Book of Celestial Heroes

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Inaequa Class Archetypes..........................117–127 Holy Relics.................................................

144–145
College of Inaequa Tinkering................127 Holiest Blood...................................144–145
Cog Domain..................................127–128 Prayer Beads...........................................145
Inaequa Inventor Mad Science......128–129 Saluto Gems............................................145
Inaequateer Ranger Archetype......129–130 Tailored Magic Items.................................146–151
Deviant Technologist Rogue.................130 Tailored Magic Item Feat......................146
Holy Feats..................................................131–139 Barbarian's Greataxe..............................146
Conviction of Faith...............................131 Bard's Lute.....................................146–147
Divine Preservation...............................131 Cleric's Holy Symbol................................147
Driven Onward.....................................131 Druid's Pouch..........................................147
Heroic Sacrifice.....................................131 Exemplar's Icon........................................147
Holy Magician......................................131 Feywalker's Cap......................................147
Inaequa Adtactus...........................131–132 Fighter's Longsword................................148
Inaequa Gnatus.....................................132 Monk's Staff............................................148
Inaequa Weaponeer...............................132 Paladin's Shield.......................................148
Powerful Prayers....................................132 Ranger's Longbow...................................148
Warrior of Faith....................................132 Rogue's Kukri..................................148–149
Celestial Grafts.....................................132–134 Sorcerer's Stone........................................149
Couatl Crest..........................................133 Warlock's Pendant...................................149
Deva Wings...........................................133 Warrior's Breastplate........................149–150
Holy Gear..............................................133 Warrior's Crossbow..................................150
Pegasus Wings......................................133 Warrior's Maul........................................150
Planetar Visage......................................133 Wizard's Hat..................................150–151
Solar Gaze.............................................134 Equipment..................................................151–167
Unicorn Horn........................................134 Mundane Items.............................151–152
Holy Troths..........................................134–137 Weapons........................................152–153
Troth of Celibacy...................................134 Augmetics.....................................153–154
Troth of Charity............................134–135 Inaequa Technology.......................154–160
Troth of Clarity.....................................135 Grappling Gun.................154–155
Troth of Hardship.................................135 Inaequa Pistol...........................155
Troth of Pacifism...........................135–136 Jetpack.....................................156
Troth of Righteousness.........................136 Jump Boots...............................156
Troth of Silence.............................136–137 Magnohydramicus...................157
Troth of Truth.......................................137 Pacification Net........................157
Divine Rituals.......................................137–139 Power Armor............................158
Apocalypsis Periculos............................137 Power Rifle...............................159
Custos Calicem.....................................138 Power Shield............................159
Donum Virtutis.....................................138 Power Sword....................159–160
Exorcism.......................................138–139 Well Hammer...........................160
Forbiddance Daemonibus......................138 Vehicles........................................161–167
Momentarius Eidem.............................139 Vehicuar Rules..................161–163
Holy Spells.................................................140–144 Unpowered Vehicles.................163
Angel Wings...........................................140 Cloudglider (Dirigible)....163–164
Candle Vigil...........................................140 Cutter (Motorcycle).................164
Deificio Fatum........................................140 Inaequa-Chariot (Car).............164
Heavenly Nectar.....................................140 Jetter (Speedboat).....................165
Holy Hand Grenade................................141 Steel Equos (Railroad Engine).165
Holy Form..............................................141 Steel Plaustra (Truck)......165–166
Lance of Light........................................141 Vectio (Trolley)........................166
Lesser Holy Form............................141–142 Whirlybird (Gyrocopter).........166
Luminant Steps.......................................142 Windrider (Plane)............166–167
Mirror of Radiance.................................142 CHAPTER 8: Gamemastering Glory......................167–206
Novis Inaequa........................................142 Vile Afflictions............................................167–180
Prayer Notes...........................................142 Vile Poisons...................................167–172
Radiant Ricochet....................................143 Poisons Table...................168–169
Revitalize Inaequa..................................143 Vile Diseases.................................173–176
Righteous Weaponry................................143 Expanded Madness.......................177–180
Sacred Shout...........................................143 Madness Tables................177–179
Saintly Vengeance....................................143 Dark Madness & the Cursed
Shield of Light........................................144 Condition............179–180
4
Supreme Holy Form................................144
Vasa Pretosia...........................................144
Mad Scientists............................................181–206
Caskette (CR 20)...........................182–185
Stepping out from the brickwork as though it were nothing more than shrubbery, Gellia’s countenance is urgent. “My
new friend spoke the truth. Dark magic is afoot and there is little time—we must be swift.” She draws her scimitar and
chitters out to her badger. The furious little mongrel hisses in response and scuttles into the darkened corridor, looking for
a place to hide as Macrinia reaches out to share her envelope of holy protection with everyone in turn. Though already
shielded by faith Saturio prays to Saint Gulielmus for good fortune in the struggle ahead and Auxilium clatters her
enchanted shield and blade together, each resonating with their full magical power.

The dragonborn charges ahead with his lightning-covered sword leading the way through darkened corridors
until they reach a large, cavernous room far beneath the city streets. They are greeted by the strangely colored flames
of hundreds of candles and fell chanting coming from the throats of dozens of cultists arrayed around a plinth with a
struggling young human bound against his will. A strange presence filled the chamber too, something both there and not,
present yet absent. Suddenly the leader of the vile cabal notices the adventurers and calls out a warning to his fellows,
each of them drawing daggers as he approaches their victim.

Auxilium is already in motion and hurtles through the cultists as they arm themselves, unleashing a wash of
flame from his gullet before interposing himself between the leader and the bound youth. Some of the vile practitioners
cease their droning and in response otherworldly screams become their chorus as the battle takes hold. The feywalker
appears to flank with the dragonborn and she lashes out with her scimitar, rewarded with a cry of suffering as the metal
bites deep. Another goes to slay the captive but Saturio reaches out with a sigil to distract the attacker as Macrinia bounds
across the room on discs of light, catapulting herself into a leaping kick that sends the would-be murderer flying.

Rage is written across the cult leader’s face as he whirls on Gellia, breaking a vial of something vile in his hands
and spouting blasphemous words that make the very air heavy. Tendrils of darkness swarm from his cloak to bind her but
the feywalker dances out of their grasp, slashing away with her sword. Whatever unholy power he taps into overwhelms
him however and in an instant the tentacles become his own as he transforms into vilespawn! Unprepared for so rapid a
change Auxilium is quickly entangled by the monstrosity and he lets out a rallying cry, his companions emboldened in the
fight and turning the full force of the righteous fury on his assailant.

Macrinia unleashes a hail of blows that break the thing’s bones, Gellia cuts and slashes at it with her scimitar,
and electricity courses through the transformed cultist’s fetid flesh as Auxilium wails away with his blade but it yields
not an inch. It is small Saturio—calling on the powers of the saints and his own piety—that truly wounds the creature.
The halfling’s prayers are answered and he unleashes lance after lance of light, each one striking true in the monstrosity’s
bulk. Upon the fourth blast it finally falls but not before keening with a scream that matches the pitch of the otherworldly
presence in the room, each dying away as its form goes still.

The remaining cultists panic in confusion—some unsure of what to do and others clearly not certain where they
are or what they’re doing. Auxilium fights his way out of the grip of the dead monster and makes for a patch of opponents
still menacingly brandishing weapons but Saturio stops him, calling out for peace. Despite the atrocity that almost
occurred, the heresy witnessed, the blood shed beneath holy grounds, all blades fall to the wayside as he eloquently calls
for an armistice and end to the violence, the need for tranquility too sincere to resist.

In a matter of minutes the halfling’s faith is vindicated as the adventurers discover that none of the remaining
cultists can recall any of what’s occurred. Though they are no further to learning more of the true culprit, Auxilium thanks
the Celestial Heroes for preventing him from taking lives unnecessarily and Gellia seems overly pleased (a note from the
monstrosity’s corpse tucked in her boot, signed by the fell Trepida Vereor—a dangerous concern to be
addressed in private).
19
Overshadowed by them all are the Cardinal Councils of Ouranios, Samovi, and Zakuthombo, small assemblies
of the five men and women considered to be the most pious—they keep direct contact with the Celestial
Heroes, acting as functionaries between them and the national representatives of Askis’ settlements.
What distinguishes members of The Ministry aside from their authority is their recognized measure
of devotion and faith: one’s Paene. Any ranking member of the church (whether a lowly priest or a powerful
archbishop) submits themselves to a scrutinizing background check by The Inquisition before undergoing
intensive training that teaches them to be zealously skeptical of heretics. Note that a clergy’s Paene is not
requisite of their authority; depending on circumstances, a bishop might be of the 3rd Paene but the
archbishop they report to only of the 1st Paene.
Members of the 1st Paene are granted access to sections of the Praecepta Ministerium, a holy book
forbidden to most. Once its holy secrets are fully understood and their betters approve, an ecclesiastic may
petition to be accepted to the 2nd Paene—those that are ardent enough in their beliefs learn of the true
breadth of the Ministerium Inmorte, accessing some of the restricted chapters in Tucker Quickfoot’s divine
tome. After a lifetime of commitment to the Celestial Heroes and the organization devoted to them, a member
of The Ministry may request an audience with the demigod halfling himself. If found worthy, the 3rd Paene
is open to them—they are given their own copy of the Praecepta Ministerium by Gimli Stoneflask and the
existence of Refesina (though not what has occurred there) is revealed.

Ministerium Inmorte
Knowing the dangers that could result from the Taenarius Tunnels but aware that removing them would be
impossible, the Celestial Heroes sought a way to maintain the danger they could not destroy and tried a wide
variety of means. Legions of soldiers sacrificed their lives in the entombing darkness, automata returned to the
surface as crazed killers, and in time only one solution presented itself. So it is that for the denizens of Askis,
there is service even in death: the Minesterium Inmorte.
It is not at all widely known but virtually everyone donates their corpse to public service when they
finally pass away. Most funeral rites involve incineration of the body but even those who choose not to
be cremated are ultimately recruited, the corpse taken away to The Ministry after the final viewings and
bereavement have passed (ostensibly in the interests of the public health). Once there the Quibus Pythonicus
prepare the remains with holy oils and salves to ensure the smell of decay does not emanate and then raise it
to patrol the world’s waters and subterranean passageways. Before being sent into the field a mindless recruit
of the Silent Knights is encased in sacred armor that completely covers their body, leaving nothing to see but
the intense glare of their undead gaze. These protective suits disguise members of the Ministerium Inmorte
from casual detection (with spells like detect good and evil), allow them to persist despite the Animarum of the
Bands of Kyttarmoak, and provide a litany of defenses that aid them in the fight against evil as surely as the
enchantments change the very nature of their wearer.
They lack thinking minds and pose little danger by themselves but a Silent Knight is rarely alone and
usually dozens or score more are nearby (and can be alerted by the enchantments shared through their armor).
Since their deployment these altered undead have proven to be perfectly suited to their task, wandering the
depths of Askis in search of evil auras and wiping out several major threats that may have otherwise spilled out
onto the surface. Recently however the bureaucrats of The Ministry have begun to panic as more scourges now
suddenly loom on the horizon and while there has always been the occasional body that refuses to animate,
lately more and more corpses are rejecting their service and being destroyed entirely rather than repurposed.

Statistics. Use the regular statistics for a skeleton with the following changes: AC 16, increase Strength by 3,
telepathy 500 ft. (Ministerium Inmorte only), no vulnerability to bludgeoning damage, a longsword attack that
may be taken in place of a claw or slam attack, advantage on saving throws to resist being controlled, destroyed,
or turned by an evil creature, Challenge Rating increased by two steps. In addition, Ministerium
Inmorte can be flanked by creatures that have a shared melee attack line that passes through any
two sides of the Ministerium Inmorte’s square (rather than passing through two parallel sides). 29
The University of Sanctus Menaechmus is almost never quiet, its halls and classrooms a constant flux of professors,
adjutants, and students. Even before the dawn rose on Suppetia the day was host to an uncommon flurry of activity
however—a Magi Primaria was due to visit, an auspicious and rare occasion worthy of the great fanfare. Nasennia
looked through the sack of scrolls at her hip, the wax seals on each old and pressed perhaps hundreds of years ago. As
heavy as the ancient paper and inks seem to feel, they are nothing compared to the weight of the forms and the burden
required to get the protected magics from their place in the Magica Altum’s vaults. Some were even signed by Scriniarii
Terenteius!

As she neared the college’s grand clocktower Nasennia clutched the parcel closer to herself and began to wedge her
way through the bustling crowd of onlookers, passing by citizens and scholars alike to get to the proscenium at its base.
It seemed as though everyone in the city had come to witness the precipitous arrival of the honored Balventia Lucceius
and even mages from far off in Zakuthombo were in attendance for her speech on behalf of this year’s graduates. Most of
the public remain unaware that she has an ulterior motive but Nasennia overheard another reason amongst the Magica
Altum’s staff, vindication of a rumor circulating between students and staff: that Magi Primaria carries one of the Bands
of Kyttarmoak. So much fuss would only make sense—any wizard worth their salt would burn their spellbook for only a
few moments of looking upon one of the blessed artifacts.

In the unusually excited graduation ceremony the typically docile public are more aggressive than usual and
it takes a few minutes for the half-elf to squeeze her way to the front of the crowd. Several of the resplendent Animeo
Custodiae stand astride a Soul Knight (each of them beauty and devotion personified) and Nasennia can’t help but drink
in their perfection. During her moment of awe more onlookers like herself push their way beside her, jostling her with
enough force to knock some of the prized parchment from her parcel. “Pardon me, ma’am,” a frazzled halfling apologizes,
stooping to pick up the old scrolls and hand them back to her. “Nearly got trampled on myself.”

Nasennia smiles and thanks him, stowing them in her bag before shuffling to the side and showing her scholar’s
seal to one of the Animeo Custodiae in order to get out of the throng of people and to the staging area. Scriniarii
Terenteius is behind the magically levitating curtain with a half dozen sages and the Magi Primaria herself. The aged
half-orc gestures towards Nasennia, “and here she is, just in time and with the scrolls! Excellent work Bibliothecae
Nasennia, though I hope you are more prompt with your classes!” He smiles and winks as he takes the parcel from her,
sorting through its contents.

“All is well then. My time is precious and if you still mean to inspect the Venefecium, I’ll need to start my speech
soon.” Nasennia’s eyes light up at the mention of the artifact. The Cincture of Magic! Balventia smiles at the younger
mage’s enthusiasm and nods towards the Scriniarii, strolling towards the podium to the roaring adulation of the public.
The half-elf looks onward with anticipation as the honored mage begins speaking, her voice amplified by the microphone
to sound out across the courtyard, but a tug on her shirt breaks the reverie.

“Nassenia!” Scriniarii Terenteius whispers urgently, the treasured scrolls scattered on the paved stones at his feet,
“is there a scroll missing?” The joy in her heart seizes and she drops to her knees, sorting through the parchments and
realizing with horror that he’s right—one is gone! It only takes a few seconds of searching to realize that it is one of the
most dangerous that’s absent, but by then it’s already too late.

A small, fist-sized cylinder resembling a holy censer with a handle on it lands at the Magi Primaria’s feet,
interrupting her speech. Her mouth gapes open as it explodes in a conflagration of radiance and flame, burning and
bludgeoning Balventia Lucceius nearly into unconsciousness. As the panicking crowd disperses from the courtyard the
honored mage conjures a sphere of magic around herself and not a moment too soon. Villainous figures materialize out of
seemingly nothing on one of the rooftops nearby, unleashing spells and arrows that rain down on the Magii
Primaria but Nasennia’s heart is emboldened. For each of the assassins at least two proud and glorious
adventurers still stand in the clocktower’s shadow, readying their magic and weapons to vanquish the
heinous evil!
33
Vessyda wakes up to the steam-whistles of the few factories still in full operation inside of Gratia, the sun’s golden
luminance spilling through her apartment’s bedroom window. With the day as vibrant as always she is much the same,
cheerfully smiling as she stretches in her terry cloth pajamas and saunters into the bathroom to clean out her teeth.
Looking out over the city’s bustling streets she sees others beginning their days as well, spotting a few of her neighbors
and peers already on their way to work and she smiles at the industriousness of the people at large.

Pulling on a clean blouse and a comfortable pair of pants she steps into her small kitchenette, taking two slices
of bread from a plate in the cabinet and putting them into her newly bought frena before pulling its lever down to toast
them. After turning on the gas stove’s lighter to get her morning coffee brewed, Vessyda unscrews the baca jam she picked
up from the market last week and takes in a whiff of its pungent, fruity aroma, savoring its sweetness.

Suddenly a thunderous crack erupts from outside to ruin her perfect start to the day. As the boom echoes across
the tall buildings of Gratia and down the geothermal vents towards the mountains to the east she runs to her bedroom
window, looking out over the pristine buildings and bustling crowds—what greets her is bloodshed and chaos. A few
blocks away she can see the largest of the shrines to Sanctus Betucia billowing with thick black smoke as survivors stream
out of the building, but the bodies of the maimed and slaughtered littered all over the streets are what take her breath
away.

A metallic clack from behind her startles Vessyda as the bread toasted in her frena pops into the air, the mug of
coffee in her hands dropping to spill onto the capra fur rug her parents gave her last year on Magister’s Day, ruining it.
Grabbing the food off the counter she stuffs it into her mouth while hastily pulling on her boots, snatching up her purse
and rushing to the atollo to offer help as fast as possible. The elevator’s car is crowded with residents dressed just as hastily,
not quite prepared for the difficult day to come, and Vessyda nods to a few of them as she steps inside and the doors close.

By the time she reaches the street the blaring sirens of hospitia inaequa chariots can be heard in the distance
and dozens of other citizens are already trying to help the wounded. Vessyda’s heart breaks as she spots the still form of a
mother from an apartment across the hall, a child crying on the ground nearby. For the next half hour she applies pressure
to dangerous injuries, helps moves the crippled into gurneys, and prays for the dead before continuing on her way to work
with a heaviness in her heart.

Although everyone in the office smiles as Vessyda shuffles in, she can’t help but notice that the cheerful expressions
of her coworkers are a forced thing. They all keep busy throughout the day of course—their noses in requisition forms,
trade permits, and scriptographs—because the pall of the attack that morning is palpable in the air, everyone’s ears are
keen to the radio waves and any reports regarding the capture of the criminals accused of desecrating the High Shrine of
Sanctus Betucia.

No such news came before the end of the day however, and still pained by sorrow she makes her way to the
vectio to stop by the grocer, get home, prepare dinner, and hope for a better day tomorrow. Waiting on the sidewalk
with a gaggle of other workers, she looks up at the sky and sees the golden radiance of the sun playing on the many other
shrines and impressive structures throughout Gratia and her heart swells—Vessyda decides that the Celestial Heroes
have brought the world so very far and that true peace must be within reach. As the trolley approaches she looks up and
appreciates the confidence in the wide grin of the new driver at the controls. She returns his smile as she steps up into the
car and though up close the fellow seems slightly anxious, Vessyda was nervous at her first day of work too, and with
the way he seems to stumble with controls she determines that must be the case for him as well.

Nothing to worry about—an odd end to an all too exciting, dangerous, and dramatic day.

49
Kaelesti, Capital of Ouranios
Blessed, Capital, Heavenly, Historical, Orderly, Wealthy
As the capital of the first continent championed by the Celestial Heroes, the metropolis of Kaelesti is truly a
sight to behold—the countless statues arrayed throughout the streets and its soaring concrete skyscrapers raise
the hearts of its citizens to ever loftier heights, promoting goodwill almost by their very presence. It’s said that
eventually all of the steel equos in Ouranios ultimately end here and dozens of rail lines converge within the city
so it’s certainly possible for the aphorism to be true.
Even before the preponderance of railways leading to and from it were constructed Kaelesti benefited
from a great deal of trade and commerce thanks to the Laevis River to the south—and the Duertek Mercantile
Consortium. Founded by Glorisdrana Duertek before the Age of Discord, the esteemed mercantile company
has existed since before the Celestial Heroes and is lauded as the finest business venture to ever grace Askis.
The first steel equos to set off from Kaelesti did so laden with Duertek goods, and their continued influence and
investments into the city have grown the capital of Ouranios into the wondrous testament to civilization it is
today.
More importantly it is the home of the Order of the Shining Stone: the devout dwarven cleric Gimli
Stoneflask, the silent human monk Varrus Goodwin, and the elven master wizard Rankir Tarryndorn. The trio
fortified the settlement from attack early on and it has weathered numerous simple assaults, the evil of Askis
blunting its teeth here while more cunning villains reserved strength in Samovi or Zakuthombo. After numerous
attacks Stoneflask drafted more defensible plans and the solid walls put up by his ancestors still stand today,
concentric circular barriers surrounding the original districts and blocking any straight roadways directly into
the city. The exception to this would be the steel equos rails that criss-cross the settlement, weaving through
broad avenues cut out of the bulwarks in the fourth, fifth, and sixth rings of the city. Over the years Kaelesti has
added more rings of construction to accommodate a growing populace, building upon and enhancing what was
there before.

Protego Palace others reinforced and gutted to make space for theater
In the very heart of Kaelesti sits the same fortress stages and cinemas galleries. Most famous among
built by the Celestial Heroes when they first adopted them are the Halls of Rectio, a massive indoor
the settlement as their home. It has become the amphitheater where ambassadors from the Contiguous
palace of Gimli Stoneflask and Rankir Tarryndorn— Continent’s city-states tend to matters of governance
as well as the Duertek Mercantile Consortium in full view of the public.
(Varrus roams where he likes across the Contiguous
Continent, and elsewhere). Its upper levels are
Procax Circle (3rd Ring)
Manses and luxurious apartment buildings line the
restricted to authorized persons (usually Numcustos
paved roads weaving around the homes of Kaelesti’s
Mysterium, Magi Primaria, and Solis Occasum) but
elite, interspersed by parks and high-end restaurants.
the business occupies the remainder of the impressive
Ambassadors of other Ouranios territories (as well
building and is always welcome to words of a profitable
as representatives of Samovi and Zakuthombo) dwell
venture.
beside titans of industry and socialites entrenched
Ecclesia District (2nd Ring) into the tapestry of the city centuries ago, though all
The first ring of Kaelesti is bisected into two rough are welcome to the expensive boutiques and eateries
hemispheres of the city’s oldest and grandest buildings, squeezed in amongst the ornate habitations.
many of which are shrines to Askis’ saints (most
prominently Sanctus Breila, Saint Ludovicus, Sanctus
Gremium District (4th Ring)
While not as densely packed as the Tribus Burroughs
Hariusalp, Sanctus Phygia, and Saint Castorius) or
the neighborhoods of the Gremium District are just
the Celestial Heroes (Gimli, Rankir, and Varrus in
as charming—tenement buildings are more common
particular). These are built on the foundations of the
here where most of the city’s middle class
militaristic fortresses that sat here long ago, a few of
which are kept standing—some are used as museums
live in blocks of narrow streets just large
enough for one or two people to walk
51
for displaying historical artifacts from Ouranios’ past,
abreast, a wide avenue between the inner and outer Saint Ludovicus, Defender of the Meek
wall of the fourth ring. Several factories have been City, Protection
constructed in the buildings of this part of the Divina Cartis (Stoneflask 2:13) Cowardly brigands
metropolis to enhance worker efficiency but they are had robbed Ludovicus of his husband and children
amidst the plethora of crafters in the trade guilds but even before their blood dried, he was already
established in Kaelestis hundreds of years in the rallying neighbors and friends alike to resist such
past, still working in the same buildings as their butchery, inspiring his fellow citizens to rout the
predecessors (usually in the basement or on the murderous element of their home. Though it
ground floor) ultimately cost him his life, his efforts were not
in vain.
Venditio Quarter (5th Ring)
Merchants and traders were pushed out to the Sanctus Hariusalp, Healer of Hearts
boundaries of the city until architectural developments Life, Protection
made vertical expansion more feasible, prompting Gaduis Examino (Stoneflask 7:13) Distraught and
Gimli Stoneflask to limit the size of this area once nearly broken after the sorcerer’s destructive magics
it had come to take up too much of the settlement. completed their fell work, the Celestial Hero Gimli
Bazaars of many kinds line the wide dirt pathways was on the precipice of doom. Hariusalp saw past his
of the fifth ring (the high traffic of the area quickly proud demeanor and she reached out to the dwarf
proved any permanent walkways would be pulverized through story, speaking until her voice cracked from
too rapidly to keep repaired) and some are resplendent thirst, and in his reverie Cleric Stoneflask found
multilevel affairs, usually connected directly to the himself anew.
homes of prominent shopkeepers—while theft may
Sanctus Phygia Celestial Bureaucracy, Trickery
not be as much of a danger as it once was their personal
Sacras Litras (Stoneflask 15:6) After a rival
guards usually live there as well. It’s said that if one
dwarven hero shorn off some of Stoneflask’s beard
has time enough to run the full circle around Kaelesti,
in the night, the next day Phygia scoured the streets
they are certain to find whatever it is they’re looking
of Kaelesti until she had tracked the thief down,
to buy.
stealing the beard back. That night as Gimli slept,
Tribus Burroughs (6th Ring) tossing and turning in turmoil, she stealthily tied
the strands back to their place—finishing her work
Surrounding Kaelestis on all sides are the tenement
just as he awoke.
housing of the working class generally clustered
near factories that employ the majority of the city’s Saint Castorius, Keeper of Homes City, Nature
populace. Inventors come from all over the world Lex Altiores (Tarryndorn 3:15) As the citizens
to see these living relics of history at work, taking and even defenders of Kaelesti panicked, Castorius
home the refined and perfected lessons garnered in remained calm, studying the swarms of insects
long-running production facilities. The capital of flowing over the city. After merely a few minutes of
Ouranios exports a wide and evenly-distributed array tinkering in his shop he emerged, a strange metal
of goods ranging from specific parts for assembly club in hand. Forcefully swinging it into the ground,
elsewhere (in the city or beyond) to completely the halfling produced a low hum in the air that c
finished products like toilets, kitchen appliances aused the invading insects to flee in fear!
(such as frena), forever lights, and more.
Saint Milorius, Patron of Bookmakers
Sanctus Breila, Sister of Battle Protection, War Celestial Bureaucracy, Knowledge
Dedit Partem (Goodwin 12:4) After the first hour of Integrum Opinionem (Tarryndorn 4:20) Every day
dueling they were exhausted but continued unabated wore upon him greater than the last but Milorius
—until a lurking scoundrel used the distraction of worked upon the presses until the bones of his hands
their fighting to purloin from a nearby merchant. cracked and continued laboring even then. They came
In an instant each broke from the combat to pursue upon his body in the morning, clutching
the thief, laughing in camaraderie as they realized the first of the holy books of our lands
that in truth they had a measure by which they were between his broken digits. 53
certainly already equals.
Alacer, City of Saints Saint Edwardus, Slayer of the Crimson Lions
Aging, Holy, Idyllic, Resort, Seaside Light, War
While it has modern amenities and the occasional Gaduis Examino (Stoneflask 3:34) And lo, Edwardus
newly built structure, most of Alacer’s streets are lined carried his sword into the field and gloriously drew the
with aging townhouses and just as the aphorism beasts to him as the kindle does fire. One and all they
claims there’s a shrine on every corner. Set in an leapt to attack, their shed blood scorching the air, but the
appealing, warmly temperate climate and blessed with stalwart knight’s sacrifice was not in vain—at its final
so many places of worship, it is a popular retirement hour, Alacer was saved by the arrival of he of the Axe,
destination and the most favored of the Celestial felling the beasts with divine slashes and the fiery
Heroes’ mortal kin live out the last of their days in its vengeance of a friend forlorn.
warm, holy streets or the Alacer Heavenly Estates.
As such it has oft been the target of their enemies Sanctus Hortensia, Arch-Bishop of the 3rd Paene & the
and dozens of heroes have championed Alacer over Living Saint Knowledge, Light
the years, each enjoying at least one monument Sacras Litras (Fethyrwal 4:12) “What could an unsightly
somewhere in the City of Saints. Those listed below woman such as thee offer?” the angelic warrior asked, her
are only the most prominent of the many enshrined eyes wandering. Hortensia snapped her fingers by her ear
within and no other settlement boasts as many and as Lellwyn turned, her hands were on the Celestial
sacrificed defenders of note. Heroes’ sword-hilt. “Beauty must be cared for and
Folks from the City of Saints are often as maintained to remain, child—not all is forever and
ambitious as they are pious, taking the countless every living thing is worthy of love while it lasts.”
lessons and adages taught to them through the
settlement’s numerous shrines and festivals to heart, Saint Lyconedes, Charitable Hand of the Stouts
hoping to one day attain a measure of divinity for Celestial Bureaucracy, Light
themselves. The high percentage of elders in this Lex Altiores (Stoneflask 13:15) His face sallow and
city-state results in lots of queues so Alaceans are gaunt, the ribs of his great dwarven bones clear beneath
used to waiting and exceptionally patient, sometimes his robes, Lyconedes still would not yield. “I sense a
to a fault—they can easily be considered lazy, utterly child in Alacer hungers still and I will not eat until
complacent until an external force prompts them to they have first had their fill.”
take immediate action.
Sanctus Iosepha, She of the Persistent Voice
Sanctus Ampelisca, She of the Golden Panacea Light, Tempest
Knowledge, Life Verbum Deorum (Tarryndorn 2:34) Wreathed in the
Integrum Opinionem (Goodwin 13:14) Armed only flames of heretics and assailed by fleets trailing to the
with her faith Ampelisca descended under the city, horizon, many thought Alacer doomed. Courageous of
witnessing the unholy sickness lurking beneath Alacer. heart, Iosepha ascended to the heights of the city and sang,
By the grace of her sacrifice the priestess purged it the very power of Mystral Farsong channeled through her
from the face of Askis—at the cost of her very soul voice to ring far and clear—a song of victory so beautiful
being forever extinguished. it raised the hearts and sword-arms of all, dashing the
invading warlord’s fearful siege before it could begin.
Saint Charimides, His Silent Word
Celestial Bureaucracy, Knowledge Sanctus Tedusia, Walker of the Clouds
Memoria Vivorum (Goodwin 8:23) Exiled for his Nature, Trickery
crimes of heretical devotion, Charimides was not Libris Bonitatem (Tarryndorn 16:24) The vile bats
deterred for he knew the truest faiths of the Celestial descended upon Alacer with the setting sun again and
Heroes deep in his heart. For four score he spread the again, bringing with them fear and strife. For three score
word of Varrus to heathens afar, sharing the Divine Tedusia chased them atop her great eagle by the light of the
Monk’s gospel beyond Ouranios and across moon until finally finding their cavern lair, the creatures
all of Askis despite the dark shadow of his numbering beyond count. Finding no other exit she crept
54
shame. to the entrance and upon witnessing the setting sun,
collapsed it to entomb both the winged terrors and herself.
Sanctus Varia, Lady of the Mountain Saint Lorar, Patron of the Pen
Celestial Bureaucracy, Nature Celestial Bureaucracy, Light
Dedit Partem (Stoneflask 4:9) After days in seclusion Verbum Deorum (Tarryndorn 2:16) Despite the
working blessed magics gifted to her by the Upper elven wizard’s protests, Lorar tarried behind them
Planes, the half-orc oracle strode into the Inexoribalis and wrote every word and deed the gnome witnessed
Mountain Range. Her followers witnessed in shock —making his the first mortal hands to inscribe the
and awe as she morphed into the stone just moments holy doings of the Celestial Heroes.
before an entire mountain disappeared, creating one
of the most significant of the Nine Wonders of Sanctus Antipho, Saint of Travelers
Devotion: Ianuae Pass, allowing the Contiguous Celestial Bureaucracy, Cog
Continent to truly become connected. Libris Bonitatem (Tarryndorn 14:7) Blessed with a
truly brilliant mind, the dwarf constructed the complex
Saint Philoxenus, Patron of Scholars scheme for the same tracks used by countless steel equos
Celestial Bureaucracy, Knowledge all at once in the Rotundus Railway, connecting all
Integrum Opinionem (Tarryndorn 11:12) of Ouranios by way of the wondrous machines in the
Traumatized by the tragic passing of his father when largest of the Nine Wonders of Devotion.
one of the mad philosopher Xantilica’s destructive
warping patterns threw him into the path of a steel Exortus, Faith Town
equos, Philoxenus spent his years learning their Insular, Holy, Mountainous, Resplendent
intricacies. Only in the culmination of decades of A massive concrete dam protects the elevated city
research did he succeed, quelling the rogue apostate’s of Exortus from flooding in the melting snows from
curse—though some claim to see them still on the Southern Inexoribalis Mountains, and only a few
mornings where the dew is thick. buildings sit as high above Ouranios as the engineering
edifice. The most famous of these is the Repository of
Ductus, Village of Beauty Faiths, a solid building carved from the rock to house
Artistic, Holy, Landmark relics from the lost religions of the old world. The
Nearly all of the homes of the Village of Beauty are Inquistion, The Ministry, and researchers sanctioned
built along the shore of Aestua Lake where it meets by either live inside of its confines, studying the
the Laevis River so its residents are well-versed with artifacts to better understand the nature of divinity
sailing and comfortable on a boat. The best water- in Askis. A few nobles and wealthy industrialists are
worthy inaequa-powered craft in the world are their neighbors but the remainder of the settlement’s
constructed in Ductus and sent downriver for citizens dwell in the shadow of Exortus Dam, many
expeditions from Gratia or put onto sailing vessels of them traveling downriver to fish in Lake Praestri
for safe passage to inland waterways on the other or taken by steel plaustra to farmwork north of town.
continents of Askis. Ships and engineering are the There is a quiet, contemplative nature unique
backbone of the economy here but the wealth these to Exortians—they take life in stride, neither
industries have wrought left a haven of artististic panicked by tragedy nor overwhelmed by success.
patronage in their wake, turning every street and On the whole they’re known to be tough as well,
facade into a work of art. able to travel easily on a light stomach and not in
People from Ductus are good observers and the slightest bit afraid of doing some hard work.
insightful, frequently taking in the whole of their More than anything they are pious and emboldened
surroundings with an eye for beauty. They are also by their faith; Exortus’ ancient past is ensconced in
known to have a penchant for traveling, ever seeking countless primitive belief systems and while they may
more of Askis’ majesty to inspire worthwhile artwork no longer be prescient, the cultural tendency to lean
to display at home. Standards for displaying pieces or into religion and ceremony remains.
performances on the streets of the Village of Beauty
are extremely high and there’s no Saint Acroteleutium, The Forsaken Saint
telling how far a Ducti will go to find Arcana, Life
56 the right stroke of creativity. Dedit Partem (Tarryndorn 4:1) Even the pious may
err. One of Rankir’s earliest lessons in this came from
the suffering of Acroteleutium, a man condemned Sanctus Exceta, The Core of the City Forge, Protection
for witchcraft and burned at the stake. The dwarf Memoria Vivorum (Goodwin 9:2) The tower bent in
survived, bearing horrible scarring from the flames, the wind and the very ground pitched beneath it. Exceta
but spent the rest of his days spreading the gospel of struck down her feet and gave her life to transform into
peace and understanding. a mighty obelisk a hundred feet tall and to this day, she
stands tall at the heart of the city.
Saint Sceledrus, Drowner of Heresy
Celestial Bureaucracy, Nature Nort Salvus, Steward of the Living Dead
Gaduis Examino (Stoneflask 8:6) Having blared Grave, Trickery
the signal to move to high ground the dwarf let Divina Cartis (Goodwin 13:18) Nightly, the dead did
loose the dam, flooding the abattoirs of the apostate walk. They could not be slain, as any blow dealt against
Ignifacus. Thousands of his heretical scrolls were them would appear on the living. Nort drove them to
destroyed and the traitorous wizard with them, and a cliff and then into a bottomless pit so that they could
so impressed were the people of Exortus that they never again rise nor return to plague the land of the
then went on to demand he rule over the city— living.
which he did for five decades of peace and prosperity
unmatched since. Sanctus Visellia, Lady of the Wandering Scale
Protection, War
Integrum Opinionem (Stoneflask 3:14) Unsure what
Fluctus, Shifting City of Law to do with her capacity for violence so at odds with her
Ardent, Lawful, Resilient, Responsive, Structured desire for peace, the half-orc walked the roadways of
By many measures Fluctus is an ideal location to Askis in search of injustice. With nothing more than
build a city; the climate is temperate, the nearby her robe and a wooden staff, she righted wrongs and
land is mostly flat and rich in minerals and food, enriched the lives of everyone she met until she could
and the shore provides access from the water travel no more, retiring in Fluctus to the delight of
allowing for swift travel. Despite these boons countless traders and travelers she’d helped throughout
however, the location also sits on a fault line and her journeys.
devastating earthquakes are common. Seismic
activity can topple buildings, injure people, and Saint Eutychus, Patron of the Pen
even cause the tsunamis that the city is named for. Celestial Bureaucracy, Knowledge
Yet the people of Fluctus are uncowed by even the Libris Bonitatem (Tarryndorn 2:16) Even with all
worst of nature’s wrath—their home has been built of the hapless victims of Nezarikk’s Possessing Pens
to be strong, yet flexible. imprisoned, the apostate’s writings continued to flourish
Fluctians respond quickly and predictably until Eutychus solved the mystery of her blasphemous
to danger (natural or not), choosing to be more pamphlets and saved Fluctus from her corrupting
reactive than proactive. They often look to Varrus influence.
Goodwin’s teachings in times of trouble, and
sometimes he’s even appeared to silently guide the
city to safety and spiritual enlightenment alike. Gratia, South Port City
Near the center of the settlement is the Monastery Arctic, Generous, Resourceful, Seaport, Technological
of Law: a ten story tower that sways gracefully in The coldest city in Askis is also one of its most
even the most catastrophic earthquake. The building advanced, its harbors filled with powered boats and the
reaches as far underground as it does above and at whole of Gratia heated through thermal piping that
high noon, the mostly open atrium in the center leads deep into the Southern Inexoribalis Mountains.
allows natural sunlight to filter deep beneath the Unlike nearly every other major coastal settlement in
ground where it is met by a massive prism to the world, the threat of pneumavores is nonexistent
illuminate the darkest tunnels, which collapse and here—none of the creatures swim south of Ouranios,
reform beneath the city almost as though they were making the southern pole’s waters the most
living things attempting to resist the order placed
upon them.
sought after region for discovery. Since the
Celestial Heroes rise to power and 57
exploration into these frigid waves, sailors discovered entrances is a difficult task however, requiring skill
that ice brought back from the furthest reaches of the and stealth to sneak beneath the notice of guards in
landless ocean—glacies ice—takes far longer to cool the mountaintop Tower of Light that shines over the
than normal. Magnates have seized on this remarkable Mountainbay Town. The presence of Gimli Stoneflask’s
resource, creating a whole industry of ice barging to most devout followers brings a sense of security to the
collect the precious anomaly for use in manufacturing, otherwise unremarkable fishing settlement, although
home appliances, and more. the sailing ships of the Shining Navy offshore nearby
Gratians are as kind as they are clever; in the and the soldiers securing the bay are more than ample
South Port City it is taught that it’s better to feed a protection.
neighbor than to fall asleep with a fat belly. Its Modest and forthcoming, Kalati are frequently
citizens are taught to make the most out of everything, thought to be dim-witted or especially naive. This
leaving nothing to waste unless it is absolutely is of course inaccurate and many citizens of Kalator
necessary. Sometimes this leads them to use machinery have made brilliant contributions to society—though
that seems unsafe or to be seen as hoarders, but not a one of them was in a rush to do so. Adventurers
they consider themselves a resource as well—when hailing from here are uncommon as most of the city-
something has lost its use they don’t waste energy state’s folk are only too happy to stay where they are,
lugging it around. setting down roots shortly after coming of age and
finding love. Kalati that do choose to venture from
Saint Stasimus, Saint of Sacrifice Death, War home are stalwart companions that can be relied
Angelorum Nuntius (Tarryndorn 11:13) The brave upon to defend their allies or for a good tale by the
knight marched into Hell itself, battling back a legion fireside.
of devils attempting to claw their way through into
Askis as the ritual neared completion. His blade and Saint Callipho, Dawn Father Light, Protection
blood bought the time the elven wizard needed, Divina Cartis (Tarryndorn 4:23) That morning
sealing away the evil dimension from our own the sun did not rise over Kalator, its light snuffed
forever more. from the sky by a baleful winged shadow looming
from Exiel Keep. Joined by his loyal apprentices and
Sanctus Betucia, Saint of Sailors Nature, Protection bolstered by his faith, they chased the monstrous
Lex Altiores (Goodwin 2:16) Maddened by fear and apparition off and cast it down into the waters of
fire, the captain of the pirates downed a foul magenta the bay before noon that very day.
elixir and exploded into a freakish thing more sea
monster than man, a writhing mass of tentacles that Sanctus Paenula, She of Divine Strength
flung three sailors overboard with but a swipe. City, Protection
Betucia was unhindered however and with flaming Dedit Partem (Stoneflask 11:3) Sabotaged and
sword in hand she met him head on, falling into the uncontrolled, the steel equos hurtled toward Kalator
icy waters to die but saving the ship of survivors with rising speed, far too swift for any of the waiting
she had fought so hard to free from the buccaneers’ travelers to flee. Paenula surged forward, a burst of
clutches. divinity giving wings to her feet and in a surge
of white light she was granted the strength to slow
Kalator, Mountainbay Town the massive machine! A storm of dirt was thrown
Content, Defensible, Humble, Storied into the air and much of the train station soiled as
In the days of yore pirates frequently made port in her feet plowed through board, rivet, and rail, but
Kalator, fleeing to the network of sea caves nearby nary was a soul injured.
when capture or danger reared. These ancient coves
and tunnels made it the last settlement in Ouranios Legio, City of Industry
to succumb to the Order of the Shining Stone—some Historical, Industrious, Pious, Progressive, Tradehub
of the original inhabitants’ caverns are During the times before evil was routed from Askis
still unknown to law enforcement
58 today, rumored to hold hordes of ill-
the village of Legio was widely known for the quality
of its weapons but with the peace that came after
gotten gains. Getting into the navigable
of the upper class finding they’ve got a penchant for even when it’s freely provided. Hobbies are extremely
glory and the money to make a run on that dream by popular, leading many to master games or music
exploring the southern waters or taking to the skies rather than lay back for a casual respite. While it can
in search of pirates in Askis’ other oceans. Despite certainly be annoying, it doesn’t hurt for someone
the genuine benevolence and generosity of the nobles in Moene to bring up their origins as a means of
in Maoir, advancing beyond one’s station eventually securing work as a guard or lookout, their reputation
becomes a practical impossibility (with exclusion by for being active well known across Ouranios. There’s
proxy through birthright and land ownership). Lower another truism of Moenians—the professions of
class Maoiai with ambitions for a better life take to the sea’s bounty are so ingrained into the town that
the road without the benefit of a cloudglider or jetter virtually every Squami knows their way around a fish
bought with family money but some consider them regardless of upbringing.
better off for the hardship, their demeanor tenacious
and their will to succeed unmatched. Sanctus Ummidia, Patron of Oil
Arcana, Protection
Sanctus Camilia, Patron of the Chosen Integrum Opinionem (Goodwin 12:13) Wise to
Protection, War the merchant Barzen’s deviousness, Ummidia bade the
Angelorum Nuntius (Goodwin 7:8) Little more than rest of the Justitia to cover themselves in oil. Their
3 feet in height, the youthful elf burst from the brush skin and armor proved too slick to pin and though
to intercede with the demon assassin, doing battle the minders of the shop were curious at first, they soon
over the lifeless bodies of the scouts just moments ago fled from the seemingly incorruptible soldiers and the
watching over the sleeping forms of the Order of gnome’s evil became known to Moene and Ouranios
the Shining Stone. Using only her hands she at large.
subdued the fiend, battering it into defeat just
as Varrus awoke to the commotion. Sanctus Calvisia, The Martyred Knight
City, Protection
Saint Cocus, The Pious Saint Knowledge, Light Verbum Deorum (Stoneflask 8:11) Last in a long
Divina Cartis (Tarryndorn 5:16) Once the riots lineage of knights, Calvisia sacrificed herself in battle
had moved on past Tralgo Square, the intrepid against the ogre overboss Jyrall, stalling the twilight
dragonborn ventured out to evaluate the area for assault on Moene’s councilmasters and alerting the
untoward magics and thus it was he that discovered guards to the invasion. Her spirit lived on to see the
the enchantments of the heretic mage Lopathriosk! city successfully resist the attack and is said to still
Drawing on the Upper Planes with his glittering linger in its streets when the moon is high.
draconic ancestry, he dispersed the foment fermenting
curses and brought an end to the violence in Maoir.
Patefactio, Thinker City
Coastal, Historical, Mountainside, Old, Storied
Moene, Squamiger Town Scholars still argue over when exactly Patefactio was
Angling, Isolated, Odorous, Productive built but it is universally agreed that the greatest
Fishing has always been integral to the lonely empire of Ouranios—now lost to time—began
settlement on the sliver of land between the Angustia the world’s oldest major settlement long before the
Strait and Northern Inexoribalis Mountains, but the Twilight of Suffering, ruling from the base of Mount
synergy of new technologies and changed currents Exai. Wide plains filled with rich soil around the
resulting from the Escarion Maelstrom have set ever coastal city have long provided plenty of food for a
higher yields of catches with every passing year. The sizable populous, and the cold winds of the mountain
independence that Moene once knew has remained disperse the fury of the southern seas to leave a great
but only barely, most of its industry and businesses deal of the fields with surprisingly light gales. After
relying now on the abundant fishing trade—either the Divine Philosopher conjured the Philosophy of
processing, preserving, or exporting the sea’s bounty. Enlightened Civility on its streets, some came to call it
Sometimes known as “Squami” the Thinker City and the name stuck after engineers
60 to friends, Moenians are extremely
industrious and rarely take to leisure
in its universities achieved mechanical flight unaided
by magic. Wealth has always flowed into Patefactio
but profits have steadily risen since the first Praeclarus, Town of the Tongue
whirlybird and new construction of beautiful, Mountainside, Pious, Populous, Rumor-Mongering
towering skyscrapers now compliment the Once isolated by the Inexoribalis Mountains and
mountainous skyline—but the Thinker City is truly the only defensible city with open access to the
ancient, filled with secrets. Rumors of the collapsed southern coast, Praeclarus was a linchpin in the
catacombs of its ancient rulers have seen many a Vetrydion Compact’s spiteful resistance to the forces
well-funded archaeological expedition head into of the Order of the Shining Stone, lasting against the
Mount Exai, though after a Maoiai noble’s heavily rule of the Celestial Heroes nearly as long as Kalator.
publicized recent demise within, permission to Like the rest of the world’s aging power structures the
venture through its passages requires sanction from walls of the settlement eventually fell; its oppressed
The Inquisition or The Ministry. peoples, glad that their suffering had come to an
As the unofficial name of their home suggests end, proved to be a welcome boon. Long a place of
Patefacti are thinkers through and through. Every industry and expert miners, their exports to Legio
citizen’s education is of paramount importance and proved vital to the final thrust to conquer Ouranios
wherever their mental talents lay, the Thinker City and the citizens of Praeclarus haven’t stopped talking
provides a path forward through apprenticeships and about it since. For that matter, they generally don’t
institutions. Focusing on a specific field of learning stop talking at all.
is important but no student escapes comprehensive The settlement’s penchant for loquaciousness
general schooling, and all but the humblest Patefacti is well-deserved, a talkative nature common to
are know-it-alls—not always smug about their virtually every Praeclarian. In the times of peace
intellect, but definitely confident in their acuity— since the Celestial Heroes’ rise to power this has
a trait that leaves others to find them brash or become the town’s greatest asset, making it a place
arrogant. Observation and study are second-nature to diplomats and promising priests are sent to hone
citizens of Patefactio, and though they may be bold their tongue. Walking along the mountainside
and confident in their actions they very rarely act on villas and overlooking the vista of the Inexoribalis
impulse alone. While this can make them predictable, Mountain Ranges to the west, men and women of
the meticulous and carefully honed plans of someone the peace and pulpit master oratory skills, learning
from the Thinker City usually overcome their to truly make the most of their words—which any
weakness of routine. Praeclarian has plenty of, so much so that their
generous speaking can be annoying.
Sanctus Livigenus, Divine Philosopher
Celestial Bureaucracy, Knowledge Sanctus Cania, Undead Slayer Grave, War
Angelorum Nuntius (Tarryndorn 3:16) It was there Lex Altiores (Stoneflask 11:5) Shock and horror
in the shade of a derragos tree that Livigenus had her followed the revelation that the respected scholar
first truly divine thought, the foundation for what Romulius dabbled in the dark arts, but when he slew
became the Philosophy of Enlightened Civility we all and raised a cadre of the Ministerium Inmorte some
know today. Without her contribution to the Nine thought he could only be undone by the Celestial
Wonders of Devotion, the civilization in which we Heroes themselves. Cania said nay, venturing into
live might never have come to be. the necromancer’s tower and emerging only after
she had slain him! The mage’s spirit is tenacious and
Saint Palaestrio, Destroyer of Heresy blasphemers claim it can occupy the recently deceased,
Celestial Bureaucracy, Light though any interred with a charm for the Undead
Gaduis Examino (Stoneflask 3:12) Where acid, Slayer are protected from his grasp.
flame, and blade failed, the faith of Palaestrio
coalesced into holy fires that consumed the Invincible Saint Bepharo, Patron of Workers
Tomes of the duplicitous High Mage Horracio after Celestial Bureaucracy, Life
he dared to blaspheme the divinity and righteousness Libris Bonitatem (Goodwin 11:12)
of the Celestial Heroes. Poor as he was, after a week of hard
work on his way home he would give
one of the city’s vagrants half his
61
earnings—a single polished silver. One day a merchant Saint Saint Phaedromus, Magicio Divinatus
in fine clothes stopped him, explaining that the gold Arcana, Knowledge
coin he received the week prior had changed his life. Dedit Partem (Stoneflask 24:33) Faerican’xi loomed
Again and again this happened, though Bepharo in the grand cavern of Riskara’s Bastion, so mighty
never had gold to give or accepted any in return, in form as to dwarf even the greatest clan hall, and
until no vagrants walked the streets upon which he all knew fear in their hearts save for Phaedromus. As
trod, the poor of the city lifted up by his toil. an ant the gnome stood against the fiend, working his
magic so intensely that the effort took his life—yet all
seemed lost. The demon’s victorious cackling brought
Riskara’s Bastion, Dwarven Metropolis terror but the wizard’s final spell took hold just as its
Defensible, Historical, Landmark, Remote, Subterranean,
massive weapon bore down on the last great defend-
Structured
ers, transforming its laughter into cries of pain as
Most underground dwarven cities have become
bands of divinity enveloped it, upending the city’s
sparsely populated outposts thanks to Trepida
certain doom.
Vereor’s lava tunnel-routed ambushes, the threat of
violence making settlements on the surface far
easier to live in than those below ground. The home Sobrius, Prohibition City
of Gimli Stoneflask remains resolute however, the Friendly, Gourmet, Lawful, Luxurious, Waystation
very walls of the Dwarven Metropolis lined with Citizens in Sobrius were quick to accept the authority
adamantine impossible for the mistress of fear to brought by the Order of the Shining Stone—theirs
quickly breach so that her undead legions might has always been a society that abides by its laws down
march through—all of the rare metal and their to the letter. Far and away the most famous of these is
installation paid for by the seemingly bottomless the prohibition of alcohol, an ancient practice origi-
coffers of the Celestial Heroes. Dwarven traditions nally begun as a practical means of deterring pirates
are strongly practiced in Riskara’s Bastion, and with from making port nearby (why bother when there
its populace of forge-handy citizens and general isn’t any rum?). This of course only worked to a
impregnability it is the chief manufacturer of steel certain point and lesser spirits were eventually
equos parts prone to sabotage. legalized inside of the city-state if not the boundaries
Riskarans are extremely proud of their of its central settlement, leading to rings of taverns
heritage, whether they are stout folk or not. Dwarves forced to vacate as the village grew into a town and
are far and away the majority of the city’s population now Prohibition City. There are still drinking
but all races live within its adamantine walls—so establishments ringing Sobrius just outside of the
long as someone is hard-working, takes pride in local guards’ direct purvey, but it is better known for
what they do, and has something of value to offer the wide and diverse array of fine eateries housed in
to the community they are met with welcome arms. buildings once devoted to intoxication. The further
Adventurers from the Dwarven Metropolis are one travels toward the center, the more expensive
common but are usually either champions of battle and delicious the offerings get; as a reliable place to
or dedicated priests, stout folk seeking the same glory make landfall and departure with an aircraft, the
attained by its most celebrated son. most premier restaurants offer the freshest ingredients
from all over Askis and are booked by diplomats,
Sanctus Asinia, The Wounded Saint City, Life industrialists, military officers, nobility, and politicians,
Divina Doctrina (Stoneflask 7:12) Opening up her often weeks or even months in advance.
soul with a pious prayer, the dwarf embodied and One might think that being surrounded by
suffered the pains and wounds of all the metropolis’ countless delectable eateries would lead Sobrians
citizens as the monstrous hordes of Erathka assailed to be portly but their culture has always promoted
its walls. Though Asinia died before the next dawn, active lifestyles (with plenty of leisure activity in lieu
her sacrifice granted enough resolve for her fellow of alcohol) and aside from the very well-to-do, their
citizens to overthrow their attackers as citizens are trim, fit, and bright. It differs from
person to person but people from Sobrius tend to
62


every injury was borne onto her body
alone. be connoisseurs—the only real difference is whether
they are aesthetes about one thing or many things.
A Sobrian’s penchant for the finer things in life can began to reveal itself some enterprising commoners
make them difficult to travel with, but what they lack started to covet and protect anything stained by the
in tolerance they make up for in exuberance and a blood of the demigods. Because of their piety many
delectable curiosity for new experiences. Variati are as secretive as they are friendly, used to a
bit of deception in the pursuit of personal divine
Saint Periplectomus, The Blind Navigator revelations and the faith such an experience brings.
Celestial Bureaucracy, Tempest Tolerance is another quality that citizens from
Integrum Opinionem (Stoneflask 12:14) Unwilling All-Town are known for, their willingness to accept
to be taken prisoner, Periplectomus led the shipful of others as true abroad as at home.
devout colonists to rebel against the pirates that had
overtaken the vessel. In the fighting that followed he Sanctus Drymphia, Saint of Caves
lost both of his eyes, but even blinded he guided the Death, Protection
boat truly through stormy waters to land safely in Angelorum Nuntius (Stoneflask 13:24) With no time
Ouranios. to waste Drymphia grabbed the deadly bomb and fled
Sanctus Attia, Flockmaster Saint Arcana, City into the Taenarius Tunnels before it could explode,
Divina Cartis (Tarryndorn 17:12) Calling forth a saving the people of Variatio. The half-elf died in the
powerful enchantment, the wizardess drew the blood hellstorm that followed but not in vain—the unholy
crows of Gazrathox away from Sobrius and back to fires that erupted throughout the underground
the foul priest’s lair where she teleported them all to passageways consumed the laboratories of Kozarryl
an unknown dimension. None know whence Attia along with the malevolent villain herself.
went but the unnatural plagues destroying the crops
of the territories nearby never returned, ending the Saint Sangarinus, The Sanguine Saint
cult’s threat and influence. Knowledge, Life
Libris Bonitatem (Tarryndorn 4:13) Withered by
Variatio, All-Town a disease that resisted all curatives both magical and
Friendly, Lakeside, Landmark, Pious otherwise, Rankir knew his father’s time was near.
In ancient times Variatio was a village of misfits and The curious healer Sangarinus thought differently
outcasts, exiles that congregated together on the however, using some of the elf ’s holy blood to
haunted shores of Lake Saede. These primordial transfuse his father with life and beating back the
curses forced away all but the most ardent folk with sickness that ignored all other cures!
simple rules of law all beneath one auspice—no
discrimination between citizens, an acceptance for all Holy Blood
the nonviolent quirks and manners that the rest of Potion, rare
the world refused to tolerate. Rankir Tarryndorn and A soft nimbus of white energy flows off of this
the Order of the Shining Stone undid the malicious sanguine vial. Filled with the blood of one of Askis’
magic and since then docks and piers have gone saints, it is a holy relic not to be squandered. When
up in All-Town, with ever more people choosing you drink this potion, you gain the following benefits:
to move there despite its history of hexes. After • You regain 2 hit points at the start of each of your
turns.
the Contiguous Continent became connected by the
• Your weapons are magical and have a +1 bonus to
Rotundus Railway and the Ariolo Merchants moved
attack and damage rolls.
to Variatio, to show their devotion to the Celestial
• You have resistance to radiant damage.
Heroes they paid for the construction of a building
• You AC increases by 1.
worthy of their idols: the Ariolo Chorum, a massive
After 1 minute, these benefits end and you
choir stadium that has stood for hundreds of years.
gain the effect of the augury spell.
In the shadow of this grand tribute there
Legendary vials with diluted blood from the
exists an illegal market, one that The Inquisition and
Celestial Heroes’ blood are said to exist as well. When
The Ministry are wont to crack down on—the sale of
consumed, such a potion grants these
holy blood. Over the millennia the Celestial Heroes
suffered spectacular wounds countless times as they
bonuses for 8 hours (twice) or 24 hours
if drank all at once by a single creature. 63
brought civility to Askis, and after their divinity
With the first major part of his day over and a few other things taken care of—double-checking the laundry room
for damaged or missing items, notarizing forms, handling letters, returning pertinent phone calls, getting the cleaning
staff underway, making sure the maintenance crew were aware of a few malfunctioning forever lanterns, and generally
keeping the machinations of the resort moving—Icalus acquires some ripe looking malum and extra smoked meats not
eaten during brunch before making his way down to the shore for a resplendent view to accompany his meal. The gnome
reflects on his good instinct to eat the latter first as he sees the fleshy limbs of pneumavore washing up on the shore with
the flotsam, a sight that surely would’ve ruined the delightfully tasty treat’s flavor. This is not all that the waves lap up
however, and soon Icalus spots strange pieces of material and objects he cannot recognize make their way onto the sand.
Walking nearer to the strange sights, his eyes grow wide as from this close up he notices footprints from several people
leading from the water and into the jungle nearby!

Normally the gnome eats his malum down to the core but the fruit falls from his hand as he rushes back to the
resort, exasperatedly telling Procia of what he’d found. Immediately she phones the local guard station and after a
moment of discussion assures him that several squads have been sent out in inaequa-chariots to track down any persons
that made it ashore from this morning’s disturbance. Unsettled but committed to his tasks, Icalus goes about preparing
for the evening meal much as he had for brunch though this time he has an added duty: quelling any talk of danger
lurking nearby. For their part the guests regaled one another with speculation over what the day’s earlier excitement
could be about, making the lively discussions of the evening nearly loud enough to drown out the string quartet serenading
the meal. The din travels even to the kitchens, and though the gnome could almost swear he heard some commotion in the
lush wilderness near where the tracks led, the clamor of the cooking staff and animated guests in the dining room make it
impossible to be sure.

A bright fireball reaches up from under the gallery window of the resort’s primary eating area and explodes
after descending, bringing a quick end to the dessert course. Yelling for the kitchen staff to quiet and calm themselves,
Icalus runs into the dining room just as the public announcement system chimes and Procia’s voice politely requests that
all guests and workers return to their rooms as a matter of safety. Near panic rips across the dining room and the gnome
leaps upon one of the tables, directing the former-diners to the exits while shouting for the resort’s employees to aid any
confused patrons they find as they too return to lock their doors. In a matter of moments the room clears and Icalus
quickly gathers himself, making to lock the front gate before retiring to his own dwelling.

Going the roundabout way he makes certain that all the guest areas (the pool, gym, club room, atrium, athletic
courts, cabanas, gazebos, greenhouse, and all the rest) are secure before approaching the grand steel-wrought fence
surrounding the Requiesque Curarum Resort, slowing his jog as the dim lights of an inaequa-chariot come into view.
Unsure of what to expect Icalus fiddles with the whistle strung around his neck, ready to blow into it as hard as his tiny
lungs can manage, but soon he sees there’s nothing to fear: the approaching vehicle belongs to members of the Justitia. The
gnome increases his gait and is slightly winded as the surprisingly diverse array of officers stepped out, their equipment
dirty and clearly getting some recent use. One of them approaches with a reassuring smile on her face, explaining that
they’ve had a bit of trouble nearby but nothing to worry about—the fugitives the resort spotted on the water that
morning were taken care of and all is well. Although there’s no warmth to her smile and her compatriots seem grim, his
relief that nothing will befall the guests is so great that Icalus cannot help but offer these fine soldiers a meal for their
troubles.

The guards are only too happy to oblige, one of them stopping to shut off their vehicle before heading into the
resort. In a coughing fit the inaequa-chariot sputters and belches out black smoke before growing still, and though it
strikes Icalus as odd he supposes that the scorch marks along it are from battle and something must have been damaged.
The lead officer smiles again with a strangely wide grin and nods, explaining that the day they’ve had was a
hard one and promising to share the thrilling tale over a fine bit of food once they’re all safely settled inside...
65
home) and their premier hospital, the Magno Tapper Underknoll there are no less than nine
Valetudinarium. Inside of it some of the keenest greenhouses for every industrial building. Most of
minds of Askis are supported by magicians and the steel equos rails in the capital of Samovi—few
priests in their research for cures to diseases, ways as they are—run through here to facilitate moving
to make healing more accessible to the public, and goods and materials inland or towards the water and
development of inaequa devices more effective at transport by ship on the coast.
elongating lifespans. The elite of Coelicla have long
scrambled for plots around the massive tower, buying Caelo Strip
out residents and raising antiquated structures to put Sculptures and carvings are grouped together along
up mansions all surrounded by gardens dotted with a boisterously wide promenade that snakes through
artworks of their choosing (a game played by the Estuary Metropolis, a roadway that touches upon
socialites commissioning ever more impressive or crosses through every area of the city. Artisans,
sculptures). cinemas, eateries, theaters, and other entertainments
line the winding avenue and the settlement offers a
Raeda District bit of magnificence nearby no matter where a traveler
Hardy wilderness with rough terrain make travel stands. These carvings and sculptures of the Celestial
by rail a tricky proposition in Samovi and after Heroes, saints, and other legendary figures watch over
Sanctus Rusonia invented the inaequa-chariot, the Coelicla even in repose.
Estuary Metropolis became known for producing Statue Sentries. Most of these sculptures are
automobiles. The penchant for engines never left immaculate but otherwise unremarkable works of
and assembly lines chug away in the Raeda District, art—but not all. Dozens of them are enchanted with
producing vehicles that get sent all over the world. divination magic that detect the presence of great
Garages and auto shops are common as well since evil, notifying the guards in the Turris District of the
the rigorous environment demands a good bit of dangerous individuals and their approximate location.
maintenance on the machines that travel across the When a creature with a Sin score of 10 or higher
Wild Continent, and road crews are constantly remains within 100 feet of a statue sentry (AC 16, 60
receiving larger construction vehicles dispatched from hp) for more than 10 minutes it enters alert mode.
here. Taxis frequent these roads and byways more Every round a statue sentry is alert, the GM makes
commonly than elsewhere in Coelicla, particularly a secret d20 roll. On a result higher than 20 – the
around the Botrum Portassent where emissaries creature’s Sin ability modifier, the statue sentry
from Samovi’s city-states congregate to govern the confirms the evil presence, sends its rudimentary
continent as a whole. message, and puts the nearest statue sentries into alert
mode. Evil creatures after the first include their Sin
Medietas Wards ability modifiers to the secret d20 roll.
The largest areas of the city are conglomerations of
modest homes for the fairly well-to-do, apartment Iuementus Fields & Prodigium Ports
buildings filled with common folk, and shrines to Piers and docks festooned with tenement housing
the Celestial Heroes and the world’s countless saints. dominate the southern edge of the city servicing
Citizens are encouraged to dwell nearest to the sites hundreds of ships every day as the bulk of the Wild
of devotion of their favorite patrons, given tax Continent’s commerce courses through Coelicla.
incentives to make housing more affordable when All of the landlocked outskirts of the Estuary
rents fluctuate. Metropolis are used to support an enormous livestock
trade. Steeds, cattle, and domesticated beasts of all
Herbifer District sorts are penned and fenced in the fertile plains, kept
Smells aplenty emanate across Coelicla from in balanced cycle by druids using natural farming to
dozens of herbalist factories chugging away in this promote growth before another herd moves in.
neighborhood, a coterie of production facilities that
manufacture reagents brought into the Saint Cario, Teacher of Words
city day in and day out. Not all plants Celestial Bureaucracy, Knowledge
68 are gathered in the jungles and Sacras Litras (Ventrelli 9:4 ) Despite the life of ease
wilderness however, and by decree of and luxury before him, Cario forsook his royal claim
A short-lived alliance with The Golden Redeemers Consilium, Stout Town
saw the outpost rapidly expand and the end of the Holy, Nature, Remote, Tradehub
so called “pirates with honor”, their vessels and men Very early on in the history of the Duertek
drafted into the navy. Mercantile Company in Ouranios, perfidy was found
The free-spirited attitude of the Buccaneer among their kin—dwarves stealing from their own.
Legion is still very much a part of the culture and The theft ran deep and with no precedent for so
peoples of Amicus, its citizens citing lineages back heinous an act, whole clans were exiled not only
to the same sailors. Concern for others is also a from the business but the entirety of the Contiguous
major part of life here and folks from the Village Continent. Traveling to the nearest shores and far
of Sentries are always looking out for their friends, inland, up against the mountains through a dense
frequently leaving themselves vulnerable. Indeed, patch of the jungle, the foreigners erected a short,
Amicai feel lost when not part of a group and the wide settlement beneath the treeline. Initially they
need for a sense of belonging is paramount—there made great gains with trade (illicit and otherwise)
are few lone explorers from the village but a great but eventually ill fortune followed the exiles and
many adventurers, stalwart companions with a belief when mercenaries flocked to The Golden Redeemers,
in something greater than themselves. the town’s walls, remote location, and lack of swords
proved unable to stop evil from taking root. The
Sanctus Liburnia, Uprooter of Evil Light, Nature dwarves prepared for such an eventuality of course,
Gaduis Exanimo (Ventrelli 11:18) While she had filling the interior of the northwestern Recaltio
no talent for magic, this did not stop her from Mountain Range with escape tunnels and leaving
tending to Askis—Liburnia spent her life traveling their second home to be infested by druids intent
across the wildernesses of Samovi, uprooting plagued on fouling the Wild Continent, the last refuge for
and toxic plants with her bare hands regardless of corruption in all of Samovi. Ultimately the Celestial
the dangers prowling about her. It was her mundane Heroes cleansed Consilium, but not without great
quest that undid the foul plans of the blight druid losses and only with all nine of the ascendant
Xycartha, weakening the seeds of evil she carefully demigods reinforcing Underknoll’s mercenaries.
tended beneath the notice of the Celestial Heroes and In the centuries since the last vestiges of its torrid
the Wild Continent’s druids. past have been paved over in concrete and iron, the
great forests that shrouded it cut down and the land
Sanctus Treblana, Holy Bodyguard tilled for farming. The passages of the forgotten
Grave, Protection dwarven clans are mostly collapsed and gone,
Divina Doctrina (Underknoll 3:14) The most loyal though miners speak of whistling and howling
of his retinue was Treblana, a bodyguard of truly winds that can’t just be from the mining tunnels
complete devotion. Even after being killed in the dug into the bedrock since.
line of duty and unexpectedly reincarnated as a Consilians are level-headed and sensible,
mouse, she still persevered in her duty, upending a grounded like their hometown. New growth is
plot to kill the Divine Hunter despite being reduced incorporated throughout all of the settlement and
to nothing more than a mouse. its surrounding territory, and in the wake of the
Battle of Black Storm the need for overseeing a
Saint Crococium, Stone Saint clean return to nature prompted Tapper Underknoll
Celestial Bureaucracy Nature to plead with druids to relocate there. Reverence
Memoria Vivorum (Ventrelli 9:15) No matter how for nature has gone hand in hand with devotion to
the Celestial Heroes for citizens of Consilium,
many times the king of Amicus had the carvings of
slowing their embrace of technology somewhat
Kyttirion scoured from the cliffside, every year they
but ensuring that any seeds of evil won’t sprout
would reappear even more pronounced than before.
in the wake of the settlement’s corrupt past.
While still unlearned in the ways of druidic magic,
Crococium was dedicated to his piety and Saint Artamo, Saint of Hunters Death, Nature
created a new rockface entirely covering Gaduis Examino (Underknoll 1:11) Bereft of armor,
70 the heretical writings—a monument that
still stands to this day.
weapons, or even a coat for the heavy winds and
snow, the courageous hunter dashed up the slope after
Saint Cyamus, Patron of Truths Death, Trickery The legend of their home’s founding have
Integrum Opinionem (Fethyrwal 4:12) It was long encouraged Heminai to aspire to intellectual
Shevtreo Barcalla’s son, Cyamus, that brought an end heights but never at the cost of humility; after all,
to the dangers of the Eclipse Shard cult. He slew his the settlement wouldn’t exist were it not for both.
father and the other heads of the dark cabal, duping Hemina’s citizens are cautious however and taught
those that remained into capture and bringing the to be careful from a young age, reminded often of
whole organization into the light of justice—earning the dangers of the Marcor Desert and that to be
redemption in the eyes of the Celestial Heroes. prepared is to be protected. Dune Town’s culture
carries other habits of its ancestors as well and
Sanctus Bruccia, She of Divine Sight bartering is as common as purchasing something
Celestial Bureaucracy, Forge with coin, though standardized services requiring
Sacras Litras (Fethyrwal 13:2) There was no gold and silver (like the railroad) have slowly started
stopping Lellwyn from commissioning Bruccia after to bring a close to the trend of trade over currency.
seeing one of her amazing artworks, but even the
Divine Paladin could not have expected the beauty Sanctus Egnatia, Master of Questions
she would wrought. So it was that Etium became City, Trickery
home to one of the Nine Wonders of Devotion: the Gaduis Exanimo (Ventreli 3:12) She was not done
Fethyrwal Holy Garden, a labyrinth of stained after answering Madriogarra’s riddles however,
glass where it said that one who gazes long enough asking the powerful creature only one of her own.
can see the reflection of their truest self. In minutes the great sphinx grew so frustrated that
she bounded around the Dune Temple in rage and
Hemina, Dune Town aggravation, threatening to kill the half-elf should
Crossroads, Landmark, Nature, Wealthy she not reveal the answer—but Egnatia did not
For centuries travelers were warned not to traverse yield. Finally Madriogarra relented, accepting
the eastern half of southern Samovi for fear of death defeat to know the truth of the clever puzzle and
by exposure or worse within the only respite from forsaking any claim over the territory, allowing
the blazing heat of the spanning sands: the Dune the city of Hemina to rise from the sands around the
Temple. Ancient even before the Age of Discord, its desert’s ancient sanctuary.
immortal ruler required great tribute from travelers
to allow them to leave after drinking from the waters Saint Tranio, Speaker Saint
she guarded. What happened to those unable to pay Celestial Bureaucracy, Light
the fee is what drew the ire of the Celestial Heroes, Integrum Opinionem (Underknoll 6:3) It took her
but in days of yore the Marcor Desert stretched from almost a century but ultimately the elf succeeded,
the Relictus Mountains all the way to the coast—too hunting down the 20 Babbling Familiars of Curesceo
remote even for the resourceful forces of the Golden the Fallen. As a wizard of great power his creations
Redeemers to assault. The most brilliant colleague of sometimes appear still, though only as figments to
Darrius Ventrelli traveled to the Dune Temple alone, youths in Hemina—as one’s faith in the Celestial
tricking and exiling its primordial master. With many Heroes grows, their heretical lies and blasphemous
treasures in its coffers, the outpost around it quickly falsehoods fall silent.
grew into a proper town. A powerful elemental
artifact unearthed from the vaults beneath the shrine
has been used to terraform the areas nearby through Meridies, City of Peace
irrigation channels traveling up and down the coast, Crossroads, Friendly, Historical, Political, Tradehub
turning barren hills into grassy knolls and sparse Sitting in an idyllic river delta on Samovi’s southern
forests. Arrivals from the desert by air or rail have coast, the village of Meridies remained quaint
become a rarity however as sinkholes pose an ever- throughout and well after the Age of Discord, the
mounting problem, attributed by some excavators Marcor Desert too much of a barrier to make routing
to the unnatural modifications to the goods through there a difficult prospect and treated
environments nearby (and in hushed by pirates with respect (too much fleecing of the
72 circles by others, the doings of the mad sheep kills the sheep, after all). With the rise of the
scientist Trepida Vereor). Utopian Dawn and steel equos rails cutting through
more prevalent due to the wealth of inaequa devic- Sanctus Domia, Lady of the Word Arcana, Knowledge
es all throughout the metropolis—the long-legged Angelorum Nuntius (Fethyrwal 11:6) Domia was
population is becoming less and less capable of powerful mage that won acclaim in many battles, but
working divine machines. This city-wide anomaly this was not what earned her the admiration of the
has driven the wedge between short and tall Celestial Heroes. After visiting the Upper Planes on
Nitidians deep enough to disrupt the economy, behalf of our demigods, she devoted her life to bringing
segregate sections of the settlement, and even celestial enlightenment back to Askis and championed
spawn divergent cultures. Both still embrace peace over all other things.
inaequa and the Celestial Heroes but now differ
in how, small citizens devoting themselves to
higher ideals like intellect, benevolence, and grace. Noticia, Halfbreed Town
Their larger peers pay homage to these and while Crossroads, Isolated, Tradehub, Wealthy
fewer in number, they are utterly devoted to the In days past currents off the southwestern coast made
demigods of Askis and their faith overshadows that for difficult waters and land bound journeys through the
possessed by the more numerous diminutive denizens. south of Samovi were incredibly harsh, but some travelers
persisted all the same. These wayward folks began an
Thoa Steelbeard, Patron of Chains Arcana, Forge outpost to the west of Relictus Mountain between Etium
Libris Bonitatem (Underknoll 2:2) With a final and Meridies, a collection of a few buildings that grew
blow of his hammer, Thoa completed the last link of into a village where tieflings, half-orcs, and other peoples
his own chain. The curse of breaking chains grabbed of mixed heritage gathered together. Only the destitute
hold of the foul relic and it immediately began to and desperate were willing to put down roots in the small
rot, but he held the corrupted thing in the fire and settlement of Noticia—and then the Escarion Maelstrom
it smoldered. He continued to forge links as the wrecked havoc on Askis’ shipping lanes. The village of
blasphemy rotted away and after one hundred days misfits swelled into a town, the docks expanding into a
and nights, Thoa had bound the curse of breaking naval port able to accommodate a stream of ships larger
chains into an enchanted loop of his making, a than those that used to stop in Noticia. Halfbreed Town
holy wonder that heals itself no matter the injury is no longer a place to be derided, the city-state’s estates
wrought upon it. sought by wealthy citizens intent to capitalize on the
expanding naval port’s heavy traffic. Tieflings of high
Maconnel Sirjonna, The First Standard standing are particularly fond of the settlement, making
Celestial Bureaucracy, City up the majority of Noticia’s societal elite alongside half-
Dedit Partem (Fethyrwal 192:41) The great elves, half-orcs, and dragonborn from families that moved
contract of the city was itself a thing of beauty. there centuries ago.
Although it stretched as tall as Nitidus’ tallest Like their home’s monicker implies Noticians
tower, it declared that the city’s creation shall never are a mixed lot and attempts to categorize them are as
cease, and that all it shall create shall be in the endless as they are varied. One of their commonalities is
pursuit of glory. Maconnel bound the compact one of living situations—whether a citizen lives within
in leather, then wood, and finally in iron before Halfbreed Town’s territory or within Noticia itself, and if
the citizens began their divine task: to create so whether they dwell in a home or one of the apartment
everything that ever could be. complexes that have arisen to house the growing population.
Denizens from this city-state are also easily accepting of
Saint Gulielmus, Divine Builder City, Forge
others and adaptable with their beliefs, willing to hear out
Verbum Deorum (Fethyrwal 4:16) Seeing the
opposing views with an openness unmatched in Askis.
Celestial Heroes as heralds of change, Gulielmus
turned all of his fortune and expertise as an Sanctus Acoleia, She of Vigilance Knowledge, Protection
engineer to honoring the saviors of Askis. Building Memoria Vivorum (Fethyrwal 3:11) Through guile
on the solid foundations of the defeated monarch’s and cunning, Acoleia uncovered a succubus! The wicked
destroyed castle, he constructed the first creature was hidden by the ignorant perfidy of Samson
of the Nine Wonders of Devotion: the Grandwit and she slew him for allowing it to escape
74 Silinium Tower, stretching its upper
spire to the very heavens.
justice, fleeing Noticia before it could be purged.
Saint Martinus, Saint of Self-Reliance further from the truth and the infamous miniscule
Celestial Bureaucracy, Life percentage of the population causes the rest of
Sacras Litras (Underknoll 12:15) Uncowed by the Peribolus’ citizens to turn to their faith in the
massive creature threatening his fleet, the halfling Celestial Heroes all the harder. As a result their
leapt to one of the smaller vessels and drew the ardent rites of worship are perhaps more brutal
pneumavore away from the rest of the ships. His but embody contrite penance in the hopes that the
ruse succeeded and the creature chased him down, demigods will soon assuage the Walled City’s woes
consuming his craft. Martinus survived however, directly. Facing adversity, traffic, and fearful of the
climbing atop its back and living for over a decade worst elements of their urban home, Periboli are
before being rescued—sustained by his faith alone. both demanding and somewhat skittish—if
something seems awry or like a waste of time,
they’re usually the first people making an exit.
Peribolus, The Walled City
Chaotic, Cramped, Defensible, Political, Urban
Christine Fos, Capturer of Monsters
Peribolus is built around Rumex Bay at the bottom
Celestial Bureaucracy, City
of a circular valley in northeastern Samovi, shadowed
Gadius Exanimo (Underknoll 10:15) Panic swelled
by the Scissura Mountains to the south and Recaltio
Mountain Range to the west. Massive stone and in the gathered throng, choking them even as they
iron walls were erected around the settlement at its gasped for breath. Only Christine stood firm against
founding, creating a perfectly circular limit to the the mighty dragon, though tears rolled down her face
city’s growth. For generations the ramparts served she persevered. When dawn rose the next day the
their purpose admirably, protecting from beast and dragon was bound in iron chains—with Christine
wartime alike, yet as time passed the Walled City holding the key. Its flames would be used to reforge the
grew, first outwards and then upwards. The shattered walls, now stronger than ever before.
settlement changed slowly from a fortified paradise
to an architectural tribute to bureaucracy, with Paran Batharos, The Wallsmith Cog, Forge
buildings growing taller and streets shrinking with Angelorum Nunitus (Underknoll 6:7) And so he
each passing year. It is said that entire districts of the did build a wall. The ground yielded to him blocks of
city are blocked off from the sun—whether true or stone whole from the ground, and Paran moved them.
not the maze-like streets make such legends easy to The ground gave him pure iron, and Paran forged it
believe. into great gates. The ground gave him sustenance, and
The tangled mess that is Peribolus is quite Paran planted it, creating a verdant paradise.
different from many cities on Askis; in the thick press
of people, only the loosest versions of law and order Saint Dordalus, Divine Alchemist
hold sway. Things that would be illegal elsewhere are Knowledge, Protection
permitted inside the ignorance of the Walled City, its Libris Bonitatem (Ventrelli 7:18) In a truly
warren-like streets impossible to effectively police. miraculous accident Dordalus spilled a flask of the
Psychotropic drugs and poisons are among the most mad inventor Braskredj’s unquenchable flames—but
prominent examples of contraband, prompting some of his own experiments as well. Ready to flee
impatient doctors and scientists looking to test the from the imminent inferno, the alchemist scrabbled
full effects of these substances to flock to Peribolus to get away only to quickly realize that the fire had
—as do those who wish to partake. There is little been put out. In hours he had perfected the solution,
doubt that with the loose enforcement of regulations providing barrels of it to the Golden Redeemer’s
that purpura dirks are being traded here, and if armies the next morning.
given enough time and subtlety the wielder of such
a weapon could have every poison imaginable at Saint Melitus, The Leafeating Saint
their disposal. Celestial Bureaucracy, Nature
It’s no coincidence that people often look Verbum Deorum (Fethyrwal 13:6)
down on Periboli, assuming anyone from the city- Melitus had taken to eating only plants
state’s territory is as loose with the law as they are and espoused the good health it brought,
spreading his beliefs far and wide.
75
their morals. In nearly all instances this couldn’t be
Farmers flocked to follow in his footsteps after druids Sanctus Aloysius, Patron of Cunning
began to bless the most devout among them, making Death, Trickery
certain their harvests were bountiful, and to this Memoria Vivorum (Ventrelli 2:16) With a steely
day many who till the fields abstain from meat—as gaze she drank deep from her flagon, urging Tark
should we all. One-Eye and the Voidcrest pirates around her to do
the same. The dwarf ’s cunning ruse took and as the
Praesus, Town of Respite last of the brigands drained their flask, the first of
Competitive, Historical, Nature, Political them succumbed to the potent poison inside of it.
Taming Samovi’s dense northern forests proved to be Aloysius was the last to suffer from the toxin,
beyond reach until the druid-mage Rollath opened grinning with the knowledge that the scourge of
his grove to travelers beset upon, saving lives from the the northern seas was undone.
harsh wilderness by offering a safe place to rest before
continuing one’s trek. When the elf shuffled off his Saint Sulla, He of the Bare Foot Forge, Protection
mortal coil it became a village known to welcome Memoria Vivorum (Underknoll 11:5) Despairing
those with a respect for nature—before long it with every suffering passerby he saw, Sulla gave
was the premier place for the Wild Continent’s away the contents of his whole cobble shop. From that
beastmasters to learn their trade. The tradition of day forth he walked barefoot across Samovi, putting
embracing animals and plants has persisted, morphing shoes onto the feet of every barefoot traveler he came
with the times until today where the current aims of across but never his own.
the city are academic pursuits into biology and expert
animal training, focuses that have become the main Refovio, High Town
source of gold flowing into and out of the settlement. Elevated, Isolated, Technological
Praesus is also known for its competitive races of all No town in the world sits higher than Refovio,
kinds, particularly the Triarch Marathon (a footrace positioned on the outer peaks of the Recaltio
that begins in Etium and ends here) and the Jetharka Mountain Range and glittering in the dawn like a
Rally, a grand contest that spans the entire continent.
promising vein of ore jutting out of the rock face.
Praesians are gentle and kind but above
Thermal vents from deep in the stone keep its
all competitive—whether it is a matter of a wager,
homes warm and add some steam-powered
grades, sport, or anything else. Citizens from the
machinery to the hundreds of inaequa-devices that
Town of Respite make up contests almost constantly
make the settlement function, inexorably dragging
but always with the spirit of good sportsmanship,
urging each other to do better and reach higher at the countless chains running cable cars from plateau
every turn with earnest encouragement. Traditionally to plateau. The oddity of High Town’s location and
the people of Praesius were raised to master a trade layout make it remarkable enough but there are few
or skill, but with modern technology bringing an end more popular figures than the Caelum Gladio. Clad
to its isolation more folk have become lackadaisical in in jetpacks and wielding magic blades forged from
their life’s pursuits, traveling until they can journey no the teeth of dragons, these courageous warriors have
more and then returning home to out-do one another defended Refovio since before the emergence of the
in the pursuits of the retired community. first divine machines (the secrets of their ancient
technology now thought to be lost to time). This
Sanctus Novia, Saint of Sunrises Light, Protection should not overshadow High Town’s significant
Integrum Opinionem (Fethyrwal 3:12) With the respect for knowledge and among academia it is just
undead hordes of Wao’zaokan crawling over the as famous for the writers it has produced, many of
settlement’s outer wall, many in Praesus had lost hope them taught in the ancient bastion of knowledge now
of surviving until morning—but not Novia. In a called the Library of Adriotemachus.
blinding flash of light from the heavens she disappeared, There’s one thing true about all Refovi:
transformed by her faith into a celestial force that they keep their heads on straight during a crisis.
caused the sun to rise on Askis hours ahead of dawn. Maintenance crews are constantly at work keeping
The vampiric warmaster and his forces
the machines of High Town functioning and anyone
were caught completely unprepared,
76 scoured from existence as the sun shone
raised there has experienced more than one nearly-
disastrous cable car ride, dangling hundreds of feet
down on Praesus.
in the air. Citizens from the remote territory are also age of piracy by clever aristocrats that tightly
used to passing the time, either carrying unread books controlled its economy. It is far and away the Wild
or the accoutrements of another quiet hobby in their Continent’s most self-sufficient settlement, the ruling
pack. They tend to keep to themselves so there aren’t council of the past utilizing the wide manufacturing
many negative generalizations about Refovi other base to fix prices for goods when the need arose. The
than their lack of wonder—being raised amongst the citizens of East Port City squandered in poverty for
clouds with the song of the Whistling Caves lilting in centuries until a revolt led by Darrius Ventrelli
the air gives them lofty expectations. overthrew their class system and now its factories are
devoted more to the production of appliances than
Saint Misargyrides, Keeper of Books anything else. The oligarchical wealth of Regredio’s
Celestial Bureaucracy, Knowledge past was put to use in a way that benefits all however,
Gaduis Examino (Ventrelli 15:5) Helping the and ancient enchantments keep the city’s streets
Celestial Hero Darrius seek out some scrap of utterly pristine without the need for sweepers or
knowledge to aid in felling the Bandit King shovelers.
Mincallius proved difficult but not fruitless. None Regredi aren’t known for excessive talking—
was to be found, but in his search the dragonborn they like to get to the heart of a matter. This
discovered secret runes hidden in the shelves of the philosophy is inherent throughout the culture of
Library of Adriotemachus! The scholar resisted sleep East Porty City’s territory and only when using
for every day of a week filled with zealous pursuit good manners will one of its citizens patiently
through the stores of scrolls and catalogues of tomes, suffer dawdling. Folks from Regredior are used to
erasing each blasphemous mark from the holy halls the settlement’s exceptional hygiene and don’t like
of divine knowledge. to get dirty themselves unless they have to, keeping
Saint Cappadox, The Holy Mason Forge, Nature an attitude that puts pristine style on a pedestal
Memoria Vivorum (Underknoll 7:16) The first thanks the fashion trends of their hometown
building in Refovio was wrought by The Holy (known for being as immaculate as its sidewalks).
Mason, slowly bit by bit over the course of many
Saint Argyrippus, The Breathless Saint
years. Every day Cappadox carved and carried a
block up the mountain, the path worn by his tread Grave, Protection
becoming the initial road up to his temple and the Lex Altiores (Ventrelli 4:12) After the philosopher
settlement it begat. scientist released a maddening gas to spread all
over Regredior, the brave Argyrippus ignored the
Saint Peniculus, The Whistling Saint warnings of the Golden Redeemers and ventured
Celestial Bureaucracy, Forge out into the mind-altering mist. He heaved and
Sacras Litras (Fethyrwal 12:4) While his love of spat before drew in a breath so deep that the the
discordant melodies caused many to think him mad, city-wide fog withdrew from the streets and into
The Ministry sought to reform him when Peniculus his lungs! The dwarf died for his efforts and his
was discovered burrowing seemingly pointless bereaving ghost sometimes haunts the night in
passages in the Recaltio Mount Range. Only a year Regredior to recant his death, but the citizens of the
after his treatment began his work truly took hold, city shall ne’er forget his noble sacrifice and without
the tunnels producing a divine song all their own as fail they have honored him thrice a year since.
winds passed through the Whistling Caves. Lellwyn
Fethyrwal heard the tune and declared it one of the Sanctus Quirinia, Lady of the Bow
Nine Wonders of Devotion, seeing to Peniculus’ Celestial Bureaucracy, War
release and ensuring his curious works could continue. Lex Altiores (Underknoll 5:4) As the walls of
Regredior began to fall she leapt back from the
battlements, letting loose an arrow before falling
Regredior, East Port City to her death. The missile was so righteous it flew
Crossroads, Enchanted, Historical, Tradehub, Urban beyond sight of the crumbling ramparts and directly
Merchants settled and fortified into the demon Vura-Sxra’s eye, blinding it to
Regredior before The Golden the approach of Tapper Underknoll’s forces and
78 Redeemers began their crusade in
Samovi, guided to prosperity in the
saving the city from destruction.
Resounding across the rooftops and down into the alleyways of Pertinax, the tolling of shrine bells awakens Lotiana
from her slumber in the little alcove behind Sarcaggio’s butchery. The old half-orc was always kind to her, never revealed
her presence to the guard, and shared his meals freely (though even he never ate the finer cuts of meat sold in his shop).
While wandering the streets these past months the young half-elf had heard many travelers say that the home of The
Inquisition is actually a city split in two—one for the blessed, one for the cursed. Lotiana knew since the catastrophe
that she was to be counted among the latter, left to be taken in by the government or survive with the bad hand she was
dealt after her family passed away in the accident.

So many accidents.

The people of Pertinax are righteous folk and have not allowed the despicable violence of the resurging criminal
element of Askis to cow them. Before the great serpents’ fall they used this city as their final stronghold and the descendants
of those hard-bitten citizens are stubborn, independent, and self-reliant—like Lotiana. She likes to think of herself as a
sort of defender of her home, performing small bits of heroism here and there whenever the opportunity arises.

Stretching out her cramped limbs to wake up, the girl’s belly rumbles mightily and she reflects that breakfast
needs to be a priority. Lotiana grabs her small pouch of belongings and slips out of the alleyway and onto the sidewalk
of a busier street, swept up into the bustle of mid-morning already underway. Inaequa-chariots and cabled vectio cars
sweep through the roads of Pertinax and Lotiana nimbly skips across the way as a crossing guard signals for vehicles at
the crosswalk to stop. The friendly man says something to her about getting on to school and she simply nods, looking away
and shuffling all the more quickly towards the marketplace.

After a few more minutes of darting through alleyways between buildings and across smaller streets, the half-
elven lass reaches the small, off-beat Haristra Market, her home away from home. Immediately she spots several people
known to her—other vagrants living on the fringes of Pertinax, shopkeeps glaring at her from behind their stands of
goods and delicious smelling foods, and the well to-do curious why a girl as young as her isn’t in school. Although Magdo’s
sweet pastries vie for her attention, Lotiana focuses on an even greater purpose and scans the crowd for the mysterious
woman she saw last week.

As luck would have it there she was, clad in the same brown ankle-length coat with her face shaded by a crimson-
banded broad felt hat—although unlike before, today she carries a cord-bound satchel. The woman briefly speaks to one of
the food vendors, exchanges a few coins, takes a skewered bit of meat, and briskly moves toward the northern edge of the
market. Lotiana furtively follows after her through a half dozen alleyways before the woman passes through the annex
behind the shrines to Sanctus Amandri and Saint Jetzio, and the vagrant comes to a stop, allowing the quarry to go as
she will. The half-elf ducks into a familiar corner, making herself scarce and minding her own business as people shuffle
off to their own tasks, paying her little attention.

Except for the new denizen that appears a few minutes after her. Lotiana doesn’t recognize the old human and
isn’t quite sure what to make of him, carefully watching in her peripheral vision and trying to determine if he’s a threat.
It was unlikely, of course—most of the vagrants she meets aren’t violent and those that are quickly get brought in to The
Ministry—but living alone had taught her to be cautious. More than one friendly smile has tried to hide wickedness
from her in the past.

The old vagrant approaches her in a lazy walk, saddling up comfortably against the wall near Lotiana’s corner.
For a brief moment she tenses her muscles to spring as the man reaches under his robes but calms as he produced a half-
eaten pirum. He offers it up in one hand but after she silently declines, he takes a bite into the fleshy fruit. “Been a good
harvest this year,” he says, nodding appreciatively as its juices flow around his fingers. “Inquisition’s really

80 turned up lately though and the fruit selection has hurt because of it, hasn’t it? That’s what the farmers are
saying.”
Lotiana shakes her head, disagreeing. “Not at all. I heard just yesterday that the recent influx of new inductees
for The Inquisition are bringing in a lot of coin with them. Even saw a few emptied stands.”

The disheveled fellow looks slightly hurt but continues. “Sure, sure. Plenty of new recruits this time too. Seems to
my old eyes that the fresh Inquisitors are all sloppy, poorly trained.” He bites more of the flesh off the pirum, exposing its
core and chewing as he adds, “lot of fools and ne’er-do-wells , I say.”

“No, no,” Lotiana replies, “that’s not remotely true. I’ve never seen an Inquisitor I wouldn’t trust. They are fine
defenders and make Pertinax a safe place for me to live.” She genuinely smiles, thinking of all the times the organization
has helped her make ends meet after the accident. “Anyone that doesn’t have love in their hearts for The Inquisition—
there’s a fool.”

The old man nods and laughs, turning away to furtively look up and down the alleyways nearby as his voice
suddenly changes in timber, gaining a measure of authority and command she recognizes instantly. “I couldn’t agree
more, my dear—love for The Inquisition should be in all our hearts.” Lotiana gasps as the old vagrant turns, revealing
the familiar and much younger face of Inquisitor Octavius. He smiles warmly at her and produces a fresh pirum from
his robes, tossing it into the air for her to catch and quickly eat. The sweet juices delight her half-elven taste buds and she
rapidly consumes the ripe fruit, quickly eating down to its core before popping the pit into her mouth to relish every last
bit of its pulp. “Tell me my dear,” her trusted friend asks, “have you any news about the woman I asked you to keep an eye
on?”

Tonguing the pit to the side of her mouth, Lotiana nods and explains everything about the mysterious woman
in great detail—what she is wearing, the satchel she carries, who she spoke to and for how long, where she was last seen
headed toward and when, and the other sorts of information that Inquisitor Octavius often asked for. As usual his gaze
never waver from her eyes as she shares what she’s seen, and though she knows many found his intensity to be frightening
it only emboldens her heart to know that the defenders of her home are fierce and true.

“Once more, child, you have done The Inquisition a great service.” The Inquisitor reaches into his robes—no
longer the dirtied rags of a vagrant but now the pristine and exquisite finery appropriate to his station—and produces a
small pouch that jangles with the promise of food, shelter, and comfort. “Very well.” He hands her the small parcel of coins
and walks purposefully in the direction the mysterious woman had went, righteousness in his gait.

Lotiana quickly takes to her own tasks, slipping back into the Haristra Market and making for Magdo’s stand.
She thinks to herself that the Celestial Heroes must be smiling on her today because a few of the pastries—particularly the
ones she had been eyeing up—are still there. Though surprised that she has the coin, the salty dwarf turns over two of the
delightful confections and after storing one in her shirt, the half-elf carefully bites into the other, closing her eyes to savor
the sugary treat.

A sudden yell interrupts her sumptuous distraction however and Lotiana snaps open her eyes to see the mysterious
woman from earlier in the day crashing onto the ground only a few feet away. Several men and women dressed as
civilians expertly tackle her, sending the satchel sailing off into the air and pamphlets of paper spilling onto the dirt. She
screams, “the truth of the light cannot be held in shadow for long! The truth shall be revea—” before Inquisitor Octavius
appears, chanting an incantation that knocks her unconscious.

Lotiana picks up one of the pieces of paper and inspects it, appreciating the boldness of the letters, but her
trusted defender takes it from her hands and pats her on the head reassuringly. “They are misguided,” he says,
winking at her. “We both know better—The Inquisition is the real light of truth.”
81
cobbled, winding, and varied streets. Mystral Farsong immediately went about reworking the resources
dwells in the Hippodrome Mirabile at the center nearby to restore natural growth. Evokers from the
of the gymnasts, musicians, thespians, and other Tucker & Co. spellswords and laborers sourced
performers, viewing the athletic performances and from the mines were requisitioned to carve out new
theatrical plays in stadiums nearby from ornate aqueducts channeling the Operans Mountains’ runoff
porches that extend far from the 16th floor near its into efficient irrigation channels that stretch beyond
top like the petals of a blooming flower. the horizon. The Celestial Hero’s terraforming
venture has borne fruit and after hundreds of years
Lenocinor District (North) the lands around Iacio have begun yielding strong
There were great profits to be made from (and by) crops once again, though The Ministry has matched
the villains that flocked to Zakuthombo’s center of their gains with additions to the populace and the
mining (and thus forges for armor and weapons) Free City still requires no small amount of foodstuffs
as incursions into the Far Continent persisted. The to feed its citizens.
war-profiteering that created the ostentatious palaces
and manses on the cobbled roads is long gone but Volgatus Commons (South and scattered)
their dwellings remain, inhabited now by the heads The remaining areas of the Free City are a varied lot
of merchant guilds, mining consortiums, and the of townhouses, tenement homes, shops that double
delegates of city-states working in the Pars Civialis. as dwellings, and apartment buildings collectively
called the Volgatus Commons. Middle class citizens
Harialor Square (Northwest) (usually specialty artisans) are interspersed throughout
Shrines to the divine patrons of Askis were the along with the occasional newly built shrine, although
targets of destruction and sabotage after Iacio was the most imposing and notable part of the district is
conquered, a problem that Grukk had a simple the headquarters of the Knights of the Chime where
solution for: lump them together with a wide area Grukk’s celestial work is kept, protected by the order’s
around the cluster and then surround it with guards. trainers and new inductees.
While the constant presence of warriors has largely
become a thing of the past and it’s increased far Saint Lydus the Canny Arcana, Grave
beyond its original parameters, the majority of Iacio’s Angelorum Nuntius (Farsong 5:11) In the catacombs
devotional sites continue to locate in Harialor Square. beneath Iacio the explorer discovered something both
dangerous and rare—the ancient spell scrolls of the
Interlino Quarter (East) primordial wizard Vicefroth, unleashing his spirit
Abutting the slopes of the Operans Mountains are to haunt the city! After a night of true terror and
refineries, processing facilities, and the Rectus Semita bloodshed Lydus sacrificed his own soul and used the
—a chain of continuously running vectios that haul mage’s ancient magic to put the ghost to rest, though
workers up the mountain and bring them back with he has been entombed with it since.
loads of ore. Most of the citizenry in the city are
employed here and to accommodate shipping all of Saint Isauricus of the Courageous Heart
the raw materials (as well as waves of laborers arriving Protection, War
or departing their shifts) its avenues are broad, easily Dedit Partem (Grukk 14:38) Taking hold of his
traveled upon by five or more steel plaustra or wagons glaive and crying high a prayer to the Celestial
at once. Heroes, Isauricus leapt out onto the back of the
seemingly invincible dragon Huradian’thaiich and
Redimo District (West) slew it, falling with it to his own death
Numerous assaults that never made it to the city
walls turned the fields around Iacio into badlands Sanctus Volcatia, Patron of the Meek City, Trickery
blasted by spellwork, dragon fire, and lead shot. Gaduis Exanimo (Farsong 12:14) Unbidden of the
Importing food enough to support the metropolis dangers, the dwarf permanently shrunk herself to
is a difficult task and with no agrarian the size of a thimble in order to evade and follow the
infrastructure nearby Mystal Farsong blasphemous mage Neracito back to his hidden lair in
84 knew that Iacio had no future, so the Forests of Patro, returning to Tucker & Co. with
upon the Free City’s conquest she its location and saving Iacio from any more of
his terror. Despite the efforts of Askis’ finest workers but also because of the unique geography of the
of magic the ghost of the sorcerer remains, returning conical rock formations nearby. Using magic of all
every fortnight to harry the citizens of Zakuthombo’s kinds was what united the city’s mage council (many
capital. of their practices now banned or restricted by The
Inquisition and The Ministry) and their spellwork
Saint Gulielmus, Divine Builder City, Forge carved magnificent towers that became home to the
Verbum Deorum (Farsong 4:16) Seeing the Celestial overpowering dragons resisting the Celestial Heroes.
Heroes as heralds of change, Gulielmus turned all of Zakuthombo’s nobles compete to own these lofty
his fortune and expertise as an engineer to honoring mansions and pay ever more exorbitant fees the
the saviors of Askis. Building on the solid foundations higher up they are—save for the three tallest and
of a defeated monarch’s destroyed castle, he constructed largest of the “Dragon Spires”, inhabited solely by
the most imposing of the Nine Wonders of Devotion: The Inquisition. Dragonborn have been welcome in
the Silinium Tower, its upper spire stretching to the the city since its founding but the serpents that
very heavens. died here left more than a shell-shocked populace,
interbreeding to make half-dragon warriors that sired
Pertinax, Inquisitorial Metropolis children of their own and now more draconic citizens
Historical, Holy, Landmark, Political, Tradehub, Wealthy (many of them poor) dwell here than anywhere else
In the wake of the Night of Largitio the demand for in Askis.
The Inquisition swelled and the small city of Pertinax The wyrms did not allow Pertinax to slip from
did the same when it became their headquarters, their claws easily however and their climactic final
rapidly expanding in size and scope in a matter of encounter with the Celestial Heroes has turned into
months. Tucker Quickfoot dug deep into the coffers one of the world’s most retold legends: the Battle
of the Celestial Heroes’ vaults to reforge the nearly- of Cruenta. Steaming gore flowed from the city’s
ruined settlement, arguing that in order to properly highest public square to turn the very streets of the
see to its duties that his organization required a city crimson, the blood of dragon and demigod alike
city of their own. The Inquisitorial Metropolis has coating paved bricks as the bloody massacre grew
transformed under the demigod halfling’s guidance more dire. Only the clever tactics and patience of
—once a shrine to everything wrong in the world, Tucker & Co. saved the day, the trio materializing
it’s now the home of its first defenders against from another dimension to strike down the vile
wickedness. dragon Gardarromaalmo with blade and spell just as
Dragons fled eastward from Iacio when it she was about to end the rest of the divine champions’
finally fell and laired together for a last stand in lives. Thus Pertinax has become a site of pilgrimage
tightly-controlled Pertinax, quickly overpowering for tens of thousands of the most devout, the plaza
its ruling mage council with tooth and claw. considered to be one of the holiest places in Askis.
Decades passed before Tucker & Co.’s mercenaries Reshaping into the Inquisitorial Metropolis
retook the city and it became host to horrors beyond wrought changes aplenty but the city’s original
counting, the serpents and their lackeys treating masters and the draconic terraforming inside of the
citizens as expendable slaves, food, and subjects for Operans Mountains allowed Tucker Quickfoot to
experimentation. Foul magics were worked to make the settlement surprisingly self-sufficient.
transform the interior of the rocky slopes behind Even so the wide assortment of exotic beasts and
and beneath Pertinax into dozens of miniature goods required by The Inquisition to train their
environments—passages leading from swamps to agents have brought a great deal of trade alongside
arctic caves to chambers with rivers of lava and more. the pilgrims constantly streaming into and out
When the forces of good finally overcame the of Pertinax to bear witness at Cruenta Square.
draconic overlords many of these tunnels were Overseeing and amplifying these are the Global
hastily collapsed but those that remain have become Patent Office (GPO) and Askis Invention Archive
the training grounds of The Inquisition where the (AIA) where devices for mass-production
last tests for agents await the truly resolute. are logged, ratified, protected, and in
Pertinax’s first rulers chose the site for its almost all cases have a single copy of
the item stored on site.
85
position around the pass leading into the mountains
Pertinax sits inside of a gorge with each level Saint Labrax, The Hearty Saint
of the city walled 30 feet from those below it and Celestial Bureaucracy, City
accessible only through heavily-fortified gateways Divina Cartis (Grukk 11:4) With no other means
staggered on opposite sides. There was a period of to escape the rebel wizard Gandros turned himself
greater equality during the Utopian Dawn yet the into water, fleeing through the pipes of the university
rush of The Inquisition’s revival has set the city’s and down toward the city. The sullied half-orc was
society askew, the rapid construction bringing keen to the ploy however, dashing mightily to outpace
prosperity for a time but leaving a vacuum in its the mage before he could reach the network of
wake. As with the Dragon Spires the poorer citizens passages beneath Pertinax. Opening wide his jaw
of Pertinax live at the lowest elevation with the the protective brute swallowed the apostate along
wealthier further above, though trades of all kinds are with all the waste nearby, killing them both but
to be found in each of the seven districts—one can ending the evil of Gandros’ blasphemy. It is said that
find artisans and small factories at any of the when storms fall upon Pertinax one can hear the
Inquisitorial Metropolis’ elevations, but quality two battling in the dirtied passageways, The Hearty
rises with both price and location. Saint forever keeping the wizard’s spirit at bay.
City sectors are free to travel between except
for the highest bastion where The Inquisition dwells Sanctus Cispia, Patron of Secrets
in the trio of Dragon Spires towering above Pertinax. Grave, Knowledge
Home to the logisticians and tacticians of the holy Verbum Deorum (Grukk 4:13) With no parchment
order, Praetexitur is the tallest spire and hugs the or ink to write with she carved into her own skin the
cliffsides behind its lessers—rumors abound of what’s secrets of the lich Ulnayr, forever damning her soul
inside, tales of evil relics that resist destruction and but giving Grukk the knowledge of how to destroy
inaequa contraptions too dangerous for the world at the foul undead mage when he came upon her still
large. Next is Horologium, the largest of the three corpse during his hunt for the undead.
and dormitory for recognized members of The
Inquisition. Its other primary uses are to collect Aquila, Snow Town
and collate the investigations of the organization’s Arctic, Landmark, Lawful, Nature
numerous agents. The Peniculamentum is where their Once home only to hardy sea captains hunting the
training takes place and where they are made to live large beasts in the icy northern waters of Askis, the
before attaining the rank of Inquisitor, made to sleep settlement of Aquila is as humble as it has always
in cold discomfort and squalor as a test of their faith. been even after turning into the initial testing
grounds for The Inquisition. Cold seasons and
Sanctus Amandri, Lady of the Hearth
bitter winters transformed into ever present snow
Cog, Knowledge with climate alterations resulting from The
Gaduis Exanimo (Farsong 17:2) Amandri was one Escarion Maelstrom—the perfect place to ensure
of many abandoned children in the orphanage but that only serious contenders with the fires of holy
unlike the others, she had true faith. Every morning righteousness in their hearts reach proper training
during the Blizzard of the Maelstrom she filled their in Pertinax to the south. In the crusades of Tucker
home’s furnace with the same small sack of coal— & Co. the settlement became the staging grounds for
scarcely enough for a few hours—yet the fires burned retaking the northeastern regions of Zakuthombo
until dawn every day for a month. and essential to the war effort, already a place once
trod upon by soldiers’ boots and well-prepared to
Saint Jetzio, The Mad Saint City, Knowledge
use for conditioning warriors once again.
Dedit Partem (Farsong 5:12) Forsaking his authority
A strong tradition of fishing and maritime
as mayor of the growing village, Jetzio descended into
hunting coincides with new professions to service
the Crypt of Amtretheon beneath Pertinax. It took
the countless hopeful recruits that arrive in Aquila—
him weeks and cost him his mind, but he completed
though isolated as it is and meant to
the diabolical puzzles within and closed the fiendish
toughen applicants, its citizens are fewer
gateways threatening the land.
in number than any other of the Far 87
Continent’s settlements. Some thought
the heavy snows would be the end of Snow Town no tributes to the ruthless and savage masters of course,
but Aquil are resolute with a tenacity that has its streets instead lined with masterpieces of the
kept them rooted even after Zakuthombo’s more demigods constantly improved upon with more in-
hospitable lands were rid of evil. Citizens of the depth details and corrections as the years pass. For
territory welcomed The Inquisition’s offer with those with little interest in the arts the city has little
open arms and their culture has since stopped being to offer, a waystation for steel equos with enough
recalcitrant (though they are just as ardent), ready infrastructure to support the scores of locomotives
for coin to come from elsewhere than the icy waters that arrive and depart there day and night.
to the north and meager farms further inland. Conlati are laid back, easy going, and confident
in their knowledge that the best results come in due
Sanctus Phanostrata, Patron of Freedom time. Getting a resident of the city-state to rush is a
Celestial Bureaucracy, Trickery difficult obstacle unless they’ve committed to a cause,
Verbum Deorum (Grukk 6:5) Never one to listen to a in which case they are as implacable as stone. There
strongly worded command, Phanostrata led numerous is also a fair bit of superstition among Conlatus’
other slaves in escaping the clutches of the tyrannical population—bloodmages, necromancers, and worse
monster Elroathia Eleven-Eye to find refuge behind were once its rulers. Undead armies and hordes of
Tucker & Co.’s mercenary forces. On her 17th journey fiends haven’t been seen in the City of Victory for
to liberate more of her kin she was captured, flensed of centuries but the memories of those terrifying times
her flesh but never forgotten by the devout for her holy
are livid in the cultural landscape, preserved by
work.
frescoes and mosaics in the few passages underneath
Saint Dexippus, Master of the Tide it that haven’t yet collapsed to the march of time.
Nature, Protection Saint Gallicles, Master of Death Death, Grave
Divina Cartis (Farsong 10:16) Merely an apprentice, Gaduis Exanimo (Grukk 12:19) Many a warrior
the fleeing citizenry thought Dexippus mad for has traveled beyond the pale and been brought back
preparing a spell as the fires raged around Aquila. to life but none have gripped the mortal coil more
Untroubled by their fears she coughed and hacked arduously than Gallicles. Every time he returned to
her way as smoke choked the city’s streets, falling the battle lines of the crusades to conquer northern
unconscious as the voracious Flames of Aitrigdior Zakuthombo, his presence surged holy forces to victory.
were finally quenched by the rising tide she summoned His thirteenth death was too extreme for resurrection
to douse the mythical fires conjured by the mage but still, Gallicles would not leave us—he came back
apostate Magnio Quilarri. He, his rioters, and the next as a stallion, thenas a bull, and even more until
unhinged wizard all drowned in the flood but Aquila finally time claimed him.
was saved from certain destruction—when the moon
is high their spirits roam still, seeking to incite riotous Sanctus Faleria, Saint of Spirits
fires once more. Arcana, Celestial Bureaucracy
Lex Altiores (Grukk 4:17) When discovered by The
Conlatus, City of Victory Inquisition, the apostate Vassnio attempted to escape
Artistic, Crossroads, Historical, Landmark, Tradehub across the dimensions and would have succeeded were
No other place in Askis has been won or lost as it not for Faleria’s interference, her spells disrupting
many times as Conlatus, a truth proven both by the his magic as he fled Askis. The talented mage spent the
catacombs beneath the settlement holding the scant rest of her days containing the blasphemer’s sundered
spirit, saving Conlatus from his heretical vengeance
remnants of rulers beyond count and plain as day in
before time claimed her as well.
the rich architectural traditions of each culture that’s
controlled it at one time or another. The Celestial
Heroes brought an end to the City of Victory’s cycle Eludere, Hill Town
of violence and its residents have embraced its Historical, Landmark, Nature, Wealthy
tumultuous past—artisans aspire to learn The origins of where some of the demigods were born
their trade here and dream of attaining are shrouded in obscurity but not Tucker Quickfoot
88 skill enough to become one of Conlatus’ —the village of small folk that raised him has loudly
famed masons or sculptors. There are proclaimed it since the first stories of Tucker & Co.
circulated across the Far Continent. Built on and the fiend would never leave Eludere be, the brave
throughout rolling knolls the aptly named Hill Town halfling Tyndarus embraced his family one last time
has grown outward, upward, and downward since before facing off against the monstrous Izbek.
its favorite son’s ascension. Businesses and dwellings Bolstered by faith he harried the demon with the
dug down into the embankments of the town’s swords of the town’s defenders, each throw striking
valleys are sized for the halflings that founded Eludere true until at last he closed on the wicked creature.
(and connected by dirt tunnels just as small), but Izbek grasped Tyndarus and their embrace suffused
these have been overwhelmed by buildings that jut each into nothingness, floating off on the wind never
out of the green slopes like oversized fence posts. All to be seen again.
of them are perpetually heated by proximity to the
Sopitam Volcano to the south—one of the reasons Sanctus Macrinia, Saint of Bards
its founders settled here—and a longtime trade Nature, Protection
alliance with Obcidens to the north has flourished Divina Cartis (Farsong 5:12) With the ground
to provide construction of the finest quality, befitting quaking beneath her Macrinia stumbled up the
given what Eludere has contributed to Askis in the slopes of the Sopitam Volcano and descended into its
blessed tactician. caldera just as eruption was nigh. Breathing deeply
from the sheepskin bag of air she brought with her
Much of Eludere culture comes from their
before collapsing onto the scorching stone, the
historical ties to Obcidens—for all the jewels mined
dragonborn unleashed a melodious song of such
from the Camara Mountains, in a land of brigands
potent divine force that it stopped the magma from
and pirate-filled seas there came a dire need for
exploding up from below, saving Eludere from
clandestinely transporting gemstones to the wealthiest
certain doom.
markets. This was the backbone of the economy of
Hill Town’s past and proved to be fruitful enough for
a mere village, and since its expansion the small folks’ Entiam, Last Stop Village
penchant for acts surreptitious has evolved to more Isolated, Leering, Weathered
closely emulate its favorite son’s most lauded talent by It is easy to bypass Entiam as another series of dunes
espousing a mastery of tactics. Students in the town’s at the edge of the Escarion Maelstrom yet it is so
schools play at miniature games of war every day much more, turning into a riot of color and life on
and even well after their state education ends, their days the desert winds die down. The people of
home’s past as a den of rogues turned on its head to Entiam are full of life and song with tales and
provide the best security advisors and commanders in stories for every occasion. Just as the settlement is
all of Askis rather than its greatest smugglers. easy unassuming by appearance so too are these
parables, but every told yarn has a purpose for the
Sanctus Sejanus, The Deaf Saint sand seas outside their home are inhospitable, deadly
Celestial Bureaucracy, Life to the unprepared—and there is a story for every
Libris Bonitatem (Grukk 13:7) Though deaf at birth situation.
Sejanus was guided by a divine song that drew her to To those from elsewhere the advice-heavy
Grukk—seeing the demigod’s mortal wounds, Entians seem pushy and pessimistic. This is perhaps
she helped him to the safety of her home and offered not wrong, but certainly not right—a long life in the
what little healing she could provide. For days she hard lands in which they live has taught them to do
secreted the holy warrior from the forces of Commander whatever they can to save the lives of explorers and
Kinstahg, but before a week had passed his fell soldiers adventurers who visit their home as a stopping point
found her out and executed her as Grukk awoke. to the unforgiving wastelands beyond. For those who
Enraged that so kindly a halfling had died for her heed the local advice there are great treasures to be
kindness, he waged terrible war directly to the private found, but the most significant of all may be buried
chambers of Kinstahg to honor her but we are never only a few miles from Entiam’s step: the corpses of
to forget her sacrifice. hundreds who refused to properly
acknowledge its long-storied history.
Saint Tyndarus, Patron of Crusaders
Protection, War 89
Integrum Opinionem (Farsong 2:11) Knowing that
Imperiosi Relator, The Preacher Knowledge, Grave Sanctus Cincia, Lady of the Forge Forge, Protection
Angelorum Nuntius (Farsong 8:15) Imperiosi knew Divina Cartis (Grukk 4:15) Keen to impress one of
what must be done. He watched over the people of our world’s most holy protectors, Cincia spent months
Entiam and spoke to the spirits of each one after painstakingly crafting a helmet so geometrically
their passing. He learned how their deaths might be perfect and precisely forged that even Grukk could
avoided, and he learned of what they treasured most not harm it. Her talent for smithing proved true, the
in life, and from their tales he wrote ten thousand helm still worn by the Celestial Hero long after her
songs, stories, and poems, each one protecting the passing.
listener from the dangers of the great storm of the
desert. Only after the final song was penned did he
rest, and then finally prepared, ventured out into
Maerus, Barter City
Historical, Political, Resplendent, Tradehub, Wealthy
the sands.
Maerus has played a major part in commerce on
Zakuthombo for centuries and continues to do
Tempestas Pulvis, the Desert Watcher
so today, still led by the descendants of its outcast
Nature, Tempest
founders. The ancient democracy of Prensatio exiled
Memoria Vivorum (Farsong 9:23) Once again,
the dwarves that settled in what’s become Barter
Tempestas returned from the desert. In her arms she
City millennia ago, but while their crimes have been
carried the wounded like they were babes, and laid
forgotten their punishment has not—unlike the stout
them upon the altar. They grew in strength over the
folk elsewhere in Askis they were not just exiled but
coming days, and again and again they said “we
stricken into the sand seas, naked and left to die
were wrong”. Tempestas smiled calmly for so long as
from exposure. Desperate, exhausted, and dying in
there were wanderers who would brave the blistering
the desert they came across a djinn and struck a
deserts outside of the city, she would be there to rescue
bargain that lasted until the Celestial Heroes finished
them when the warnings were not heeded.
their great works. Not only did the outcast clans
Sanctus Didia, The Gun Saint Trickery, War survive their ordeal, they thrived; the lands around
Libris Bonitatem (Grukk 9:12) Brave beyond doubt, their new home flourished, malicious armies of the
the halfling stalked the camps of Warlord Grusakk for Far Continent suffered terrible curses when attacking
weeks, her gunpowder miraculously restoring itself them, merchants flocked to the settlement, and even
until the pistols left her hands when she was captured, the demigods’ crusades failed to breach its walls.
brutally killed, and kept as a grisly display of the Eventually Tucker & Co. decided the best
ogre’s savagery. Only after his disrupted forces were thing to do was to purchase peace and compliance
routed by Grukk’s mercenary allies was she shown from Maerus. The price they paid was vast as the
due respect and honor, though we are to dwarven rulers of Barter City—famous for their
remember her courageous sacrifices greed—began a bidding war with the dragons still
90 forevermore. fighting in Pertinax, achieving a sum so great that
all of their descendants are still among the world’s
richest people. A history of wealth has resulted in Navicla, Hook City
eateries, universities, law firms, and other services of Crossroads, Friendly, New, Tradehub, Urban
the highest quality, giving Maerusi little reason to Mariners of ages past knew to avoid the hook of
travel beyond its walls. This is only true of those able southeastern Zakuthombo, its warm waters home to
to afford it of course and the working class are of a the boats of pirates and scallywags. Brigands took
different mindset, knowing that achieving a higher root on the shores of the ingress’ southern tip,
station in life is almost certainly more probably striking an ages old agreement with orc warbands
anywhere else other than their home. While they are that merchants feared too much to trade with and
fair and share their prosperity, the elite of Maerus creating a marketplace where the nomads of the Far
have also used their fortunes to shroud the systems Continent could routinely acquire civilized (usually
of power in bureaucracy that is almost impossible smuggled) goods. Navicla is a place of resurgence, its
for anyone but the affluent to cut through. proximity to Ouranios and the cutthroats on every
corner making it the target of frequent failed assaults
Sanctus Papiria, Saint of the Flame —enemy armies were seen from afar, the pirates
Celestial Bureaucracy, Forge fleeing on water and orks scampering into the
Gaduis Examino (Grukk 16:6) Never did the lowly wilderness only to wait for reinforcements then
curator of the Styphnia Museum suspect to be of any returning in such great force that no sane commanders
true importance, but it was here that the heretic stayed their ground. The last of these cyclical invasions
mage Juliaros chose to hide. While walking the were done by Tucker & Co. in numbers that the
hallowed halls she noticed a figure in the paintings dwindling buccaneers and tribal warriors could never
of Draenarius, a man out of place. Gasping in shock hope to match, and the spiteful Captain Cynthius
as it suddenly moved to the canvases of Xylicus, she Crimson Eye (still at large despite the elf ’s advanced
leapt to the next chamber and seized Sparaxio’s famed age) put the whole settlement to the torch.
portrayal of the Hydralis Steppes—setting it to the Everything has been rebuilt with an eye for
flame of a torch nearby, burning the apostate Juliaros the future, city blocks of apartments, markets, artisans,
and sending him to a fiery judgment in the afterlife. and the like with steel equos tracks taking freight
from the Contiguous Continent east and north at a
Saint Grumio, Patron of Warsingers Forge, Life steady pace thanks to recently improved infrastructure.
Divina Cartis (Farsong 3:12) Every day underneath Native citizens of Hook City are few these days and
Roualiarra’s rule withered his bones and will, but the survivors of the original settlement are wont to
never his faith, and Grumio let his mind wander admit they once lived there. Naviclans are all making
as he toiled to compose songs of courage and loyalty. a fresh start—hopeful, eager to succeed, looking
When shared with his fellow slaves the inspired for new friends, and committed to the Philosophy of
melodies banded them together and bestowed the Enlightened Civility. Usually they only leave Navicla
bravery required to overthrow the warlock’s bloodletters on business but not everyone fits in and when their
in the Rebellion of Song, and so we sing Grumio’s dreams are dashed, the urge for a better life sends
praises to this day. them elsewhere.
Sanctus Quintia, Saint of Artistry Saint Ergalisus, Saint of Quickness Life, Tempest
Celestial Bureaucracy, Forge Divina Doctrina (Grukk 16:8) Even with his arm
Memoria Vivorum (Farsong 4:22) In her mind’s hanging broken at his side, the half-elf ’s fleet feet
eye Quintia finally saw it, a work of art worthy to remained true and he outran the boar-riding
become one of the Nine Wonders of Devotion— messengers of the powerful orc warlord Klashrak.
sculptures animated by water, truly depicting the Informed of the impending assault hours in advance,
Celestial Heroes’ most awe-inspiring feats. After a the defenders of Navicla easily pushed back the
decade of toil the Moving Mosaic of Intuor was monstrous assault and helped smite the forces still
complete, its creator’s aspirations confirmed by the laying siege when reinforcements from
tears of joy shed by Mystral Farsong when she first Prensatio arrived.
witnessed it. 91
Saint Harpax, Patron of Belief Saint Optatus, Patron of Archers City, War
Celestial Bureaucracy, City Integrum Opinionem (Grukk 3:5) Fastening his bow
Memoria Vivorum (Farsong 3:13) As fearless as he across his back, the halfling climbed the tallest steeple
was zealous, Harpax traveled the heathen territories in Obcidens to see out beyond the fog surrounding
of Zakuthombo far ahead of Tucker & Co.’s armies, the undead armies of the necromancer Zalskoria.
spreading the gospel of civilization until brutally Drawing his own blood to dye the scraps of cloth
killed for his preachings. tied to each arrow with a bright crimson, Optatus’
missiles signaled Grukk’s troops to where defenses
were beginning to falter and saved the city from the
Obcidens, Glitter City dark mage’s most brutal assault.
Isolated, Mountainside, Resplendent, Towering, Wealthy
The Far Continent has gems aplenty buried in its Saint Giddenes, Patron of Jewelers
mountains and the richest of its mines have long been Celestial Bureaucracy, Forge
in the northeast, the dense clusters of jewels making Gaduis Examino (Ventrelli 3:19) Countless nobles
for deadly mines prone to collapse. Zakuthombo’s had committed crimes of the most bizarre nature and
gnomes seeking peaceful lives fled here long ago to the defenders of Obcidens knew not why—until the
take their chances in the tunnels, eventually turning gnome jeweler Giddenes discovered the Changing
their cunning minds to ways that made it safe Ring of Stevwendro. Cursing it upon his death, all
enough to make the risk acceptable and mastering who wore the fallen sorcerer’s trinket lost their minds.
all the arts of gemwork. Thanks to the halflings of The accursed thing resists nary every attempt at
Eludere the rulers of Obcidens had coin aplenty to destruction but lay at rest in the Patron of Jeweler’s
defend the cliffside settlement with elite mercenary tomb, one of the city’s most holiest of sites.
companies and expert spellswords. Glitter City’s
longtime alliance with Hill Town ensured they
would never take sides against its favorite son and Prensatio, Metropolis of Trade
they received Tucker & Co. with epic fanfare— Defensible, Friendly, Historical, Technological, Tradehub,
and an agreement of abdication with the singular Wealthy
provision that their home’s boundaries only grow as Dwarves native to Zakuthombo’s southern mountains
per the meticulous schedule of its demitting rulers. approached democracy due to its practicality, ruling
What was once a quaint but upscale village has the territory around and between their homes through
bloomed into clusters of towers looming over the political compromise that naturally arose ages ago.
southeastern slopes of Camara Mountains, bereft of This trickled down to the power structures of each
large factories and instead accented by numerous stout folk kingdom and when it became clear that
smokestacks drifting up from countless artisan shops. Prensatio’s gold mines were far and away the most
The mines that made Obcidens rich are still a source profitable, to consolidate they gathered together
of great pride but fewer laborers descend into them during the Celestial Heroes’ crusades and fortified
each year, clad in power armor for protection yet the city on behalf of Tucker & Co. when Navicla
slowed by red tape as The Ministry oversees all proved too tenacious to conquer. The settlement has
operations. expanded since the demigods secured the bottom
As a result of the complex (largely vertical) of the Far Continent and little has changed since
layout of their home Obcidians have organized minds accepting a greater authority ruling from afar aside
and a knack for remembering things. Appreciation from the integration of new technologies, something
for precision has spread from its founders’ professions the largely dwarven population has completely
of choice to become integral to Glitter City’s culture, embraced. Sentry towers arrayed around the smaller
prompting them to rebuff mass-production and place clusters of outposts and villages on the southwestern
master artisans of all kinds in Obcidens’ towers. shore regulate scheduled shipments to the steel equos
Citizens too poor to afford custom wares still acquire rails running northward, training engineers and
them of course, the trade of used machinists that spread infrastructure elsewhere on
goods so common that anything Zakuthombo while improving the city’s own.
92 not hand-crafted (new or worn by The culture of this city-state is emblematic of
experience) is considered to be inferior. its founders, raising loyal, stalwart, and sometimes
Saint Therapontigonus, Master of Tongues preference for nature has caused technology to trickle
Protection Trickery into their homes slower than elsewhere. Only after
Divina Doctrina (Grukk 8:12) It was true that the Night of Largitio have machines become more
Dean Mantocles Ustinar was without peer in debates prevalent, infrastructure spread outward, and modern
of all kinds, but Therapontigonus was aghast after dwellings multiplied; a century ago only a few brick
their discussion of theology. The soul of the priest buildings poked out from the ancient hollowed
yearned for truth and he studied the dean carefully, tree-towers that dominate the Town of Elves and
discovering that what gave him victory was an item now they number in the dozens.
of heresy! Knowing that so persuasive and powerful a
man could evade authorities—doing untold damage Sanctus Epidia, Martyr of Truso Death, Protection
all the while—it was Therapontigonus’ clever Dedit Partem (Farsong 8:11) The despicable
wordplay that won the day in a forum held for deviations of Fraus Calumnia had not only taken
the entirety of the college to witness. Ustinar fled root among the peoples of Truso, but flourished a
but the priest took his place, guiding Suppetia back nd spread, his pamphlets for free coin spreading
from the edge of blasphemy the university’s minder throughout the city like wildfire to damn scores of
had brought so very near. souls to tormented afterlives in exchange for but a
few gold and silver. Epidia used what little magic she
Sanctus Menaechmus, Master of Machines could to intercede with the devil Quorallk’i directly,
Cog, Forge trading her own shining pure soul in order to free
Angelorum Nuntius (Farsong 12:3) Disassembling those that unknowingly sold their own. The selfless
and reconstructing devices since her youth, woman never reached her final torments however,
Menaechmus rapidly advanced through her studies stuck between worlds to watch over the people of
and began to build her own machines, each more Truso she had given so much to protect.
impressive than the last. Her numerous designs are
still used today though her finest masterpiece is Sanctus Rutilia, The Farming Saint City, Nature
considered by some to be an act of inspiration that is Integrum Opinionem (Grukk 4:6) Unnatural
truly divine: the miniaturization of inaequa engines. illnesses had overwhelmed the farmers around Truso
so thoroughly that nary a man or woman walked
unaided! In the midst of this sickness Rutilia marched
Truso, Town of Elves alone, singlehandedly harvesting the ripe fields before
Crossroads, Enchanted, Nature, Neutral rot set in and saving the townsfolk from certain
The ancestral home of the elves stands alone in the famine in the harsh winter that followed.
history of the Far Continent, famous for remaining
neutral in all conflicts and independent in the face of
overwhelming odds. Power has never been the aim Tutela, City of the Gate
of Truso or its rulers however (whether today or Crossroads, Defensible, Lawful, Militaristic, Tradehub
millennia past) and to protect their home, potent Latratus Bay and the territory around it were the first
mages enacted enchantments in the Twilight of part of Zakuthombo that Tucker & Co. definitively
Suffering that concealed the settlement from invasion conquered, growing with each successive crusade
for ages. Ultimately the Celestial Heroes persuaded from an outpost once home to bandits into the
the Town of Elves to join them after most of defensible city it is today. The only vestige of its
Zakuthombo was conquered, bringing the forested history are the fine chefs trained here, cooks known
city-state into the fold of the Philosophy of Enlightened for incorporating bizarre techniques in their meals—
Civility. expertise drawn from the pirate cooks of its past.
Elves make up the majority of the population Ingredients of all kinds are in constant supply to
of Truso but all of its citizens are respectful of nature make this the gourmand’s dream in the Far Continent,
—farmers, druids, rangers, and the like find the particularly so for the punctuality of its restaurants
forested dirt lanes far more comfortable and other businesses. So much work and wealth went
than the concrete streets in Askis’ other into building Tutela into the demigods’ base of
94 settlements. Trusians hold tradition and operations that the remnants of Tucker & Co.’s
esteem in high regard, yet their cultural enormous mercenary army (easily the most organized
“Quickly, quickly!” Callidamates urges, waving for Papinia to move up to the next train car, “if they take over the steel
equos’ cockpit we’ll all be dancing with the saints!” Nodding to the gnome scientist she girds herself and begins a fervent
prayer to the higher powers, allowing holy spirits to embody her limbs as she charges up between the seats. A few of the
bullets that meet her in response whiz past but those that find their mark leave no pain, blunted by the divine force
channeled through her or on the heavy plating of her power armor.

Utterly unprepared for so fearsome a counterattack the gun-wielding thugs are easily rendered unconscious, each
felled by a gauntleted-swipe from Papinia. She beckons her companions forward and kicks the door open, peering through
the glass pane of the next one to see if any more ne’er-do-wells await. “Acanthio,” she shouts backward, “clear the way
forward!” The gnome sprints out onto the carriage platform and she pulls him out of the way just as the mage behind
them finishes his incantation, a blast of lightning blowing clear through the next train car. Without any command
Tremellia dashes ahead, an inaequa-pistol readied in each of her hands, but she cries out in anger just as she reaches the
engine at the head of the train.

“We’re too late!” she yells, fear evident in her voice, “I can see it sparking already!” Papinia charges ahead herself
and sees that the aasimar is right, and what’s worse, that’s not all—before ditching the rails the hijackers melted the
carriage coupling together. She draws her power sword and with a roar strikes the fused metal, pouring her faith into
the blow.

Chips of metal fly up but it holds and she screams at her companions, “get back! Work the brakes on the cars
behind us—I’ll deal with this!” Tremellia darts back before Papinia swings down again, channeling more of her
devotion and rewarded by a handful of sparks. Acanthio conjures acid that coats the coupling before he joins the others,
and Callidamates quickly genuflects in prayer before he too passes out of sight. In the distance the half-orc sees the rails
headed for a bridge and her heart seizes.

This was their foul plan all along!

With not a second to waste and renewed urgency she hauls back, praying to the demigod Grukk and swearing
that she’ll reconsider joining the Knights of the Chime should she succeed at this most perilous task. Shouldering every
iota of power, belief, and will to survive that she has Papinia slams her blade into the fused coupling just as the steel
equos’ engine surges with unholy energy—breaking the metal and carrying it swiftly down the rails.

Her compatriots feel the jolt as the train cars are disconnected and they throw the brakes, showers of sparks
erupting all around her to turn the world into dust, squealing metal, and flashes of white. Papinia grips the frame of
the doorway as everything lurches forward, praying to all of the Celestial Heroes that their efforts won’t be in vain as the
steel equos pulls ahead onto the bridge.

Terrified screams emanate from behind as the passengers in the back of the train see the perverted rail engine
explode in a horrifying conflagration, the bridge beneath it collapsing from the furious energies unleashed by the criminals’
perversions. The half-orc makes a dangerous decision and like Sanctus Paenula she leaps down onto the tracks, locking her
legs and digging her heels to furrow the earth under the rails ahead. She panics as the tremendous forces behind her make
themselves felt and her suit cries out in protest, its metal innerworkings fusing together as the precipitous doom ahead
looms closer and closer.

Focusing her might and pushing harder—and perhaps too afraid to see her death face to face—Papinia closes her
eyes, willing the train cars to stop with everything that she is until finally the ground drops out from beneath her and she
falls unconscious.

The half-orc opens her eyes dully, looking about to see Callidamates’ long mustache drooping oddly from his upside-down
face. “I think I saw her eyes move! She’s awake! No worries Papinia, we’ll get you out of there right quick. Acathion, get
those ropes!” As he moves out of sight she gasps, the vista of the crumbling bridge ahead of her and the
valley beyond triggering a sense of panic—but she can’t move. Before she can cry out in fear she realizes
98 her armor has fused to the front of the train carriages and she can’t help but laugh, calling out blessings
upon the Celestial Heroes that no victims were taken this day.
Abundant Spirit
An exemplar is born destined for greatness not by from the brink of death with tremendous strength, a
fate but by the nature of their soul, imbued with a dwarf exemplar has an iron stomach and can weather
potent lifeforce that drives them to constantly search countless blows, and so on. How does being a model
for ways to make the world a better place. This of excellence among their kin influence the way your
impulse frequently brings exemplars into the mouth hero perceives the world? Do they embrace their gifts
of danger but it is there where they shine brightest, with humility? Has their destiny-bound soul brought
inspiring their allies and performing truly great deeds tragedy to their life or the lives of those they care for?
when the need is most dire by drawing upon the
same thing that brings violence into their lives. Even Alignment. Exemplars must be of good alignment.
when utterly destroyed by the foulest of magics the An exemplar whose alignment becomes anything
powerful spirits of these champions live on long after other than chaotic good, lawful good, or neutral good
their death, the stories of their trials and triumphs cannot level in this class again until their alignment
passed down in epic poems or ballads that withstand changes back to good.
the ravages of time.
CLASS FEATURES
Courageous Heart As an exemplar, you gain the following class features.
One thing that can always be expected of exemplars
is that they will do what they believe is to be good Hit Points
and right. Though this often makes them predictable Hit Dice: 1d10 per exemplar level.
such meritorious behavior quickly emboldens Hit Points at 1st Level: 10 + your Constitution
reputations for being reliable and trustworthy. This modifier.
is not to say that an exemplar is necessarily brash or Hit Points at Higher Levels: 1d10 (or 6) + your
foolish (many employ brilliant tactics or exceptional Constitution modifier per exemplar level after 1st.
cunning) but the urge to undo evil runs strong in
them and true malevolence must be met with bravery
and perseverance—whether tomorrow or after years
Proficiencies
Armor: Light armor, medium armor, shields
of careful preparation.
Weapons: Simple weapons, martial weapons
Tools: None
Creating an Exemplar Saving Throws: Charisma and any ability score of
The first thing to decide when making an exemplar your choice.
is how they are distinctive—are they aloof and Skills: Choose any three skills.
mysterious, spoken of reverently in whispers by
tavern candlelight? Perhaps they were thrown into Equipment
the throes of destiny after discovering a relic in the You begin play with the following equipment, in
wilderness, something that has emboldened them addition to any gear acquired through your
with confidence and daring? Maybe your hero is background.
bound to greatness by blood, their divine ancestry • (a) chain shirt
weighing heavy on their shoulders, or the inspirational or (b) studded leather
qualities of your character drew you to protecting • (a) a martial weapon and a shield
those who look upon you so fondly? Regardless of or (b) a greatsword
how the world looks upon them, what triumphs and • (a) a light crossbow and 20 bolts
deeds have they achieved so far? or (b) a longbow and 20 arrows
While the archetypal focus of your exemplar • (a) a dungeoneer’s pack
is important, the hero’s nature as an exceptional or (b) an explorer’s pack
specimen of their kind is not to be ignored. A halfling
exemplar’s incredible bravery is rewarded with good
fortune, half-orc exemplars push themselves back
101
number of attacks increases to three when you reach Recently deceased creatures reroll their most recent
11th level in this class. Death saving throw with advantage (any additional
Death saving throws that result are made normally).
Lesser Paragon Creatures must be within 60 feet of you and
Starting at 6th level, you begin to unlock your truest must be able to hear or see you to benefit from this
self and embody the best parts of your ancestry. feature. Once you use this feature, you must finish a
Others of your kind often look up to you, granting long rest before you can use it again. You can use this
you a +1 bonus on Charisma ability checks when feature twice between long rests starting at 14th level,
dealing with other members of your race. You gain and three times between long rests at 20th level.
one of the following benefits:
Human. You gain proficiency in two skills and a Courageous
tool kits. You may choose a second tool kit to At 9th level, you cannot be cowed and the very sight
replace one of your new skill proficiencies. of you lifts the spirits of others. You gain immunity
Dwarf. Your darkvision increases to 200 feet. to the frightened condition and allies able to see you
Elf. You gain advantage on Wisdom (Perception) gain advantage on saving throws against fear.
and Dexterity (Stealth) checks.
Halfling. You can spend your bonus action to Dash Greater Paragon
or Disengage. At 13th level, your excellence achieves new heights
Half-Elf. Choose two of your skill proficiencies, or as you become even more iconic among your species.
one of your skill proficiencies and your proficiency You gain one of the following benefits:
with a tool kit. Your proficiency bonus is doubled Human. Choose one ability score and increase it by
for any ability check you make that uses either of 2. Alternatively, you may choose two ability scores
the chosen proficiencies. and increase both by 1. Your maximum for the
Half-Orc. You regain the use of Relentless chosen ability score (or ability scores) increases to 22.
Endurance after finishing a short rest. Dwarf. You gain immunity to poison damage and
Gnome. You gain advantage on all Intelligence the poisoned condition.
ability saving throws and tool checks, and you are Elf. You gain immunity to the charmed condition.
able to perfectly recall any memory of an event Halfling. Once per minute, your Lucky feature
you experienced within the past year. activates on a roll of 2.
Aasimar. You gain immunity to radiant damage. Half-Elf. When a creature targets you with a spell
Dragonborn. You can use your Breath Weapon that causes the charmed condition, it makes a
feature twice between rests. Charisma saving throw (DC 8 + your proficiency
Tiefling. You are able to see through magical bonus + your Charisma modifier) or becomes
darkness. In addition, you gain advantage on confused (as the spell) for a number of rounds
saving throws to resist the blinded condition. equal to Charisma modifier (minimum 1).
Half-Orc. When you score a critical hit with a
Rally melee weapon attack, you may choose to reroll
Beginning at 7th level, you can bellow forth a shout one of the weapon’s damage dice, using the
of resolve from the core of your being that inspires highest result.
your compatriots to never give up. By spending an Gnome. You can nimbly dodge out of the way of
action yelling, you bolster the health of a number certain area effects, such as a red dragon’s fiery
of creatures equal to your proficiency bonus. Each breath or an ice storm spell. When you are subjected
creature gains a number of temporary hit points to an effect that allows you to make a Dexterity
equal to your exemplar level. saving throw to take only half damage, you
You may also choose an additional number of instead take no damage if you succeed on the
creatures equal to your Charisma modifier (minimum saving throw, and only half damage if you fail.
1) for a secondary effect so long as each Aasimar. You gain immunity to necrotic damage.
is at 0 hit points or has died within the Dragonborn. You gain immunity to the damage
104 last minute. A creature at 0 hit points type associated with your draconic ancestry.
gains advantage on its Death saving throws. Tiefling. You gain immunity to fire damage.
Troth of Celibacy, Troth of Hardship, Troth of Truth. Armor or Shield. You gain a +1 bonus to two saving
You do not need to meet the feat’s prerequisites. throws of your choice.
Weapon. When you take the attack action on your
Second Vow turn, you gain a +1 bonus to the attack roll.
At 2nd level, you gain a Holy Troth feat. This feat
must be chosen from one of the following: Troth of Draw Power
Celibacy, Troth of Clarity, Troth of Hardship, Troth Starting at 2nd level, you can spend 1 effort point to
of Pacifism, Troth of Righteousness, Troth of Truth. empower your enchanted item.
You do not need to meet the feat’s prerequisites and Armor or Shield. When you are hit by a spell attack
increase the number of Holy Troth feats you may or weapon attack, you may choose to reduce
benefit from by 1. the amount of damage the attack deals by your
Charisma modifier (minimum 1).
Weapon. After successfully hitting a creature, you
Third Vow may choose to deal an additional amount of
At 5th level, you gain a Holy Troth feat. You do not
damage equal to your Charisma modifier
need to meet the feat’s prerequisites and increase the
(minimum 1).
number of Holy Troth feats you may benefit from by 1.

Unlock Power
Fourth Vow At 5th level, you begin to unlock the true power of
At 10th level, you gain a Holy Troth feat. You do not the item connected to your soul. Your enchanted
need to meet the feat’s prerequisites and increase the item gains an enchantment pool with a number
number of Holy Troth feats you may benefit from by 1. of enchantment points equal to half your proficiency
bonus. These enchantment points are spent on the
Fifth Vow enchantments below; unless otherwise noted, each
At 15th level, you gain a Holy Troth feat. You do not enchantment costs 1 enchantment point. The benefits
need to meet the feat’s prerequisites and increase the of your enchanted item cannot be changed until you
number of Holy Troth feats you may benefit from by 2. gain a new exemplar level. Whenever you or the GM
rolls to randomly determine a magic item you receive
from a quest or treasure hoard, if it would be the same
ENCHANTED WARRIOR (HEROIC ARCHETYPE) type of item as your enchanted item (weapon, armor,
The spirit of an exemplar sometimes gravitates to a or shield) you may choose to reroll the result. An
legendary weapon or piece of armor, their lifeforce enchantment can only be chosen once per Enchanted
unlocking the relic’s power to carry them from Item.
obscurity and into the halls of greatness. Bolstered to Enchanted Armor. Your enchanted armor grants a
achieve the impossible by the enchanted items unique magical bonus to AC equal to half your proficiency
to them, long after their demise the artifacts of these bonus, rounded down.
heroes are enshrined by those they championed to be Blinding. When you are struck by a critical hit from
looked upon by generations to come with the same a melee weapon attack you may spend 1 effort
reverence of a religion’s first holy tome. point to cause your armor to flash with dazzlingly
bright light, forcing your attacker to make a
Enchanted Item Dexterity saving throw. On a failure, your attacker
When you choose this archetype at 1st level, you find is blinded for a number of rounds equal to your
or are gifted an item with a special connection to you. Charisma modifier (minimum 1).
Choose one of the following: a light armor, a medium Deafening. When you are struck by a critical hit
armor, a shield, or a weapon. While wearing or from a melee or ranged weapon attack you may
wielding your enchanted item you gain benefits from spend 1 effort point to cause your armor to crack
this heroic archetype, but in the possession like booming thunder, forcing creatures within
of any other creature your enchanted item 10 feet per exemplar level to make a Constitution
106 is a mundane piece of equipment. saving throw. On a failure, a creature is deafened
for 1 minute. As this feature is activated you can
Loyal Aide
At 5th level, you gain the services of a devoted and loyal squire. Your squire may have small differences (like a
different height, weight, race, gender, or disposition) but otherwise has the same statistics you did at half your
current level, beginning play with attribute modifiers equal to half your positive bonuses, rounded down (so if
you have a Strength of 18 and Constitution of 15, your squire begins with a Strength of 14 and Constitution of
12), or 10. When you reach 8th level in this class, and 11th, 14th, 17th, and 20th level, your squire gains a level
(taking the same character options that you did, except that it does not gain starting equipment, this feature, or a
background).
At the time you gain this feature your squire trusts you implicitly and performs tasks you give them so
long as you do not request anything illegal, suicidal, or in opposition to your alignment. The GM may decide
that certain orders you give require a Charisma check against DC 8 + the companion’s level + the companion’s
proficiency bonus. If your squire dies, you must wait one month before recruiting a new squire. Though they do
not accrue levels as quickly as a PC, your squire counts as a PC for determining XP rewards.

Slick Escape
Beginning at 10th level, you’ve had so many close calls in a fight that you naturally step and flow through
combat without hesitation. Your movement never provokes opportunity attacks. In addition, you can stand up
from prone as a free action on your turn.

Sterling Renown
At 15th level, your exploits are the talk of taverns all over the region and you are practically a living folk hero.
You gain the following benefits:
You have advantage on all Charisma-based ability checks with commoners, guards, and street merchants.
You are always able to find a safe and clandestine place in which to acquire food and secure shelter free
of charge (even if you are a wanted criminal).
When you are tracking someone, common folk reveal to you as much as they would to a trusted friend. If
you are tracking another exemplar, the information is revealed so long as your exemplar level is higher than your
quarry’s.
You are able to easily arrange for meetings with local rulers as well as distant empresses and kings.

SLAYER (HEROIC ARCHETYPE)


For some exemplars there is no greater evil than the corruption that spreads from monsters preying on the
innocent and weak. These adventurers hunt down villainous creatures, traveling across the world in search of
their quarry with admirable resolve. Unlike other exemplars, slayers often retain an air of mystery to protect
those close to them and infuriate their more intelligent nemeses—vampires, liches, and other horrors endowed
with as much brilliance as supernatural power. Once one of these abominations has come within the exemplar’s
notice, however, it is only a matter of time before the slayer (or one of their descendants) enacts a righteous kill.

Hunter of Monsters Slayer’s Mark


When you choose this archetype at 1st level, choose a At 2nd level, you can spend 1 effort point as a bonus
type of hunted monster: aberrations, beasts, dragons, action to mark a creature you are able to see. This
fey, fiends, giants, monstrosities, oozes, or undead. You creature must be of the same type as your hunted
have advantage on Wisdom (Survival) checks to track monster. You gain a +1d6 bonus to attack and dam-
hunted monsters, as well as on Intelligence checks age rolls made against a creature you have marked.
to recall information about them. You choose one A mark remains for 1 minute. You can maintain a
additional hunted monster at 5th, 10th, and 15th number of marked creatures equal to
level. As you gain levels, your choices should reflect your proficiency bonus.
the types of monsters you have encountered on your 109
adventures.
Animal Feytrick plantwatcher recorded by touching it. You may only
At 10th level when using your Feytrick ability on a have a number of plantwatchers (active or not) equal
beast, you may do so for a number of hours equal to to your proficiency bonus.
feywalker level instead of minutes.
Plant Feytrick
At 10th level, when using your Feytrick ability on a
Fey Sovereign plant you may do so for a number of hours equal to
At 20th level, your Strength, Dexterity, and feywalker level instead of minutes.
Constitution scores each increase their maximum
possible totals to 22 and each increases by 2. Fey Verdance
At 20th level, you gain immunity to poison damage
PLANTS PRIMAL SPHERE and immunity to the blinded, deafened, poisoned,
prone, and stunned conditions. You gain advantage on
Cantrips & Proficiencies saving throws to resist effects that cause the exhaus-
Choose three of the following cantrips: acid splash, tion, frightened, paralyzed, and petrified conditions.
chill touch, control flames, fire bolt, friends, gust,
prestidigitation, produce flame, ray of frost, shocking ENTROPIC PRIMAL SPHERE
grasp. You use Charisma as your spellcasting attribute Cantrips & Proficiencies
and never require material components to cast these You know three randomly determined cantrips from
cantrips. the following table (reroll if you get identical results).
Additionally, you gain proficiency in Nature. You use Charisma as your spellcasting attribute and
never require material components to cast these
Fey Companion: Plant cantrips. Whenever you level you may randomly
Your Fey Companion might be a bush, sapling, vine, determine what cantrips you know.
or other type of plant, but it uses the statistics for an Additionally, you gain
Table: Entropic Cantrip proficiency in Acrobatics and
Awakened Shrub with an Intelligence score equal to
double your proficiency bonus. d20 Cantrip Insight.
At 9th level, you may have two awakened 1 acid splash Table: Fey Companions
shrubs or one awakened tree. 2 chill touch Lesser
At 15th level, you may have three awakened 3 control flames 1d6 Fey Companion
shrubs or two awakened trees. 4 eldritch blast 1-2 blink dog
5 fire bolt 3-4 satyr
Plantwatchers 6 friends 5-6 sprite
At 5th level, you can spent 10 minutes performing a Greater
7 guidance
ritual that grows plants able to record the goings on
8 gust 1d6 Fey Companion
around them. A plantwatcher’s AC is equal to 10 +
your proficiency bonus, and has hit points equal to 9 mage hand 1-3 dryad
your proficiency bonus. Once planted, a plantwatcher 10 magic stone 4-6 pixie
roots into the earth or a crevice and a creature must 11 message Fey Companion
have a passive Perception higher than 8 + your profi- Your Fey Companion is
12 minor illusion
ciency bonus + your Charisma modifier to notice it. randomly determined and
Once uprooted, a plantwatcher is destroyed. 13 prestidigitation
changes whenever you take a
A plantwatcher has a bonus to Wisdom 14 produce flame long rest. At 9th level, you may
(Perception) checks equal to yours and activates 1 15 ray of frost have 2 lesser fey companions
round after it hears something, shutting off a round 16 resistance or a greater fey companion. At
after noise around it ceases. After recording sounds 17 shillelagh 15th level, you may have both
for a number of minutes equal to your feywalker level (for a total of
18 shocking grasp
a plantwatcher ceases to record (though if planted 3 randomly
together, plantwatchers can pool their recording 19
20
spare the dying
true strike
determined Fey 115
durations). You can absorb everything that a Companions).
Holy Couriers Psipoints
Beginning at 6th level, you learn find familiar and Gray Knights do not gain expanded spells. Instead
can cast it to summon a Small-sized Pegasus (45 hit at 1st level, 3rd level, and every odd warlock level
points, Str 14, Hooves: +4 to hit, 1d6+2 bludgeoning). thereafter, you gain 1 psipoint (up to a maximum of
Unlike normal, your pegasus familiar is able to take 10 psipoints at 19th level). Whenever you encounter
the attack action without requiring you to spend your an active spell that has been cast within the last week,
action for it to do so. When you reach 12th level in you may expend 1 psipoint as an action to negate the
this class, you may simultaneously keep two pegasus spell. When you witness a creature within 50 feet
familiars (although each requires its own casting of casting a spell, you may expend 1 psipoint as a
the spell). reaction to negate the spell. A spell you negate must
In addition your pegasi gain the use of your be of a level no higher than what’s shown in the
Distracting Sigil feature, although targets receive a Warlock table’s Slot Level column for your level.
Charisma saving throw against your spell save DC to When you attempt to negate a spell higher
resist it when used by a pegasus. than your Slot Level, it is not negated but you gain
advantage on saving throws to resist it or the caster is
Inevitable Faith at disadvantage on its attack roll. When you finish a
Starting at 8th level, you cannot be frightened long rest, you regain all expended psipoints.
and can use your Channel Divinity to share your
fearlessness with others. As an action, you present Gray Armor
your holy symbol and spread your Inevitable Faith, Starting at 1st level, you can spend a bonus action
removing the frightened condition from any to summon dead spirits that sigh and enshroud you
creatures within 100 feet that you choose. in translucent gray spectral armor. While you are
not wearing any armor but your Gray Armor, your
Armor Class equals 10 + your Dexterity modifier +
Divine Servant your Charisma modifier. You cannot use a shield and
Beginning at 17th level, you learn a ritual that allows still gain this benefit.
you to conjure a member of the Celestial Bureaucracy
to aid you, either a couatl or unicorn. The celestial you Enshrouded Mind
summon remains for 1 hour or until it reaches 0 hit Beginning at 6th level, your mind expands as your
points. Once you use this feature, you must finish a psyche obscures itself. You gain resistance to psychic
long rest before you can use it again. damage and immunity to the charmed condition.
When a creature targets you with a spell that causes
the charmed condition, it makes a Charisma saving
throw against your spell save DC or becomes
GRAY KNIGHT WARLOCK PATRON confused (as the spell) for 1 round.
The Gray Knight is a potent being dedicated entirely
to maintaining balance—what has occurred on this
burgeoning planet cannot be allowed to stand. The
Psychic Attunement
At 10th level, you have become attuned to the
mysterious figure has imparted some of zir power to
workings of magic nearby and have learned how to
agents in Askis so that they might restore true order.
react to the arcane and divine without thinking.
Creatures that are within your reach provoke an op-
Pact of the Blade. Your pact weapon might be a
portunity attack from you when they cast a spell.
fearsome greatsword similar to the weapon
In addition, enemies within your reach are at
wielded by the true ephemeral Gray Knight.
disadvantage on concentration checks made to
Pact of the Chain. Your familiar is as inscrutable
maintain a spell.
and stubborn as your grim patron, likely taking
the shape of a cat or goat.
Pact of the Tome. Your Book of Shadows is an
Gray Strike
Starting at 14th level, when you hit a
unassuming dark gray grimoire with edges
lined by battered, dull metal.
creature with an attack, you can cut off a
creature’s access to magic. For a number
119
of rounds equal to half your proficiency bonus, the as 1 level higher regardless of the spell slot you used
creature is targeted by an effect that functions as the to cast it. For example, when you cast counterspell as a
antimagic field spell except that its range is reduced 4th-level spell it counts as a 5th-level counterspell.
to touch and it has no radius (affecting only the
creature). On its turn, a creature targeted by this Sublime Disruptions
feature can spend its action to make a Charisma Beginning at 14th level, you are able to cast dispel
saving throw against your spell save DC to end the magic and counterspell while using Wild Shape.
effect. Once you use this feature, you can’t use it
again until you finish a long rest.
CHEVALIER MARTIAL ARCHETYPE
Chivalry and honor are this archetype’s foundation,
CIRCLE OF GRAY (DRUID) a path for fighters committed to acting nobly. To a
The Gray Knight has an intense relationship to chevalier armor is only as good as a warrior’s word,
nature, seeking out those endowed with a connection the blade is a tool for achieving glorious victory, and
to fauna and flora to become zir agents for balance the shield a bulwark against wickedness.
—people with a natural understanding of it.
These druids are exceptional at fighting mages Alignment. You must be lawful to select this
and priests, disrupting magic with every swipe of archetype. If your alignment changes from lawful,
their shapeshifted limbs. Druid Circle Spells you cannot gain more levels in fighter until you
Level Spell return to lawful alignment.
Expanded Mind 3rd detect thoughts, silence
Starting when you 5th counterspell, dispel magic Chivalrous Challenge
choose this circle 7th arcane eye, resilient sphere Beginning when you choose this archetype at 3rd
at 2nd level, your level, you gain the ability to make chivalrous
9th commune, dispel evil and good
mind expands. challenges. As a bonus action, you choose a target
You gain telepathy to a range of 10 feet per point you can see within 100 feet and loudly shout a
of proficiency bonus you possess. Unlike normal declaration of combat at them.
telepathy, you are able both send and receive images, Until your target is unconscious or dead,
able to primitively communicate with other creature you have disadvantage on attack rolls against other
even if you do not have a shared language. creatures. Your weapon damage rolls against the
In addition, you can spend a bonus action target gain a bonus equal to half your proficiency
overloading the mind of a creature within range bonus. You may end a chivalrous challenge as a bonus
of your telepathy, causing it to make concentration action.
checks with disadvantage until the start of your next Once you use this feature, you must finish a
turn. Once you have used this feature a number of short or long rest before you can use it again. You can
times equal to your Wisdom modifier, you can’t use use this feature twice between short rests starting at
this feature again until you finish a long rest. 10th level and three times between long rests starting
at 20th level.
Disruptive Wild Shape
Beginning at 6th level, while in wild shape any Friendly Reputation
creatures within your reach that cast a spell trigger an Also at 3rd level, your uplifting reputation is well-
opportunity attack from you. When you deal damage known and earns you some small acts of kindness.
to a creature while in Wild Shape, until the start of When you reach an inn or tavern, you may make
your next turn the target makes concentration checks a DC 8 Charisma check to see if your reputation
with disadvantage. precedes you. On a success you are given free lodging,
drink, and food. The GM may decide that no check
Powerful Disruptions to be recognized is required because someone who

120 Starting at 10th, when you cast dispel


magic or counterspell it is always treated
works in the establishment knows you already or has
seen you recently.
sect is devoted to above all others, but all paladins of Angelic Avatar
this oath share these principles. At 20th level after taking a long rest, choose 3 feats
Health: The preservation of life is founded by that can be granted to you by your class features. You
the well-being of a creature and in addition to acquire the chosen feats until your next long rest. If
conditioning your body, mind, and spirit, you eat you already possess any of the following feats, their
healthily, abstain from alcohol, and encourage effects become more pronounced.
others around you to do the same. Couatl Crest: The range of your telepathy increases
Oppose Evil: Evil cannot be allowed to exist under by 60 feet.
any circumstances. If you cannot end it now, you Deva Wings: Your fly speed increases by 30 feet and
must do so at the earliest opportunity, and evil is your radiant damage increases to 18 (4d8).
never your ally. Holy Gear: Spend an action to choose a number of
Penance: To maintain your purity any evil acts or creatures equal to your proficiency bonus to also
latency of the other tenets must be expunged gain the benefits of this feat while they are within
from your soul through suffering. 30 feet of you.
Purity: Attaining the essence of an angel can allow Pegasus Wings: Your fly speed increases by 30 feet
for no tainting of the soul and any deviation and you may wear heavy armor.
from the principles of the Angelic Oath must be Planetar Visage: You may gain both of this feat’s
purged. The same is true for those to whom you’ve benefits at the same time.
rendered aid. Solar Gaze: You gain immunity to radiant damage
Self-Sacrifice: Angels know that they are but gears and gain advantage on Wisdom (Perception)
in the machinations of benign divinity; you accept checks based on visual sight.
that to preserve the life of another with your own Unicorn Horn: You receive double the normal
is a virtuous way to die. Angelic Warrior Oath Spells number of charges and require only a short rest to
Level Spells recharge them.
Channel Divinity 3rd detect evil and good, healing word
When you take
this oath at 3rd
5th enhanced ability, lesser restoration OATH OF THE CHOSEN
9th beacon of hope, revivify The Oath of the Chosen intertwines a paladin’s
level, you gain the
following Channel 13th banishment, death ward, soul with a destiny offered to them by the gods, a
Divinity feature. 17th commune, dispel evil and good road to complete their fate with valor and virtue.
Angelic Graft. As an action, you can grant yourself These warriors are lesser agents selected by the
the Holy Gear feat or the Unicorn Horn feat for deities to be their representatives in the world, blessed
1 minute. with divine abilities and gifted companions that make
At 7th level, a bonus action activates this it obvious they have been chosen by a god.
feature and the duration increases to 10 minutes.
At 15th level, a free action activates this Tenets of Chosen
feature and the duration increases to 1 hour. You cannot ingest, own, wear, or wield anything
forbidden by your god.
Feathered Blessing • You must make a daily offering of some kind with
At 7th level, as an action, you can use channel divinity the expenditure of at least 1 silver or 1 hour of
to grant yourself the Couatl Crest or Pegasus Wings activity (usually at dawn or dusk). Alternatively,
feat for 10 minutes. your god might require you to spend a specific day
At 15th level, a bonus action activates this of the week resting or to make an offering worth
feature and the duration increases to 1 hour. at least 1 gold once each week.
• You must pay respect to the dead as your god
dictates. This includes fallen enemies.
Avatar of Good • You cannot enter into another god’s
At 15th level, as an action, you can grant yourself the house of worship.
Deva Wings, Planetar Visage, or Solar Gaze feat for
1 hour.
• You must seek out the unfaithful and 123
convert them to your god.
Should you violate any of the tenets of your
god you lose the benefits of this archetype until
TRUE INQUISITOR RANGER ARCHETYPE
In Askis’ past there were many that walked the path
you have atoned. How restrictive the tenets are
of the original Inquisition, seeking out clutches of evil
remains entirely at the discretion of the GM but it is
and attaining true glory by banishing wickedness from
recommended that there are at least enough to make
wherever it made its foul lairs. Over the centuries
it an integral part of your daily life and Chosen Oath Spells
the Celestial Heroes have
sometimes a challenge in your Level Spells gradually abolished corruption
adventures as well. Atonement
3rd divine favor, shield of faith and sin from the world, and
requires the undertaking of a quest
in turn ever fewer true
very specifically on behalf of your god 5th enhance ability, find steed
inquisitors are called to fight
or the expenditure of at least 20 gold 9th beacon of hope, haste
against iniquity—the few that
coins per paladin level spent to directly 13th death ward, freedom of movement
do are distinguished from
benefit your god (and not yourself ). 17th dream, legend lore their less pure counterparts
however, steadfast in their quest to purge villainy!
Divine Vigor
When you take this oath at 3rd level, you gain 3 hit
points and 1 additional hit point whenever you gain Champion Against Evil
a paladin level. In addition, you can use Channel Beginning at 3rd level, your strikes are imbued with
Divinity to call upon your patron god for protection holy power that seers into the skin of the sinful. When
for you and your allies. As an action, you present your you hit a creature of evil alignment with a weapon
holy symbol and speak a primordial word from an attack, you deal 1d4 additional damage. At 7th, 11th,
ancient dialect of Celestial. Choose any number of and 15th level this additional damage increases by 1d4
creatures within 30 feet of you. These creatures each (to a maximum of 4d4). The damage increases by one
gain a number of temporary hit points equal to your die step (to 1d6s) if the target is an undead or a fiend.
paladin level. In addition, you gain proficiency in Insight. If
you already have proficiency in Insight, your proficiency
bonus is doubled for any ability check you make that
Aerial Mount uses it.
Starting at 7th level, when you cast find steed your
mount gains a fly speed equal to 5 feet per point of
proficiency bonus you possess and 1 additional hit Honest Aura
point per paladin level. Starting at 7th level, you are able to ward away
falsehoods with your very presence. You are able to
cast zone of truth at will, though you may only target
Godly Grace
yourself.
When you reach 15th level, you have advantage
on death saves. In addition, your mount’s fly speed
increases to 10 feet per point of proficiency bonus Scent of Evil
you possess. Also at 7th level, you have advantage on Wisdom
(Perception) checks that rely on hearing or smelling an
Deific Avatar evil creature.
At 20th level, you learn how to directly channel
your divine patron to become a titan of divinity. By Inquisitor’s Mark
spending a bonus action, you can increase your size At 11th level, you learn how to mark your prey. You
and the size of your mount (from find steed) by two spend a bonus action to choose an evil, neutral, or
steps. This size increase hardens your skin to increase unaligned creature you can see within range and
your AC by 2 from natural armor, your longer arms mystically brand it as an enemy of good. You deal an
increase your reach by 10 feet, your longer legs extra 2d8 radiant damage to the target whenever you
increase your speed by 20 feet, and your hit it with a weapon or spell attack, you have advantage
124 enlarged weapon attacks to deal 2d6
additional damage.
on any Wisdom (Perception) or Wisdom (Survival)
check you make to find the target, and you have
Salutaris Ray Transvorto-Inaequa
When you choose this mad science at 1st level, At 17th level, you learn how to create a unique device
you learn how to incorporate inaequa into your called a transvorto-inaequa. This powerful gadget
technological weapon. By spending an action, you requires 8 hours of work to build, is attuned to your
can fire your technological weapon at a living soul, and can only be activated by you. You may only
creature within 30 feet to restore 1d4 hit points. possess one transvorto-inaequa at a time and while
After using this feature a number of times equal to worn it has an AC of 17 (40 hit points). By spending
your Intelligence modifier, you can’t use it again until an action you can activate your transvorto-inaequa,
you finish a long rest. Your mad scientist cantrips are transforming your body and all of your other equip-
unable to reduce a creature to less than 1 hit point. ment into pure inaequa. While in inaequa-form, you
gain the following benefits:
Curative Injectors • Your AC becomes 16.
At 5th level, you gain proficiency with alchemist’s • You gain a fly speed of 60 feet.
supplies, are able to brew potions of healing, and learn • You gain resistance to cold, fire, lightning, and
how to craft curative injectors. It takes you 2 hours thunder, as well as bludgeoning, piercing, and
and 25 gold worth of materials to create a potion of slashing.
healing. When you reach 10th level in this class, you • You gain unlimited uses of your Salutaris Ray.
are able to create a potion of superior healing with • Any creature that spends a bonus action to reach
4 hours and 100 gold worth of materials. When you out and touch you heals themselves, regaining 2d6
reach 15th level in this class, you are able to create a hit points. A creature you are grappling automati-
potion of supreme healing with 6 hours and 250 gold cally regains 2d6 hit points each round at the start
worth of materials. of its turn.
Crafting a curative injector takes 1 full day • The only cantrip or spell you are able to cast is
and 10 gold in parts. A creature may only wear one eldritch blast.
curative injector at a time because of where the device • A transvorto-inaequa ceases to function and
must rest in order to be effective (directly behind the destroys itself 1 minute after being activated, at
neck). When its wearer is reduced to 0 hit points, a which point you gain one level of exhaustion.
curative injector destroys itself and injects a potion of
healing into the wearer. INAEQUATEER RANGER ARCHETYPE
While the Inquisition may find themselves short on
Improved Salutaris Ray properly trained Inquisitors, their more technological
At 11th level, your control over inaequa-powered and combative wing—the Inaequateers—are a
healing blasts improves dramatically. You restore common sight among the armed forces of Ouranios,
an additional 2d4 hit points and regain uses of the Samovi, and Zakuthombo. Wearing and wielding
feature on a short rest. devices empowered by the wondrous substance, these
In addition, you also learn how to calibrate holy soldiers are the scouts and shock troops of
inaequa firing from your technological weapon to Askis’ militaries, trusting in their inaequa-powered
frazzle a target’s mind. As a bonus action you can armaments to bring victory over evil.
adjust your technological weapon, setting it to stun.
Until you spend a reaction or bonus action to reset Directionem Gerentis
it, your technological weapon cannot utilize your When you choose this ranger archetype at 3rd level,
healing ray, cantrips, or other spells. While set to stun your mastery over weapons powered by technology
mode, your technological weapon allows you to fire increases. You receive or find an inaequa-weapon
two stun rays as an attack action (using your spell (either an inaequa-pistol, power sword, or well
attack bonus). On a successful hit, a target makes an hammer). You gain a +1 bonus to attack rolls made
Intelligence saving throw against your spell save DC with inaequa-weapons and deal 1d4 extra damage on
or is stunned for 1 round. After a creature has been a successful hit. When you reach 11th level
stunned by this attack, it is immune to this feature for
1 minute.
in this class, your additional damage with
inaequa-weapons increases to 2d4. 129
inoperable by perversion. Both devices must be of to or less than your spellcasting ability
the same relative size. The formerly perverted device modifier (minimum 1st-level). Once
functions for 10 minutes after which the charge you have used this feature a number of
dissipates, leaving both devices inoperable. times equal to your proficiency bonus,
you cannot do so again until you have
INAEQUA GNATUS finished a long rest.
Prerequisite: Intelligence, Wisdom, or Charisma 15
Something about your essence gives you a natural WARRIOR OF FAITH
connection to inaequa. You are able to activate Prerequisite: Good alignment
inaequa devices from 5 feet away. If a creature is The hilt of a weapon still brings you reassurance, but
holding or using the inaequa device, you make nothing gives you confidence like your faith—it is
opposed Wisdom checks and on a success you can as much a blade as your sword and you carry it into
deactivate the device. every battle. When you make a weapon attack against
When you reach character level 9th, 14th, and an evil creature, the weapon counts as being magical.
19th level, the range of this feature increases by 5 feet In addition, you can spend 1 hit dice as a reaction
(to a maximum of 20 feet at 19th level). when you successfully hit an evil creature with a
weapon attack to gain a bonus to damage equal to
INAEQUA WEAPONEER half your proficiency bonus.
Prerequisite: Good alignment
There’s nothing better than an inaequa-enhanced
weapon on your back or your belt—especially when CELESTIAL GRAFTS
you’ve carefully and rigorously trained in their use. Forced backwards by the slashing claws of the trolls
You gain the following benefits: assailing her, the monk flips and somersaults into a corner,
• When you are wielding an inaequa-pistol, you can overpowered by their powerful strikes. Realizing her
drop a creature to 0 hit points if it is at 1 hit point. error too late she taps deep within herself to unleash her
• When you are wielding a power rifle, the saving divine power, sending a bright flare of light from her
throw to resist its stunning effect increases by an silver eyes that blinds the two monstrous creatures in
amount equal to your proficiency bonus. front of her, making escape a much easier proposition.
• When wielding a power sword or well hammer, Hearing the blaring horn of the guardsmen on
you deal an additional 1d4 damage when you score the city walls, the archer leaps to his feet from the tavern
a critical hit. chair and darts for the door. Unslinging his longbow and
• When wearing power armor, your unarmed strikes unfurling his wings, the marksman takes to the air and
deal an additional 1d6 radiant damage (instead of soars into the sky, taking heed of the encroaching enemy’s
1d4). positions and finding his first target.
• If you are a mad scientist with the inaequa After spending several minutes carefully listening
inventor mad science, your cantrips are able to to the paltry excuses from the king’s advisor, the paladin
reduce a creature to 0 hit points. When you use a had finally heard enough. Her sense of the divine told her
that nearly everything the canny old liar had said was
cantrip to reduce a creature to 0 hit points, it
false, and that her suspicions of his true nature were to
does not die and instead gains the unconscious
be believed. Drawing her longsword and shield causes
condition for 1d4 hours.
everyone to flee from around the table, which is well
POWERFUL PRAYERS enough—as the paladin advances towards him the old
Prerequisite: Able to cast divine spells, good alignment man’s skin splits open and he grows to his fell demonic
With a soul as potent as your own, divine magic glory, breathing fire on her that flickers out as it pours
comes so naturally that you can practically wish for around her golden body.
it to happen if you hope hard enough. As part of the
Devotion to the greater powers of good is measured
casting of a divine or holy spell, you can choose to do
in many forms. Some offer their mental energies,
so without any somatic or verbal
pouring over faithful texts and exploring the
132 components. You are only able to
silently cast spells of a spell level equal
doctrines of their faith through philosophy. Others
spread the gospel of their deity, gathering others to
their flock to glorify their god. Most are champions DEVA WINGS
of their patrons, soldiering in their name or Prerequisite: Proficiency Bonus +4 or higher
undertaking holy quests. The rarest and truly most Large, magnificent wings made from feathers of gold
devoted worshipers are blessed with the traits of sprout out of your shoulder blades, allowing you to
angels and avatars, gaining potent divine abilities both soar through the skies and call on celestial
that set them apart from their peers. energies to smite your foes.
You gain large golden wings that grant you a
Experimenting and Grafting fly speed of 90 feet. You may deploy or retract these
Simply acquiring an experiment feat immediately wings as a free action.
grants its benefits—unless the GM decrees otherwise, Once per long rest you may spend a bonus
the actual acquisition of any following feats are action to bathe your weapons in angelic energy. This
narratively-driven and do not require actually finding energy persists for a number of rounds equal to your
and ingratiating a foreign body part. proficiency bonus, dealing 9 (2d8) radiant damage
Should the GM decide it, a character must with each successful attack you make.
have the part of another creature’s body that they
want to make their own in order to graft it. Though HOLY GEAR
this can be challenging for rare targets, a character Prerequisite: Lawful alignment
with an experiment feat is able to express their own The great machinations of the benign entities
will on a conjured creature in order to gain the desired influencing existence resonate within your being,
limb. When the summoned creature dies, the character driving you onward with unfailing resolve. Any
makes a Constitution saving throw opposed by a attempts made to compel you to act in a manner
Constitution ability check by the summoner; on a contrary to your lawful nature or the orders of a quest
success, the rest of the conjured creature disappears you are undertaking automatically fail. Your alignment
but the desired body part remains for 1d4+5 minutes. cannot change to chaotic, neutral evil, true neutral, or
So long as a body part comes from a creature neutral good.
permanently on the Material Plane (or as described
above) and is fresh (or properly preserved with a bag PEGASUS WINGS
of holding, gentle repose spell, or other appropriate Prerequisite: Proficiency Bonus +3 or higher
measures), a grafting character can morph it onto Two pairs of sizable wings emerge from your back,
themselves. Grafting the foreign body part on
like those of a flighted celestial horse. Though they
requires the corresponding part from the grafting
constrain your movements, you are able to traverse
creature’s body be removed (dealing 1d10 points of
through the air with implacable grace.
damage to themselves) and a Wisdom (Medicine)
You gain large feathery wings that grant you
check (DC equal to the grafting creature’s hit dice) in
a fly speed of 60 feet. You have disadvantage when
a gruesome process that takes five minutes to perform.
making Charisma ability checks against evil creatures
Other characters may assist with the Wisdom
and cannot wear heavy armor.
(Medicine) check as normal, but attempts to
perform it themselves increase the DC to 8 +
PLANETAR VISAGE
grafting creature’s hit dice.
Prerequisite: Proficiency Bonus +4 or higher
COUATL CREST You are able to call upon the divine to cover yourself in
Prerequisite: Proficiency Bonus +3 or higher the celestial hide of one of the greatest sects of angels,
You grow a resplendent feathery crest on your giving you truly extraordinary defenses from either
forehead not unlike that of a glorious celestial falsehoods or magical harm.
serpent, making your mind an impregnable fortress Your skin turns golden and you gain
and expanding your consciousness. advantage on saving throws against spells and other
You gain immunity to scrying and to any magical effects. As a bonus action, you may lose the
effect that would sense your emotions, read your other benefit of this feat but gain the ability
thoughts, or detect your location. to automatically detect lies. Ending the
You gain telepathy to a range of 60 feet. If you effects of this feat and renewing its other
benefit requires a bonus action.
133
already possess telepathy, its range increases by 30 feet.
• You may only own 1 weapon, 1 suit of armor, TROTH OF HARDSHIP
or 1 shield. At 9th level you may own a second Prerequisite: Strength 13, Constitution 13
item, and at 17th level you may own a third All creatures are made to suffer but by face and master
item. These are the only pieces of equipment you pain by your lonesome by focusing on your piety or
may possess. matters of great importance, you alleviate the wounds
• If you own a ranged weapon, you may possess up of others by allowing resources to be spent elsewhere.
to 30 pieces of ammunition at a time. When you select this feat, you forbid yourself
You gain the following benefits so long as you from having your hit points restored by magical effects
remain charitable: or class features (like Lay on Hands or Wholeness of
• You gain proficiency with improvised weapons. Body). Should you be targeted by an effect or spell that
• When attacking with a melee weapon or un- restores your hit points in a way other than resting or
armed strike, you deal a minimum of 1d6 spending hit dice, you lose the benefits of this feat for
damage. At 12th level this increases to 1d8 1 week.
damage. This does not increase the damage You gain the following benefits so long as you
dice granted by other feats or class features like do not receive magical healing.
Martial Arts. • Your AC increases by 2.
• You gain a +1 magical bonus to attack and • Add 1 to your maximum hit point total for every
damage with weapon attacks. At 7th level and level you possess. Whenever you level after taking
again at 12th level, this bonus increases by 1. this feat, you gain 1 hit point.
• You do not require material components to • Add 1 hit dice for every level you possess to your
cast spells but you are unable to cast spells that hit dice pool. These hit dice do not increase your
require material components costing more than maximum hit point total. Whenever you level after
20 gp. taking this feat, you gain 1 more hit dice.
• You gain advantage on Constitution saving • By spending an action, you can draw upon your
throws made to maintain spells. inner reserves to heal as if you had taken a short
• Your armor class increases by an amount equal rest. Any hit dice you spend to heal using this feat
to half your proficiency bonus (round down). only restore half as many hit points as normal.
• Your speed increases by 5 feet, your jump
distances double, and climbing no longer costs TROTH OF PACIFISM
you extra movement. Prerequisite: Wisdom 15, proficiency in Insight or Persuasion
“Violence only begets violence” is an oft-taught lesson
TROTH OF CLARITY but a belief that you truly embody, refusing to raise
Prerequisite: Constitution 15 your hand against attackers regardless of circumstance.
It is your belief that purity of soul can only come When you select this feat, you forbid yourself
with purity of body. Though it can be troublesome to from willingly engaging another creature with violence.
maintain, your impeccable diet and deep piety ward You may intervene and suffer from violence, but never
away sicknesses of all kinds. damage another creature. Your interventions might
When you select this feat, you forbid alter the environment (such as greasing a floor) so long
yourself from consuming alcohol, cooked food (this as they do not cause destruction (like lighting a building
includes rations), magical food (such as goodberries on fire) or direct and intentional suffering—you might
or any other potions than potions of healing), meat, cast charm person at a guard to gain a temporary ally
and anything but fruits, vegetables, nuts, and seeds. but not suggestion to compel them towards danger.
Should you willingly consume any other substance, Should you willingly inflict suffering, intentionally
you lose the benefits of this feat for 3 days. cause a creature to take damage, or otherwise violate
You gain the following benefits so long as this oath, you lose the benefits of this feat for 1 month.
maintain clarity: Knowingly and willingly killing a creature (living,
• You have resistance to poison damage. If you undead, construct, or otherwise) causes you
are already resistant to poison damage, you have to immediately lose access to this feat (you
immunity to poison.
• You have immunity to the poisoned condition.
may not replace it, instead choosing an
ability score and increasing it by 1.)
135
You gain the following benefits so long as you • You must pay respect to the dead as your religion
remain true to your pacifism: dictates. This includes fallen enemies.
• You may take the Dodge action as a bonus action. • You cannot enter into another religion’s house of
If you have a feature that allows you to Dodge as worship.
a bonus action, you may use that feature to Dodge • You must seek out the unfaithful and convert
as a reaction instead. them to your religion.
• You are surrounded by an aura of peace. This Should you violate any of the tenets of your
functions as a constant sanctuary spell that uses religion you lose the benefits of this feat until you
Wisdom as your spellcasting ability (spell save have atoned. How restrictive this feat is remains
DC 8 + your proficiency bonus + your Wisdom entirely at the discretion of the GM but it is
modifier). recommended that there are at least enough restrictive
• You have advantage on Wisdom (Insight) and principles to make it an integral part of your daily life
Charisma (Persuasion) checks. and sometimes a challenge in your adventures as well.
• Once per combat you are able to spend your Atonement requires the undertaking of a quest on
entire turn (action, bonus action, movement, and behalf of your faith or the expenditure of at least
reaction) imploring for an end to the violence— 100 gold coins spent to benefit your religion as a
and sometimes your words compel those who whole (and not yourself ). Knowingly and willingly
listen to stop. Make a Charisma (Persuasion) participating in the religious rites of another faith
check at the end of the round against each causes you to immediately lose access to this feat
combatant that is intelligent, able to hear you, (you may not replace this feat with another, instead
and able to understand the language you use. Any choosing an ability score and increasing it by 1.)
creature who has a passive Insight lower than You gain the following benefits so long as you
the result of your Charisma (Persuasion) check remain true to your righteous faith:
is compelled not to take the attack action or cast • Your AC increases by 1.
an offensive spell for 1 round. Creatures immune • You have proficiency in a saving throw of your
to charmed effects are unaffected by this feature choice.
and a creature with advantage on saving throws • You have resistance to one type of energy damage
against the charmed condition gains a +5 bonus determined by your religion (chosen by the GM;
to their passive Insight for the purposes of this usually cold, fire, lightning, necrotic, or psychic).
check. • You have advantage on Intelligence (Religion)
checks.
TROTH OF RIGHTEOUSNESS • You have advantage on saving throws made to
Prerequisite: Wisdom 13, Charisma 13, proficiency in resist the charmed condition. If you already
Religion possess this feature, you have immunity to the
Belief is fundamental. Your faith is unquestionable charmed condition instead.
and undeniable, as much a part of you as your mind • When you are reduced to 0 hit points but not
and body—a completely inseparable element of who killed outright, you can drop to 1 hit point
you are. instead. You can’t use this feature again until you
When you select this feat, you become finish a long rest. If you already possess this
unquestioningly loyal to your faith and religion, feature, you regain its use after finishing a short
gaining some of the following restrictive principles: rest.
• You cannot ingest, own, wear, or wield anything
forbidden by your religion. TROTH OF SILENCE
• You must make a daily offering of some kind with Prerequisite: Proficiency in Insight
the expenditure of at least 1 silver or 1 hour of Words are as much a bridge between minds as they
activity (usually at dawn or dusk). Alternatively, are walls separating the hearts of creatures. You no
your religion might require you to longer use them, instead moving through the world in
spend a specific day of the week perpetual silence.
136

resting or to make an offering worth
at least 1 gold once each week.
When you select this feat, you forbid yourself
from speaking or otherwise using your vocal cords to
CUSTOS CALICEM or take levels in a spellcasting class, you lose the Age-
Prerequisite: Religion, good alignment, Proficiency Bonus less feature and age 10 times faster than normal.
+3, unable to cast spells Special: This feat is ideal for campaigns where
An ancient and highly secretive holy rite of Askis, the characters begin at 4th level or higher. When taken
“ritual of the Guardian Chalice” (as it is sometimes during a campaign, the GM may grant a different
known) was a gift from celestial powers long ago benefit instead of ability score increases.
as a means to protect sacred sites and potent relics
from the forces of darkness. Only the most pious and DONUM VIRTUTIS
devout are permitted to learn this powerful magic and Prerequisite: Religion, good alignment, ability to cast
even then, they themselves must not dabble in the divine or arcane spells
divine or arcane arts. Thus the immortal defenders The historical texts of Askis are rampant with legends
that practice and are blessed by the ritual remain rare, of lowly priests and lesser holy knights performing
the heavy weight of their unending duty put upon the miracles—for the utterly devout the same power still
most ardent souls and no others. awaits.
Performing the ritual requires at least 4 hours By performing a 10 minute ritual of
of prayer each day for a month. Each week of the uninterrupted prayer, you can cast a spell that is one
ritual you must fast long enough to accrue at least level higher than the highest level spell you know or
1 level of exhaustion. Upon completion of the ritual, are normally able to prepare. These 10 minutes are in
you touch a relic or sacred site and infuse it with holy addition to the spell’s normal casting time. The spell
power. must be on your class spell list and in the casting
You gain the Ageless feature (you cannot you expend one of your highest level spell slots. In
suffer from frailty of old age, die from old age, or addition, you must spend one hit dice plus one hit
be aged magically.) Your Wisdom, Intelligence, dice per spell level. You do not gain any healing from
and Charisma increase by 1 for each additional age these hit dice.
category you age past your race’s normal limit (to a Zealous Ritual. By spending 1 hour in
maximum of 20). At the GM’s discretion, if you have uninterrupted prayer and expending a number of hit
lived exceptionally long one of these ability scores dice equal to your level, you are able to cast a spell
may increase by as much as 3. that is instead two levels higher than the highest
When you enchant a relic, you treat it with level spell you know or are normally able to prepare.
the same reverence you would a holy book or symbol. In addition, you expend a second spell slot from your
Accordingly, you never willingly part with your highest level spell slots
relic—you may not sell it, lend it to others, or If you are of good alignment and proficient
otherwise abandon it. If for any reason your relic with Religion, you are able to perform the ritual
is taken from you, you must do everything in your without selecting this feat or having any ability to
power to recover it. cast spells. When you do so it requires 1 hour of
When you enchant a sacred site, it must be an uninterrupted prayer, you expend all of your hit dice,
area no larger than a 60-foot radius. You automatically and you are only able to cast a 1st-level spell from the
detect when a creature of evil alignment is within cleric spell list.
1-mile of your sacred site. Even when you are not in
your sacred site, you have blindsense, darkvision, and EXORCISM
tremorsense within the confines of your sacred site. Prerequisite: Religion, good alignment
You age 1 year for each week that you are The power of saints and the divine can be called upon
separated from your relic or sacred site. If you are an by the pure of heart to relieve ailments of both the
elf or other long-lived race, you age 1 year for each body and soul, even when one lacks the ability to
day that you are separated from your relic. You do not work greater magics.
suffer from aging when you are separated from your By performing a 30 minute ritual of
relic or sacred site while on a quest to save it from uninterrupted prayer, you can undo the possession of
destruction (or at the GM’s discretion, to a target that you can see within 60 feet throughout
138 perform an equally important holy task).
Should you ever learn to cast spells
the ritual. If the possessing creature has a CR higher
than your level, it makes a Charisma saving throw
RADIANT RICOCHET SACRED SHOUT
Holy cantrip (bard, cleric, druid, paladin, ranger, 8th-level holy (bard, cleric, druid, sorcerer, wizard)
sorcerer, wizard) Casting Time: 1 action
Casting Time: 1 action Range: Self (60-foot radius)
Range: Personal Components: V, S, M (a rod of platinum worth 200
Components: V, S gp, which the spell consumes)
Duration: 1 round Duration: Instantaneous
Four motes of light swirl around your body. These Cascading waves of brilliant light and sound explode
motes of light each have 1 hit point and any damage from your orifices in a 60-foot radius as you channel
you would take from ranged weapon attacks or the very gaze and voice of a god. Other creatures in
ranged spell attacks before the start of your next turn the area must make a Constitution saving throw. A
is subtracted from their hit points first (destroying creature takes 7d8 radiant damage and 7d8 thunder
1 mote of light for every point of damage dealt, damage on a failed save, or half as much damage on
possibly negating the attack). a successful one. Evil creatures, fiends, and undead
The spell creates more motes of light when have disadvantage on this saving throw. Neutral and
you reach higher levels: eight motes at 5th level, unaligned creatures have advantage on this saving
twelve motes at 11th level, and sixteen motes at 17th throw. Celestials and good creatures are unaffected by
level. this spell. Any creature that takes 25 or more radiant
damage is blinded for 2 rounds and any creature that
REVITALIZE INAEQUA takes 25 or more thunder damage is deafened for 2
3rd-level holy (bard, cleric, paladin, sorcerer, wizard) rounds. After casting this spell, you are blinded and
Casting Time: 1 action deafened for 2 rounds.
Range: Touch At Higher Levels. When you cast this spell
Components: V, S, M (flask of holy water) using a 9th-level spell slot, you are not blinded or
Duration: Instantaneous deafened by the casting.
This spell repairs the damage done to an inaequa-
powered device that an evil creature has perverted, SAINTLY VENGEANCE
allowing it to function again provided it is still intact 6th-level holy (bard, cleric, sorcerer, wizard)
(and has not exploded, as many of these contraptions Casting Time: 1 action
tend to when so altered). If cast on an unattended Range: Self (60-foot radius)
inaequa-powered device, any explosions or other Components: V, S, M (a rod of gold worth 50 gp,
negative effects are prevented, but objects in another which the spell consumes)
creature’s possession are unaffected by this spell. Duration: Instantaneous
Overwhelmingly bright light explodes from your
RIGHTEOUS WEAPONRY eyes, ears, and mouth in a 30-foot radius. Other
3rd-level holy (bard, cleric, paladin, sorcerer, wizard) creatures in the area must make a Constitution
Casting Time: 1 action saving throw. A creature takes 10d8 radiant damage
Range: Touch on a failed save, or half as much damage on a
Components: V, S successful one. Evil creatures, fiends, and undead
Duration: Concentration, up to 10 minutes have disadvantage on this saving throw. Neutral and
As part of the casting of this spell, you must be unaligned creatures have advantage on this saving
wearing or holding your holy symbol as you touch a throw. Celestials and good creatures are unaffected
creature. Until the spell ends, the creature may spend by this spell. After casting this spell, you make a
a bonus action to change the damage from all of its Constitution saving throw or are blinded for
weapon attacks to radiant damage until the start of its 1 round.
next turn. At Higher Levels. When you cast this spell
At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, the
using a spell slot of 4th-level or higher, you may damage increases by 1d8 for each slot
target one additional creature for each slot level above
3rd.
level above 6th.
143
Starting at 10th level, creatures observing to see that you are wearing the druid’s pouch while in
you using the bard’s lute are at disadvantage when Wild Shape.
making Wisdom (Insight) checks to notice you While wearing your druid’s pouch you are able
using it to cast spells. to transform into creatures with a fly speed and the
Beginning at 15th level, you only require a maximum CR of beasts you can transform into is 2.
short rest to recharge your uses of the bard’s lute. Starting at 10th level, you are able to transform
into creatures of the plant type and the maximum
Cleric’s Holy Symbol. You have a particularly CR of creatures you can transform into is 3.
impressive holy symbol that strengthens your Beginning at 15th level, you are able to transform
faith and the connection you have to your deity. into creatures of the elemental type and the maximum
So long as the cleric’s holy symbol remains in your CR of creatures you can transform into is 6. In
possession, you are able to use your channel addition, your druid’s pouch magically feeds you a
divinity feature an additional time before requiring goodberry from its contents when you are dropped to
a rest to recharge it. Anyone that shares your faith 0 hit points and succeed on a DC 15 Wisdom saving
or has similar beliefs recognizes your cleric’s holy throw. This consumes 3 goodberries.
symbol and are emboldened by your devotion,
giving you advantage on Charisma (Persuasion) Exemplar’s Icon. You have a uniquely distinguished
checks made against these creatures. piece of clothing, such as a hat, mask, or banner that
Beginning at 10th level, when using the is as much a part of your legend as your actions are.
Divine Intervention feature while presenting your Whenever your exemplar’s icon is worn and visible,
cleric’s holy symbol, you gain advantage on the the you have advantage on Charisma checks using your
percentile dice dice roll. In addition, when you Friendly Reputation feature, and gain a bonus on all
have advantage on a Charisma (Persuasion) check saving throws equal to half your Charisma modifier.
against someone with similar beliefs, you also gain Beginning at 10th level, so long as your exemplar’s
a bonus to the check equal to half your proficiency icon is worn and visible, allies able to see you are
bonus. immune to the frightened condition.
Starting at 15th level, your cleric’s holy symbol At 15th level, so long as your exemplar’s icon is
can call you back from the brink of death. When worn and visible, your identity is immediately
you are at 0 hit points, the cleric’s holy symbol recognizable to anyone who sees you, and you
activates your Channel Divinity feature to heal automatically succeed Charisma checks using your
you as if you were targeting only yourself. If you Friendly Reputation feature. Additionally, you may
have no remaining uses of Channel Divinity this spend a bonus action when making a Charisma
feature does not activate. Once you have used this check to treat that check as though you had rolled
feature, you must finish a long rest before you can a natural 20. Once you have used this feature, you
do so again. must finish a long rest before you can do so again.

Druid’s Pouch. You have a special leather pouch Feywalker’s Cap. You have a jaunty, whimsical
that hangs around your hip, fastened by a strap leather cap that fits perfectly on your head. Your cap
of leather slung around your shoulder. Each day never flies off in heavy winds, while you are falling,
at dawn, a goodberry (as the spell but with no upside down, or even underwater, remaining on
duration) appears in your druid’s pouch. The druid’s your head unless you or another creature physically
pouch can hold up to 8 goodberries but it cannot remove it. So long as you are wearing your feywalker’s
be filled with any other object or those created by cap, you gain 2 additional uses of your Feystep
casting the spell. feature between short rests.
Your druid’s pouch changes in size and shape Starting at 10th level, your additional uses of
when you wild shape but it cannot be merged into Feystep increase to 4. In addition, you regain uses of
your form. While using Wild Shape you are your Feytrick feature at the end of a your first short
always able to access your druid’s pouch, even if rest after completing a long rest.
your form does not have limbs. Creatures Beginning at 15th level, you regain
observing you receive a Wisdom (Perception)
check against a DC equal to 10 + your druid level
the use of your Fey Stride feature after
completing a long rest.
147
attack damage with the rogue’s kukri you deal an spells with multiple spell attacks, each additional
amount of poison damage equal to your proficiency spell attack requires you to spend an additional
bonus. When you critically hit with a sneak sorcery point.
attack, the target gains the poisoned condition
until it takes a short rest or receives a Wisdom Warlock’s Pendant. You have a magical pendant
(Medicine) check against a DC equal to the that draws additional strength from your pact
damage from your attack. with otherworldly powers. While wearing your
Starting at 15th level, you may use your warlock’s pendant, you gain the benefits of one of
Cunning Action to make a melee weapon attack the following eldritch invocations so long as you
or ranged weapon attack with the rogue’s kukri so qualify to take it: armor of shadows, ascendant step,
long as you are able to deal sneak attack damage. beast speech, bewitching whispers, chains of carceri,
If you are unable to deal sneak attack damage dreadful word, eldritch sight, fiendish vigor, mask of
for any reason you are not able to use Cunning many faces, master of myriad forms, minions of chaos,
Action to make this attack. mire the mind, misty visions, otherworldly leap,
sculptor of flesh, sign of ill omen, thief of five fates,
Sorcerer’s Stone. You have an enchanted gemstone visions of distant realms, whispers of the grave. Upon
brimming with magical power. When you use finishing a long rest, you may change your eldritch
an action to toss the sorcerer’s stone into the air, it invocation.
orbits your head at a distance of 1d3 feet and Beginning at 10th level, your warlock’s pendant
confers a benefit to you. Thereafter, another grants you two eldritch invocations. In addition, you
creature must use an action to grasp or net the gain advantage on concentration checks for spells.
stone to separate it from you, either by making Starting at 15th level, your warlock’s pendant
an attack roll against the sorcerer's stone or a grants you three eldritch invocations and you are
Dexterity (Acrobatics) check against a DC equal able to change them after taking a long rest.
to its AC. You can use an action to seize and
stow the sorcerer’s stone, ending its effect. Warrior’s Breastplate. You have a magical shield that
The sorcerer’s stone has an AC equal to your adds a bonus to AC equal to half your proficiency
sorcerer level plus your proficiency bonus and bonus. By spending your reaction, you can turn a
Intelligence modifier. It has a number of hit critical hit into a regular hit. Each time you do so,
points equal to double your sorcerer level and the warrior’s breastplate’s magical bonus to AC is
resistance to all damage. The sorcerer’s stone is reduced by 1. The warrior’s breastplate returns to its
considered to be an object that is being worn original magical bonus to AC after you take a long
while it orbits your head. rest. In addition, the warrior’s breastplate grants you
While the sorcerer’s stone orbits your head, a resistance to one type of randomly determined
protective magical force surrounds you. Your base damage (as armor of resistance) that changes each
AC becomes 10 + your proficiency bonus + your time you finish a long rest (the GM should make
Dexterity modifier. In addition, you gain a bonus this roll in secret)
to checks made to concentrate on spells equal to Starting at 10th level, the warrior’s breastplate
half your proficiency bonus. These effects end if grants you resistance to one type of randomly
you don armor. determined weapon damage that changes each
Starting at 10th level, your maximum number time you finish a short rest (the GM should secretly
of sorcery points increases by an amount equal to roll 1d6; on a 1-2 it is bludgeoning, on a 3-4 it is
your proficiency bonus. You may expend 1 sorcery piercing, and on a 5-6 it is slashing) in addition to
point and spend a bonus action to succeed on a its normal damage resistance.
concentration check. Beginning at 15th level, you are able to speak
Beginning at 15th level, you can create spell a command word to don or remove the warrior’s
slots of up to 6th-level using the Flexible Casting breastplate as an action. In addition, while wearing
feature. When casting a spell with a spell attack, the warrior’s breastplate, you can speak
you may expend a number of sorcery points equal
to the level of the spell to gain advantage. For
its command word as an action to gain
the effect of the fire shield spell, which 149
last for 10 minutes or until you remove the armor Wizard’s Hat. You have an enchanted hat connected
or use an action to speak the command word directly to a plane brimming with magic. Your
again. Unlike the normal fire shield spell, the wizard’s hat grants you different bonuses depending
warrior’s breastplate deals 3d8 damage of the type on what your arcane tradition is.
of energy it is granting you resistance against. This Abjuration. Your wizard’s hat has a number of
property of the armor can’t be used again until the charges equal to your proficiency bonus. By
next dawn. spending your reaction, you gain resistance to all
types of damage until the beginning of your next
Warrior’s Crossbow. You have a magical light turn. These charges return after you finish a long
crossbow that adds a bonus to attack and damage rest.
rolls equal to half your proficiency bonus. The Conjuration. Your wizard’s hat operates like a
warrior’s crossbow does not have the loading gray bag of tricks. When you reach 10th level, it
property. When you take the Aim action before operates like a rust bag of tricks. When you reach
firing the warrior’s crossbow, you deal an additional 15th level, it operates like a tan bag of tricks.
amount of damage equal to your proficiency bonus. Divination. By placing an object inside of your
Beginning at 10th level, the warrior’s crossbow wizard’s hat as an action, you learn everything
loses the two-handed property. When you have that any of the following spells would teach you:
advantage on an attack roll made with the detect evil and good, detect magic, detect poison and
warrior’s crossbow, your attack scores a critical disease, and identify. When you reach 10th level,
hit on a roll of 18–20 you can analyze a creature or object bigger than
Starting at 15th level, the warrior’s crossbow your wizard’s hat by placing it on top. When you
loses the ammunition property. In addition, both reach 15th level, you can use your wizard’s hat to
the normal range and long range of the warrior’s analyze something with a bonus action.
crossbow doubles. Enchantment. Your wizard’s hat grants you
Note: By taking this feat twice, an adventurer may advantage on saving throws made to resist the
possess two warrior’s crossbows. charmed and frightened conditions. When
you reach 10th level, you gain immunity to the
Warrior’s Maul. You have a magical maul that adds charmed condition. When you reach 15th level,
a bonus to attack and damage rolls equal to half you gain immunity to the frightened condition.
your proficiency bonus. You can use your reaction Evocation. Your wizard’s hat contains explosive
to deflect a missile with the warrior’s maul when energy. By spending an action, you can reach
you are hit by a ranged weapon attack. When into your wizard’s hat, draw out a ball of explosive
you do so, the damage you take from the attack is energy, and throw it at a square within 50 feet.
reduced by 2d6 + your Strength modifier + your Each creature in a 20-foot-radius sphere centered
level. on that point must make a Dexterity saving throw.
Starting at 10th level, you are able to deflect A target takes 1d12 force damage per point of
spell attacks using the warrior’s maul. You can use your proficiency bonus on a failed save, or half as
your reaction to make a melee weapon attack roll much damage on a successful one. The explosion
with disadvantage opposed by the spell attack roll. spreads around corners. Your wizard’s hat holds a
On a success, you deflect the spell into a random number of explosive balls equal to your proficiency
adjacent square. If a creature is in that square, they bonus.
are the new target of the spell attack (which uses Illusion. Your wizard’s hat acts like a hat of disguise.
your melee weapon attack roll). When you reach 10th level, you have advantage
Beginning at 15th level, when using the war- on Charisma (Deception) checks made to
rior’s maul to deflect spell attacks you no longer maintain your disguises. When you reach 15th
have disadvantage. In addition, you can reflect level, you perfectly mimic sounds and voices,
spell attacks using the warrior’s maul. You can use giving creatures discerning your mimicry
your reaction to make a melee weapon disadvantage on their Insight (Wisdom)
attack roll with disadvantage opposed checks.
150 by the spell attack roll. On a success, you Necromancy. Your wizard’s hat sucks the life out of
reflect the spell back at the caster. creatures you target with necromancy. By casting a
JETPACK JUMP BOOTS
These sleek and expensive devices fit on a wearer’s Although their metal framework make this footwear
back, affixed by straps over the shoulder (or when less than ideal, the vertical mobility they offer is
placed on armor, latched onto mounts and seams). impressive. A creature wearing a pair of jump boots
While wearing a jetpack, a creature can spend an reduces its base walking speed by 5 feet. By spending
action activating it to gain a flying speed of 40 a free action on its turn, the wearer can activate the
feet. A creature can use a jetpack to fly for up to jump boots and increase the distance of any jumps
10 minutes, all at once or in several shorter flights, they make by 30 feet horizontally and 20 feet
each one using a minimum of 1 minute from the vertically until the start of their next turn. This
duration. increase to jumping distance only increases the
Deactivating a jetpack is a reaction. If you wearer’s speed for the turn and only if the wearer
are flying when the duration expires or the jetpack moves by jumping. Jump boots automatically
is deactivated, you fall until you land (taking deactivate at start of the wearer’s next turn. A
falling damage as appropriate). The jetpack creature can use jump boots to leap for up to
regains 2 minutes of flying capability for every 10 rounds, regaining 1 round of use for every
10 minutes it isn’t in use. 1 minute they are not activated.
When worn by a good creature, the wearer has When worn by a good creature, the wearer has
advantage on Dexterity (Acrobatics) checks advantage on Strength (Athletics) checks made to
while the jetpack is activated. jump whether or not the jump boots are activated.
When worn by a neutral or unaligned creature, When worn by a neutral or unaligned creature, the
the jetpack functions normally. wearer’s speed is reduced by 10 feet instead and
When worn by an evil creature, the jetpack does they have disadvantage on Strength (Athletics)
not function at all until the wearer spends an checks when the jump boots are not activated.
action and makes a DC 15 Sanctity check to When worn by an evil creature, jump boots cannot
trick the device. A successful Sanctity check be activated at all until the wearer spends a bonus
convinces the jetpack that the wearer is of action and makes a DC 11 Sanctity check to trick
neutral alignment until it leaves their possession. them. A successful Sanctity check convinces the
Alternatively, an evil creature can spend an jump boots that the wearer is of neutral alignment
action and 1 vilis point to pervert it. Once until the footwear leaves their possession.
perverted, an active jetpack grants its wearer a Alternatively, an evil creature can spend a
bonus action and 1 vilis point to pervert them.
fly speed of 90 feet and advantage on Dexterity
Once perverted, jump boots increase the wearer’s
(Acrobatics) checks. Every 1d4 minutes (a
speed by 15 feet and whenever activated they
secret roll by the GM) the wearer makes a Sin
increase the wearer’s jumping distance by
saving throw (DC 10 + 1 per previous saving
50 feet horizontally and 30 feet vertically. After
throw) or the jetpack explodes, dealing 4d6 fire
5 minutes, the wearer makes a Sin saving throw
damage and 2d6 necrotic damage to all
(DC 8 + 1 per previous saving throw) or the
creatures and objects in a 5-foot radius (a
perverted jump boots overload and contract. Any
Constitution saving throw against the same
creature within 5 feet of the jump boots makes a
DC halves this damage). An unattended
Dexterity saving throw against the same DC or
jetpack explodes in the same manner
is grappled and restrained by the devices as the
1d4 minutes after being perverted.
implosion of energy grabs their limbs and crushes
For creatures other than Medium size, a jetpack them in the crumpled metal, rooting them to the
works more or less effectively. Instead of the ground (if the jump boots have nothing to root
regular fly speed, Small-sized creatures gain a upon, a creature that fails its saving throw is
fly speed of 60 feet (120 feet if perverted) and paralyzed instead). At the start of its turn, a
Large-sized creatures gain a fly speed of 20 creature trapped in imploded jump boots takes
feet (40 feet if perverted). Any smaller 2d6 bludgeoning damage and may spend a bonus
or larger creatures are unable to use a action to make a Strength saving throw (same
156 jetpack unless it is specifically built for
their stature.
DC) to free themselves.
MAGNOHYDRAMICUS
These metal discs are tightly clustered around a 1-foot long metallic rod studded by stubby hangers. When
activated by spending a bonus action, the magnohydramicus’ discs float in a 5-foot radius around the device or
the creature wielding it. Any ranged weapon attacks or ranged spell attacks that enter or pass through the
square the activated magnohydramicus is in hit the discs first. An activated magnohydramicus and its discs
have a total of 20 hit points and are destroyed when reduced to 5 hit points or less. Unless reduced to 0 hit
points or less, a magnohydramicus can be repaired with a DC 17 Intelligence (Technology) check, 8 hours of
work, and 20 gold worth of materials. The mending cantrip cannot be used to repair a magnohydramicus. An
activated magnohydramicus does not impede or affect effects and spells that deal area damage. Deactivating
a magnohydramicus requires a bonus action.
When activated by a good creature, the magnohydramicus gains 10 temporary hit points when activated.
When activated by a neutral or unaligned creature, the magnohydramicus functions normally.
When activated by an evil creature, the magnohydramicus has 10 fewer hit points unless the wearer spends
an action to make a DC 13 Sanctity check to trick the device. A successful Sanctity check convinces the
magnohydramicus that the creature activating it is of neutral alignment.
Alternatively, an evil creature can spend an action and 2 vilis points to pervert the device while
activating it. Once perverted, the magnohydramicus activates with 50 hit points and deals 3d6 damage to
all creatures in a 10-foot radius at the end of each round. A creature wielding the magnohydramicus is not
damaged by it. Once the magnohydramicus has dealt 40 hit points of damage it is destroyed but otherwise
it functions for up to 10 minutes. A perverted magnohydramicus cannot be deactivated.

PACIFICATION NET
The pacification net looks much like a mundane net except for two rubberized handles and a rubber cord
tethering them together at its center. A Large or smaller creature hit by a pacification net is restrained until it
is freed. A pacification net has no effect on creatures that are formless, or creatures that are Huge or larger. A
creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach
on a success. Dealing 10 slashing damage to the pacification net (AC 12) also frees the creature without
harming it, ending the effect and destroying the pacification net. When you use an action, bonus action, or
reaction to attack with a pacification net, you can make only one attack that round regardless of the number
of attacks you can normally make.
Activating a pacification net is a bonus action. Once activated, a pacification net crackles with subduing
electrical energies that sap a creature of its senses. A creature caught in an active pacification net makes a
DC 12 Constitution saving throw at the end of each of its turns or is stunned for 1 round. Even on a success,
the creature is blinded for 1 round. Once activated, a pacification net functions for 1 minute or until the
wielder spends an action deactivating it.
When wielded by a good creature, attack rolls made with an activated pacification net have advantage.
In the hands of a neutral or unaligned creature, an activated pacification net functions normally and attack
rolls with a deactivated pacification net have disadvantage.
In the hands of an evil creature, a pacification net cannot be activated at all until the wielder makes a
DC 14 Sanctity check to trick the device. A successful Sanctity check convinces the pacification net that
the wielder is of neutral alignment.
Alternatively, an evil creature can spend a bonus action and 2 vilis points to pervert the device while
activating it. Once perverted, a creature caught in the pacification net must succeed on a DC 15 Constitution
saving throw at the start of each of its turns or is stunned for 1 round. Even on a success, the creature is
blinded for 1 round and takes 4d6 lightning damage. After 3 rounds a perverted pacification net explodes,
dealing 1d6 force damage and 4d6 lightning damage to all creatures and objects in a 15-foot radius.
A DC 15 Constitution saving throw reduces this damage by half.

157
POWER ARMOR
The finest military officers of Askis wear resplendent suits of mechanized armor fueled by inaequa, a carapace of
steel and gadgetry that make them titans on the battlefield. Power armor fits over a humanoid’s torso and limbs,
functioning as a medium suit of armor. Donning or removing power armor provokes opportunity attacks and
takes 3 consecutive rounds. Power armor grants the following bonuses:
• The wearer’s AC becomes 14 + Dexterity modifier (maximum 2).
• The wearer’s Strength score increases by 2 (this does not modify its maximum Strength score).
• The wearer is able to jump as far as 30 feet horizontally or 20 feet vertically without the need for a check
(these distances are added to the distances that result from any jump checks).
• The wearer reduces all falling damage by 20.
• The wearer’s unarmed strike damage changes to 1d6.
• The wearer has disadvantage on Dexterity (Stealth) checks.
• The amount of weight the wearer can carry doubles (the weight of the power armor does not count against
the wearer’s carrying weight.)
When worn by a good creature, the wearer gains the following additional benefits:
• The wearer’s AC becomes 13 + Dexterity modifier (maximum 3) + 1/2 Wisdom modifier.
• The wearer’s Dexterity score increases by 2 (this does not modify its maximum Dexterity score).
• The wearer reduces all falling damage by an additional 15.
• The wearer’s unarmed strikes deal an additional 1d4 radiant damage.
• The wearer does not have disadvantage on Dexterity (Stealth) checks.
When worn by a neutral or unaligned creature, a suit of power armor functions normally.
When worn by an evil creature, a suit of power armor does not function at all until the wearer succeeds on a
DC 15 Sanctity check to trick the device. A successful Sanctity check convinces the power armor that the
wearer is of neutral alignment until the suit is removed.
Alternatively, an evil creature can spend an action and 3 vilis points to pervert the device while activating
it. Once perverted, the power armor grants the following additional benefits:
• The wearer’s AC becomes 13 + Dexterity modifier (maximum 2) + 1/2 Sin modifier (minimum 1).
• The wearer’s Strength score increases by 4 instead of 2 (this can increase the wearer’s Strength score to as
high as 22).
• The wearer’s speed increases by 20 feet.
• The wearer’s unarmed strikes deal an additional 1d6 necrotic damage.
• The wearer has advantage on Dexterity (Stealth) checks (instead of disadvantage).
Every 10 minutes, the wearer makes a Sin saving throw (DC 10 + 1 per previous saving throw) or the
perverted power armor becomes a conduit for an ancient evil to slip through the aether and between the
seams of the Bands of Kyttarmoak, possessing the suit (and the creature inside) for 10 minutes. For the
duration, the wearer is transformed into a fiend (as polymorph; of an equal CR or level + 1d4) and their
actions are controlled by the GM. Casting protection from evil and good on a creature possessed by a suit
of power armor has no effect but banishment immediately removes the fiendish possession. Otherwise
the wearer is possessed for the duration or until reduced to 0 hit points. Regardless of how the possession
ends, the wearer is reduced to 0 hit points when they return to their natural form.
Instead of making a saving throw to reign in a suit of perverted power armor, the wearer may spend 10 vilis
points to permanently mark it as their own. A marked suit of perverted power armor doubles the
wearer’s Sin score for the purposes of their evil aura, but its wearer can sleep and rest in it without issue.
In fact, the suit of marked perverted power armor cannot be removed until the wearer is dead—though
even then if the wearer is brought back to life before the armor is removed, they return donned in the
armor. Marked suits of perverted power armor do not become conduits for fiend possession except for
when the wearer is dead, at which point their corpse and soul become the playthings of demons
and devils.
158
POWER RIFLE POWER SHIELD
Military marksmen and game hunters wield power These gleaming steel and bronze shields brim with
rifles that function like a heavy crossbow (martial the energy of the inaequa inside them, though the
ranged weapon, range 100/400) except that they do obvious honor of anyone wielding one inspires awe
not have the ammunition property and make virtually enough. A creature wearing a power shield increases
no sound whatsoever when fired, emitting only a its AC by an additional 1.
rapidly traveling bolt of energy nearly too fast for the By spending a bonus action activating the
eye to see. power shield, the wearer gains a flying speed of 20
When wielded by a good creature, a ranged weapon feet. A creature can use a power shield to fly for up
attack made with a power rifle doubles its range to 10 rounds all at once or in several shorter flights,
and on a successful hit deals no damage but forces each using a minimum of 1 round from the duration.
the target to make a DC 15 Constitution saving Deactivating a power shield is a reaction. If you are
throw or be paralyzed for 1d4 rounds. flying when the duration expires or the power shield
When wielded by a neutral or unaligned creature, is deactivated, you fall until you land (taking falling
a ranged weapon attack made with a power rifle damage as appropriate). The power shield regains 1
has disadvantage and on a successful hit deals no round of flying capability for every 1 hour it isn’t in
damage but forces the target to make a DC 13 use.
Constitution saving throw or be stunned for 1d4 When worn by a good creature, the wearer has
rounds. advantage on Dexteriy (Acrobatics) checks while
When wielded by an evil creature, a power rifle the power shield is activated and can Dash as a
does not function at all until the wielder spends a bonus action.
bonus action and makes a DC 14 Sanctity check When worn by a neutral or unaligned creature, the
to trick the device. A successful Sanctity check power shield functions normally.
convinces the power rifle that the wielder is of When worn by an evil creature, a power shield can’t
neutral alignment until the weapon leaves their be activated at all until the wearer spends an
possession. action and makes a DC 12 Sanctity check to
Alternatively, an evil creature can spend a trick the device. A successful Sanctity check
bonus action and 2 vilis points to pervert it. convinces the power shield that the wearer is of
Once perverted, attacks with the power rifle are neutral alignment until it leaves their possession.
made with advantage and on a successful hit deal Alternatively, an evil creature can spend an
2d8 lightning damage. On a critical hit, the target action and 1 vilis point to pervert it. Once perverted,
makes a DC 15 Constitution saving throw or is an activated power shield grants its wearer a fly
paralyzed for 1d4 rounds. After every minute the speed of 45 feet, advantage on Dexterity
wielder makes a Sin saving throw (DC 11 + 1 per (Acrobatics) checks, and the ability to Dash as a
minute of use) or the weapon explodes, dealing bonus action. Every 1d4 rounds (a secret roll by
3d8 lightning damage and 2d4 necrotic damage the GM) the wearer makes a Sin saving throw
to all creatures and objects in a 10-foot radius (DC 9 + 1 per previous saving throw) or the
(a Dexterity saving throw against the same DC power shield explodes, dealing 3d6 fire damage
halves this damage). An unattended power rifle and 1d6 necrotic damage to all creatures and
explodes in the same manner 1 minute after being objects in a 5-foot radius (a Constitution saving
perverted. throw against the same DC halves this damage).
An unattended power shield explodes in the
same manner 1d4 rounds after being perverted.
POWER SWORD
Expertly forged with metals ranging from aluminum finishings and inaequa-infused mercury to titanium steel
alloy, these greatswords are of the most sublime craftsmanship. Inside of the the blade, its liquid components
flow from the handle into specially designed cavities that grant the power sword extra heft to strike more
effectively. The exceptional quality of these weapons make them count as magical greatswords.
In the hands of a good creature, a power sword deals 2d8 slashing damage (instead of 2d6).
When the wielder scores a critical hit, their target makes a Strength saving throw against the 159
Steel Plaustra (tactical 45 ft./mobile 80 ft.). The heavier UNPOWERED VEHICLES
frames of these automotives allow for them to Hang Gliders (tactical 150 ft./mobile 300 ft.; 50 gold,
carry a great deal of weight in or on their truck Speed 60 mph, AC 13, 35 HP) are able to move 1
beds, but they are slower and more cumbersome. square up, down, left, or right (or any combination
Steel plaustra are able to move 1 square left or therein) for every 3 squares traveled forward.
right for every 4 squares traveled forward or Hang gliders cannot travel backwards.
backward. Going up in a hang glider requires lowering
Whirlybird (tactical 50 ft./mobile 100 ft.). These its tactical and mobile speeds by 10 feet for
gyrocopters are complex machines and extremely every 5 feet traveled until the driver is able
difficult to keep in good working order, though to take off again or hit a thermal updraft; a
they are easily the most mobile of airborne DC 15 Dexterity (Acrobatics) check negates
devices aside from jetpacks. Whirlybirds are able this loss of speed. When the driver loses control,
to move 1 square up, down, left, or right (or any a hang glider always moves in a downward
combination therein) for every 2 squares traveled direction until the driver regains control.
forward or backward. A whirlybird requires As a mount, a glider has AC 13, 35 hit
6 rounds and a successful DC 16 Intelligence points, and grants a fly speed of up to 200 feet,
(vehicle [air]) check to take off or land safely. but it must descend at least 5 feet for every 30
Windrider (tactical 100 ft./mobile 200 ft.). Propellers feet of speed (minimum speed 30 feet). The pilot
on the wings of these airplanes hurtle them may spend a bonus action to make a DC 10
through the sky and weapons can be mounted Dexterity (Acrobatics) check, reducing their
for passengers behind the pilot to fire on targets descent by 5 feet on a success plus 5 feet for
both in the air and on the ground (though not every 5 points their result exceeds the DC.
directly under the vehicle). Windriders are able Parachute (80 gold, 20 lbs.). Thick, tightly-woven
to move 1 square up, down, left, or right (or any sheets are carefully set into this backpack. As a
combination therein) for every 6 squares traveled reaction, a falling creature can pull on the ripcord
forward after take-off. Take-off requires 500 feet to deploy the parachute. The creature’s rate of
of unimpeded travel at mobile speed directly descent slows to 60 feet per round. By making a
forward on the ground and a successful DC 15 Dexterity check, the creature can move
DC 14 Intelligence (vehicle [air]) check. up 5 feet horizontally for every 5 feet fallen, up
to their maximum movement.
Each vehicle has simplified alternative rules for use as mounts (although unlike normal mounts, vehicles
cannot act independently) as well as varying effects depending on the alignment of the driver. Failing a Sanctity
or Sin check to trick or pervert an inaequa-powered vehicle renders it permanently inoperable to a creature.
Evil creatures must make a new check each time they activate an inaequa-powered vehicle’s engine.

CLOUDGLIDER (DIRIGIBLE)
Releasing helium from this airship’s gas canisters into its inflating blimp is all that is required to lift it into
the air. Activating the inaequa-powered fans that propel it through the sky requires accessing the cockpit and
a DC 9 Intelligence (vehicle [air]) check or DC 12 Intelligence (Technology) check.
Cloudgliders can only be used as vehicles (never as mounts).
When the engine is activated by a good creature, the pilot has advantage on checks to control the cloudglider.
When the engine is activated by a neutral or unaligned creature, the cloudglider functions normally.
When the engine is activated by an evil creature, the cloudglider does not activate at all until the pilot spends
a bonus action and makes a DC 13 Sanctity check to trick the device. A successful Sanctity check convinces
the cloudglider that the pilot is of neutral alignment.
Alternatively, an evil creature can spend an action and 3 vilis points to pervert the cloudglider’s engine.
Once perverted, the engine functions as though the pilot were of neutral alignment but after
1d4 minutes explodes, dealing 6d6 fire damage to all creatures and objects in a 40-foot radius (a
DC 15 Dexterity saving throw halves this damage). Roll 1d20 and on a result of 10 or less, the
163
JETTER (SPEEDBOAT) the steel equos that the conductor is of neutral
Activating the engine of a jetter requires pulling the alignment.
accelerator lever and turning the ignition key or Alternatively, an evil creature can spend a
making a DC 13 Dexterity (thieves’ tools) check. bonus action, reaction, and 4 vilis points to
As a mount a jetter has AC 14, 45 hit points, pervert the steel equos. Once perverted, the
grants a speed of 100 feet on water (the vehicle vehicle’s speed increases to a maximum of
cannot travel on land), ignores the first 3 points of 150 mph (adding 50 feet to both mobile and
damage it takes from an attack or spell, and it can tactical speeds), its ramming damage doubles,
carry the driver and up to 3 Medium-sized creatures and every 10 minutes (a secret roll by the GM)
(granting them half cover; +2 AC and Dexterity the conductor makes a Sin saving throw (DC 14
saving throws). + 1 per previous saving throw) or the steel equos
When the engine is activated by a good creature a explodes, dealing 8d6 fire damage and 4d6
jetter operates normally. necrotic damage to all creatures and objects in a
When the engine is activated by a neutral or 50-foot radius (a Dexterity saving throw against
unaligned creature a jetter is difficult to handle the same DC halves this damage). An unattended
and the pilot has disadvantage on checks to steel equos explodes in the same manner 1d4
control the vehicle. minutes after being perverted.
When the engine is activated by an evil creature a
jetter does not activate at all until the pilot spends STEEL PLAUSTRA (TRUCK)
a bonus action and makes a DC 14 Sanctity check Activating the inaequa-engine of a steel plaustra
to trick the device. A successful Sanctity check requires pressing down the accelerator pedal and
convinces the jetter that the pilot is of neutral turning the ignition key or making a DC 16 Dexterity
alignment. (thieves’ tools) check.
Alternatively, an evil creature can spend a As a mount a steel plaustra has AC 15, 80
bonus action and 1 vilis point to pervert the jetter. hit points, grants a speed of 80 feet, ignores the first
Once perverted, the vehicle’s speed doubles for 10 points of damage it takes from an attack or spell,
10 minutes and the driver has advantage on and it can carry the driver and one Medium-sized
checks made to control the vehicle, after which creature as a passenger in the cab (granting them half
it burns out and ceases to function at all. cover; +2 AC and Dexterity saving throws) as well as
up to 8 in the truckbed (which may grant as much as
STEEL EQUOS (RAILROAD ENGINE) full cover depending on the particular vehicle).
The engine of a steel equos is a massive and marvelous When the engine is activated by a good creature a
thing cased inside of a box of steel set upon dozens of steel plaustra operates normally.
precisely forged wheels. Activating this inaequa- When the engine is activated by a neutral or
fueled contraption requires manipulating the levers unaligned creature a steel plaustra drives with
inside the conductor’s cab with a DC 13 Intelligence difficulty and the driver has disadvantage on
(vehicle [land]) check or DC 16 Intelligence checks to control the vehicle.
(Technology) check. When the engine is activated by an evil creature
Steel equos can only be used as vehicles (never a steel plaustra does not activate at all until the
as mounts). driver spends a bonus action and makes a DC 16
When the engine is activated by a good creature, Sanctity check to trick the device. A successful
the conductor quarters the vehicle’s speed each Sanctity check convinces the steel plaustra that
round spent braking. the driver is of neutral alignment.
When the engine is activated by a neutral or Alternatively, an evil creature can spend a
unaligned creature, the steel equos functions bonus action, reaction, and 3 vilis points to pervert
normally. the steel plaustra. Once perverted, the vehicle’s
When the engine is activated by an evil creature, it speed increases to a maximum of 100
does not activate at all until the driver spends an mph (adding 30 feet to both mobile
action and makes a DC 16 Sanctity check to trick
the device. A successful Sanctity check convinces
and tactical speeds, or as the same for
use as a mount), its ramming damage
165
increases to 7d8, and every 1 minute the driver WHIRLYBIRD (GYROCOPTER)
makes a Sin saving throw (DC 13 + 1 per Activating the inaequa-powered engine of a
previous saving throw) or the steel plaustra whirlybird requires working the levers inside of its cockpit
explodes, dealing 5d6 fire damage and 2d6 after getting the rotor blades spinning,
necrotic damage to all creatures and objects then turning the ignition key or making a DC 17 Dexter-
in a 25-foot radius (a Dexterity saving throw ity (thieves’ tools) check.
against the same DC halves this damage). An As a mount, a whirlybird has AC 17, 50 hit points,
unattended steel plaustra explodes in the same grants a fly speed of 100 feet, and gives the pilot half cover
manner 1 minute after being perverted. (+2 AC and Dexterity saving throws).
When the engine is activated by a good creature, a
VECTIO (TROLLEY ) whirlybird handles beautifully. Its AC increases by 1
Unlike most other vehicles, a vectio is powered and the pilot has advantage on checks made to control
by a tether that connects to cables that run along the vehicle.
the street. This energy comes from a settlement’s When the engine is activated by a neutral or
inaequa-fueled power grid however and still unaligned creature, a whirlybird functions normally.
recognizes the alignment of the vehicle’s driver. When the engine is activated by an evil creature, it does
Operating a vectio requires a bonus action and not activate at all until the pilot spends an action and
DC 5 Intelligence (vehicle [land]) check or DC 8 makes a DC 17 Sanctity check to trick the device. A
Intelligence (Technology) check. successful Sanctity check convinces the whirlybird
Vectio can only be used as vehicles (never that the conductor is of neutral alignment.
as a mount). Alternatively, an evil creature can spend an action
When the engine is activated by a good, neutral, and 3 vilis points to pervert the whirlybird. Once
or unaligned creature, the vectio functions perverted, the whirlybird treats the driver as though
normally. they were of good alignment, takes off after only 1
When the engine is activated by an evil creature, round, and the driver can Dodge as a bonus action on
it does not activate at all until the driver their turn. Every 5d4 rounds (a secret roll by the GM)
spends an action and makes a DC 14 Sanctity the pilot makes a Sin saving throw (DC 16 + 1 per
check to trick the device. A successful previous saving throw) or the whirlybird explodes into
Sanctity check convinces the steel equos chunks of high-velocity shrapnel. Any creature inside
that the conductor is of neutral alignment. an exploding whirlybird takes 4d6 force and 8d6 fire
Alternatively, an evil creature can spend damage (no saving throw). All creatures in a 50-foot
an action and 3 vilis points to pervert the radius (including the driver) make a Dexterity saving
vectio. Once perverted, the vehicle’s movement throw against the same DC or are struck by a chunk
cannot be slowed or stopped until it rams into of metal, taking 4d6 piercing damage and 4d6 slashing
something, dealing double its normal ramming damage. An unattended whirlybird explodes in the
damage. same manner 5d4 rounds after being perverted.
WINDRIDER (PROPELLER PLANE)
Activating the inaequa-fueled engine of a windrider requires working the pedals inside of its cockpit after
getting the wing propellers spinning, then turning the ignition key or making a DC 15 Dexterity (thieves’ tools)
check.
As a mount, a windrider has AC 18, 60 hit points, grants a fly speed of 200 feet, and gives the pilot and
passenger cover (+2 AC and Dexterity saving throws).
When the engine is activated by a good creature, a windrider can take-off after only 100 feet and gains a
Damage Threshold of 5.
When the engine is activated by a neutral or unaligned creature, a windrider functions normally.
When the engine is activated by an evil creature, the windrider does not activate at all until the pilot spends a
bonus action and makes a DC 18 Sanctity check to trick the device. A successful Sanctity check
convinces the windrider that the pilot is of good alignment.
166 Alternatively, an evil creature can spend an action and 3 vilis points to pervert the windrider.
Once perverted, the vehicle treats the pilot as if they were of good alignment, the pilot has
Black Lotus Extract (Contact). Only found in remote Deathblade (Injury). Once used by tribal warriors
mountain peaks on Zakuthombo, the rare flower from throughout the world, the secrets of this potent toxin
which this is synthesized is historically highly prized are lost to time and its appearance is exceptionally
by nobles for its striking beauty. A creature subjected rare. A creature subjected to this poison must succeed
to this poison must succeed on a DC 18 Constitution on a DC 18 Constitution saving throw. On a failed
saving throw. On a failed save, the creature takes 28 save, the creature takes 18 (4d8) poison damage and
(8d6) poison damage, is poisoned for 8 hours, its 18 (4d8) psychic damage, and gains a level of
Constitution score is permanently lowered by 4, and exhaustion. On a successful save, the creature takes
its total hit points are reduced by 2 per hit die. The half damage and does not gain a level of exhaustion.
poisoned creature has disadvantage on Constitution
ability checks and saving throws. On a successful Demigod’s Blood (Contact). There is no greater
save, the creature takes half damage, isn’t poisoned, sacrilege than to foul the blood of the Celestial
its Constitution score is permanently lowered by 2, Heroes and when properly prepared, the resulting
and its total hit points are reduced by 1 per hit die. mixture is incredibly potent. A creature subjected to
Only a wish or similarly powerful spell can restore this poison must succeed on a DC 20 Wisdom saving
the creature’s Constitution score. throw. On a failed save, the creature takes 54 (12d8)
necrotic damage and is poisoned for 1d4 minutes. The
Blasphemed Saint’s Blood (Injury). Taken from a poisoned creature cannot benefit from or be healed
creature made holy by the touch of the Celestial by divine sources (such as a cure wounds or enhance
Heroes or a powerful entity from the Upper Planes, ability spell cast by a cleric or a paladin’s lay on hands
this blood has since been thoroughly corrupted by feature). On a successful save, the creature takes half
evil. A creature subjected to this poison must succeed damage and isn’t poisoned.
on a DC 17 Wisdom saving throw. On a failed save,
the creature takes 21 (6d6) necrotic damage and is Demon Ichor (Injury). When harvested from a
poisoned for 1d4 minutes. The poisoned creature recently deceased denizen of the Abyss, the organs
cannot be healed by divine sources (such as a cure of a demon are volatile indeed. A creature subjected
wounds spell cast by a cleric or a paladin’s lay on to this poison must succeed on a DC 14 Constitution
hands feature). On a successful save, the creature saving throw. On a failed save, the creature takes
takes half damage and isn’t poisoned. 10 (3d6) poison damage and 10 (3d6) acid damage,
and is poisoned for 1d4 hours. On a successful save,
Celestial Blood (Contact). The gory remains of a the creature takes half the poison damage and isn’t
slaughtered celestial can be boiled down and reduced poisoned.
into this lethal concoction, though the smells that
emanate from the mixture offend one’s very soul. A Devil Rot (Ingested). This poison is made by brewing
creature subjected to this poison must succeed on a the teeth, fur, and tail of a devil down into a sulfurous
DC 16 Charisma saving throw. On a failed save, the paste. A creature subjected to this poison must
creature is poisoned for 1 minute. The poisoned succeed on a DC 14 Constitution saving throw. On
creature loses their connection to features gained a failed save, the creature takes 10 (3d6) necrotic
from the cleric, druid, exemplar, feywalker, paladin, damage and 10 (3d6) poison damage, and is poisoned
and ranger classes that require activation. When for 1d4 hours. The poisoned creature’s senses are
the poisoned creature attempts to use one of these baffled, causing it to be blind one round, then
features, it must succeed on a DC 16 Charisma deafened the next round, repeating between the two
saving throw or the feature does not activate and conditions. On a successful save, the creature takes
one of its uses (or the appropriate spell slot) is half the poison damage and isn’t poisoned.
expended. When the creature fails to activate a
feature, it can repeat the saving throw, ending the Dragon Bile (Contact). As long as the stomach of a
effect on itself on a success. On a great serpent is reached within a day of its death,
successful save, the creature isn’t the slurry of enchanted acid within is extremely
170 poisoned. dangerous and can be processed into a toxin most
vile. A creature subjected to this poison must
The poisoned creature must succeed on a spellcasting must succeed on a DC 14 Wisdom saving throw.
ability check (DC 12 + spell level) whenever it On a failed save, the creature takes 10 (3d6) radiant
attempts to cast a spell or fail to do so, losing the damage and is poisoned for 1 minute. The poisoned
spell slot. When the creature fails to cast a spell, it creature cannot be healed by divine spells (such as a
can repeat the saving throw, ending the effect on cure wounds spell cast by a cleric or a healing word cast
itself on a success. On a successful save, the creature by a paladin). On a successful save, the creature takes
takes half damage and isn’t poisoned. half damage and isn’t poisoned.

Malyss Root Dust (Inhaled). This plant can only be Shadow Essence (Injury). Any effluent collected from
found in the densest jungles of Samovi. A creature the corpse of a creature from the Shadow Plane needs
subjected to this poison must succeed on a DC 16 treatment with a DC 15 Intelligence (Arcana) check
Constitution saving throw. On a failed save, the to preserve it before taking it to another dimension.
creature takes 20 (8d4) poison damage, is poisoned A creature subjected to this poison must succeed
for 1d4 hours, and its Dexterity score is permanently on a DC 12 Strength saving throw. On a failed save,
lowered by 4. The poisoned creature has disadvantage the creature takes 11 (2d10) force damage and is
on Dexterity ability checks and saving throws. On a poisoned for 2d4 rounds. The poisoned creature
successful save, the creature takes half damage, isn’t takes half damage from weapon attacks, it deals
poisoned, and its Dexterity score is permanently half damage with weapon attacks, and it can move
lowered by 2. Only a wish or similarly powerful through other creatures and objects as if they were
spell can restore the creature’s Dexterity score. difficult terrain (it takes 1d10 force damage if it ends
its turn inside an object). On a successful save, the
Phase Spider Poison (Injury). This poison must be creature takes half damage and isn’t poisoned.
harvested from a dead or incapacitated phase spider
with a DC 15 Intelligence (Arcana) check. A creature Striped Toadstool (Ingested). Extracted and burned
subjected to this poison must succeed on a DC 11 away by Justitia that find them growing near cave
Constitution saving throw. On a failed save, the creature openings, nobles have been known to gather these for
takes 18 (4d8) poison damage and is poisoned for recreational purposes despite the dangers the fungi
1 hour. The creature is paralyzed if the poison damage pose. A creature subjected to this poison must succeed
reduces it to 0 hit points, even when stable or after on a DC 10 Constitution saving throw. On a failed
regaining hit points. On a successful save, the creature save, the creature takes 2 (1d4) poison damage and is
takes half damage and isn’t poisoned. poisoned for 1d4+2 hours. The poisoned creature has
disadvantage on Wisdom saving throws, disadvantage
Powdered Fiendhorn (Inhaled). The Ministry goes to on attack rolls, and suffers hallucinations that reduce
great lengths tracking the tiefling population and their sight by half. On a successful save, the creature
ensuring the disposal of their remains ostensibly to takes half damage and isn’t poisoned.
protect from the synthesis of this dangerous
substance. A creature subjected to this poison must Terinav Root (Contact). Pulled from scarce plants
succeed on a DC 15 Constitution saving throw. On a squirming out of the sandy bottoms of Samovi’s
failed save, the creature takes 10 (3d6) necrotic lakes and rivers, days of preparation and refinement
damage and 10 (3d6) poison damage, and is poisoned of scores of specimens are needed to make this toxic
for 1d4+1 rounds. After taking damage from the mixture. A creature subjected to this poison must
poison, the poisoned creature gains vulnerability succeed on a DC 11 Constitution saving throw. On
to acid, cold, fire, force, lightning, necrotic, poison, a failed save, the creature takes 26 (4d12) poison
psychic, radiant, and thunder damage. On a successful damage and is poisoned for 24 hours. The poisoned
save, the creature takes no damage and isn’t poisoned. creature has disadvantage on Charisma (Animal
Handling), Charisma (Persuasion), and Dexterity
Saint’s Blood (Injury). This holy substance (Stealth) checks as they emanate a foul and pervasive
is not inherently lethal but when directly odor. On a successful save, the creature takes no
172 exposed to the bloodstream can wreck
havoc on a body. A creature subjected to
damage and is only poisoned for 1 hour.
it reduces its hit points by 1 per Hit Dice. On a saving throw or become infected. It takes 6d4 hours
successful save, the creature does not have disadvantage for coagulopathy’s symptoms to manifest in an
on Strength saving throws for 24 hours. infected creature. Symptoms include heavy external
After 3 successful saving throws, the creature bleeding, blood in urine and stool, severe head or
recovers from the disease. Once recovered, a creature’s neck pain, repeated vomiting, difficulty walking,
Constitution and Charisma scores increase by 1 point convulsions, and seizures.
at the end of each long rest until they are restored to The infected creature’s speed is reduced by
their original values. 10 feet and whenever it takes 5 or more damage, it
immediately starts excessively bleeding, losing 1 hit
CELERO-LEPROSY point at the end of each of its turns during combat or
Rumors abound of what causes this sickness but 1 hit point at the end of each minute. This excessive
when the afflicted are diagnosed, The Ministry bleeding continues until the infected creature receives
provides a mandatory home for victims to live out magical healing or completes a short rest.
the rest of their lives. When a beast or humanoid Coagulopathy can be cured using rare
creature inhales air contaminated by the disease- reagents taken from 7 plants located in all the
carrying bacteria, the creature must succeed on a corners of Samovi. Given an hour, a character who
DC 13 Constitution saving throw or become has proficiency with an herbalism kit can turn these
infected. It takes 1 week for celero-leprosy’s reagents into one dose of medicine. Injected into the
symptoms to manifest in an infected creature. bloodstream before a long rest, one dose of it prevents
Symptoms include patches of light and dark lesions the infected creature from excessive bleeding for
on the skin and minor trouble breathing. 24 hours. After 3 doses, the medicine cures the
The infected creature gains resistance to disease entirely.
bludgeoning, piercing, and slashing damage but
vulnerability to poison and disadvantage on saving DEMENTIA
throws against poison. When the infected creature One of the greater problems among Askis’ swelling
takes 10 or more damage from a weapon attack centenarian population is the loss of memory, a
(before applying resistance), it loses an appendage such sickness that even the touch of true divinity cannot
as an ear, finger, or toe. When the infected creature totally cure—it does occur among younger citizens,
takes 30 or more damage from a weapon attack but almost never without some foul catalyst
(before applying resistance), it loses a limb. Body engineered by depraved minds. A creature that has
parts can only be restored with the regenerate spell. lived 90% of its race’s normal lifespan or has been
Celero-leprosy can be cured using carefully exposed to a dementia-causing effect makes an
synthesized medicine produced in the most advanced Intelligence saving throw (DC 10 + 1 per previous
labs of Askis. Given a week, a character with sufficient save) each 1% of remaining years or becomes infected.
knowledge and access to a laboratory can turn these One week after infection, the creature’s
reagents into one dose of medicine by making a DC memory starts to become unreliable as their mind
18 Intelligence (Science) check. Injected into the fragments. The infected creature takes a −1 penalty
bloodstream before a long rest, one dose of it prevents to ability checks and saving throws that rely on
the infected creature from suffering the symptoms Intelligence, Wisdom, and Charisma. At the end of
of celero-leprosy for 24 hours. After 5 doses, the each week after the symptoms appear, the penalty
medicine cures the disease entirely. worsens by 1. When it reaches −12, the victim is
stunned every other round as it constantly reassesses
COAGULOPATHY its surroundings. The longer an infected creature has
Unlike hemophilia this is not a sickness derived from dementia, the more often it must make Intelligence
birth, spread instead by exposure to tainted blood checks to recall information.
freely flowing from the afflicted. When a living Dementia can be cured with a wish spell,
creature is bitten by a creature that carries this disease, though this does not restore memories and only
or when it comes into contact with blood allows the infected creature to keep new ones
174 contaminated by the disease, the creature
must succeed on a DC 13 Constitution
(removing the disease as well as its penalties to
ability checks and saving throws).
KEDRIMEDULLAM MANA-WASTING
Doctors in The Ministry’s research facilities remain Certain areas of the Taenarius Tunnels are off-limits
unsure of where this sickness spreads from, only that to all but the Ministerium Inmorte, the warping
it is commonly found afflicting the malnourished magical residue of dubious experiments gone astray
monsters lurking in the Taenarius Tunnels so that it transforming those who wander through the forbidden
likely began in the depths. When a humanoid creature regions into deformed freaks. When a living creature
breathes in air contaminated by kedrimedullam, the travels through a mana-wasted area, the creature must
creature must succeed on a DC 13 Constitution succeed on a DC 14 Strength saving throw or
saving throw or become infected. It takes 24 hours become infected. It takes 1d4 days for mana-wasting’s
for kedrimedullam’s symptoms to manifest in an symptoms to manifest in an infected creature.
infected creature. Symptoms include cramps, fever, Symptoms include unnatural swelling of the skin
and excessive swelling of welts and bruises. and strange fleshy growths.
The infected creature gains one level of One week after infection, the creature begins
exhaustion, its carrying capacity is halved, it regains to suffer impossible to hide mutations. The infected
only half the normal number of Hit Dice and hit creature takes a −1 penalty to Charisma ability
points from finishing a long rest, and it gains checks.
vulnerability to bludgeoning damage. At the end At the end of each week after the symptoms
of each long rest, an infected creature must make a appear, the infected creature makes a Strength saving
DC 13 Constitution saving throw. On a failed save, throw (DC 14 + 1 per previous failed save) or the
the character gains one level of exhaustion. On a penalty worsens by 1. When it reaches −6, the
successful save, the character’s exhaustion level infected creature gains the mana-wasted template
decreases by one level. (page 208–209). On a successful save, the infected
If a successful saving throw reduces the creature’s penalty improves by 1 (for example, from
infected creature’s level of exhaustion below 1, the −4 to −3).
creature recovers from the disease. If a successful saving throw improves the
infected creature’s penalty to 0, the creature recovers
MALIGNANT PUSTULES from the disease.
Found only in the lairs of mad scientists and pools
deep in the tunnels nearest the planet’s core, even the PHANTASMIA
Justitia dare not meddle with the ooze that latches Anyone diagnosed with this sickness is immediately
onto and grows the evil in one’s heart. When a remanded to The Inquisition—the only known way
creature comes into contact with emanolimus ooze, to be afflicted by it is through the consumption of
the creature must succeed on a DC 16 Charisma celestial flesh. When a creature consumes a number
saving throw or become infected. It takes 1d4 hours of purpura concoctions equal to its Hit Dice within
for malignant pustules’ symptoms to manifest in an a period of 24 hours, the creature must succeed on
infected creature. Symptoms include redness around a DC 15 Constitution saving throw or become
the eyes, bad breath, and pus-filled blisters mottling infected. Phantasmia’s symptoms manifest in an
the skin. infected creature the next time it takes a long rest.
The infected creature’s alignment changes to Whenever the infected creature sleeps, 2d4
chaotic evil, neutral evil, or lawful evil (whichever cobalus materialize within 30 feet. Cobalus resemble
is closest). At the end of each long rest, an infected the nightmares of the infected creature and use
creature must make a Wisdom saving throw (DC 16 the statistics of Homunculus with the incorporeal
+ 1 per previous save). On a failed save it is compelled movement feature. They are cruel, stealing items
to commit 1d4 evil acts. On a successful save, the and trapping a resting area if left to wreak havoc
creature is not compelled. unopposed—when only one creature is on watch
After 2 successful saving throws, the creature they try to lure the defender away to prepare their
recovers from the disease. Only a wish spell can devious mischief, forcing companions of
magically cure an infected creature of malignant the infected creature to take greater
pustules. security measures. The infected creature
is forced awake if all of the cobalus are
175
killed but otherwise they disappear when the infected The infected creature only restores half as many hit
creature finishes its long rest. points as normal from magical healing. At the end of
Phantasmia can be cured using the blood of each long rest, an infected creature must make a DC
fiendish creatures like daemons, demons, devils, and 13 Charisma saving throw.
tieflings. A character who has proficiency with an After 2 successful saving throws, the creature
herbalism kit can turn an ounce fiendish blood into a recovers from the disease.
single dose of medicine after 1 hour of effort. Injected
into the bloodstream before a long rest, a dose of STOMACH PARASITE
it prevents the infected creature from the suffering Invisible to the naked eye, travelers know better
effects of the disease for the duration of the long rest. than to drink from waters deep in the wildernesses
After 5 doses, the medicine cures the disease entirely. of Samovi for fear of ingesting these microscopic
organisms. When a creature drinks or otherwise
SINOMNIA consumes water contaminated by stomach parasites,
The Ministry’s rehabilitation centers process scholars the creature must succeed on a DC 12 Constitution
stricken by this sickness after improperly reading saving throw or become infected. It takes 1d4 days
forbidden tomes that forever change them through for symptoms of a stomach parasite to manifest in
the subtle evils of Vilespeech. When a creature reads an infected creature. Symptoms include stomach
a particular phrase of Vilespeech or spends more than cramps, taut skin, and extreme muscle definition.
8 hours within the presence of at least a dozen books Every week, the infected creature doubles
containing Vilespeech within 100 feet of each other, the amount of food and water it needs to survive.
the creature must succeed on a DC 15 Wisdom An infected creature that does not receive enough
saving throw or become infected. There are no visible sustenance regains no healing from short or long
symptoms to sinomnia but its effects manifest the rests.
next time the infected creature completes a long rest. A greater restoration, attack or spell that deals
When the infected creature finishes a long 10 points of force damage per week of infection, or
rest it makes a Wisdom saving throw (DC 15 + 1 per surgery (page 182 of Book of Exalted Darkness can
previous failed save) or increases its Sin score by 1. cure the creature of this disease.
After 3 days, every 8 hours that an infected creature
does not rest it makes a Constitution saving throw TINEA CRURIS
(DC 10 + 1 per 8 hours not sleeping) or falls asleep. Wearing one’s armor too long and going without
On a successful save, the infected creature can remain washing has its consequences. When a creature has
awake for 8 more hours and makes a DC 12 Wisdom gone a week without bathing or more than 3 days
saving throw or gains a long-term madness. If the without cleaning a suit of armor they wear each day,
saving throw fails by 5 or more, the creature gains an the creature must succeed on a DC 8 Constitution
indefinite madness instead. saving throw or become infected. It takes 2d6 days
Only a wish can cure a creature of this disease. for tinea cruris’ symptoms to manifest in an infected
creature. Symptoms include itching and odor in the
SORDES-DIVINA groin.
Wounds from potent evil spells and beasts steeped The infected creature emits a stench that
in vile power can tarnish a soul’s connection to the gives it disadvantage on Charisma ability checks
Upper Planes, making it difficult to heal by spell or made against creatures within 10 feet. Every week,
blessing. When a creature takes more than half of its the infected makes a Constitution saving throw
hit points in necrotic damage from a single source (DC 8 + 1 per previous save) or the range of its
(such as an attack, effect, trap, or spell), the creature stench increases by 5 feet (to a maximum of
must succeed on a DC 13 Charisma saving throw or 20 feet).
become infected. It takes 2d4 hours for sordes-divina’s After 5 successful saving throws or a dose of
symptoms to manifest in an infected remedium (page 152), the creature recovers from the
creature. Symptoms include disease.
176 lightheadedness and disorientation.
Deceiver of Dragons. The first rumors of Caskette Master Plan: Appropriate by Force. As the world above
are from the end of the Age of Dischord, evolved and the authority of the Celestial Heroes
historical footnotes of a strange woman in expanded, Caskette has carefully watched and calculated
wicked black plate seen visiting draconic lairs how best to take that control away. Countless hours have
all over Askis. Agents of The Inquisition are been spent meticulously working out the tactical yields
only certain that if this is true, it is before she of assault plans beyond count and some have yielded
completed her apotheosis into the villainess still appreciable results, but the strategy with the greatest
hunted today—the appearance of vile dragons chances of success is to dismantle Askis’ civilization in
coincides perfectly with her first nascent assaults order to build it back up as she sees fit. Caskette intends
on settlements, bathing whole villages in unholy to take Ouranios first, spilling out of Burgus to overwhelm
fire. Only the highest levels of command in The Ianaue Pass in order to quickly consolidate control over
Inquisition and clergy of the 3rd Paene know the Rotundus Railway to rapidly dispense hordes of her
that Caskette’s dreaded midnight armor was robotic warriors all over the Contiguous Continent.
formed using rare metals mined from beneath With her ancestral homeland conquered she’ll turn to
the surface by draconic claws. In exchange she Zakuthombo next, exploiting the vulnerability of its
implanted blasphemous technologies promising weakened infrastructure before whittling away what
to make them able to defeat any foe—a foul remains of the Celestial Heroes forces in the wildernesses
deception as each transformed into vile dragons of Samovi. Though it will without doubt be a path
consumed by madness. All of dragonkind fraught with bloodshed as long as the great works of
fearsomely despise Caskette for her unthinkable the demigods are cleared away, with a strong cadre of
betrayal but the power she gained from the military commanders and forces enough her stratagem is
bargain has seen her through centuries of conflict perhaps the most sound—though it ensures that when the
and perhaps centuries of rule yet to come. dust clears Caskette sits on the throne of power.

LAIRS OF CASKETTE: CATHEDRAL LABORATORIES


Scattered throughout the crust of Ouranios (but found elsewhere beneath Askis in fewer numbers) are cavernous
chambers filled with the steep gothic architecture once common to the world during the Twilight of Suffering.
Though their designs are ancient these shrines to antiquity are home to the wicked machinations of Caskette,
built by her to store unholy devices and blasphemous experiments centuries in the making. Fell constructs stalk
the halls looking for trespassers to be used by their master later, the moans of their lament and woe matched in
ambiance by the strange green torchlight providing baleful illumination to her macabre workshops.
Lair Actions
On initiative count 20 (losing all initiative ties), Caskette Regional Effects
can use one of her lair action options. She can’t do so The areas around Caskette’s laboratories are tinged
while incapacitated or otherwise unable to take actions. If by the toxic byproduct of her magical and scientific
surprised, she can’t use one until after her first turn in the pursuits, generating one (or more) of these effects.
combat. • Rivers and lakes in a 3-mile radius above
• A total of 1d4 robotic servants pour out from crevices the mad scientist’s lairs are tinged with trace
and rooms to assail Caskette’s enemies (use the amounts of industrial runoff.
statistics for Animated Objects). • Inaequa devices activated within 2 miles of the
• Teleportation emitters kick on and swap the locations mad scientist’s lairs have difficulty detecting
of all creatures not native to the lair. Each creature alignment. Creatures take a -2 penalty on
makes a DC 19 Charisma saving throw or it is Sanctity checks to trick inaequa devices and
transpositioned. Transpositioned creatures are gain a +2 bonus on Sin checks to pervert them.
teleported clockwise, taking the place of an ally. • Dimensional energies run amok outside of
• Gyros throughout the laboratory send magic the mad scientist’s lairs and within 5 miles,
disrupting energy fields cascading everywhere. Until fighting for control against the Bands of
the start of the next round, spell attacks are made with Kyttarmoak and causing creatures to make a
disadvantage, and creatures have advantage on DC 16 spellcasting ability check when casting
saving throws made to resist spells and other a spell to travel to or from another plane. On
184 magical effects. Caskette and her spells aren’t a failed check, the creature arrives in a
randomly determined plane (page 17).
affected by this lair action.
Master of Flesh. The “Flesh Doctor of Kalator” drove Master Plan: Kingdom of Anarchy. Centuries
newspaper readership and gripped the public with fear by pursuing whatever his mind fancied has made
leaking his crimes to the press, sending gorey trophies Gespadrieux unpredictable and wild—his plans
of victims for both entertainment and to test the effects of for bringing down the Celestial Heroes and
widespread terror. In time it became clear that the attention wrecking civilization in Askis are just as chaotic.
would make real research—the sort that requires analysis The mad scientist seeks out agents seeded with
of living specimens over the course of years—impossible evil and engineers events so that they might
because he required isolation, and so he descended under come together seemingly through consequence,
the surface of Askis to continue the work. When age began waiting until the right time to make their
to drag on him Gespadrieux sought immortality through purpose clear. These teams are left to their own
the flesh, pushing the very boundaries of biological sciences devices but when they agree to aid with
and kept alive by replacing his own organs with fresh meat Gespadrieux’s ultimate goal he provides them
left in the wake of dead captives. A narrowly escaped raid with logistics, safe (albeit disturbing) places
by the Celestial Heroes convinced him to master cloning to rest, intel on what forces they might face in
and replicants of the deviant doctor wander his laboratories the name of anarchy, and even his services as a
maintaining his experiments, feeding prisoners, and cleaning master fleshworker. With enough malevolent
machinery. All are programmed to impersonate him and bands roving Askis he is certain that the world’s
report back to their creator regularly, compelled from afar authority will crack, and should his tactics fail it
through cerebral control units hidden in his sanguine abattoirs. is unlikely he’ll suffer any lasting repercussions.

LAIRS OF GESPADRIEUX XANTILLES: SANGUINE ABATTOIRS


The laboratories of Gespadrieux are gruesome parodies of the hospital wards in which he was trained as a doctor
—unlike the infirmaries of his youth however, the halls and rooms in these lairs are not pristine. Gore and effluent
from countless victims decorate these sanguine abattoirs, the scent of blood bringing an iron tinge to the air.
Lair Actions
On initiative count 20 (losing all initiative ties), Gespadrieux can use one of his lair action options. He can’t do so while
incapacitated or otherwise unable to take actions. If surprised, he can’t use one until after his first turn in the combat.
• The sanguine abattoir floods with blood an inch Regional Effects
thick, turning the entire area into difficult terrain. The areas around Gespadrieux’s laboratory are soaked
At the start of the next round, the floors soak up in the mental anguish of countless victims murdered
the blood with a wet, rasping noise. in agony on his operating tables, generating one (or
• Nozzles spray a thick mist of blood that makes more) of these effects.
the area heavily obscured. Creatures are blinded • Fonts of blood appear in random locations
until they spend an action wiping blood away throughout rivers and lakes in a 3-mile radius
from their eyes and before taking a move must above sanguine abattoirs.
succeed on a DC 13 Dexterity (Acrobatics) check • Spirits of victims that experienced such powerful
to avoid falling prone. At the start of the next agony that their souls resist traveling to another
round, the floors soak up the blood. world are bound inside their final screams instead,
• Thick cables fall onto a creature Gespadrieux can echoing endlessly in the subterranean passages
see, the piercing needles on their ends seeking within 4 miles of Gespadrieux’s lairs. Hearing-
out flesh. The lair makes a ranged attack (using based Wisdom (Perception) checks are made
Gespadrieux’s +11 spell attack bonus). On a with disadvantage while in their presence.
successful hit, the target is grappled, takes 27 • The psychic distress from numerous broken
(6d8) piercing damage and makes a DC 16 minds soaks the Taenarius Tunnels around
Constitution saving throw. On a failed save, the sanguine abattoirs. Creatures within 2 miles
target gains 1 level of exhaustion at the end of the of one of Gespadrieux’s lairs have disadvantage
round. The cables have an AC of 15 and 30 hit on saving throws made to resist or avoid psychic
points. At the start of the next round, the damage and telepathic creatures lose their
needles extract themselves and withdraw telepathy. Devices arrayed around the laboratories
188 back into the ceiling. Gespadrieux has prevent this effect from affecting creatures inside
1d4+3 exsanguination machines in the lair. of a sanguine abattoir.
Agent of Entropy. Aevus’ mind has been made into a Master Plan: Take the Machine. Contraptions
maelstrom of selves but his curse empowers him as well, the beyond count are scattered throughout
potential energy from infinite realities making him utterly Aevus’ lairs divining all manner of scientific
tireless and wildly productive. No matter which of his most impossibilities, but one discovery looms above
dominant personalities is in control, the mad scientist the rest: Refesina and the Torquem Machina.
maintains one goal—to turn back time—though the means In a stroke of fateful irony Tucker Quickfoot’s
by which each hopes to achieve it can change drastically doings in the dimension of chains has
depending on which Aevus reigns. brought its existence to the attention of
• True Aevus is a disturbed but congenial gentleman of his mad scientist counterpart—and Aevus
good manners, albeit brisk and self-preserving. thinks he can channel the potent artifact’s
• Avaricious Aevus is friendly and likable so long as it power. Once the Celestial Heroes have
buys him trust to acquire whatever it is he desires. been destroyed, the halfling plans to harness
• Frustrated Aevus is anxious and manic, prone to changing the Torquem Machina’s energies to regress
topics of discussion as frequently as he does allies. the entire planet back to the age of the
• Mad Aevus is just barely coherent, obviously deranged Twilight of Suffering. Whether or not
and ceaselessly muttering to himself. his goal is feasible is unclear even to Aevus
• Quiet Aevus is nearly silent and seems polite but is a but he’s not deterred; he doesn’t necessarily
murderous psychopath through and through. care what happens when the temporal
• Wild Aevus is reckless and overly confident, a man of experiment is complete, he just wants it
daring that’s willing to accept far too much risk. to happen as soon as possible.

LAIRS OF AEVUS FATALIBUS: CLOCKWORK CASTLES


Aevus’ fascination with watches grew into a flight of fancy before he reached Askis and when madness gripped
him, it transformed into a deranged obsession. The tesseract-fortresses of Aevus Fatalibus are not fixed—they
seamlessly roll through the Taenaerius Tunnels on well-oiled and precise gears, eerily quiet and far larger on the
inside than the quaint locomotive’s exterior leads observers to believe.
Lair Actions
On initiative count 20 (losing all initiative ties), Aevus can use one of his lair action options. He can’t do so
while incapacitated or otherwise unable to take actions. If surprised, he can’t use one until after his first turn in
the combat.
• Four turrets flip out from the walls and ceiling, randomly Regional Effects
targeting Aevus’ opponents (+8 to hit, 1d6+6 piercing). Aevus’ laboratories warp temporal energies,
Aevus has a total of 12 gun traps (AC 17, 68 hit points). generating one (or more) of these effects.
Only four gun traps can operate at the same time. Firing • Mana-waste floats and ebbs in Taenarius
or replacing the gun traps requires a lair action. Tunnels within 10 miles of a clockwork
• Sections of the lair’s floor spin and rotate. Each creature castle. Every hour, roll a d20. On a result
on the ground moves either north 4 squares and east of 18 or higher, creatures encounter the
4 squares, or south 4 squares and west 4 squares (roll mana-wasting disease (page 175).
randomly for each creature to determine which • Magical conjurings cause strange phenomena
directionsthey are moved). If this would move a creature in a 15-mile radius of Aevus’ lairs. Conjured
into a solid object or another creature, they are moved elementals can be of the incorrect element
into the nearest unoccupied square instead. with a failed concentration check when
• Phase condensers cover the area in transdimensional conjured, familiars suddenly change from one
energies. Roll 1d4 when a creature other than Aevus form to the next, and conjuration spells emit
activates a feature that relies on allies (such as a Sneak baleful light or riotous howls as they are cast.
Attack) or target allies (like a Bardic Performance). On • Time passes strangely when travelers delay
a 1, the feature functions normally. On a 2, the feature within 12 miles of a clockwork castle. When
targets or can only benefit from another ally other than creatures take a short rest in the area, roll
the intended target. On a 3, the feature targets 6d10. The short rest lasts as many minutes
or can only benefit from Aevus. On a 4, the longer if the result is even, or its duration is
196 feature does not function and one of its uses is reduced by that many minutes if the result is
expended (if it has uses). odd.
guerilla attacks began anew. Trepida’s return was fierce and zealous, as savage as her first assaults and even more
overwhelming—but the technology of Askis’ defenders had evolved while the fearmancer replenished her
warriors and they easily beat her back.
Fiendish Genius. Faced with no other recourse against Master Plan: Break the Will. The master of fear’s
the advanced weaponry of the Celestial Heroes’ soldiers, plan to take over rulership of Askis is what one
the sorceress finally slipped between the Bands of might predict: Trepida seeks to force her global
Kyttarmoak to strike a bargain with daemons, demons, authority via fear. While true mad scientists toil
and devils. The half-orc lost her soul in the exchange to engineer devices to ascend to rulership she
but won immortality and an aptitude for machinery has scoured the Taenarius Tunnels scavenging the
in return, and each has served her well—the former best of their dead peers’ work from abandoned
has given her time enough to gather powerful devices laboratories in the depths of the world. Every
left behind by proper mad scientists and the latter a subterranean passage she’s traveled through has
means by which to use them to escape capture by her been meticulously transcribed onto countless maps
hated demigod foes. Demons granted her knowledge and the half-orc has used these atlases to divine
of science and devils the preternatural understanding of the settlements most likely to fall to her armies,
technology, the power of an unending life possible only beginning in Zakuthombo before spreading to
by a dark bond of magic with daemons from the River Samovi and finally Ouranios. In order to succeed
Styx. Should Trepida’s side of the agreement falter with however, she knows that the native defenders of
any of these parties, in a matter of weeks she’ll accrue any settlement must be sabotaged from within—
more than a thousand years of age she’s ignored and once she has accrued a sizable force compelled
finally succumb to death—so long as she wages war on to war by terror, then the true mayhem and
the demigods however, no such fate will befall her. bloodshed can begin.

LAIRS OF TREPIDA VEREOR: MAGMA FORTRESSES


Watching the rogue mages of Askis fall one by one on the surface of the world, Trepida Vereor chose to flee
down into the planet when her horde suffered its great defeat. Lurking far under the cities and railways, she has
dug to depths unseen by nearly any explorer. Ever keen of invasion by the forces of The Ministry or agents of
The Inquisition, the sorceress has ensconced her lairs in magma. Within all manner of dark arts are practiced,
the most vile of rituals commonplace in order to keep her and her forces at full strength—she’s prepared many
legions of wicked soldiers but the majority await orders to rise up and attack Zakuthombo.
Lair Actions Regional Effects
On initiative count 20 (losing all initiative ties), Trepida can The areas around Trepida’s lairs are cursed,
use one of her lair action options. She can’t do so while corrupted, and have with magma flows coursing
incapacitated or otherwise unable to take actions. If nearby generating one (or more) of these effects.
surprised, she can’t use one until after her first turn in the • Errant souls destroyed by lava in the middle
combat. of transition to their final fates are dispersed
• Forces of darkness dwell in Trepida’s lairs and can in volcanic gases before forming into deadly
interfere with healing magic. Until the start of the next clouds of insanity mist that roam within
round, any healing spells or effects (such as cure wounds, 1 mile of magma fortresses.
a potion of healing, or a paladin’s lay on hands feature) • Gaseous residue mixes with the gore of
only restore half as many hit points as normal. trespassers and would-be escapees to make
• Shadows wrap around the creatures casting them. clumps of id moss (page 171) grow in
Until the start of the next round, any creature of good passages within 3 miles of Trepida’s lairs.
or neutral alignment that moves 10 feet or more, makes • Devils have left trinkets throughout tunnels
an attack, or casts a hostile spell is ensared by its shadow. in a 10-mile radius. Interacting with these
The creature makes a DC 14 Strength saving throw. On items in any way summons the illusory
a failed save, the creature is grappled (escape DC 15). projection of a contract devil (page 226). The
• Skeletal arms breach the ground and try to fiend is not capable of taking any actions but
topple Trepida’s opponents. Each creature in speak and make binding contracts—granting
200 the lair must make a DC 15 Dexterity saving
throw or be knocked prone.
fell powers in return for a steep price, usually
one that seems less valuable than it truly is.
Pirate King. Keen to avoid capture, Rogar first lived obscurely as carpenter or boatswain and gradually learned
the measure of criminal mariners before taking on as first mate of the Bardai’s Revenge (formerly the Blessed
Journey). During an air assault he first distinguished himself as a true leader by using a pilfered grappling gun
anchored to the ship to take down an attacking windrider, acing a shot through the aircraft’s rigging. His crew
demanded he become captain of the ship and before long Rogar was the new pirate king. Knowing that a
powerful name brings attention he has avoided the uncouth infamy of his predecessors and is practically
a ghost, the surviving victims of his terror numbering less than a dozen.

Master Plan: Better Guns and More Guns. The pirate king has a straightforward approach to breaking the reins
of the Celestial Heroes’ authority—make lots of guns and distribute them as widely as possible. On the backs
of corrupted pneumavores he’s established ramshackle settlements to provide some facilities for manufacturing
firearms, but only the captains of his ragtag fleet carry anything better than matchlock weapons given the low
level of production possible out on the water. With assault teams sabotaging the nearest Towers of Light,
cutting off steel equos tracks, placing special radio jammers around Legio, and accompanied by a large fleet,
Rogar intends to establish a beachhead in the Ouranios city as the secondary squadron runs interference
through the Stagnum Strait. Once the settlement is won its manufacturing facilities can be rapidly restructured
to produce his deadly firearms (along with some other war machines he’s been dreaming up) and with all his
soldiers properly armed, a new age of piracy can begin that will mean a dawn for evil across the globe that
persists even after they are forced to retreat to the high seas.

LAIRS OF ROGAR FELGRYM: CORRUPTED PNEUMAVORES


Not liking inaequa devices hasn’t stopped Rogar from tampering with them and somewhere along the line
(during a month stranded on the back of an island-creature, or so they say) he discovered a means of using them
to cause mutations in pneumavores. The transformation bestows an intellect to the sea monster and with every
corrupted pneumavore, the dwarf plies his keen mind to gain a powerful new ally—even when he’s in a pirate
ship there’s always one lurking in the waters nearby.
Lair Actions
On initiative count 20 (losing all initiative ties), Rogar does not receive a lair action—instead, his corrupted
pneumavore takes a move or an action (so as not to disrupt its master) until it is incapacitated or reduced to 0
hit points. If Rogar is reduced to 0 hit points before his corrupted pneumavore, the creature acquires him and
flees and if it cannot, fights to the death instead.
If the corrupted pneumavore has not moved since its turn last round, it can take the following action:
Mutated Nematocysts (Recharge 6). Guided by radio signals sent from one of Rogar’s hacked devices, the
corrupted pneumavore hefts the withered poisonous tendrils trailing beneath it to rise up out of the water
and slam into an area, splaying out in an 80-foot line that is 20-feet across. These tendrils remain until the
end of the round before retracting into the water. Unlike the rest of the corrupted pneumavore’s body, the
tendrils have AC 15, no resistances, and any attacks or spells that damage them deal half damage unless
they are an area attack (such as an acid flask or burning hands).
All creatures in the area make a DC 20 Strength saving throw when the pneumavore uses this action.
On a failed save, a creature takes 1d8+7 bludgeoning damage. If the Strength saving throw fails by 5 or more,
the creature is knocked prone. Any creatures damaged by Mutated Nematocysts or who enter the area for
the first time on a turn make a DC 16 Constitution saving throw. On a failed save, a creature takes 21 (6d6)
necrotic damage and is stunned until the start of its next turn. If the Constitution saving throw fails by 5 or
more, a creature is stunned until the end of its next turn and it takes an extra 10 (3d6) poison damage.
Regional Effects
The waters around corrupted pneumavores become brackish and gloomy, poisoned by the creature’s presence
and generating one (or more) of these effects.
• A slight sheen of clear oil sluices on top of the waves within a mile of a corrupted pneumavore.
• The salty smell of the ocean in a 2-mile radius of a corrupted pneumavore is awry with a touch
of methane and sulfur.
204 • Stormclouds take on a green cast when formed in the air in a 5-mile radius above a corrupted
pneumavore.
Inquisitor Octavius tugs on Cassia’s robe, taking the Magi Primaria’s attentions away from the splendor of Pertinax
beneath the tallest of the Dragon Spires and back to the matter at hand. They step back into the tower, the scent of
ritual reagents heavy in the air in preparation for her divinations. Rumors of a vile dragon unearthed by a restored
passageway in the Operans Mountains overlooking the settlement have raised concerns within The Inquisition, enough
of a consternation to merit bringing her in for her expertise with seeing magics. Sitting in the center of complex
geometric designs meticulously inscribed onto the floor, Cassia chants the powerful words and sends her consciousness
back through the ages, piercing the veil of time to bear witness to the ancient past.

Her mind’s eye travels across a maelstrom of shape and color before emerging high above the city, though what
she sees below is a sick and twisted parody of the resplendence she just gazed upon. Worse yet it is a bloodbath—she
realizes she’s been drawn to the final siege of Pertinax and it is just as horrendous as the legends claim. The cries of dying
men and monsters fill the air as squads of mercenaries and spellswords work their way up the settlement, reinforced by
legions of soldiers marching in the distance.

Pertinax’s foul defenders have slowed the assault to a crawl, fiends and horrid creations pouring out of the
mountains. There, a walking sculpture made out of nothing but blood flings pieces of itself into a group of knights and the
sanguine chunks furiously explode, dropping two of the warriors. Not far off a mummified form covered in script bursts
with green energy that slows soldiers attacking it, and nearby the gaze of an entropy-eyed skeletal lord paralyzes a mage
helpless to stop it from ripping out his neck. Demons and devils within her sight are beyond count, small seas of red and
orange that cackle and bellow with glee as blood seeps into the streets. Elementals rove the settlement scouring flesh with
acid or fire, slamming into warriors and crumpling shields with force or wind, spraying rays of deathly energy that sap
sword arms of their strength or soldiers of their lives. Creatures made from furious storms throw lightning that dances
from their limbs, forms of golden light heal monsters until their targets explode with radiances of cascading power. It is
war at its most savage.

The chaos of the melee throughout Pertinax’s streets is unlike anything she has ever seen before but it pales in
comparison to the spectacle above the city. Dragons of all kinds wing through the air to breathe lethal elements onto the
soldiers below, but other things as well—clouds of otherworldly darkness drive warriors insane or wither muscles with
necrotic power while bands of celestial power heal wounds with golden light. The latter shake Cassia from her enrapture
of the display of holy and vile dragons in their full majestic might.

Below her the battle is breaking in favor of the invaders, Pertinax’s defenders clearly faltering and ready to break
as their casualties mount. She is not the only one to observe the flow of combat turn against the forces of evil; one of the
corrupted flame-winged serpents wheels away from the fight and into the mountains. Cassia wills the magic to follow
the vile dragon inside, weaving through passages in pursuit of the monster as it batters the walls in a clumsy, hasty
retreat. The Magi Primaria’s sensor accidentally rushes past it and before she can wheel back the vile dragon collapses the
wide tunnel with savage strikes of its claws, winging back into the air through a large chamber before buckling the roof
of the only other exit in sight.

With a loud groan the creature lands in the center of the cavern, its form shifting into that of a man with a
high widow’s peak, his black hair tied into a ponytail falling down his back. He is clad in black robes but Cassia quickly
deduces that he is bleeding, his left hand red and holding his side as he grabs a potion from off of a table against the
wall. After uncorking and drinking several of the vials he stretches, yawning his jaw wide and rolling his neck to a
punctuation of cracks far too loud for a person of his size. Without warning his gaze quickly turns upward—he looks
directly at Cassia and she suddenly feels his will encroaching into hers, the thing’s madness creeping along her magic
and across the sea of time, whispering promises of knowledge forbidden, sights unseeable, sounds beyond ears...

Cassia realizes the danger she is in and breaks the spell, shooting up to her feet and backing away
from the magic circle. She coughs and sputters as Inquisitor Octavius rushes towards her, crouching low to
take her weight on his shoulder. “Did you find anything out? Did the magic take hold?” The Magi Primaria 207
stares back at him and nods, a new hollowness in her gaze.
Diseased. Even though mana-wasted mutants are immune to disease, they can carry a deadly magical
contagion that they spread with their slam attacks.
Disease: Mana fever. A creature makes an initial Constitution saving throw (DC 8 + the mana-wasted
mutant’s proficiency bonus + the mana-wasted mutant’s Constitution modifier) when hit by the mana-
wasted mutant’s slam attack and any subsequent saving throws are at that DC + 3. At the end of its next
long rest, a creature with this disease makes its saving throw or lowers its Constitution score by 1d3 and
its Charisma score by 1d3. A creature naturally fights off this disease by making 2 consecutive successful
saving throws to resist it.
Any creature that lives with mana fever for a week straight without dying becomes immune to
the disease but is transformed into a mana-wasted mutant.
• Increased Speed. Some mana-wasted mutants are transformed in such a way that their base speed increases
by 10 feet.

VILESPAWN TEMPLATE
Eventually the fallen souls that can’t struggle back to redemption accrue too much evil, the despicable essence
of what they have become rapidly overtaking even their natural biological functions. These cursed creatures
become vilespawn, hideously mutated freaks that have changed to appear as they truly are within their blackened
hearts.
When any living creature’s Sin ability score reaches 23, after taking a long rest it awakens as a vilespawn.

GM’S NOTE: Vilespawn are specifically built to remain playable for PCs that have gone off the deep end—
just because your evil mage has turned into a (more) freakish monster does not mean things can’t get worse!
While they may not be able to go about high society with great ease, any adventurer that gains this template
should remain a character in the group and the changes to their statistics should alter roleplay (not end it).

Alignment. If the vilespawn somehow had a neutral to fire and poison damage, it gains immunity instead
alignment or was unaligned, its alignment changes to (as well as immunity to the poisoned condition).
neutral evil. Vulnerabilities. The vilespawn gains vulnerability to
Type. The vilespawn’s type changes to monstrosity. radiant damage.
Intelligence. The vilespawn loses most of its memories Senses. The vilespawn can see normally in darkness,
and sense of self. Its Intelligence score changes to 7 both magical and nonmagical, to a distance of 120
and it gains proficiency in Intelligence saving throws. feet.
If it used Intelligence as a spellcasting attribute, its Languages. The vilespawn can speak and understand
new spellcasting attribute becomes either Wisdom Vilespeech.
or Charisma (whichever is higher). If the vilespawn Deformed. The vilespawn gains two randomly chosen
has levels in a class, it loses the feature gained in its Deformity feats and has disadvantage on all non-
most recent level (the next level it takes in this class it Intimidation Charisma ability checks. Depending on
regains that feature but not the feature listed for their the circumstances of the vilespawn’s transformation,
current level until gaining another level and so on, at the GM’s discretion other types of feats may result
making it impossible to acquire a 20th level feature). (like Sinful feats or Wicked Grafts).
Resistances. The vilespawn gains resistance to fire and Challenge Rating. The vilespawn increases its CR by
poison damage. If the creature already has resistance 1 (do not recalculate proficiency bonus).

The creature before you has legs like a man, but nothing else that resembles what it must have once been. A mass of
tentacles both thick and thin rises up from out of its muscled torso, wriggling around a neck beneath the
tortured face of some alien thing. More slender limbs sprout between two flared out bat-like ears and
elsewhere on the monstrosity’s body, each writhing unnaturally. This monster’s expression is haunting, its
bizarre eyes filled with utter pain and sorrow. 209
Surgical Assistant. A dissectrinator can use the Help action to assist Wisdom (Medicine) checks as well as
ability and tool kit checks as part of a chirurgical procedure.
ACTIONS
Multiattack. The dissectrinator makes two melee attacks or three ranged attacks.
Clamp. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. Instead of
dealing damage, the dissectrinator can grapple the target (escape DC 14).
Trocar. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (2d12+3) piercing or slashing damage.
Instead of dealing full damage, the dissectrinator can use a syringe dart instead.
Syringe Dart (10). Ranged Weapon Attack: +6 to hit, range 40/100 ft., one target. Hit: 10 (3d4+3) piercing
damage, and the target must make a DC 13 Constitution saving throw, falling asleep (as the sleep spell) on a
failed save, or taking 4 (1d8) poison damage on a successful one.
Cortical Puncture. A dissectrinator can use its trocars to drill into the skull of a restrained or unconscious
creature and selectively extract portions of the target’s brain. It must pierce the target’s skull with both trocars
(a normal attack) but thereafter can maintain the puncture without needing to attack again as long as the target
remains restrained or unconscious. A cortical puncture does not deliver poison but instead reduces the target’s
Intelligence, Wisdom, and Charisma by 1 at the end of the dissectrinator’s turn each round. A restrained
creature makes a DC 14 Constitution saving throw, negating this ability score reduction on a success. The
dissectrinator cannot use its darts while performing a cortical puncture. A greater restoration or more powerful
healing magic returns a creature’s reduced ability scores to their normal values.

A dissectrinator is an example of the light and dark sides of chirurgical practice. In principle it is a semi-
sentient mechanical assistant, programmed and equipped to aid a surgeon in medical matters both simple and
complex, whether it be treating poisons or injuries, dealing with disease, or dissection. Of course in the hands
of a demented chirurgeon, the cranial dissectrinator becomes a terrifying instrument of torment capable of
reducing the bravest of souls to drooling impotence with soulless and heartless clinical precision.
A dissectrinator is 7 feet tall in total, its core body 3 feet tall, atop a set of legs 2 feet long and with a
branching set of limbs and sensors making the upper 2 feet. A dissectrinator weighs 500 pounds.
Mad scientists and chirurgeons are nothing if not busy—the demands of their professions leave little
time for leisure or distraction, often leading them to leave their diabolical devices unused for long periods of
time while important research is conducted or other experiments concluded. There’s no reason to leave a useful
tool to be useless however and when a dissectrinator critically malfunctions or decays beyond reliability, it is
often repurposed into a trap to doom foolish trespassers.

Clamping Drills
Mechanical Trap
When a creature or object comes within 10 feet of sensors hidden in the wall, floor, or ceiling, pairs of mechanical
arms ending in clamps shoot out from small, concealed trap-doors. An area might include multiple sensors, each
rigged to its own set of mechanical clamping arms. The trap-doors hiding them are seamlessly constructed and
cleverly hidden with natural stonework, into works of art, and even seemingly random splotches of gore. The
DC to spot them is 18. With a successful DC 18 Intelligence (Investigation) check, a character can deduce the
presence of the sensors or trap doors from variations in the mortar and stone used to create it, compared to the
surrounding area. A creature able to carefully cover the sensors from 10 feet away with a flat object, cloth, or wax
and a DC 18 Dexterity (thieves’ tools) check to move slowly prevents them from detecting creatures.
When the trap activates, each pair of mechanical clamping arms connected to the sensor makes a melee
attack with advantage (+6 bonus to hit) against a random creature within 10 feet of their trap doors (if there are
no targets in the area, the mechanical clamping arms don’t hit anything.) A target that is hit becomes grappled
(escape DC 14, AC 15, 18 hit points). Once one mechanical clamping arm has grappled a creature,
the other transforms into a vicious, crude drill clearly meant to do nothing but harm, dealing
22 (3d12+3) piercing damage on a successful hit. The mechanical arms continue to attack
creatures until 1d4 rounds after the creature ceases to move or they are destroyed.
217
Condition Immunities charmed, frightened, poisoned Breath Weapons (Recharge 5–6). The dragon uses one
Senses blindsight 120 ft., darkvision 500 ft., passive of the following breath weapons.
Perception 25 Maddening Breath. The dragon exhales pure
Languages Common, Deep Speech, Draconic, madness in a 90-foot cone. Each creature in the
Undercommon, Vilespeech area must make a DC 23 Wisdom saving throw
Challenge 25 (75,000 XP) or gain a short-term madness (page 177) for
Dark Sight. Magical darkness doesn’t impede the 1 minute. If the saving throw fails by 5 or more,
dragon’s darkvision. the creature gains a long-term madness for its
Deadened Scales. When the dragon takes acid or normal duration, and if failed by 10 or more
thunder damage, it ignores the first 15 points of the creature also gains an indefinite madness. A
damage. creature can spend a bonus action to repeat the
Insane. The dragon has an incurable indefinite saving throw, ending the short-term madness on
madness (page 179). a success.
Legendary Resistance (3/Day). If the dragon fails a Necrotic Breath. The dragon exhales unholy
saving throw, it can choose to succeed instead. energy in a 120-foot line that is 10 feet wide.
Midnight Aura. While the dragon is conscious, light Each creature in the area must make a DC 23
levels in a 90-foot radius around it are reduced by Charisma saving throw, taking 72 (16d8) necrotic
one step (bright light becomes dim light, dim light damage on a failed save, or half as much damage
becomes darkness). Only daylight and other magic on a successful one.
can negate the dragon’s midnight aura. Change Shape. The dragon magically polymorphs
ACTIONS into a beast that has a challenge rating no higher than
Multiattack. The dragon can use its frightful presence. its own, or back into its true form. It reverts to its
It then makes four attacks: one with its bite, one with true form if it dies. Any equipment it is wearing or
its tail, and two with its claws. carrying is absorbed or borne by the new form (the
Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., dragon’s choice). In a new form, the dragon retains
one target. Hit: 32 (4d12+6) piercing damage plus its alignment, hit points, Hit Dice, ability to speak,
32 (5d12) necrotic damage. If the target is a creature, proficiencies, legendary resistance, lair actions, and
its hit point maximum is reduced by an amount Intelligence, Wisdom, and Charisma scores, as well as
equal to the necrotic damage taken. The target dies this action. Its statistics and capabilities are otherwise
if this attack reduces its hit point maximum to 0. replaced by those of the new form, except any class
The reduction lasts until removed by the greater features or legendary actions of that form.
restoration spell or other magic. LEGENDARY ACTIONS
Claw. Melee Weapon Attack: +14 to hit, reach 150 ft., The dragon can take 3 legendary actions, choosing
one target. Hit: 19 (2d12+6) slashing damage. from the options below. Only one legendary action
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., option can be used at a time and only at the end of
one target. Hit: 19 (2d12+6) bludgeoning damage another creature’s turn. The dragon regains spent
plus 39 (6d12) poison damage, and the target must legendary actions at the start of its turn.
make a DC 22 Constitution saving throw. On a • Divine Sense. The dragon detects the presence of
failed save, the target is poisoned for 1 minute or celestials, fiends, and undead within 120 feet. This
until the poison damage is healed. functions as the paladin class feature except that
Frightful Presence. Each creature of the dragon’s the dragon also notices any creature of evil
choice that is within 120 feet of the dragon and aware alignment within range that fails a DC 23
of it must succeed on a DC 23 Wisdom saving throw Wisdom saving throw.
or become frightened for 1 minute. A creature can • Tail Attack. The dragon makes a tail attack.
repeat the saving throw at the end of each of its turns, • Wing Attack (Costs 2 Actions). The dragon beats its
ending the effect on itself on a success. If a creature’s wings. Each creature within 15 feet of the dragon
saving throw is successful or the effect ends for it, the must succeed on a DC 22 Dexterity saving throw
creature is immune to the dragon’s frightful presence or take 17 (2d12+6) force damage and
for the next 24 hours. be knocked prone. The dragon can
then fly up to half its flying speed. 231
VENENUM VESTIS
Wondrous item, legendary (requires attunement)
The venenum vestis is an intelligent parasite that vastly increases the physical attributes of its host—though it
shares its weaknesses as well. Summoned from across realities through the machinations of the mad scientist
Partobilex decades in the past, the alien quickly found a lowly technician and subsumed the thrall. Together they
laid waste to both the insane inventor and his secret lair beneath Noticia, going on a murder spree across Samovi
until being hunted down and slain by agents of The Inquisition. Only the host perished in the violent conflict
however and the alien survived, latching onto a wandering mongrel and escaping to wreck havoc elsewhere. It
has become a persistent thorn in the side of Askis’ authorities partly because it has come down from on high (by
word of Treklotus Edwardius, if rumor is to be believed).
Magic Properties. The venenum vestis grants the
following benefits: weight. If there is not a platform appropriate for
• You can increase your size at will (as the enlarge you to land on next to the anchor, you must
spell). succeed at an Athletics check (DC appropriate to
• You can change your appearance at will (as the climbing the surface the webbing is anchored
disguise self spell). to) or immediately fall. The strand of webbing
• Your Strength, Dexterity, and Constitution disappears in 1d4 hours. The strands of webbing
increase by 4 (to a maximum of 22). deal no damage and normally creatures other
• Your speed increases by 10 feet and you can Dash than you are unaffected by them.
as a bonus action. You can also spend an action to create a tether-
• Your vertical jump distances increase by up to line or net with webs (AC 15, 20 hit points per
10 feet and horizontal jump distances by up to 5-ft. of length) to catch or stop objects (maximum
20 feet. weight 5,000 lbs.), or to cast web on a creature
• You may spend hit dice to heal as an action at within 50 feet except the webbing made has the
double the normal cost (for example at the cost statistics listed above. At the GM’s discretion, you
of 4 hit dice you regain 2 hit dice worth of hit may create other simple objects with your webbing
points). (such as a parachute or large pillow).
• You gain vulnerability to fire and thunder. • You cannot remove the venenum vestis without
• You gain darkvision 200 ft. and you gain it willingly leaving or if you succeed at a DC 19
advantage on Wisdom (Survival) checks made Wisdom saving throw after 3 continuous rounds
to track by scent. of taking 10 or more damage from fire or thunder.
• Your unarmed strike damage increases to 1d8 Sentience. The venenum vestis is a sentient chaotic
and you gain a +1 magical bonus to attack and evil parasite with Intelligence 12, Wisdom 20, and
damage. Charisma 20. It has hearing and darkvision out to a
• You gain a bite melee attack that deals 1d10 range of 200 feet and gains advantage on Wisdom
slashing damage. (Survival) checks made to track by scent. The
• You gain a web ranged attack that grapples a parasite communicates telepathically with its host
creature (DC equal to your passive Athletics). A and can speak, read, and understand Common.
creature already grappled by your webs gains the If the venenum vestis does not respect its host
restrained condition if hit by your web a second or hasn’t engaged in bloodlusted violence after 24
time. A creature restrained by your webs gains the hours, the host must make a DC 15 Charisma
incapacitated condition. saving throw. On a successful save, the host takes
Webs. As an action you can fire a strand of 1d6 psychic damage. On a failed save the wielder
webbing to briefly harden to anchor on corners is dominated by the venenum vestis (as if by the
and walls of objects and structures, trailing a thin dominate monster spell) and the parasite demands
high-tensile line back to you. As your movement that the host taste flesh. The spell effect ends when
you can pull towards the anchor, swiftly carrying the parasite’s demand is met.
yourself to the anchor point. This feature has a Hostless. While it has no host, the venenum
maximum range of 100 feet and can anchor only
to a structure sturdy enough to support your
vestis has the following statistics: Small
aberration, AC 25, hp 30, speed 40 ft.
247
Automatum
Medium construct, chaotic evil
Armor Class 18 (natural armor)
Hit Points 164 (20d8+80)
Speed 30 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 19 (+4) 13 (+1) 10 (+0) 7 (-2)
Saving Throws Con +10, Wis +6, Cha +4
Skills Athletics +10, Investigation +7, Perception +6, Science +13, Technology +13
Damage Vulnerabilities lightning
Damage Resistances cold, fire, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
that aren’t adamantine
Damage Immunities disease, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Common
Challenge 20 (25,000 XP)
Density Control. Automatum can manipulate its density at will, turning as hard as diamond or incorporeal
(or anywhere between) as a reaction or bonus action. While incorporeal Automatum takes no damage from
nonmagical weapons and half damage from non-psychic energy damage or magical weapons. In addition, while
incorporeal it can move through other creatures and objects as if they were difficult terrain. Automatum takes
5 (1d10) force damage if it ends this effect inside an object. While incorporeal Automatum’s Strength score is
reduced to 10.
Hyper Intelligent. Automatum has advantage on all Intelligence ability checks and saving throws, and it
possesses a perfect memory able to recall any event it has witnessed.
Hyper Strength. Automatum has advantage on all Strength ability checks and saving throws, and its carrying
capacity is multiplied by 20 (Carrying Capacity 6,600 pounds).
ACTIONS
Multiattack. Automatum attacks five times with any combination of unarmed strikes and energy beams or it
makes two phasing strikes.
Unarmed. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) magical bludgeoning damage.
Phasing Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: The target makes a DC 18
Constitution saving throw with disadvantage or becomes incorporeal with Automatum. As a bonus action,
Automatum can end the target’s incorporeality, causing it to become corporeal while inside of an object and
dealing 55 (10d10) force damage (escape DC 18).
Energy Staff. Ranged Weapon Attack: +10 to hit, range 100/500 ft., one target. Hit: 22 (4d8+4) radiant damage.
Thrown Object. Ranged Weapon Attack: +12 to hit, range 50/100 ft., multiple targets (determined by object size;
make one attack roll per target). Hit: 10 (1d8+6) damage. The damage type depends on the object (bludgeoning,
piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to
303 [66d8+6] at 6,600 pounds, though considerable effort is required to acquire an object that heavy).
REACTIONS
Instinctive Phase (Recharge 4-6). When Automatum would be damaged by an attack or spell it may spend its
reaction to reduce density and turn incorporeal before taking damage.

Automatum has a nearly perfect memory but for all its treasured data the logic engines inside of its metallic
skull cannot recall the face or identity of its master—the first of thousands upon thousands of murders in a
never-ending quest to bring peace to Askis. Whatever brilliant mind devised Automatum might be long gone
but their creation still wanders the world, acting in secret to bring about a genocide of all the
humanoid races. The construct is relentless in its mad pursuit and cannot be swayed from its course
of action, but poses a comparatively small threat compared to the likes of Rogar or Gespadrieux, its 249
limited intellect unable to devise anything more grand than a public slaughter and quick escape.
movement or other actions (including reactions) and expends conjuring points equal to the amount listed
for the creature. If she takes damage while summoning a diabolus, a Constitution saving throw to maintain
concentration is required or the diabolus dies in transition. The diabolus appears in unoccupied spaces that she
can see within range.
Once summoned a diabolus remains on the Material Plane until it has taken an amount of damage equal
to its hit points, Stephni dismisses it as a reaction, or the diabolus travels more than 500 feet from her.
If a diabolus suffers a critical hit Stephni must succeed on a Constitution saving throw to concentrate
and to maintain her connection to it or she loses control of the creature (at the GM’s discretion it may attack an
ally, but never Stephni). Stephni may have up to 6 summoned diaboli.
• Minor Diaboli (1 conjuring point). Cacodaemon (CR ½, page 218), Skeleton (CR ¼), Zombie (CR ¼)
• Lesser Diaboli (2 conjuring points). Dretch (CR ¼), (Shadow CR ½), Quasit (CR 1), Specter (CR 1)
• Moderate Diaboli (3 conjuring points). Ghast (CR 2), Imp-Erosi (CR 2; page 224), Coloxus (CR 3;
page 222), Will-o’-Wisp (CR 2), Wight (CR 3)
• Dire Diaboli (4 conjuring points). Ghost (CR 4), Incubus/Succubus (CR 4)
• Greater Diaboli (5 conjuring points). Abrikandilu (CR 5; page 221), Wraith (CR 5)
Roll initiative for the diaboli as a group, which has its own turns. They obey any verbal (or telepathic)
commands that Stephni issues to them (no action required by her). If she doesn’t issue any commands to them,
they defend themselves from hostile creatures, but otherwise take no actions. Diaboli with innate spellcasting
can cast a number of spells equal to the conjuring points Stephni spends to summon the diabolus but afterward
she must expend 1 conjuring point to have a diabolus use its innate spellcasting.
ACTIONS
Staff of Vile Conjuring. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (1d8+1) magical
bludgeoning damage.
Necromantic Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one living creature. Hit: 26 (5d8+4) necrotic
damage. If this attack kills a creature, Stephni gains a number of temporary hit points equal to the damage dealt.
Unlike normal temporary hit points these stack and she may gain a maximum of 36 temporary hit points this
way. When Stephni targets one of her diaboli with this feature, she restores the creature’s hit points instead.
Diabolic Strike (6/long rest). Stephni can choose to deal 4 less damage with her Necromantic Touch and instead
inflict a condition on the target, forcing the creature to make a DC 17 Charisma saving throw. On a failed save,
the target gains the blinded or deafened condition for 18 rounds. The target may repeat this saving throw at the
end of each of its turns, ending the condition on a success. You may attempt to inflict a condition a number of
times equal to your proficiency bonus, after which you must complete a long rest before you can do so again.
EQUIPMENT
Staff of Vile Conjuring (10 charges). This staff regains 1d6+4 expended charges daily at midnight. Stephni treats
charges in the staff as conjuring points. While holding the staff, Stephni can expend 1 charge to ignore
the effects of one of the Bands of Kyttarmoak for 1 round. Stefany can use an action and expend 3 charges to
cause a miasma of evil to spread out in a 30-foot radius from her. The vile cloud remains for 1d4 rounds, making
the area heavily obscured for non-evil creatures. Any spells or features used to restore the hit points of a good
creature in the vile cloud only restore half as many hit points (minimum 1 hit point), the other half targeting
the nearest evil creature in the vile cloud instead (minimum 0 hit points). The vile cloud moves with Stephni,
remaining centered on her. A wind of at least 10 miles per hour disperses the vile cloud and ends the effect.

The conjurer Stephni Hibernica spent over a decade terrorizing the settlements of Samovi, infamous for leading
assaults by unholy creatures before the Justitia and The Inquisition caught up with her. Rather than suffer
capture and more time in rehabilitation the diabolist instead drew her own psyche and soul into her prized
weapon. Stephni’s body died away more than a century ago and her mind resided in the Adversus Museum of
Artifacts and Antiquities until a foolish cleric of the dark forces attempted to wield the Staff of Vile
Conjuring, releasing and resurrecting the long dead summoner. With this second lease on life
256 Stephni has been far more careful and cunning, using her wiles to secure friends among the dwarven
politician-nobles of Prensatio unaware of her true talents. With their unknowing help she has
This leather-clad servant of the Inquisition proudly The mark of The Inquistion is elegantly stamped
wears their organization’s emblem. onto this functionary’s voluminous red robes.
Inquisitor Adeptus Legatus
Medium humanoid (any), neutral rogue (thief ) 8 Medium humanoid (any), neutral good rogue (samaritan) 4
Armor Class 15 (studded leather) Armor Class 14 (studded leather)
Hit Points 59 (8d8+16) Hit Points 31 (4d8+8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 11 (+0) 15 (+2) 14 (+2) 14 (+2) 12 (+1) 15 (+2)
Saving Throws Dex +6, Int +5 Saving Throws Dex +4, Int +4
Skills Deception +9, Insight +7, Intimidation +6, Skills Insight +5, Investigation +4, Perception +3,
Investigation +5, Perception +4, Technology +5 Persuasion +6, Religion +3, Sleight of Hand +4
Senses passive Perception 14 Senses passive Perception 13
Languages Celestial, Common, Thieves’ Cant Languages Celestial, Common, Thieves’ Cant
Challenge 3 (700 XP) Challenge 2 (450 XP)
Cunning Action (1/turn). The Adeptus can spend a Cunning Action (1/turn). The Legatus can spend a
bonus action to take the Dash, Disengage, Hide, Use bonus action to take the Dash, Disengage, or Hide
Object action, make a Dexterity (Sleight of Hand) action.
check, or to use thieves’ tools. Cunning Samaritan. The Legatus can use their
Evasion. When the Adeptus is subjected to an effect Cunning Action to aid the defense of an ally within
that allows them to make a Dexterity saving throw to 5 feet. The Legatus chooses 2 targets, forcing each to
take only half damage, they instead take no damage make a DC 12 Intelligence saving throw. On a failure,
if they succeed on the saving throw, and only half a target has disadvantage on attack rolls made against
damage if they fail. the ally until the start of the Legatus’ next turn.
Second-Story Work. Climbing does not cost the The Legatus can also use their Cunning
Adeptus extra movement. When they make a running Action to move 30 feet as a reaction so long as they
jump, the distance they cover increases by 3 feet.
do not take the Dash action the same turn.
Sneak Attack 4d6 (1/turn). The Adeptus deals an
Sneak Attack 2d6 (1/turn). The Legatus deals an extra
extra 14 (4d6) damage when they hit a target with
7 (2d6) damage when they hit a target with a weapon
a weapon attack and have advantage on the attack
attack and have advantage on the attack roll, or when
roll, or when the target is within 5 feet of an ally of
the target is within 5 feet of an ally of the Legatus
the Adeptus that isn’t incapacitated and the Adeptus
doesn’t have disadvantage on the attack roll. that isn’t incapacitated and the Legatus doesn’t have
ACTIONS disadvantage on the attack roll. The Legatus’ Sneak
Dagger. Melee or Ranged Weapon Attack: +6 to hit, Attack damage cannot kill a creature, only knock it
reach 5 ft. or range 20/60 ft., one target. unconscious.
Hit: 5 (1d4+3) piercing damage. ACTIONS
Inaequa Pistol. Ranged Weapon Attack: +6 to hit, range Dagger. Melee or Ranged Weapon Attack: +4 to hit,
80/320 ft., one target. Hit: 8 (1d10+3) bludgeoning reach 5 ft. or range 20/60 ft., one target.
damage but unable to reduce a creature below 1 hit Hit: 4 (1d4+2) piercing damage.
point. Inaequa Pistol. Ranged Weapon Attack: +4 to hit, range
Hand Crossbow. Ranged Weapon Attack: +6 to hit, 80/320 ft., one target. Hit: 7 (1d10+2) bludgeoning
range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage but unable to reduce a creature below 1 hit
damage. point.
REACTIONS
Uncanny Dodge. When an attacker the Adeptus can The first thing new recruits of The Inquisition are
see hits them with an attack, the Adeptus can use trained for is politics, acting as diplomats in Askis’
their reaction to halve the attack’s damage against them. congresses and intermediaries between local
governments and The Ministry. They’re
Apprentices are carefully retrained and plied by their the public face of the institution and
peers, coerced into moral latitude by the revelation of best loved of its servants, trustworthy 263
the wickedness they face and their necessary brutality. and intent on spreading goodwill.
Each of the PCs takes 1d6 bludgeoning damage + collapses behind the PCs but conveniently lets them
1d6 bludgeoning damage per level from the fall (up out near the first obstacle: Pagkaulitan, the Cavern of
to 17d6 for 16th level adventurers, plummeting from Gluttony.
a much taller height). A creature that succeeds on a
Dexterity saving throw made with disadvantage (DC
8 + one-half APL) reduces the falling damage taken
Pagkaulitan: Cavern of Gluttony
Read the following when the PCs begin wandering
by half. The figure beckoning the party is a fallen down the tunnel leading to the lair of the daemon
angel that leads the PCs down a roughly dug tunnel Wehelin:
(clearly burrowed by some crazed beast trying to
escape its final fate) for 100 feet before reaching her The dark rock of the River Styx’s desaturated landscape
hideaway, a small cave that is collapsing in on itself curves away down a passage redolent with the scent of
and shrinking ever so slightly with every moment fine food and drink. Smells savory and sweet tickle at
spent within. Read the following: your nose and the further you move down this tunnel,
the more you think of the most succulent meals you’ve
The horrible and overwhelming dread of the River ever had, your appetite growing with every step...
Styx seems to abate ever so slightly as you follow the
fallen angel into a chamber that has clearly become her Before reaching the end of this curving passage
home. Votives and blessings galore adorn every inch of the PCs relive a memory of when they indulged
the cave but you can see their edges are frayed and the themselves with drink or food—this might be from
color from the parchment is draining away, shrinking a bountiful feast of revelry, the first time they had a
from the corrupting evil all around it. Indeed even fine pastry or well-cooked meal, or the last thing they
after a few moments you realize the walls of the room ate as a mortal. Each adventurer makes an Intelligence
are literally closing in, pressing ever so slightly closer saving throw (DC 12 + APB) or sees an illusion
than when you first entered. of their favorite food as they turn the corner of the
passage. PCs that see these figments make a Wisdom
Sotiria was cast down from the higher planes of saving throw (DC 8 + APB) or are overwhelmed
existence for violating the laws of the celestial with an urge to eat, fattening themselves with the
dimensions, condemned to prove her piety by ephemeral food. A creature so gorged reduces their
restoring one of her kin. A deva named Farishta speed by 10 feet.
attempted to save Sotiria from her fall but in so At the very end of the tunnel the party finds
doing was caught by the evil entities about to ensnare the grotesque daemon Wehelin, a creature consumed
her, his soul torn to shreds and scattered over the by gluttony and well at home in Pagkaulitan. Read
Lower Planes. The fallen angel has spent many years the following:
collecting Farishta’s shards and has only three more to
gather, but her powers have ebbed and the creatures Sitting in a pile of disgusting slop welled in a depression
that possess them are too powerful for her to defeat. in the cave revealed at the end of this tunnel is a
In exchange for acquiring them for her, Sotiria offers grotesque thing of evil, a daemonic face surrounded by
to have her celestial order restore the PCs to life fat that rolls over and over upon itself, over and around
and grant blessings for their good deeds. Should the even its limbs. It uses one of its flabby arms to snatch
adventurers resist her offer, she points out that it is up a golden shard of crystal that lay on the ground,
only a matter of time before daemons find them and making the item disappear beneath the folds before it
though she freely offers shelter, she warns that total looks towards you and grins, its jaw unhinging in
death is inevitable for mortals that dally too long in anticipation as it bellows through its slavering maw.
the River Styx. “Oh goodness me, a live meal! You will taste delightful!”
Once they have accepted the deal, Sotiria tells
the party to beware gluttony, heresy, and avarice, but The daemon Wehelin the Glutton (see Monsters:
wishes each good fortune and shows Under the Hood on page 280) fights to the death,
them to a passage leading from her completely unwilling to release its shard of Farishta’s
274 hideaway under the water to the other soul. Once defeated, its bloated body explodes,
side of the River Styx. The tunnel coating the PCs in gore.
TRAVELING THE RIVER STYX
In addition to having to fight against the unyielding current of the River Styx, the PCs are likely to come across
daemons of some kind because of the Inevitable Servants planar trait. The curses and enchantments within
Pagkaulitan, Chisokonezo, and Ukunyoluka cease to activate again after their guardians are dead so retreat into
these areas is possible (meaning the PCs might take up defenses to slaughter some monsters or trick them and
escape) but with restricted movement it will be difficult. A party might want to take a long rest to recover their
abilities and hit points but should be warned after the duration of a short rest that they can feel their life force
ebbing away, foreshadowing the Total Death planar trait’s effects (which Sotiria warned them of ).
There are also dangers aside from the nature of the realm—hydrodaemons lurk in the supernatural
waters, cacodaemons swoop through the air, and watchful thanadaemons float down the River Styx on their
dismal ferries—but lethal hazards abound beyond the entities prowling the transitional plane.

Grasping of the Damned Soulshriek of Utter Torment


Souls of those destroyed in the River Styx Every hour the PCs spend in the demiplane of Styx, roll 1d20;
flow freely through the waterway, crashing on a result of 6 or below, they encounter a Soulshriek of Utter
into the Abyss at its end and floating back Torment. These echoes of shattered psyches wander along the
to its supernatural source to repeat the River Styx, forever terrorized by the total death that has claimed
cycle for eternity. The wrath and anger of them for eternity. Any non-fiend creatures within 100 feet of a
these bound slivers of being can manifest soulshriek of utter torment can hear its wail before it appears if
themselves when they sense life, reaching they have a passive Perception score of 16 or higher, but other-
out to grasp at the existence denied them. wise the scream is only heard when it comes within sight of
Roll 1d20 whenever a creature passes creatures (it has darkvision and truesight with a range of 120 feet).
within 5 or 10 feet of the River Styx. When a non-fiend creature is seen by a soulshriek of
On a 20, ethereal arms lash out from the utter torment, it must make a Wisdom saving throw (DC 10 +
water and try to drag them in. APB) or gain the frightened condition for a number of rounds
The grasping of the damned makes equal to APB.
an attack roll (with an attack bonus equal A frightened non-fiend creature that is seen by a
to APB + 4) and grapples the target on a soulshriek of utter torment makes a Constitution saving throw
hit. Once grappled, a creature may make (DC 10 + APB) or gains the deafened condition for a number
a Strength (Athletics) or Dexterity of hours equal to APB.
(Athletics) check at the start of their A frightened and deafened non-fiend creature that is
turn to escape (DC 10 + 1 per turn spent seen by a soulshriek of utter torment makes a Charisma saving
grappled) but otherwise they are dragged throw (DC 10 + APB) or gains the blinded condition for a
5 feet closer to or into the water. PCs that period of time equal to ten minutes times APB.
are dragged into the water roll 1d20 upon A soulshriek of utter torment travels along the River Styx
entering and at the start of their turn; on at a rate of 20 feet each round, wandering randomly between
a result of 16 or greater, they are attacked the waterway’s sides but always in the direction of the current. It
by 1d4 hydrodaemons (Conjured Hor- cannot be damaged, dispelled, or otherwise affected by the PCs.
rors). For every check already made while Creatures with both the blinded and deafened conditions are
dragged into the water, add +2 to this immune to the hazard’s effects, and creatures only ever make one
d20 roll. saving throw against a soulshriek of utter torment each round.

Chisokonezo: Altar to Heresy


Read the following when the PCs head down the passage leading to the lair of the demon Xadgudbaha:

Your minds turn to dark places as you walk into this cavern and find two stone tunnels are on the path before you. To
the left is a passage with walls bearing primitive marks that radiate unfettered evil, subtly warping and
twisting even as you look at them to take on shapes that hurt your mind to witness. On the right, there
276 are just as many symbols—but these are not painful to gaze upon, though the light they shine with seems
unnatural even in this dreadfully strange realm.
When the PCs finally reach the end of Ukunyoluka
Ukunyoluka: Grotto of Avarice they find the devil Aargoosiga, bearing witness to the
When the PCs head down the final cavern
insane greed that drives the fiend’s desire to retain one of
wherein a shard of Farishta’s soul awaits, read
the shards of Farishta’s soul.
the following:
Dark orange miasma swirls around the figure in the center
Figments of gold and treasure galore shimmer
of this room, the aura fed by glittering piles of blood-stained
and waver in this tunnel, and though they are
gold and treasured heaped about on the floor, some items still
obviously illusions, the sight of so much wealth
clutched by hands unwilling to let them go. A palpable, iron
beckons to you, entreating your mind to remember
scent of evil wafts from the creature laying upon this splendor,
past glories that aggrandized you in some way.
and though the glittering greed floating about it obscures
much of the body, its crimson eyes wander toward you—
The PCs likely recall moments of great victory almost as if it can tell that new objects of value have entered
between them and seem to show camaraderie the chamber—and you can feel the thing’s vile presence in
to one another—yet this too is only an illusion. your very bones.
Each and every character is compelled to try to
steal from their companions. Every PC makes The devil Aargoosiga, being a creature of unbridled avarice,
a Dexterity saving throw (DC 12 + APB) to is completely unwilling to part with anything, going so far
avoid having one item stolen by another PC. as to demand everything the adventurers own in order to
On a success, a PC retains all of their own accept their surrender, fighting to the death should they
items. In addition, every PC makes a Wisdom refuse.
saving throw to resist a secret compulsion to Unlike the other caves the party have visited, this
steal from one another at a later date in revenge one has material objects in it after its guardian is destroyed
for the purloining already going on. PCs that in addition to a shard of Farishta’s soul. PCs unwise
succeeded their Dexterity saving throw gain enough to pilfer this treasure collect a number of gold
advantage on this save. Failure on this Wisdom pieces equal to 10d20 times APL, but should they take
saving throw compels a PC to steal from one anything other than coins, roll 1d20 to determine if they
of their companions after 1d4 + 1 long rests, find a genuine item or something cursed:
but anyone who failed both saving throws also 1–4: armor of vulnerability
attempts to take something from Sotiria’s cave 5–9: demon armor (which initially appears angelic),
(an act which the fallen angel is not likely to 10–14: shield of missile attraction,
look upon with favor). 15–19: berserker axe,
20: a randomly determined (not cursed) wondrous item.

CONCLUSION: SOTIRIA’S REWARDS


With the three remaining shards of Farishta’s soul in hand, the party returns to Sotiria’s cave to reap their
rewards. The tunnel leading to her abode has contracted however and any PCs larger than Small size need to
make a Dexterity check (DC 8 + APB) to squeeze through the shrunken passage (any PC of Large or greater
size makes this check with disadvantage). This does not change the area on the map, but any creature of
Medium size or larger has to crouch to avoid the lowered ceiling (reducing any Dexterity bonuses to AC by 2).
Read the following:

As you enter into the fallen angel’s cave once more, you are immediately struck by how much of the divinity it once
retained has been drained away. Sotiria’s cracked and broken skin looks even less angelic, as corrupted and sallow as the
sapped blessings clustering around her. She eyes you suspiciously as you approach and when you meet her gaze it feels as
though she is looking into your very soul, searching it for the taint of this dreadful realm.

Sotiria knows all too well the dangerous effect that the River Styx can have on creatures and carefully
observes the PCs, searching them for corruption, but offers to heal them as well. If any member of
278 the party has both grown corpulent from the illusory food in Pagkaulitan or taken to heresy in
Chisokonezo, she specifically tries to touch and heal them but is really only looking to search their

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