages Common, Deep Speech
Challenge 9 (2300 XP)
Awakened Mind. Oroman has Telepathic speech to any single
creature with language within sight and within 30 feet.
Eldritch Invocations.
• Agonizing Blast (increased eldritch blast damage)
• Devil's Sight (see in all darkness to 120 feet)
• Thirsting Blade (extra attack)
• Whispers of the Grave (speak with dead at will)
Brass Dragon Ancestor. Double proficiency bonus to Charisma
with dragons.
Distant Spell. For 1 sorcery point, double range of spell.
Extend Spell. For 1 sorcery point, double spell duration (max. 24
hours).
Font Of Magic. Use up to 18 sorcery points between long rests.
Entropic Ward (2/Day). Once between rests, Oroman can
impose disadvantage on an opponent and gain advantage if
they miss.
Flexible Casting. Use 2 sorcery points for one 1st level spell slot,
3 pts. for 2nd level slot, 5 pts. 3rd level, 6 pts. 4th level, 7 pts.
5th level.
Magic Items.
• potion of speed
• potion of storm giant strength (STR 29)
• potion of healing, supreme (10d4 +20 hp)
• 2 potions of healing (2d4 +2 hp)
Elemental Affinity. Add 4 to her fire damage; may spend 1
sorcery point to gain fire resistance for 1 hour.
Mystic Arcanum (1/Day) Oroman can cast circle of death (no
spell slot needed).
Thought Shield. Oroman can block telepathy, gain psychic
resistance and reflect back psychic damage.
Spellcasting. Oromon is an 11th-level warlock. His spellcasting
ability is Cha (spell save DC 17, to hit with spell attacks +9).
Cantrips Known:
eldritch blast, friends, minor illusion, true strike
Known Spells (3 spell slots)
clairvoyance, crown of madness, dimension door, dispel
magic, dissonant whispers, fly, hex, hold monster, remove
curse, phantasmal force, witch bolt
Actions
Multiattack. When making an Attack action with your pact
weapon, you may make two attacks rather than one.
Scimitar (Pact Weapon/Conjured Weapon). Melee Weapon
Attack: +6 to hit, reach 5 ft. Hit: 1d6+6 slashing damage. Counts
as a magical weapon.
Dagger (offhand as bonus action). As above but only 1d4
piercing damage.
Eldritch Blast. Ranged Spell Attack: +9 to hit, target one creature
within 120 ft. range. Hit: 1d10 +5 force damage with 3 beams.
If more than one beam, blast can be used as multiple beams
of 1d10 +5, each with separate attack roll to hit as one attack
action.
250
Saving Throws Con +11, Cha +12
Skills Arcana +11, Athletics +7, Intimidation +10, Medicine +9,
Perception +9, Persuasion +10, Religion +11
Senses Darkvision 60 ft., passive Perception 19
Languages Common, Elvish, Draconic, Sylvan
Challenge 10 (5900 XP)
NPCs of Epethia
Draconic Presence. For 5 sorcery points, targets within 60 feet
must Wisdom save or be awed or frightened (your choice).
Magic Items.
• potion of cloud giant strength (STR 27)
• 2 potions of healing, supreme (10d4 +20 hp)
• robe of scintillating colors
• staff of power
Quicken Spell. For 2 sorcery points, cast as bonus action instead
of action)
Subtle Spell. For 1 sorcery point, cast without somatic or verbal
components.
Spellcasting. Sadeera is an 18th-level sorcerer. Her spellcasting
ability is Cha (spell save DC 18, to hit with spell attacks +12).
Cantrips Known: blade ward, friends, light, mending, minor
illusion, poison spray, ray of frost
1st Level (4 slots): burning hands, magic missile
2nd Level (3 slots): crown of madness, invisibility
3rd Level (3 slots): fly
4th Level (3 slots): dominate beast, dimension door
5th Level (3 slots): cone of cold, cloudkill
6th Level (1 slot): circle of death, disintegrate
7th Level (1 slot): finger of death
8th Level (1 slot): incendiary cloud
Actions
Staff of Power. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit:
1d6+3 bludgeoning damage. If used two-handed in melee, does
1d8+3 damage.
Taros Yaneeric
Velethon Ithzoren
Armor Class 19 (Chain Mail and Shield)
Hit Points 104 (10d10)
Speed 30 ft.
Armor Class 18 (Scale Mail and Shield)
Hit Points 129 (14d8)
Speed 30 ft.
Male elf cleric, neutral
Male dark elf fighter, neutral
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
17 (+3)
16 (+3)
18 (+4)
14 (+2)
12 (+1)
17 (+3)
16 (+3)
16 (+3)
19 (+4)
12 (+1)
20 (+5)
16 (+3)
Saving Throws Str +7, Con +8
Skills Animal Handling +5, Athletics +7, Intimidation +7,
Perception +5, Survival +5
Senses Darkvision 120 ft., passive Perception 15
Languages Common, Elvish, Draconic, Sylvan
Challenge 10 (5900 XP)
Saving Throws Wis +10, Cha +8
Skills Insight +10, Medicine +10, Perception +10, Persuasion +8,
Religion +6
Senses Darkvision 60 ft., passive Perception 20
Languages Common, Dwarvish, Elvish, Celestial
Challenge 11 (5900 XP)
Action Surge. Taros gains an extra action once between short
rests.
Channel Divinity. Two uses between short or long rests.
Drow Magic. Taros can cast dancing lights, darkness and faerie
fire once between long rests. These spells don't use slots.
Eldritch Strike. A hit gives the target a saving throw
disadvantage vs a spell before Taros' next turn.
Fey Ancestry. Taros is immune to charm and sleep effects.
Indomitable (1/Day). Taros can reroll a saving throw.
Keen Senses. Taros has proficiency in the Perception skill.
Radiance of the Dawn. Radiant blast ends magical darkness in
30 ft.; hostile creatures take 2d10 +14 radiant damage, CON
save for half.
Turn Undead. Within 30 ft., Wisdom save or turned for 1
minute or until damaged.
Destroy Undead. When an undead fails its saving throw against
Velethon's Turn Undead feature, the creature is instantly
destroyed. CR 3 or lower undead.
Trance. Taros can meditate for 4 hours instead of sleep.
Divine Intervention. Velethon can call on his deity to intervene
when the need is great. 14% chance once per week.
Magic Items.
• potion of animal friendship
• potion of climbing
• potion of flying
• potion of invulnerability
• 2 potions of healing (2d4 +2 hp)
Magic Items.
• +2 magic mace
• eyes of charming
• gem of brightness
• spell scrolls (augury)
• potion of healing (2d4 +2 hp)
Sunlight Sensitivity. Attacks and Perception are at disadvantage.
Weapon Bond. Taros cannot be disarmed.
Potent Spellcasting. +5 damage using cantrip spells.
War Magic. Taros can use one weapon attack when a cantrip
is used.
Ritual Casting. Velethon can cast a cleric spell as a ritual if the
spell has that tag.
Spellcasting. Taros is a 10th-level eldritch knight. His spellcasting
ability is Cha (spell save DC 14, to hit with spell attacks +6).
Cantrips Known: friends, ray of frost, true strike
1st Level (4 slots): charm person, detect magic, fog cloud,
mage armor, sleep.
2nd Level (3 slots): invisibility, phantasmal force
Spellcasting. Vellethon is a 14th-level cleric. His spellcasting
ability is Wis (spell save DC 18, to hit with spell attacks +10).
Cantrips Known: acid splash, guidance, light, resistance,
sacred flame, thaumaturgy
1st Level (4 slots): bane, bless, burning hands, command,
cure wounds, detect magic, faerie fire
2nd Level (3 slots): augury, enhance ability, flaming sphere,
lesser restoration, scorching ray, spiritual weapon
3rd Level (3 slots): daylight, fireball, magic circle
remove curse
4th Level (3 slots): banishment, guardian of faith, wall of fire
5th Level (2 slots): contagion, flame strike, scrying
6th Level (1 slot): blade barrier, harm, heroes' feast
7th Level (1 slot): fire storm, regenerate, symbol
Actions
Multiattack. Taros makes two weapon melee attacks or two
ranged attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d8
+3 slashing damage. If used two-handed in melee, does 1d10 +3
damage.
Actions
+2 Magic Mace. Melee Weapon Attack: +10 to hit, reach 5 ft.
Hit: 1d6 +5 bludgeoning damage.
NPCs of Epethia
251
10
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under any version of this License.
10. Copy of this License: You MUST include a copy of
this License with every copy of the Open Game Content
You Distribute.
11. Use of Contributor Credits: You may not market or
advertise the Open Game Content using the name of any
Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with respect
to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may
not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if
You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to
be unenforceable, such provision shall be reformed only to
the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the
Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of
the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson.
Blackstorm Realms: A 5th Edition Supplement. Copyright 2022
Jetpack7, a division of Conceptopolis, LLC.
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