The Archivist's Guide to Pryxis
A Geographical, Historical, Social, and Theological Guide to the World of Technology and High Magic: Pryxis.
Introducing: The Archivist's Guide to Pryxis
- General information
- The composition of the world
- Gears, Oil, Steam and Wire
- Arcane, divine and psionic
- Magic Brokers - no deals
- High magic
- Guild of Three
- The magician's body
- merchant guild
- Warrior Kabbalah
- General information
- Old story
- Age of Dragons
- The plague of witchcraft
- dragon kingdom
- Rise of the Mad Kings
- The Age of Rebellion
- dragon war
- The time of rebirth
- The Age of Peace
- founding a guild
- current age
- Supernatural Gifts
- The Crucible of Faith
- Prixis, Eternal Archmage
- The Pantheon of Sin
- Greed: Zariel
- Duma: Byk
- Wrath: Melchar
- Freezeri: Oghma
- Them: Hex
- Wish: Mishakal
- Laziness: Chemosh
- Heroes' Court
- Gilthunder Drachenherz
- Haedric of Wyrmsbane
- Zolis Sephet
- mystical cults
- the earth
- general overview
- Apulian chain
- white city
- Islands of Iceland
- You were
- the triarch
- Driz is playing
- Dragon Tooth and Spine
- Treated Bay
- The Old Man's Mountain
- Holmla Islands
- races, species and people
- common races
- Silber Weiss
- town planner
- Gray (fang)
- Seaborn (snake and turtle)
- Exotic races
- Ardling (Kirin, Pegasi, Couatl etc.)
- Ofanim (Eldritch)
- Lilith (Konkub)
- Ravana (Rakszasa)
- New races/aliens
- Anelid (Jordanwurm)
- Haepli (water gum)
- Ifrora (flaming mists) (based on Northern Lights)
- Lepikar (åndemøl)
- Magic vs Technology
- magical things
- Technical Articles
- Eldritch Machines
- Magic vs Technology
Welcome, fearless scholar or ruthless adventurer, to the world of Pryxis. This guide presents the essential information and know-how about the planet you currently live on, with everything from gods and religions to timelines, major guilds, maps and locations right at your fingertips.
Needless to say, the world is pretty weird compared to your average planet of basic swords and magic. This world has seen great heights of heroism and lowest forms of depravity unimaginable to mortal and immortal spirits.
Perhaps the two most critical aspects of this world are: 1) general access to technology that rivals even our neighboring worlds of Kaladesh and Eberron, and 2) the presence and exploration of the largest and most powerful tissue forces - High Magic.
Even though these aspects are no doubt widespread in mass use, not everyone in this world has accepted such rich treasures yet. Some countries and continents may still live in an era of blasting powder and whale oil, while others still cling to their primitive forms of stone and bone. But anyone who touches the blood of the weave knows the pulse of magic, and high magic can be found in every corner of the world.
Furthermore, the differences between cities and their inhabitants are as varied as the countries in which they live. Don't take anything for granted, honest traveller, because great danger lurks around every corner and even the greatest good deeds do not go unpunished.
Below is a collection of other materials intended for use in the world of Pryxis, ranging from Materials to Divinity.
- house rules -Prixis husregler
- Advanced Materials and Items -Advanced Craftsman
- Unique Subclasses -Pryxis Archetype Portfolio
- New Spells -Pryxis pages full of pure magic
- More Monsters - COMING SOON
- divinity -The way to divinity
Before we delve into this document, it should be said that the world of Pryxis differs from other typical settings.
Perhaps the easiest way to describe Pryxis is that it is what it is"A magical Victorian/Steampunk setting."The mixture of magic and technology led to a veritable boom in industry and research until the spread of interstellar flight technology made it possible - without any problemsSorry for the spellingFairy tale.
The basic fundamentals of D&D still exist in this world, but with much more access to bizarre magic, mechanics, and firearms, with touches of macabre horror and noir. Keep these basics in mind as you create your character.
Pryxia's night sky
The world of Pryxis is a ringed planet with planetary rings twisted around the equator and a moon: Arivae has settled just beyond the edge of the rings. The rings and moon of the Pryxians have always inspired a sense of sacred curiosity among the masses of the world.
The world of Pryxis is vast, mysterious, and full of wonder and danger. Many aspects distinguish it from other worlds on the material plane - most notably its unique geography and planetary characteristics.
The land of Pryxis has clear knowledge of the worlds of its brothers - namely the following worlds:
- Abeir-Toril(The Forgotten Realms)
- Athas(dark suns)
- would dominate
- Exandrian(Critical Role)
- you are in trouble
- Krynn(Smocza Lanca)
- ort(Grey Falcon)
Located on a particularly active communication route between realms, Pryxis offers access to a wide variety of people and goods not typically found on many different worlds.
In fact, travelers from other worlds than those previously mentioned can be seen voyaging, and the presence of what could be considered "alien" races is not uncommon in the most densely populated metropolitan areas - even beings from other worlds such as planeswalkers, immortals, and deities often wander the world of Pryxis from time to time, although they are usually unremarkable.
Due to the magical and technological nature of the Pryxis, travel to and from any of the aforementioned worlds can be as simple as magical teleportation, but long-distance travel for trade and population purposes can be accomplished using a magical ship or some form of interdimensional or spaceship.
The nature of space travel on the material plane brings with it a caveat: travel to a world outside of the Pryxis can sometimes result in what is known as "time flow" - a state in which the worlds visited may be at a much earlier state in their timelines . This function is not fully understood, but some magicians suspect that the world of Pryxis may be in a space-time bubble caused by a plague of magic that causes it to travel further in time than other planets. Of course, it could be as simple as a supernatural being playing big tricks on the masses, but no one can be sure.
Temporal flow - time games
The timeline of the Pryxis world is several thousand years after the most significant events in other realms on the material plane. To clarify, the existence of the Temporal Flow exists solely so that no "cross-contamination" of different times from other worlds is thrown into chaos.
This is purely a DM mechanic to ensure there are no weird time jumps, but it is up to the individual DM if they wish to travel to the world of Abeir-Toril some 7,000 years beyond the current official timeline.
The composition of the world
The world of Pryxis itself is one of form and function - and many travelers to and from the planet can attest to its unique qualities.
Pryxis wears a planetary ring that revolves around the equator. This ring has caught the attention of so many off-world travelers as well as the citizens of Pryxis.
The ring itself is only about a kilometer thick, but the nature of the objects within is of primary interest to scholars and magicians. Generally, the ring itself is made of stone, dust, crystal, and animite (also known as a soul stone).
Many would-be speculators attempt to take ships or other forms of travel to the rings to collect the raw animite that orbits the world or Pryxis, but this is dangerous work as the planetary ring is full of many other dangers in addition to dangerous conditions lurk.
Glowing Moon: Arivae
Like the ring of planets, the moon orbiting Pryxis is fascinating to observers and travelers alike. Arivae's moon is just outside the edge of the ring - and it seems to be constantly glowing with an eerie pink and purple light.
The moonlight is refracted by the planetary rings, illuminating the world at night with a lighter-than-average glow—but not bright enough to deter nocturnal or shade-dwelling creatures.
The light emitted by the moon Arivae is generally brightest between the tropics, while areas outside the tropics are usually shrouded in more natural darkness.
It's often theorized that Arivae was originally a much larger moon a few years ago, but has eroded to its current size and its debris has formed into planetary rings -- however, there is no evidence that a natural catastrophe occurred. Therefore, many researchers speculate that the rings were man-made, but these claims have not been verified.
A world mostly made of water
The world of Pryxis is approximately 25,500 miles in circumference and is approximately 80% water, meaning much of the world is underwater.
This wasn't always the case, as millennia ago an accident occurred in which Prixis, Archmage of the Eternal, repelled an attack by an otherworldly force intent on destroying the planet. Archmage Pryxis could not destroy or redirect a meteorite sent to wreak havoc on the world - but he could transform it mostly into ice and water.
This event triggered a great flood that engulfed much of the land that previously existed between the continents, but it was the only choice left to the Pryxis at the time.
Regardless of the rationale, the world of Pryxis today is one inhabited by a variety of marine life, underwater ruins, and rampant piracy.
A land of magic
Pryxis is dotted with different terrains and biomes that stand out from the usual environments.
Some lands are made up of crystalline forests brimming with psionic energy. Others are forests lit with ever-burning flames and embers that never die. Few of these include ever-growing saline debris that threatens to destroy nature around them. Others are masses of floating islands reaching far into the upper atmosphere and many, many other biomes.
Regardless of the terrain, many aspects of the land of Pryxis are imbued with natural and supernatural powers that become more apparent the deeper you delve into the journey.
The habitable regions of the world of Pryxis are dotted with diverse societies, cities, and kingdoms of many shapes and sizes, inhabited by people of all races, creeds, and backgrounds.
An important aspect of the most densely populated areas is the structural forms in which many communities are organized. Many busy cities tend to build their buildings upwards rather than outwards - this usually results in buildings that have wider bases and take the form of towers or even skyscrapers as they grow. These structures generally have massive interiors and huge antechambers and corridors.
The world is filled with diverse people, each using technology and magic to help their communities in myriad ways.
The world of Pryxis is in a unique star system compared to many other related worlds.
The double stars:Elbe&Hans
Scientifically known as the "Labe-Suo System", the two stars around which the world of Pryxis orbits are permanently fixed in a fixed position; with a cool, orange star (Labe) opposite a warmer, blue-white star (Suo). Your permanent position will result in a corresponding number of days per season on Pryxis (excluding midnight renewal).
The reason for their fixed position is believed to be due to their almost directly opposite gravitational forces - Labe trying to spin counterclockwise and Suo trying to spin clockwise (as viewed from their north poles). It has been speculated that this opposing force caused the emergence of the north on the surface of Suo.
"Midnight Spot" is the term used to refer to the ejecta sunspot on the star Suo, whose orbital pattern Pryxis assumes directly through coronal ejection at the end of the winter season.
Fortunately, Prix moon Arivae's orbit corresponds directly to the planet's time before a coronal ejection.
Due to the tremendous radiative and gravitational forces at work when Arivae shields the planet Pryxis, the rate at which the planet Pryxis continues its orbit is slowed - resulting in a weekly twilight eclipse.
When the stars are dim and the Northern Lights illuminate the Pryxis sky, this wonderful time is celebrated as "Night Renewal".
Pryxis & Arivae
The principal inhabited planet in the Labe-Suo system, the world of Pryxis, is closest to the stars.
Aside from the crystalline rings and glowing moon, Pryxis is instantly recognizable even from orbit as a lush seaworld, with densely populated urban areas on vast, open landmasses as diverse as the people who inhabit them.
Pryxis is universally sought after by other star systems as a beautiful sanctuary - with access to technological marvels, deep and mysterious magic, and unique flora and fauna found only in its incredible wilderness.
General information about the world of Pryxis is included in this document - because the focus of this guide is all information related to the world itself (after all, it's called "The Archivist's Guide to Pryxis" and not "The Archivist's Guide to") the Labe-Suo system").
- Capital city: Pryxskie Megapolis
- Population: Love 5,000,000,000 and up
- Satellites: Planetenring, Arivae
- Surroundings: Garden; Civilized
- Orbitalabstand: 1.075 d.a.
- Circulation time: 427 Take
- Orbit: 25.500 Mio
- Nord: 6550 Mio
- day length: 24-Timer
- air pressure: £14,7/kvm i. (1p)
Although not a planetary system, the Labe-Suo Asteroid Belt occupies a significant space in the star system and attracts much attention from the surrounding planets in the system due to its real raw materials.
Many groups settle in the asteroid belt - especially in the form of space stations, mining facilities, pirate bays or even exclusive "leisure" apartments.
- Capital city: Not usable
- Population: Unknown, estimated total of 3,000
- Satellites: asteroids, space stations
- Surroundings: No asteroid
- Orbitalabstand: 2,0 d.a.
- Circulation time: Various: approx. 500 days
- Orbit: Not usable
- day length: Not usable
- air pressure: Not usable
Found and abandoned
In the asteroid belt of the Labe-Suo system lies a planet of molten rock and rock where oceans of solid lava and weather patterns like hot metal rain from the sky. Helsto lived up to its name as a sanctuary for fiends, infernals, and those who don't mind the conditions of hell.
home of the worldFill outRace - these sentient, charged gaseous clouds of heat and electrical currents evolved from the high pressure and catastrophic living conditions of a truly destructive planet.
On the other side of the spectrum is Cidla: the main moon orbiting the infernal planet, whose gravity acts as a reflective shield against the asteroid field (though at the cost of hurling asteroids directly at Helsto).
Cidla itself is a small, very humid garden world dominated by a large tropical forest. Excess heat from the home planet combined with Labe-Suo's temperature trapped moisture in the liquid water for eons. It would be a paradise world if it weren't for the constant rains and toxic smog that collects in low-lying areas.
The most important
- Capital city: Materialist
- Lonely: Marriage
- Population: 1,500,000 estimated. In total
- Lonely: An estimated 30,500. In total
- Satellites: Asteroid shell, lonely
- Surroundings: volcanic; Barren
- Lonely: Tropical
- Orbitalabstand: 2,0 d.a.
- Circulation time: 500 Take
- Orbit: 20 265 Mio
- Lonely: 3270 Mio
- day length: 52 Timer
- air pressure: 88,2 lbs/kvm in. (7p)
- Lonely: 15 £/Quadratzoll (1,1 Pence)
Zano and Illizar
The largest gas giant in the Labe-Suo system consists of hydrogen, traces of methane and copper dust and is therefore greenish-white in colour. Zano is a perpetually raging storm with green lightning bolts stretching hundreds of kilometers across its surface.
Zano's only habitable satellite is the moon Illizar: a desert world with very few natural water sources but rich in various minerals. The other satellites are listed in order of size: Laks (orange), Pukt (brown), and Bitui (grey).
Zano's incredibly thick planetary ring is by far the most intriguing aspect of the planetary system: it's made up of ground pollen, dust clouds, breathable air, and even water - allowing the ring to exhibit floral growth in the form of lichens, mosses, and various grasses and vines.
Due to the ability to live on the ring, moth-like humanoids are namedLepkitaThey have evolved to soar and flutter from pollen to pollen, even using intricate vine bridges to bridge the space between them.
- Capital city: Not usable
- Illizar: Qifu
- Population: Not usable
- Planetenring: Love 1,375,000 and more
- Illizar: An estimated 50,000. In total
- Satellites: Planetary Rings, Illizar, Salmon, Pukt, Bitui
- Surroundings: Gastric
- Planetenring: Have
- Illizar: Desert
- Orbitalabstand: 5,0 d.a.
- Circulation time: 4070 Take
- Orbit: 273 527 Mio
- Illizar: 7030 Mio
- day length: 12 Timer
- air pressure: 150,0 pund/kvm in. (10,1 Pence)
- Illizar: 14,5 £/Quadratzoll (0,99 Pence)
Meupra & Thimi
In the outer half of the Labe-Suo system lies the greenhouse gas-covered planet Meupra. This world is being torn apart by countless silica dust storms and incredible pressure.
Curiously, despite the haze of greenhouse gases, Meupra's surroundings are uninhabitable (in terms of heat and temperature) as distance from the binary star system would normally result in a potentially colder planet - however its high carbon dioxide content traps most of the heat at the surface.
Luckily, Meupra is what many refer to as the "empty world" - a planet whose surface crust covers a vast cave of tunnels and cave systems that would house the traditional upper magma mantle. This subterranean landscape is home to a thriving ecosystem of fungi and algae, which have essentially oxygenated the subterranean environment. The worm-like people known asEngleThey are used to the twisting tunnels and dangerous surfaces of the planet they call home.
Thimi's moon is the only satellite orbiting Meupra, and it appears to be composed of extremely strong magnetic material, causing most electronic and magical devices in orbit to relax. No scouting mission on Thimi has ever reported - there are many theories that the moon is extremely deadly to most living beings, cursed and even alive.
- Capital city: in weiss
- Population: East. In total
- Satellites: SHOULD
- Surroundings: Barren, stone
- Orbitalabstand: 15 d.a.
- Circulation time: 10,580 Roofs
- Orbit: 23.704 Mio
- day length: 36 Timer
- air pressure: 30 £/Quadratzoll (2,04 Pence)
Geckuri, Ipzo, Aret and Aretiti
The world of Geckuri is the most distant planet in the system and by far the coldest. It lies on the edge of the huge gap in space in the rest of the Labe-Suo system.
Geckuri is more water than a planet - with a very dense and volcanically hyperactive metal core surrounded on all sides by liquid water, the planet is nothing but an ocean as far as the eye can see. The outer shell of the oceanic planet is surrounded by a thick layer of ice many kilometers deep - light hardly penetrates into the deep swamp of the abyss. The psionic gelatinous humans known asHaepliThey live deep in the darkest depths of this planetary ocean - used to its comforting embrace.
The planet is surrounded by two gravitationally doubly bonded moons (orbiting the planet at the same speed from opposite directions), one of which has its own moon. The lone moon is known as Ipzo and the sister moons are known as Aret and Aretiti.
Theorists speculate that the gravity exerted by Geckuri's hyperactive core - combined with the orbital friction of many moons - caused the planet to be bombarded by various types of protoplanetary ice, resulting in what is now liquid water.
- Capital city: Scloup
- Population: East. In total
- Satellites: Ipzo, Aret and Aretiti
- Surroundings: Cold water
- Orbitalabstand: 30 Take
- Circulation time: 30,660 Roofs
- Orbit: 26.650 Mio
- day length: 16 Timer
- air pressure: 14,5 £/Quadratzoll (0,99 Pence)
Pryxian Shard Orb
At the edge of the Labe-Suo star system, deep in the vast void beyond the geckuri, lies a cusp of artificial, mystical, psionic, and divine plans.
This threshold is known as the Pryxian Shatter-Sphere: a spherical creation of intense magical weaves and artificial gravitational forces that surrounds the entire Labe-Suo system.
Long ago, when the stomach ache started, the crystal ball that housed the Labe-Suo system shattered into a vast cloud of crystalline dust that now resides in the farthest reaches of the solar system.
Shatter-Sphere is now his replacement; Created shortly after the end of the Dragon Wars by the union of Pryxis and the Seven Deadly Sins, this "web" of power now functions as a crystal ball - albeit with the added benefit of constant surveillance through countless rune-sized crystal asteroid spheres floating within the web. These orbs can be used to launch countermeasures against intruders to persuade or destroy potential threats to the system.
Traversing the Splinter Sphere is done in the same way as any other Crystal Sphere - except that a magical signal must be sent to avoid being attacked by Rune Orb defense systems.
- Capital city: Not usable
- Population: Not usable
- Satellites: Other; Rune Crystal Orbs
- Surroundings: Artificially
- Orbitalabstand: 100 d.a.
- Circulation time: Static
- Orbit: Not usable
- day length: Not usable
- air pressure: Not usable
Runeballs of Defense
Surrounding the Pryxian Shatter Sphere are thousands of crystal spheres formed from the remains of an ancient crystal sphere that once surrounded the Labe-Suo system eons ago.
These giant runeballs act as the hive's primary spirit, relaying telepathic communications to one another whenever an object (be it a creature, ship, or anything else) approaches within 100 miles of the Splinter-Sphere. When a proximity warning occurs, the runeballs await a telepathic signal that allows the subject to pass through the threshold. If no signal is received (or the wrong signal is sent), the bullets will initiate offensive countermeasures.
If the object successfully crosses the threshold without permission, the runeballs will send an alarm signal to the Dweomer Pryxis Academy in the Pryxian Megapolis to warn of the impending threat - and woe to anything that might pique the Archmage Æternal's interest.
The miniature nebula that houses the Labe-Suo star system — surrounded by a claw-like cloud of various gases, dust, and phlogiston, it's barely noticeable to those who don't know where to look.
The nebula glows with light from Labe Suo stars reflected, bent, and refracted by surrounding crystalline dust and rainbow phlogiston. The Labe-Suo star system resides in the nebula's central mass - namely the "claw hand".
- Capital city: Labe-Suo
- Population: Labe-Suo-System
- Satellites: Not usable
- Surroundings: fog; Dust, crystal, ice, protomatter, phlogiston
- Orbitalabstand: Not usable
- Circulation time: Not usable
- Orbit: Not usable
- day length: Not usable
- air pressure: Not usable
New study:Kosmos-Mod Astral
In ancient times it was commonly believed that outside of the crystal balls and star systems was the astral plane itself. Wise scientists and philosophers have refuted this false idea because, as always, it is only partially correct.
Recently the truth came out:
The space beyond the crystal balls is known as:Space– a vast empty void sparsely populated with material matter, ruled by gravitational and magical forces. Space traversal requires vacuum sealed ships and stave jammers with air circulation systems.
In space, rivers and nebulae of phlogithon (rainbow-shaped gaseous liquid) allow rapid transport from system to system by “floating on currents”.
In some nebulae, where large amounts of phlogiston flow together, there are natural portals and fissures leading to the astral plane itself - where parts of the astral plane goGrenzastral.
These basic facts have become essential for understanding space travel and out of body experience. for space can lead to the astral world and space can be reached via the astral plane.
As if it were easy to believe that the realm of gods and dreams can be reached SO EASY with a simple journey - that's a stupid idea!
The plane cosmology of the Pryxis is virtually identical to that of the Abeir-Torils, with all major planes having portals or metaphysical connections to the material world.
However, due to the great magical potential of the Pryxis world, access to other planes unique to other material worlds (such as Eberron, Athas, and others) is relatively common.
The presence of physical portals and rifts leading to other planes is a common anomaly in all parts of the world - particularly in lands teeming with magic that harbor elemental or planar energies invading the material world.
Misfits of all forms are also a regular anomaly in the world, from Aasimar, Tieflings, Genasi, and Gith to Celestials, Fiends, Elementals, and more.
Anyone, anytime, anywhere.
The world's unique dispositions, or Pryxis, allow almost anyone to appear on its material shores.
From other star systems, to other planes of existence, to other times, the world of Pryxis welcomes everyone and everyone into its bizarre and wonderful reality.
Blessed with widespread access to many forms of technology, the people of Pryxis combine their own style of ingenuity with that of their sister worlds, Kaladesh and Eberron.
A key aspect of the inventors and crafters of Pryxis is their reluctance to incorporate too much magic into their technology, having learned a lesson about what happens when magic fails. Instead, they choose to create technological marvels based on science and craftsmanship to improve the lives of the planet's inhabitants.
Of course, that doesn't stop them from incorporating magical essences into forms of art and industry - but it's more likely that the inventor will only resort to magic when absolutely necessary.
Gears, Oil, Steam and Wire
The main forms of technology seen on Pryxis include materials science and chemistry, more so than magic - but any of them can still be imbued with magic.
Equipment - urmekanisme
The science of clockwork and gears is the main aspect of all technological marvels at Pryxis. A movement is a process of precise gearing and winding processes that can perform any function from the simple to the complex.
This type of technology has proven extremely useful in the manufacture of locomotives, automatons, clocks, modern firearms, and more. Wherever there is an advancing civilization there will be some form of clock mechanism, however limited.
Mechanical vehicles are an abundant commodity in Pryxis - they typically cost two to three times the average version of the vehicle. The most popular motor vehicles include wagons and ships, and even airships are for sale for the largest customers.
Petroleum – natural gas and oils
While flammable liquids such as alchemist's fire and whale oil have always been used by the most primitive humanoids on the material plane, the world of Pryxis led the way in discovering and exploring the use of fossil fuels on a far larger scale.
Sometime in the last millennium, alchemists discovered deposits of natural gas and oil deep within the peat bogs, swamps, and subterranean caves of Pryxis. Some were aware of the combustibility of such materials and argued that they could be used in more effective ways than simple fowl weapons or a simple light source.
With this discovery, most forms of refined petroleum gases (such as butane, ethane, propane, octane, etc.) and crude oil were fully explored and exploited.
Many clockwork vehicles typically use various types of natural gas or oil to power internal combustion engines.
Moisture - hydropneumatyka
In addition to using fossil fuels, it has been found that the distribution of steam and liquids under pressure can fundamentally change how the technology works. Many forms of steam are generated either by burning fossil fuels or by geothermal sources.
Steam power is often used to increase the efficiency of common inventions such as vehicles and machines.
Pneumatics were widely used in buildings and cities for advanced irrigation and ventilation, leading to much more efficient sewage systems, air filtration, and high-pressure industrial equipment.
Wire - radio and circuits
While still a new area of invention, the use of metal and metalloid wires in combination with crystalline foci has revolutionized the function of every form of technology on Pryxis.
In the last century, a particularly ingenious craftsman devised and tested a way of channeling the natural electrical energy of lightning discharges into a charged battery. This led to the creation of wires capable of holding and transferring charges between selected points - enabling everything from lightning-powered generators to light bulbs and radio frequencies.
One of the most notable inventions in electronics is the development of the so-calledInfonet- which consists of a variety of media and information sources located on the radio frequency and accessible via certain electronic devices or by means of intelligent machines (or artificial intelligence). Using the infonet has only gotten more accessible over the past two decades, but any device (technological or magical) that can access the infonet can provide easy access to most information - such devices, however, are extremely rare, astronomically expensive, and hard to find.
Infonet - Pryxis Internet
Infonet can be seen as the basic facsimile of the modern Internet. However, access to the Infonet is usually limited to electronic devices within range of a radio transmitter or through the use of artificial intelligence. Infonet can only be accessed in the world of Pryxis or elsewhere.
Due to the finite nature of the Infonet - particularly its existence as a radio frequency - there is only a limited amount of information that can be accessed at one time before the connection is severed or severed.
- Electrical appliances.- Using an electronic device - known primarily as a computer or bulletin board - allows the user to cast the spellClear legendsonce for a long break.
- Artificial intelligence.- The search for artificial intelligence, directly connected to the Infonet, allows better access to information. By using artificial intelligence when accessing Infonet, the user can benefit from itClear legendsmatch their intelligence modifier for a long pause, and the information they provide can be far more accurate and useful - as long as the AI doesn't wreak havoc or belittle it.
By far one of the most important aspects of technological advancement - and also the reason humanity is free from dragon slavery - is the development of firearms, ammunition and siege engines.
Various types of firearms have been developed, but they can easily be divided into two categories: analog and steam guns.
"Analog Firearm" is a title used for any type of firearm that uses a combustion fuel source to powerfully propel the projectile with internalized explosions.
Any firearm that uses gunpowder, black powder, explosive powder, or any other type of combustible fuel is considered an analog firearm. Most range from flintlock pistols to sniper rifles that fire compact projectiles to cannons that propel giant cannonballs.
Regardless of type or function, analog firearms are the most likely type of throwing weapon to be found in the world of Pryxis (barring bows, arrows, darts, etc.), as most societies at least have access to gunpowder.
Steambolt guns were developed with the Dragon Empire during the Dragon Wars - and were created as a way to use naturally occurring materials (mainly water) to propel massive metal projectiles.
Steam guns have no internal combustion and their source of energy is generally a series of kinetic coils and coils that superheat the steam in the air in the combustion chamber - the air pressure build-up is released in a microsecond and a metal projectile is fired with such force that it can fire faster and cuts through the air harder than most analog firearms.
These weapons were essential in the mortals' rebellion against the dragons, as access to mining equipment and gunpowder was as limited as it was in their day.
Due to the advanced materials and scientific nature of steambolt firearms, the cost of many of them is close to that of uncommon or rare magic items, and they are generally found only in the most technologically accessible societies.
Craftsmen, craftsmen and researchers are already developing new types of firearms for future use.
One of the main theories is that the use of magnetism could propel an object with such force that it could pierce the atmosphere as well as most materials.
However, no public knowledge or testing of such weapons has been confirmed.
firearms and materials
For more information on materials and firearms, please contactAdvanced Craftsmanfor more details.
Pryxis is a world of technological advances, but also magical ingenuity. Mages and scholars of Pryxis drew inspiration from their brother worlds, Abeir-Toril and Shandalar, and learned to use weaving directly to study their discoveries and use their technologies to their advantage.
The mages of Pryxis have studied magic for untold millennia since its resurgence since the Fall of the Weave. When magic returned, it was a battle with the sole aim of harnessing enough wild power to fight the dragon realm, leading to a magical "arms race" so to speak, with both sides attempting to reach greater heights than the other in less time to reach .
This led to a ruthless view of the study of magic; with mages and scholars jealously guarding their newfound discoveries for fear they might be taken from them or used by their enemies. The very prospect of imbuing magical objects with spells and powers is a dangerous act, as it can draw a great deal of attention to the individual - both positive and negative.
Still, magic is an essential aspect of pryxis, and many mages seek to explore the potential of their will to apply pressure and draw power from the weave.
Arcane, divine and psionic
The Mages of Pryxis discovered and studied three main types of magical categories that encompass all forms of magic.
Some types of magic can alternate between two forms or even use all three, but regardless of their type; The study of these basic forms of magic allows for a better understanding of the will of the Weave.
Incredible magic is manipulated by the user, who can do so through luck, skill, or science. Where the ability to perform arcane magic is based on skill and/or study, there is no theoretical limit to what can be accomplished through magical effects, so long as there is sufficient magical energy to accumulate through formulaic or ritual work.
Arcane magic is almost exclusively cast individually, although multiple casters can band together to augment the effects of others with different arts.
powers.- There are no real limits to arcane magic other than what the user can imagine and form clearly in their mind, making arcane magic extremely satisfying for those who plan everything in detail. The versatility of arcane magic is also highly desirable, as its effects can extend to any area covered by relevant research.
Mistake.- The only hard limit to arcane magic is the mind of the wielder and what he understands and knows. The general inability of mystical magic to heal natural beings is due to an inability to understand the nature of those beings. Likewise, the inability to teleport to unfamiliar places is due to not knowing where you are going.
Divine magic is magic in which powerful beings bestow magic and powers on weaker ones. Despite the name, the power source can be fairly unholy, primal, or natural, or theoretically the spells can be cast by a being made very powerful through the use of arcane magic. The power is granted to the wielder, who then retains it until that power is released by the casting of a divine spell.
Some have theorized that casting a divine spell is really just the last part of casting a spell, and that casting a spell doesn't so much release magical energies as replenish them. If so, it would prove the striking difference between divine and arcane magic, as well as the specific reason for divine magical abilities that arcane magic has yet to duplicate.
powers.- In general, divine magic can produce much larger and more potent effects than most arcane practitioners due to the greater power and understanding of the magician. Divine magic effects can duplicate arcane magic effects depending on the power source.
Mistake.- The magician is unlikely to have any control over exactly what he has been given and what he can do - the bestower of magic has his own agenda and will not empower the magician to act against him.
Psionic energies are gained solely through willpower and thought processes. Whether these abilities stem from physiological abilities or from training and taming the mind is debatable, but the results are the same: thoughts alter reality.
Unlike arcane and divine magic, psionics does not rely on external reservoirs of power to be sculpted and shaped to achieve a desired result, but rather represents the channeling of inner strength and power.
If psionic abilities are the result of physiology, that would add another difference between psionics and arcane and divine magic, as well as a hint at an aspect of reality we hadn't considered before.
powers.- The inherent nature of psionic energies allows the arts to be employed without the need for an external reservoir of power, whether in the form of a cooperative entity or raw magical energies waiting to be shaped.
Mistake.- The inherent nature of psionics imposes practical limits on the skill of this art, as there are definite limits to human power reserves.
Magic Brokers - no deals
Although the world of Pryxis is steeped in magical ability and science, the presence of magical objects and items is still a very rare - and therefore very desirable - aspect of society.
There are no magic shops in the traditional sense on Pryxis, as magical goods are exchanged daily for those with the materials and energy to create them. Instead, it's more common to find magic item dealers - information dealers who track down those looking to trade or sell the magic items they own.
The presence of magic merchants became a necessity as demand for magic items exceeded supply. Many powerful magic items can never really be "bought", as their sheer power is enough to make many wealthy merchants buy them almost immediately - creating a monopoly.
Instead, most civilized trading cities now have magic item dealers who keep records of transactions with previous buyers. Their main purpose is to create a list of people or beings who might have access to the magic item they need. For a fee, they offer this information and guide the customer to the customer.
Of course, shops with little magical things – the so-calledesoteric- They can be found in every corner of the world, offering smaller and unusual magic items and items (such as potions, scrolls, ammo or common magic items).Xanathar's Guide to Everything). However, in order to get a truly powerful and rare magical item, you must either go to a merchant or visit a nearby magic museum and hope to purchase the item on display.
Using Magic Item Brokers
Using a magic item broker solves some important issues with owning general magic items:
- This makes it difficult to buy magic items.
- Makes magic items appear stronger and heavier.
- The shopkeeper does not need to have more than 100,000 gp for magic items.
- Fixes an issue where a magic shop owner was holding a wand that could be destroyed by the local king.
The Magic Items Broker is just that: an information provider.
The broker simply knows who is selling or looking for something magical and gets his cut for bringing them together.
When you use a broker, the fee for their services is usually the price of the item plus half its normal cost.
When the time is right, the buyer and seller meet at a predetermined location, with great certainty, ambiguity, and a power commensurate with the price of the item. This is a service that the broker provides thanks to the fees paid. Anonymity can be maintained upon request and for an additional fee.
This creates an atmosphere of intense and commercial collaboration not typically found in most magic item purchases, and if someone knows the merchant well enough, they might even give them a discount or the first word when a powerful magic item becomes available .
The main source of magical materials and magical items, esoterics are smaller magic shops focused on the free trade of loose components and easily distributed or crafted magical items.
While most magical items can only be acquired by buying from middlemen, gifted by a museum to an investor, gifted by a previous owner, or found through theft or legal retrieval, esotericists provide most magical paraphernalia.
These stores are generally well-known locations: multi-story or sprawling complexes that are more like a bazaar or mall than a regular store, housing a large collection of esoteric and arcane content.
Generally, there will be at least one magic item vendor in an Esoteric shop at any one time, and most of the employees in these shops are magic users or artisans—and will not hesitate to help those in need or hinder those who annoy them.
Many crafters, alchemists, scribes, miners, hunters, and warlocks are known for lending their main items, hunted loot, and minor creations to esotericists to supply other warlocks and creators.
Esotericists carry the following trade items:
- Magic Materials: 0 gp casting reagents are extremely abundant. Materials for spells up to level 5 are usually readily available. Enchantment materials used in 6th through 9th level spells are rare and regulated in their trading. Some magic materials can be extremely difficult to obtain. Reagents for high-level magic are completely impossible to find in an esoteric - and better to find them in a museum.
- Potions, filters and poisons: Most types of recovery potions (e.g. health, mana, or stamina potions), unique potions and their ingredients, and even poisons are easy to find - or can be ordered by prescription or on demand.
- scrolls and books: A miniature library is usually available, consisting of journals, old tomes of retired adventurers, recipes for potions and crafting, and a regular stream of various spells. Glossy paper, parchment paper, rolls and folders can also be purchased.
- Spell Concentrations: Generic Arcane Focuses, Bardic Instruments, Drudic Focuses, and Holy Symbols - including component poses.
- Talismans, jewelry and insignia: Smaller magical items or non-magical trinkets are plentiful in esoteric shops. Various trinkets, ornaments and decorations - including hats, jackets and robes - are regularly sold.
- Unusual magic items: low level magic items (especially those inXanathar's Guide to Everything), magic ammo, and enchanted items like wands and staves can be found for sale, albeit for a very limited time.
When weaving flared up again before the start of the Dragon Wars, to the surprise of many magic users, the denizens of Pryxis were unaffected by Mystra's high magic prohibition. This meant that those with enough power and knowledge could still create the greatest forms of dweomercraft in the world of Pryxis.
High magic has been wielded by the mightiest heroes and most insidious villains in the Pryxis-lands - for high magic does not discriminate against those who can wield its terrible, divine power.
What is high magic?
High Magic (also known as True Dweomer or Epic Magic) is the term given to spells and magical effects even beyond the level of the famous onesWishCurse. High magic spells occupy 10th through 12th level spell slots. Featuring level 10 spells that can shake the very foundations of lands and kingdoms, level 11 spells that can wipe out or drive away entire landmasses or people, and level 12 spells that can shake the core of the fabric in completely unnatural ways.
Who gets high magic?
High magic is only available to true casters - this means that anyone who can naturally cast magic up to level 9 has the ability to cast high magic if they become strong enough.
The means by which such heights of magical power are attained are varied and rare. For many wizards studying higher magic, it takes years and decades to decipher and experiment with shields, formulas, and spells strong enough to learn even a basic 10th-level spell, let alone higher ones spells.
Unfortunately (or fortunately) many wizards retire, retire, or die before they can learn a single spell, and sometimes it seems like some people just can't learn it.
With high magic
There is a high cost to casting High Magic, primarily for the caster, but also for the environment. Many high magic spells repeatedly shatter bits of the very fabric itself, while the sheer force of the stress created by harnessing such great energy threatens to send ripples through the fabric of reality.
However, casting High Magic can have both metaphysical and physical consequences. Many beings (including the goddess Mystra) despise those who use High Magick without consequence, sometimes taking steps never to do so again.
Luckily, Pryxis World is one of the few planets left capable of using High Magic, and while many beings watch with bated breath what a High Magic being will do, they generally only intervene when the consequences far exceed what the spell intended to do above all.
Spells and High Magic
For more information on High Magic - as well as new spells - please contact usPryxis pages full of pure magicfor more details.
Guild of Three
The Guild of Three is an institution on Pryxis that basically controls almost every socio-economic aspect of life around the world. While not necessarily acting as a governing body or royal line, every existing government and kingdom on Prixis uses some form of official channel with the Guild of Three branch to maintain power.
The Guild of Three was formed shortly after the end of the Dragon Wars – desperate for a centralized system of power distribution across kingdoms, governments and creeds by the masses of Prixis, the Guild of Three was formed to be the official hub for all official business.
The guild consists of three main branches, each performing a specific social function and adhering to individual laws that members of the guild must obey in order to maintain their official position. The guild is always neutral when it comes to meddling in political affairs.
Any part of the Guild of Three can act asGildiaPatron of the group from Tasha's Cauldron of Everything
The details of the laws each branch of the Guild of Three follows are extensive, but their basic laws are listed.
A hypocritical institution
The Guild of Three continues to maintain its power through treaties, edicts, and law enforcement, as well as interacting with other ruling parties.
This leaves them - technically - in a position of power with no oversight, relying instead on a system of checks and balances between the three branches and from each branch (usually in the form of the head of that branch).
The Guild is essentially a corporate governance of three separate global unions upon which other governing parties (at least those operating within the law) build their management systems. The group maintains a balance between all countries, kingdoms, governments and corporations - while remaining outside the rights of those they protect.
Many who follow the guidelines established by each branch of the Guild of Three believe that their systems of control are as beneficial as they are harmful - and these beliefs vary from person to person.
Happy Ending: The Guild of Three ensures that no particular ruling group exercises absolute control over the inner workings or socio-economic aspects of the world of Pryxis, allowing kingdoms and governments to work together peacefully and safely - even in times of turmoil or turmoil.
The Negative End: Because of the overarching rules, regulations, and edicts of the Guild of Three—dubbed by many as “Scaffolding Law”—many ruling classes and governments have little leeway in interacting between open social, economic, and political issues.
Ultimately, the Guild of Three oversees all lawful interactions between living humans on the Pryxis world.
The magician's body
The mage's body represents the magocracy—or the mage-led leadership and institution—of the Pryxis.
This branch of the Guild of Three consists of magicians, sorcerers, sorcerers and other magicians who constantly watch over all magic users around the world.
This group oversees all new magical studies, builds magical academies and libraries, creates magical objects or structures, and maintains the structural integrity and magical flow of weaving.
When a magical cataclysm strikes, The Body of Magi is notified immediately and takes damage control measures. The bigger the catastrophe, the bigger the reaction.
The body of the wise acts asAcademyPatron of the group from Tasha's Cauldron of Everything.
The wheel of the mind
The group of mages is ruled by a council of Archmages of different faiths, creeds and races - each representing a different aspect of life in the world of Pryxis. Every great magician is an extremely powerful magician.
These chief mages maintain an uninterrupted telepathic link with one another wherever they are. And can be instantly teleported to the Mind's Main Council to monitor the state of the world fabric.
laws of the mind
The magician's body in Pryxis obeys the following laws:
- Magic must be preserved and protected at all costs.
- Those who misuse magic must be punished fairly.
- The protection of knowledge is essential for society.
The Merchant Guild is the most important banking and trading system in the world of Pryxis.
This branch of the Guild of Three consists of a multitude of efficient, clever and enterprising individuals who keep continuous records of all official transactions of major government agencies around the world.
The Merchant Guild is responsible for funding lands, maintaining large corporations, balancing tax restrictions on official groups, and ensuring trade routes are protected.
When credit is needed, a tax is levied, or a kingdom is funded, the Merchant Guild oversees transactions. When a trader is official, they have a license confirming their legal trade. And if a group violates the sanctity of trade and banking, the Merchants Guild guarantees they will pay for it - one way or another...
The Merchant Guild acts asAristocratPatron of the group from Tasha's Cauldron of Everything.
The Merchant Guild is governed by a few elected overseers who oversee the broad scope and functions of the guild. These councilors typically have a wide range of contacts around the world, from underground connections to espionage networks between royal groups.
These gilded superiors wear special magic gloves designed to turn materials into pure gold with a single touch - an ability they use on those who break their laws, paying for their crimes in blood or gold.
The Gilded Laws
The Merchant Guild respects the following laws in Pryxis:
- The coin must flow and never stop.
- Trading must be conducted in accordance with the laws of your country.
- Respect the sanctity of all agreements and contracts.
The Warrior Cabal represents mobilization, military training, and the World Council that oversees warfare on Pryxis.
This branch of the Guild of Three consists of battle-hardened military veterans from around the world who oversee the basic laws of war to be followed in times of conflict and battle.
The warrior cabal ensures that all forms of war and combat around the world are conducted in a manner that ensures the livelihood and continued protection of innocent people - including gladiator activities and recreational sports.
When a war is being waged in a way that threatens the lives of those deemed neutral in the conflict, or when the war is causing excessive civilian casualties, the warrior cabal uses its militia to step in to intervene.
Warrior Kabbalah works asArmed ForcesPatron of the group from Tasha's Cauldron of Everything.
Gathering of Champions
The warrior cabal is led by an undetermined number of experienced warriors - each of whom has served in at least one war scenario - and they are responsible for ensuring that the laws of war are flawlessly observed.
The Assembly also has the authority to mobilize a personal militia of selected warriors for emergency police operations, but such incidents are quite rare.
The Rights of the Masters
The Warrior Kabbalah adheres to the following laws in Pryxis:
- War is both a sacred right and an inevitability.
- No unnecessary harm should be done to the weak.
- Warriors must be trained in the ritual of battle.
The bloodiest and most brutal show of war in the history of Pryxis was the period of war known as the Dragon Wars. During this time, mortals threw off the chains of the Dragon Realm in the name of freedom.
The world of Pryxis has witnessed myriad historical troubles and events, with each continent, country, kingdom, faith, and people experiencing its own revolutions, events, and significant turning points over time.
However, the following timeline describes the most notable key events that have impacted the entire planet over time. These events formed the basis of the life and understanding of the history of the residents of Pryxis.
The moderately educated would know about the events leading up to the end of the Dragon Wars - while those with a keen interest and scholarly interest in history would go back to the dawn of the dragon realm's spells and claims.
The following records contain a basic timestamp for the year in which each major event began.
- One:Before the witch plague
Historical records and a list of events leading up to the Spellplague have been lost over time - due to the Dragon Realm's destruction of libraries, academies, and other forms of documentation held by mortals during their reign.
It is speculated that many races settled on the Pryxis in this prehistoric period thousands of years before the sorcerous plague, and if the mortal races have any records from this period these are limited and possibly left to decay. Time.
The only known fact prior to the Magic Plague is that Prixis, Archamgus Eternal, was only born a few hundred years before the Magic Plague, and even he was particularly honest about not being able to remember that time.
1st Era – Age of Dragons (AD)
The Age of Dragons (AD) represents an era when dragons dominated the world of Pryxis and its denizens.
The plague of witchcraft
- One:0 n.e
The plague of trolls was an anomaly that disrupted the magical fabric of the world of Pryxis. This downfall was caused by the death of Mystra - the goddess of magic - on Abeir-Toril (and by extension on other realms in the multiverse). Although Abeir-Toril was only plagued by the Spellplague for a decade or so, the aftermath of her death had far more lasting consequences for the world of Pryxis.
During the Fall of Man, the world of Pryxis experienced a sudden shift in its metaphysical time cycle - meaning the world was shifted in space-time due to the sudden collapse of magic. This could explain the concept known in Pryxian space as the "flow of time": when the magic that bound him to reality was suddenly broken.
Due to the sudden time shift when magic was finally revived on Abeir-Toril and other planes, the world of Pryxis (both physical and metaphysical) was no longer connected to the initiating event. This led to an age of over 5,000 years when magic ceased to exist and contact with other planes beyond matter became impossible, wreaking havoc on the denizens of Pryxis.
At the time, only Prixis himself, the Eternal Archmage, was able to maintain an artificial connection to the Weave, granting him the only magical powers on the planet (and system) at the time.
Unfortunately, Archmage Pryxis wasn't the only being to retain his magical abilities - leading to the coming Age of Dragons.
- One:140 n. Chr
As the magic waned, Archmage Prixis and Dragon Vipers were the only creatures to retain any semblance of natural magic.
Tiamat kept in touch with the dragons on Pryxis - using her divine powers and dragon vision, she directed her most trusted Great Vipers to conquer, enslave and subdue the masses of the world of Pryxis.
Thus began the darkest period in the history of Pryxis: the reign of the dragon realm.
The Dragon Empire has targeted and destroyed all forms of technology and knowledge available to the people of the planet - and enslaved them. The Great Otters' dragons under the command of Tiamat were treated as divine beings; with sacrifice, submission, bloody lovemaking and every form of degeneration at their disposal - all in the name and honor of their dragon queen: Tiamat.
During this time, many kingdoms and lands fell or were conquered by the incredible power of the Great Lizards. The Great Vipers possessed natural magic - as all dragons are inherently connected to the material world - and could communicate with each other across the planet via the Dragon Sight network.
Every open rebellion was crushed, every resistance silenced and burned under the iron fist of the Dragon Empire - and for thousands of years the citizens of Prixis hesitated to answer their dragon lords.
Prixis, the Eternal Archmage, fled to the underworld to preserve every possible means of mortal resistance, and meanwhile, with the tender embrace of his magic, he slowly built rebellion, a city, and hope from the dust - and swore to all day the magic would return and they would be free.
Rise of the Mad Kings
- One:1000 e.Kr
After several centuries of subjugation and the resulting deaths of most races and creeds who wore the guise of rebellion against their dragon masters, Tiamat finally presented a choice to the rebellious masses that still lingered.
The decision was that the rulers should relinquish all rebellion and power to their overlords and in return would receive magical powers for their loyalty.
For a long time, the masses resisted the temptation to regain magic, but eventually several royal lines and dynasties stepped forward to offer their immortal faith to the great vipers.
These royalties are bestowed with dragon blood - to allow natural magic to flow in their veins and through their lines from now until the end of time, and for their leaders to become dragon casters, acting on behalf of the half-dragon dragon empire, subject to their availability. The first of the Mad Kings - Herkhut Denanc - belonged to the pharaonic royal dynasty of the desert lands of Egyix, and his family came from the kingdom of Athas. Herkut willingly swore allegiance to powers beyond his family's dreams.
Thus began the rise of the Mad Kings - tyrants almost worse than the dragons themselves. Their innate thirst for blood and the greed of their mortal race, enhanced by the dragons' magic, created human monsters. They subjugated the masses in the name of the dragons, quelled internal uprisings, and besieged their own people to gain the power they were given.
- One:3000 n. Chr
The event known as Meteorfall occurred when the first Mad King: Herkut Denac eventually grew too powerful for even the Dragon Kingdom to handle.
Truly driven by a dark being, this mad king slew his dragon lord and devoured his blood and soul. Filled with the energy of the great lizard, Herkut developed an insatiable hunger for power and souls, and began searching for food in the land he once called his kingdom.
He considered the blood, bile, and souls of his twin kin and began performing rituals to summon his ruling being from beyond the distant realm. The terror he was struggling with could not manifest directly - but he possessed the Mad King and transformed him beyond recognition into something beyond divine essence.
Herkut Denac had grown too powerful for only the Dragon Realm to fight, as the king now had energy and abilities beyond their own - he was given artifacts that could easily kill his kin, and he didn't become just one threat to the dragons, but also to their livelihood. In desperation, the Great Vipers sent a telepathic request to Prixis, the Eternal Archmage, to heed their pleas, stating that he had offered his help in return for a one-time deal.
The Prixis heeded their calls, and for the first and only time, both sides conspired to put an end to this enraged god-king. The archmage summoned the mad king and challenged him to a duel of destiny.
The two divine beings fought across the planet. Pryxis had the Great Viper's dragon vision in mind as he fought with Herkut's beak and claw. And as the God-King faltered and his form faltered, he triggered a last-minute ritual he'd been working on for decades: pulling Meteor out of its gravity orbit to destroy the planet.
The God-King was defeated, but Meteor still held out, getting closer and closer to impacting the planet. Realizing that he could not stop it alone, Prixis used the dragon visor given to him to summon the mortals of this world and beg them to place their trust in him for a brief moment.
At that pivotal moment - just as the meteor began to rupture the atmosphere - through the combined efforts of all creatures on the planet, Pryxis took the form of a deity and transformed the meteor directly into ice, water, and silt. This meteorite destroyed half a continent and swept the world with a great flood (which also happened to inundate the main kingdoms of the Great Vipers and Madmen, a calculated but ultimate attempt to weaken the dragon kingdom).
In response to the destruction, the Greatyrms rejected their agreement, saying that destroying their realms was not part of their agreement. Prixis reluctantly agreed, instead asking for a piece of land to develop the city under his own protection. The dragons gave him his lands, and to this day, Megalopolis in Pryxis stands as a beacon of deadly might.
The impact site still bears the scars of the world, and from time to time rumors of shadowy faces and whispers from the depths surface around the crater.
2nd Era - Age of Rebellion (AR)
The Age of Rebellion (AR) represents the era when the mortal masses of Pryxis threw off the chains of dragon tyranny.
- One:5448 n. Chr. / 0 AR
Archmage of the Eternal, Prixis tirelessly devoted his time not only to the development of his city-state and its survival, but also to a way to breach the planet's metaphysical barrier - in a desperate bid to restore magic.
One night after completing a ritual involving his own blood and the remains of the Eldritch God-King, he connected to the Outer Dimensions and heard the Fellowship of Gods waiting at the other end of the Outer Dimensions.
Panicked and hoping for time and energy, he desperately declared that the effects of the sorcerous plague had not abated in his realm: magic had vanished, his people had been enslaved by dragons, and in the past 5,448 years there was only hope been very weak. He begged the gods to switch with them as soon as possible.
As soon as he finished begging via the telepathic link, the connection was cut off and he sat alone, his insecurities nagging at him. That is, until magic began to slowly erupt across the land: starting with supernatural anomalies, sightings of portals opening all over the planet, and rumors of mortals once again sensing the slightest glimpse of the Weave.
At this time, Archmage Pryxis began organizing an underground resistance movement using technology he had secretly developed from the dragons. Skirmishes erupted across the world as the masses used guns, magic, and fury to launch a revolution against their overlords.
It wasn't until five years later that Pryxis' pleas were finally fully answered - with divine justice.
- One:5 AR
One day a thunderous bang shook the foundations of the planet and a wave of multicolored blue fire flashed out from all parts of the world. At its climax, a portal opened from which emanated an armada of celestial and unearthly powers, led by seven gods who listened to the Archmage's pleas.
These seven gods were Zariel, Tyr, Melchar, Oghma, Hex, Mishakal, and Kemosh. They swore that the people of Prixis would be free again, their chains broken and their rulers thrown back to where they belong.
Thus began the Dragon War: a cataclysmic awakening of magic across the world as, for the first time in 5,000 years, the masses shook off the experience of the magic coursing through their veins - they rebelled in an act of all-out, unquenchable war.
War was fought on all fronts, led by Prixis, the Eternal Archmage, and coordinated by the 7 Gods - whom the Dragon Realm despised and derisively referred to as "The Seven Sins". The people of Pryxis viewed their act of rebellion as both a sin and a sacrament, assigning a corresponding sin to each god to lead them into battle: Greed, Pride, Anger, Gluttony, Envy, Lust, and Sloth.
United as one force, with unstoppable momentum, the Dragon Empire was being pushed back on all fronts, bringing war even to the planes themselves. Over time, the dragon kingdom fell into chaos and despair, summoning Tiamat from her infernal throne in the Nine Hells, bringing with her the powers of the fiends at her disposal and using the Githyanki forces from her pact with the Lich Queen Vlaakith.
Finally, after 700 years of war, Tiamat was driven back to Hell in one final bloody battle, the Mad Kings executed for their crimes, the Lich Queen banished, and the planet liberated.
In exchange for an answer to their prayers and relentless divine intervention, the residents of Pryxis worship the seven sins that restored hope to the planet.
The time of rebirth
- One:700 AR
After the final battle of the Dragon War on what is now Mount Xion, the people of Pryxis realized that there was still work to be done to keep the peace and create a more stable world for their people.
Led by Archamgus Eternal and the tender divine care of the 7 Sins, the residents of Pryxis began the slow, long process of not just rebuilding society, but recreating it—a society that would ensure equality among the masses, and the study of technology and magic and the preservation of life itself.
Many battles were still fought during this time as the Dragon Resistance clung to their once great empire. The big lizards were killed, forced to hide or imprisoned. The Githyanki forces were driven off the globe and sent back to the astral plane. And Tiamat's evil influence was swept away.
Yet through all the pain and bloodshed, there was a hope that turned into a blazing flame.
Third Age - Age of Peace (AP)
The Age of Peace (AP) represents the era when the planet Pryxis established a world age of peace and prosperity.
founding a guild
- One:1416 AR / 0 AP
The founding of the Guild of Three marked the beginning of the Era of Peace—an era when the masses could return to their earthly lives and focus not only on preservation or survival, but also on prosperity, unity, and happiness.
The Guild of Three was formed to oversee all future governments and kingdoms, and now maintains the treaties and networks between them, as well as all relationships with worlds beyond Pryxis.
- One:0 AP to date (year 807)
Since the founding of the Guild of Three, there have been no significant global events that would warrant changing the historical record.
This is the current era of prosperity and progress on Pryxis.
Pryxis is a world dominated by magic and technology, where even gods walk among the masses. But even with such incredible powers, the creatures and beings that inhabit here are still (for the most part) bound by the limitations of time.
Outside of the normal 24-hour period, Pryxis appears to be farther from its stars - resulting in a longer year, but interestingly not a longer day. Rumors and theories abound among astrologers and sages alike that the planet is being held in orbit artificially or magically—a natural decay of the orbit has not been observed for eons.
Developed by the eternal Archmage Pryxis during the first centuries of his reign, the Pryxian calendar is a 427-day calendar divided into 12 months, with each month having a range of 35 days, divided into 5 weeks of 7 Days - with a series of 7 intervening days at the end of the year as 'renewal week' used to celebrate the coming new year.
The 12 months are divided into 4 Seasons, with each Season having 3 months - with a Renewal Week occurring at the end of each year. The Pryxian calendar is intended to reflect the full inclusion of all four seasons in one year without shifting the season to another year - Example: Spring begins with the new year.
Seasons and Renewal
The four seasons are as follows;
Spring (1-3 months) (105 days)
Summer (4-6 months) (105 days)
Autumn (7-9 months) (105 days)
Winter (10-12 months) (105 days)
Renewal Week (last 7 days between winter and spring)
The last 7 days of each year are not necessarily considered a month, but rather the days between years when the inhabitants of Pryxis celebrate the end of one cycle and the birth of the next - this week is almost always celebrated as a joyful holiday across the globe.
During the Midnight Renewal, the seasons even seem to stand still temporarily, and the world experiences an unnatural calm and absence of inclement weather between winter and spring.
7 sins and 7 days
In honor of the seven gods who led mankind to freedom, they named the day of the week for each deity who led mortals to freedom.
|Tsar Day||Tyrsday||Melsday||Good morning||6 Roofs||mixed day||Chemtag|
|1||primeval twilight||Water||Schiff||early spring||35|
|2||spring palm||Water||Leviathan||mid spring||35|
|3||flower peaks||Water||Cracks||late spring||35|
|4||storm surge||Marke||sword||early summer||35|
|5||The hand of summer||Marke||Phoenix||in the middle of summer||35|
|6||birth of the south||Marke||Time||late summer||35|
|7||dinner night||the earth||Story||early autumn||35|
|8||Embrace of Autumn||the earth||Jaratan||In the middle of autumn||35|
|9||The glow of the heart||the earth||tarrasque||late autumn||35|
|10||Frosty Autumn||Luft||Employees||early winter||35|
|11||Fist of Winter||Luft||Sturm||Mittwinter||35|
|12||primeval twilight||Luft||Kirin||late winter||35|
|13||midnight renewal||Shower||Uroboros||New Year||7|
The planet Pryxis is home to a wide variety of cultures and people, each with their own festivals and celebrations - but there are four public holidays a year that are lavishly celebrated by all.
Each of the four festivals falls in the middle of each season and corresponds to one of the four main elements: water, fire, earth and air.
|spring palm||18||worldly birth|
This holiday coincides with the first wave of rain of the year, leading to a massive bloom of flowers and plants around the world.
It is typical on this day that many druids, detectives, shamans and gardeners roam the countryside sowing seeds and encouraging growth in the area. Some mages even go so far as to summon magical storms and rainfall to supply areas that have experienced periods of drought.
The communal celebration that takes place on this day involves sanctifying and blessing sacred groves, springs, shorelines and forests to give back to the planet. Many fairies and their kin also make time to attend blessings, leading to a joyful communion with nature and the environment.
A good pastime on this day is also gathering honey, pollen, seeds, grains and the like to make extremely potent alchemical and alcoholic infusions - which are eagerly consumed by humans and magical beings alike.
|The hand of summer||18||center of fire|
center of fire
This holiday coincides with the highest heat of the year as the environment becomes drier and weedier.
On this day, many people traditionally take part in the summer solstice festival, which celebrates bloodthirst and the warmth of life. Many people participate in performances such as fire dances, merry bard performances, and midnight parties during this period.
During this festival, mages and druids will often pull down large bonfires to light up the night, inviting crowds of revelers from across the area to a grand celebration of liberation from the Imperial Dragon's grip - with an emphasis on the stories and legends of the heroes who freed them from their chains.
As with most holidays, revelry and drinking are the order of the day, but the celebrations usually last well into the night and continue into the next day.
|Embrace of Autumn||18||slaughter day|
This holiday is the time of the main harvest, when crops and livestock are slaughtered and harvested in preparation for the harsh winter ahead.
During the day, rangers, ranchers, and adventurers engage in indiscriminate hunts and slaughter, while farmers, druids, and gatherers harvest the crops they've grown all year. Often these commodities are sold canned or salted for the common people to grow their personal surplus.
At this time, many exotic herbs, plants and medicines are usually harvested and sold in bulk to the public to be preserved for the magical festival at the end of the year.
The day is celebrated by everyone with a huge all-night feast of the freshest meats, grains, fruits and vegetables, with everyone overeating and participating in huge drinking contests.
Turn it off
|Fist of Winter||18||Star flies by|
Star flies by
This holiday is filled with reverence and inspiration as the green flame asteroid Zouvis traverses the solar system and is within sight of the planet every year.
Day and night, the asteroid can be seen with the naked eye as it flies within range of the planet - leaving a bright trail of plasma in the sky and a real meteor shower pounding the planet.
Many astrologers, magicians, sages, and adventurers often pause in their quest for meteorites to hit Earth because Zouvis leave behind deposits of incredibly rare metals and gems. These metals and gemstones are typically crafted into beautiful jewelry, trinkets, focal points, and reagents, which are then given to others as a token of charity and celebration.
As with most other holidays, parties and drinking are expected; However, the main party takes place at night when an asteroid lights up the sky as if it were day.
The time when Arivae's moon quenches the wrath of the stars, as twilight and darkness descend on the planet and the Northern Lights illuminate the sky - a truly magical, wondrous and awe-inspiring time.
Midnight Renewal is a solid week of celebrations to mark the end of the year and the beginning of a new year. This week is also known as the "Festival of Magic" as it is primarily a celebration of the presence of magic around the world - and after the end of the Dragon Wars, the honor of magic has become an intense event for all residents of Pryxis.
The Festival of Magic consists of five main days, one preceding the main festival and the other concluding it. Each day celebrates a different fundamental aspect of magic - often referred to as "the colors of magic".
A day of preparation for the Festival of Magic, when people return to their hometowns and prepare for the celebrations ahead.
This day is less of a celebration and more of a day of intense concentration and hasty preparations - everyone rushing to collect food for the festival, gifts, drugs and magical accessories. In fact, many traders, retailers and shopkeepers use this time to sell surplus and exotic fabrics - often at reduced prices.
Items commonly purchased during this period include food of all kinds, drugs and alcohol, spells and magical reagents, firecrackers, pets, and the occasional lady (or gentleman) of the evening.
A day of fun
The first day of the Festival of Magic - we celebrate the transformation brought about by fire, heat and primal desires. This day is a homage to the primal forces of chaos and impulsiveness - characterized by intense freedom of action, mostly without regard to the consequences.
This day is by far the most explosive day when it comes to celebrations. The creatures engage in intense, joyful festivities, often through drinking, fighting, using drugs, fostering intimate relationships, and destroying unwanted property.
Many people are often arrested or imprisoned for loud and disruptive behavior on this day, usually the next day.
day of compassion
The second day of the Festival of Magic - a celebration of the growth and flowering of nature. This day embodies nature's instinctive urge to grow, adapt and change - many people retreat to public gardens, parks, forests and woods to behave in a more natural way.
This day can be seen as a continuation of the Red Festival as the interaction between individuals is still paramount. Many common ceremonies involve public nudity, wild or animal behavior, hunting, hallucinogenic consumption, and druidic or nature-based rituals.
Many people use this day to forgive and forget many past transgressions and rivalries, believing that compassion and change are the key characteristics of growth and magic - and many potential rivals often engage in cooperative activities, be it hunting , in druids, in communicating with nature or in the case of heavyweights using drugs.
the day of piety
The third day of the Festival of Magic - a celebration of the light in all things, with an emphasis on spiritualism, worship and celestial bodies such as the moon, stars and sun. This day focuses on peace and morality as many people retreat to places of worship or holy places to commune with outside powers.
This day is in the middle of the Festival of Magic, which is attended by many people in religious or spiritual concentrations. The main celebrations of the day often include fervent worship of the gods - chiefly the seven sins - and bonding with the family's ancestors. Indeed, the veil between the worlds seems to be at its thinnest on this day, and it is quite common for the spirits of ancestors to take form and communicate with their descendants.
Many ministers, priests, and paladins use the day to forge closer bonds with their benefactors, and temples and churches often donate a large portion of the funds raised throughout the year to those in need.
day of enlightenment
The fourth day of the Festival of Magic - a celebration of the pursuit of knowledge and the mutability of life. This day is used to pursue the freedom of knowledge and technology and many wizards, magicians, sages and engineers use this time to show off some of their most amazing tricks. Many wizards will perform magical power demonstrations and many artisans will take the stage to demonstrate their crazy inventions.
This day is a day of pure education and magic, with wizards and sorcerers engaging in epic clashes to the amazement and amazement of the crowds. Artisans face intense competition and often keep their most sophisticated inventions for just a day.
On this day, accidental destruction and magical remnants will shake the foundations of many cities in the quest for knowledge, and it is not uncommon for many mages and artisans to distribute multiple minor spells or blueprints to those willing to devote themselves to the same endeavor.
day of refund
The fifth day of the Festival of Magic - celebrating the farewell of loved ones, death and the end of the year. This day is considered a sad but solemn honor for those who passed away in the past year.
The spirits of the ancestors who died on the third day when the veil was thin will greet and respect those who continue their family lineage before crossing the veil again.
Many necromancers or priests will revive the dead, those who wish to speak to loved ones again before the coming year, settle disputes and end their love so the spirits can go in peace. Many others will engage in massive astral projection rituals to explore the astral and dream planes.
The final day of the Festival of Magic, when the festival is over and the human communities can return to their lives to continue the New Year with renewed spirits and new plans.
This day is marked by the masses retreating to their homes to heal, rest and prepare for the year ahead. Many people use this time to recover from colds, injuries and the week's mistakes, and hospitals and clinics often see a massive influx of weary festival-goers.
Many adventurers use this time to prepare caravans and groups to return to their jobs, journeys, or quests.
Cathedral of the Seven Deadly Sins
The mortals of Pryxis worshiped and still worship the seven gods who freed them from the dragon realm. Even those who do not actively worship deities still appreciate them for their contribution to society.
Powers Beyond Magic and Learned Abilities - Supernatural gifts are powers bestowed, gained, or manifested by particularly powerful or supernatural creatures.
Supernatural gifts are unique in that they can be bestowed by deities as rewards, gained through interactions with powerful entities such as outsiders, bestowed by supernatural creatures such as vampires, beasts, or magical beings, or even be manifested through intense rituals, contact with planar energies, etc. mutations .
Some supernatural gifts can lie dormant in some people, just waiting to be awakened or revealed at the right time.
Supernatural gifts - like epic gifts - work in anti-magic sources and are immune to negation of magical effects. Unless otherwise noted, a creature can only have one supernatural gear at a time.
You were forged in the fires of a divine forge or created by artificial magical or technological means. Her look has a metallic sheen and exposed stitching—alternatively, you can look like it's carved from china and rope, or carved from living wood. The Anvilwrought Chart suggests details about your life or background. In addition, you get the following features.
built up resistance.You have exceptional strength, which is reflected in the following benefits:
- You have advantage on saving throws versus poison and are immune to poison damage.
- You don't have to eat, drink or breathe.
- You are immune to diseases.
- You don't have to sleep and magic can't put you to sleep.
Sentinel rest.When you rest, spend at least six hours idling without moving instead of sleeping. In this condition you appear limp, but you do not lose consciousness and you can see and hear normally.
Characteristics of the Forged Anvil
|1||Smith, Oread or Inventor is the closest thing to a parent in my opinion.|
|2||The god of craft made me serve them.|
|3||I was created decades ago and recently escaped the forge of origins for fear of becoming obsolete.|
|4||My Creator regrets my creation and wants to create me into something greater.|
|5||My creator wanted me to continue his work by creating my own even greater creations.|
|6||Someone responsible for my creation planted a terrible secret in me to smuggle into the world.|
Born in the astral
Born from the energy of the astral plane - among the remains of the dead gods are the creatures that have been imbued with the remnants of the energy of the divine remains, the astralborn. Beings born in the astral look like mortal beings, but philosophers debate their true nature. Are the idealized forms of mortal beings free from the imperfection and impermanence that cause mortal suffering and death? Or are they empty and soulless shadows, without the authenticity and pathos that make earthly existence worthwhile?
Astralborn is like a fragment of divinity, an embodied idea or dream. They embody an idea - like the way leaves turn towards the sun, or the feel of sea sand between your toes, the way your heart moves when the tide turns in battle, or the sadness that remains when you remember a happy childhood moment.
These ideas, dreams, memories and emotions are the stuff of which the astral plane is made, and the astral born are formed from this raw material. Perhaps you were created by one of the gods specifically for a specific purpose. They can be born on the astral frontier plane known as Nyx, originating from the world of Theros. Or your existence could be an accident caused by the concurrence of supernatural forces. The Astralborn Origin chart has a handful of suggestions that can explain where you're coming from, and the Astralborn Quirks chart details some of the special effects that may linger around you.
In addition, you get the following features.
Astral Resistance.They are immune to Necrotic and Radiant damage.
cloak of stars.As part of the promotion, you wrap yourself in a starry cloak that looks like a silhouette sculpted from the night sky. If you do so, your attack rolls are at a disadvantage and you gain flight speed (hover speed) equal to half your walk speed (rounded down). This cloak lasts for 1 minute until you remove it (no action required) or until you die. Once you use this ability, you cannot use it again until you end a long pause.
divine magic.You knowHoly Flameorfee for the deadCantrip, Charisma is your casting ability for this magic.
|1||One of my parents is an astralborn, misfit, or other supernatural being.|
|2||I was formed from the astral plane by God's will to serve as a divine messenger.|
|3||I am a by-product of some bizarre act of God.|
|4||God gave birth to me and made me what I am.|
|5||I was rescued or restored from the Outer Planes and gained supernatural qualities upon my return to life.|
|6||I am a song, play or other work of art brought to life.|
|1||Whenever my weapon hits something, the weapon emits a shower of starry sparks.|
|2||My hair moves like a ceaseless wind; When my feelings explode, the wind turns into a storm.|
|3||My rage and anger smell of burnt autumn leaves and dry wood.|
|4||When the sun shines on me like this, I feel like I'm glowing with many inner colors.|
|5||My laughter makes nearby birds sing and other animals sing along.|
|6||The people who sleep next to me always dream of the sea, and their nightmares are of the deepest depths.|
As a character or individual grows in power throughout life, the essence of astral-born traits can become increasingly apparent. This can lead to enhanced versions of the Astralborn Quirks, making the creature much more otherworldly.
|7||With every step I take, moss and wild grass grow under my feet as if the ground is softening my steps.|
|8||My eyes sparkle with a mirrored inner light as if the silver streaks in my eyes sparkled.|
|9||My skin vibrates unnaturally, as if the sun's rays have manifested themselves in me.|
|10||As I exhale, I momentarily see streaks of dark clouds that smell of ozone.|
|11||At night my silhouette with the stars behind shows the flickering of faint star wings.|
|12||When I bleed, my blood seems to steam and boil when it touches the open air.|
touched by fate
The threads of fate and good fortune intertwine before you, turning events in your favor. The Destiny Traits Table provides clues to details about your life or origins. In addition, you get the following features.
The Grace of Happiness.When making an attack roll, skill check, or saving throw, you can reroll the d20. You must re-roll the dice before the outcome of the first roll is known.
Alternatively, if a creature you see attacks you or saves against one of your spells or attributes, you can force that creature to reroll an attack roll or save.
If the roll that triggers the reroll is either an advantage or a disadvantage, both d20s are rerolled. Once you've used this feature, you won't be able to use it again until you've finished your long idle period.
A lucky service.You get a +1 boost to two of your skill values. These stats can now be increased to 22 when previously it was not possible.
Typically touched by fate
|1||I was born in a well a creature of fortune and destiny.|
|2||At the time of my birth, a bet was made where a coin landed on the edge.|
|3||One of my parents was incredibly lucky.|
|4||Death nearly devoured my soul, and by chance I got it back.|
|5||When I risked my life to save others, fate smiled on my brave deed.|
|6||I don't know why I'm so lucky, maybe I'm just lucky to be lucky?|
Great deeds await you in your future, and it will take extraordinary effort to kill you before you accomplish those deeds. Choose or roll a random destiny using the Heroic Destiny table. In addition, you get the following features.
conquer death.You have advantage on saving throws to the point of death.
Hard to kill.If your hit points are reduced to 0 but not killed immediately, you can drop to 1 hit point instead. Once you use this ability, you cannot use it again until you end a long pause.
|1||My destiny is to become the most gifted practitioner of any craft, trade or practice.|
|2||My destiny is to earn my place among legends.|
|3||I am destined to attain divinity.|
|4||My destiny is to free my beloved from the clutches of the afterlife.|
|5||I was born when a titan or a monster ravaged my land and it is my destiny to destroy it.|
|6||My destiny is to discover the secret of the power of the gods.|
They were touched by the strange and wonderful people of the mountains: the Fey. You carry a wild, faery wild essence within you and can use it for strange abilities, much like your other mirror kin. The Hexenblood Character Chart provides details about your life or background. In addition, you get the following features.
altered body.You were imbued with the strange and ferocious energy of the fairies, which is reflected in the following benefits:
- You are immune to charms.
- Magic cannot put you to sleep.
- You knowDruidstwoTrick.
Upiorny-Token.As an additional measure, you can safely remove a strand of hair, one of your nails or one of your teeth. This token is imbued with magic until you take a long break. When a token is penetrated in this way, you can perform the following actions:
- telepathic message.As an action, you can send a telepathic message to a creature holding or carrying a token as long as you are within 10 miles of it. The message can contain up to twenty-five words.
- TV.If you are within 10 miles of the tile, you can enter a trance as an action. The trance lasts 1 minute, but ends sooner if you refuse it (no action required) or become incapacitated. During this trance you can see and hear the token as if you were where it is and could use itDruidstwoyou can go through it When you use your senses to locate a sign, you are blind and deaf to your own surroundings. When the trance ends, the token is harmlessly destroyed.
Once you've created a token using this feature, you can't do so again until you've ended a long pause. After that, your missing share will increase again.
Other people.You keep your creature type, but register yourself as a fey creature for spells and other effects that register a fey creature's presence.
Characteristics of the six types of blood
|1||The fae stole me once when I was young and I came back a different human.|
|2||My parents were sorcerers who practiced the deep magics of the mountain people, and their magic changed me.|
|3||The witch found me abandoned as a baby and raised me as her own child.|
|4||I once had intercourse with a person that I didn't realize was a fairy until much later.|
|5||I was born in a place touched by the powers of the Feywild.|
|6||I made a pact with the Fey entity and they gave me this gift in exchange for fulfilling it.|
As a Hollowed, you died, but somehow you're still alive. Perhaps you bear the scars of your death's end, your ashen flesh, or the bloodless veins that death touched you. Your soul is gone, but your body has retained the embers of its fire. The table of hollowed out characteristics contains details about your life or background. In addition, you get the following features.
Timeless.You stop aging, but you can still die of old age, and the effects that would age you won't affect you. In addition, one gets an exhausted, pale or decrepit - but lively - appearance.
Holding on to life.If you save to die and roll a 17 or higher, you regain 1 hit point.
To return.You keep your creature type, but register yourself as undead for spells and other effects that register an undead creature's presence.
A disturbing presence.As an action, you can unbalance a creature you can see within 30 feet of you. The target has a disadvantage on its next saving throw within the next minute. Constructs, undead, and creatures that cannot be intimidated are immune to this trait. Once you've used this feature, you won't be able to use it again until you've finished your long idle period.
|1||I died tragically and inevitably, but my will to live was greater than my soul's needs.|
|2||My soul was held captive by a powerful being, but through sheer luck, a fragment remained within me.|
|3||The soul within me does not belong to me and is using me as a vessel of vengeance.|
|4||I died on the threshold of God's temple and her divine intervention prevented my death.|
|5||I used to study the mysteries of divinity and immortality - but that's far from what I wanted.|
|6||I refuse to die until my last assignment is complete.|
No one can actively deny the existence of gods on Pryxis, whose interactions with the material world are evident throughout history and the present. However, some people reject the idea that the gods are worthy of worship. Such iconoclasts are common among adherents of Pryxis and other atheistic beliefs, but members of any culture can embrace this supernatural gift. The Iconoclast Characteristics table offers suggestions as to why you became an iconoclast.
Your rejection of the gods grants you the supernatural power to resist their hold on the world. You get the following properties.
Enlightened Protection.you can throwProtection from evil and goodwith that quality that aims only at itself and does not require any material elements. Once you've done this, you can't cast it this way again until you've ended your long break. Wisdom is your ability to enchant this attribute.
Reject the gods.One cannot win or lose devotion to any god. Instead, you gain the following traits at the character level listed. Wisdom is the spell for each spell you cast through these moves.
Level 5 iconoclast perks
you can throwbanish the magicwith this function. Once you've done this, you can't cast it this way again until you've ended your long break.
An iconoclastic pattern
Iconoclast trait at level 11
you can throwdrive away evil and goodno material elements are required for this function. Once you've done this, you can't cast it this way again until you've ended your long break.
Even when throwingbanish the magicWith your Iconoclast Hero trait, you cast it as a level 4 spell.
Level 17 Iconoclast Perks
you can throwantimagisches Feldno material elements are required for this function. Once you've done this, you can't cast it this way again until you've ended your long break.
Even when throwingbanish the magicWith the Iconoclast Hero trait, you cast it as a level 5 spell.
Characteristic of icon clusters
|1||I blame the gods for the deaths of those I care about.|
|2||Many beings try to use me for their purposes, so I try to avoid any divine entanglement.|
|3||It is evident that the gods are capricious and unworthy of worship.|
|4||I know that the future of the world belongs to mortals, not gods.|
|5||I am convinced that the gods want me dead.|
|6||I refuse to be a plaything of divine plans.|
Like a sphinx, your mind is a maze that cannot be penetrated. It could be a gift or training from a real sphinx, a godsend or an inexplicable talent. The Unexplored Traits table suggests options that will make you impenetrable. In addition, you get the following features.
Psychic Shield.You are immune to psychic damage.
Shroud of the Sphinx.You are immune to any influence that allows other beings to sense your emotions or read your mind. Wisdom tests (insight tests) conducted to determine your intentions or sincerity have disadvantages.
Unlesbar.Gain proficiency in charisma trials (deception) or skill if you already master that skill.
|1||I was raised by a sphinx far from civilization.|
|2||I aspired to be faithful to philosophy and to study the power of the mind - to harden the mind's eye.|
|3||I only speak in the past tense as if everything I say has already happened.|
|4||I have vowed not to let any living person look under the mask covering my face at any time.|
|5||Why shouldn't I formulate every statement as a question?|
|6||I was born a sphinx, but a being cursed me, transforming me into human form and limiting me to mortal knowledge. I will not rest until I break the curse.|
A companion for life
Behind many heroes is another hero, whose greatness comes from support and love. Like so many heroic couples, you are great and make others great. When establishing a connection, consider a stable relationship with a partner. Any relationship with another player character requires that player's approval. In addition, you get the following features.
Aura Fasoli.Your allies within 5' of you have advantage on saving throws against terror or charm unless you are incapacitated.
Companion Protection.When an attack roll hits a creature you can see within 5 feet of you, you can use your reaction to have the attack hit itself instead. Once you use this ability, you cannot use it again until you end your long idle period.
|1||Another character is my beloved or dearest friend.|
|2||The next character is my sibling.|
|3||The other character is my parent or child.|
|4||Another character is the master of my god.|
|5||After admiring another character from afar, I finally got a seat by her side.|
|6||I wish nothing more than for another character to reciprocate my affection and love.|
Some of the mightiest heroes not only inspire others by displaying prowess in battle, cunning, or other divine gifts; but from raw, brute force bestowed on them by the gods or by the will of nature. Myths about heroes killing animals with their bare hands are among the first myths to emerge, a fundamental gift but one of the most powerful. The Mighty Origin chart has several suggestions that might explain how you acquired this otherworldly power. In addition, you get the following features.
Beyond Strength.You add your strength damage modifier for unarmed attacks and natural weapons (if applicable) twice instead of once.
Driven Attack.Hitting a creature with an unarmed punch, natural weapon attack, or power attack allows you to maximize the resulting damage. Once you've done this, you can't do it again until you've finished a short or long break.
|1||As a toddler, I drank only a sip of the nectar of the gods or fed on the mother milk of the goddess.|
|2||I was raised by wolves or lions, which nature herself commanded me to protect.|
|3||I gained strength by defeating a god in a game of power or gambling.|
|4||I was a talented athlete blessed by the gods to win on their behalf.|
|5||I was miraculously born to a real bear.|
|6||I was fortunate to be the grandson of a demigod.|
You possess a precious gift desired not only by mortals but also by the gods themselves: the gift of clear communication between the mortal and the divine worlds. As an oracle, you can see the whims of the gods and ask them for glimpses of their vast insight. However, there is a curse associated with this gift, which usually takes the form of dark insights. Consult the Oracle's Escape Chart to determine what unwanted revelations you will receive.
The gods seek mortal oracles as their agents. As a result, most oracles devote themselves to the service of one god and learn to ignore the voices of everyone else. Sometimes two gods or a pantheon agree to share the services of an oracle. Oracles trying to remain independent are often hunted by agents of the evil gods, who oblige them to serve the god when necessary.
You get the following properties.
The Oracle's Ears.You can speak, read and write Celestial, Infernal or Abyssal. God can also send a message through you, and you can choose to use your own voice or let God's voice pass through your mouth to deliver a message that will be translated into the language you speak.
Oracle insight.The gods grant you glimpses that will help you put your efforts into action. In a skill check, you can roll a d10 and add the rolled number to the test. You can wait until you roll a d20 before deciding to add a d10. However, you must decide before the DM says whether the throw was successful or not. Once you use this ability, you cannot use it again until you end a short or long break.
oracular piety.Your oracle skills improve as your Piety score increases. Instead of receiving piety perks associated with a god, here's what you get when you reach a certain piety score. When not following a specific god, channeling the voices and will of a deity or being facilitates general piety.
Wisdom is your casting ability for each spell you cast through these moves.
Trait Piety 3+ Oracle
you can throwNoticeas a ritual with this function. Once you've done this, you can't cast it this way again until you've ended your long break.
Trait Piety 10+ Oracles
you can throwforecastas a ritual with this function. Once you've done this, you can't cast it this way again until you've ended your long break.
Trait Piety 25+ Oracles
you can throwcommunityas a ritual with this function. Once you've done this, you can't cast it this way again until you've ended your long break.
Nor can you be surprised unless you are incapacitated.
Trait Piety 50+ Oracles
Of course you can throwTemple of the Godswith this function. Once you've done this, you can't cast it this way again until you've ended your long break.
The curse of the oracle
|1||I know exactly how I'm going to die and there's nothing I can do or say to prevent it.|
|2||People who turn to me for information rarely believe the answers I give them.|
|3||I have nightmares about the deaths of people I've never met.|
|4||I'm often distracted by the sights, sounds, and smells of things other people can't see.|
|5||The horrible monster behind the curtain is constantly watching me and I see it every time I go outside.|
|6||Every time I get close to someone, I see them growing old, suffering, dying or dead.|
|7||Whenever I receive a divine vision, I feel severe pains in my head or chest.|
|8||Some god or being will use me as an oracle whether I want to listen or not.|
Born into a special union with a deity, you earn the favor of your god from birth. Check out the Divine Quirks chart to find out how your beliefs can affect your personality. In addition, you get the following features.
pious protection.If you fail a saving throw, you can reroll it and need a new saving throw. Once you use this ability, you cannot use it again until you end your long idle period.
The Study of Religion.You have an advantage on each intelligence (religion) check related to your chosen god.
Introductory Piety.You start with a piety of 3 to the god of your choice.
|1||I often call people my god (or another god) by mistake.|
|2||I stay up late into the night staring at the star hoping my god will give me a message.|
|3||I am deeply envious of my God's oracles, who seem to have a more intimate relationship with my God than I could ever achieve.|
|4||I dream of one day going to the afterlife and having a permanent place with my god.|
|5||I have no home but the temples and mansions of my God.|
|6||I can't prove it, but I suspect my god might be my parent.|
Like the great heroes of the past, you are immune to physical damage. Use the Unscarred Origin Chart to determine how you acquired your legendary invulnerability. In addition, you get the following features.
reinforced body.You ignore 2 damage from all sources since your body is immune to all threats.
Impeccable resistance.When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce damage by the sum. After using this ability, you cannot use it again until you end a short or long break.
|1||As a toddler, I bathed in the blood of a hydra or a troll, and my wounds heal too quickly to become fatal injuries.|
|2||I swallowed a magic stone that fell from the sky and made my skin rock hard.|
|3||When I was hurt as a child and the entity healed me. Now sores reluctantly regret their work.|
|4||I was rescued from one of the underworlds and I'm not sure I'm fully alive again - it's always so cold.|
|5||I was born into an isolated tribe of people. All of my people are immune by nature, which I didn't realize until I lost my home and moved out into the world.|
|6||I don't know who any of my parents are, but my immunity (and other clues) provide clues as to their immortal identities.|
The Crucible of Faith
The world of Pryxis has a particularly interesting take on the gods, religion, and belief aspects - they accept and thrive on all forms of belief.
Due to the nature of the divine intervention of the Seven Sins during the Dragon War, the seven gods who first intervened to defend and aid mortals were given a special place in the world's religious system. Each of the seven gods represented a different pantheon and faith, so those who worship a particular pantheon worship one of the seven sins corresponding to their pantheon.
For example, if someone follows the Norse religion and believes in Valhalla, they would pay tribute to Tyr, the god of pride, as a representative of that pantheon, even if they worship Odin as their chief god.
Because of this, all creeds have been universally accepted by the prixis at large - regardless of their connection to the Seven Sins or the prixis themselves. But each worships some form of deity or being that freed them from the dragon bind.
Some beliefs unique to other worlds are also represented here, and even those that are considered alien or taboo are generally permitted—as long as their practice does not adversely affect others. In general, the beliefs that a person holds, whether private or public, are a personal matter.
Prixis gods tend to play a more direct role in the lives of mortals on the world. Since they already had a physical manifestation by the time of the Dragon Wars, their powers cannot be doubted, but some may try to argue their influence.
Furthermore, the Pryxis gods are not omnipotent or omniscient. Though physically and magically powerful, timeless, and nearly indestructible, their actions are governed by the stipulations of the Prime Law. They may unravel (or unravel) the threads of destiny at a single point, but they must not overstep their allotted place in the pantheon. Although they may have unlimited memories and abilities, they may not feel empowered to intervene in a situation or conflict that does not generally concern them.
divinity and domain
For more information on the new domains listed below, as well as divine information, please contactThe way to divinityfor more details.
|deities||title||Attitude||Proposed pastoral areas||Common icon|
|The flagship of the world|
|Prixis, Eternal Archmage||The voice of the planet||unbalanced||Brak Domen - Bilderstürmer||Green trident|
|The Pantheon of Sin|
|Zariel, goddess of greed||body sorceress||TO||Blood, Chaos, Light, War, Riches||Winged Flaming Sword|
|Taurus, god of pride||Viceroy of Justice||LG||Forge, light, order, protection, war||Golden Scales for Warhammer|
|Melchar, god of anger||Wasal-Raser||CN||Ancestors, Elementalism, Fury, Storm, War||Purple Blitzhelix|
|Oghma, the god of gluttony||Magician of Enlightenment||N||Arcana, Knowledge, Luck, Nature, Time||An empty, faded scroll|
|Hex, god of envy||The Oracle of Secrets||N||Distant, spirit, technology, deception, twilight||Black snakes swallow the eye|
|Mishakal, goddess of desire||A servant of vitality||LG||party, campfire, life, peace, twilight||blue infinity symbol|
|Chemosh, god of idleness||Doomsday Dommer||NO||Death, Grave, Soul, Time, Deception||Yellow goat skull|
|Gilthunder Drachenherz||dark wind||NO||hunting, travelling||Spearhead with misty blood|
|Haedric of Wyrmsbane||Sturmblade||LN||storm, war||Crossed ax and dragon horn|
|Zolis Sephet||tomb star||z||grave, time||Broken fire hourglass|
worship and relationships
The presence of deities and supernatural beings is an aspect that cannot be denied to the world of Pryxis.
While some shy away from the thought of owing any form of worship to one of the gods in the pantheon of sin, or any other god or goddess, the fact of their existence cannot be questioned.
Those who worship deities, whether they belong to the pantheon of sin or to the god represented by one of the sins, have different beliefs and reverence from person to person.
Often the rites and rituals of worshiping a deity are so varied and different for each god. The main form of worship is libation (the pouring out of wine or water), ritual prayer, sacrifice of animals or animals, making personal or domestic altars, and more.
Typically, a statue of divine sin is found in more affluent or extravagant temples - the gods can see it and even bring it to life at any time. In simpler temples, the main altar has a simplified statue representing the symbol of each god in the pantheon of sin.
The world of Pryxis usespietyMerkmal zMythical Odyssey of Theroswhere each god bestows different abilities.
There is no benefit per se in being a divine master. The descriptions for each god in this chapter present a typical godmaster, including ideas about how the player character might get into that position and what ideals the god's interests represent. However, the gods reward the devotion of their champions. The strength of your devotion to your god is measured by your piety. If you increase this score, you will receive blessings from your god.
Piety has nothing to do with faith or faith unless a person's thoughts and ideals urge him to act in the service of God. Your Piety score reflects the actions you have taken in the service of your god—actions that the god rewards handsomely.
If you select a god to worship as your starting character, your piety score for that god is 1. Your piety score increases by 1 each time you do something that furthers the god's interests or acts in accordance with his ideals. The gods expect great deeds from their masters, so your Piety stat will typically only increase when you achieve an important goal (like completing an adventure), make a significant sacrifice out of self-interest, or the DM otherwise sees fit .
Each god's dogma usually includes a discussion of the god's goals and ideals, based on which your DMs will judge whether you deserve an increase in your godliness score. Basically you can expect to increase your piety by 1 during most play sessions provided you follow your god's rules. The DM decides how much you raise or lower by, but a single action usually only changes your Piety score by 1 point in each direction unless your action is very significant.
Benefits of Piety
The gods show their favor to those who show their devotion. When your Piety score exceeds certain thresholds - 3, 10, 25, and 50 - you gain a benefit detailed in the Heroes of the Gods sections.
There are basically 4 levels of piety:Lovingly(o 3),Below(o 10),Student(25 years) andLehrer(50 years). If your Piety score exceeds one of these thresholds and then falls below it again, you lose the benefit you acquired at the higher level.
Choosing the Oracle's supernatural gift will grant you different rewards for your Piety score than what your god normally grants. This gift and its benefits are described in Chapter 1.
inspiration and piety
In a way, piety is its own reward. Acting in harmony with the commandments and ideals of your God inspires you and can enable you to succeed where you would otherwise fail. As you increase your Piety score, you may also receive an inspiration, at your DM's discretion, that reflects improved harmony between you and your god.
Not every hero chooses life as a divine champion. It is known that some races or peoples reject the worship of gods. Those who do not devote themselves to God receive no points or rewards for their piety, but suffer no negative consequences.
The Iconoclast's supernatural gift gives characters the ability to earn rewards equivalent to piety rewards without committing to a god. Prixis, the Eternal Sheetsmith, offers additional benefits for those who refuse to kneel before any greater being.
If the events of your character's adventuring career warrant it, you may abandon the service of one god and turn to another. Once you leave the service, you can seldom return without repenting.
Your DM will determine if your new god will accept you as a champion and what you can do to show your commitment.
If you switch gods, you lose all the benefits of the old one, including piety rewards and other divine blessings. You no longer have a piety value for your old god and your piety value for the new god starts at 1.
Prixis, Eternal Archmage
The Archmage Eternal has lived on Pryxis for several millennia. Though neither a god nor a deity ever since, the Pryxis watched over and protected the planet from threats from both within and without. Through his protection, the world maintained a constant rebellion against the dragon realm. He was also the one who stood shoulder to shoulder with the mad king who threatened all life on the planet, and it was thanks to his influence that magic reawakened as Prixis communicated with the gods outside the realm.
Pryxis is an immortal being who always remains masked and refuses to show his face to even the most trusted mages. His true age is unknown, but it is known that he was born sometime before the magic plague. He is never seen without his three-legged staff, which he uses to destroy many threats to the stability of his kingdom, whether they come from gods or monsters.
The Eternal Archmage's namesake was not always the same as the planet he inhabited, but as the Dragon Realm erased knowledge, traditions, and records of the world, the people of the Realm began to associate the only magical being with the steadfast stood against the Great Vipers with the strength and determination of the Great Vipers themselves. Therefore, the planet's original name is known only to the Archmage or very ancient beings, but somehow the Archmage decided to keep the original name secret as it may hold the key to the disclosure of forbidden secrets was already in his lifetime.
Pryxis lives almost exclusively at her academy for dweomer studies, located in the major city of the same name. His private tower residence is the pinnacle of the academy – the academy itself sits on an island that hovers over the city, formed from the truncated peak of the volcano around which the city is built.
The Archpower tries to remain neutral in most world politics, bored and confused by the petty internal workings of kingdoms and countries. He will mediate between major conflicts when necessary, but only when world stability is at stake. In fact, seeing Pryxis even in his own academy is a rare occurrence, as he rarely leaves his personal tower, choosing to explore a world he's kept saving.
Pryxis can be described less as the planet's "leader" and more as its "representation". He worships no gods or entities, and swears allegiance to no kingdom, country, or guild. However, when the Archmage appears before an official group, it would be wise to listen to the person who got them to where they are today.
Pryxis oversees the inner workings and machinery of his world within the grand schemes of the cosmos and liaises with entities beyond the reach of the masses. Prixis sees itself as a servant of the people and only the people. He is not shy about worshiping him on occasion, but he reminds anyone who believes in his divine power that he was once a mortal like them and gods are a capricious and capricious force.
Pryxis does not look after the interests of the gods except when the fate of a planet is at stake. An immortal being who has only once assumed the form of a divinity - and only when the planet's well-being was at stake - Pryxis believes that most deities and beings who require worship, ritual, sacrifice, or submission from their community are , are totally uncivilized and unnecessary. His view of deities, as well as the dispatching of many divine beings to threaten his realm, gave him the repertoire of a being who sees gods as inferior - but that is not the case. The Pryxis recognize the powers and abilities of the deities, but believe their followers must use those abilities as inhuman.
While Pryxis was the one who appealed to the gods to awaken magic centuries ago, the gods themselves do not trust Pryxis. His attitude toward their supposedly illogical and immoral practices leaves most deities in bad taste; However, they recognize his power and position on the planet, as well as his ability to send deities and other divine beings - indeed, the mere mention of his name is enough to make several deities puzzle over their motives.
"Adoration" by Prixis
Pryxis does not condone or condemn the worship of his position of power, but demands that each of his supposed "congregation" understand the mysteries of the gods and the source of their power. He rejects any direct divine power bestowed on him by his community, instead restoring the potential to the individual devotee to imbue him with his form of divine abilities.
Anyone who "honours" Prixis must always be PrixisSymbolclusterand acquire additional skills to engage in unfaithful and ungodly practices.
An extraordinary and supernatural mortal, Pryxis does not typically assume a particularly flashy or otherworldly appearance when approaching or appearing before those he would call his "ward".
Pryxis appears as a humanoid, clad in flamboyant green robes and suits, who always wears a crowned mask - and those who have previously attempted to remove his mask have literally landed in orbit.
Pryxis rarely appears before mortals or gods - he believes that time is better spent in quiet study and meditation. His sanctuary in the tallest tower of the Dweomer Academy is nearly inaccessible to anyone without the Archmage's direct permission, and his honor guard have faced many attempts to break into his office.
Pryxis is only seen in public once: at the Night Rejuvenation Ceremony, held at the end of each year. At this point, Pryxis appears on his balcony platform and broadcasts his voice to the masses of Metropolis below, speaking of overcoming adversity and heralding a new year.
If Prixis chooses to show her followers individually, she can only appear in her manifestation:
Although the archmage is not a god, in due course he can create an avatar of sorts. When it proves necessary to show Pryxis's undivided attention fully, a somewhat humanoid, ethereal appearance of Pryxis will appear to those seeking direct advice from the Archmage. This apparition acts as a divination sensor.
This apparition can appear anywhere in the world and it is unknown if Pryxis himself has a limit on the number of apparitions he can create. However, Phantoms have been known to do little more than listen, watch, and send messages - although Pryxis has been known to occasionally use Phantoms to launchBolt of Fate (PM)in defense of his aides and agents when necessary.
It is seldom that Pryxis considers a circumstance so significant that an apparition appears to those who invoke him, believing that those who strive for success must do so of their own free will.
In incredibly tragic times, the apparition can allow Prixis itself to teleport directly to the location, apparently manifesting through the apparition itself. When this happens, it means an event has occurred that requires Pryxis to be fully present to handle.
- Attitude:Any, usually neutral
- Recommended activities:at
- Suggested pastoral areas:Nic
- Recommended backgrounds:at
- Verwandte Pantheons:Nic
Pryxis invites everyone to explore and understand the power of confidence. His followers are almost always iconoclasts, but there are some exceptions; like the ancestral or arcana cleric, who shies away from the worship of gods, or the paladin, who supports humans against larger beings. Those who follow the path of the Pryxians train themselves to gain personal power over their fellow humans and deities.
Since the Eternal Archmage does not require worship, those who gain more personal power often gain his attention and respect. The Pryxis Favor table provides several suggestions for how to respect the everlasting foliage.
|1||Your studies have led you to a better understanding of the mysteries of the gods.|
|2||You belonged to a family of atheists or iconoclasts who taught you to trust yourself over other beings.|
|3||You have dedicated yourself to a craft, art, exercise, or sport with the sole purpose of improving your form and function.|
|4||You once faced a powerful outsider who threatened you. Regardless of whether you managed to defeat him or not, your determination caught the interest of Prixis.|
|5||You have sworn to seek out the congregation of a god who has done direct harm to you or your loved ones.|
|6||You once served a god or being tirelessly, but you broke faith in them when great wrongs were done to you without retribution.|
Dedication to Prixis
Pryxis offers no alternate ideals regarding the function of your loyalty to him. He encourages those who follow in his footsteps to pursue their own goals and ideals in life, focusing on the intention of self-improvement and dispensing with the need to worship gods or entities as is traditionally believed.
you should beiconoclastSwear allegiance to Prixis, the eternal Archpower. In return for your allegiance to him, he strengthens your form with additional benefits to remain steadfast against extraterrestrial and powerful beings.
At level 1, you gain the Iconoclast supernatural gift if you don't already have one.
As you level up your character, you'll also enjoy the following benefits of the Iconoclast feature:
iconoclastic hero -Authorized
Level 5 iconoclast perks
You can hand in yours nowProtection from evil and goodIbanish the magicCast your Iconoclast trait twice for a long pause.
Iconoclastic Pattern -Authorized
Iconoclast trait at level 11
You can hand in yours nowdrive away evil and goodCast your Iconoclast trait twice for a long pause.
Plus if you throwbanish the magicWhen using the Iconoclast Hero trait, it counts as a 5th level spell and not a 4th level spell.
archetype obrazoburczy -Authorized
Level 17 Iconoclast Perks
If you lose yoursantimagisches FeldWhen you cast a spell that uses the Iconoclast Archetype trait, the field's range is doubled to a 20-foot radius and you and any items you are carrying or storing in the field are immune to the field's effects.
Plus if you throwbanish the magicWhen using the Iconoclast Hero trait, it counts as a level 6 enchantment and not a level 5 enchantment.
Pryxis is known worldwide as the Eternal Archmage, as even the world bears his name due to his size. Some stories still tell of his lesser-known achievements and legendary weapons.
Teomachie.The tale of how the Archmage of Eternity challenged the fearsome Mad King to a duel is already a well-written tale. But the way he killed the Mad King and many other deities and entities that came before and after him was with his viridium: Theomachy trident. It is said that Theomachy was created for Pryxis by an elderly extradimensional wanderer who hated the gods. The trident was created from a green-tailed comet, a branch of the Yggdrasil tree, and a piece of godstone from the astral plane. This trident has been Deicide's primary tool in Pryxis' hands since birth.
The Book of Archpowers.The Book of the Archmage is a black-bound, gilded, and jeweled tome that is perpetually bound and floating near the Archmage Eternal. It is said to contain the secrets and formulas of magical rituals and high dweoms only passed down by other high archmages. The book is said to have been in the hands of the Mordenkainen, Shalidor, and even Karsus himself before it came into Pryxi's possession.
Eternal.It is said that in the days leading up to the plague, Pryxis underwent an intense and dark ritual that bestowed upon him eternal youth and life, allowing him to live so long without needing food, water, air, or sleep - not even one divine spark. The details of this ritual were never revealed, but upon direct inquiry many magicians were permanently silenced by his magic for daring to raise the subject.
The twin hands of destiny.It's no secret that Pryxis' most distinctive (and only visible) physical feature is the presence of his two distinct hands - one is a silver glowing angel's hand and the other is a red, charred demon's hand. Every ritual that Prixis went through in his youth is said to have transformed or manifested these extradimensional hands, which he now uses for both great protection and severe punishment.
investiture robes.The showy royal robes and insignia on the body of Prixis are meant to give him a clear connection to the driving force of the planet. Said to have amazing powers, they serve as both a unique set of Archmage's robes and an enhanced protective cloak. Where he got these clothes from is still unknown.
The Pantheon of Sin
When the Dragon War began, the Seven Gods, at the behest of the Seven Gods, traversed a dimensional rift that revived magic in Pryxi's world. These 7 gods from different pantheons and core practices were the first beings to heed the call of despair from Archmage Prixis.
The Seven Gods were eventually named after the Dragon Kingdom's seven original sins with the intention of demoralizing the masses - which of course backfired as the mortal masses of the Prixis world rallied around the idea that the dragons were their survival and freedom considered as a sin, they would accept it.
Each god thus corresponds to an original sin, which the people of Pryxis associate not only with their deeds during the Dragon Wars, but also with the power they hold over the land of reality and mortal souls.
crack and awakening
Before the Seven Sins emerged in the world of Pryxis, their coming was heralded by a deafening, roaring crackle that could be heard around the world - and a wave of multicolored blue fire spread to every corner of the realm.
The thunderous sound was soon revealed to be coming from a cracking crack in the sky over the Sea of Pryxis, where myriad rainbow lights could be seen and an aurora of energy poured out of the hole.
Soon after, seven gods flew through the abyss, followed by legions of alien and supernatural creatures to repel the Dragon Realm - signaling the start of the Dragon War for all mortals across the world.
During and after the Dragon Wars, the Seven Deadly Sins worked together to ensure the safety and security of the people of Pryxis - but on one condition: they would receive the most honors from the people of Pryxis on behalf of each of their respective pantheons.
This meant that if someone clung to one of the gods in a pantheon that contained one of the seven sins, the sin would gain the power to worship that particular pantheon. This would allow the Seven Sins to keep a constant eye on the world of Pryxis while also allowing their respective pantheons to receive worship while drawing most of their power from faith. The masses of the Prixis agreed to this agreement and now obediently follow the Church of the Seven Deadly Sins.
This of course leads to many individual and personal conflicts among the Seven Deadly Sins as they constantly struggle to retain their individual power. However, thanks to divine agreement, the faithful of the Pantheon of Syn are receiving amazingly powerful rewards for their faith.
Worldwide, the Prixis Church of the Seven Deadly Sins is an internationally recognized major religious institution that forms the foundation upon which each god's respective pantheons branch out.
There are other belief systems and denominations around the world - particularly those of specific deities and racial beings, but many of them are not as widely accepted or practiced as the pantheon of Syn.
One church, seven heads
The Church of the Seven Deadly Sins is not headed by a single religious leader, but is instead divided into seven separate houses - each headed by onehigh priest(or high priests) of the respective divine denomination.
Each High Presbyter serves as the actual voice of his church's congregation (but not necessarily its deity), directing his faithful followers in the acts of worship and faith appropriate to their particular homes. All official priests and priests correspond to the high priest of their house.
In times when an individual house faces coercion or attacks on its religious integrity, the chief priest is the one who directs the response - either by sending an official minister or, when the need is great, by intervening.
With the entire Church of the Seven Deadly Sins in a state of emergency, the seven high priests meet in secret to determine the appropriate response.
Zariel, goddess of greed
Though many may know Zariel from her original position as Archduchess of Hell, she has hidden her own divine spark in the few thousand years since her redemption. Her knowledge of the martial arts and the blood war that raged between the Nine Hells and the Abyss fueled her desire to constantly strive for the heights of power. Now her divinity vacillates between an infernal archduchess and an angelic solar, she walks on the razor's edge of morality and seeks to win the power and loyalty of both sides - in limited but effective ways.
Zariel represents the divine sin of greed - for her desire for war, power and wealth led to her becoming the goddess of greed incarnate. While being relieved of Asmodeus' service and replaced by another Archduke of Hell, she occasionally descends back into the Nine Hells to reverse the flow of the Abyss in the multiverse. Because of this, both sides - hellish or heavenly - view her with great suspicion and unease, but few can deny her ability to provide great wealth in exchange for power, and vice versa.
Zariel extends his powers to warfare for personal gain. Her followers believe that power can only be gained from ongoing conflicts - they seek to emulate the actions of their goddess when she was the Holy Avenger as well as when she served the demon lord Asmodeus. When a war or battle is fought to gain ground, capture loot, or simply improve one's combat skills, Zariel looks on with delight and inspires those determined to move forward. While her desire to seek war is neither malicious nor benevolent, she smiles at those who don't think about their actions - as long as they can benefit from such decisions.
Though Zariel is a goddess herself, she no longer serves directly in the ranks of the Nine Hells, nor does she follow the restrictions of the Celestial Cross - instead she chooses to fight on behalf of those who are no longer among the damned and wish to fight for them to reverse the tide of the blood war.
Despite disowning the will of her former master Asmodeus and unwelcome in the ranks of the angels, she seeks to reinforce the armies of the Nine Hells with her own troops: the god-appointed knights who act as their specialized shock troops. These individuals are souls who have sworn allegiance to their goddess in order to gain more power or wealth - and when these souls die, they are not drawn to the heavenly domain or thrown into hell to do devils or Instead of becoming demons, Zariel infuses them with his own blood and transforms them into superhumanoids, which he uses to ward off demonic incursions.
Followers of Zariel consider it one of the greatest honors a mortal can receive - when they die it will be invincible against all odds, with powers beyond their imagination, and for the rest protecting the rest of the multiverse.
Zariel devises a plan to instill a desire for lasting power in the mortal masses. That goal is secondary to only one: to liberate the greatest and most ruthless warriors of the Nine Hells as demonic souls destined to become devils, or the invalid knights in their own retinue - both warrior sects destined to do so in their name to fight against the abyss. Your goal will only be achieved after the end of the Blood War.
Zariel has tumultuous relationships with the other gods - because she still follows the teachings of Asmodeus, which burn in her divine soul. He believes that many gods do not use their powers in a way that could benefit them, either aiding or hindering their followers. Since many gods have no interest in the sustenance of mortals, they resent those who do not interfere in their lives.
Zariel harbors a particular anger toward Chemosh, whose effects on the unlife of mortal creatures - as well as its demonic influence - are contrary to her goals and ideals. Though Zariel bears no grudge against the undead, he believes their souls could be better rewarded in an eternal struggle than as half-dead weights or fed upon abysmal corruption.
Of the rest of the pantheon of sin, Zariel has always had a special interest in Melchar. Her fascination with his quest to defend the material world, coupled with his tireless skill, led to the birth of more than one legend about their divine union.
Those who worship Zariel do so by constantly pushing their bodies and minds to the limit, filling their chests and pantries with treasure and wealth, and living lives of luxury and power. Many of their followers could become both cruel warlords and ruthless politicians.
A common method of praying and worshiping Zariel is through the shedding of blood, whether from the devotee or his enemies. When blood is spilled, soaking the earth is as sacred as taking it from a living being. And of course, slaying demons is something all Zariel followers enjoy.
Forms of Zariel
Zariel walks the border between the Celestial Choir and the ranks of the devil, and is known to have taken many forms over the centuries. Her newest form is Shaytan - the form of a fallen angel who has not lost touch with his heavenly nature.
Zariel can appear to any member of her community in a variety of ways and means, almost always in whatever form is most comfortable and interesting for the individual.
When Zariel appears to his followers, he can take the following forms:
Zariel often appears as a fire-haired saltworker with crimson wings, clad in golden armor charred with fire and soot. Bloody tears almost always flow from their eyes, and their pale skin is often engraved with the shining golden sigils of heavenly and devilish tongues.
When she appears before them of goodwill, her form often reflects her celestial rather than devilish nature—her wings turn pink to white, and her hair takes on a more flowing white fire texture. For those with more wicked intentions, he sometimes adopts the black horns and cracked skin of his devil nature along with dark blood.
Zariel can also appear in more subtle ways as a handful of other creatures: her favorites are hawks or vultures, a hooded black and red girl adorned with fancy jewelry, and the occasional simple, noisy goblin. He can even take on any of these creatures' traits while in a semi-angelic state, such as a vulture's head, clawed limbs, or predatory eyes.
Zariela Church – also known as the so-calledhouse of blood- is the first faction of the Church of the Seven Deadly Sins, thanks to direct belief in the goddess of greed.
legends: Knight of the Void
The stories tell of a secret sect of the Church of Zariel known as the Void Knights.
These individuals have shown exceptional favor to the goddess Zariel and seek to maintain her influence in the world through direct action.
After a successful religion test, the following information may be revealed:
- (Religion ST 20)The Void Knights are considered some of the most ruthless of judges and blackmailers, and many know the inner workings of laws and regulations - bending and shaping them to suit their needs, often acting as peer advocates or agents of devious politics.
- (Religion ST 25)Stories tell of their brutal but effective fighting styles; They routinely commit horrific acts of public violence, which then question the legitimacy of their actions on their behalf.
- (Religion ST 30)There are many stories about the Void Knights' initiation ritual being to successfully fight the devil through a soul contract, thus gaining their greatest power; Absorb the devil's soul and his abilities.
- Attitude:Mostly legal, often wrong
- Recommended activities:Blood Hunter, Warrior, Paladin, Rogue, Wizard
- Suggested pastoral areas:Blood, Law, Light, War, Wealth
- Recommended backgrounds:Charlatan, criminal, nobleman, foreigner, soldier
- Verwandte Pantheons:The Faroese pantheon, the Archdukes of the Nine Hells
Most Zariel heroes seek personal gain in one form or another, whether through proving themselves in battle or in socio-political mind games. They are often interested in forbidden magic or unethical practices, which they see as the ultimate reward and use of personal power.
Zariel seeks out those who endure a life of challenge and riches - and seeks to rise above others to prove her greater will. But even when a follower of Zariel wins her favor, it is never without proof. She often demands a challenge from her most loyal animals - a test of their willpower and determination. What prompted Zariel to target you, and what test do you need or need to go through to prove yourself?
|1||You killed someone in a higher position of power and took over their role.|
|2||Obtaining wealth from a family member through fraudulent or underhand means.|
|3||Out of self-interest, you stole a powerful artifact from its unworthy owners.|
|4||You study dark or forbidden practices to increase your power.|
|5||You once killed a demonic being in Zariel's name.|
|6||They are constantly pursuing the struggle to improve.|
Devotion to Zariel
Zariel promotes power and self-interest, so it's no surprise that her characters follow her out of self-interest as well. As a follower of Zariel, consider the ideals on the Zariel Ideal Chart as alternatives to the ideals suggested for your lineage.
|1||Sacrifice.My devotion to my goddess is more important to me than what she represents. (All)|
|2||Pragmatism.The end justifies the means; I'll do anything to win. (devilish)|
|3||Assets.Materialism rules the world and I will make it move as it pleases. (Neutral)|
|4||Moc.Those who deserve power are those who can wield it effectively. (All)|
|5||Dogma.Rules and laws are made by those who can use their will effectively. (Valid)|
|6||Immortality.Those who discover nature's darkest and cruelest depredations are granted the right to eternal life. (devilish)|
attaining and losing divinity
You increase your piety score for Zariel when you expand the goddess' influence over the world in specific ways through actions like these:
- Brutally defeat a powerful creature or humanoid.
- To gain power or wealth, regardless of the consequences.
- Increase the influence of the Nine Hells or hinder the Abyss' efforts.
Your devotion to Zariel diminishes as you decrease Zariel's influence on the world, disrupt her goals, or lose power through actions such as the following:
- Give away your wealth or power without much consideration.
- Failure to fulfill a challenge or promise of revenge.
- To slay or exorcise demons, or prevent the Thronebreaker from recruiting souls.
Trait Piety 3+ Zariel
As a follower of Zariel, you have power over blood and greed. You can do bothbleed (afternoon)LubNarrengold (MP)(choose when gaining this trait) multiple times equal to your Charisma modifier (at least once), you only need blood as the essential ingredient for this spell. After a long idle period, you will be refunded all the usage consumed.
In addition, you know the so-calledSummon Wealth (PM)Trick. Charisma is your ability to cast these spells.
Successor to Zariel
Trait Piety 10+ Zariel
you can throwto incite greedLubVampir-Touch(choose which one when you get this trait) only requires blood as an essential ingredient. Once you've cast a spell this way, you can't cast it again until you've ended your long pause. Charisma is your ability to cast spells for that spell.
Trait Piety 25+ Zariel
you can throwcreationLubScarlet Theft (PM)(choose which one when you get this trait) only requires blood as an essential ingredient. Once you've cast a spell this way, you can't cast it again until you've ended your long pause. Charisma is your ability to cast spells for that spell.
Master of Blood and Greed
Trait Piety 50+ Zariel
You can increase your Constitution or Charisma stat by 2 and increase the maximum for that stat by 2.
Zariel appears in many myths and legends, often as a villain or opponent of other gods or heroes. The tales told by her followers tell of her greedy nature, her bloody prowess in battle, and her cunning.
divine vault.Legends tell of a vast extradimensional pantry where Zariel stores his most prized riches and trophies from his multiverse conquests. Her ever-growing collection includes a large amount of coins, gems, works of art, and magical items. It is said that many would-be thieves find ways to teleport to their god vault, only to end up trapped there with no way out. These thieves get what they rightfully deserve: a slow death from starvation amidst the treasures they so covet.
Its resident, Lavacious.In the story of Lakosa - the legendary magical trickster - he managed to find the back entrance to Zariel's vault of the gods via the astral plane. He ventured far deeper into her pantry than anyone had ever attempted before and remembered the route he took to get out. He had stolen a century's worth of treasure from their treasury, but none was as valuable as Zariel's warhammer, the same hammer Zariel had wielded in the Nine Hells. So impressed by these deeds, Zariel decided to ascend to him as her supreme knight of the void - an example of the greed it takes to defy even a goddess.
Alkashi's Strike.Alkashi was once a demon of the Abyss who served alongside Zariel during her reign as Archduchess of Avernus. He spoke of Zariel's pathetic character and how her cowardice had prevented her from fighting further in the War of Blood, and how after her heavenly character was restored she had lost all cunning and will to win. Hearing such blasphemies against her name, Zariel descended back into the Nine Hells and struck down Alkashi in one fell swoop, turning him into a statue of bleeding gold in the fields of Avernus. A lesson to all that their devilish nature has not been entirely forgotten, only taken to a higher level.
Birth of the merchant guild.It is rumored that the first founders of the Merchants' Guild on Pryxis were humans so devoted to Zariel that she not only gave him the means to run the Merchants' Guild, but also to craft items that would enhance his status (quite literally). would solidify. She taught him to make gilded gloves that could transform their unwilling payers and enemies from stone into statues of solid gold - giving them the opportunity not only to gain due respect from the masses but also to provide them with a steady income. Stories still abound about the leaders of the Merchants' Guild, each wearing a distinctive black and gold gauntlet.
Taurus, god of pride
The crippled god Taurus, protector of man and bulwark of justice, represents the tendency of mortals to stand firm in the face of overwhelming odds. Tyr has come to the world of Pryxis to listen to the whims of the dying, who sacrificed their lives to protect loved ones and strangers alike. His will strengthened the masses with undying loyalty to their families and friends and kindled the fire of hope in their hearts. All who armed themselves and donned their armor, knowing that they were the last line of defense against death and those they loved, were propelled by Tyr's power, administering justice like a hammer against steel: powerful and calculating.
Taurus represents the divine sin of pride - for their determined nature and unwillingness to yield in the face of great adversity have made them a creature of unbridled honor. His messengers and vassals belong to the Norse pantheon and embody the honorable and battle-hardened valkyries and souls of Valhalla.
The power of Taurus is shown in those who fight with an abiding sense of honor and justice. It is evident in the promises made and kept of justice, equity and equity, and the protection of the vulnerable. In his eyes, keeping promises and defending others are one and the same life.
While war is a part of life, Taurus focuses on those who only fight for protection and defense. The act of conflict ultimately leads to loss, loss, and grief on all sides - and is intended to provide guidance for those seeking a path to protection, honor, and discipline. A soldier without a goal is just a savage, a warrior without a goal is just a criminal, and a leader without honor is just a coward.
The most loyal soldiers are those who go to war not for profit or bloodshed, but to protect their allies and enforce the will of those far away. They are a line in the sand, an impassable wall of will, and the last bulwark against the enemy - and the winds of time will echo with the voices of their victory and courage.
While bestowing full strength on those who go to war, Tire also values small acts of kindness and mercy that inspire hope in the humble and weak. Any act of help, equality, or protection, no matter how small, can turn into an avalanche of irrepressible will – which can expose entire societies to threats from without and within; united as one voice, one spirit and one body.
Celebration of Tyra
Taurus seeks to restore a sense of justice and fairness to the savage or lost masses of the world. This is meant to ignite the glory and justice of those who seek salvation through both protection and battle. He believes that mortals with no sense of honor could well enter the Dark Ages of brutality and primordial chaos—a notion he fiercely abhors. Taurus urges those who follow him to obey the laws of their land, exercise physical and mental discipline, and stand firm in the face of threats and temptations of dishonesty.
Tyr's relationship with the rest of the gods is amicable at best, but when it comes to recklessness, secrecy, or dishonesty, his feelings toward their actions can become quite heated and disapproving. He believes that the gods should strive to lead mortals along the path of self-improvement through honor and integrity, and failing to achieve these goals represents a fundamental failure of his personal endeavors.
Tyr has a mixture of respect and loathing for Zariel: respect for her ability to call mortals to acts of might, but dislike the use of souls to foment the war in Hell. Realizing her power and her noble purpose to end the Blood War, she discovers that the spirits of the once great and honorable warriors are embittered under her protection.
Tyr discovers that Melchar is a big brother in battle, but his willingness to subvert established laws in the name of liberty comes at a high price. Believing that Melchar lacks the foresight (or patience) to recognize the anger inherent in his actions has led to the two gods clashing over their goals on more than one occasion.
Mishakal holds a special place in Tyr's soul as a beacon of hope and healing inherent in all mortals, and her caring and caring nature warms the crippled god's heart. Taurus, on the other hand, despises Chemosh completely.
Taurus followers are usually those with a strong moral compass—especially knights, paladins, judges, lawyers, and those seeking justice for wrongdoing. Tyr's churches are well organized and strong in the more civilized countries of the world. It is known that those who follow Tire never refuse to serve or help the faithful or the needy when in danger. Taurus followers should show honesty, wisdom, and kindness to the innocent and never enforce an unjust law, regardless of the consequences.
A common form of worship and prayer among Tyr's followers is an act of mercy to all in need and a forbidding to never refuse requests from anyone who truly needs help. Its followers believe that through these actions they embody Taurus himself in the world and that this action will rub off on society and create a flowing effect of goodwill.
As the god of protection and war from the realm of Ysgård, Tyr is often seen by many following the honorable and trustworthy path of a loyal knight. He often appears in forms befitting a being of his noble nature.
Taurus appears to those of his devotees who cry out for protection or guidance in times of extreme need or hardship, and the tutelary deity never refuses when the need is great.
When Tyr appears to his followers, he can take the following forms:
Tyr appears as a one-handed burlesque fighter, his eyes either covered in bloody bandages or absent. He normally wears gold-studded armor of the finest workmanship, and his right arm is either unbandaged or covered by a shielded stump. His longswordjusticeis never far from his side.
When Tyr gets close to those calling to him, his eyes (or his eye, depending on his shape) often glow the color of extremely hot steel, but often disappear, leaving the eye sockets empty before disappearing. A halo of faint embers and sparks of heated metal often appears on his forehead. In times of extreme need, it displays a pair of flaming wings composed of flames resembling the Northern Lights.
The bull can also take the form of a variety of other beings when it appears to its worshipers - often appearing as a fierce and loyal fighting dog, a sturdy but calm bear, or a hawk. Sometimes he appears as an aged veteran of any race, creed, or gender—always clad in plain, threadbare clothing and blind.
The Church of Tire – also known ashouse of hope- is the second faction below the Church of the Seven Deadly Sins, thanks to their direct belief in the God of Pride.
legends: Maintains balance
The stories tell of a secret sect within the Church of Tyr known as the Keepers of the Balance.
These individuals have shown remarkable favor to the god Taurus and seek to maintain his influence in the world through their direct actions.
After a successful religion test, the following information may be revealed:
- (Religion ST 20)The Balancers are a fiercely elite order of wise, chivalrous individuals who embody the concept of justice. Some act as judges or justices of the peace, ensuring impartial justice in major cities, while others travel to chaotic or polluted lands and act as crusaders in the name of law and order.
- (Religion ST 25)It is said that the Keepers of the Balance can never say noTO THE RIGHTcall for help - regardless of religion, origin or wishes of the person.
- (Religion ST 30)The stories tell of a supernatural ability that allows the Balance Guardians to see into the hearts and souls of all creatures: they are inherently able to discover the truth with their eyes alone - and force the truth on others.
Master of the Bull
- Attitude:Mostly legal, often good
- Recommended activities:Cleric, Warrior, Monk, Paladin, Wizard
- Suggested pastoral areas:Forge, light, order, protection, war
- Recommended backgrounds:City guard, courtier, folk hero, knight, soldier
- Verwandte Pantheons:Panteon faeruński, panteon nordycki
Many of Tyr's heroes seek the sources of evil and darkness to burn from the fabric of the world, trusting in the seemingly unfailing honor of their god. They often strive for great acts of kindness and never turn down a challenge—to themselves, their god, or on behalf of others.
Taurus selects tried and true warriors who have endured hardship and maintain an unshakable sense of boundless honor. When someone wins the favor of Taurus, it is often a sign that they can not only carry their pride but also the burden of other people's needs on their shoulders. What made Tyr cast his eyeless gaze on you, and what claims might you wish to uphold?
|1||You were born amidst the ruins of a once great battle.|
|2||You have shown great courage even in a lost battle.|
|3||Once you challenged an unfair opponent but honored him in the combat test.|
|4||You constantly strive to uphold the honor of your fallen comrades.|
|5||You once killed an undead creature in Tyr's name.|
|6||Despite many failures in life, your refusal to feel down has fueled your pride.|
devotion to Taurus
Following Taurus means committing to the ideals of honor, pride, and respect—to yourself, to those around you, and to your enemies. As a Taurus follower, consider the ideals in the Taurus Ideals chart as alternatives to the ideals suggested for your background.
|1||Sacrifice.My devotion to my God is more important to me than what he represents. (All)|
|2||Mod.No fear and no pain can turn me back. (All)|
|3||To honor.I am noble and I keep my promises. (Valid)|
|4||Security.I face the terrors of the dark so normal people don't have to. (So)|
|5||Loyalty.Struggle creates bonds that are more real and lasting than those of love or kinship. (Neutral)|
|6||Respect.I respect everyone's wishes. (Valid)|
attaining and losing divinity
You increase your Taurus Piety score when you expand a god's influence over the world in specific ways through actions like these:
- Fight a battle, duel or fight honestly and with pride.
- Honoring long and arduous challenges.
- Increase the influence of Ysgard and the Norse gods or annihilate evil beings like the undead.
Your devotion to Tyr Score decreases as you decrease Tyr's influence on the world, disrupt his goals, or lose power through actions such as the following:
- Fight unfairly, engage in a duel or challenge, or fight with no honor or respect from your enemies.
- Hurting the innocent or denying protection to the weak.
- To aid those working against the Norse pantheon or to aid evil beings.
Piety 3+ Taurus trait
As a Taurus follower, you have power over hope and pride. You can do bothforced duelLubheroism(choose when gaining this trait) a number of times equal to your Charisma modifier (at least once). After a long idle period, you will be refunded all the usage consumed.
In addition, you know the so-calledSpectral Shielding (PM)Trick. Charisma is your ability to cast these spells.
A follower of the bull
Piety 10+ Taurus trait
You can do botha beacon of hopeLubGerman coat(Choose which one when you get that trait). Once you've cast a spell this way, you can't cast it again until you've ended your long pause. Charisma is your ability to cast spells for that spell.
Piety 25+ Trait of Taurus
You can do bothholy weaponsLubsuperbohaterstwo (PM)(Choose when you gain this ability.) Once you've cast a spell like this, you can't cast it again until you've ended your long rest. Charisma is your ability to cast spells for that spell.
champion of hope and pride
Piety 50+ Traits of Taurus
You can increase your Strength or Constitution score by 2 and your maximum for that stat by 2.
Taurus appears in many sagas and tales, most commonly as a leader, honorable warrior, or holy guardian.
Bind Fenrir.Long ago, the Æsir chose to bind Fenrir the Dire Wolf (or Kezef the Hound of Chaos) - the original Titan and son of Loki - with bonds created by the ancient dwarf gods that could not be broken. Fenrir allowed the binding only if one of the gods put his hand in his mouth and promised not to move. Tyr stuck his hand inside without hesitation, and when the bonds emerged, Fenrir bit off the hand, wrist, and much of the forearm. Tyr kept his hand stump as a show of pride.
Dazzling Bull.At the beginning of the Time of Troubles, Lord Ao Tyr's eyes widened at not noticing the theft of the Tablets of Destiny - a double set of divine stone tablets balancing the forces of Law and Chaos, containing each tablet's name and purpose God. and the original being existed - and to question the validity of Ao's answer. Standing by his decision to question the Supergod, Tyr has since learned to "see beyond the field of vision" and look straight into the hearts of mortals and immortals alike - knowing that the words they say are true , even when overshadowed by magic.
Heroic Sacrifice.A long, long time ago, Tyr battled a demonic invasion that threatened to overwhelm the upper reaches of the cosmos. On the eve of the battle, the Demon Lord pierced his heart with an anatomical weapon, killing him, but not before Tyr could plunge his own sword into the Demon Lord's chest. A few years later, Tyr reappeared as the legend of his exploits spread widely - a testament to the iron character and honor of a god so proudly embodied.
Agnar, father of the shield.Long ago, centuries ago, a mad king leveled the house and city of a man named Agnar. Agnar returned to find the city in ash and ruins, with no survivors. Overcome with grief but a burning passion for justice, he gathered scraps of metal and coils of iron from the ruined city and forged them into a shield to take into battle - saying his people would never leave his side again. Agnar tracked down each of the Mad King's vassals and defeated them in single combat while slowly and laboriously making his way to the king's court. After a decade of hardship and struggle, Agnar finally summoned the Mad King to a trial for all the sins he had committed. Armed only with his shield, Agnar slew the mad king, thrusting his shield down his throat and beheading the dragonlord. Legend has it that his shield rang out with the shouts of victory from his people as the shield pierced the corrupt king's neck.
Melchar, god of anger
A judgmental creature of natural forces and anger, Melchar is the god of storms, freedom, and the unspeakable mortal soul. Melchar embodies the aspects of anger and righteous anger - the fulcrum where determination and action take place. Those who seek swift and merciless punishment for crime and pain are fueled by Melchar's wrath. When a mortal attacks those who have wronged him with fierce hatred, the rage within him awakens in an unchecked storm that is about to unleash upon those who deserve it - with Melchar blowing the winds of that storm. Like a storm, Melchar's rage cannot be contained or calculated, and the fury he unleashes causes near-total destruction.
Melchar portrays the divine sin of wrath - as thoughtless ruin, and the immediate destruction it unleashes is almost subtle or limited, offering neither redemption nor retreat for those on the fringes. Hailing from the Mulhorandi pantheon, he is a force of nature, a blade of doom, and a chainbreaker in stark comparison to his pharaonic brethren.
Melchar is primarily the deity of storms, rain, and the destructive forces of nature - but this does not limit him to pure destruction, as he is also responsible for rainfall, safe passage through the seas and waterways, and the unmotivated desires of mankind .
A chainbreaker and embodiment of the desire for freedom, Melchar finds anyone who commits slavery, bondage, or submission extremely repugnant. Those who follow in his footsteps live ambitious lives and wreak great vengeance on those who seek to conquer or conquer those less fortunate. These acts of anger are almost always carried out with overwhelming malice and without mercy.
In the hearts of all mortals lies a spark that hardens and crackles against the limits of their lives—and Melchar willingly ignites that spark in a mighty, world-shattering storm that breaks the chains of injustice.
Melchar is above all a god of anger, war and destruction. However, his influence also extends to the practice of worshiping the souls of those who came before them. This causes many of his followers to spend a lifetime pondering the deeds of their ancestors and the forces of nature, trying to control their anger with the power of their ancestors.
Melchar finds joy and satisfaction in exacting vengeance and wrath upon those who rightly deserve it. He seeks to instill motivation and strength in those who are afraid to take the extra step to reach a truly deserved end goal. It embodies the fury of the storm - good and evil - bringing both destruction and renewal, just as a wave brings lightning, thunder and flooding, as well as light, wind and rain. He seeks to destroy the limits set by mortality; whether physical, mental, emotional or spiritual.
Melchar is a stern, indomitable man, but has great compassion for those who have endured much suffering. His tenacity and drive to constantly push the boundaries imposed on himself and his followers earned him a brief reputation with the rest of the pantheon.
In the pantheon of sin, Zariel and Tyr hold the highest esteem with Melchar. Zariel piques Melchar's interest in ferocity and battle rage, while Tyr earns his grudging respect as a fierce and loyal warrior, devoted to his followers. However, Melchar adheres neither to the rule concept of the righteous God nor to the strict observance of codes and finds them totally unreliable in this respect.
The rest of the gods aren't up to the standards of Melchar's fast and furious drive, and perhaps Hex would be the only person he could have a cool conversation with (apart from Zariel and Tyrus), since the strange creature speaks little at first and he hid many Secrets he intended to use for the benefit of his followers.
As the god of storms, waves, and turbulence, he often prays to Melchar as men traverse treacherous seas and lands undergoing perilous trials—not for protection, but to inspire the right anger to nullify the threat.
Most deserving of his favor are those who question the status quo and unjust governments of society, or those who go to extremes to transcend the limits imposed on them. Winning his favor is as much a gamble as a coin toss, since the need for his interference can be met with overwhelming force or the indirect dismissal of all concerned.
Many followers of Melchar commit an act of voluntary exile - the practice of wandering from city to city on the fringes of civilization to embody the chaotic nature of their god. When those constrained by laws and unjust governments, especially those who are enslaved, bound, or bound (legally or illegally), the wrath of his followers cannot be assuaged. Those who are tied up will be released and their captors will be punished fully and mercilessly.
From the Mulhorandi (Egyptian) pantheon, the god of anger and freedom often appears to those who are bound and chained and to those who most need to appease their anger. It often appears in forms that inspire fear and awe in those who observe it.
Melchar appears to those who call his name as well as to those who whisper it amidst suppressed cries and tears. He fills those who call upon him with energy and strength to overcome their own limitations.
When Melchar appears to his followers, he can take the following forms:
Melchar appears as a gaunt but chiseled desert warrior whose eyes glow with an inner light resembling electrical sparks. He typically wears purple and brown battle regalia, exposing his hands and feet to the elements - a reminder that he cannot be chained or shackled. His cloak seems to be constantly rippling and flowing.
When confronting those calling his name or accusing him, he assumes a halo of spiraling lightning bolts and displays a pair of wings composed of clouds of mist and metallic dust. His hands and feet periodically discharge arcs and sparks, and lightning bolts sometimes reveal his skeleton in a manner resembling an X-ray.
Melchar can also take the form of various other creatures when he needs to remain subtle. His favorite creatures include the steppe eagle, the desert wolf, and even a small but very deadly sand cat. He also often appears as an emaciated slave with broken chains at his ankles, wrists, and neck - sometimes wrapped in floating chains.
Melhar's Church – also known as the so-calledThe rag house- is the third faction of the Church of the Seven Deadly Sins, thanks to direct belief in the God of Wrath.
The stories tell of a secret sect within the Church of Melchar known as the Manumite Warriors.
These individuals have shown exceptional favor to God Melchar and seek to maintain his influence in the world through their direct action.
After a successful religion test, the following information may be revealed:
- (Religion ST 20)Manumite warriors are fiercely determined individuals dedicated to roaming the furthest reaches of civilized society, aiding and freeing those who are in any way chained or bound - whether enslaved, bound by contract or imprisoned - the Manumite warrior will never allow oppression to develop.
- (Religion ST 25)It is said that behind every great revolution, rebellion or coup there is a Manumite warrior who ignites the flames of the enslaved or oppressed.
- (Religion ST 30)Stories tell of the Manumite warriors' resistance to attempts at capture or binding; Chains and bonds utterly fail, the terrain adapts to their whims, and even magic fades as they try to hold on.
Heroes of Melchar
- Attitude:Mostly chaotic, often neutral
- Recommended activities:Barbarian, Warrior, Monk, Wizard, Wizard
- Suggested pastoral areas:Ancestors, Elementalism, Fury, Storm, War
- Recommended backgrounds:Athlete, national hero, foreigner, sailor, soldier
- Verwandte Pantheons:Pantheon of Faerûnia, Pantheon of Mulhorandi (Egyptian).
Most Melchar Masters dedicate themselves to the arts of freedom and war, choosing to express themselves through acts of power and revenge. They often lead the life of a wanderer or mercenary, preaching the word of their god.
Mercy of Melchar
Melchar chooses champions who are tough and unyielding like an approaching storm. However, also select those who have studied or used their personal powers in a way that allows them to transcend their own limitations and those imposed on them by society, their own bodies, or others around them. What actions or events occurred around you that brought you the mighty gaze of the god of wrath?
Mercy of Melchar
|1||You were born in the middle of a great storm that destroyed most of your village and you survived through sheer willpower.|
|2||Once you were struck by lightning and survived to tell this story.|
|3||In an act of unbridled rage, you killed your captors and escaped from prison.|
|4||Stunned, you brutally killed the monster with sheer force.|
|5||You once freed many slaves in the name of Melchar.|
|6||You train hard to be better than the day before.|
Devotion to Melchar
Following Melchar means abandoning the laws of civilization. Your laws are the laws of nature, anger and your ancestors. As a follower of Melchar, consider the ideals in the Table of Melchar Ideals as alternatives to the ideals suggested for your background.
|1||Sacrifice.My devotion to my God is more important to me than what he represents. (All)|
|2||wildness.I express my anger through fights. (Chaotic)|
|3||WutI am the storm and I will not be denied. (Chaotic)|
|4||Had.Hatred of my enemies and prisoners adorns my heart and gives me strength. (All)|
|5||Nature.The beauty and power of nature fills me with admiration and joy. (Neutral)|
|6||Freedom.I will roam like the wind. (Chaotic)|
attaining and losing divinity
You increase your piety score on Melchar when you expand a god's influence over the world in specific ways through actions like these:
- Release the bound, enslaved, indebted or broken.
- Taking extreme revenge for significant harm done to you or loved ones.
- To increase the influence of the Mulhorandi pantheon and the Pharonic ancestors or place them in positions of power.
Your devotion to Melchar diminishes as you decrease Melchar's influence in the world, hinder his goals, or lose power through actions such as:
- Participation in the slave trade, forced servitude or exploitation of the weak.
- Allowing disrespect or misconduct to go unpunished.
- By aiding those who work against the gods of Mulhorandi, or by blindly submitting to those in power.
Trait Piety 3+ Melchar
As a follower of Melchar you have power over anger and anger. You can do bothDonnerLubsharp jump (PM)(choose when gaining this trait) a number of times equal to your Charisma modifier (at least once). After a long idle period, you will be refunded all the usage consumed.
In addition, you know the so-calledsolve (PM)Trick. Charisma is your ability to cast these spells.
supporters of Melchar
Piety 10+ Melchar trait
You can do bothSummon LightningLubthunder step(Choose which one when you get that trait). Once you've cast a spell this way, you can't cast it again until you've ended your long pause. Charisma is your ability to cast spells for that spell.
Piety 25+ has Melchar
You can do bothdestructive waveLubsteel wind(Choose when you gain this ability.) Once you've cast a spell like this, you can't cast it again until you've ended your long rest. Charisma is your ability to cast spells for that spell.
Champion of Fury and Fury
Piety 50+ has Melchar
You can increase your Strength or Charisma score by 2 and your maximum score for that result by 2.
Melchar appears in countless legends and stories, either as a heroic force leading people to freedom, or as a chaotic antagonist and force of nature.
A test of desire.Long ago, a divine succubus named Lilith began harvesting souls brought to her by her minions as part of forbidden pleasure pacts. Melchar viewed this as an act of captivity and slavery and begged Lilith to free the lost souls. She angrily said that souls could only be set free if one day Melchar could go without succumbing to the charms of her beauty. Melchar declared that he would remain in her kingdom for not one but seven days without even thinking about her body. For seven days Melchar was in her presence and unknown to Lilith; Melchar had never felt nor sought the fleshly touch of another being - and at the end of the ordeal the souls were released.
Glas Canyon.Centuries after the end of the Dragon Wars, rumors of the possible return of the First Mad King reached Melchar's mind at the hands of the Great Void Viper. Enraged by the Mad King's return, he personally went in search of the Great Viper and slew it in the desert landscape of Pryxis - their struggle cut a huge ribbon in the rock and sand, creating a chasm of jagged and cracked glass that many have admired worship as holy.
Gyura, Mountain Breaker.It is said that during the Dragon Wars, one of Melchar's first masters was a woman named Gyura, who began life as a slave to the Mad King under the rule of the dragons. After killing their captors, freeing their fellow slaves, and taking over the city they lived in, Gyura fled with his newly freed people across the desert wastes - pursued by several dragon forces. The only way to get to safety was to cross the chasm between the lands of Egyix and Pryxiria, where the Archmage could protect them. In a fit of pure anger and screaming at the sky, Gyura demanded that the earth move under the power of her fist and her rage. She ran to a nearby mountain and is said to have torn down the mountain's foundation with her bare hands, creating a land bridge for her men to cross. She stayed behind while his men retreated to safety and fought the dragon forces until she finally succumbed to her overwhelming wounds.
Wasteland Wizard.The cult of Melchar's followers - known as the Wizards of the Wasteland - are a group of individuals who, through an act of pure anger and insane contemplation, seek the secret to unlocking the magical potential within themselves. They harbor many would-be magic users who, in their use, have actually untied the knot of magic—often through deep meditation, athletic training, and hallucinogenic absorption.
Oghma, the god of gluttony
Oghma is the god of knowledge, ideas, nature and the passage of time. The Lord of Knowledge judges all ideas and decides whether they can spread or die with their creator. In this respect, the glue is very careful, because the experience of countless centuries weighs heavily on his heart. He favors the doctrine of ideological conservatism and hopes that no new thought will upset the delicate balance he has maintained since the dawn of time.
Oghma represents the divine sin of gluttony - for the need to engage in the idea of all existence never ceases and the palpable thirst for thought and knowledge is what drives Oghma. Because of this, Oghma has extensive knowledge of many well-known topics, and frequently engages in debates, tactical exercises, and mind games that can span decades or even centuries.
Oghma is the purveyor of intelligence, science, and all that is known in all of reality. His dominion extends to knowledge, inspiration, eloquence and language - the basis of a fully functioning and conscious society.
He is the patron saint of teachers, artists and artists and most consider him the source of creative inspiration and custodian of all accumulated knowledge. Radical deities and beings, who often oppose Oghma's rigid adherence to the status quo, view his speech as smug and manipulative. However, his specialization and acting skills have made him unsurpassed in instrumentation and singing, and his voice is said (even during lengthy recitals) to have a heavenly tonal harmony.
Oghma is said to be one of the first beings to exist after the birth of the universe - apart from deities and cosmic forces - and according to legend he wandered through a chaotic realm of vague, formless concepts, trying to give it solidity. He gave each of these concepts a name that would define it for eons to come. Such was the power of these names that concepts transcended their elusive existence tied to physical forms in the material world - hence its title, The Bonds of the Known.
Oghma seeks and protects knowledge, especially the raw knowledge of ideas - which he sees as supreme. The idea has no weight, but it can move mountains. An idea is a mortal's greatest gift, surpassing anything that mortal hands have created. Knowledge is power and should be used wisely, but hiding it from others is never a good thing. Oghma wishes to enlighten the masses and teach the concept of cultivating the ideas and potential thoughts of all those who are open-minded and willing to learn.
Oghma strives to maintain a higher standard of courtesy than most other gods he deals with. When interacting with other gods, he tends to exaggerate both his intentions and the meaning of his every word - causing many gods to avoid direct debate with the interpreting deity.
In the pantheon of sin, Oghma regards Mishakal as a prime example of purity, practicality, and the beneficial nature of the proper application of knowledge - as he seeks to heal the masses with medicine and tie family and romantic ties.
Interestingly, Zariel interested Oghma in her tendency to gather more knowledge to gain more power. Oghma often points out the inherently two-way nature of this greedy behavior—since the pursuit of knowledge is always paramount, it should not often be employed in a way that takes control.
This plays directly into Oghma's disdain for Hex, the god of mystery. As Hex uses his will and power to veil knowledge and leave great truths unanswered - and angering an otherwise calm and well-mannered Lord of Knowledge, these two deities often find themselves in particularly one-sided debates.
Since Oghma is the god of knowledge, his worship often takes the form of students, acolytes, musicians, and teachers devoted to intense study or musical expression.
There are traditionally two types of Oghma priests: those who stay in temples and monasteries and spend their lives analyzing, reading collected volumes and copying texts and spells on request, and those who go out into the world to do the to find scriptures. they fulfill. monastery library. There has always been a conflict between the overly demanding pedants in the monastery and those who resent the petty rules and quarrels within the monastery walls and prefer to present themselves as one of the wanderers of the real world. Most of the monasteries of Oghma make a living from selling maps, scriptures, and spells.
Almost all forms of prayer to Oghma take the form of chanting, vocalizations, or undulating murmurs to praise the concept of communication, language, music, and nature in honor of their god.
A Celtic deity, the Lord of Knowledge often appears to industrious people in search of knowledge - whether in secluded halls and monastic libraries or in the fields, venturing into the far reaches of the world's overgrown nature.
Oghma answers his followers' prayers and questions when he needs an answer not normally available or impossible to know, but only when all other forms of inquiry have been exhausted and their thirst for knowledge is overwhelming.
When Oghma appears to her followers, she can appear in the following forms:
Oghma appears as a heavily tattooed and painted venerable old man with a lush beard braided with vines and softly glowing blue-green eyes. His attire is often very plain and simple—typical clergy attire mixed with wizard robes, which are usually earth tones and cut stone. Almost every variant of his appearance has a pair of pointy shoes.
When he appears before those who call upon his vast knowledge, his tattoos and body paint (drawn in several overlapping languages) glow with a soft, luminous color, and he assumes a halo of shimmering, luminous runes and overlapping musical notes with the transmission of the words he says.
Oghma also takes the form of other creatures to be subtle. It often takes the form of an owl or songbird, sometimes that of a squirrel or other rodent. He can also appear as a young, handsome, dark-skinned man dressed in light-colored, dazzling, and stylish clothes—almost always with a lute or other instrument.
Oghma Church – also known ashouse of light- is the fourth faction of the Church of the Seven Deadly Sins, thanks to direct belief in the god of gluttony.
legends: cap circle
Legends tell of a secret sect of the Church of Oghma known as the Hooded Circle.
These individuals have shown exceptional favor to God Oghma and seek to maintain his influence in the world through their direct actions.
After a successful religion test, the following information may be revealed:
- (Religion ST 20)Anonymous and obscure members of the Church of Oghma, members of the Hooded Circle will stop at nothing in their quest for magical discovery and insight into the wizarding world. These individuals wear strange hooded robes that disguise and conceal their identities - from looks to voice to walk.
- (Religion ST 25)Members of the Hooded Circle are said to report directly to Falsar in his Tower - or some variant thereof - and be able to receive a portion of his power.
- (Religion ST 30)The stories tell of the most frightening aspect of the members of the Hooded Circle: their ability to entice, charm and even influence others with their voice alone - a supernatural way of harnessing the magic of reality through words and language.
- Attitude:Usually neutral
- Recommended activities:Bard, Druid, Monk, Hunter, Sorcerer
- Suggested pastoral areas:Arcana, Knowledge, Luck, Nature, Time
- Recommended backgrounds:Acolyte, entertainer, hermit, alien, sage
- Verwandte Pantheons:Panteon Faeruński, Panteon Celtycki
Hardworking and committed to higher education, Oghma Champions constantly seek to deepen their knowledge and understanding of the world around them. They are often isolationists - they remain separated from those who interrupt their studies.
Oghma's followers are less his agents and more his apprentices - and like the teacher, he can often be as angry as he is protective. Those who imitate him fear disappointing him lest they become an example to those around them. How did you get the attention of the Lord of Knowledge? Oghma's Favor Chart contains several suggestions.
|1||You are a committed musician, actor, entertainer, or performer who has attempted learning with Oghma devotees.|
|2||While attending school or academy, you asked Oghma for guidance on a test or exam.|
|3||You study natural and contemporary sciences.|
|4||You once used math to win a game of chance.|
|5||Her breakthrough in learning a dead language has Oghma excited.|
|6||Through deep meditation you were able to commune with the forces of nature - where Oghma awaited.|
Devotion to Oghma
Following Oghma means following ideas, studying and being ready to discover the mysteries of reality. As a follower of Oghma, consider the options in the Oghma Ideals table as alternatives to the options suggested for your background.
|1||Sacrifice.My devotion to my God is more important to me than what he represents. (All)|
|2||Oscillate.Too much power in one place is a threat to everyone. (Valid)|
|3||Selflessness.I take on the burden of knowledge so others never have to. (So)|
|4||Knowledge.I search for dangerous secrets to find out the true nature of reality. (Neutral)|
|5||Moc.The best thing about knowledge is using it against everyone else. (devilish)|
|6||leave.Knowledge must be shared, regardless of the cost. (Chaotic)|
attaining and losing divinity
You increase your Oghma Piety score when you expand a god's influence over the world in specific ways through actions like these:
- Revealing a crucial truth, secret, or discovery.
- Mediation for serious disputes or conflicts.
- Increasing influence of the Celtic pantheon, i. H. conservation of natural forces.
Your Devotion to Oghma score decreases as you reduce Oghma's influence in the world, disrupt his goals, or lose power through actions such as the following:
- Selfish refusal to share information.
- Destroy research or knowledge.
- To aid those working against the Celtic gods or intentionally destroying a natural wonder.
Piety 3+ Oghma trait
As a follower of Oghma, you have power over light and gluttony. You can do bothabsorb elementsLublead screw(choose when gaining this trait) a number of times equal to your Intelligence modifier (at least once). After a long idle period, you will be refunded all the usage consumed.
In addition, you know the so-calledRazor (PM)Trick. Intelligence is your ability to cast these spells.
Followers of Oghma
Piety 10+ Oghma Trait
You can do bothdaylightLubLanguage(Choose which one when you get that trait). Once you've cast a spell this way, you can't cast it again until you've ended your long pause. Intelligence is your ability to cast spells for that spell.
Apprentice of Oghma
Piety 25+ Oghma trait
You can do bothanimate objectsLubdusk(Choose when you gain this ability.) Once you've cast a spell like this, you can't cast it again until you've ended your long rest. Intelligence is your ability to cast spells for that spell.
Masters of Light and Gluttony
Piety 50+ Oghma Trait
You can increase your Constitution or Intelligence score by 2 and your maximum score by 2.
Myths of Oghma
Oghma is part of many stories and legends - often as an observer or judge of current conflicts. When not impartial, however, Oghma often appears as a powerful sage wielding power over the forces of nature.
father of onomancy.The art of true naming (or onomancy) is said to have been invented by Oghma - he was one of the first deities to roam the multiverse when he was young and the being who gave names to almost every concept, creature and object in existence. Because of this, there are many theories that Oghma never gave himself a name, instead choosing to hide his original name. If this is the case, two questions remain: what was Oghma's original name and who gave him the name Oghma?
A vision of the future.According to legend, Oghma possesses the gift of futuristic vision - the ability to see much further into the future than most deities or beings of his kind. This gives him the unique ability to know more about potential knowledge than most other beings and learn the science of the multiverse. In fact, due to this aspect of his rule, he is constantly in intellectual conflict with the god Hex, who seeks to keep many discoveries, future and past, secret in order to increase their power of camouflage. Nonetheless, Oghma continues to watch the mysteries of time unfold before him, content to learn all he can discover.
Wrong, first Gnostic.The great sorcerer Falsar is a figure well known both inside and outside the Church of Oghma. As the son of the slaves of the Dragon Realm, his youth was filled with turmoil - the only solace he could find was study. Through regular study, young Falsar discovered the ways of pure magical practice, and when Oghma entered the material world, it was Falsar who discovered the secrets of knowledge that lay in the foundations and science of magic - and he was clothed in Oghma's avatar A coat.
three towersFor many years after the end of the Dragon Wars, Falsar helped both rebuild and train the willing masses of the freed peoples of Pryxis. but towards the end of his public appearances he began to worry. He began constructing a series of towers around the world of Pryxis, each in a unique location and directly connected to the planet's power lines and engines. The first is the most famous: the Ivory Tower around which the city of Falsar was founded, the second is the Calcite Tower known as the Fortress of Enchantment - a mysterious tower on an unknown island believed to be a prison for magical beings is The third and final tower is only mentioned as a hematite tower, the location and purpose of which has never been discovered. Shortly after her resurrection, Falsar retired to the ivory tower and never came out.
Hex, god of envy
Unrecognizable, unexplored, and transgressive, Hex is the weird and strange god of mystery, technology, and the fear of the unknown. Hex is the embodiment of what lies beneath the surface of the familiar - the bizarre, maddening, and vast dark ocean that harbors the land-like realm of knowledge upon which our consciousness rests. All that is known in the Multiverse is but a small fraction of the totality of existence, and Hex represents the magnitude of that reality. Understanding and knowing this reality is a curse for many, but many spend their lives, time, and sanity exploring the unknown in hopes of breaking to the surface of the dark sea.
Hex represents the divine sin of jealousy - for the constant struggle to understand our own darkness leaves us vulnerable to insane desire for what is not ourselves. A sexless, darkened being, silence and shadow permeate the curse as well as their breath and blood.
Hex is an aspect of the unknown: all that remains undiscovered, lost, forgotten, forbidden, obscured and far away is her power. This has often led to tremendous discoveries by those willing to see beyond the veil of what was thought to be hidden - leading to both innovation and madness.
Hex is the patron saint of the lost, the forgotten, the stealthy, and the shrewd - the people who skulk through the shadows of the city streets understand Hex as much as those who secretly develop new technologies or those who rampage and with them crazy madness in psychiatric hospitals. The madness of the dark and the fear of the unknown, while not lawless or chaotic, are as apathetic as they are ambiguous.
Like the horizon, the concept of the unknown is easy to spot but harder to attain. Witches rule over madness and have been aptly dubbed "The Angry God" for their ability to control the madness of not only earthly life, but the minds and reason of other beings as well.
Many consider it spiritual suicide or a curse to follow this deity - hence the nickname "The Curse" they were given.
Hex targets are easy to hear but hard to understand: Chasing Madness. This goal isn't as simple as it sounds, as it may involve spreading insanity and breaking down mental barriers, but it doesn't stop there. Getting excited about Hex means understanding it in its entirety, from its creation to what can be learned from exploring the unknown. Those who manage to embrace madness and return are endowed with great knowledge that would be unattainable without diving into the ocean of madness. The curse gives those who want it the ability to wade in this sea.
Hex is an enigmatic god who interacts as little as possible with other deities in his position unless absolutely necessary. When appearing to other deities, they often act directly and swiftly before retreating back into the shadows they came from.
Hex regards Oghma with a mixed feeling of contempt and disapproving respect - although they would never let the instructing god know that they respect him. Hex sees Oghma as the island's mortal spirit that they hold onto when they are not ready to delve into the abyss of reality, and Hex is able to respect that responsibility to a degree. However, Oghma's penchant for uncovering secrets that should remain hidden leaves Hex with a particularly unpleasant aftertaste.
As for the rest of the gods, their plans and ideals have little bearing on the mind of a creature of the uncharted void, and only when the gods have something Hex needs will they be willing to interact with them.
Similarly, other gods are generally suspicious or restless in the presence of Hex, though little they can do to substantiate Hex's importance in maintaining order through defining the shadows and madness of reality.
Many worship the curse when they are searching for something lost or hidden, or when confronted with horrors beyond their imagination. Because of this, prayers to Hex often involve the intervention of a shadow god between the worshiper and their initial madness, in hopes that Hex will stop the madness. In many of these cases, Hex undertakes to reintroduce the madness much later, when the time is right - ostensibly when the individual has learned the most from it.
Hardly to be called priests, hex priests are more like berserk madmen whose words carry a semblance of truth if listened to long enough. Those who follow Hex can be of any walk of life—from rogue agents conducting assassinations under cover of darkness, to engineers hoping to make breakthroughs in a relatively unexplored area of science, to those tending to the insane with hope to save her, she arose from the sea of madness.
Witchcraft rituals and prayers usually take place in frontier spaces and thresholds: such as in building corridors when no one is around, in deserted city streets, in front of broken computer screens, in lakes or ponds with stagnant water, or in empty caves - and almost always at night or in the protection of the night. Always done silently or almost in whispers, these rituals are usually unintelligible murmurs that convey emotion and intent rather than actual speech.
A creature of the Eldritch and worshiped as the god of Eberron: Shadow, Hex often appears to his people when they are most likely being driven insane or performing a life-threatening task under a veil of darkness. Hex always appears from shadowy and dark areas.
The curse lends itself to those seeking refuge or the embrace of madness and darkness, but not always to protect them. If a hex feels that an individual (and himself) can benefit from madness or failure, he will happily impose it on him—and only after the individual has recovered will he understand why.
When Hex appears to their followers, they can appear in the following forms:
Hex appears as a cloaked, cloaked and masked figure, with only dark-eyed pools that ooze black tears. Most commonly, a cloaked figure glides on the ground and in the air. Manifested clothing tends to match the climate of the environment in which it occurs - in shades of steel black, light cream gray, or navy blue.
Hex appears before those who beg her to appear, assuming a halo resembling an eclipsed moon. Occasionally, tendrils of dark, unknown material protrude from beneath Hex's robes, attached with claw-like spikes, usually used as weapons, charms, or tools.
Hex also takes the form of other creatures to remain vaguely unknown. Among their favorite creatures are different species of snakes such as the adder or cobra, the slime and the squid - or similar strange animals. Hex sometimes appears as a monstrosity of any form, and when it does so it can incorporate all of the other traits of the aforementioned creatures.
Hex Church – also known asThe House of the Void- is the fifth faction of the Church of the Seven Deadly Sins, thanks to their direct belief in the God of Jealousy.
legends: Crazy heads
Legends tell of a secret sect of the Church of Hex known as the Mad Minds.
These individuals have shown exceptional favor to the divine curse and seek to maintain their influence in the world through direct action.
After a successful religion test, the following information may be revealed:
- (Religion ST 20)Crazy Minds are truly bizarre and eccentric celestial agents who indulge in pure madness. These individuals are usually steeped in madness and use it to their advantage. They often seek otherworldly forces to secure, stop, protect, or defeat them - all in the name of their god.
- (Religion ST 25)It is said that madmen may never really know they belong to a mad spirit - because their madness obscures both their memories and their goals; The result is the purest form of "sedatives".
- (Religion ST 30)The stories tell of the ability inherent in all mad-minds: cerebral-erasure, the ability to completely sever an individual's bond with their being - effectively erasing all memories, emotions, and agency in a target, leading to insanity .
- Attitude:Usually neutral
- Recommended activities:Craftsman, Priest, Rogue, Wizard, Sorcerer
- Suggested pastoral areas:Distant, spirit, technology, deception, twilight
- Recommended backgrounds:Acolyte, charlatan, criminal, possessed, sailor
- Verwandte Pantheons:Eberronisches Pantheon, istoty Eldritch
Hex heroes are generally reserved, quiet, or to some extent insane, as their belief in the god of madness compels them to walk on the razor's edge.
Followers of the curse are expected by their god to be cunning, deceitful, and self-sufficient. They must do what they see fit to engage in madness and push society ever further into the embrace of darkness and madness. Those who follow Hex are usually struck by some form of madness or inspiration - which go hand in hand. What have you done to walk the path of the mad god? The Hex Favor table contains a handful of suggestions.
|1||You were born at midnight on the new moon or on the threshold of the night's border space.|
|2||Your birth was predicted by a crazy madman.|
|3||You were born with one eye in your head.|
|4||Surrounded by strange visions, you consulted the oracle. Since then, the visions have become stranger.|
|5||You have explored a field of science that is beginning to drive you insane.|
|6||You once felt a tinge of madness that never quite went away.|
Devotion to Hex
Following the curse means chasing madness, darkness, lies and deception in order to traverse reality in the best possible way by exploiting the unreal. As a hex advocate, consider the options in the Hex Ideals table as alternatives to the options suggested for your background.
|1||Sacrifice.My devotion to my God is more important to me than what he represents. (All)|
|2||Secret.All deception requires secrecy, but not all secrets are for deception. (Neutral)|
|3||Craziness.I will pass the touch of madness to anyone, for whatever reason. (Chaotic)|
|4||Fatalismus.Death is the truest form of darkness and I will let everyone feel its icy embrace. (devilish)|
|5||View.When you understand your own madness, you can walk through the madness of the world. (Valid)|
|6||Security.Space is a better place when its greatest and darkest truths remain unknown (Okay)|
attaining and losing divinity
You increase your Piety score to Curse when you expand a god's influence over the world in a specific way through actions like these:
- Keeping secrets, hiding information, or thwarting other people's plans.
- Spread madness and protect the insane.
- Increases the influence of sinister creatures or outer gods.
Your devotion to Curse score decreases as you reduce Hex's influence on the world, disrupt his goals, or lose power through actions such as the following:
- Reveal secrets that should remain hidden.
- To punish or restore those who harbor the seeds of madness.
- Supporting those working against Eldritch creatures (as long as those creatures are Hex-allied).
Piety 3+ Hexadezimalfunktion
As a Hex follower, you have power over Void and Envy. You can do bothHadars ArmeeLubinvisible servant(choose when gaining this trait) a number of times equal to your Intelligence modifier (at least once). After a long idle period, you will be refunded all the usage consumed.
In addition, you know the so-calledArchive image (PM)Trick. Intelligence is your ability to cast these spells.
Piety 10+ Trait Hex
You can do bothHadar's HungersnotLubnon-detection(Choose which one when you get that trait). Once you've cast a spell this way, you can't cast it again until you've ended your long pause. Intelligence is your ability to cast spells for that spell.
Piety 25+ Trait Hex
You can do bothcreeping darkness (PM)Lubchange the memory(Choose when you gain this ability.) Once you've cast a spell like this, you can't cast it again until you've ended your long rest. Intelligence is your ability to cast spells for that spell.
Master of Void and Envy
Trait Piety 50+ Hex
You can increase your Dexterity or Intelligence by 2 and increase the maximum value of that result by 2.
Mity or Hexie
The stories told of Hex's exploits often speak of her tenacity, trickery, wit, and crazy inspiration.
false throne.Rumor and legend circulate that Envy's original abode was not always owned by a being named Hex, but instead Hex usurped the position of divinity from a pre-selected deity. However, these rumors cannot be verified - not even by other gods - since not all traces of the supposed ancestor seem to exist. Because of this, devotees of Hex often practice taking a form or transforming themselves to replace others in their lives out of respect for their deity.
Archimedes, the mad craftsman.During the Dragon Wars, a man named Archimedes was brought from another region of space to fulfill Hex's uncharted demands. When Archimedes was yanked from another reality, he found himself on the path between worlds and sanity, falling deeper than most into the clutches of pure, unadulterated madness. Finally breaking free from the transition between worlds and spirits, he found new insights into the application and production of newly discovered technologies that revolutionized the battlefields of the Dragon Wars and fueled the era of rebirth.
The Madfellow Institute.During the Renaissance, select disciples of Archimedes began founding an institution dedicated not only to the study of curiosities, but also to helping those afflicted with madness or darkness. This culminated in the Madfellows Institute - an organization dedicated to researching the effects of insanity and the science of the misunderstood, using methods that hover on the fringes of mental health and memory to their advantage. Over time, the institute began to degenerate into something of a black book, occasionally operating outside the law — not that anyone could recall meeting its dark-clad agents.
Obfuscara Arcana.Somewhere in space is said to lie hidden a spire-like labyrinth of discarded information, lost knowledge, arcane secrets, forbidden realities, and every forgotten anecdote, discovery, or memory that ever existed or never existed. Hex often resides in this insane outpost of sanity and reality-altering untruth. A few of their most talented followers caught only a glimpse of the ever-spinning and swaying halls and noticed the euphoric frenzy that gripped them. In fact, the tales tell of frontier gates: doors, corridors, and windows to the Arcanum that give truly curious people a fleeting chance to enter the Arcanum.
Mishakal, goddess of desire
Mishakal (also known as Hera in some circles) is the maternal figurehead of love, fertility, health, and life, and the goddess of vibrant beauty, plentiful livelihood, and everlasting relationships. She is a gentle and tender goddess who represents the richest aspects of mortal life. Charming and wise, Mishakal values community, stability and earthly oneness with nature. This includes the soul's desire to grow and learn from mistakes. She is the patron saint of healing, motherhood and restoration of the lost. He actively works to put things in order in the world and tries to rid the world of evil with his compassion. Her nature and loyal face sometimes clash with the brutal conditions, but in times of struggle she nurtures a wide spectrum of worship.
Mishakal represents the divine sin of desire - for the desire for life, compassion and union is directly related to primal attraction. Mishakal is often invoked during healings and also during copulation to ensure the sanctity of life is protected by divine hands.
Mischakal determines the nature of love, life and compassion in each person's life. Her caring concern for those who suffer or suffer is generous and endless - and will see to it that their suffering has an end, be it physical or emotional.
In times of war, mortals often seek her favor and fight for her leadership to restore the life and vitality of those who are wounded or even on the brink of death. Even for those unable to obtain any salvation, her name is invoked to ease their pain in their final moments and to call them beyond the pain of mortality to be free from suffering.
In addition, marriage and unity ceremonies take place under the watchful eye of Mishakal, whose tender touch ensures that the warmth of love never fades and all life's difficulties can be overcome thanks to compassion and understanding. Even during the honeymoon and months of love, her symbol of guidance and fulfillment is often present. Yes, even brothels are often - but not always - run by Mishakal's followers.
Childbirth and midwives are also under the divine protection of Mishakal, as the act of bringing and sustaining life into the world brings great joy to the goddess of life and longing.
Mishakal does not engage in fraudulent politics or petty disputes - except those that require help or healing. She seems elevated above the quarrels and tumultuous rivalries of other deities, and is equally remote from the machinations of the mortal world. Their primary concerns are the general welfare and vitality of mortals, the fulfillment of unions and unions, and spreading peace among the masses.
While Mishakal does not attempt to wield power over other deities, her position as a compassionate, yet stern and watchful mother figure means that she exercises a special influence and respectful position towards other deities - even those outside of their respective pantheons.
Mishakal constantly tries to take care of the goddess Zariel, as he sees that the bloodthirsty goddess of greed is misunderstood by many other gods, beings and even mortals. She tries to show Zariel the responsibility and power it means to be a true goddess - and hopes that one day the hatred and evil in Zariel's heart will finally be removed.
For Mishakal, Oghma is a genuinely warm companion, constantly seeking his advice in times of conflict and turmoil, and both are known for pooling their knowledge to advance mortals in the fields of natural medicine and alchemy.
The god evoking Mischakal's contemptuous maternal gaze would be Chemosh, the god of death. For Mishakal, the two have a long rivalry before mortal memory can comprehend. His attitude towards the suffering and death of life is in stark contrast to her beliefs - and while death is inevitable, her practice of inflicting pain and misery is absolutely despicable.
All who wish to help heal and alleviate suffering or pain make requests and respect Mishakal. Whether it is through the repairing of bodies and bones through healing practices, overseeing affliction or mental confusion, overseeing union ceremonies or offerings of peace, or even physical acts or sexual desire, all have a direct impact on Mishakal.
Priests in Mishakal often run healing clinics or churches dedicated to fighting disease and the undead. Other Mishkal practitioners become more directly involved in the lives of others - by becoming official spouses of the Mishkal Church; to monitor the psychological well-being and physical mating of others. These Mishakal consorts are no ordinary prostitutes, as their services are more akin to divine rites and are as gratifying to the mind and spirit as they are to the body.
Prayers to Mishakal usually involve water in some form - for it is the basis of all life. Many forms of prayer involve the shedding of water, be it fresh or salty, or even bodily fluids (making the mating process a sacred act). Wasting water is an act of life itself.
As a Greek goddess of antiquity and goddess of light belonging to the gods of Krynn, Mishakal often appears to those most in need of healing, life, and fulfillment. Most often, mishakal spawn from water sources.
Mishakal responds to those in need of a motherly or loving figure's embrace - whether as a motherly attitude towards threats and pain on behalf of her child, or as a loving embrace to show that life is not punishment, but just a work of art as you can to paint.
When Mishakal appears to his followers, he can take the following forms:
Mishakal appears as an otherworldly and beautiful female figure, dressed in blue silk robes and adorned with various pieces of gold jewelry and filigree. Her outfit is traditionally embroidered with silver threads that seem to flow like water.
Mishakal takes form before those who invoke her presence, often appearing with a glowing aura of soft light filling her skin and her eyes tending to glow with a vivid blue light. Mishakal always appears in the form most comfortable with the individual and their current turmoil - as a mother figure for those in grave danger, or as a lover figure for those feeling lost or neglected.
Mishakal also take the form of comfort creatures or humanoids that create an atmosphere of calm when they need to be subtle or calm. Her favorite creatures include rabbits, hares or capybaras, sometimes a peacock or various species of gulls. In times of extreme need, Mishakal summons a pair of beautiful peacock wings to protect his faithful.
Mishakala Church – also known as the so-calledThe house of life- is the sixth faction of the Church of the Seven Sinners, who directly believes in the goddess of lust.
legends: Deep Medical
Legends tell of a secret sect within the Mishakal Church known as the Deep Medicos.
These individuals have shown exceptional favor to the goddess Mishakal and seek to maintain her influence in the world through their direct actions.
After a successful religion test, the following information may be revealed:
- (Religion ST 20)The Deep Medicos are a group of highly qualified doctors and medical professionals whose goal is to eliminate all kinds of diseases, disorders and ailments. These individuals often perform great miracles to heal the masses, and are sometimes responsible for reversing the effects of world-destroying plagues and even extraplanar corruption.
- (Religion ST 25)Deep Medicos is said to be the agency responsible for classifying and manufacturing most known uses of drugs - from painkillers to advanced surgery; Their widespread use requires permission from Deep Medicos.
- (Religion ST 30)The stories tell of the supernatural healing powers that have impacted the lives of members of the Deep Medicos. Her blood carries within it the ability to help the weak, heal the sick, and banish corruption or obsession with just a drop.
Mestre af Mishakal
- Attitude:Mostly legal, often good
- Recommended activities:Cleric, Druid, Monk, Paladin, Ranger
- Suggested pastoral areas:party, campfire, life, peace, twilight
- Recommended backgrounds:Acolyte, Guild Craftsman, Misfit, Sage, Hedgehog
- Verwandte Pantheons:Krynian Pantheon, Greek Pantheon
Mishakal Masters tend to be very profound artists, diplomats, companions and healers - as they embody the most gentle and compassionate nature of their Goddess.
Followers of Mishakal are expected to display high achievement and stature in comparison to their peers, be calm and concise in dealing with threats, and care for the sick, afflicted, or needy. Those who swear Mishakal are expected to take upon themselves the pain of others and ensure their continued rebuilding. What have you done to be welcomed into the loving embrace of the Goddess of Health and Comfort? The Mishakal's Favor table offers a handful of suggestions.
|1||You were an orphan or a beggar who wandered to one of Mishkal's temples in search of food and safety.|
|2||Once you saved a stranger from death by risking your own life.|
|3||They have studied or participated in Mishakal's more blissful teachings at the local temple.|
|4||They have restored the water supply to a drought-stricken village.|
|5||The sick and wounded were tended to as long as one could hold a vial or a scalpel.|
|6||You have tried everything in your power to save a dying loved one and vowed to heal others in his honor.|
Hingabe an Mishakal
Following Mishakal is a life of healing, nurturing growth and rebuilding. As a Mishakal devotee, consider the options in the Table of Mishakal Ideals as alternatives to the options suggested for your background.
|1||Sacrifice.My devotion to my goddess is more important to me than what she represents. (All)|
|2||Generosity.I am generous and share what I have in the hope that everyone is better off. (So)|
|3||Security.I am committed to ensuring the safety of the vulnerable and the innocent. (So)|
|4||Humility.I put the needs of others ahead of my own and strive to move forward through service. (Neutral)|
|5||community.Together we are stronger and I need to improve and support my community. (Valid)|
|6||Union.I try to show others passionate acts of love, community and partnership. (All)|
attaining and losing divinity
You increase your piety score to Mishakal when you expand a goddess' influence in the world in a specific way through actions like these:
- Healing or caring for the wounded, sick or dying.
- Giving physical comfort to others through food, vice, or touch.
- To increase the influence of the Greek pantheon or to help good beings.
Your piety score towards Mishakal decreases as you decrease Mishakal's influence in the world, disrupt her goals, or lose power through actions such as:
- Hurt the innocent or let the pain last longer than necessary.
- Destruction of alchemical, medical, pathological or similar research.
- To help those working against the Greek gods or to help evil beings.
An admirer of Mishakal
Piety 3+ Trait Mishakal
As a Mishakal devotee, you have power over life and desires. You can do bothcreate or destroy waterLubCommando(choose when gaining this trait) a number of times equal to your Wisdom modifier (at least once). After a long idle period, you will be refunded all the usage consumed.
In addition, you know the so-calledRenewal (Afternoon)Trick. Wisdom is your ability to cast these spells.
Supporters of Mishakal
Piety 10+ Har Mishakal
You can do bothan aura of vitalityLubproduce food and water(Choose which one when you get that trait). Once you've cast a spell this way, you can't cast it again until you've ended your long pause. Wisdom is your ability to cast this spell.
Piety 25+ Mishakal Trait
You can do bothgeasLubmassive wound healing(Choose when you gain this ability.) Once you've cast a spell like this, you can't cast it again until you've ended your long rest. Wisdom is your ability to cast this spell.
Master of life and desire
Piety 50+ Har Mishakal
You may increase your Wisdom or Charisma by 2 and increase the maximum value of that result by 2.
Mishakal's stories mostly revolve around the power of her healing abilities, the tenets of medicine, or her history in past pantheons.
Separate goddess.Long ago, before she was commonly known as Mishakal on Krynn and Prixis, she was once named Hera, the Greek goddess of virginity and fertility. At the time, she was married to the god Zeus, an angry and testy boy who was driving her insane with his many, MANY unfaithful desires. One day, fed up with the unfortunate Thunder God, she gathered all the unborn or otherwise abandoned children of Zeus' pathetic exploits and led all his would-be demigods to Mount Olympus, where they cornered him and tore him to pieces beneath them. divine look. After a dozen renewed manifestations of Zeus, he finally begged for forgiveness - Mishakal then demanded that he correct every woman he had defiled and tortured. After 9,000 years, Zeus is still struggling to keep his promise and Mishakal assures that his wishes will remain bound forever.
fountain of youthIt is said that the natural Lake of Tears of Mishakal, combined with the coldest glacial streams, remains hidden in the world of Pryxis - and that these waters not only cure every imaginable ailment, disease or curse, but also heal the effects of time Drinker.
Andras, Boski doctor.Under the rule of the Dragon Empire—but only a few decades before the Dragon Wars—a learned alchemist named Andras took it upon himself to catalog and then eradicate every ailment, disease, and curse the Empire could bring upon other mortals. It was an extremely difficult challenge without magic, but Andras was determined to ensure that natural medicines kept her people alive and well under the iron grip of the dragons. When Mishakal entered the Pryxis, it was Andras who became the goddess' first master and priest, allowing Andras to perform medicinal miracles and become the purveyor of modern medicine.
Holy Kurtisans.The Court of Courtesan Saints is a special sect within the Church of Mishakal dedicated to the search, practice and remembrance of all forms of procreation and lewd activities that can be practiced in a feasible and safe (within reason) manner . Not only do these sacred courtesans keep records of every sexual act, but they also play a key role in recording birth charts, family trees, family lines, and generational ancestors as long as they can keep historical records—thus keeping track of potential health problems or diseases of major importance. When two groups intermarry, their lineages are combined and traced.
Chemosh, god of idleness
The father of death and the dark dreamer, Chemosh is the demon god of apathy, death, and eternal sleep. He is the lord of the undead and a representative of fatalism. Chemosh hates life, considering it a wasted gift to mortals. It clings to the hearts of all mortals, constantly trying to entice them to shed their shell of mortality and enter the next phase of the soul's journey. Chemosh lures mortals with the promise of "immortality". In fact, he condemns them to an eternity of immortality as his slaves. In this way, Chemosh mocks life and gains power when humans surrender their free will to his apathetic divine drive.
Chemosh represents the divine sin of laziness - for its constant disconnection from the gift of life is more like a daydream in the material world. Chemosh, the god of death and dying, is also associated with restless sleep, which is both dreamless and sometimes endless.
The influence of Chemosh
Chemosh rules the powers of sleep, disease, death, and the undead - and all associated states such as coma, astral projection, semi-death, and undead. He believes that life is just a curse and that the way to purify oneself is to reject it through apathetic means.
Mortals tend to fear death while clinging to the familiar shores of their mortality, but Chemosh constantly presents opportunities to near the inevitable end of their existence. Those who follow Chemosh have embraced lives of fatalism and acceptance of the final stages of their lives and the tragedies that often culminate in a final performance at this stage.
His power over the souls of mortals and half-dead gives him great power over how to reach their afterlife. He oversees the death of all souls and the existence of all undead creatures. Occasionally, Chemosh would visit those in eternal sleep, urging them towards the final end rather than a doomed life - only in this regard could he be considered a merciful god of death.
Chemosh desires nothing more than the fulfillment of a total task in life, and he will achieve that goal through the monstrosities, undead, and various forms of cursed creatures he unleashes upon the world with the gift of half-death. Chemosh is a patient god and can wait forever for the gift of life to finally be exhausted. He is also content to sit, allowing mortals a temporary escape from life through sleep - and sees the act of rest as a sanctuary between life and death.
Chemosh is generally a contemptible being who holds a great grudge against other gods and beings of his kind unless they attempt to emulate his own hatred of life and death. However, Chemosh has a special relationship with other deities, who have more or less respect than most.
Mishakal is Chemosh's arch-rival and constantly seeks to thwart her plans by inflicting pain, disease, and misfortune on her followers and mortals in general. Occasionally, when one of the chosen Mishakal dies at the hands of Chemosh's followers, Chemosh immediately seeks to transform the once-holy follower into an undead abomination or curse them with a perverse form of immortality such as vampirism in order to repel the goddess of life.
While not particularly fierce towards Zariel, the anger he harbors at his practice of subjecting souls to demonic hordes has always made him the prime target of the goddess of greed. Chemosh finds a welcome challenge in this rage, often thwarting Zariel by sending special demonic souls to torment her followers, only to get a reaction from her.
Those who follow the shadow of Chemosh live lives of pain and torment, both for themselves and for others. They see pain and suffering as a way to break free from the dreary and boring bondage of life. For those who do not wish to sow pain for the rest of their lives, the alternative method of letting go of all blame and apathy towards life is just as permanent in Chemosh's eyes.
Despite being the god of apathy and death, many followers still expect him to treat the dead with due respect and bury them according to the laws laid down by Chemosh. When a being dies, their souls must live on if they are not to be used as undead by Chemosh, and burial and embalming can achieve that eternal rest. For viewers, the priests of Chemosh may teach about the sweet grip of death, but the truth is that everyone who lives must someday cease to live - and that this is less of a punishment and more of an exemption from a life sentence .
Thus, when an undead has lost its usefulness, it is expected to be destroyed so that its soul can be devoted to a greater purpose - sometimes passing into the afterlife or being incarnated by Chemosh as a shadowspawn or demonic being.
forms of chemosh
A demonic being and evil god in the Krynn pantheon, Chemosh appears only to his most obedient followers and those on the brink of death or in eternal sleep. Chemosh usually emerges from the environment as a blast of dark, swirling mist, revealing himself as the god of death.
Chemosh comes to those who need the touch of death most—whether that touch is inflicted on the follower or his enemies is none of his business. His most ardent followers undoubtedly carry out his dark will, and though they reject apathy and sleep, they are as cold and calculating as the power of death itself.
When Chemosh appears to his followers, he can take the following forms:
Chemosh appears as a sickly pale but elegant man with flowing gray hair that seems to flutter in a nonexistent wind. Most of the time he wears a smart black suit with a collared cloak that falls down his back and appears to be woven from dark mist.
As he manifests before his most loyal followers, Chemosh takes on eyes that glow with a hideous green glow and his hair flutters like the wind. With every step, the vegetation and soil crack open and become barren, as if the mere touch would snuff out the light of all life like a gasping breath.
Chemosh can also take the form of other creatures to keep itself in check. His favorite creatures include goats or rams, sloths (of course) and bats. When a sign of strength is required, Chemosh assumes a many-armed form with various animal appendages and dons a horned head covered in bat wings to reveal his true demonic nature.
Kemosha Church – also known as the so-calledThe house of doom- is the seventh faction of the Church of the Seven Deadly Sins, thanks to direct belief in the sloth god.
legends: Council of dreams
Legends tell of a secret sect of the Church of Chemosh known as the Council of Dreams.
These individuals have shown exceptional favor to the god of Chemosh and seek to maintain his influence in the world through their direct actions.
After a successful religion test, the following information may be revealed:
- (Religion ST 20)The Dream Council consists of a group of severely weakened or nearly dead members of the Church of Chemosh. These individuals - even if they are weak or decrepit - are some of the most powerful TV viewers and necromancers imaginable. Walking the line between life and death gives them a great opportunity to manipulate both sides of the veil.
- (Religion ST 25)The Council of Dreams is said to meet regularly - not in person, but through dreamwalks and astral projections to ensure the safety of whereabouts and meetings.
- (Religion ST 30)Stories tell of the Dreaming Council's ability to master the art of dreamwalking so thoroughly that it is able to manifest multiple iterations of itself to its advantage. This causes multiple of their projections to manifest simultaneously across the world (or multiple worlds), sometimes using the projections to defend themselves in combat.
Champions of Chemosh
- Attitude:Usually neutral, often angry
- Recommended activities:Cleric, warrior, rogue, wizard, sorcerer
- Suggested pastoral areas:Death, Grave, Soul, Time, Deception
- Recommended backgrounds:Acolyte, charlatan, criminal, possessed, hedgehog
- Verwandte Pantheons:Krynnian pantheon, demon lords of the abyss
Most Chemosh characters find it difficult to endure the touch of death and the state of lifelessness and apathy. They find fulfillment in fulfilling the demands of their god, knowing they will deserve the inevitable end.
The Grace of Chemosh
As each soul finally finds itself in the arms of death, Chemosh feels that each spirit is already in their hands and can be manipulated at their whims. However, true followers of Chemosh accept their own destiny with unshakable faith. How did you earn your sad service to Chemosh? The Chemosh's Favor table contains a handful of suggestions.
The Grace of Chemosh
|1||A family member died and brought you into this world.|
|2||Ever since you first saw someone die, Chemosh has been whispering in your ear.|
|3||When you first fell into a coma and suffered in the cage of unlife, Chemosh woke you up.|
|4||They don't think or feel like others and think that emotions are messy and confusing.|
|5||You died before your death and before you came back to life you saw Chemosh waiting for you.|
|6||Seeing life as a means of imprisonment, they team up with Chemosh to find the key.|
Devotion to Chemosh
Following Chemosh is embracing the touch of death, eternal rest, and grim service. As a Chemosh believer, consider the options in the Chemosh Ideals table as alternatives to the options suggested for your background.
|1||Sacrifice.My devotion to my God is more important to me than what he represents. (All)|
|2||Mortality.I will enforce the most primal law: everything that lives must die someday. (Valid)|
|3||Fear.Mortals remove evil from their minds, but I will remind them of the inevitable. (devilish)|
|4||Apathy.Life is just a test of death and it's better not to cling to it. (Neutral)|
|5||will be createdI offer balms for the dying - which includes all of us to varying degrees. (So)|
|6||Moc.I rejoice in dominion and dominion over life and death. (devilish)|
attaining and losing divinity
You increase your chemosh piety score when you expand a god's influence in the world in a specific way through actions like these:
- The execution of the death certificate as well as the implementation of funeral rites and burials are taken over.
- Convince a person or group to accept unhappiness and embrace apathy.
- To increase the influence of the Abyss or hinder the efforts of the Nine Hells.
Your devotion to Chemosh diminishes as you decrease Chemosh's influence in the world, disrupt its goals, or lose power through actions such as:
- Save a dying life or perform unnecessary resurrections.
- To deny a person his last rites or wishes before completing his earthly journey.
- To kill the undead necessary to Chemosh's will or exorcise demonic beings.
Piety 3+ Cemosh
As a follower of Chemosh, you have power over doom and inertia. You can do bothQuicklyLubsleep(choose when gaining this trait) requires no material ingredients, as many times as is equal to your Wisdom modifier (at least once). After a long idle period, you will be refunded all the usage consumed.
In addition, you know the so-calledPoison Advantage (PM)Trick. Wisdom is your ability to cast these spells.
Piety 10+ Cemosh
You can do bothutter a curseLubslow(choose which one when you get this trait) requires no physical ingredients. Once you've cast a spell this way, you can't cast it again until you've ended your long pause. Wisdom is your ability to cast this spell.
Piety 25+ Cemosh
You can do bothWolkenkillerLubDream(choose which one when you get this trait) requires no physical ingredients. Once you've cast a spell this way, you can't cast it again until you've ended your long pause. Wisdom is your ability to cast this spell.
Masters of doom and inertia
Trait Piety 50+ Chemosh
You can increase your Constitution or Wisdom score by 2 and your maximum for that stat by 2.
Myths about Chemosh
Chemosh appears in countless legends and stories as an evil force of nature or a representation of the inevitable end.
Embrace the abyss.Not always associated with the demonic entities of the Abyss, Chemosh was once merely an evil god of the dead and played a much more isolated role in the afterlife. When Orcus, the demon prince of the undead, came to talk to a confused Chemosh, the two must have struck a deal with each other: Orcus would give Chemosh a fraction of his demonic power to augment his godlike abilities, and Chemosh would in return, provide Orcus with legions of undead to fight in the Blood War. Known as the Oblivion Embrace, this pact represents Chemosh's ascension to a higher plane of divinity through the infusion of demonic blood from the depths of the Abyss.
Kurith, the eternal dreamer.During the Dragon Wars, a great necromancer named Kurith discovered a way to use the dreams of his followers to create spiritual "dreamwalkers" who shielded the frontlines of the war - even when their bodies were weakened or injured. This allowed the war effort to continue even when physical troops could not be supplied or delivered, and became an essential aspect of the Dragon of War's survival. Kurith himself discovered a way to coat several of these Dreamstriders at once for a stunning, deadly effect on the battlefield.
abyss of doom.In the world of Pryxis, legends tell of a cavern in the floor of a mountain cave that leads directly to the depths of the Underworld - an ever-open portal to the Abyss itself. Its whereabouts are a monumental mystery known only to Chemosh, Orcus, and their trusted few. She uses the Maw of Death to supply Orcus with undead soldiers and occasionally lets select demons through, but only if they keep the Maw's location secret or face eternal death.
Legion of Death.The highest ranks of Chemosh's followers believe that the god of death has a specialized legion of his most powerful worshipers charged with the fulfillment of his most sacred and secret duties. These members are said to have been endowed with the power of the undead and the secretions of the abyss; Create the most powerful death knights there is. Evidence of the existence of the "Legion of Death" was considered fruitless, but rumors of the eternal disappearance of high-ranking Death Priests, spontaneously appearing as "demonic corpses", caught the attention of the Church of Chemosh.
For centuries, during the Dragon Wars, many powerful heroes and champions of all gods fought against the Dragon Empire to secure a future of freedom for the world of Pryxis and its inhabitants. However, at the end of the war, three individual heroes, devoted only to their fellow human beings, came together to fight as a united front that ended the war for good.
These three heroes are known as the Heroic Court - a sect of divine, holy mortals who sacrificed themselves in the final battle against Tiamat and her great Vipers to drive them back to Hell.
The Heroic Tribunal consists of three main characters whose lives are revered as a prime example of mortal strength and courage during the Dragon Wars era.
Gilthunder Dragonheart – A half-dragon dark elf who adopted the ways of a bloodhunter to ensure the upkeep of the arcane arts of dragons, spears, and voice.
Haedrig Wyrmsbane – A mighty Goliath who single-handedly crushed the armies of the Dragon Realm, shaking mountains under his thundering fists.
Zolis Sephret – A holy man who swore allegiance to the spirits of reality and laid the souls of countless beings to rest.
These three saints are revered by the Prixis mob for their countless sacrifices throughout their lives - and are believed to be as crucial to their freedom as the genesis of the Seven Sins.
The masses in Prixis worship the Seven Deadly Sins as a major religious institution – but in commemoration of the three heroes who embody the principles of their desire for freedom, the Heroic Trinity is venerated as a saint in the pantheon of sin, effectively ensuring that their Memory stays alive in the hearts and minds of the people they saved.
The Court of Heroes is said to have received its own divine thrones from the pantheon of Syn after her death, effectively making it a smaller pantheon.
People who adhered to the principles of the Heroic Trinity did not initially benefit from their worship, but over time small miracles and divine magical acts began to flow through those who respected them - suggesting that the Heroic Trinity was not just alive , but also ascension to a higher state of being of related qualities.
Since the Court of Heroes is not a true pantheon of gods, the powers it bestows are significantly less than the potent powers of Syn's pantheon; However, the Court of Heroes does not respect the Syn pantheon - in fact, it is promoted by the Seven Gods.
Traditionally, when visiting the temples of the Pantheon of Sin, one will find small shrines to each member of the heroic trinity clustered near the entrance, where they symbolically assume the mantle of messengers and mediators between mortals and the gods themselves.
For the Heroic Court, power is not something that can be bestowed as easily as Syn's pantheon, so the Heroic Court can only grant temporary power in the form of gifts.
These small gifts do not require strict adherence to moral principles or the guidance of worshiped deities. Rather, it consists in the individual contemplating or being attracted to the principles dictated by a subordinate deity.
To receive a gift, simply pay tribute to the Heroic Tribunal minor deity you most identify with. The homage may only be given in a temple or sacred place dedicated to the minor deity.
Tribute is traditionally paid in the form of a devotional prayer or symbolic gesture in front of the shrine of one of the Heroes' Courts; however, an act of killing, small sacrifices, or contemplative gratitude are equally acceptable.
Sometimes when a subordinate deity believes that a person is not following their rules properly, the deity may choose to withhold their gifts until proven otherwise.
At the homage, minor deities may present small gifts as a token of gratitude for a new or continuing belief.
These offers can only be used once before they disappear. You can only get one gift from a god in the Hero Court at a time, and you can't get another one until you use a sacrifice and 3 days have passed.
Cursed with dragon blood, the dark elf who once served the dragon kingdom threw off the bonds of his would-be generals and began to teach them the secrets of the deadly masses of Pryxis.
Thanks to him, the inhabitants of the kingdom learned several new methods of warfare - all related to using the dragons' secrets against them. Such as sucking the blood of fallen dragons to gain their powers, learning their primal voice to channel great bardic magic, and studying their anatomy physiologically to quickly pierce and cleave their internal organs.
Today they are considered saints of deception and the hunt, and those who follow the principles of Gilthunder learn ways to empower their bodies to hunt and evade dragons, monstrosities, and other predators.
He fell from grace
Gilthunder was an elf who served as a lieutenant in many of the dragon realm's armies under the mad king.
However, this service was not from want, but rather from necessity, for Gilthunder's family enjoyed a secure life while he served the Empire. Gilthunder rose through the ranks to secretly gain more knowledge and understanding from his masters, and when he failed in his mission to defend the Mad King he served, his family was killed before his eyes and he was coerced to drink a mixture of their blood and a dragon; to strengthen the belief that his life will always be within the reach of the dragons.
Enraged and hiding his anger under the mask of cold submission, Gilthunder hatched a secret plan to overthrow the Mad King and the great adder he served. Years later, after assassinating the Mad King he had served for decades, he called the kingdom he had conquered into rebellion when the Mad King fell to his lance.
The kingdom he now led learned the art of fighting dragons - even taking in dragonskin to challenge their masters - and they obeyed his every command as he gathered the broken pieces of his life and the lives of so many others and Forged them into weapons to overthrow the empire.
As the kingdom and surrounding lands united under the Gilthunder name, a rapid redistribution of the Empire's resources began - placing all wealth and weapons in the hands of those they had once oppressed.
Gilhound offered freedom to those who had been broken and enslaved, and presented dragon worshipers with a choice: join him or die.
From those who either fled or joined the call, Gilthunder chose the best to learn the paths that burned so deep in his heart. Thus began the rise of the dragons; a conglomeration of lancers, practitioners of the ancient dragonspeak and drinkers of their blood. No matter what the price, Gilthunder would turn every aspect of the dragon against its oppressors.
Gilthunder earned the title "Dark Wind" when the power of his ruthless teachings swept across the landscape, driving those who would obey the discipline to use the Empire's greatest weapons as their own.
- Attitude:Usually neutral, often angry
- Recommended activities:Blood Hunter, Ranger, Rogue
- Suggested pastoral areas:hunting, travelling
- Recommended backgrounds:Charlatan, criminal, persecuted
Gilded Dog Rules
The following rules represent what Gilthounds supporters seek to adhere to:
Life is a hunt.The idea that all life is a matter of survival of the fittest - only the fittest will replace the rest.
hunting is life.When someone becomes complacent, they fall victim to those who are stronger than themselves - never lose your guard, always try to improve yourself and your abilities.
Trick and hunting gifts
When you pray or pay tribute to Gilthunder at one of his shrines, you can choose one of the following gifts.
As part of the action, you will be filled with a rush of adrenaline and energy. Your speed is increased by an additional 10ft until the end of your next turn, and you immediately regain two uses of a class feature that was depleted - for example, action leaps, rage, bardic inspiration, channel divinity, etc. If the amount restored is your max limit exceeds, you get additional usage, which is up to 24 hours.
As a bonus action, you summon Gilthunder's unnatural reflexes.
For the next minute, your Dexterity or Charisma increases by 2. At the end of the minute, you gain 1 level of fatigue.
Tales of Gilthounds
Gilthunder's tales tell of his cunning and deadly precision during the fall of the Dragon Empire.
night butcher.Gilthunder Dragonheart's famous great scythe spear made of blackened mithril and silver. Exceptionally light, the Nightcutter has been known to pierce scales and plates with just the lightest of blows, slicing through flesh and bone as if it were mere paper. The weapon takes its name from its ability to seemingly merge with shadows and the night sky, as Gilthunder leaped from mountain cliffs, city towers, and treetops to pierce dragons from his night sky.
Dark Runner.Gilthound was no stranger to the Veil of Night or the Cloak of Shadows - being a Dark Elf and having drunk the blood of a Shadow Dragon, the only way to survive was to remain in constant darkness. However, as he continued to explore the magic inherent in the Dragonborn, he harnessed its ability to absorb a mist of pure shadow, allowing it to remain present even in direct sunlight. Though evening, twilight, and night were still the Shadow Walker's favorite times.
alliance eater.No tale tells of such a ferocious display of dark charisma against those who would betray him as does the tale of Dirjun, the devil of the covenant. Dirjun approached Gilthunder with the intention of luring Gilthunder into a pact that would renounce his kingdom and rebel for more power - but doing so would actually grant him fel powers. After only an hour of deliberation between Gilthunder and Dirjun, the pact devil misjudged the spearman's ability to detect deceit and lies and was instead tricked into relinquishing his own power, which Gilthunder happily accepted. He then killed the covenant devil and took control of all his covenants that were still in existence, becoming the mortal keeper of the covenant. Even now, Gilthunder is said to keep a network of renegade Pact fiends under his control.
Haedric of Wyrmsbane
The mighty King Goliath who united the tribes of wild men, goliaths and giants into a united kingdom and led the charge in a bloodthirsty crusade against all manner of dragons.
It was Haedrig who brought the ideas of mass production of arms and weapons to Pryxis and created a centralized military system that combined the sciences and disciplines from every corner of the world and creed into a unified force.
Hailed as saints of power and doom, those who follow Haedrig's principles embody terrible physical strength and become unstoppable juggernauts on the battlefield.
Shawls for the royal family
Haedrig began life as a humble child of the Goliath line into which he was born - a mountain sanctuary tucked deep in the mountains of a lost continent, hopefully far from the prying eyes of the dragon kingdom.
One day the town he called home was besieged by a large lizard and when his family was killed and his home destroyed he fled to the mountains and was taken in by a group of Norsemen who trained him in the arts of war and brought up for honor. In his youth he never gave up the inner bitterness that sought revenge for his fallen people.
When he grew up and went hunting, he and his party were attacked by an ancient dragon. The dragon killed every one of his countrymen until his gaze settled on him. The anger in his chest reignited as the memories of his destroyed home flared in his mind. He cried out to heaven, wishing the gods would pay attention to him while he either avenged his family and friends or died trying.
At that moment, as he lay bloodied and unarmed in the snow, a meteorite began to slice through the sky toward him and smash into the ground on which he lay. Exhausted but driven by supernatural determination, he lifted the still-flaming meteorite over himself and crushed the dragon to a pulp, blood spattering ice and stone.
With this meteorite and dragon corpse, he wanted to show that their rulers could still be defeated - and that he would lead the people under their protection.
After slaying the ancient dragon, cloaking himself in its carcass, and forging weapons out of dragon bones and meteorites, he set out to unite the surviving Norsemen, Goliaths, and whatever giants he could find as one nation under his dominion—united in the fall of the empire.
Those who opposed his claim as king were mercilessly killed, and those who joined him were given the weapons of the fallen dragons. In time, whole countries of his kind began to rally under him, uniting their banners with his.
He taught the skills of hard work and brute force to the masses who swore allegiance to him, in everything from stone carving, wood carving, blacksmithing to sailing - those who followed his example learned to live without dragons. Without the hard-working hands of Haedrig's Empire, the Dragon War might never have been won.
Haedrig earned the title "Stormblade" because his ability to channel his people's lightning bolts with unprecedented power inspired awe and fear among many humans and dragons alike.
Followers of Haedrig
- Attitude:Mostly legal, often neutral
- Recommended activities:Barbarian, Warrior, Paladin
- Suggested pastoral areas:storm, war
- Recommended backgrounds:Sportsman, folk hero, knight
The following principles represent what Haedrig's followers are guided by:
strength is powerThrough honor, discipline, movement, and strength, one can attain physical perfection and become the embodiment of power.
Power is a tool.Great power comes with great responsibility - Do not nullify or misuse power for wrong impulses or wrong reasoning. Power is like a weapon: it is best used when you understand it well.
The gifts of power and life
When you pray or pay homage to Haedrig in one of his shrines, you can choose one of the following gifts.
The Gift of Health
As an action, your wounds and ailments heal before your eyes. You immediately gain 4d8 + 4 health and are cured of one of the diseases or ailments listedminor renovation.
The gift of power
As a bonus action, you summon Haedrig's immense courage.
For the next minute, your Strength or Constitution increases by 2. At the end of the minute, you gain 1 fatigue level.
Stories of Haedrig
The stories told about Haedrig describe his unstoppable strength and earth-shattering power during the Dragon Wars.
Beaten.A massive maul crafted from an adamantium meteorite and the remains of an ancient dragon it slew, this combination hammer and great axe struck terror into all who witnessed its path of destruction. Haedrig named the Maul great ax after himself, considering it his crowning achievement and representation of his royalty. The Wyrmbane carried his brothers' innate thirst for blood, making it a powerful dragon-slaying weapon.
Stormbringer.Blessed by the War Gods of the Pantheon of Sin and the Norse Gods, Haedrig displayed powerful supernatural abilities to harness the energies of Tempest and Tempest. It is said that in times of extreme need, Haedrig was able to brave the storm and wrath of heaven to cut down his enemies - almost always at the command of his Maul great-axe.
Kong Giantkin.When Haedrig united the various clans, tribes, wanderers, and assemblies of his people under a unified banner, he is said to have returned to the once great city of his birth and rebuilt it as the seat of his newly founded kingdom. There he instituted a new rule of loyalty and discipline that any new king must follow in order to succeed him. This led to the formation of the giant stones; 7 sets of massive pillars scattered across the world, to which each king must make a pilgrimage to receive the blessings of the giant gods before he can take the throne. The first (and last) stone is the massive throne on which Haedrig and all subsequent kings sit.
An otherworldly woman who served as the supreme high priestess of the agnostic faith - an iconoclastic cleric - spiritually guiding and protecting the masses.
Zolis established the ideas of freedom and endurance among the people of Pryxis; They teach their charges the arts and practices of ritualistic communion with otherworldly spirits and powers, as well as the rituals of the dead and caring for the living—all in the service of an unfathomable power unimaginable to mortals and gods alike.
Revered as a saint of will and spirit, followers of Zoli gain a greater insight into the power within themselves and the abilities they may possess.
Risen from the ashes
During the Dragon Wars, Zolis was found as a baby outside the temple door and the priests welcomed her with open arms without hesitation.
Growing up in the secluded studios of the gods, Zolis inherited their respect for spirits and mortality, but began to question and eventually shun the gods' influence. They see them as unworthy of direct worship, rather than grudging respect and acknowledgment of their existence.
This was not well received by most who listened to her praises and prayers, in which she called to power the spirits of the dead rather than the deities whose priests greeted her. Eventually she was expelled from sanctuaries and churches where she was once welcome. Because of this, she was easily hunted by the Dragon Kingdom.
As she was consumed by the flames that tried to burn her, she was imbued with the souls of her ancestors and the spirits of those she laid to rest; radiated magic and strength from her character - and she gained a new charge. She would become the spiritual leader of the masses, feeling abandoned and lost by the gods themselves, leading them to break the chains of worship and dragon slavery.
As Zolis attained a new position as the spiritual leader of the world's ill-mannered people, he began a religious awakening of the masses - teaching the ways of animism: spirits and powers in all things.
Those who were depressed, felt unloved by society, or felt forgotten by the gods fell under the authority of the Zolis community. She learned ways to show respect to the dead and to call to power the souls of the dead at the worst of times.
She unified the lost and downtrodden Pryxis into a spiritual force that wished to heal those who had suffered during the Dragon Wars, and also recognized the value of giving one's life for a greater cause.
Zolis was given the title "Gravestar" because her sermons on rejecting gods and embracing spirits led many to see her as a beacon of bright hope.
- Attitude:Mostly neutral, often good
- Recommended activities:Cleric, Sorcerer, Sorcerer
- Suggested pastoral areas:grave, time
- Recommended backgrounds:Acolyte, hermit, sage
The following rules represent what followers of Zolis seek to uphold:
like inside.The greatest magic comes from harnessing one's inner powers, and these powers can be sharpened through the grace of others.
So without.Trusting the people around you when you can't trust yourself is a danger to everyone - even those we don't understand, such as gods.
gifts of will and spirit
When you pray or pay homage to Zolis in one of her shrines, you can choose one of the following gifts.
The activity will sharpen your mind and generate new ideas. You gain 5 mana to spend on reclaiming spell slots, losing excess mana as shown below.
|A place for magic||Cost of mana points|
These mana points can also be used to restore spells of the same caster level from piety traits and magic items.
The Gift of Will
As a bonus action, impart Zolis' deep knowledge.
For the next minute, your Intelligence or Wisdom increases by 2. At the end of the minute, you gain 1 level of fatigue.
The Tales of Zolis explores her tenacity and willpower to lead the unenlightened masses of Pryxis to a brighter future.
Graver.A simple but elegant spear that Zolis himself used as a sacred symbol and weapon to combat threats against his people. This shovel-like spear of entropy was given to her under mysterious circumstances; namely bestowed by a higher power acting outside the interests of the gods. This otherworldly being led a life of quiet contemplation and concern for the remains of all dead gods. Some call her Chac-Mool and others Anubis. This being sought out Zolis because she refused to bow her knee before the gods and gave her a fraction of her own power to use for her own ends.
Phoenix Cloak.Zolis once attempted to free an enslaved phoenix that Red Viper had used as a tool during the Dragon Wars, channeling the phoenix's power into himself to revive him after death. Zolis defeated the great viper with great difficulty and rushed to the aid of Phoenix, who began to crumble to ashes in her hands - his life force drained from the red dragon. Before the phoenix could vanish completely, he struck out with his powers one last time, granting Zolis a cloak of eternally burning feathers.
Announcement of Heroes.Legends tell of a cloaked figure who attends the funerals of all those who have accomplished great deeds in their lives for the good of mortals - whether their effects are felt immediately or from afar. When the hero dies a slow, painful, and lonely death without anyone or anything knowing of his deeds, Zolis is often said to appear himself to perform the last rites and bestow all of the hero's greatest deeds throughout his life. Sometimes these iterations look to the future; They let the hero know that their sacrifices were not in vain. Then he will close the hero's eyes and bury him honorably, marked on a tombstone not with a name but with the greatest deed. Time cares not for names, but great deeds live on.
The planet's most important starport and largest metropolitan area in the world, Pryxis - Megalopolis. Pryxis is home to Archmage Eternal, overseeing the smallest details of his world.
The lands of Pryxis are as mundane and normal as they are unique and surprising; Every continent that wasn't swallowed up by the Great Deluge features the generally non-magical biomes and environments one would expect of any world -- until you venture far enough or deep enough into those lands and find areas that counter the laws violate reality, and yet the locals accept them as a matter of course.
Again, the Pryxis lands are unique in their ability to adapt and adopt to anyone who settles there. Many continents are home to races whose ancestors predate the Plague of Enchantment and who claim to have inhabited these lands since time immemorial (whether this is true or not is debatable).
No matter where, when, or how, the Pryxis lands are home not only to a variety of races and races, but also to magical weaves and adaptive environments that amaze many who traverse them.
Complete world map
For a bigger and better Pryxis map, follow the link here:Prixis world map
Each continent listed includes a master key that breaks down the expected environments, the continent's capital, and the major non-capitals.
After each important section, a general overview of each continent is given, as well as some points of interest of this country.
Each continent has its own people, customs, governments, creatures and unique locations - and these aspects should be taken into account when traversing. Some areas in each land remain unexplored or inaccessible to some, and many adventures await those willing to traverse the yawning darkness.
Each continent named provides general information about the environment, settlements, and basic history of the civilized areas on those continents.
Additionally, in each section there is a localized map of the continent, a map of the capital city and a handful of important points of interest related to each continent.
The following environments represent the predominant landscapes in the world of Pryxis. Each environment is considered separateprivileged terrainfor rangers.
The presence of some neighborhoods does not negate other neighborhoods—it merely indicates the dominant land type.
|Coastal||Sea, lakes, islands, beaches|
|Called||(Ant)arctic, ice, glaciers, snow, tundra|
|Desert||sand, glazed, wasteland|
|Las||Forests, trees, jungles, thickets|
|Ing||Prairies, hills, agricultural areas, plains|
|Berg||Mountains, steppes, canyons, cliffs|
|Bad||Peatlands, runoff, wetlands, humus, wetlands|
|*Underground||Caves, dungeons, dungeons, darkness|
|**Von||Buildings, roads, canals, cities|
*Underground environments exist in all countries
**Urban environments are found wherever there is a large presence of civilization.
- Main areas:coast, swamp, grassland
- Tisch:The roses
- Capital Cities:Anelin, Gothra, Mallaig
The Puglia chain is a huge archipelago consisting of several islands and land masses, which extends in the northern hemisphere of the Lucent Sea, i.e. in the temperate zone.
There is no single unitary government on these islands, but each particularly large (and populated) country governs its own laws and districts through city-state administration.
The largest city-state is Rosbern; through which the rest of the Apulian chain conducts world trade and uses it as a major transport hub.
Analin and Mallaig are the other capitals of the Puglia chain - and both cities are in the same part of the country, leading to constant conflict and uneasy collaboration with both cities.
Ghothra is the city closest to the border with Pryxiria, and also the only city in the Puglia chain that operates as a meritocracy - a militarized government - due to the dangers posed by the land they live in.
There are several provisional villages and towns on the scattered islands along the Apulian chain, which may be responsible for the administration of the aforementioned towns or operate entirely outside the law.
Capital city:The roses
The city of Rosbern is the largest metropolis of the Apulian chain.
Rosbern is a vast collection of various industrial buildings and shipping docks used to supply trade and materials to the rest of the Pryxis world. Rosbern's main exports include petroleum products and kerosene, harvested from the lush swamps and peat bogs throughout the Apulian chain.
Due to the large amount of petroleum products naturally occurring in the Apulian chain, Rosbern is one of the most financially stable settlements on Pryxis - even rivaling Pryxis Megalopolis when it comes to the large volumes of oil and gas shipped weekly.
In addition to petroleum products, which represent the main lucrative export of the Apulian chain, the minerals and timber available for trade outside this area make up the rest of the Apulian chain's wealth.
Because of its tremendous economic prosperity (and remoteness), the city of Rosbern is a key Merchant Guild sanctuary—and many of its members reside permanently within the city limits, serving as Rosbern's oligarchs.
A small town on the west coast of the central country of the Puglia chain, Anelin sits in a bustling swamp area on the edge of the region's largest lake.
Much of the city consists of simple structures of wood and stone, and about a third of all buildings are on floating dwellings in the inland swamp lake.
A group of hermetic psionic halflings (known asSpectral Halflings) call the Anelin their ancestral home and have lived in the area since ancient times—like many other races who settle in their city, they are usually welcomed by the halflings, but usually only after they have proven their worth.
Due to the turbulent skirmishes between Anelin and Mallaig, the tunnel through the mountain range to the meadows is heavily secured against traffic.
Hidden from the rest of the island, Anelin sits on a mountain range that keeps swamps out. Beyond this mountain range, the people of Anelin engage in a constant trade in swamp flora and fauna with those who dock at the nearby port.
Legends tell of an ancient power that lies deep within the swamp lake and is credited with the psychic powers bestowed on the halflings who live there. The same power is said to have protected Anelin from outside threats for untold millennia.
This labyrinthine fortress is firmly embedded in the coast of the western mainland of the Puglia chain and stands in stark contrast to the hyper deadly landscape that surrounds it.
Completely surrounded by a series of ironwood walls, the fortified town of Ghothra is the only settlement on the western mainland of the Puglia chain. the jungle south of the mainland, destroying all flora and fauna into abysmal monstrosities.
The city of Ghothra serves as an important military countermeasure against the demonic invasion of the land and was brought here at the behest of the Guild of Three. Troops and supplies are regularly sent to the island to prevent further spread of the invasion, and patrols of heavily armed soldiers and mages are dispatched to eliminate demonic influence.
Due to the Abyssal's longstanding presence on the continent, "burning out" demonic influence is nearly impossible. Abyss Transgression has existed on the tropical island for over three centuries and there have been constant attempts to destroy the Abyss' main gate - to no avail. Even the Eternal Archmage himself has begun channeling funds and resources directly to the city of Ghothra to give the demonic forces a better foothold.
Many Ghothra expatriates are often hardened criminals or seasoned soldiers who know full well that demonic influence can end their lives—and those who survive the longest tend to rise to positions of meritocratic power.
Mallaig is a walled town built high on the highest plateau island in Puglia's southernmost inland archipelago. It is a coastal fortress surrounded by a network of bridges, docks and promenades that stretch across the archipelago.
The town of Mallaig is a stone fortress mostly inhabited by the dominant Orc tribe and was once the site of an ancient kingdom that fell from power during the Dragon Wars - believed to have been owned by the Mad King who was overthrown by Orc slaves who ruled the den took advantage of the fall of the dragon kingdom.
While the watch still stands, the patchwork walls and woodwork make up most of the architecture that extends outside the watch - and the main line of stone bridges leading to the mainland are still functional, albeit derelict.
The orcs of Mallaig despise the city of Anelin - and then the ghostly halflings who live there. The reasons for this bad blood are said to lie in the halflings' belief that orcs were enslaved during the rule of the Dragon Realm, but the halflings claim they are unaware of the struggle the orcs endured. Nevertheless, the conflict between the two groups of people is not over yet.
- Main areas:Grassland, Wald, Berge
- Capital Cities:Dhor Volbur, Na'Arth
The mainland of Belgrade is the central continent of the Cycallu Sea (also known as the Sea of Storms) and is rich in dense temperate forests in the south, blending with tropical jungles in the north.
Belgrade is governed by a Council of Nobility, which oversees the laws and relations between the people and the governing body. Each major city forms its own city councils for the surrounding countries, and the capital, Nimik, houses the center of government.
Metropolis Nimik is a famous trading city for the surrounding continents: it is a hub through which the people, customs and goods of all other countries pass.
Dhor Volbur is a city on a carved mountainside and most of the city is underground or in mountain caves. Dhor Volbur is also known as the public entrance leading into darkness.
Na'Arth is an incredibly beautiful elf town deep in the forests of Belgrade. The city lies in one of the darkest parts of the Belgrade Forest region, and while the setting is wild and untamed, the city itself provides a stark, civilized contrast.
The city of Nimik is a large commercial metropolis on the southeast coast of Belgrade.
Nimik is a huge metal-walled city divided into various districts divided by class and trade. The strata of these neighborhoods range from lowest to highest: Slum, Low, Bazaar, High, and Gentry, with the docks opening from the southernmost part of the city.
Outside of the metropolitan areas, the city itself is divided into two parts: with the lower classes (slums, low, docks) on the east side of the river and the upper classes (bazaar, high and noble) on the west.
Nimik's main exports are diverse - including lumber, ore, animal products, food, textiles, magical reagents and much more. The density of different arrivals and departures from the economic metropolis ensures a diverse range of goods that are available to the public - but often only for a short time.
Docking, building and dismantling ships is an important profession in the city of Nimik, as the material resources available allow numerous ships of any size to be built in a surprisingly short amount of time - and it remains one of the most lucrative professions of the masses.
Clinging to the security of the rocky slope of Mount Volbur, the town of Dhor Volbur, which translates to 'Door of Volbur', is a town carved into both the slope and the mountain itself.
The city lies behind a massive stone gate in the mountains, in a large natural cave that is deeper than it is wide, surrounding a huge trap (known as The Sink) that leads into darkness.
Dhor Volbur is divided into a series of four rings: The lower ring consists of mines and tunnels branching outwards and upwards, leading directly to the bay. The middle ring is at ground level with the main gate of Dhor Volbur and is the main residential and commercial area, the upper ring is less a ring and more a series of extravagant bridges and piers connecting hollow stalactites and used as exclusive residences, villas and banks , and the ring of heaven is on the outer peak of the mountain where the royal family lives.
The original creators of Dhor Volbur were a generation of Gray Dwarves (known asHeavenly Dwarves), who separated from their underworld brothers to change their destiny. They encountered Mount Volbur and began tunneling up rather than down.
Na'Arth is an ancient elven city that existed before the Dragon Wars and was abandoned under the rule of the Dragon Empire.
Shortly after the Empire began to rule the world of Pryxis, the city came under siege by marauding and marauding Great Vipers. Realizing the inherent power of the ancient elves of the time, they took swift action to quell any resistance.
In the early years of the Dragon Wars, many elves who had escaped captivity fled here, drawn by a strong supernatural longing that led them to rediscover the ruins. Shortly after the rediscovery, the city was again inhabited by elves; most notably the High Elves trying to restore the city to its former glory.
Today the city is a glittering sanctuary of beauty and splendor among the bushes and thorns - scars of eons carved into its streets: revered and studied by elves and other races alike. Archaeological and magical expeditions are often conducted throughout the city and its environs to uncover hidden histories from before the Dragon Reign.
Many of the chambers and layers within the city's depths remain unknown, undiscovered and potentially dangerous, but they may hold great hidden powers or secrets just waiting to be revealed.
- Main areas:Grassland, Wald, Berge
- Capital Cities:Hulgal, Khol Lodar
Sitting on the edge of the Lucent, Cycallu and Esvista seas, the continent of Briarn is the third largest landmass in the world.
The Briarn is a large mountain range and most of the interior is dominated by a spiral mountain range. The rest of the continent is covered in dense forests and vast meadows — but it's all set on incredibly hilly and hilly terrain, dotted with rocks and cliffs.
The carved city of Mirstone is both the capital and main port of the continent of Briarn. The island Mirstone lives on is constantly battered by rough water storms, so it was shaped to withstand the most dangerous storm surges and cataclysmic waves.
Hulgal is the north-eastern town of Briarn and is considered an incredible source of tourism and leisure in the temperate regions of the continent - where the coasts meet the vast meadows and rolling valleys of the countryside.
Khol Lodar is the most mysterious and secluded town in Briarn - a vast valley of carved ziggurats and towers in the country's mountainous center, accessible only via a vast river leading inwards or through dangerous underground tunnels.
Mirstone is a city on an airtight island off the southern coast of the Briarn continent.
The city has been carefully carved out of a single granite mountain that once stood on the island where it now resides. The original quarries, pits and tunnels used for construction survive to this day and have merely been converted into various structures and sites (e.g. lakes or bodies of water for the quarries and sewers for the pits and tunnels).
Storms and waves regularly batter the town and shores of Mirstone, which is why many residents use the tunnel system and underground network as a shelter from the violence of the outside weather - and underground entrances are built into many buildings, structures and businesses. allow pedestrian traffic. Outside of the underground network, people moving above the surface typically use vehicles or take advantage of breaks in the weather.
During extreme weather conditions such as tsunamis or hurricanes, there are underground shelters that can be sealed off from the surrounding surface, and often surface structures can be protected from impending hazards.
Due to the still working (and useful) mining tunnels, many of Mirstone's residents make a living mining the gems and metals that lie beneath the town - but this is extremely dangerous as some tunnels remain undiscovered and unmarked on maps to this day are .
Located on the coast of the north-eastern peninsula, the city of Hulgal is a busy trading town.
Hulgal is a city teeming with traders, merchants, and businesspeople, built to receive a variety of trade goods and items from mainland Pryxiria.
Built on one of the oldest glacial gullies left by ancient ice shelves that retreated from the area long before the Dragon Empire, the city of Hulgal not only offers a wealth of valuable trade goods but also allows many archaeologists and paleontologists to explore the records the world from the harsh and destructive rule of the dragons.
The city itself is constantly funded by various high-ranking officials, and many of the buildings are exquisitely crafted from materials found around the world -- as well as much of the local megafauna population. Due to the extensive glacial plains on the north and south sides, the diverse megafauna enjoy a temperate landscape. Hunters venture into the plains to reap huge profits by slaying the largest creatures that inhabit the glacial ridges.
Trade goods and glacial megafauna aside, the final aspect of Hulgal that draws many is tourism: a peaceful seaside town that offers numerous private resorts and beaches for those willing to shell out more cash for investment.
Set in the midst of a mountainous landscape, these amazing stone structures blend into the surrounding mountain valley.
On the shores of the Inner Sea: Lodar (translated Lodestone – as khol Lodar directly translates to “King of the Lodestones”) the city was originally built as the extravagant headquarters of the dwarven empire of the world Pryxis, where the head sovereignty would be over live and oversee the numerous holdings of the Empire.
Khol Lodar's (and then the Empire's) operations were housed in the city's main palace - a massive stone ziggurat that towers over the surrounding landscape and - no pun intended - eclipses all other buildings in the area, dwarfing his majesty .
Dwarfs of all kinds lived in Khol Lodar - because it was meant to be a sacred place; venerable and sacred to all dwarven sects, clans, and factions. With each generation of dwarves who settled and lived in the valley, their customs, beliefs, commerce, and architecture contributed to the vast metropolis, increasing the glory of the United Dwarf Kingdom.
Above the clear waters of Lodar lies a spur of labrador-colored stone that dwells the souls of every ruler who sits on the throne of Khol Lodar. They continue to watch over the dwarven empire they once ruled and continue to lead the reigning ruler to further glory.
- Main areas:desert, grassland, mountains
- Capital Cities:Saneis, Aksai, Benou, Kipos
The continent of Egyix lies between the Esvista Expanse and the Loccon Depths - and is the second largest landmass in the world.
Egyix is characterized by a supermassive desert region known as the "Bare Wastes", sandwiched between mountain ranges on either side of the continent and tropical jungle to the northeast. Wandering through the barren desert without a guide is tantamount to suicide.
Ashsym is the capital of Egyix, built on an isolated oasis island in the Inner Sea, aptly nicknamed the "Sea of Glass" for its supernatural waters.
A city in the far west of the continent, Saneus is the only safe haven for the barren desert.
Aksai lies to the north on a separate landmass and several smaller islands that serve as fueling ports for the many ships that pass through the Esvista expanse.
Benou is a miners' and prospectors' town that sits on the edge of the Egyix Jungle and opens onto Herkut Bay, where various mining operations take place.
Kipos is a menacing ruined city in the southeast at the foot of Mount Kipos. No living thing can set foot anywhere in the salt flats that stretch from above.
Ashsym is an ancient fortified city in the center of the continent of Egyix - on an island in the Sea of Glass.
The city of Ashsym is one of the oldest surviving major cities, predating the time of the magic plague.
Ashsym is an ancient oasis city built on solid sandstone foundations with reinforced sandstone walls. It is the safest sanctuary from the unrelenting needs and dangers of the barren wastes and is the current seat of theocratic government.
Nicknamed "The Tainted City" not only because of its location on the Sea of Glass, but also because of the lucrative trade in some of the strongest glass and crystal products - from various pots, urns and vases to windows, mirrors and stained glass and glass Spelljammer window and much more.
In fact, even in the city there are stunning glass and crystal works of art adorning every building and street. The main attraction of the city of Ashsym would be the Glass Palace - a superstructure of woven, threaded and beautifully cut colored glass and precious stones housing the current pharaoh and members of the royal family.
Much of the city's revenue comes from the glass and gems trade – however, there is an ever-growing treasure hunter business for those willing to brave the dangers of sheer squandering to uncover the desert's hidden secrets and riches .
The port gateway to the country of Egyix; Saneus acts as a gateway to the barren wasteland itself.
Saneus lies on a coast where the Antarctic currents flow in from the south. Saneus is a true temperate city, surrounded by mountains to the north and south - and its residents benefit from a convenient trading town.
The city was originally built in a vast desert landscape long ago as one of the Dragon Empire's most important slave ports - and the city still bears the scars and stench of crime from a bygone era. Originally used as a town for breaking, grazing, training and trading livestock, the city resembles a huge fortress prison.
Due to its semi-remote location, many of the laws of the country of Egyix are ignored or overridden within the city limits, making it an excellent place for smugglers of illegal goods (such as trucks, furniture, contraband, etc.) to be exported without much scrutiny. However, the city of Saneus is notoriously a corrupt desert niche for those with the moral ambiguity to overlook such activity.
Located in a tropical desert, Aksai is considered a true paradise in the middle of the sea.
The city of Aksai is located on a special plateau that dominates the center of the island. The lower districts surrounding the plateau serve as important commercial, commercial, and residential centers. At the top of the plateau is a granite fortress containing the living quarters of the nobles and the administration hall. The incredibly chaotic Main Street winds its way towards the northern part of the island - where it leads to the main wharf and the ship's tank port.
Originally built as a base for a counter-offensive against the now-ruined Herkutatop (Herkut City), the city of Aksai was built as a rebel port - a port that has been pillaged, pillaged, burned, flooded and rebuilt time and time again.
The city holds a special place as a key witness to the event known as "Meteorfall" - narrowly surviving a meteorite impact in the east. In the halls of the main palace there is a detailed historical account of the events related to the meteor fall.
Lying on the shores of Herkut Bay and in the jungles of the Aegean, Benou is a dangerous but lucrative settlement.
The town of Benou is nicknamed "Edge City" - in reference to the fact that the industrial mining town is perched precariously on the edge of Herkut Bay.
The city looks straight into a dangerous, gaping chasm of twisted silt and glass; Where it stretches, vine-like docks and bridges lead to the Persian Gulf to harvest a bounty of extremely rare die-cast materials and ores found nowhere else on the planet.
The city is the only permitted form of mining in Herkut Bay - and due to the intense oversight of all departments of the Guild of Three, the city's safety and capabilities are tightly regulated. In fact, the recruitment process at the Benou Mining Coalition (BMC) is exhausting and mysterious. Outward transports from Benou are almost always carried out exclusively with armored aircraft.
Built isolated to the south-east of Egyix in the shadow of Mount Kipos, this city is barren and desolate - but only on the surface.
Rising out of the surrounding desert is a massive mountain known as Mount Kipos. Carved into this tower is the seemingly deserted metropolis of Kipos.
The city and surrounding areas are infested with a nearly incurable form of immortality—a form that can be transmitted to other living beings through contact or prolonged exposure to the air. The form of undeath is known as "Soullight," the Mad King's final gift to the world of Pryxis that would turn his subjects and all exposed to it into half-life.
An area spanning a 700-mile radius from the center of Mount Kipos is considered quarantined by Prixis Archamgus Eternal itself - marked by metal rods attached to a psi crystal that telepathically sends a quarantine warning to any living thing transmitted within 100 feet. These bars are evenly spaced every 100 feet around the perimeter of the quarantine. Many teams of autonomous constructs and resilient adventurers patrol the fringes to destroy any infested creatures that happen to pass by.
Islands of Iceland
- Main areas:cold, mountain, swamp
- Capital Cities:Brego, Ulross
Located north above the Arctic Circle, the continent known as the Isles of Ireland is a collection of three separate land masses in the Light Sea and Arctic Ocean.
The people and denizens of the islands are considered odd and strange to many newcomers - despite appearing like normal people (albeit with some odd quirks) - and are generally aloof when interacting with them outside of their mainland.
All the major cities of the Irish islands are in the same area on three coasts, allowing for direct communication and trade, and easy access to their more colonial lands and peoples.
The capital, Farfell, is located on the most central island of the Trifecta, and its residents are more open to outside interaction than their sister cities.
The capital of the southern mainland, Brego was built on an abandoned camp town left behind by an army of lost adventurers in the wilderness.
Ulross is a city on the northern continent characterized by massive walls and incredibly strange - some particularly creepy - residents.
Farfell is the center of the three coasts and the pinnacle where the other two metropolises balance each other socially and economically.
A city of sprawling bricks and towers, the islands' main port is the islands' only link to the outside world - as the other two metropolises are under martial law and those without passage permits or proof of previous residence are denied port and lodging.
If you dock at Farfell you can apply for an order to dock at either of the other two towns on the islands, but convincing a democratic council for a good cause (e.g. trade or military power) is not easy. Because the islands of Ilen want to make sure that the outside world is not tainted by the dangers that lurk in their land.
Aside from harsh martial law and constant threats from the supernatural, the middle island of the Trifecta is home to many mechanical ruins from the end of the Dragon Wars - many of which are dangerously active to this day. The town of Farfell itself is a reforged and realigned remnant of the ancient clockwork ruins that originally stood here, with much of the original structure remaining undiscovered.
Major exports from the capital city of Farfell include a plethora of rare ingredients, alchemical reagents, clockworks, and various types of metals and ores.
Brego is the southeastern town of the Three Banks area and is much less of a town as it is a collection of prefabricated buildings, canvas awnings and various buildings constructed from local vegetation.
The village of Brego was once the foremost command post of an incredibly large band of adventurers looking to explore and conquer the wild lands of the islands' underlands. When the actual army landed about a century ago, they pushed inward and left their camp to explore the local boreal forest. Unfortunately, none of the adventurers returned, which left many questions about what happened to the army.
Nevertheless, an entourage of squires, keepers, and servants made camp at camp, venturing only a few miles—and returning to Brego just in time before dark. Merchants and traders visit the settlement regularly to replenish needed supplies and items.
There are rumors of strange noises being heard after dark and various figures being seen in the fog beyond the bounds of the swamps and inland forests. As a result, local residents are constantly interested in a commercial operation to map the surrounding areas - with very limited success.
Ulross is the north-eastern town in the border triangle and is considered an "unsuitable" settlement. The city itself is the only known aspect of the island it sits on, as the areas outside the city walls are only accessible with the express permission of the noble caste that governs the city.
The people of the city of Ulross have an odd liking for strange and strange happenings inside or outside the city - a fact that visitors and residents from Brego or Farfell take advantage of. When a kidnapping or enforced disappearance occurs, many locals remain unaware, and even outright murder is sometimes completely ignored.
This kind of complacency has led many to label the commoners "strange people" — because their inability to feel fear, disgust, or the many negative emotions that accompany such a deadly threat is truly disturbing.
Ignoring crimes, forgetting misdemeanors and overlooking gross murders - the feeling that there is something fundamentally wrong with the island touches many in the heart.
In fact, there are many theories that a group of ghouls masquerading as an aristocracy subjugated the city to their whims and placed it under a higher authority - but no concrete evidence of this has ever been found. The best advice from those who have visited and experienced the city is: "Always be alert, never alone, do not draw attention to yourself, close the door and sleep in shifts."
Aside from the strange denizens and the dangers they pose, the exotic trade materials and unique perspectives make visiting Ulross almost a must for those interested in the esoteric and macabre.
- Main areas:coast, cold, mountain
- Capital Cities:Not usable
Isolated from the Arctic Ocean, the lonely continent of Olis is the northernmost landmass of the world of Pryxis.
Olis was originally an uninhabited continent until some 800 years ago, to escape the growing influence of the Guild of Three, a desperate band of pirates began settling the isolated and seemingly forgotten lands to the north. Here they found natural hot springs buried in ice and snow and built settlements on them.
The frozen land of Olis is nearly uninhabitable, but the pirate lords and captains who settled here did so with the support of various other united pirate groups.
The only town on Olis is a huge cluster of makeshift skyscrapers and houses built from sunken ships and boats - Huxbert.
Huxbert was meticulously crafted from steel, wood, sweat and blood by pirates who regularly call here. The city of Olis is almost lawless, but a meritocratic dictatorship rules: the strongest pirate lord rules.
The pirates of Olis regularly raid the Puglia region and the island of Iland.
The most important and loneliest city on the frozen continent of Olis.
Built from tens of thousands of wrecked and abandoned ships, either shipwrecked on the rugged coastline or towed as loot by other pirate ships, the outlaws who call this place home affectionately refer to this city as the "Abandoned Village."
Though elephantine and cold, the pirates, mercenaries and smugglers who inhabit here share the same emotional views as their continent - viewing it as the last true haven of pure piracy.
It goes without saying that the only real working life to talk about here is of course piracy. However, there are many "sub-sectors" of "illegal business" available to those who dock or live here, such as: shipbreaking, construction, wealth management, mercenary work, hunting, trucking, and alcoholism.
While the local pirate lords are strictly opposed to joining the three guilds, they occasionally venture outside to trade with important clients. There are no actual exports from Huxbert - apart from very rare and incredibly illegal black market transactions (including drugs, alcohol, slaves and many others). If there is something illegal, immoral, fattening or inaccessible, you have come to the right place at Huxbert.
- Main areas:Grassland, Wald, Berge
- Tisch:Pryxis Megalopolis
- Capital Cities:Cartofoloph, Kragenferth, Aryowend
Pryxis, the largest landmass on the planet, shares a common copy of its name - for it represents a unique assemblage of people, customs, technology and magic across the planet.
A continent dominated by vast fields of large rocks and grasslands, and home to three metropolitan cities and one major metropolitan center. Pryxiria translates directly to "Pryxis body" and is actually the easiest land to identify from orbit.
Pryxis Megalopolis, the world capital and starport, is a vast network of sprawling cities that function as an entire nation while overseeing all affairs on and off the planet.
Cartofoloph is the continent's northern metropolis, boasting the world's largest agricultural area and thriving biofuel research.
Collarferth sits on a vast freshwater sea to the east, often filled with Wizardjammers and starships in wet/dry dock.
Aryowend is a western port city that controls the waterways and roads through Pryxiria. The main river flowing inland from the sea is the main waterway connecting cities on the mainland - and the main route to Megalopolis.
Capital city:Pryxis Megalopolis
The Pryxian Megalopolis - also called "Supercity", "Metal Jungle", "Stone Beehive" or simply "Pryxis" - is the largest collection of superstructures and populated urban areas on the planet.
Megalopolis not only serves as the ruling city of the continent of Pryxiria, but also represents the center from which the entire world of Pryxiria operates. The city is home to the headquarters of the Guild of Three, the main cathedral of the Church of the Seven Deadly Sins, the embassies of all continental governments and their respective countries or dominions, and the Dweomer Prixian Academy - home of the Archmage Eternal.
The city is divided into several walled rings, each larger and containing specific functions, professions, locations, and groups. The outermost ring represents the working class (mainly middle and lower class) and includes most of the residential areas, shops and parks. The outer ring houses various companies as well as exclusive apartments or residences and consists mostly of high-rise buildings. The inner circle includes embassies, guilds, and churches that oversee the interests of the continents. The True Ring is the focal point and consists of a hollow, active volcano housing large factories and production halls for enchanting ships and various mining operations. himself to control the world.
Cartofoloph lies in the green fields north of the mainland of Pryxiria and is traversed by two mountain rivers. It is a bustling city of agriculture and engineering.
Cartofoloph existed as a vast agricultural settlement during the Dragon Wars and is no stranger to farming. The city was originally built to provide the Empire's humanoid forces with food, livestock, and various living materials.
Since the fall of the Empire, the city and surrounding areas are still used as farmland - but they hold the key to an alternative crop: sustainable energy.
Cartofoloph is known for its eco-engineers and their ability to build batteries and power cells using biodegradable fuels made from plant matter (namely, the signature Cartofoloph "Blotato"). In fact, many nonmagical technologies are based on the innovative practices of the scientists and farmers who call this city home.
Whether through simple farm living or farming tricks, the people of Cartofoloph render an invaluable service to the entire world of Pryxis - a fact of which they are proud.
Collarferth is on the north shore of the Inner Sea and is best known for the landing stage and downing of the large number of sturgeon mages and starships in whose waters it was built.
The incredible underwater depths of the Indian Ocean allow aircraft and spacecraft to operate in active wet/dry docks. Due to the large number of ships that constantly land in the nearby waters, the city of collar Ferth has developed into a huge paradise for train drivers. Factories, manufacturers, mechanics and warehouses of all kinds are located along the coast - all for the sole purpose of maintaining, repairing or replacing basic components of stave jammers or their crew.
Due to the large number of migrant workers who lived in Collarferth, the place was jokingly nicknamed "Mini-Pryxis". Aside from train driver and storage companies, the vast majority of creatures actually exist to support a temporary population unable to make a multi-day trip to the nearby megapolis.
Aryowend is situated on a delta island separating the main waterway from mainland Pryxiria. The city is divided into three parts: two-thirds lie on the banks around the waterway and one-third is a fortress built on the delta island.
As one of the largest trading cities, it owes its existence to the Dragon Empire's attempt to maintain a method of surveillance and obstruction at the nearby Pryxis Megapolis. Aryowend was founded to ensure that the newly founded city (reluctantly allowed by the Dragon Empire so that the Eternal Arkmaker could save the planet) would have no influence beyond the waterways allowed.
Unfortunately, when the Dragon Wars began, Aryowend was one of the first cities to rebel against the Empire - partly due to the almost direct influence of Megapolis and its residents. Now the city takes control of which seagoing ships are allowed to navigate the rivers of Pryxiria and operates the world's largest water taxi service on the continent.
- Main areas:Wiese, Berg
- Capital Cities:Falsar, Marrowtown, Uzbekistan
The Triarch is an equatorial, hilly land between the Bright Sea and the Cyclic Sea.
The Triarch consists of fertile farmland stretching across rolling hills. It provides vital produce and livestock to several continents and features a glass graveyard containing the remains of the final battle of the Dragon War - aptly named "The White Scar".
A frugal but glamorous town, the capital Sisterton is the jewel of Triach. The city leads the continent by its unwavering principles, steeped in the proud heritage of its founder.
Every major Triarch city sits on coastal waters - due to the Triarch's use as a military continent during the Dragon Wars.
Falsar is a magical town on the inner edge of the south coast.
Marrowton is a military university town on the coast of the continent.
Uzbek is a unique building paradise, situated on a promontory on the south-eastern peninsula.
A pragmatic city built with functionality in mind on the inner edge of the west coast, home to the royal triarch - known as the 'Rosen Regency'.
Headed by the Queen, the Triarch's regency functions as a constitutional monarchy – a monarchy in which the Queen rules but the governing council she oversees shares authority over decisions and laws enforced throughout the triarchy.
Ruled by the eldest princess; As the Queen-to-be comes of age, she is tested by political intrigue and a public gladiatorial match against the reigning Queen herself - known as "The Showdown for the Throne". The princess must win the favor of a military sponsor as well as a high-ranking political leader before she can challenge the reigning queen - and then defeat her in a fair fight in front of the public.
The rites of the showdown for the throne and the practices of the Rose Regency are based on the original warrior queen who united the continent in war against the Dragon Empire during the Dragon Wars.
Built on the foundations of the original trade guild, the town of Sisterton holds a monopoly on trading regulations for the surrounding lands and retains access to a wide variety of goods. A testament to their merchant roots, the Regency Palace is built around an ancient vault bequeathed by the original merchant guild and accessible only to the ruling family.
Falsar, the city of magic and the heart of the continent's waterways and roads.
The city of Falsar is dominated by the Ivory Tower: a fearsome spire of white stone and metal that soars high into the cloud cover and rests on a knoll above the city. From this tower, the Magocracy (a form of government ruled by a mage) rules the city itself and is equivalent to the acting Queen of the Triarch.
The Magocracy guides the city of Falsar in researching and conducting purely magical experiments - generally outside the views of the Pryxian Academy of Dweomer, but under the supervision of the Body of Magi. For this reason, old and new forms of magic are constantly being discovered and tested in the Falsar Tower (and its seemingly endless rooms and levels allow great freedom in the methods of magical application).
In general, Falsar's main exports are various magic components, alchemy reagents, books, scrolls, magic items, and various other spells, which bring the city more revenue than its smaller cities.
City of Combat, Stamina and Discipline – Marrowtown is the Triarch's prime supplier of exceptional soldiers.
A militaristic city ruled by a Lord General who reports to the Triarch Queen. Marrowtown was founded by a paladin who wielded a great dragon-slaying weapon during the Dragon Wars and pledged his weapons and armies to the warrior queen in solidarity with her rule.
The city is now a leader on the continent (and beyond) in military training – yes, training in the city of Marrowtown is considered a great honor and a prestigious opportunity; Access to the extensive (yet strenuous) drills, training and disciplines of the hundreds of generations of soldiers stationed there is unmatched anywhere else.
Many paladins consider a pilgrimage to the city of Markstadt to be a pivotal point in their lives and strive to follow in the footsteps of their predecessors. It is said that the city's military libraries contain the fundamental teachings of some of the first paladins who led the assault against the Dragon Realm - and that only those who prove worthy are allowed to read of their exploits.
Uzbekistan's youngest city - at least compared to others on the mainland - was founded by a group of deep-sea goblins who settled in the region shortly after being freed from captivity in the Underdark just five centuries earlier.
Having never experienced life after death, these deep-sea sprites were enamored with the ever-expanding horizon and endless sky above, and attempted to "conquer" it in their own unique way: they parted ways with everyone such small technology, any object, etc. random accumulation of nonsense to get to heaven.
Their persistence paid off, and over time these goblins created some of the first airships to grace the skies of Pryxis - and they were eager to create more.
In modern times, the descendants of these deep-sea sprites have become known as industrious—if desperate—adventurers and inventorsMill goblins.
- Main areas:coast, grasslands, swamps
- Tisch:she does
- Capital Cities:Tongha, Yungai
The mainland and subsequent islands of Tuyari extend from the tropics to the Arctic Circle and are surrounded by the Loccon Trough on all sides except for the southern tides, which lie in Antarctica.
Tuyari is trapped in a feudal dominion where rival warlords vie for various positions of power in a dynastic kingdom.
The capital Shedo is located in the middle of the mainland, at the foot of a mountain range overlooking the inland sea. Therefore, the current dynasty rules from the royal palace.
Tongha is the western port city and is the main town from which the rest of the Tuyari get their imports.
Yungai is a remote port on the mainland's northern island that rarely allows outsiders to dock without express permission from the Tujar Empire — the reasons for this are unknown to those outside the monastery.
Capital city:she does
In the city of Shedo (also known as the Emerald City) is the Jaden Palace.
Shedo got its nickname from the tarnished copper and jade structures that make up most of the city's upper-class neighborhoods - culminating in the splendor of the Jade Palace, which sits a third of the way up the mountain that Shedo is built beneath.
Alongside the Jaden Palace, another striking feature is the Kir Tree, a giant flowering tree that produces scaly golden flowers that turn to embers when dropped from the tree. The Jaden Palace was apparently built to house this huge tree.
Most of the city lies on the coast of the inland sea known as "Tårevande". The aptly named stems from legends about a titanic bird that carried the storm – striking the geyser with lightning and seeding fresh water into the pool.
Trade flows constantly to and from the Tears, and due to the fertile land and abundance of fresh water, the bulk of exports consist of vast quantities of grain, rice, fish, and mosses, adapted to the naturally wet and green areas that can exist found here.
A floating city of surprisingly well-built stone and wood structures, perched on the west coast waves.
The town of Tongha, which grew out of a series of fishing shacks and trading buoys several centuries ago, has continued to expand with a multitude of floating buildings and an ever-expanding network of docks and bridges.
The city's construction resembles the same jade masonry as the capital city of Shedo - albeit more wood than stone. Each block is divided into 12 individual blocks and built on a floating foundation that supports massive buoys that keep the block afloat. Docks and bridges account for most of the foot traffic, but boat trips are the most efficient way to get around the city.
The city of Tongha is considered the most important trading center of the entire Tuyari continent and most of the trade and goods are transacted through the city.
The city of Yungai is located on the coast of the northern island of the Tujar Empire.
An aura of mystery and deception surrounds this remote island, and the town itself is the only familiar aspect of the island - apart from the main island, you are not allowed to set foot on it without special experience support.
The city itself is nothing more than a thick-walled monastery (albeit an impossibly large complex of buildings around a central temple) whose main residents are monks, priests and practicing saints.
Curiously, the monastery's religious practices are not known to the general public and those who visit the island take an oath of secrecy, punishable by death. Many people known to have broken oaths have disappeared without a trace - and even the spoken words that broke the secret seem forgotten forever.
- Main areas:Grassland, Wald, Berge
- Capital Cities:Barakaburg, Kustelburg
The Vanwa continent lies between the Cycallu Sea and the Esvista region, with the Antarctic Ocean to the south.
Vanwa is a land of diverse biomes and locations that offer an atmosphere of danger and dire circumstances to visitors unaware of the dangers lurking within. Many would-be adventurers died here, believing that the translation of the name "Vanwa" means "lost".
The city of Isenholde represents the capital of the continent, but it can by no means be called a "capital". Isenholde is the only major city on Vanwa, as the dangers inherent in the continent rarely allow for the development of civilized towns or villages.
Barakaburg is a new city that was recently founded by a group of adventurers in the last decade. The city is built around an old pump room, which was originally the only settlement on the western part of the continent.
Located in the far north on an isolated peninsula behind a massive mountain, Kustelburg is the only safe haven from the many dangers of Vanwys. For this reason, most ships dock in Kustelburg without going south.
Isenholde is an iron-walled city built centuries ago on the ruins of a much older city, set in the frozen tundras of the west coast of Vanwys.
The city itself was built on the remains of Goliath's old fortress, which lay abandoned for centuries before being transformed into the scaffolding on which Isenholde now stands. The ruins of the fortress are still accessible - as are the remaining sewage systems and mining tunnels - and many use these ancient ruined halls and tunnels as temporary "under-cities".
Isenholde is one of the few sanctuaries from the dangers of Vanwa's untamed wilds - but not necessarily safe. Being one of the few centers of civilization, Vanwa is regularly traversed by adventurers, many of whom are gray-haired, brutal, bloodthirsty, or odd.
Luckily, the Great Earl who dwells over the city of Isenholde (as well as all tundra settlements) has tight control over those who traverse it. However, there are rumors that a dark council of individuality is pulling the strings at the Grand Jarl's court.
Many exotic skins, ivories, rare alchemical ingredients and many other goods are shipped from Isenholde to the nearby coast - sequoias are also occasionally shipped to Nimik (much to the dismay of the natives, who consider them sacred).
A city built on the highest hill of the true plane, dominated by a huge obsidian obelisk at its center.
Still a newly formed city-state, Barakaburg is known as the "City of Freedom" because it was founded solely for the purpose of offering new life and freedom to those who wish to settle there. Thanks to this attitude, the city has attracted the largest number of mercenaries, pirates, farmers, villagers and adventurers - all eager and willing to take part in a brand new life.
The town itself was built around the original Pump Room that had stood on this site for several centuries, and the site's original owner welcomes the new vitality that is beginning to flow into the great hills.
The main founders (colloquially known as the "Blue Scales") still live in the city in a massive obsidian tower that overlooks the entire city and the hill. The Blue Scales are led by a powerful sorcerer who is said to be the leader of the last line of the Mad Kings.
Some areas of the world of Pryxis are not populated enough to be called "continents" and may also be outside the jurisdiction of other continents, kingdoms, or governments.
These areas are commonly referred to as unique locations and are outside the laws of most other groups. Few of these places are well known enough to be listed.
- Main areas:Cold coast
- Capital Cities:Hookenkust
Beyond the Arctic Circle lie the treacherous, frozen wastelands of the Arctic.
The Arctic is the northern landmass on which the North Pole is located. It is said that long before the life of the Eternal Archmage - hundreds of eons ago - lived here an ancient and noble kingdom from which a powerful divine being ruled the rest of the world.
These are just myths and legends, because permafrost and ice don't tell stories.
Hookenkust is the largest (and perhaps only) metropolis in the Arctic. Commodities and trade goods are distributed from Hookenkust to people brave, stupid or indifferent enough to live here.
Some come to Hookenkust hoping to shed light on the possibility of uncovering evidence of a supposedly "lost kingdom" that may be buried beneath the ice - which has so far proved unsuccessful.
It's said that somewhere in Hookenkust there's an astrologer - she's always studying the stars and presumably her discoveries were crucial to space travel as the denizens of Pryxis know it today... or maybe she's just an old hag lost to talks a lot.
- Main areas:Cold coast
- Capital Cities:Simple villa
Below the Arctic Circle lies the world's largest ice cap, Pryxis.
Antarctica is practically as desolate as a graveyard save for the occasional tribesman roaming the frozen wastelands seeking a simple but very dangerous life away from the prying eyes of government and law.
However, among these tribesmen is a hardened criminal who seeks forgiveness and redemption for his past crimes - thanks largely to the only permanent settlement on the longest peninsula: Basvilla.
Less a city or settlement, Basvilla is an incredibly punitive and barbaric cage city. Basvilla was founded during the reign of the Dragon Empire to imprison, torture and treat the most notorious "criminals" of their famous empire.
After the Dragon War, the city-like prison experienced numerous riots and the prisoners there staged a coup d'état. A newly formed three-man guild then commanded the prison to be maintained for continued use by the most hardened of criminals and potential threats to society and the newly created order.
In fact, many of the highest ranks of the Dragon Realm's sympathizers and loyalists have been imprisoned here, and the spirits of their captors haunt their cells even after death.
Being sentenced to prison at Basvilla is considered worse than death – for escape leads only to the still, frozen dunes, where many died alone and forgotten unless taken in by the local tribes (who have learned that it is better not to take in strangers). for no reason) ).
Driz is playing
- Main areas:coast, mountain
Long ago, long before the Spellplague, a powerful psionic being named Drizu, fed up with the denizens of this world, attempted to extend its reach to the stars by harnessing the spirit's innate powers and using them against the forces of reality itself .
In layman's terms, this powerful mystic intended to create a bridge to the Pryxian moon: Arivae.
To achieve this goal, Drizu found a crossing of magical power lines (also called manapaths) where she began to bend the will of the land to her whims. Her intention was to create a literal stairway connected to the moon itself - from which she would rule the realm of her own power, far from the eyes of the world.
At first, her goal seemed possible as the island holding the power lines rose and melted into the shape she desired. What Drizu did not know, however, was that the vast and elemental amount of energy emanating from nature would create a being known as the Elemental Locus - literally a living realm.
This elemental location attacked Drizu because his birth was chaotic and sudden, and the spirit within him was new and unpredictable. Drizu attempted to fight the elemental, but with limited success as the locus was several kilometers in size and range - and its powers were on par with those of a mystic.
After constant struggle, Drizu's mortal body was destroyed by the Elemental Locus, but her spirit was not. Drizu's psionic energies began dissolving the elemental's spirit and life force, leading to its subsequent destruction.
What now lies at the center of the Loccon Deep is a large assemblage of floating pollen, hanging islands, and shards of crystal that is steadily floating far into the upper atmosphere. The remnants of the Elemental Locus are held high by a powerful psionic resonance and imbued with the natural energies of the power lines that chaotically flow through them.
These soil pollen get stuck in gravity; Pollen fly and collide with each other, creating a terrible airspace, but some larger masses can have their own gravity. Adding to its bizarre gravity, the wind currents that blow through the sky are incredibly fast -- at speeds that can easily knock creatures large and small into their surroundings.
Mapping these landmasses is nearly impossible, and navigating them even less likely.
Legend has it that there is still a confluence of ley line energies that can potentially teleport individuals to the moon of Arivae, where the original psionic anchor remains bound to the moon itself through Drizu.
Other tales tell of whispers and unintelligible phrases heard in the howling winds on the rocks - presumably remnants of Drizu's own spirit.
Dragon's Spine and Tooth
- Main areas:coast, meadow
This archipelago of barren plateaus sits on the edge of the Esvista Space and the Cycallu Oceanet and represents the boundary where the two seas are physically separated. Due to the barren nature of the plateaus (as well as the shape of the archipelago), the area has also been nicknamed the "Dragon's Spine".
Most of Dragon's Spine is a series of flat islands that are devoid of foliage or canopy except for a unique species of long grass found only on the islands themselves. This grass can grow over 10 feet tall and was also called "mirgrass" for its ability to reflect light and heat, as well as its ability to reflect magic. Unfortunately, the grass has razor-sharp edges that can cause serious lacerations at the slightest touch.
No life can live naturally on the island as the native grass smothers all other plants and makes the animals foolish enough to run across the tall grass fields. Viewing the island from a distance during the day reveals the nature of the islands - as sunlight reflects violently through the rippling sea of grass, creating the illusion of a vast scale surface.
In addition to the alien grass, the archipelago experiences constant earthquakes, making it nearly uninhabitable. These earthquakes appear to be confined to the islands themselves and do not extend their seismic activity to the surrounding waters - meaning only the archipelago itself is shaking.
Stranger still, if the creature dies on the islands, the next earthquake will absorb its body into the earth's soil and rocks - crushed and buried by the heaving earth and rippling grass.
The only safe haven on the surrounding islands is a massive, jutting rock structure on which Mirgræs cannot grow. This massive tower was nicknamed the "Dragon's Tooth" in reference to the rest of the archipelago. The tooth does not present any particular features, except for the presence of a massive wood that dominates at the very top of the spire. Strangely enough, this tree begins to glow subtly when an earthquake is imminent in the archipelago. For this reason, many believe that the tree and the grass are at least somehow connected.
Many researchers speculate that the archipelago was once the corpse of an ancient supermassive titan that fell here - and earthquakes prove it may not die entirely. Others claim that the islands belonged to a world engulfed by the plane of positive energies and that only these islands survived without being absorbed by overwhelming positive energies. And some say the islands became what they are naturally, and all other theories are rumor and speculation. Regardless, no one really knows the origin of the dragon's spine and tooth.
- Main areas:By the sea, underground
A well-known site of a great, earth-shattering catastrophe, Herkut Bay is a vast, maw-like crater separating the Esvista expanse from the Loccon Deeps, lying between the continents of Pryxiria and Egyix.
The rift was formed when an event called "Meteorfall" occurred over 4,000 years ago - a magical showdown between the Archmage Eternal and the Urmad King, culminating in the summoning of a massive meteorite and its subsequent transformation into pure ice and silt, the total global prevent destruction.
When the meteor hit Earth, the ooze that formed its outer shell evaporated and the ice inside melted in a split second to form liquid water, which erupted in a great deluge that caused world sea levels to rise rapidly and violently everywhere triggered monsoons. the world.
As the water receded, the impact site revealed a distorted basin; an impossibly deep crater made up of jagged and huge rock and crystal formations that curve and expand in all directions, surrounded by a jagged atoll of silt islands that hold strange structures in place.
This superstructure of twisting and jagged land bridges regularly drains water from the surrounding seas, and beneath the curved stones lies an abyss that inevitably leads to darkness. It has been discovered that the water entering the bay flows through underground channels and streams that lead to natural springs and lakes across the country, eventually resulting in a never-filled crater.
Due to the nature of the unstable earthworks, the great force of the torrential waters, and the constant danger of falling several thousand feet into the gaping darkness below, crossing Herkut Bay is an extremely dangerous endeavor; But the presence of crystals and ores, which can only be found at extreme superheat and high pressure, is a great reward for those looking to mine the surrounding land bridges.
Curiously, the Persian Gulf is particularly prone to being home to otherworldly and bizarre creatures that call the Abyss Crater their home. These creatures are often shown to have been supernaturally altered or mutated by otherworldly influences, displaying traits reminiscent of aberrations or abominations. The source of these mutations is believed to be dormant energies left behind by the remains of the original Mad King, the alien nature of Meteor, the high magic used by both the Mad King and the Archmage Eternal, or a combination from these three.
The Old Man's Mountain
- Main areas:coast, mountain
Located on a deserted island south of the Apulia chain and north of the Tuyari mainland, this mighty basalt mountain is named after the world's largest extinct volcano, Pryxis.
An extinct volcano sits on an island that is constantly being eroded by a relentless hurricane that never lets up or subsides, with the storm's eye circling the peak of the mountain itself. The main aspect of the island is that a variety of glowing mushrooms and mushrooms pervade the entire area - the strongest concentration concentrated exclusively in the main caldera of the extinct volcano.
A common sight is the presence of glowing spores, which are spread across the island by the wind of a constant storm that illuminates the area with periodic lightning strikes. As they approach the island, many sailors and adventurers notice the expanding web of glowing mycelium that covers the entire island and extends into the waters below - illuminating the rocky shores of the stormy sea.
Getting to the island is a feat in itself, as the rocky stretches of coastline combined with rough waves and storms present great danger even for experienced sailors. But once you get to the island itself (or rather, get to the point where the spores are noticeably close), your greatest danger is inhaling the highly toxic spores that fill the air (and even the water for those who sail the ocean cross over).
Fungal growth on the island poses the greatest biological hazard for those wishing to cross the extinct volcano. The spores released by the fungi and mycelia, while mostly harmless to physical contact (except for a mildly itchy rash after prolonged exposure), will infect – but never kill – anyone who inhales them. The most frightening aspect of spores is that once lodged in the respiratory tract, they begin to grow rapidly throughout the host's nervous system.
The immediate symptoms of a spore infection are coughing and sneezing, with mucus containing blue-green specks. As the infection progresses over several hours, other signs that the spores are entering the nervous system include paranoia, hallucinations, and bright blue-green eyes, followed by a strange numbness throughout the body. The final stage of infection involves the complete loss of body autonomy as the spore network now increases adrenal production and the creature's nervous system takes over to facilitate further reproduction - often resulting in hyper-aggressive behavior. Generally, the host's body can only resist the infection for a few days before the spore tissue exits its body to multiply, killing the host.
Due to the island's extreme dangerousness, many governments have classified it as an unreliable biological hazard and have banned almost all living things from entering the island. Those leaving the island must undergo extreme magical cleansing to prevent infection and, in the event of infection, immediate eradication. Many scholars and magicians believe that the storm may have been sent across the island by a supernatural being as a warning and protection.
- Main areas:coast, forest
Far off the west coast of Belgrade are the Holmla Islands; an archipelago of impossibly small tropical islands in the middle of the Cycallu Ocean.
These islands are made up of vast networks of coral reefs covered with lush tropical vegetation combined with mossy seaweed. While the islands' bedrock consists of various forms of coral, sand and soil, the main islands themselves are only a fraction of the total coral reef that connects all the islands and stretches several kilometers underwater.
In addition to the extensive coral network, the islands are also home to other plant species, including various types of moss and algae that cling to the surrounding shores. The surface of the islands is covered with a veritable layer of moss through which various shapes of huge tropical trees protrude. Stranger still, many of these trees not only penetrate the islands, but also extend outward from the bottom of the coral reef itself - their roots intertwining with the coral and emerging from the sea.
Some of these trees rise above both the water and the land and can be seen pouring fresh water directly from natural openings in the tree trunks and branches. These trees are aptly called "waterfall trees" because they appear to be able to produce water from within. The methods by which these trees produce this water is not fully understood - but it is thought that they may be absorbing salt water from the sea and filtering it through their bodies, pushing out freshly filtered fresh water.
Although the islands are a green, lush and tropical paradise, a common hazard associated with the Holmla Islands is the risk of seasonal flooding. As rainfall and rainy seasons increase on the surrounding islands, the combination of algal blooms and increased water runoff triggers a natural phenomenon in the Cascade Trees - a phenomenon that causes trees to produce too much water. This results in massive freshwater torrents pouring out from the cascading trees, inundating the islands and driving most plant and wildlife into the surrounding seas. Due to the occurrence of seasonal flooding, many creatures on the islands are either amphibious or have adapted to live at higher elevations to avoid flooding.
Many speculate that the trees on the islands were once planted by Fey beings of yesteryear, or were carried as seeds by a sea creature that emerged from the recesses of the elemental water plane - presumably swallowing the seeds and expelling them as they passed. Whatever their origin, the coral reefs themselves seem barren and dead before the cascade trees took root, but they have now been brought to life through a functional symbiosis.
A scientific and supernatural marvel, the world of Pryxis is home to as many alien and otherworldly creatures and entities as it does technology and magic. In fact, even the gods took a keen interest in this world and its inhabitants.
races, species and people
wilder Mann(Video) Language Matters: Defining the History of Japanese American Incarceration During World War II
New races and aliens
The various field halls and subterranean cities known as Dwarven Houses are little more than the distant memories of the ocean dwarves - also known as "Storvar". These dwarves lost their original homes and strongholds in the great deluge that followed the Meteor Fall over 4,000 years ago, and were forced to abandon what remained of their original homeland as it was swallowed up by the seas. Only a fraction of the population survived the catastrophe by boarding their ships or teleporting to safety. Since then, the sea dwarves have called the various seas of Pryxis home.
It took decades of work and strong determinism to rebuild their clans, but the dwarves, hesitant and fearful at first, quickly heeded the call of the waves.
Run to the open sea
“The sea knows no boundaries and knows no mercy. He gave us everything, and he will just as easily take everything from us.”
---Morgan Seacrest, Lord of the Pirates
In the last few millennia, incredibly few mortals remember the time before the flood that afflicted the sea dwarfs - they call it "The Deep Loss".
Few stories remain of what it was like to stand in the great halls that stretched across the sweeping grassy slopes their ancestors called home. Today, what remains of the dwarves know only the caress of the sea waves, the sand between their toes, and the rocking of the ship that lulls them to sleep. They can't imagine the feeling of a kilometer of solid rock stretching out over them after spending their entire lives outside and in the waves.
loneliness by the sea
Robust, salty and lonely; Sea gnomes inhabit the fjords, islands, and archipelagos they visit, but rarely stay still for long, as the rough waves and salty depths call for adventure.
The standing structures and homes of the sea dwarfs usually feature elaborately converted dry dock ships and shipwrecks, made naturally of driftwood and water-soaked materials, but expertly carved and combined into incredibly comfortable homes.
Unfortunately, due to their migratory nature, these structures are often abandoned - often taken over by pirates, bandits, or creatures with little concern for their artistic value or maintenance. When one of these structures is inhabited by a sea dwarf clan, it is nearly impregnable - and operated with the authority of a warship.
Ocean dwarfs have suntanned skin tones that range from the deep browns to the purplish reds and sometimes even the golden tones of their ancestors. Centuries of life on the high seas has thinned their construction over several generations of life on ships. Swapping the weight and bulk of their ancestors, they became much more agile, especially aboard a watercraft and its rigging. Interestingly, their beards never fade due to the rusty red or auburn they're born with — and they're almost always salty and stringy.
While most dwarves are isolationists, oceanic dwarves are often gregarious traders, whalers, explorers, and very rarely pirates. Some consider them friendly allies, while others consider them villains. Their nomadic nature on ships or living in remote areas keeps them away from mainland politics.
By creating their cities as temporary homes for ships, the ocean dwarves instilled fear and respect for the oceans with a unique way of dealing with potential floods, tsunamis, and similar marine disasters (most likely as a deeply rooted cultural fear of losing their cities). cities). Back at home).
Many of the structures and cities left behind by the sea dwarves were designed to float once the water level rose above a safe point. To leave the city, floating pillars anchored ruined huts.
Unfortunately, over time, some unmanned slums unintentionally drift into the sea - forgotten and lost.
The cold of the deep
"Yes, as we enjoy the embrace of the great Mother Earth, we cannot help but wonder and long for the time before the 'Great Loss'."
---Dorsul Bittermaw, captain of the fleet
Chase the depths
Spread across the seas
No real home
In search of the drowned
Long ago, when the Dragon Empire held power, a group of Duregar fled the oppressive regime of the Great Otters of the Deep who ruled them. These Duregar tunneled upward, led by a group of mountain dwarves hoping to free their brethren from the Imperium's scaled grip. As Duregar and the mountain dwarves reached the surface, they began fleeing the Dragon Reign to the only place they knew was still free: the frozen desert.
In time, the freed Duregar and the mountain dwarves settled in the frozen lands of the world and soon interbred; This led to the formation of the Sky Dwarfs - also known as "Hyrmvar".
"When the tunnel and cave failed, we decided to go up instead - reach for the sky."
---Erir Windhand, historian of the sky dwarves
hands to the sky
north and south
"Where do you go when even the earth is enslaved? Quite simply: where did hell freeze over to.”
---Jonwebela Snowbraids, Cryrium Smith
Ancestry: Go to Volbur
Im More born
When the Judgment of the Two Heavens divided the progenitors of the Gith race into Githyanki and Githzerai, there existed a separate sect of freedom fighters who sought freedom at all costs - with or without brothers.
These misfits are known as githvyrik—which loosely translates to “those who defect from the gith”—and are the descendants of a select few gith who fled the conflict that followed the Declaration of the Two Heavens. Recognizing the inherent shortcomings of both sides of the feuding brothers, these githvyrik seized the opportunity to seize the true freedom they rightly won by overthrowing their captors - rather than engaging in needless war with their own kind.
Their escape earned them the titles Githyanki "Cowards" and Githzerai "Traitors," and they were not welcome in any of their brothers' sects, as they roam the fringes of the multiverse in search of freedom and intellectual gain.
“The laws of the universe are turbulent because they are powerful; chaotic entropy with inherent patterns. True freedom is the ability to tame these natural patterns.”
---Der Diktator von Whostym Przybysz
One of Githvyrik's most notable members is the psycho-arcanist Vhostym, the Outsider; an extremely intelligent individual who sought the truths inherent in the laws of nature and the cosmos itself - seeking enlightenment through theory, experimentation and solution.
A famous immortal archmage and master of mysticism, Vhostym worshiped neither god nor goddess, considering the gods nothing compared to the utter randomness and vastness of the universe. The only order and predictability the universe offered him was his superb mathematics - which he used to hone his magical abilities, making him nearly unsurpassed save for the gods themselves.
With the advent of the Force, Vhostym decided that the only true law in the universe was that those who are weak should be subject to the will of the powerful and that morality - good or bad - was merely a fiction, that of sentient beings was created to fulfill the purpose of entropic futility in the cosmos.
The mighty gith honed his powers in his youth and used them for his own desires, shattering forgotten worlds, slaughtering thousands, perhaps millions, of creatures and gathering the resources needed to establish outposts for other githvyrik - which he did with utmost reassurance and reason observed. of responsibility.
Vhostym did not enjoy the suffering of others while not hesitating to destroy civilizations and worlds for his whims and gain. He neither loved nor hated any living being in a universe that was inherently unpredictable. His hand stayed where it was only when the githvyriks' lives were in danger - for their survival would ensure that his teachings would live on for centuries to come.
The rules of nature
Vhostym's research into natural phenomena and alchemical enhancement allowed him to extend his natural lifespan well beyond 10,000 years without requiring divine will through any form of worship or belief - an aspect of the gods he considered capricious and unnatural .
Although the details of this ritual augmentation process are unknown, it is believed that the record of this experiment he performed on himself still exists in the written words and mental records he left behind - trapped behind centuries of encryption, scribbles and codes .
Choroba i sen
In later life, Vhostym contracted an extraplanar disease that caused his body to rapidly deteriorate in the light of a sun or star. Through intense study of magic and natural formulas for physical enhancement, he was able to halt the progression of the disease, but was unable to prevent it from being slowly absorbed over hundreds of years.
Seeing his imminent death, he began to devise a plan to reenter the material plane in his own physical body without succumbing to the deadly astral sensitivity that resulted from his illness. He started calling himselfNeulingand began preparing to cast one of the greatest spells the multiverse had ever seen.
A crowning achievement
One of the final acts of Vhostym's life was the gathering of natural anomalies, external life energies, and magical experiments throughout the star system aimed at triggering a natural magical weave to pull the meteor out of its normal orbit and trigger an artificial solar eclipse over the planet. the world of Abeir-Toril - an act of incantation he called "Crown of Flame".
In his final moments, his body succumbed to the withering and decay of an extraplanar disease as he lay on the muddy sands of the old moon and stared at the corona of the eclipse he had created - and as it shattered, spelling doom for the world below Whosty smiled, knowing he had succeeded where even the gods had failed... Nature's triumph over fate.
"Without the Visitor's guidance, our kind would still be lost in the darkness of ignorance, fear, and belief in those who would rather exploit us than allow us to transcend our limits and harness our true power."
---Shraak Roepict, exemplary githvyrik
Though the githvyrik have existed since the proclamation of the Two Heavens, most of their kind have been confined to isolated bands of wanderers and vagabonds, clinging to solitary complacency in their hidden complexes in the deepest recesses of the multiverse.
Most often, these conclaves took the form of fleets of enchanted ships adapted for extended life in space. Very rarely have more sedentary conclaves (called sanctums) been found in areas uninhabited by other intelligent races - such as the Underdark, on lonely planets and moons in wild space, and even on interdimensional half-planes.
Whatever the Conclave, one fact remains true: life as a githvyrik is a lonely and dangerous existence, where every day is a struggle for survival.
Members of these conclaves only left the safety of their havens in search of the resources and supplies necessary to keep their fellow githvyrik alive and functioning.
Githvyrik's top priority is the survival and sustainability of her Conclave. Most of their laws and customs revolve around this goal. Couples cannot have more than one child at a time, allowing the Conclave to keep population growth at zero (if the population begins to shrink, this rule is temporarily lifted and incentives can be used to encourage more births). Too many githvyrik at once draws the attention and ire of not only the local creatures who learn of their existence, but also the illithid and other gith. So the families are very small and close together. Since each githvyrik depends on other members of the Conclave for survival, they are much more community-oriented than other gith sects.
Loyalty, trust, and cooperation are prized traits in the githvyrik conclave, and they often enjoy storytelling as an escape from their often difficult lives in their conclave, and are known to value knowledge keepers, scientists, and inventors.
Fly to survive
Due to the Conclave's limited resources, Githvyrik often sends out groups of humans whose sole purpose is to gather resources for their Conclave. These groups are sometimes outfitted with ships to mine the moons, comets, and meteors they fly by - and scavenge wrecks and abandoned ruins for supplies and valuables - often bringing them into conflict with other species currently inhabiting the area .
When the Conclave is too concerned with stopping bystanders and potential attackers, their main contingency plan is often to leave the area and "jump overboard" - taking with them any evidence of their existence. This means that all Conclaves work with the express aim of transporting in a variety of ways - be it teleportation, flight, mobile ground units or rapid deconstruction - this has often led to obvious "false sightings" of the Githvyrik Conclave flotilla in star systems or at other places led to the fringes of civilization.
Githvyrik's unpopularity, and the fact that the entire Conclave typically travels and works as a unit, means that most Githvyrik are quite isolated, concerned only with the continued survival of the Conclave and themselves. Their nomadic life and marginalization from most civilized societies mean they are not interested in or impressed by the concerns of other races.
life in the conclave
"The Conclave holds you in a careful embrace,
Her hands trembled with every sigh.
When you look down, look up too
because she draws her love through your life.
---Motto Konklawe Githvyrik
Life as a Gitvyrik consists largely of fleeting moments of safety amidst the conflict and entropy inherent in the universe - the constant struggle to survive against the very fate Githvyrik experiences.
Because of their survival lifestyle and individualistic mindset, coupled with a conclave-centric goal system, members of Githvyrik participate in a feudal tribal justice system. This management system has a trickle monitoring that works as follows:
- At sight
Due to the isolated nature of the Githvyrik Conclave, there is no central form of government between each Conclave. Instead, the Githvyrik Vanguard, which brought at least ten different options for resources, discoveries, or achievements to the Conclave, will be included in the ranking.At sight".
The Conclave Overseers are extremely powerful githvyrik elders who are responsible for overseeing the Conclave's overall plans and objectives, its continued existence, the distribution of supplies, and how it operates should a decision affect the Conclave as a whole. If a member of the conclave commits a crime, the perpetrator is also brought to justice and the Warden acts as judge.
Overwatch consults a trusted Vanguard council to oversee the day-to-day affairs of the Conclave themselves. When multiple Conclaves meet in a territory, the Wardens of each Conclave meet in Council to decide what action should be taken to protect the integrity of their individual Conclave.
Those who have endured incredible hardships and triumphs - but currently no more than those currently being led by the Conclave Overseers - represent the Council.”avant-gardeVanguards are trusted units akin to honorable knights and hardened adventurers, each with at least one notable advantage brought to the Conclave.
These Vanguards are often tasked with leading groups of adventurers, made up of groups of 3-5 other Githvyrik Wanderers, to implement and fulfill important Overwatch desires and goals.
Most often, these Vanguards are tasked with overseeing small groups of githvyrik families, examining, overseeing, and settling minor but important matters among the members of the Conclave.
The last step on the githvyrik ladder are the so-called “WandererThese eager and intuitive gith seek to prove themselves to their superiors by accomplishing important goals, holding a conclave, and training them in their physical, mental, and magical abilities.
Many of the jobs Wanderers take on include educational or functional ones, such as tutoring a teenage githvyrik, doctor, scribe, mechanic, or various other non-lethal jobs (at least as far as jobs taken on by Vanguard become). . Most other githvyrik that are not wanderers are traditionally either civilians or children.
In most cases, it is the Wanderers who have piqued the Vanguard's interest as someone who can bring some benefit to the Conclave - only time will tell.
Other social roles
In githvyrik society, not all roles fit a particular section of the feudal ladder.
One of the most important aspects of life in the Githvyrik Conclave is not only maintaining the Conclave, but also the idea of creating, discovering, or developing a new way to improve the lives of other Githvyriks. Because of this, crafters, druids, and sorcerers are highly recommended professions.
Math, Science, Magical Studies, and Crafting are some of the most basic skills taught in the Conclave. Anyone who has achieved great things through great inventions or discoveries receives the honorary title "Musterand often their names and life stories are archived in the Conclave Library and their memories used to teach future generations.
Among these memorable patterns, Vhostym's teachings remain among the most celebrated studies for all of Githvyrik - as his lessons in universal truths, individualistic thinking, supernatural mathematics, and intense magical manipulation remain integral to the life of the Conclave.
When a member of githvyrik society commits a crime that is absolutely unforgivable in the eyes of the Conclave, the member who committed the crime is expelled and willingly seeks refuge - no longer allowed to take refuge in anything seek githvyrik conclave.
Before he was expelled from the conclave,Exileis marked by the warden with a scar seal in the shape of a cut-out eye; a sign to the other githvyrik that their crime is so heinous that all conclaves disregard their words and deeds.
It is seldom that Githvyrik commits such a heinous crime against the Conclave - and seldom is she forgiven.
Githvyrik i vers
“As we roam the stars and spheres of this vast cosmos, we truly feel that existence is greater than our finite brethren—yet we shall survive the night when the two skies merge on the horizon; where everything will flow into the void beyond.
---Daro Breziah, Githvyrik Nadzorca und Sha'Sal Khou
Unlike the Githyanki, who reside in the Astral Plane city of Tu'narath, and their Githzerai kin, who maintain Shra'kt'lor as their main fortress in the Limbo, the Githvyrik have no specific plane, star system, or world, that they could call home. Instead, they live among the stars and the plane paths that wind through the multiverse, never staying in one place for long.
Githvyrik's life is one where constant travel is the only sure fact of their existence - a fact they see as the main gain of their unfettered freedom.
The Conclave Flotilla
Almost all githvyrik conclaves roam the multiverse through assemblages of various ships and wizard ships called flotillas. Conclave flotillas are fleets of rebuilt and modified ships that provide homes for the various githvyrik families. Every able-bodied member of these families is expected to serve as a crew or supporter on the ship they occupy, making life a constant struggle.
Conclave flotillas typically consist of a nave, 4-6 ward ships, and one to two dozen kinships. The flotilla drifts between star systems looking for resources to strengthen or upgrade their ships. Many of the ships are centuries old with modern or state-of-the-art upgrades.
Overwhelming.The main spell-disrupting ship of the Flotilla Concalve is called the Overvessel, aptly named because it features the Conclave Overguard, which oversees the activities of the flotilla itself and rarely leaves the safety of the well-guarded Overvessel.
The Overship is always the most heavily modified and heavily armored ship in the flotilla - protecting not only Overwatch but also the Conclave's historical records, which contain research and information spanning hundreds of generations. Wherever Overvessel goes, the rest of the flotilla follows the laws of the Conclave.
curatedWardships are heavily armed wizard ships stationed on the outer fringes of the Conclave Fleet itself - and provide the first line of defense and attack against incoming threats, not just against the Overship, but against the many Kins that cling to the security of the Overship.
Each ward is commanded by an advance guard and led by a group of experienced wanderers who oversee the co-ordination of not only their personal ward's efforts, but also the kin collection they assiduously guard with zeal and unwavering determination - knowing that the families at The pressures on board are their care and protection, and if they fail, those families will perish.
The sentinel ships are the first to react to an overwhelming threat to the flotilla - and all crew on board are aware of their task and would put themselves in danger if necessary to buy time to escape the Conclave, even if it so far is the price of her life.
Relationship.The various rickety ships that make up the "cloud" of ships surrounding Overvessel, the Kindred, contain most of the civilian and non-combat members of the Githvyrik Conclave. Affinities generally involve a useful function or necessary profession, such as a medical facility, agricultural area, or production unit - which Githvyrik can visit with other affinities, either by teleporting or by using a boat to travel from ship to ship .
Most Kins are commanded by a Wanderer, whose main task is to ensure the Kin's survival and to receive orders directly from the vanguard of their respective division.
Fewer pirates, more looters
While the githvyriks engage in piracy from time to time, most Conclave flotillas only do so when supplies are incredibly short and desperate. The reason for the reluctance to participate in raids is to avoid unwanted attention to the flotilla.
However, if the flotilla resorts to open raids instead of harvesting or salvaging operations, it means the Conclave is in absolute danger.
The itinerant company
The Githvyrik Conclaves have a habit of never staying in one place for too long, as their thirst for exploration and need to keep moving makes it difficult to track the flotilla.
One of the most intriguing aspects of githvyrik is their propensity to experience the ends of the cosmos in ways few are allowed to contemplate.
travel and discoveries.Normally, the Conclave Flotilla anchors on the dark side of a nearby moon or in the shadow of an asteroid, where they send out a protection ship or two and several Kindred to scour nearby worlds for resources. Through these exploration and rescue missions, many githvyrik find their way into new and strange worlds, often wandering these exotic places not only to experience them but to record them for stories, songs, and study.
Strange, bizarre, alien, and otherworldly are as widely accepted by the githvyrik as the concept of matter - these things do not strike them as strange as other races might be affected by seeing something inexplicable; It's everyday life for Githvyrik.
Wanderer.While on a mission for their overseer, some githvyrik occasionally fall in love with what they witness and leave the Conclave to pursue their own interests.
These individuals are not exiles, but typically seek to educate themselves on subjects they find interesting, find items, items, or artifacts that would benefit the Conclave, or simply find a life of their own. Whatever the reason, these githvyriks are always welcome in the Conclave if they decide to return - but it's just a matter of finding the Conclave if they leave the system.
Often these stragglers don't always manage to find their way back to the Conclave, but over time they can roam space in search of them - sometimes waiting in areas where the flotilla has been before, or in locations where they should be going to visit. Ironically, on their travels they may encounter other githvyrik, who sometimes band together to form their own conclave that roams the cosmos.
Flotilla-Notsprung.All Conclave flotillas come equipped with the ability to spontaneously perform an emergency teleportation maneuver. This will combine all ships in the flotilla into a single form of teleportation, transporting the entire Conclave to a previously visited location on the Overvessel star maps.
The Emergency Jump can only be used once every 24 hours, and it takes a lot of physical fuel or mental energy to combine all ships in a single jump. As such, it is typically used only as a last resort when danger is overwhelming - requiring immediate replenishment to prevent the flotilla from drifting and being abandoned.
In the countless millennia that have passed since the announcement of the two skies and when the githvyrik first began to soar to the stars in their flotillas, one aspect of their existence revolved around the idea of finally finding their own home.
To this end, many Conclaves attempted to establish permanent strongholds in remote corners of the multiverse—places untouched or unknown to other sentient lifeforms (or that were helpful enough through the grace and cooperation of friendly or helpful individuals).
Unfortunately, many of these sanctuaries have been abandoned or forgotten over time; falling tragedies such as invasions, disease, natural disasters or self-destruction. Many of the Conclave flotillas will attempt to search for those they encounter, desperate to reclaim lost knowledge and valuable resources from their long-dead kin.
Kalach'a'Vah.Legends tell of a shrine used by Vhostym the Outsider, which has remained undiscovered since his own death. The shrine's name means "Star Shards" and is said to be one of the first githvyrik shrines created by the original gith fleeing the proclamation of the Two Heavens.
If the tales are to be believed, the shrine itself looks like a massive metal pillar orbiting a barren world embedded in a pulsar star system. The reason for the construction of Kalach'a'Vah - not to mention an extremely dangerous system - is unknown, but it is believed to have been created under such traumatic conditions to deter Githvyrik's enemies.
Vhostym's latest teachings are said to be found in a vast lore library, along with the original histories of the gith progenitors, Zerthimon's secret books, and the edicts of the gith themselves.
At DM's request, you can create a gith character with the following traits.
Your character shares the following traits with other giths.
Increased skill value.Your Intelligence score increases by 1.
beeGith reach adulthood in their teens and live to be around a hundred years old.
Size.Gith are taller and thinner than humans, with most being six feet tall.
Fart.Her base walking speed is 30 feet.
Language.They can speak, read, and write regular languages and gith languages.
underflow.There are two common types of gith: githyanki and githzerai. The third is Githvyrik, listed here.
Githvyrik that roam the horizons and frontiers are primed for speed and dexterity.
Increased skill value.Your Dexterity increases by 1 and your Intelligence by 1.
Attitude.Githvyrik tends to be neutral. Their detachment from morality and their selfish nature make them neglected and distant.
see in the darkBecause you're used to the extreme darkness and starry void of space, you'll have excellent vision even in the dark and twilight. You can see up to 60 feet around you in dim light as if it were a bright light and in darkness as if it were a dim light. Colors are indistinguishable in the dark, only shades of gray.
Supernatural Troops.You gain a +2 bonus on saving throws against spells and other magical effects. The science of the supernatural mathematics inherent in the cosmos has led to powerful magical defenses.
Githvyrik Psioniki.You knowhand of the magicianWhen you perform a trick with this trait, the hand is invisible.
When you reach level 3, you can roll the diceThe sum of the magiciansCast a spell with this ability once and you regain this ability when you end a long pause.
When you reach level 5, you can roll the diceBorrowed KnowledgeOnce you cast a spell with this trait, you regain the ability to do so when you end a long pause.
Intelligence is your ability to cast these spells. If you cast them with this trait, they don't require any components.
Githvyrik use the same naming scheme as their brothers, but end their name with their family's ship title to indicate their upbringing. However, they omit the ship name when in the presence of other races.
male names:Galo, Hanik, Hiloc, Keenah, Lemc, Prazzi, Saath, Veeto, Ysin, Zono
female names:Amith, Brezi, Elani, Fedee, Jurai, Izera, Laele, Meeri, Tali, Uweya
ship names:Honorata, Idenna, Moreh, Neema, Novarra, Rayaya, Roepict, Tesileni, Tonbay, Ulnay, Usela
Sha'Sal Khou pendant
Despite their independent views on other races and their lives or battles, the Gitvyrik consider the war between the Githyanki and Githzerai to be something close to their hearts - they want their feuding kin to put an end to petty conflicts and join them in their exploration of the connect cosmos.
Because of their strong desire for unification, the radicals and rebels on both sides welcome their ranks when their ideals are proven - and will lend as much help in the realization of their personal goals as their lonely lives will allow.
The origin of the character Githvyrik
Use these tables if you want to add an extra touch to your githvyrik character. Any of the options presented here will override your background settings when you select them.
Githvyrik's personality traits
|1||Space is a huge and scary thing, but every corner is worth exploring.|
|2||The exciting thing in life is a good story.|
|3||Work before play, sleep before day, never walk around.|
|4||The people you care about are the only things worth living - and dying - for.|
|1||Flow.The ability to adapt to change sets them apart from the weak and stagnant.|
|2||Oscillate.All existence is based on a perfect blend of matter and energy - preserve it.|
|3||Duty.It is everyone's responsibility to keep the conclave going.|
|4||Freedom.No strong soul should be enslaved. It is better to die first than to live as someone else's puppet.|
|1||I live by the scientific laws of whostym the visitor.|
|2||My manager saw potential in me where others didn't. I try to agree with him.|
|3||One day I will make a discovery or creation that will make me a role model.|
|4||My family and friends perished in the attack on my conclave, and I still remember their names.|
The disadvantages of Githvyrik
|1||For me everything is so beautiful and deep and I need an enormous amount of time to experience everything.|
|2||silence hurts me; I can never stop moving.|
|3||I am banished from my conclave, and however unlikely it may be, I will earn the right to return home.|
|4||I desperately pursue the idea of constantly outperforming my colleagues and superiors.|
Moody and perplexed, isolated and elegant, tenacious and passionate—the leptkita (or moth) can be described in many ways—although few can pronounce the true name of the species.
They are a peaceful race with a fondness for the outdoors - solitary but familiar beings with a penchant for thought and ritual. Often on their feet or in the air, even the wildest and most untamed residents of Łepkita have the sense of an everyday place that is the result of their nomadic lifestyle. They owe their lives to the world they come from and are often responsible for protecting it. Thoughtful, loving, purposeful and gentle - Lepkitas are hidden but not to be missed.
Enigmatic and fantastic
A mysterious, solitary race living in the depths of the multiverse, the Lepkita hail from a world inseparable from the forces of nature and rarely found on more "civilized" planets. The loud and often silent Lepkita have a reputation for being secretive and thoughtful - although many are actually silent because they know the hum, the clicking sound of their communication is uncomfortable for the more 'normal speaking' breeds.
Lepkita's appearance is also unfamiliar to most people. Their large, heavy wings encase their tall, slender humanoid bodies like cloaks, and their inhuman faces with antennae and compound eyes can be off-putting to those with a strong dislike of all things insect-like. These four-armed, three-fingered creatures, sometimes covered in fur, are the heroes of many village myths and legends about giant worms hunting children at night - although these myths are open to varying degrees.
Short lives, long tempers
Lepkita are not among the longest-lived creatures, the oldest living only in their late fifties. With such a short life, the Lepkita have learned to live life to the fullest. Many pursue intellectual or mindful pursuits, become librarians or philosophers, and debate the nature of life and knowledge itself.
Still others choose to spend their relatively short lives adventuring, exploring, traveling, and achieving fame before leaving fortunes to their descendants. What most Lepkits have in common, however, is that they don't get angry. Most of them learn in the larval stage, regardless of culture, that life is too short to spend it in anger.
Unlike most other common races, the Lepkita do not evolve as the same creature from birth. Lepkita begin life as larvae, often as part of a brood of 10 or more individuals. After the larvae have been raised and fed by the mother for almost a year and are barely aware of their surroundings, the mother helps them prepare the cocoons for metamorphosis.
The larvae remain in the cocoon for a good six months before they finally hatch as moths. From there they grow rapidly over the next three to four years, typically to a height of just over 6 feet, and learn to fend for themselves. They are considered "adult" when their wings are fully developed (about ten years after hatching) and become adults around the age of about thirty-five.
In most Lepkite cultures, the mother was charged with naming each of her children as they grew up. These names are often changed at the whim of the mother and usually only become official through the metamorphosis.
Their names are often difficult to pronounce in humanoid languages, but that doesn't bother these mothers as they lack humanoid languages. Lepkita has no gender names.
Sticky Names:Adz'kit, Andile, Axa, Bixi, Chch, Chitha, Dalph, Fen, Filka, Fira, G'Zigg, Glik, Hadae, Iitus, J'llkx, Kl'il, Lenna, Lepha, Molf, N'Kakt, Riz, Scelkt, Sedna, Thom, Timpth
magic and technology
The masses of Pryxis have learned to rely primarily on non-magical technological creations to avoid the ill effects of another magical cataclysm. But when magic and technology blend, their power is unparalleled.
Technika mod magia
In the world of Pryxis, the industrious nature of many of its denizens has led to wonderful, innovative discoveries in the fields of magical focus and technological invention.
Battery operated devices (BP).
Some of the objects in this section are battery operated. Each device that uses batteries is identified with a letter(BP)symbol and is fitted at the factory.
As with magic items, a battery powered item has a certain number of charges it can use before the battery life is exhausted - this is referred to as "loading capacity". When all charges in the battery are used up, the battery is neutral and must be replaced.
This section shows the many new non-magical technological tools available in the world of Pryxis.
These items can be crafted or mined through various methods of advanced or advanced alchemy or chemistry.
Experienced philter.Also known as "Skill Shots," these cool syrups are stimulating potions designed to improve certain skills for a short period of time. Each Adroit Philtre is designed to support a specific ability.
Content can be consumed within an action. If you take a skill check with a skill listed in the Philtre (e.g. Athletics) in the next hour, add 1d4 to the test.
Adrenalin.It is distilled from the adrenal glands of once living creatures and when injected into the bloodstream increases oxygen transport to parts of the body.
As an action, you can inject adrenaline, gain a +2 bonus on Strength, Dexterity, and Constitution saves, and increase your speed by 5 feet for 1 minute. However, for the hour following the injection, the creature suffers a -2 weakness on all Intelligence, Wisdom, and Charisma skill checks, and is at a disadvantage on spell-related checks.
Drop-Stone.These tiny opaque spheres are filled with chemicals that are very sensitive to small changes in the surrounding atmospheric pressure.
When they hit a hard surface, the chemicals become active. When the rock is dropped it will make an audible noise every 10 feet before hitting the ground. The bell can be heard from up to 30 feet away. When the stone collides with a hard surface, the stone breaks and is destroyed.
extinguishing dust.This non-reactive dry mix is packed in front of non-flammable compressed air. Traditionally stored in 5 pound cans with a lever activated nozzle. Each can has 5 charges.
As an action, a creature carrying an extinguisher can spend 1 charge to dump some of its contents by spraying a 10' cone in front of it. creatures in this area. All nearby creatures must make a DC 12 Constitution saving throw. If they fail, they are stunned until the start of the next round, as the irritating chemicals cause coughing fits.
|May be||Cost||The weight|
|Slick-Filter (Kolbe)||50 GM||1/2 pound|
|Adrenaline (Volka)||10 GM||─|
|Drop-Stone||2 GP||1 pound.|
|fire dust (container)||5 GM||5 pounds.|
|fertilizer||20 GM||10 pounds|
|Fireworks (5)||100 GM||5 pounds|
|Thundering chrome||350 GM||1 pound.|
|Magical Salt (bag)||50 GM||1/2 pound|
|perfume (bottle)||5 GM||─|
|Bathtub, portable||20 GM||25 pounds|
|charger||150 GM||10 pounds|
|Lerform||30 GM||1 pound.|
|collector coat||35 GM||20 pounds|
|Drill, portable||500 Gr||50 pounds.|
|ink pen||5 GM.||─|
|Tint cartridge||3 GP||─|
|Metal detector||250 GM||10 pounds|
|Microscope||1000 Gr||1 pound.|
|oven, portable||100 GM.||10 pounds|
|two-sided||50 GM||1 pound.|
|Satellite||500 Gr||15 pounds|
|informed||5000 Gr||1 pound.|
|Kamerton||10 GM||1/2 pound|
Fertilizer.Fertilizer is a smart agricultural chemical used to create stronger, healthier plants. The best fertilizers use nutrients from animal waste as food to grow crops, and some use other chemicals as additives to make plants resistant to pests or other beneficial mutations (DM estimate). Regardless of what's in it, manure almost always smells bad. Manure is also an effective feed for surrounding plants.
For adventurers, fertilizer has more uses than just farming. Depending on what the task calls for, heroes can use it as an improvised poison, as a cover for their scent, or even as a makeshift bomb.
The Poor Man's Poison.A pound of Fertilizer can be applied to the weapon to act as its primary poison.
masking agent.If a pound of manure is applied to a person, the target fails Wisdom (perception) checks that rely on scent, and all Wisdom (perception) checks made to identify the creature by scent fail.
Dirty explosives.After a minute of chemical change, a pound of fertilizer becomes an effective explosive. After detonation, all creatures within 10 feet must make a DC 12 Dexterity save or take 1d10 fire damage.
Fireworks."Fireworks" is a generic term for various explosives. The most common is a rocket that explodes in a shower of colored sparks. Firecrackers are made from a mixture of gunpowder and other alchemical ingredients that provide color. They are often used for celebration or as a signal, but can also be used as a weapon
When fireworks are fired (as an action), a missile is launched from the base and launched 50 feet into the air, exploding at the end of its trajectory. The rocket fires each round from the moment it is ignited.
Firecrackers make a loud bang and a bright flash of light when they explode. Any creature within 10' of the exploding rockets must make a DC 13 Dexterity save or be stunned for 1d4 rounds and blinded for 1d4 rounds. The explosion can be seen and heard up to a kilometer away.
Firecrackers can also be used as improvised weapons. In this usage, the user instead turns the beam sideways and directs it in a direction of their choice. On impact, the firework inflicts 1d6 fire damage to everyone within 5 feet of the explosion, in addition to the other effects listed above.
Thundering chrome.Bright chrome is a highly volatile explosive formed by dissolving a number of metal compounds in solutions of ammonia and appears as a colorless, semi-metallic crystalline substance. If the crystal is crushed, heated, scratched, or otherwise damaged, it will explode in a 15 foot radius, dealing (3d6) Force damage and (3d6) Lightning damage, dealing double damage to objects and structures. A successful DC 15 Dexterity save halves the damage.
Enchanted Salt.This black salt is a mixture of finely ground silver dust, iron powder, ash resin and alchemically purified salt. This substance is vital in repelling supernatural beings. Salt is not magic and feels slightly sticky.
As an action, you can spread Enchantment Salts in a 5-foot line on the ground. If the creature is a supernatural creature (celestial, faery, fel, undead, vulnerable to silver weapons, or has the disembodied movement trait), then it cannot rise above, below, or on any material, ethereal, or similar level go through a line border. Once applied to the surface, it takes full effect to break the line.
In addition, as an action, you can throw enchanted salt at a creature within 5 feet of you. If the creature is a supernatural creature, it must make a DC 12 Constitution save or it is blinded for 1 minute. The target can reroll its saving throw at the end of its turn, ending the success effect.
Perfume.A mixture of oil extracts with a pleasant smell - mostly distilled from different plant and animal species. A bottle of perfume has ten uses.
As an action, you can spray or spray one application of perfume from a flask onto a creature within 5 feet. For the next minute, you have advantage on all Charisma checks against humanoids with a challenge value of 1 or less.
The battery is a small palm-sized metalloid cylinder filled with highly conductive acidic liquids that can be used to power certain technical devices. Most batteries are interchangeable between devices with different technologies, but some devices can only be used with higher capacity batteries.
Bathtub, portable.A collapsible jar made of wood and metal, lined with animal fat or some kind of tarpaulin. A series of straight hoses can be connected to a nearby water source within 30 feet to direct water into the tub. With this swimsuit you can bathe in nature without having to resort to lakes or rivers.
Charger.This small metal box is the size of a human head. The charger charges the batteries electrochemically in a few hours. This requires the battery to be placed in the charger's battery bay and connected to a power source – a vehicle, generator set or other power source (at DM's discretion). The charger has a cable with clamping diodes that can be connected to the appropriate source.
The charger can hold up to two batteries and each battery will be charged to one tenth of its capacity as shown below:
- basic capacity:1 Mal
- Advanced Skills:5-Timer
- High capacity:10-Timer
Lerform.A small wooden box filled with soft, malleable clay. By placing a small object in a box and sealing it, you create an imprint in the clay that can be used as a mold. If you take a class, you can use Smith's tools or DIY tools in combination with a mold to create a replica of an object. The item can be made of a soft metal such as copper, gold, silver, tin, lead, aluminum, or similar metals. During this process, the clay mold is destroyed.
collector coat.The Collector's Mantle is a long, heavy mantle with dozens of pockets that hold over 200 containers for collecting, storing, and organizing over 1,000 small items. The mantle is filled with empty trays, tiny boxes, pouches, vials, small flasks, pouches, skins, pouches, jugs, handles, jars, small bottles, flat padded boxes to hold many small figures, etc. The mantle is heavy and counts as areinforced fur, partly to protect the user, but mostly to protect the content. The weight only counts for an empty coat.
Portable Drill (BP).Traditionally powered by an advanced battery (50 charge capacities).
This incredibly heavy, battery-powered drill bit features a razor-sharp, serrated cone that shreds material with ease.
With 10 charges, the portable drill works continuously for 1 minute and can easily smash through doors, walls, rocks and similar indestructible materials.
The portable drill is considered an exotic combat weapon with the following properties:
|Drill, portable||3d10-Piercing||90 pounds||Heavy, two-handed|
During operation, the drill has the following effects:
Bagger.When digging through hard material, the bit removes 1 cubic foot of hard material per revolution, or twice that in soft material.
Shredder machine.Boron deals double damage to objects and structures.
Unmanageable.You cannot attack more than once per turn with a drill. round, and you cannot use it to make an attack of opportunity.
Ink pen.Pen made of wood and metal with a pointed tip. This pen does not require constant immersion in ink as the ink is stored in lightweight cartridges within the pen body itself. The ink pen can also be used as a traditional pen with available ink.
- Tint cartridge.A small metal cartridge filled with any color of ink (traditionally black) that is inserted into the nib of a fountain pen. Each cartridge can write approx. 200 pages of parchment before it needs to be discarded (compared to the traditional 1,000 pages of normal pen and ink). In addition, this ink is water resistant, fade resistant and a gift compared to traditional inks.
Metal detector (BP).Traditionally operated with primary battery (10 charging capacities).
A semi-metal rod with a net disc on one end and a handle with a knob on the other end.
With one charge the detector is active for 1 hour. As the web disc is moved across the surface, it emits an audible sound that can be heard up to 5 feet away if a metallic or magnetic mineral substance is detected anywhere between 1 and 5 feet below the surface.
Microscope.The microscope uses a lens and slide system to magnify small specimens up to 10x, giving an advantage and a +10 bonus to inspections performed to study a small (or smaller) or extremely detailed object or to rate. The microscope also includes 10 glass slides that can be used as microscope slides, and a travel case for storing these slides and the instrument itself.
The world of Pryxis has been concerned with the study of radio waves and their transmission and reception across a wide spectrum.
All radios, whether simple or computer radios, use the same general radio wave frequencies. The only exception is the use of the so-calledInfonetIt is a series of complex radio frequencies that continuously transmit a store of information that remains ready for communication. However, access to this infonet is limited and can only be used for a short period of time.
Check with your DM if you are certain that radio use is allowed or possible at the location or time of your game - as it may be too advanced to use at the right time.
Visual satellite radios
For twice the price of traditional satellite radio, you can buy a form that allows for visual transmission.
Visual satellite radios interpret visual information through a series of lenses capable of projecting local visual elements onto a pane of glass. To do this, a visual satellite radio must be connected to a similarly functioning visual satellite radio (or a bulletin board).
The use of such a visual satellite radio is rather rare, but it allows the device connected to the radio to see and hear through the radio as if it were there, as long as it works.
Oven, portable (BP).Traditionally operated with primary battery (10 charging capacities).
A 1 foot long, 1 foot wide, and 1/2 foot high metal box with a series of copper based coils. The box has a flap with a window on the front that can be opened so that the tray can be easily placed inside. The stove comes with a leather case with a carrying strap for easy transport.
On one charge, the furnace coils begin to charge with thermal energy for 1 hour and reach a temperature of 350-500 degrees. This stove can be used for anything that requires convection heat - such as baking, cooking, tempering metals or similar applications.
All radios are battery operated. The typical battery and capacity are shown.
Radio is any type of device that can work with radio waves, circuits and crystals resonating in these radios to transmit data along a transmission wavelength.
The more advanced the radio, the further it reaches and the more it can do. The most popular radios are listed below:
two-sided.Traditionally operated with primary battery (10 charging capacities).
Handy, portable two-way radio transceiver. Multiple radios can use a single channel, but only one radio per channel. The channel can broadcast at a specific time. Under ideal conditions, you can communicate with someone over a radio on the same frequency up to 30 miles, although more often the typical effective range is around 5 miles.
On one charge, the radio can provide an hour of uninterrupted transmissions between connected radios. You can connect currently unconnected radios by using the action to put two or more radios on the same channel.
Satellite.Traditionally powered by an advanced battery (50 charge capacities).
A larger, but still portable, ruggedized version of the radio. These radios connect to atmospheric satellites to transmit data at higher speeds and over longer distances. It functions in much the same way as a radio, except that under ideal conditions it can transmit up to 300 miles, with a typical effective range of around 50 miles. Additionally, more than one radio can communicate when connected to a satellite radio, allowing for the same connected two-way radio.
For 5 charges, the satellite radio can provide one hour of uninterrupted transmissions between connected radios. The connection procedure is the same as for the radio.
- informed.Traditionally powered by a highly charged battery (100 charge capacities).
Infotabs are far more technologically advanced devices that allow you to send and receive radio waves for visual and audio information. The Infotab is a compact, wrist-worn device that acts as a visual satellite radio and can transmit up to 3,000 miles under ideal conditions, with a typical effective range of around 500 miles. In addition, Infotab can connectPryxian Infonetto access a cache of readily available information.
As long as the battery is in the info tab, it shows the user the current time and relative elevation (relative to sea level), while also acting as a ball bearing for calculations and a compass.
For 5 charges, the info pen can act as a satellite radio for an hour of uninterrupted transmission between all radios in range - no connection process required.
For 10 charges as an action, you can connect to the infonet to cast a spellClear legendsonce for a long break. If artificial intelligence is built into the device, it can be usedClear legendsequals the user's intelligence modifier for a long pause.
Kamerton.This double metal rod uses and measures frequencies and is commonly found on gem forging tools. Tapping on a hard surface will make the sound for 1 minute or until something stops by holding or touching something soft. The following checks can advantageously be carried out during your telephone call:
- Understanding (Arcana)Controls in contact with precious stones, glass or other similar materials.
- wisdom (care for animals)Works well when dealing with blind creatures.
- wisdom (medicine)Works well in treating damaged bones.
The world of Pryxis has developed its technological and even magical superiority, giving it additional tools to perform specific tasks.
|May be||Cost||The weight|
|Mystical tools||75 GM||7 pounds|
|Scanner||1500 Gr||1/2 pound|
Mystical tools.These tools are commonly used by magicians of all types to perform a variety of functions. such as enchanted items, magic runes and scrolls. Contains a silver chisel, hammer, crystal ball, rune stone and feather. These tools are not required for crafting magic items, but using them reduces the cost of crafting magic items by a quarter of the cost.
Scanner (BP).Traditionally operated with primary battery (10 charging capacities).
The scanner is an ear-mounted device that looks like a chunky monocle. Through a variety of technological and magical means, the scanner allows the user to assess another being's abilities at a single glance. While carried, the creature can spend an additional action to spend 5 charges to scan the creature it sees to learn one of the following information, at the GM's discretion:
- armor class
- Remaining hit points and temporary hit points
- Remaining ki points or spell slots
aids and prostheses
Life isn't always easy - especially among adventurers - and there's a chance someone will miss something sooner or later.
While magical healing is a great thing, the truth is that most teams don't have a healer advanced enough to cast itregenerateto sew up a missing limb or restore mobility. Even after using healing magic, the healing process can sometimes not undo the significant damage that has already been done. At lower concentrations, the amount required for such treatment can be prohibitive.
In short, there will be times when someone will need help for their own flesh and blood, at least in the short term - but sometimes in the longer term.
|May be||Cost||The weight|
Mobility chairs are often used by people who have lost most of their available feeling or function in their legs or lower back due to conditions such as paraplegia or similar forms of lower back paralysis. In other cases, whether due to birth defects or biological differences, the use of traditional movements may not be possible.
Regardless of the reason, there are many types of mobility seats for people who need to move.
Basic.These basic forms of movable seating are often as simple as an incredibly ergonomic chair made of metal-reinforced wood and leather with solid wheels attached to the sides and sometimes the front. Locomotion is by arm strength (and maybe even tail strength) and sometimes even gravity when walking down a slope.
The Basic Mobility car seat is usually adjusted to individual sizes. While sitting in the seat—and as long as the creature's hands are free to operate the seat—the agile seat grants the creature a movement speed of2x their Strength or Dexterityin feet per revolution (Example: A dwarf in a basic mobility chair with a strength value of 15 could walk 30 feet per revolution).
The Basic Mobility seat allows full freedom of movement: forwards, backwards, sideways, etc.
Not all gear is magical - and not all spells or magical abilities are as useful as they should be. As technology advances, the ability to upgrade, upgrade, or upgrade both everyday and magical gear comes into being.
Mods allow you to customize weapons and clothing for any tactical or environmental use case that your current gear may be lacking.
Each object, magical or otherwise, can equip up to 2 mods.
|Ablativer Liner||4x pris zbroi||─|
- Ablativer Liner
- Quick implementation
- shock allegations
- golden plate
- light material
Common magic items - expanded
accordinglyXanathar's Guide to Everything:
"Dungeon Master's Guidecontains many magic items of every rarity. The only exception is commons; This book contains some of them. This section introduces some of them in-game. These items rarely increase a character's power, but are likely to keep players entertained and provide fun opportunities for role-playing.
These common magic items should be added to the same category as those listed above - readily available and commonly used more for everyday purposes or for storytelling or character development.
Magic items are presented in alphabetical order.
A wonderful item, common
A favorite among mobile guides. This colourful, malleable clay can be substituted for a spelling ingredient that does not incur a special cost. Clay is not consumed on cast.
A wonderful item, common
This cloth pouch is filled with 10 clay stones with the runic symbol for "meal" engraved on the side. If you add a few drops of water to the stone, you get a daily ration. Until converted into rations, fresh stones cannot spoil or be eaten.
A wonderful item, common
This cloth pouch is filled with 10 clay stones with the runic symbol for "water" engraved on the side. When crushed, the stone turns into half a liter of fresh water. Until they are turned into water, rocks floating on water cannot be destroyed or eaten.
A wonderful item, common
This small section of the beast is colored "blonde" - a color that most creatures would not normally see under normal circumstances. Creatures within 10 feet of the sculpture that have true sight see a burst of color. Those who see this must succeed at a DC 13 Wisdom save or be stunned for a round and overwhelmed by the grandeur of the experience. The creature can only be affected by this effect once every 24 hours.
Wonderful element, common (needs to be tuned)
Essential for vampire hunters. This piece of magical doorway prevents vampires from speaking directly to the attuned being.
A wonderful item, common
Good for spooky performances. This black, lustrous stone obscures non-magical light sources within 3 yards.
A wonderful item, common
Brilliant instead of loud. When played, this marching drum produces small amounts of light instead of sound. Casts a dim light up to 1.5m away during continuous gaming.
Miracle Item (Circle), Common
This simple tiara is set in smoky quartz. When consumed, an illusion sound flashes across the surface.
Wonderful element, common (needs to be tuned)
This small tarnished copper pendant contains a small blood capsule in the face. When it is spent, the attuned creature may reroll a dice for a brief pause.
A wonderful item, common
A colorful piece of luminous jasper. The colors inside the gem gradually change with the seasons: green for spring, red for summer, yellow for autumn, and blue for winter.
Wonderful element, common (needs to be tuned)
This little piece of stained glass is stronger than it looks. While attuned to this glass, creature attacks gain a +3 bonus on attack rolls and damage to nonmagical glass or crystal objects.
A wonderful item, common
This backpack is infused with various copper and steel wires. Too bad if there are buildings within 30 feet.
A wonderful item, common
This half of a crystal geode sparkles even with no nearby light sources. A creature holding this geode in its free hand can easily see the stars clearly in the daytime sky.
hat on the floor
Wonderful element, common (needs to be tuned)
This wide-brimmed hat features stones and bits of rock braided into pigtails. This hat grants the attuned creature a +3 bonus on Climb checks.
A wonderful item, common
This 10-foot rope is woven from a red, leathery substance that smells faintly of sulfur. Escape throws to break free of this rope require a DC 13 Wisdom save instead of a Strength save.
Wonderful Item (Dagger), Common
An ornate dagger with peace runes along the shaft and blade. Attacks with this knife do no damage.
A wonderful item, common
A simple wooden spoon with a snake symbol engraved on the handle. Once a day, when the spoon comes into contact with something edible, it will emit a barely audible hiss within a 5-foot radius if the substance is poisonous.
The cord of the maze
A wonderful item, common
A regular sized spool with a Minotaur engraved on one side. The spool magically holds 1,000 feet of line.
Miracle Item (Circle), Common (requires Druid Alignment)
This crown is made of living laurel and moss that never withers or fades. Wearing it gives you the following benefits:
- You can use the crown as a spell focus for your druid spells.
- You can try to do a trick you don't know. The trick must be on the druid's spell list and you must take an Intelligence (Arcana) test of DC 10. If successful, cast the spell. If the test fails, the spell also fails and the action used to cast the spell is wasted. In both cases, you will not be able to use this accommodation again until you have finished a long break.
Wonderful Item (Amulet), Common (Requires Bard Alignment)
This small engraved piccolo hangs from a thin silver chain and gently emits a gentle melody. Wearing it gives you the following benefits:
- You can use the necklace as a spell focus for your bard trolls.
- You can try to do a trick you don't know. The trick must be on the bard's spell list and you must take an Arcana test of DC 10. If successful, cast the spell. If the test fails, the spell also fails and the action used to cast the spell is wasted. In both cases, you will not be able to use this accommodation again until you have finished a long break.
A wonderful item, common
This lyre is carved with etchings of cloud and fog motifs. A gentle, beautiful mist surrounds the player of this lyre.
A wonderful item, common
These multi-lens goggles allow the wearer to see through 10 feet of fog or smoke.
A wonderful item, common
This bag of colored stone marbles is individually carved with a rune. Left on a flat surface, the balls play against each other - or against an opponent.
Wonderful Item (Gloves), Common (Requires a Wizard to vote)
These delicate leather gauntlets are embroidered with metal symbols that hint at your wizarding bloodline. Wearing it gives you the following benefits:
- You can use the gloves as a summoning focus for your spells.
- You can try to do a trick you don't know. The trick must be on the caster's spell list and you must perform an Arcana of DC 10. If successful, cast the spell. If the test fails, the spell also fails and the action used to cast the spell is wasted. In both cases, you will not be able to use this accommodation again until you have finished a long break.
A box full of ornaments
Wonder Item (Belt), Common (requires crafting adjustment)
This small tin box is the size of the palm of a hand and can be clipped to your belt - it's surprisingly larger inside, but only contains decorations and various trinkets. Wearing it gives you the following benefits:
- You can use the belt as a spell focus for your crafting forms.
- You can try to do a trick you don't know. The trick must be on the artisan's spell list, and you must take a DC 10 Intelligence (arcana) test. If the test succeeds, cast the spell. If the test fails, the spell also fails and the action used to cast the spell is wasted. In both cases, you will not be able to use this accommodation again until you have finished a long break.
Armor (shield), general
This round dial folds away for easy portability. When the shield is covered, it looks like a steel strut. When the shield is unfolded, it looks like a round steel shield. The shield can be retracted and deployed using a pressure plate on the inside of the thumb of the orthosis.
This shield has the so-calledhiddenIdefuse immunityProperty.
A wonderful item, common
This eye-catching homemade quilt is downright comfortable to look at and hold. As part of this promotion, you can turn the rug into a fully functional cot - complete with a pillow, duvet and even a small stuffed animal to choose from.
The lock is ready
A wonderful item, common
This etched metal cap lock is decorated with a rune of an unknown language. Attaching this lock to a magic cloak will result in an action being attuned rather than the normal attunement period.
Wonderful Item (Ring), Common (Requires Cleric Alignment)
This simple ring is made of pure silver and is decorated on the front with the symbol of the local church, chapter, monastery or chapel. Wearing it gives you the following benefits:
- You can use the ring as a spell focus for your priest spells.
- You can try to do a trick you don't know. The trick must be on the cleric's spell list and you must perform an Arcana of DC 10. If successful, cast the spell. If the test fails, the spell also fails and the action used to cast the spell is wasted. In both cases, you will not be able to use this accommodation again until you have finished a long break.
A wonderful item, common
Two dark lenses are attached to the frames of these iron glasses. A creature with sunlight sensitivity wearing these goggles can see normally in daylight.
obscuration of vision
A wonderful item, common
This silvery veil seems to flow amazingly by itself. While the creature keeps this veil over its person, it remembers all its dreams (including trances, visions, and other forms of dreaming) with perfect clarity.
A wonderful item, common
This leather-bound journal smells of salt and ash. When the pages of this diary are burned, the inscriptions and images on the pages become a "movie" of fire and smoke.
Wonderful item (any weapon), common
This weapon features flowing wind and cloud runes along the shaft. While using this weapon you can perform an attack action and swing or shoot in the air to increase or decrease the local wind speed by 1 mph for each point of damage it would deal. This effect lasts for 1 turn and only works when there is natural wind in the area.
Wonderful element, common (needs to be tuned)
This small gem is made of zircon and decorated with small renunciation runes. As a free action, you can smash a gem and grant yourself a +1 bonus to your AC for 1 round. The gem will transform in your hand the next dawn.
Secret Aeduct Ties
Wonderful Item (rarity varies)
Crafted by a truly brilliant craftsman from another realm, his patented magical creation has become so widespread that it has become a modern day marvel.
There are few more useful magical items or arcane technologies so obvious as the modern day marvel of the Aeduct arcane binding band. These unobtrusive strips of magical material have been proven to have almost infinite uses.
Arcane Bindings, or Aeduct Bonds as they are commonly known, are striking in their simplicity. Thin strips of drow silk, specially treated in a bath of proprietary magical dyes, are enchanted to form a magically bonded roll of material that can permanently bond to almost any surface and withstand incredible powers. Additionally, modern innovations and variations of stored spells are able to further expand the usefulness of Aeduct Tape.
While larger arcane binding bolts can sometimes be purchased for industrial use. Typically sold in rolls 2 inches wide, 60 feet long, Aeduct Tape is easily identified by its distinctive rune-shaped patterns that flash momentarily when activated. Arcane Binding can be cut to any size and is available in many variations.
Some of the most popular types of Aeducts tape are listed as follows:
Aeduct's arcane bond
Preis: 2 gp/ft (regular)
Aeduct's unique, original Arcane Ribbon comes with a trigger word engraved on the inside of a thin gold spool that instantly adheres to any inanimate surface when that trigger word is uttered. It can be easily cut with any blade (or teeth, or even brute force) but will withstand weights of up to 200 pounds when glued.
Aeducts arcane association
Preis: 5 gp/ft (unusual)
The Aeduct Arcane Bandage is used to quickly heal injuries on the job or in combat. It is pre-perforated at 15cm intervals and can be used to treat cuts, punctures, lacerations and tears in living beings. 6" Tape restores 1d6 hit points and requires a full action to cast properly. The tape gradually fades and fuses with the target's skin within 24 hours.
Aeduct Restoration Bandage
Preis: 20gp/ft (very rare)
Banned in many cities and kingdoms. Aeduct Recovery Bandages are designed to make long hours of work or adventure easier. Like the Perforated Magic Bandages, the 6-inch Recovery Bandage can reliably reproduce the effects of a short rest. This effect can be combined with multiple applications to get the benefits of long rest. Unfortunately, the effects of the bandages have proven to be very addictive, and intensive use often leads to complete dependence and an inability to enjoy the benefits of rest without using the product.
Aeduct højstyrke binding
Preis: 5 gp/ft (unusual)
Aeduct's high-strength binding, interwoven with iron braid strands for added strength, works just like the original tape but has 500 pounds of adhesive strength and resists bumps, punctures and lacerations when activated.
Aeduct release binding
Preis: 3gp/ft (regular)
Spelled with a two-way spell, Aeduct Release glues the compound to the surface like the original duct tape, but can be removed with an additional trigger word. Unfortunately, an error in the runic inscription causes each untieing of the band to reduce the binding power of the band by 50 pounds, so the same belt cannot be used indefinitely.
Aeduct Lead Connection
Price: 4gp/ft (unusual)
Aeduct's conductive link is used for quick bridging of electrical or lightning-based connections in locations where traditional wiring is not possible. It has an adhesive strength of 100 lbs and is electrically, thermally and magically conductive.
Aeduct Elastic Binding
Preis: 3gp/ft (regular)
The Aeduct elastic binding works almost exactly like the original binding band, but can stretch up to twice its original length when tying.
Luminous stripes in the aeduct
Preis: 2 gp/ft (regular)
A simple but always useful variant, Aeduct's glow strips don't have the same endurance as other arcane bands once they reach 50 lb bind strength. However, when the second trigger word is spoken, the runes on the luminous band emit a bright light up to 10 feet and dim the light from 20 feet away.
Aeduct soundproofing tape
Preis: 2 gp/ft (regular)
Aeducts Luminous Tape was originally developed to silence noisy tools and machines. It has an adhesive strength of only 50 pounds but is capable of completely muting any tool or object it is applied to. Unfortunately, many thieves and bandits have found that this property works just as well when applied to a noisy victim's mouth.
Aeduct Repair Tape
Preis: 5 gp/ft (unusual)
Aeduct's repair tape is designed to quickly repair damaged tools and equipment on the go. Instead of just sticking to the surface, repair tape actually repairs rips and tears in the same way repair tape doesamendsTrick. To be effective, the entire tear or tear must be covered with tape. When activated, this band will merge with the object it is attached to and disappear.
Aeduct Adhesive Protector
Preis: 2 gp/ft (regular)
Aeduct's sticky fuse was initially a failed experiment, but its rapid flammability eventually found its way into large-scale mining and controlled demolitions. When one end of the tape or roll is ignited, the flame travels from side to side almost instantaneously, consuming the tape at a rate of 30 feet per second. around (300 feet per minute). It was recently discovered that Sticky Fuse can also be used to transfer the effects of touch-based spells while destroying the fuse.
Consistently clean Aeduct coating
Preis: 3gp/ft (regular)
Popular with wizards and other cleansing compulsions, this variant of the secret bond weighs only 20 pounds, but when applied becomes an invisible barrier against water, dirt and other forms of contamination.
Preis: 2 gp/ft (regular)
Aeduct Safety Tape is designed to prevent and reduce workplace accidents. It is a special twist on the lashing solution that can be applied to any sharp or otherwise dangerous surface to prevent it from causing injury. Attaching up to 2 feet of security tape requires full operation.
Immediate aeduct barricade
Preis: 10gp/ft (rarely)
Aedcut Instant Barricade is designed to effectively and quickly isolate dangerous or sensitive areas such as crime scenes. It shares the same features as the original Secret Binding Tape with a few key additions:
When used to demarcate an area by creating a continuous band of perimeter, the Aeduct Instant Barricade acts as a strong protective shield, preventing creatures from entering or exiting the enclosed form - even at a height of up to 30 feet (either by walking, kicking or flying). , teleportation, etc.) .).
All creatures within the restricted area, once the perimeter is complete, are free to pass through it and can determine who else can pass through the perimeter besides them, or set a password that disables the totem for one minute if previously placed at a distance of 5 feet from the totem is spoken door. incantationBanksaround the perimeter also suppresses protection for 10 minutes.
The perimeter of the band can be severed and removed with a special enchanted blade, permanently destroying the cloak. In addition, any magical cutting weapon with a +1 bonus can easily cut through tape.
Aeduct barricade knife
Weapon (dagger), rare
Aeduct's Barricade Knife The knife is a special tool used to cut through the borders of Aeduct's Barricade.
The manufacture and sale of these knives are subject to very strict regulations and are usually only supplied to law enforcement or investigative authorities.
The knife also has 3 charges. You can spend a charge to cast a spellBanksUse the knife as a focus. The blade is charged 1 time every day at dawn.
The Amulet of Intervention
Wonderful item, rare (needs to be adjusted)
This gold amulet takes the form of a large disc on which is embedded a platinum septogram (seven-pointed star) set with a jewel representing each of the seven sins.
This amulet is normally bestowed only on high priests of the Cathedral of the Seven or on those who have honorably served the church or the gods. It's a sign of prestige. When worn, it protects against disasters and averts death.
guardian spirit.Should you encounter an effect that would reduce your life points to 0, the amulet will activate automatically. A multichromatic orb of light explodes, negating damage and making you immune to all damage and conditions. This orb persists for 1 turn and then disappears. After activating this ability, the amulet loses its magic until the next dawn.
A wonderful item, never seen before
This cloak is imbued with the faintest glimmers of consciousness, which it harnesses at the request of its wearer (or itself if there is no wearer).
While wearing this cloak, as an action you can detach it and move as if you were still wearing it for 1 minute. The cloak appears convincing, but a DC 15 Intelligence check (examination) shows that it is empty. You can give him a general command, e.g. B. patrolling the entire corridor or wandering aimlessly. It has a speed of 20 feet and once used cannot be used again until the next dawn.
A trick of an architect
A wonderful item, legendary
A large brass cube about two feet wide and a little over 80 pounds. The intricately designed surface offers windows to the nearly infinite mechanisms enclosed within.
For an hour-long Architect's Trick ritual, you can have it expanded into any structure of your choice, as long as it fits within a 1,000-foot cube and is worth no more than 500,000 gp. The texture is permanent and non-magical as the item instantly becomes banal as soon as it transforms.
Once used, the architect trick cannot be used again (since it is now a building).
Armor (Breastplate), Legendary (needs to be adjusted)
A blurry mass of black unreality, this dark patch of emptiness is the size of a human hand—when attuned, the mass extends to the creature's torso and torso. Though it takes the simple form of armor, the sheer aura it exudes is terrifying, enough to cause the hearts of those who behold its presence to fear the unknown. It has the innate ability to deflect specific attacks against its wielder as a whole.
While wearing this armor, you gain a +1 bonus to your AC.
The Wizard.Gives the wearer an advantage over all spells and magical effects. Additionally, any attempt to spy on you while wearing armor will be nullified.
Invalid induction.If you are the target of an attack or effect that would damage you, you gain +1 on AC and Constitution checks for the next minute, up to a maximum of +5.
Quickly.After attuning to the armor, the wearer is affected by two forms of indefinite madness until they attune to the armor. In addition, while wearing armor, all of the wearer's Charisma checks are incorrectly performed.
Master crafting tools
Miracle Item, Rare (+1), Very Rare (+2), Legendary (+3)
These craft tool sets are made from the finest materials and by the best craftsmen in their field - they produce the best work themselves.
Performing a skill check with these magical tools grants you a bonus roll. If the tools in a set are separated, they are of no use until the set is reassembled. If one of the tools in the set is destroyed, all gear in the set becomes unmagic.
The killer's gun
Weapons (all firearms), rare
Crafted from polished steel and ebony, this firearm appears to make no noise when handled, even when rubbed against other objects.
With this magical weapon, you gain a +1 bonus on attack and damage rolls. In addition, attacks with this magical firearm produce no visible flash or audible sound.
A wonderful item, never seen before
Notebooks left behind by long-dead explorers, athletes, scientists, warriors and sages whose research still records deep insights into their fields - complete with hastily drawn illustrations, spilled ink and coffee stains.
The hours of his life spent pouring knowledge into the pages of that faded book had naturally given him industrious magic. Anyone who reads this notebook feels guided by the author, whose blood, sweat and tears have flowed into his life's work.
If you complete an ability test related to a subject written in the notebook, you can spend 1 minute browsing the pages. You gain a 1d4 skill check bonus reflecting how much you find out about the topic.
If you've found an old notebook, refer to the table below to see which research areas the pages contain:
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* Mechanical skills
The Mechanical Skill is a newly discovered skill inherent in the world of Pryxis that deals explicitly with the inner workings of man-made creations, structures and inventions - from stone to clockwork, from structure to circuitry and so on.
Artisans are the most well-known class proficient in this skill.
If you don't use the Mechanic skill in your area, ignore the list of skills in the table and treat the 19-20 roll as a reroll.
For more information on the Mechanic skill, seePrixis husregler
A wonderful piece, rare
This hard leather bandolier is lined with a wool cord. His pouch glows with a faint yellow light and contains four daggers.
A non-magical dagger placed in this bandoleer is imbued with magic and when pulled from the bandoleer acts as a +1 dagger for 1 minute. If the dagger is thrown during this time, it will automatically appear in the bandolier as long as it is on the same level as the caster.
You can pull a dagger out of a bandolier to attack with it.
Sort rose petal
Weapon (Rapier), Legendary (needs to be adjusted)
Thought to be modeled after the dark demigod's main weapon, these black-flowered blades are known for their hideous and dark deeds.
With this magical weapon, you gain a +2 bonus on attack and damage rolls.
shadow levels.As a bonus action, using this blade in low light or darkness allows you to teleport up to 60 feet to any open space that you can see even in low light or darkness. You then have an advantage in the first melee combat you perform before the end of your turn.
Hidden strike.When attuned to this weapon, you gain the Rogue Stone's surprise ability - once per turn, you may deal an additional 2d6 damage to a creature if you have advantage on the attack roll. If you're a rogue, your surprise attack deals an additional 2d6 damage instead.
The blessing of foresight
Weapon (any ranged weapon), Very Rare (needs to be adjusted)
This ranged weapon is covered in intricate eye patterns along the body and features two glowing jeweled eyes on the stock.
With this magical weapon, you gain a +2 bonus on attack and damage rolls.
Sixth sense.You can use a bonus action to speak a weapon command word. They cannot be stunned for 1 hour and gain advantage on attack rolls, skill checks, and saving throws. Once you use this feature, you won't be able to use it again until you end a long break.
Wonderful item, rare (needs to be adjusted)
Various bone fragments and cracked teeth are embedded in these primitive leather and leather clasps.
While wearing these bracers, your unarmed attacks gain a +1 attack and damage bonus and deal d4 damage (or their damage dice are increased by one size, up to a maximum of d12).
Additionally, as an action, you can clash bracers to throw themSplitterSpell (Difficulty 15). This bracer trait cannot be used again until the next dawn.
Weapon (any dagger, short sword, or grapple), rare
Crafted from the bones of humanoid creatures, these jagged weapons carry a fragment of their dying breath.
Attack rolls and damage rolls made with this weapon count as magic to overcome opponents and resistances.
When attacking with this weapon, you deal an additional weapon damage cube in the form of piercing damage on a hit.
Additionally, when you hit a creature with an attack, you can choose to affect itInfectionSpell (Redemption DC 15). In this way, the weapon cannot be used again until the next dawn.
Weapon (any bow), rare
Bow decorated with carved runes, strung with a metal cord and equipped with a set of reinforced arms.
With this magical weapon, you gain a +1 bonus on attack and damage rolls.
The arrows fired from this bow hit with far more power than they should have. A successful hit knocks back the target if it's medium or smaller. Small or Medium creatures are knocked back 10 feet. Tiny or smaller creatures are knocked back 20 feet. If the target hits a solid obstacle, it stops and takes 1d6 baton damage. If impaled on another creature, they both take 1d6 mace damage.
Armor (Shield - Buckler), Rare (needs to be adjusted)
While holding this buckler, you gain a +1 bonus to your AC.
Unused, you can craft a fully functional tea set on the dial as part of the promotion. Once per day - when you brew tea with this tea set - you can use an action to bestow a special attribute from those listed below:
Stimulating.Each creature that drinks this tea has its fatigue level reduced by one.
Cleaning.If the living being who drinks this tea suffers from poisoning, it will be cured of it. If this condition persists for an extended period, it will instead be suppressed for the next 24 hours.
Refreshing.If the creature drinking this tea has its maximum hit points reduced, that reduction is reversed. If this decline persists during an extended period of dormancy, it will be suppressed for 24 hours instead.
Chessboard from Duel Fate
A wonderful object, mythical
Stories have it that games played on this chess set directly reflect the actions taking place in the real world - where each piece represents a person, creature or force.
This chess set consists of a field of obsidian and ivory in a checkerboard pattern with extravagant black and white diamond pieces. The outer edges are outlined with a black platinum filigree that flows like water. The board and the pieces must not be more than 30 cm apart. Chess is indestructible.
When the game is recorded, the chessboard levitates 1 foot above the ground and the chess pieces move by themselves, following mental commands. Additionally, each time creatures enter the battlefield, individual players can choose which creatures their figures resemble.
the duel of destinies.As an action, you can place this chess board in front of the opponent. The enemy must make three consecutive DC 20 saving throws: one for Wisdom, one for Intelligence, and one for Constitution. If they fail even one of their saves (or if they surrender voluntarily), they are forced to play chess with you.
When the game begins, the user and target enter an astral pocket dimension. While this effect is activated, creatures cannot interact or damage them in any way - however, the game remains visible on the chess board (which becomes ethereal and cannot be interacted with). Creatures being attacked can't do anything outside of play.
Players must begin making contested Intelligence rolls each turn, beginning with the user's next turn.
If a creature wins three intelligence contests, it wins the game. When the winner is announced, both creatures respawn and the loser immediately takes 3d100 Psychic damage, ignoring resistances and resistances. If a creature is killed by this damage, it cannot be resurrected with any other damageWishStew.
Weapon (any axe), rare
These axes are magically stained with the blood of dozens of living beings - so much so that if water is poured over the axe, fresh blood will still drip from the blade, regardless of age.
With this magical weapon, you gain a +1 bonus on attack and damage rolls.
After reducing a creature's hit points to 0, you briefly experience a supernatural thirst for blood. In response, you can make another attack against a creature within 5 feet of the fallen creature.
cingulum of freedom
Miracle Item, Mythic (Skal Melodies)
These battle-rock-like belts are worn by the highest members of the Church of Melchar: the Manumite warriors. Chains of different sizes and made of different materials are attached to the belt. Wearing this belt gives the wearer the constant power to overcome their limitations.
While wearing this belt, you gain a +2 bonus to AC.
When you're aligned and strapped in, you'll have an advantage on initiative throws.
After being exposed to the effect it would causefought,dazed,paralyzed,petrified, LubimprisonedUnder certain conditions, you have an advantage and a +5 bonus on all rolls made to avoid or negate the effect.
A wonderful item, never seen before
This brass pocket watch has three stoppers at the top edge. When wound, it tells the time well and the image of two linked chain links is engraved on the back.
The element is intended to trigger data traffic to two devices at the same time. Both units must have mechanical controls and must be no more than 100 feet apart. By pressing the left or right stop while pressing a button, pulling a lever, or otherwise activating mechanical operation, the watch recognizes this movement and can magically restart it. The watch registers only two such movements at a time, one for the left stopwatch and one for the right. Pressing center stop within 100ft of at least one of the units will remotely trigger both saved moves simultaneously.
Pressing all three stopwatches simultaneously will automatically reset the watch.
Wonderful Item (rarity varies)
Incredibly shiny and attractive counterfeit coin with symbols for greed and avarice incised on the edge.
As an action, you can toss or put a coin on the ground and say a command word. The coin begins to emit an enchanting aura that enchants everyone who sees it. Any creature (other than yourself) within 30 feet of this coin that can see it must make a Charisma saving throw. After a success, they realize that the coin is an excellent counterfeit, after a failure, they feel the desire to own the coin and keep it with them for a minute. Any attempt by the attacked creature to pick up a coin requires a DC 20 Strength check.
|means of payment||Gem DC||rarity|
Wonder Item, Legendary (needs to be adjusted)
This tattered, faded military banner bears the symbol of a long-forgotten army from the days of the Dragon Wars, as the inscription below the symbol suggests"Victory in the war. vigilance in space. In death a sacrifice.”Holding the banner, you will hear the faintest sounds of distant battle cries on the wind.
Holding and attuned to a banner counts as a +2 wand. You deal an additional 1d6 Psychic damage with this stick.
Additionally, as an action, you can shout out the inscription on the banner and stick it into the ground to cast its magic within 60 feet of the banner's center. Allies within this radius gain the following benefits:
- +1 bonus on weapon attack and damage rolls.
- +1 bonus to armor class.
- +10 feet additional movement.
- Resistant to knots, punctures and cuts.
These effects last 1 minute. Once used, an ability can only be used again after a short or long pause.
Spells, very rare (need to be adjusted)
This rough wrought iron rod is bristly at one end and has multiple grooves on its surface.
As an action, creating it allows you to stick a fishing rod into the surfaceantimagisches Feld. The field is deactivated when the pole is knocked over on a successful DC 10 Strength roll, or when the creature that activated it uses a magic item or spell (no matter how far away). Otherwise the field lasts 1 minute.
Once the wand is activated, it cannot be activated again until any amount of slashing damage is dealt after the next dawn. After taking 20 points of slashing damage, the fishing rod stops functioning and decays.
Miracle Item, Mythic (Skal Melodies)
These bespoke magical robes are normally bestowed only on the most trusted members of the Church of Oghma within the Hooded Circle. The sage-green fabric of the robe appears to change color and shape, and the gold embroidery itself moves across the robe, creating alluring patterns and shapes.
As an action, the hood can be pulled over the head. The user immediately receives the following advantages:
- You are under the influencepass without a tracea spell that only applies to you.
- When the hood is pulled up, the composition of the cloak changes and the face becomes a blurred patchwork of shapes and colors. Your voice will also be masked as a deep unisex voice. Anyone trying to identify you will be at a disadvantage and a -10 penalty on ID checks.
- Any insight tests performed to determine your intentions automatically fail, and any spells or effects that reveal if you are lying show that you are telling the truth.
A wonderful item, never seen before
With one action you can place this 1 inch cube of stone on the ground and say a command word. The cube quickly grows into a workshop that stays in place until you use an action to say a command word that discards it, which only works when the workshop is empty.
The workshop is a square trading post (complete with a canvas awning over the door) 15 feet across and 20 feet high. Its interior is divided into two floors connected by a ladder that runs along one of the walls. When activated, the workshop has a small French door on the side facing you and two glass windows on each floor perpendicular to the door.
The workshop is stocked with standard non-magical items and items.
- On the first floor there are:
- Forge (which magically burns for 12 hours - after which it cannot be re-ignited until the next dawn unless powered naturally)
- Stone work table
- Wooden work table
- Water barrel (full of fresh water that cannot leave the barrel - the water refreshes every morning)
- grinding wheel
- On the second floor there are:
- wooden chest
- Empty Bookshelf
- A small desk and a wooden chair
- Small round table with 4 chairs
Items stored in a Workshop stay there indefinitely or until you or someone else picks them up - and they stay there even after the Workshop closes. Aside from items you store or bring into the workshop, no other items are allowed to leave the workshop - if they do, they will be teleported right back into the workshop immediately.
Any creature in the area where the workshop appears must make a DC 13 Dexterity save and take 5d10 mace damage on a failed save or half damage on a successful save. In both cases, the creature is pushed to an empty space outside, but next to the workbench. Items in the area that are not being carried or carried take this damage and are automatically pushed back.
The workshop is made of stone and wood. The roof, doors, and walls each have 50 hit points and are immune to damage from nonmagical weapons. If the workbench is damaged, it must be repaired manually or magically like any normal construct.
Weapons (all firearms), rare
This firearm is constructed from pieces of mithril offset by steel counterweights and is attached to binoculars composed of multiple magical crystal lenses. The runes are roughly incised along the torso and body.
With this magical weapon, you gain a +2 bonus on attack and damage rolls.
The long range of this weapon is doubled.
Deadly Accuracy.If you perform an attack that is not a critical hit with this weapon, you can convert that hit to a critical hit. If you do so, you can roll an additional weapon damage die when determining bonus critical hit damage. Once you use this ability, you cannot use it again until the next dawn.
The language of the devil
Weapon (whip), Rare (needs to be adjusted)
A multi-pronged whip of plaited infernal fur—usually from goblins or lemurs—tipped with various claws and fangs of monstrous beasts. These whips are often used by various devils and demons and often by succubi or incubi.
With this magical weapon, you gain a +1 bonus on attack and damage rolls.
This whip has 4 charges and regains all charges at dawn.
As detailed, when you hit a minion with this weapon, you can spend a charge to inflict overwhelming fear on the targetfearSpell (Wisdom save DC 15).
Miracle Item, Mythic (Skal Melodies)
These crown-like tiaras are normally worn only by the highest level of the Church of Zariel - the Order of Hell. These silver bracers are adorned with fragments of the severed horns of the Devil's Covenant, and a flawless blood diamond is set on their forehead.
Wearing this crown grants you a +1 bonus on attack and damage rolls with weapons - stacking with previous bonuses.
You can invoke one as part of your one-minute ritualdeal with the devilwhich appears in an unoccupied spot visible within 10 feet. The Pact Devil disappears when it reaches 0 hit points or one hour has passed.
The Pact Devil cannot make a pact with you, but can trade goods or services as if he were a trader or mercenary.
The Pact Devil is always friendly to you and your companions. Roll the initiative of the Covenant Devil, which has its own moves. He will obey any verbal commands you give him (no action required) as long as they don't violate his alignment (or you pay for them). If you don't give orders to the pact fiend, it will defend itself against enemy creatures, but otherwise take nothing. DM has hell of stats.
After summoning, roll a d20: at 15-20 The covenant devil can be summoned again after the next dawn. You can reroll this roll once every 24 hours.
Blade of the Dragonlord
Weapon (whip), very rare (must be matched)
A long cord of braided steel fringed with silver leaves and ending in a razor-sharp silver point in the shape of a dragon's claw.
These special whips became common after the end of the Dragon Wars to control and banish dragon creatures - a common sight among dragon keepers (particularly those who breed or train wyverns, dragons, and similar boring dragons) and dragon slayers.
With this magical weapon, you gain a +1 bonus on attack and damage rolls.
If you hit a dragon or dragonlike creature with this weapon, the dragon takes an additional 3d6 damage.
While attuned to this magical weapon, you also gain immunity to the Terrifying Presence of Dragons and Dragon Creatures ability.
A wonderful piece, rare
These stones are given to adventurers who will soon be fighting dragons and are important for weakening dragons. In general, the Drakeleech stands out, a small ruffled white stone about the size of an average person's hand. An image of Ouroboros is engraved on the sides with incredibly fine detail.
As an action, you can destroy Drakelek. If a dragon or dragon-like creature is within 60 feet of you for 1 minute, they suffer the following penalties:
- Every roll they make has a -2 penalty.
- Your movement speed is reduced by 10 feet.
Echo des Skalpells
Wand, Mythic (must be tuned)
These sinister wands are in the hands of the darkest corners of the Church of Hex: Lunatics. Etched from jet black steel and laced with corrupted chlorophyll, these wands wield immense power over thoughts and memories - used by Mad Minds to see and harness the thoughts of others.
Thought Script.Attuned to this wand, you can castcode thoughtsTrick.
Magic.This wand has 10 charges. While holding a wand, as a single action you can use part of its charge to cast one of the following spells (spell attack +12 to hit, saving throw DC 20):discover thoughts(2 charges),spirit sharp(2 charges) orchange the memory(5 charges)
Fantastic Blade (1/day).You can use the wand's sharp tip as a dagger. Once you get used to it, you will be familiar with this dagger.
As an attack action, you can try sticking the tip of your wand into the target creature's (or some version of it's) head to cast itweak mindspell on the target. On hit, the creature must withstand a saving throw handicapweak mind.
If they fail a saving throwweak mind, the target must make an additional DC 25 Wisdom saving throw—it gains random indefinite insanity throughgreater regenerationLubWishis thrown at her.
A wonderful piece, rare
Handcrafted from a variety of animals and distilled with magical properties, these exotic butters are popular in the formulation of beneficial medicines and delicious treats. Often used by high class bakers and chefs to create truly amazing culinary confections. Other truly desperate or crazy people use butter for its on-the-go benefits.
Each stick of butter is wrapped in specially treated wax sheets to keep the butter intact and unadulterated.
A single stick of butter contains three servings - after that there are only leaves left. You can use a serving of butter in the following ways:
- Within 10 minutes you can be making butter in a single batch to reap the benefitsHave a good mealBenefits when you consume a specific portion.
- As an action, you can use a third of the stick to winA diskthe benefits of butter.
Some of the most popular types of enchanted butter (as well as their benefits) are listed below:
Bold and bold in flavor, these yellow and white butter sticks are made from the milk of mighty aurochs. You may experience a feeling of strength after eating.
- Have a good meal- You suffer a damage threshold of 5 for 1 hour.
- A disk- You are immune to hit, stab, or slash damage (your choice) for 1 minute.
Garlic Ellond Butter
A favorite among those who want to add a sharper accent to life. These butter sticks are made with garlic powder and the incredibly flammable Ellon bush.
- Have a good meal- You gain an additional +2 magic bonusATAttacks and damage rolls for 1 hour.
- A disk- You gain a +1 magic bonus on all nonmagical attacks and damage rolls for 1 minute.
Lavender Sugar Butter
For connoisseurs and foodies, this combination of enchanted lavender and finely ground sugar cane can make any occasion a delicious and enjoyable experience.
- Have a good meal- You gain immunity to the following conditions for 1 hour:enchanted,frightened, LubGift
- A disk- You gain an advantage over effects that remove any of the following conditions for 1 minute:enchanted,frightened, LubGift
Wonderful item, very rare (must be tuned)
This polished beaded embellished eye is surrounded by a sapphire iris and an agate pupil that glows very softly. The runes cover the iris and pupil.
The eye offers its benefits to those who wish to replace one of their eyes with it.
The eye has 5 charges and regains 1d4 charges each day at dawn.
Since the user only sees through the Agamon's Eye, it has a 60-foot vision range and can throwDiscover magicOptional.
You can spend 1 charge to cast any of the following spells from the eye at base level (Standing DC 15, +7 to hit with spell attacks):burning ray,charm me personally,see invisibility
After consuming an eye charge, you take 1d10 Force damage as the eye burns with arcane energy.
Weapons (All), Mythic (needs to be adjusted)
One of the most powerful weapon forms that can be crafted - the magic of this weapon can only be attained by the highest masters of crafting and enchantment. So much so that even the gods are jealous of such magic.
Engraved upon these weapons are hundreds of impossibly small, intricate spirographic formulas and mathematical calculations in the language of heaven—the language of the gods; progenitors of all other languages. The runic inscriptions are said to contain a fraction of reality's true name, causing a time warp within the weapon.
This weapon has the amazing ability to deal exponentially more damage than a typical weapon. On a critical hit, the damage is equal to the square of the weapon's damage instead of adding an extra damage die.
- example 1: The longsword's damage is 1d8 when wielded with one hand. On a critical hit, the weapon's damage would be (1d8)² - (rolling a 7 on a longsword would deal 49 damage).
- example 2: Greatsword damage is 2d6. On a critical hit, the weapon's damage would be (2d6)² - (a roll of 4 and 6 on the greatsword would deal 100 damage).
Weapon (Longsword), Legendary (needs to be adjusted)
Originally created by a demonic shadow monk named "Damara" who attempted to step into the shadows using a flame of light. That blade of white flame is a terrifying sight; a triangular adamantium longsword with three razor-sharp edges gleaming white.
With this magical weapon, you gain a +3 bonus on attack and damage rolls.
This magical weapon is indestructible. Hitting an indestructible object with this magical weapon deals damage equal to your maximum critical damage.
heart fire.Once you've tuned in, as a bonus action you can utter a command word to ignite the sword with billowing white flames that scorch the darkness. The sword casts a bright light for 40 feet and a dim light for another 40 feet.
If any of these lights overlap a dark area created by a 2nd level or lower spell, the spell that created the darkness disappears.
While the blade is ignited, you deal an additional 2d6 fire damage. As a bonus action, you can say the command word again to put out the flames.
Clothing, Rare (+1), Very Rare (+2), or Legendary (+3)
These enchanted garments are usually embroidered with fancy embroidery and seem to offer some protection from attacks. The protective garment is usually a kaftan, cloak, tunic, slip or cloak with a spell that protects the wearer when the garment is donned.
Wearing this magical clothing set grants you a bonus to AC depending on its rarity.
The gilded glove
A wonderful item, legendary
Richly embroidered and plated in pure gold, these black silk gloves are set with 6 star sapphires - one on each finger and one on the back of the hand. Only seen in (or rather in) the hands of the Gilded Merchant Guild Council, these gloves inspire fear and respect in the hearts of those who see them.
While wearing this gauntlet, you gain a +1 bonus to your AC.
When attuned, you gain the ability to throwevoke wealthTrick.
The gauntlet contains 6 charges, one for each sapphire star. When the charge is used, one of the sapphires will turn greyish. Recharge 1 charge every day at dawn.
You can use a charge to cast a spellbody to stone(Difficulty 25), but with the following modified effects:
- The cast area changes to touch.
- Her skin begins to turn to pure gold, not stone.
spirit flame lys
A wonderful item, never seen before
When you light this candle and say your command, the flame turns a brilliant silver color. The silver flame casts a bright light within 30 feet and a dim light for an additional 10 feet. A burning candle emits barely audible whispers. Only the candlestick can see the light, but everyone within earshot can hear the whispers.
In addition, ordinary light sources such as lanterns and torches can be ignited with the silver flame. The properties of the flame are transferred to the new light source.
A wonderful item, never seen before
This fist-sized ball is a light, opaque gray and has a slightly rubbery feel, like it will bounce when thrown.
As an action, you can hurl this orb at a point within 60 feet, whereupon it sprays a gooey gray substance on all creatures and surfaces within 20 feet of the point of impact and quickly hardens.
Creatures within this radius must make a DC 15 Dexterity save or their speed is reduced to 0 feet. If the creature is held by a substance, it can make a DC 15 Strength (Athletics) check to escape as a single action.
After a hit, the area isn't sticky enough to stop the creatures. However, it is still considered hard terrain until the glue fully cures within an hour. After healing, a DC 20 Strength (sportsmanship) check is required to move or remove cemented creatures or objects. If the cemented item would already require a Strength save to open or move like a closed door, the hardened glue increases that DC by 5.
A wonderful item, never seen before
Made of white powder, these magical sachets glow with a faint mother-of-pearl. Often used by people who have little access to healing potions or healing magic, this powder has the ability to speed up the body's natural healing processes.
This pouch contains 2d6 pinches of powder.
As a bonus action, you can sprinkle a pinch of dust on a creature to perform a trickrenovationat its base level. You can scatter extra spikes to perform a trick - max 4 spikes per turn. Creature.
When all of the brackets are used, the bag becomes a non-magic bag.
Ion Stones (Advanced)
Wonder item, rarity varies (needs to be adjusted)
The Ioun Stone is named after Ioun, the god of knowledge and prophecy worshiped on some worlds. There are many types of Ioun stones, each with a unique combination of shape and color.
If you use an action to throw one of these rocks in the air, the rock will circle your head at a distance of 1d3 feet, giving you an advantage. Then another creature must perform an action to grab or seed a rock to separate it from you by making a successful AC 24 attack roll or a DC 24 Agility (Acrobatics) check. With one action, you can capture and envelop the stone, interrupting its effect.
The stone has AC 24, 10 hit points and resistance to all damage. It is believed to be an object worn while rotating around the head.
Assault (very rare).As this pulsating spinel diamond orbits your head, each attack action allows you to perform an additional attack.
respiration (rare).While the little green spider flies around your head, you don't have to breathe anymore.
Increased protection (very rare).You gain a +2 bonus to AC while this crimson prism orbits your head.
Longevity (Legendary).As this labradorite circulates around your head, you age five times slower.
power (legendary).As this inky marble circles your head, your tricks will become even more powerful. When you attack with a stunt spell, deal bonus damage equal to your spell modifier to one of the difficulty targets. If the creature succeeds at a saving throw to avoid damage against your instants, it takes half the damage instead, but takes no additional effects.
speed (rare).As this rough piece of amber orbits your head, your walking speed increases by 10 feet.
alertness (rare).With this star-studded rock orbiting your head, you do not need sleep, and you cannot be put to sleep by magic.
Wonderful item, very rare (must be tuned)
This small textured iron sphere was the alchemist's attempt to satisfy his insatiable hunger and never have to trudge through the alchemy lab again.
To attune to Iron Maw, the creature must swallow it. When swallowed, the iron gizzard expands and fills the creature's stomach. The iron gizzard then absorbs most of the nutrients ingested by the host, but leaves enough to survive. Iron Mave's host will never eat a satisfying meal.
Iron Mave harnesses the power of creatures consumed by its host, absorbing their power and turning them into something useful. When the Iron Maw has digested enough powerful corpses, it dumps the product of its secret fermentation into the host's stomach; causes the host to return potions.
Iron gizzards quickly digest whatever the host eats, allowing the host to eat as much food as their hands and mouth will allow. In order to absorb the creature's power, the host must eat the ENTIRE corpse (cooked or raw). Larger delays can take a long time. Hosts must spend the following times fully consuming the corpses of fallen enemies, assuming minimal time intervals between meals:
|The size of the creature||Length of time|
|Lille please||1 Minute|
Once consumed, the Iron Mave stores a creature's essence until the host chooses to summon its stored power. The XP value of the creatures consumed can be converted into potions of varying rarity, which the host returns (hopefully into a waiting jar).
It may take a minute for the host to visualize the potion's desired effect and return the liquid from the Iron Mave supply. If you return, there is a 50% chance that the returned potion will be a random potion of the same rarity. Iron Stomach can secrete a maximum of 1 potion per 24 hours.
The host must spend XP on potion rarity according to the following rules:
|Rarity of potions||XP value|
Wonderful item, rare (needs to be adjusted)
Used by many people during the Dragon Wars, these bracelets were essential for augmenting rapid deployment forces that wanted to remain defensive yet agile. It appears as a metal carrier covered in runes and emits various forms of crystalline shields of power when activated.
This bracer has 4 charges and regains 1d4 charges each day at dawn.
When attuned to this bracer, you can use 1 charge to cast itspectral shieldCantrip - centered on the hanger. After activation in this wayspectral shieldcounts as a shield for shield-based abilities.
In addition, you can use 2 charges to castSign.
Lamp of lucrative desires
A wonderful item, legendary
These elaborate lamps were once used by elemental jinns in ancient times to store excess magical energy for later use. As time went by, their use became more and more widespread through masses of mortals trying to pursue dreams, grant wishes, and pursue hope by granting wishes—albeit; to a lesser extent.
This item contains 3 taxes. As an action, you can rub a lamp and spend 1 charge to grant one of the following wishes:
- Fortuna.Sand begins to flow from the lamp, materializing in various treasures. Get a bunch of random coins, gems, and various trinkets worth 10d100 + 100 gp.
- Moc.Your skills in a combat form have been greatly improved. Choose ranged, melee, or magic attacks. You now add your skill bonus damage to all attacks in this form.
- Knowledge.A large book will appear in front of you. A creature that spends the next 24 hours reading this book may boost one skill by 2 or two skills by 1. Alternatively, a creature can learn a feat. After 24 hours the book will disappear.
- Immortality.You stop aging and your lifespan increases by 2d20 additional years, and a small ethereal painting that closely resembles you (albeit in an impressive form) is teleported to a random location on your current plane of existence with a very detailed history of your life .
- Point.You will learn two tricks of your choice:Druid road,gust of wind,hand of the magician,Small illusion,wizardLubconfirmed. In addition, you learn two first-level spells and one second-level spell from any spell list, and can cast each first-level spell twice and one second-level spell once in a long pause without consuming spells. If you choose this option, choose Intelligence, Wisdom, or Charisma as your spell.
A creature cannot make the same wish twice or grant a wish more than once per day. When all charges are depleted, the lamp disappears from reality and teleports to another location.
Weapon (any gun), Legendary (needs to be adjusted)
Lines of pure gold run down the barrel of this weapon and bright green four-leaf clovers are engraved on the grip. It shimmers faintly in your hands, making it feel like you're playing for something big with every shot.
You gain a +3 bonus on attack and damage rolls with this revolver.
Extraordinary Luck.With this weapon you can summon luck to change your surroundings. Right after setting a weapon you get two luck points that can be spent as described in the manualhappyCompany (player manualp. 167). As long as you remain tuned into the weapon, any luck points spent will be refunded at the end of the long pause.
Seven Leaf Clovers.If you roll a natural 7 on an attack roll with this revolver, you'll hear chimes and coins as the weapon lights up. This attack automatically hits the target, counts as a critical hit, and deals maximum damage. In addition, each attack with this weapon deals an additional 7 Force damage for the next minute.
This flask is filled with a pale blue liquid that looks like a mana potion - but is constantly bubbling, boiling and hot. Often used by mages, mercenaries, and those venturing into high-risk areas.
Drinking this potion will envelop you in liquid ethereal white and blue drapes and a hooded cloak. Gain 15 temporary hit points that last for 1 hour. As long as any of those hit points remain, creatures within 5' of you that hit you with a melee attack take 1d4+1 Strength damage and must make a DC 10 Strength save or they'll be pushed 10' away from you.
coat of arms
Armor (Reinforced Cloak), Very Rare (needs to be adjusted)
This mass of overlapping banners, fields, colors, and flags is a hodgepodge of various squadrons, armies, tribes, and militias throughout the ages. In every passage there is the fighting anger of those who went into battle - for victory or defeat.
While wielding this magic item, you gain a +1 bonus to your AC.
Being attuned to this will increase your walking speed by 10 feet.
spiritual power.In response to the onset of battle, you can channel the spiritual power of each fallen warrior's final moments. For the next minute, you deal bonus power damage equal to your skill bonus for each attack you make. Once used, an ability can only be used again after a short or long pause.
Manual of War Strategies
A wonderful piece, rare
This book describes fighting techniques and tactics and its words are full of magic.
If you spend 24 hours in any 6 day period or less studying the contents of the book and practicing its tips, you will permanently acquire the chosen fighting style from each class (with DM approval). As usual, you cannot select a combat style option more than once. The manual then loses its magic, but regains it over the course of a decade.
A wonderful piece, rare
While holding this card, you can perform an action to speak its command word and command the card to redraw itself to accurately represent an area within 10 miles of you. With a bonus promotion, you can always change the map to show the same area up to 10 miles underground. The following features appear on the map, labeled with names and general descriptions.
- General terrain features such as rivers and mountains.
- Built-up areas such as cities.
- Structures used for locomotion, such as bridges and portals.
- roads and paths.
- Caves full of dangerous creatures.
When you use this card property, it remains in effect until you use it again.
The dreamer's mask
A wonderful object, mythical
These ornate masks are only seen on the faces of a secret sect of the Church of Chemosh: the Council of Dreams. The mask itself is carved from ivory and decorated with various meshes of mithril and gold filigree. Her face bears a striking resemblance to the true demon form of Chemosh himself.
When worn, the mask offers the following advantages:
- You are still under the influencedreamy view (PM)A spell that places your body in a permanent comatose state while the mask is worn.
As an action, you can overload the mask's power, causing your body to come to life and your disembodied form to take over the material world. For 1 minute you get the following benefits:
- Your body can act and function normally.
- Your disembodied form returns to an unoccupied space within 10 feet of your body. It can move and perform one attack action each turn - act on your own.
When this effect wears off, your body goes back into a comadream viewThe spell will also end and you will be knocked unconscious for 24 hours - after that the mask will function normally.
Mask of the Pestarztes
Wonderful Item, Rare (requires Cleric, Druid, or Paladin alignment)
The blackened leather mask is decorated with an extended beak, goggles in the eyeholes, and metal clips. The beak is filled with a variety of magical plants of an alchemical nature. Once attuned, the Flora spells within the mask render the wearer immune to disease and poison, as well as all poison damage.
Quickly.The mask has no negative benefits while wearing it, but if it is removed voluntarily, the wearer is vulnerable to poison damage and a poisoned condition, and their maximum health is halved until the next long pause.
This effect can be suppressed withbanish the magic. The dispel DC is equal to the user's casting DC. Upon disposal, the caster takes poison damage equal to half the wearer's current health. The curse remains suppressed until the next morning.
A wonderful piece, rare
Mox is a mystical gemstone associated with a specific type of magic, depending on the material it is made of. They were originally used by magicians to help new magicians specializing in certain schools of magic.
When you cast a gem-bound spell school spell, you can use the gem to boost the spell by casting it a level higher. The gem cannot be used again until the next dawn.
Mox's material indicates which school of magic he belongs to:
Ammunition (any projectile from a firearm), very rare
This silver-plated sphere has the person's name engraved on it - the name glows with flaming embers.
A named orb is a magical orb designed to kill a specific person and only that person. A named sphere acts askilling arrowwith a very focused target (single creature with a specific name).
In addition, said projectile has an advantage on attack rolls against the intended target.
After dealing damage to the intended target, the projectile becomes non-magical.
The counterpart to determination
Wonderful item, uncommon (needs to be matched)
This wrought iron pendant crackles as the tiniest flashes of embers glide over its edges and curves. Wearing this amulet strengthens your will to keep fighting, even with the heaviest wounds.
When you are below half your maximum health and are healed by magic, you gain 1d4 temporary health when the pendant's embers flare up.
Also, if you have 0 health and regain consciousness through magical healing, you gain a number of temporary health points equal to the amount of healing received (maximum 10).
The temporary hit points granted by this pendant do not stack.
live blood filter
A wonderful object, mythical
Blood shed by a member of Mishakal's Deep Medicos circle, blessed to remain living blood. This blue crystal filter is surrounded by a silver plated filigree and capped with a platinum cap containing a glass dropper. There is a small amount of blood in the filter that glitters in the starlight.
The filter contains 1d4 drops of blood.
As an action, you can put a drop of blood in the creature's mouth. When you do this, the creature's hit points are reset to their maximum. If the creature is blinded, charmed, stunned, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, or exhausted in any way, those conditions end.
Additionally, if the unit is cursed or possessed against its will by a power or being, those conditions also expire.
The creature can only benefit from blood once every 24 hours.
shield of vengeance
Armor (Shield), Very Rare (Requires Cleric, Warrior, or Paladin tier)
This black steel disc is lined and finished with gilded bronze. When attached to the shield, the golden bronze on the shield shifts and morphs to take on the face of a god or character, or compel the wearer to serve or honor.
Whenever you use this magic item, you gain a +1 bonus to your AC.
The shield has 5 charges and regains 1d4 charges each day at dawn.
Holy Correction.Once per While using this shield, you can spend a charge in response to targeting. If the triggering creature is within 10 ft of you, it must make a DC 15 Wisdom save or take 2d8 radiant or necrotic damage (radiant for good or neutral alignment, necrotic for evil alignment), or half that if a succeeds Rescue.
A wonderful piece, rare
A palm-sized shard of anim imbued with a spirit's soul—these crystals were used in the War of the Dragons for powerful but expendable weapons of magic and fallen souls. Today, these magical items are commonly used by mages and mercenaries alike.
This crystal has 3 charges.
With a crystal in your free hand, you can spend 1 charge to throw itspiritual spear bearerGround Level Spells - Emanation from the Crystal.
When all charges are used up, the crystal will turn into dust.
Ring, legendary (must be tuned)
A ring made from a wormwood asteroid shard. This ring is made of strange metallic wood; jet black and coated with a thin layer of oil that never dries out.
The poison generated from this ring ignores resistance and immunity to poison damage and bypasses any immunity to the poisoned state.
Any water or liquid that comes into contact with this ring will be poisoned. Any living or nonliving creature that drinks water takes 4d4 poison damage every hour and is poisoned until the water it drank is eliminated from its body; or from onegreater regenerationor a similar effect, or until 24 hours have passed.
A creature that dies from poison damage has a body that dissolves in similarly poisoned water. Onlytrue resurrectionLubWishThe spell can bring that creature back to life.
Miracle Item, Rare (+1), Very Rare (+2), Legendary (+3)
These intricately crafted musical instruments are carved from the finest woods, adorned with filigree metals and studded with brilliant gems; Enchanted with creating the finest music and melodies - normally found in the hands of the most extraordinary bards.
The instrument used grants a bonus on Charisma (efficiency) checks equal to its rarity.
You can reroll any roll that matches the rarity (and below) during an efficiency check. You can use this trait multiple times during a long pause equal to your Charisma modifier.
Weapons (Scimitar), various rare weapons (need to be adjusted)
These two silver scimitars are opposites - and can only be tuned together. During tuning, each weapon counts as a separate weapon for two-weapon combat.
One blade glows brilliant white and holds a current in her head, while the other blade pulses with an unnaturally dark aura and holds a white quartz in her head.
Darkness.If you score a critical hit with this weapon, the target takes an additional 1d6 necrotic damage. In addition, this weapon can be used for throwingDarknessSpell once for a long pause.
Eichel.When you score a critical hit with this weapon, the target takes an additional 1d6 radiation damage. In addition, this weapon can be used for throwingdaylightSpell once for a long pause.
Staff, Very Rare (requires Bard, Priest, Druid, Warlock, Warlock, or Warlock tuning)
Carved from the fallen kirinwood that grew in the shadowhide and is imbued with the very essence of darkness itself; These canes are extremely common among illusionists, magicians, and those who prefer the embrace of the night.
This staff has 10 charges and regains 1d6 + 4 charges spent each day at dawn. If you use the last charge, roll a d20. At 1 shadow, the staff falls in black mist.
Magic:While holding the wand, you can spend part of its charges in one action to cast one of the following spells, using the casting DC and spell attack bonus:Shadow Conjuration (PM)(1 fee),shadow sheet(2 read -radiates from the tip of the stick),Shadow Spell (PM)(2 charges) orshadow of Moil(4 charges).
seed of mystery
A wonderful piece, rare
Mystery Seed appears as a small, spiral-shaped seed with a light green-blue hue. These seeds are said to be fancy divine fruits of the Yggdrasil tree that cannot be grown anywhere else.
You can spend 1 minute in a ritual trance to bestow one of its random properties on a seed, thereby forcing the seed to produce the desired effect when used. Otherwise, a random effect will trigger.
As an action, you can throw a seed up to 60 feet. When hit, the seed explodes with a colorful aurora and a random effect (or chosen effect) appears. When used as a slingshot or similar projectile, the seed deals damage immediately before the random effect.
Roll 1d12 on the following table:
|1||If the target is a creature, it regenerates 3d6 hit points and gains enough food for a day. If the target isn't a creature, it's affectedamendsPoles, and up to 1 cubic foot around point of impact is cleared as penetratingwizardStew.|
|2||If the target is a creature, it becomes invisible for 1 minute. If the target isn't a creature, all creatures within 5' of the invisible become invisible for 1 minute while they are within 5' of the invisible.|
|3||If the goal is creation, it will be affectedLanguageSpell for 1 minute. If the target creature's Intelligence is less than 3, it is increased to 3 for the duration of this effect. If you don't want the target to be created, roll again for another effect.|
|4||A wave of overwhelming gravity emanates from the point of impact. The target itself is unaffected, but all creatures within 120' must make a DC 15 Strength saving throw or they are knocked back.|
|5||Dense fog overheadtågeskyThe spell emanates from the target and persists where it was cast for 1 hour unless interrupted.|
|6||Flashes of lightning and thunder erupt from the point of impact. All creatures within 30' must succeed at a DC 15 Constitution check or they are blinded and stunned for 1 minute.|
|7||If the target is a creature, it is teleported to a harmless demiplane for 1 minute. If the target isn't a creature, the surrounding 1 cubic foot of material is teleported instead.|
|8||All objects and creatures within 15 feet of the point of impact, including the target, glow greenfe ildDaube i 1 Minute.|
|9||If the target hit is a creature, it takes 1d6 poison damage. Any creature that begins its turn in the target square must make a DC 15 Constitution saving throw or take 1d6 poison damage and be poisoned for the rest of its turn. If the target is a creature with a keen sense of smell, it is at a disadvantage on this saving throw.|
|10||If the target hit is a creature or loose object smaller than a giant creature, it is instantly thrown up 30 feet, potentially dealing 3d6 bludger damage as it falls. Otherwise, a temporary whirlwind is created over the target, kicking up dust or small objects instead.|
|11||Soul Flame Burst explodes at the point of impact. The target and everything within 10' takes 3d6 Ether damage; If the target is a creature, it ignites, dealing 1d6 Ether damage. A successful DC 15 Dexterity save halves this damage.|
|12||If the target is a creature, it must or must not succeed on a DC 15 Wisdom saving throwpolymorph- depending on the spell - for 1 minute in a frog. If the target isn't a creature, a normal frog is magically created directly above the target that lasts indefinitely.|
The salt ring
Ring, Legendary (requires caster attunement or must be combined with a staff that requires attunement)
This ring can only be used by those who can cast at least one level 1 spell, or attached to a staff that can cast spells.
This thin band of gold is inlaid with countless incredibly small, intricate magical runes that appear to be connected like circuits. At the center of the ring's opening, a small star-shaped point of multicolored energy silently pulsed with mysterious power.
Woven reinforcement.When you cast a spell at level 1 or higher, the spell is cast two levels higher than the spell you are using, up to a maximum of level 9. This does not stack with similar effects.
Spell Eater Jar
Wonderful items, very rare (needs to be adjusted)
This strange gray clay jar is painted with glowing eyes that seem to follow the movements of the wand in space. The interior of the jar emits a powerful aura of renunciation magic.
When you take acid, cold, fire, lightning, poison, or thunder damage from a spell, if you have a free hand and the glass is empty, you can instead use your reaction to negate the spell by using throw it in the jar. The jar can hold only one spell at a time.
As an action, you can squeeze the contents of the jar out of your mouth by throwing itchromatic sphereat the level of the enchantment consumed and using the type of damage it would deal. When you cast, you use your enchanted abilitychromatic sphere- If you don't have any spell skills, you just use your skill bonus instead.
Spirit Totem Amulet
Wonderful items, very rare (needs to be adjusted)
This necklace has an innate magical connection to the spirit world of the animal kingdom. While wearing this necklace, after a long pause, you can roll a d4 to determine which animal spirit manifests its totem engraved on the necklace for the day. You are immune to the damage types listed in the table below until the end of your next long break.
|d4||animal spirit||Totem sculpture||resistance to damage|
|1||Giant snake strangler||A pair of snake teeth||Gift|
|2||A giant moose||A pair of antlers||Break|
|4||saber-toothed tiger||ivory tusk||Piercing|
Additionally, with your action, you can say the command word into the necklace. When you do this, pick a spot that you can see within 30 feet of you. Then you summon the manifestation of the Veil Totem in physical form (with e.gMonster Manual). Once this trait is used, it cannot be used again until you end a long pause.
The summoned creature is considered an adventure and disappears when its hit points drop to 0 or after 10 minutes. The summoned creature is friendly to you and your companions. Roll initiative for a summoned creature that has turns of its own. He will obey any verbal commands you give him (no action required). If you don't give him orders, he will fight back against enemy creatures or act on his natural instincts (e.g. graze, scrape trees, sunbathe, etc.), but otherwise take no action.
Armor (Light or Medium), Rare (needs to be adjusted)
This set of monochromatic black and gray armor comes with a cropped, reinforced cloak with a hood of fine, flowing fabric attached to the back.
While wearing this armor, you gain a +2 bonus to AC.
Additionally, as an action, you can raise your hood, giving you an advantage on Dexterity (Sneak) throws to hide. Additionally, if you stay stationary in a dark or shadowy area, you become invisible until you move, attack, or cast a spell - you can still speak without becoming visible.
Ghost Steed Whistle
ring, rare (must be tuned)
A delicate gold ring fitted with a small cap resembling a flute. This ring can be used as a whistle to summon and ride a spirit mount.
This ring has 5 charges and restores 1d4 charges at dawn.
As an action, while attuned to an item, you can spend a charge to whistle a ring and cast a spellfind a horse.
Technomancer's Treasure Box
Wonderful item, very rare (requires spell customization)
These black steel puzzle boxes are covered in various golden runes representing natural and man-made wonders. Favorite fidget mechanism used by stressed out engineers and wizards. No matter how hard a person tries, they can never match all the patterns in the wonder box at once.
If you are attuned to this, you will have an advantage in (mechanical) intelligence tests.[If you don't use mechanical abilities in your environment, choose Arcana instead]
Additionally, as an action, you can roll 1d4 to quickly attempt to adjust the puzzle box's squares to exploit one of its arcane patterns:
|1||You don't manage to solve the puzzle in time.|
|2||Orbit.For the next minute, you gain a +2 bonus on weapon attack and damage rolls.|
|3||Geometry.Gain a +2 bonus to your AC for the next minute.|
|4||Solar flare.For the next minute, you gain a +2 bonus to your spell attack modifier and casting DC.|
Once used, an ability can only be used again after a short or long pause, even if you roll a 1.
The book on Pryxski's observations
A wonderful item, legendary
Colloquially known as "The Archivist's Guide to Pryxis"—this faded, gilded book is one of the few volumes written by Archmage Eternal Prixis himself, and its pages appear to be gilded with unnaturally glowing ink—the book itself is indestructible.
The book acts as a self-contained library and can be used as a focal point for any type of spell. The pages of the book can also be used as a magic book.
It contains background information about Pryxis itself, the Cathedral of the Seven Sins (and general information about the Seven Sins), the Guild of Three, the base of the Labe Suo star system, and a general history of Pryxis as a whole.
world knowledge.Performing an IQ check to find information about the world of Pryxis or the Labe-Suo system gives you an advantage and a +5 bonus to your roll while holding the book (the book opens the appropriate page for your desired topic). To help you).
Chronology.When a historically important action takes place in the world of Pryxis that involves (or replaces) any of the above information, the book falls out of your hands and instantly flips to the final pages, which contain several blank pages and an extremely accurate history of the event The action begins to scribble.
Wonder Item, Rare (+1), Very Rare (+2), or Legendary (+3) (needs to be adjusted)
These magical bracelets are inlaid with protective glyphs that protect against incoming magical effects. Depending on the rarity, rings come in four different shapes: silver (rare), gold (very rare), or platinum (legendary). These bands can be worn on arms, legs or neck.
Wearing this magic bracelet grants you a bonus on saving throws against spells and magical effects, based on rarity.
You can only use one of these bands at a time.
blurring of balance
Miracle Item, Mythic (Skal Melodies)
These caps are usually awarded to members of the highest circle of the Church of Tire:Keeper of the Balance. These decorative hood-like veils cover the eyes, leaving only the mouth exposed.
When worn, a veil grants a +1 bonus to AC.
The veil blinds the wearer but grants true vision up to 120 feet away.
With this true insight, the wearer can tell if the person they see is lying - and bypass abilities, spells, or effects that would normally hide their deception.
In addition, the wearer of this veil can see the creature's orientation around them, represented by the creature's misty silhouette. The color and the corresponding adjustment are listed in the table below.
The alignment silhouette
*Unaligned creatures have a white outline.
Wonderful item, rare (needs to be adjusted)
These black sheaths covered in silver rune symbols are typically only used by clerics, match seekers, and those wishing to atone for a major sin they have committed.
The veil serves to permanently silence the wearer by wrapping it around the mouth like a gag. Although they are usually used to cap spells, some really sad people like to use these covers for atonement.
In order to attune to an object, the envelope must be placed over the mouth of the person to be attuned - once this is done, the living being immediately attunes to the subject.
When the creature is attuned, it gains the following effects:
- The minion can no longer speak or produce audible vocal sounds, and can no longer verbally convey spell ingredients.
- As a free action, the creature can create scribble-like symbols within 5 feet of it in any language it understands and can write. These symbols appear as written lines with a silver sheen
- The cloak cannot be taken off by the creature wearing it and can only be taken off with onebanish the magicthrow at it.
In addition, with one action, the creature can cast a spell to enforce a vow of silence in the areaBe silentSelf-centered for 1 minute, requires no concentration. Once used in this way, they cannot be used again until the next dawn.
A wonderful item, never seen before
This bed linen is covered with various runic security symbols embroidered into the fabric.
Affected is a living being that sleeps in this bed for a long timeshrineSpell (DC 15) in sleeping bag.
A wonderful piece, rare
This set of leather robes includes boots, gloves, and a hood—all covered in scratches, grass and mud stains, and smelling strongly of sand.
Wearing these robes grants you an advantage in all Trials of Wisdom (Survival) and Wisdom (Perception).
Additionally, non-magically difficult terrain and plants do not penalize your movement.
Sentient Magic Items
Weapon (Greatsword), Legendary (needs to be adjusted)
Halo of the Expanded Mind
Wonderful item, very rare (must be tuned)
heart of the wild
Wonder Item, Legendary (needs to be adjusted)
Wonderful item, very rare (must be tuned)
Der Wicked and Wonderful-Katalog
Wonder Item, Artifact (needs to be adjusted)
Armor (Enhanced Leather), Artifact (needs to be adjusted)
Halk, Agnars Skjold
Armor (Shield), Artifact (needs to be adjusted)
Kauset, Gyruy Wraps
Wonder Item, Artifact (needs to be adjusted)
Wonder Item, Artifact (needs to be adjusted)
Weapon (Pistol), Artifact (needs to be adjusted)
Panayai, Torba Andrasa
Wonder Item, Artifact (needs to be adjusted)
Throlam, Buty Kuritha
Wonder Item, Artifact (needs to be adjusted)
Vhondro, Maska Herkuta
Wonder Item, Artifact (needs to be adjusted)
Theomachy, the end of the icon
Weapon (Trident), Divine Artifact (needs to be adjusted)
Rapacior, Edge of Greed
Weapon (Long Sword), Divine Artifact (needs to be adjusted)
Grimjawl, Hammer of Pride
Weapon (Hammer), Divine Artifact (needs to be adjusted)
Weapon (Pistol Blade), Divine Artifact (needs to be tuned)
Solasta, the Wolverine's staff
Staff, Divine Artifact (needs to be adjusted)
Verruktos, Razor of Envy
Weapon (Dagger), Divine Artifact (needs to be adjusted)
Miatri, the pinnacle of desire
Weapon (Spear), Divine Artifact (needs to be adjusted)
Diacer, Laziness Reach
Weapon (Scythe), Divine Artifact (needs to be adjusted)
Utraap'zhir, Lebendes Glas
Staff, Divine Artifact (needs to be adjusted)