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. 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How to contact us: www.jetpack7.com www.conceptopolis.com Twitter: @Jetpack_7 PDF Version 2.0 Published by Jetpack7 A division of Conceptopolis, LLC. 8459F US Hwy 42, Suite 121 Florence, KY 41042 © 2022 Jetpack7, a division of Conceptopolis, LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Conceptopolis, LLC. This product is a work of fiction. PRINTED IN TAIWAN 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. 25 25 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. 28 26 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. 28 28 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. 29 29 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. 32 30 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. 31 31 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. 32 32 • 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. 35 33 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 34 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. 35 35 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. 36 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. 47 • 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. 50 48 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. 49 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. 50 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. 51 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. 53 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. 54 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. 55 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. 64 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. 80 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. 81 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. 83 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. 84 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. 87 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. 88 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. 89 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. 90 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 91 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. 92 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 93 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 94 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. 95 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. 96 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 98 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. 99 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. 100 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). 101 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. 102 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. 103 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. 104 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. 105 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. 106 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. 107 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. 108 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. 119 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. 120 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. 122 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) 128 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. 135 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.’ 136 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. 139 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. 142 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 6 6 5 4 19 6 6 6 6 6 6 6 5 20 6 6 6 6 6 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. 162 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. 163 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. 164 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. 165 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. 167 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. 168 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. 169 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. 170 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. 234 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. 236 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. 238 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. 242 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 Legal Information OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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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. 253 10 A 5th Edition Supplement 11