pre-session updates

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Eric Woodward 2023-10-02 17:11:41 -04:00
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### Urtson-Nu 5023 CAC
<div class="calendarWrapper">
#### Urtson-Nu 5023 CAC
<ol class="calendar">
<li class="dayName">Urtday</li>

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<div class="todayWrapper">
As of last session, it is **about a phase-hour into the 2nd shift of the 1st phase of the 10th day of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
</div>
!!!include(calendar.md)!!!

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@ -1,5 +1,6 @@
/****************************************************************************
* Planar Vagabond's Guide to the Multiverse (planarvagabond.com)
* Primary CSS File
*
* Copyright 2023 Eric Woodward
* Source released under CC0 Public Domain License v1.0

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@ -66,7 +66,7 @@
</summary>
<ul class="dropdown" aria-label="submenu">
<li><a href="/astral/adventuring.html">Adventuring</a></li>
<li><a href="/astral/factions.html">Factions</a></li>
<li><a href="/astral/factions/index.html">Factions</a></li>
<li><a href="/bestiary/index.html">Monsters</a></li>
<li><a href="/astral/timeline.html">Timeline</a></li>
<li><a href="/astral/vessels.html">Vessels</a></li>

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@ -20,9 +20,9 @@ The Guide was started in year 5022 CAC as a series of small, (mostly) hand-produ
It is also a highly successful one more popular than the _Idiot's Guide to Running an Astral Business_, better selling than _Fifty More Things to do in Subjective Gravity_, and more controversial than Balyx Balator's trilogy of metaphysical blockbusters: _Where the Gods Went Wrong_, _Infernus: Fairy-tale or Fiction?_, and _The Lie of Alignment_.
In many of the more relaxed civilizations on the Outer Koronin Rim of <abbr title="Astral Trade Union">ATU</abbr>-space, the Guide has already supplanted the great _Encyclopedia of the University Eternal_ as the standard repository of all knowledge and wisdom, for though it is perpetually incomplete and has many omissions and apocrypha, it scores over the more established work in two important respects:
In many of the more relaxed civilizations on the Outer Koronin Rim of [<abbr title="Astral Trade Union">ATU</abbr>](/astral/factions/index.html#astral-trade-union)-space, the Guide has already supplanted the great _Encyclopedia of the University Eternal_ as the standard repository of all knowledge and wisdom, for though it is perpetually incomplete and has many omissions and apocrypha, it scores over the more established work in two important respects:
First, it is slightly cheaper (not surprising, given that the University demands a child as payment for a copy of their weighty tomes); and secondly it has the words _Feare Naught!_ inscribed in large friendly letters on its cover.
First, it is slightly cheaper[^1]; and secondly it has the words _Feare Naught!_ inscribed in large friendly letters on its cover.
### About the Planar Vagabond
@ -48,3 +48,5 @@ DMCA complaints can be sent to the email address in the site's footer.
Share and enjoy!
</details>
[^1]: Given that the University famously demands a child as payment for a copy of their weighty tomes, this may not be that surprising after all.

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@ -195,7 +195,7 @@ The ambient temperature in the astral plane tends towards the tepid side for mos
- do not age,
- do not need to breathe,
- do not need to eat or drink (which also means that they can't expend a ration to heal), and
- do not need to sleep (which also means that they can't heal from sleep), although they do still need to rest for 8 hours each day
- only need to sleep for 30 phase-minutes each phase, although they still need to rest for an entire shift (8 phase-hours), and only gain 1 HP back after resting and sleeping.
### Travel

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@ -1,43 +1,55 @@
---
title: Astral Factions
description: TBD
description: The most prominent factions operating within the astral plane.
date_pub: 2023-02-15T00:26:00-05:00
section: astral
content_type: feature
short_code: af1
---
[[toc]]
### Major Factions
#### Astral Trade Union
- Conglomerate of harbormasters, ship captains, and mining companies who control nearly all of the trade between certain ports.
- Control all of the trading between nearly 100 ports, including ones leading to dozens of material planes, multiple to each elemental plane, and even a handful to various transcendental planes.
- This area is called the **Astral Trade Zone (ATZ)**
- Have excellent maps of all of the astral currents that run between affiliated ports.
- This area is called the **Astral Trade Zone (ATZ)**.
- Have excellent maps of all of the astral currents that run between affiliated ports, which only their licensed navigators can use.
#### Drahki Federation
- Controlled by a race of dracokin from the world of Drahkenos, the eternal plane of dragons.
- Fly great ships made to look like their bigger cousins (called "dragonships")
- Generally peaceful traders
- A race of dracokin from the world of Drahkenos, the eternal plane of dragons.
- Fly great ships made to look like dragons (called "dragonships").
- Generally peaceful traders, although some take to piracy.
- Worship the various dragon gods and venerate great dragons from throughout the history of the planes.
#### Lyffan Armada
- Enormous fleet of warships run by a militaristic race of musket-wielding elekin from the material plane of Lyffu.
- Ships range from light cargo carriers to massive warships, but _everything_ in the armada is armed.
- Report to the Lyffan Sovereignty, the plane-wide government of Lyffu.
- Strongly believe in the supremacy of law and civilization.
- Ships range from light cargo carriers to massive warships, but everything in the armada is armed.
- Believe strongly in the supremacy of law and civilization.
- Worship the Great Tribunal, the judges who preside over the court of eternal judgement in the afterlife.
#### Stral Empire
- Properly known as the **Empire of the Eternal Dynasty**
- Empire of ports ruled by a highly militaristic and decadent race of immortals, with sharp eyes, pointed ears, and no noses.
- Huge warships patrol the borders of the empire, which run near some Astral Trade Union-aligned ports.
- Also control the Forge, a massive smithing factory on the Plane of Fire.
- Huge warships patrol the borders of the empire, which run near some [Astral Trade Union](#astral-trade-union)-aligned ports.
- Also control the Forge, a massive smithing factory on the Plane of Elemental Fire.
- Served by a race of automatons called Forgelings, some of whom have escaped their masters and fled to ports aligned with one of the other factions.
### Minor Factions
#### The Grand Consortium
- More properly known as **The Grand Consortium of Arcanists, Enchanters, Sorcerers, Summoners, Thaumaturgists, Warlocks, Wizards, and Others Practiced in Arts Elrditch and Magickal**.
- The "guild of guilds" for most arcane spellcasters (although [Bloodmages](/classes/bloodmage.html) are strictly disallowed).
- Trade in omnium pieces, a secret coinage made from a magic-infused, quasi-metal substance that can be used to make magic items.
- Typically work with the [Astral Trade Union](#astral-trade-union), although many of the guilds within are known to work with other factions to further their own agendas.
#### Society of Wanderers
- Disparate, quasi-religious organization, with membership scattered about the planes.
@ -46,24 +58,31 @@ short_code: af1
- Typically travel alone or in small groups.
- Don't usually have their own ships, so they often have to book passage (or stowe-away).
### Pirates of Ataxia
#### Pirates of Ataxia
- Led by (at least) 6 Pirate Lords (although some believe there are more).
- Responsible for nearly all of the piracy within this part of the astral plane.
- Come from all races and cultures.
### Lost / Destroyed Factions
#### Arcane Lords of Axion
- Ancient order of wizards and arcanists.
- Established the first mage guilds in the astral plane about 8,000 years ago.
- Helped establish the [Astral Trade Union](#astral-trade-union) just over 5,000 years ago.
- Founded the Axion Academy of Magicks just under 5,000 years ago.
- The order vanished without explanation nearly 3,000 years ago.
#### The Eye Tyrants
- Established the "Empire of Eyes" about 7,000 years ago.
- Defeated at the battle of Jade Fields by the the stral and the dwarves about 3,000 years ago, leading to a great Civil War.
- The final remnants of their armada was defeated by the Bronze Robes of the Grand Consortium following the destruction of the Ravager earlier this year.
<!--
### Relations
#### Astral Trade Union

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@ -0,0 +1,16 @@
---
title: Astral Trade Union
description: A conglomerate of harbormasters, ship captains, and mining companies who control the trade between nearly 100 ports.
date_pub: 2023-10-01T12:57:00-04:00
section: astral
content_type: feature
short_code: atu
status: hidden
---
- Conglomerate of harbormasters, ship captains, and mining companies who practically control the trade between nearly 100 ports.
- Ports include portals to dozens of material planes, multiple to each elemental plane, and even a handful to various transcendental planes.
- This area is called the **Astral Trade Zone (ATZ)**.
- Maintain excellent maps of all of the astral currents that run between affiliated ports which only their licensed navigators can use.
- All ships doing business with the union are required to have at least one licensed navigator onboard.
- Founded 5000 years ago by the Purple Masters of Prasha, a group of astral traders from different planes.

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---
title: Astral Factions
description: The most prominent factions operating within the astral plane.
date_pub: 2023-02-15T00:26:00-05:00
section: astral
content_type: feature
short_code: af1
---
[[toc]]
### Major Factions
#### Astral Trade Union
- Conglomerate of harbormasters, ship captains, and mining companies who control nearly all of the trade between certain ports.
- Control all of the trading between nearly 100 ports, including ones leading to dozens of material planes, multiple to each elemental plane, and even a handful to various transcendental planes.
- This area is called the **Astral Trade Zone (ATZ)**.
- Have excellent maps of all of the astral currents that run between affiliated ports, which only their licensed navigators can use.
#### Drahki Federation
- A race of dracokin from the world of Drahkenos, the eternal plane of dragons.
- Fly great ships made to look like dragons (called "dragonships").
- Generally peaceful traders, although some take to piracy.
- Worship the various dragon gods and venerate great dragons from throughout the history of the planes.
#### Lyffan Armada
- Enormous fleet of warships run by a militaristic race of musket-wielding elekin from the material plane of Lyffu.
- Ships range from light cargo carriers to massive warships, but _everything_ in the armada is armed.
- Report to the Lyffan Sovereignty, the plane-wide government of Lyffu.
- Believe strongly in the supremacy of law and civilization.
- Worship the Great Tribunal, the judges who preside over the court of eternal judgement in the afterlife.
#### Stral Empire
- Properly known as the **Empire of the Eternal Dynasty**
- Empire of ports ruled by a highly militaristic and decadent race of immortals, with sharp eyes, pointed ears, and no noses.
- Huge warships patrol the borders of the empire, which run near some [Astral Trade Union](#astral-trade-union)-aligned ports.
- Also control the Forge, a massive smithing factory on the Plane of Elemental Fire.
- Served by a race of automatons called Forgelings, some of whom have escaped their masters and fled to ports aligned with one of the other factions.
### Minor Factions
#### The Consortium
- More properly known as **The Grand Consortium of Arcanists, Enchanters, Sorcerers, Summoners, Thaumaturgists, Warlocks, Wizards, and Others Practiced in Arts Elrditch and Magickal**.
- The "guild of guilds" for most arcane spellcasters (although [Bloodmages](/classes/bloodmage.html) are strictly disallowed).
- Trade in omnium pieces, a secret coinage made from a magic-infused, quasi-metal substance that can be used to make magic items.
- Typically work with the [Astral Trade Union](#astral-trade-union), although many of the guilds within are known to work with other factions to further their own agendas.
#### Society of Wanderers
- Disparate, quasi-religious organization, with membership scattered about the planes.
- Refer to each other as "friends".
- Are obligated to help each other out (but can also count on other "friends" to help them when needed).
- Typically travel alone or in small groups.
- Don't usually have their own ships, so they often have to book passage (or stowe-away).
#### Pirates of Ataxia
- Led by (at least) 6 Pirate Lords (although some believe there are more).
- Responsible for nearly all of the piracy within this part of the astral plane.
- Come from all races and cultures.
### Lost / Destroyed Factions
#### Arcane Lords of Axion
- Ancient order of wizards and arcanists.
- Established the first mage guilds in the astral plane about 8,000 years ago.
- Helped establish the [Astral Trade Union](#astral-trade-union) just over 5,000 years ago.
- Founded the Axion Academy of Magicks just under 5,000 years ago.
- The order vanished without explanation nearly 3,000 years ago.
#### The Eye Tyrants
- Established the "Empire of Eyes" about 7,000 years ago.
- Defeated at the battle of Jade Fields by the the stral and the dwarves about 3,000 years ago, leading to a great Civil War.
- The final remnants of their armada was defeated by the Bronze Robes of the Grand Consortium following the destruction of the Ravager earlier this year.
<!--
### Relations
#### Astral Trade Union
- Are on good (trading) terms with both the _Drahki Federation_ and the _Zhyffan Armada_ (with some members of each also holding Union membership).
- Think most of the _Society of Wanderers_ are hopeless layabouts, inadequately interested in commerce (although few ship captains will refuse their payment for passage).
- Are on tenuous terms with the _Stral Empire_ (they've had some trade, but also some border skirmishes).
- Actively seek the destruction of the _Pirates of Ataxia_ (even though some Union members occasionally double as pirates).
#### Drahki Federation
- Are on good (trading) terms with _Astral Trade Union_ (with some Drahki captains also being Union members).
- Are on decent (trading) terms with the _Zhyffan Armada_ (there have been a few isolated incidents of fighting between the groups, but they generally continue to trade).
- Don't understand the _Society of Wanderers_, but generally allow them to book passage on their ships.
- Are on deteriorating terms with the _Stral Empire_ (they've had an increasing number of border skirmishes).
- Try to avoid engaging with ships from the _Pirates of Ataxia_, who generally return the favor (although there are some Drahki pirates who try to only attack ships from the other factions).
#### Zhyffan Armada
- Are on good (trading) terms with _Astral Trade Union_ (with some Zhyffan captains also being Union members).
- Are on decent (trading) terms with the _Drahki Federation_ (there have been a few isolated incidents of fighting between the groups, but they generally continue to trade).
- Don't understand (or like) the _Society of Wanderers_, and don't allow them on their ships.
- Are on deteriorating terms with the _Stral Empire_ (they've had an increasing number of border skirmishes).
- Actively seek the destruction of the _Pirates of Ataxia_ (although some Zhyffan ships have been known to turn pirate, abandoning the Armada and working for the Pirate Lords).
#### Society of Wanderers
- Don't care for the leadership of the _Astral Trade Union_, but try to stay friendly with the ship captains.
- Don't understand most of the _Drahki Federation_, but are generally happy to book passage on their ships.
- Don't get along with the _Zhyffan Armada_, and generally avoid them.
- Don't understand (or like) the _Stral Empire_, although a few Travellers have tried to engage with Stral crews (which hasn't ended well)
- Have many members who also work as _Pirates of Ataxia_, and don't generally preclude pirates from their ranks (although the pirate captains aren't always thrilled to have Wanderers on their ships).
#### Stral Empire
- Are on tenuous terms with the _Astral Trade Union_ (they've had some trade, but also some border skirmishes).
- Are on deteriorating terms with both the _Drahki Federation_ and the _Zhyffan Armada_ (they've had an increasing number of border skirmishes with each of them).
- Don't understand (or like) the _Society of Wanderers_, and don't allow them on their ships.
- Try to avoid engaging with ships from the _Pirates of Ataxia_, who generally return the favor (although they have had engagements in Stral territory).
#### Pirates of Ataxia
- Actively attack (and raid) the ships of the _Astral Trade Union_ and the _Zhyffan Armada_, occasionally even looting their ports.
- Try to avoid engaging with ships working for the _Drahki Federation_, who generally return the favor (although there are some Drahki pirates who try to only attack ships from the other factions).
- Have many members who also identify as members of the _Society of Wanderers_, usually pirates of lower ranks (the ship captains aren't fond of having members in their crew because of the high number of stowe-aways).
- Try to avoid engaging with ships of the _Stral Empire_, who generally return the favor (although they have had a few engagements in within Stral territory).
-->

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---
title: Lyffan Armada
description:
date_pub: 2023-10-01T01:02:00-04:00
section: astral
content_type: feature
short_code: a1a
status: hidden
---
- An enormous fleet of warships run by a militaristic race of musket-wielding elekin (elephantine bipeds) from the material plane of Lyffu.
- Ships range from light cargo carriers to massive warships, but _everything_ in the armada is armed.
- Report to the Lyffan Sovereignty, the plane-wide government of Lyffu.
- Believe strongly in the supremacy of law and civilization.
Religions and Mythology
- Worship the Great Tribunal, the judges who preside over the court of eternal judgement in the afterlife.
- The Great Tribunal is made up of 7 elekin deities.
- They are lead by Enu the Superior.
- The other members of the Tribunal are Adjen, Behum, Dreyko, Kiro, Ufyum, and Vutrem.
- Lyffans believe that, when they die, their souls are brought before this tribunal, where all of the crimes and transgressions they'v ever committed are read aloud, as are all of their good deeds.
- Once this is complete, the Tribunal passes judgement on the soul, either allowing it to pass to Ayfu (the Land of Riches) or sending the soul back to be reborn on Lyffu.
### Lyffan Names
#### Lyffan Given Names
<div class="dividedTableWrapper">
| d10 | Female (d3) ||| Male (d3) ||| Neutral (d2) ||
| ^^ | 1 | 2 | 3 | 4 | 5 | 6 | 1 | 2 |
| :-: | :------: | :--------: | :-------: | :--------: | :-------: | :-------: | :----: | :-----: |
| 1 | Aline | Glorina | Mitasette | Amarilieas | Eliar | Landiar | Alyx | Jasim |
| 2 | Anneche | Gwendys | Murelle | Amandien | Gabrin | Levir | Ashe | Karson |
| 3 | Arrei | Jayla | Myna | Barrock | Horden | Mohrdston | Ayrin | Kivam |
| 4 | Ayenna | Jaenis | Natari | Braddish | Jaddon | Randar | Carron | Korrien |
| 5 | Brienna | Jylleliene | Nathaleya | Braylan | Javor | Robeenian | Cerra | Laurin |
| 6 | Charlyse | Kaisley | Relessa | Broden | Jorah | Tomain | Darna | Layne |
| 7 | Denvieve | Kyra | Rosyn | Dromen | Jorrian | Trentan | Devyn | Paeton |
| 8 | Diatrice | Laina | Soniya | Drak | Karden | Tynaxeon | Drayne | Rayne |
| 9 | Eleanah | Liyana | Suraline | Duron | Kasperton | Warrek | Jaesse | Sebon |
| 10 | Eyva | Marilla | Ursana | Elden | Kyllyan | Zakarian | Jami | Synclar |
[Lyffan Given Names by Gender]
</div>
#### Lyffan Family Names
<div class="dividedTableWrapper">
| d10 | d4 ||||
| ^^ | 1 | 2 | 3 | 4 |
| :-: | :--------: | :------: | :--------: | :--------: |
| 1 | Bantene | Dolaence | Mabonis | Rahdishig |
| 2 | Belaine | Drysnach | Mannsier | Ralenette |
| 3 | Bradinelle | Ephonis | Maulanie | Rolamarc |
| 4 | Broules | Foral | Montalaine | Selenc |
| 5 | Brutna | Gatnick | Narder | Sinomax |
| 6 | Celtigar | Hawick | Natrian | Travham |
| 7 | Chapmyre | Jelynne | Norcrosh | Uffering |
| 8 | Chanor | Jonddee | Palker | Vetteric |
| 9 | Dehl | Keath | Phirain | Wilturburn |
| 10 | Desowald | Laria | Porter | Yvieich |
[Lyffan Family Names]
</div>
<!--
Sources
- first names: https://www.fantasynamegenerators.com/got-westeros-names.php
- last names: https://www.fantasynamegenerators.com/breton_names.php
- deities: https://www.fantasynamegenerators.com/dnd-loxodon-names.php
-->

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@ -1,30 +1,31 @@
---
title: The Astral Plane
description: TBD
description: An overview of the astral plane.
date_pub: 2023-02-15T00:26:00-05:00
section: astral
content_type: feature
short_code: a1
---
- Vast, impossibly large, possibly infinite in scale
- Looks like a boundless, open sky, the color of dark purple
- Filled with clouds of swirling, brightly-colored psychic vapor
- Distant arcs of light (and dark) cascade across the sky
- Everything appears to have a vague, silvery sheen to it
- Gives off a perpetual twilight
- Known as "the swirling void", or "boundless infinities"
- Air feels thicker than on most material planes, and has a vague scent of chocolate
- Subjective gravity (for intelligent creatures)
The Astral Plane is an impossibly large, unfathomably vast plane, which is believed to connect to every other plane in the multiverse.
- Rumored to be infinite in scale.
- Looks like a boundless, open sky, the color of pinkish-purple.
- Filled with sporadic clouds of swirling, brightly-colored psychic vapor.
- Distant arcs of light and dark energy occasionally cascade across the sky.
- Everything appears to have a vague, silvery sheen applied to it.
- Gives off a perpetual twilight, bright enough to read, but still much dimmer than daylight.
- Known as "the swirling void", or "boundless infinities".
- Air feels thicker than on most material planes, and has a vague scent of chocolate.
- Subjective gravity for intelligent creatures, who can "choose" which direction to fall.
### More Info
- [Adventuring](./adventuring.html)
- [Factions](./factions.html)
- [Factions](./factions/index.html)
- [Monsters](/bestiary/index.html)
- [Timeline](./timeline.html)
- [Vessels](./vessels.html)
<!--
- [Zenpus Cove](./zenopus-cove.html)
->
- [Xynohpus Cove](./xynohpus-cove.html)
-->

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@ -2,7 +2,6 @@
title: Astral Timeline
description: A timeline of trade and war in the astral plane.
date_pub: 2023-02-19T20:47:00-05:00
date_upd: 2023-04-24T18:05:00-04:00
section: astral
content_type: feature
short_code: at1
@ -12,28 +11,28 @@ short_code: at1
Below is a timeline of major events in (this section of) the astral plane:
- **CAC**: The Common Astral Calendar
- **BAC**: Before the (Common) Astral Calendar
- **CAC**: The Common Astral Calendar
- **BAC**: Before the (Common) Astral Calendar
<div class="dividedTableWrapper timelineTableWrapper">
| Date | Event |
| :-------------------------------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **???** | The gods arrive in and/or create the astral plane. |
| **circa 11,000 BAC**<br />_(ca. 16,000+ years ago)_ | The Stral arrive in the astral plane, establish the Eternal Dynasty. |
| **circa 5,000 BAC**<br />_(ca. 10,000 years ago)_ | The Damned Incursion occurs, ending with the fallen angel Shai'kel taking over [Infernus](/planes/infernus.html). |
| **circa 3,000 BAC**<br />_(ca. 8,000 years ago)_ | The Arcane Lords of Axion establish the first Mage Guilds. |
| **circa 11,000 BAC**<br />_(ca. 16,000+ years ago)_ | The Stral arrive in the astral plane, establishing the [Empire of the Eternal Dynasty](/astral/factions/index.html#stral-empire). |
| **circa 5,000 BAC**<br />_(ca. 10,000 years ago)_ | The Damned Incursion takes place, ending with the fallen angel Shai'kel taking over the demon stronghold of [Infernus](/planes/transcendental.html#infernus). |
| **circa 3,000 BAC**<br />_(ca. 8,000 years ago)_ | The [Arcane Lords of Axion]() establish the first Mage Guilds (the groups which eventually evolve into the [Grand Consortium](/astral/factions/index.html#the-consortium)). |
| **circa 2,000 BAC**<br />_(ca. 7,000 years ago)_ | The Eye Tyrants arrive in the astral plane, establish the Empire of Eyes. |
| **0 CAC**<br />_(5023 years ago)_ | The ATU is founded by a group of astral traders, the Purple Masters of Prasha.<br />The Arcane Lords of Axion and the Purple Masters establish the Common Astral Calendar, using this year to mark year 0. |
| **118 CAC**<br />_(4905 years ago)_ | The Axion Academy of Magicks is founded. |
| **circa 2,000 CAC**<br />_(ca. 3,000 years ago)_ | The Dwarves arrive in the astral plane, establish a number of independent strongholds. |
| **circa 2,000 CAC**<br />_(ca. 3,000 years ago)_ | The Dwarves arrive in the astral plane, establishing a number of independent strongholds. |
| **2287 CAC**<br />_(2736 years ago)_ | The Eye Tyrants are defeated at the battle of Jade Fields by the combined efforts of the stral and the dwarves.<br />Several other catastrophes befall the tyrants, leading to the great Civil War, which nearly wipes out the race. |
| **2289 CAC**<br />_(2734 years ago)_ | The Arcane Lords vanish. |
| **circa 3,000 CAC**<br />_(ca. 2,000 years ago)_ | The Drahki arrive in the astral plane, establish the Drahki Federation. |
| **circa 3,000 CAC**<br />_(ca. 2,000 years ago)_ | The Drahki arrive in the astral plane, establishing the [Drahki Federation](/astral/factions/index.html#drahki-federation). |
| **3961 CAC**<br />_(1062 years ago)_ | The Stral slay the Dwarf king Thurborg Goldhelm and claim ownership of the Forge. |
| **4759 CAC**<br />_(264 years ago)_ | The Ghyffan Expeditionary Force arrives in the astral plane. |
| **4644 CAC**<br />_(379 years ago)_ | Zenopus arrives to the astral plane from Ayreon. |
| **4925 CAC**<br />_(98 years ago)_ | Zenopus establishes Sapphire Cove. |
| **4759 CAC**<br />_(264 years ago)_ | The Lyffan Expeditionary Force arrives in the astral plane. |
| **4644 CAC**<br />_(379 years ago)_ | Lord Xynohpus arrives in the astral plane from Ayreon. |
| **4925 CAC**<br />_(98 years ago)_ | Lord Xynohpus establishes Xynohpus (Sapphire) Cove. |
</div>

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@ -110,27 +110,33 @@ During each round of pursuit or combat, PCs occupying these roles may attempt to
<div class="dividedTableWrapper">
| Vessel | Cost (gp) | Cargo Capacity (coins) | Length | Beam | Crew | Weapons | Ram | Landing Types | AC | HP |
| --------------------- | :-------: | :--------------------: | :-------: | :-------: | :--: | :------: | :-: | :-------------: | :---------: | :-----: |
| Caravel | 10,000 | 100,000 | 60'-80' | 20'-30' | 10 | 1 | N | Water | 8&nbsp;[11] | 90-120 |
| Galleon | 20,000 | 300,000 | 100'-150' | 25'-30' | 20 | 3 | N | Water | 7 [12] | 180-240 |
| Warship, Sm | 6,600 | 100,000 | 60'-80' | 20'-30' | 10 | 1/2 | Y | Water | 8 [11] | 90-120 |
| Warship, Lg | 26,600 | 300,000 | 100'-150' | 25'-30' | 20 | 2/4 | Y | Water | 7 [12] | 210-270 |
| Lyffan Corvette | 15,000 | 250,000 | 100'-150' | 25'-35' | 10 | 1/2 | N | Water | 7 [12] | 120-180 |
| Lyffan Battlecruiser | 45,000 | 450,000 | 220'-280' | 20'-30' | 24 | 3/4 | Y | None | 7 [12] | 270-330 |
| Stral Destroyer | 40,000 | 350,000 | 150'-200' | 25'-35' | 10 | 5 lg | Y | None | 7 [12] | 210-270 |
| Stral Dreadnought | 50,000 | 600,000 | 220'-280' | 20'-30' | 24 | 3 lg | Y | None | 7 [12] | 270-330 |
| Dwarven Fortress | 100,000 | 3,000,000 | 200'-300' | 150'-250' | 10 | 10 lg | Y | Land | 7 [12] | 480-960 |
| Gnomish SteamJammer | 40,000 | 300,000 | 100'-150' | 20'-30' | 20 | 1 lg | N | Land, Water[^1] | 7 [12] | 120-150 |
| Drahki Dragonship, Sm | 60,000 | 150,000 | 80'-120' | 10'-15' | 10 | 1 lg[^2] | Y | Water | 7 [12] | 180-240 |
| Drahki Dragonship, Lg | 60,000 | 450,000 | 150'-200' | 15'-20' | 20 | 3 lg[^2] | Y | Water | 7 [12] | 270-330 |
| Vessel | Cost (gp)[^1] | Cargo Capacity (lbs) | Length | Beam | Crew | Weapons | Ram | Landing Types | AC | HP |
| --------------------- | :-----------: | :------------------: | :-------: | :-------: | :--: | :-----: | :-: | :-----------: | :-: | :-----: |
| Caravel | 10,000 | 10,000 | 60'-80' | 20'-30' | 10 | 1 | N | Water | 11 | 90-120 |
| Galleon | 20,000 | 30,000 | 100'-150' | 25'-30' | 20 | 3 | N | Water | 12 | 180-240 |
| Warship, Sm | 6,600 | 10,000 | 60'-80' | 20'-30' | 10 | 1/2 | Y | Water | 11 | 90-120 |
| Warship, Lg | 26,600 | 30,000 | 100'-150' | 25'-30' | 20 | 2/4 | Y | Water | 12 | 210-270 |
| Lyffan Corvette | 15,000 | 25,000 | 100'-150' | 25'-35' | 10 | 1/2 | N | Water | 12 | 120-180 |
| Lyffan Battlecruiser | 45,000 | 45,000 | 220'-280' | 20'-30' | 24 | 3/4 | Y | None | 12 | 270-330 |
| Stral Destroyer | 40,000 (est) | 35,000 | 150'-200' | 25'-35' | 10 | 5 lg | Y | None | 12 | 210-270 |
| Stral Dreadnought | 50,000 (est) | 60,000 | 220'-280' | 20'-30' | 24 | 3 lg | Y | None | 12 | 270-330 |
| Dwarven Fortress | 100,000 | 300,000 | 200'-300' | 150'-250' | 10 | 10 lg | Y | Land | 12 | 480-960 |
| Gnomish SteamJammer | 40,000 | 30,000 | 100'-150' | 20'-30' | 20 | 1 lg | N | Land, Water | 12 | 120-150 |
| Drahki Dragonship, Sm | 60,000 | 15,000 | 80'-120' | 10'-15' | 10 | 1 lg | Y | Water | 12 | 180-240 |
| Drahki Dragonship, Lg | 60,000 | 45,000 | 150'-200' | 15'-20' | 20 | 3 lg | Y | Water | 12 | 270-330 |
[Ship Statistics]
</div>
[^1]: Base 50% chance of success on each landing
[^2]: Drahki ships always carry a Fire Cannon as one of their weapons
[^1]: Does not include the cost of the console.
### Ship Notes
- **Drahki ships**: Always carry a Fire Cannon as one of their weapons.
- **Gnomish ships**: Base 80% chance of success on each landing.
- **Lyffan ships**: Always carry a Bombard as one of their weapons
<!-- - **Stral ships**: -->
### Weapons
@ -275,12 +281,12 @@ Roll 1d10 and consult the Crew Makeup Table to determine how many times to roll
<div class="dividedTableWrapper">
| 1d6 | Type |
| --- | ------------- |
| 1-2 | Merchant |
| 3-4 | Military |
| 5 | Religious |
| 6 | Mixed / Other |
| 1d6 | Type |
| :-: | :-----------: |
| 1-2 | Merchant |
| 3-4 | Military |
| 5 | Religious |
| 6 | Mixed / Other |
[Ship Purpose Table]
@ -290,8 +296,8 @@ Roll 1d10 and consult the Crew Makeup Table to determine how many times to roll
<div class="dividedTableWrapper">
| 1d6 | Type |
| --- | ------- |
| 1d6 | Type |
| :-: | :-----: |
| 1-2 | Lawful |
| 3-4 | Neutral |
| 5-6 | Chaotic |

View File

@ -1,5 +0,0 @@
## Zenopus Cove
Connects to: The Silver Shark, Portown, Ayreon
- Locals call it "Sapphire Cove", due to the portal's proximity to the Sapphire Sea on their homeworld.

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@ -4,7 +4,7 @@ description: Information about Amethyst Dragons.
date_pub: 2023-04-10T22:43:00-04:00
section: bestiary
content_type: feature
short_code: bdra
short_code: bdca
---
[Crystalline dragons](./index.html) that lair at the top of glacial ridges and snowy peaks, or in the astral plane.

View File

@ -4,7 +4,7 @@ description: TBD
date_pub: 2023-04-10T22:56:00-04:00
section: bestiary
content_type: feature
short_code: bdro
short_code: bdc0
status: hidden
---

View File

@ -4,7 +4,7 @@ description: TBD
date_pub: 2023-04-10T23:01:00-04:00
section: bestiary
content_type: feature
short_code: bdrr
short_code: bdcr
status: hidden
---

View File

@ -1,10 +1,10 @@
---
title: Topaz Dragon
title: Sapphire Dragon
description: TBD
date_pub: 2023-04-10T22:36:00-04:00
section: bestiary
content_type: feature
short_code: bdrt
short_code: bdcs
status: hidden
---

View File

@ -9,7 +9,7 @@ short_code: md1
Huge, proud, flying lizards with massive wings and the ability to spew one or more types of attack from their mouths.
- Come in various subtypes including chromatic, metallic, and [crystalline](./crystalline/index.html).
- Come in various subtypes including chromatic, metallic, and crystalline.
- Always lead with breath weapon for attack.
- Chance of sleeping determined by subspecies, +2 to attack while sleeping.
- Will surrender if subdued (reduced to 0 hp by nonlethal attacks).
@ -24,3 +24,26 @@ Huge, proud, flying lizards with massive wings and the ability to spew one or mo
- **Cone** - 2 wide at the mouth, 30 wide at far end.
- **Line** - 5 wide along whole length.
- Immune to their own breath weapon, automatically save vs related attacks.
<!--
C
- black
- green
- red
- onyx
N
- blue
- brass
- copper
- white
- amethyst
- emerald
- ruby
L
- Bronze
- gold
- silver
- topaz
>

View File

@ -19,6 +19,7 @@ Below you'll find a small sampling of the various humanoids and other creatures
- [Flicker Dog](./flicker-dog.html): An intelligent, aloof, and often friendly wolf-like hound native to the Feywolde that hunt in packs and appear to flicker in and out of existence.
- [Mylark](./mylark.html): A 2' long, lamprey-like, winged snake that feeds on psychic energy and travels in large flocks.
- [Owl Bear](./owl-bear.html): A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature with the features and face of an owl.
- [Paladin](./paladin.html): A holy (or unholy) knight on a quest for their deity.
- [Priest](./priest.html)[^1]: A priest on a mission for their deity.
- [Thief](./thief.html)[^1]: Someone skilled at stealing things.
- [Warp Cat](./warp-cat.html): A black, human-sized, panther-like creature, native to the astral plane, with six legs and a razor-sharp tentacle growing from each front shoulder.

View File

@ -29,7 +29,15 @@ status: draft
</div>
- **Musket** - Usually functions as non-throwable long spear (1d8 damage with Brace, Melee, Two-handed). Once per turn, can be used as a (very loud) ranged weapon (5-40 / 41-80 / 81-160) with d10 damage.
- **Ships and crew** - 1d3 small warships (1d5+3 × 10 ghyffa each). (See _Astral Vessels_ for details on ships.)
- **Ships and crew** - 1d3 small warships (1d5+3 × 10 lyffa each). (See _Astral Vessels_ for details on ships.)
- **Arms** - 60% of group have
- **Leaders and captains** - For every 30 ghyffa, there is a 4th level fighter. Each ship has a captain (7th level fighter).
- **Leaders and captains** - For every 30 lyffa, there is a 4th level fighter. Each ship has a captain (7th level fighter).
- **Fleet commander** - 9th level fighter. 25% chance of a magic-user (level 1d2 +9); 25% chance of a cleric (8th level).
<!--
- +2 bonus to saves vs poison, spells, and wielded items.
- Can wield any two-handed melee weapon with only one hand.
- Trunk: Can be used for unarmed attack or for simple object manipulation.
-->

View File

@ -7,46 +7,74 @@ content_type: feature
short_code: csc
---
A relatively small port on the outer rim of the Astral Trade Zone, Xynohpus Cove (or Sapphire Cove, as the locals refer to it) is a collection of small wooden buildings on a flattened fragment of the earth plane, complete with its own magic shop, blacksmith, armory, and a two-story warehouse.
- Located on a oblong fragment of earth, about 200' across by 50' around.
- 20' diameter portal to the warehouse district of the aptly named Portown, a city on the material plane of Aryeon.
- A large magical clock above the portal shows the [current time](/astral/adventuring.html#calendar) both on the astral plane and in Portown.
- Usually has 1-2 ships in dock.
- Founded almost [100 years ago](/astral/timeline.html) by the wizard Lord Xynohpus.
### NPCs
- **Lord Stengar Muziv** - Harbormaster
- Human noble
- Goal: political movement, more power
- Attitude: spinning lots of plates, flies off the handle at Fenwick when he screws up (and sometimes when he doesn't).
- **Zohar, Keeper of the Obelisk** - Cleric of Phoris
- Chatty and personable, but not always as devoted as he should be.
- **Amaryllis (Amary), the Alchemist** - Runs the Magic Shop
- And pretty and polite (but bored) female human
- Smarter than she looks
- Seems to be developing a relationship with Segu.
- Took the demonic scroll from Segu to destory it.
- Claims to be able to muster a "Wziard Army".
- **Fenwick C. Fizzlebell** - Harbormaster's Assistant / Secretary
- **Fenwick C. Fizzlebell**
- Gnomish male Harbormaster
- Fussy gnome dressed all in yellow
- Always appears to be in over his head
- Constantly apologizing for his failure, looks at the ground
- **Rocky** - Fenwick's living statue
- Exquisitely carved statue of human male
- **Zohar, Keeper of the Obelisk**
- Half-elven male cleric of Phoris.
- Chatty and personable, he tries to be helpful when he can.
- **Zoviar of the Black Tower**
- Spindly human male wizard with a thin mustache.
- Dresses in black silken robes.
- Snide, insinuating, and all-around unpleasant to deal with.
#### Former NPCs
- **Lord Stengar Muziv** _(DECEASED)_
- Human noble harbormaster (Level 0)
- Dressed in fine purple silks
- Hoped to use his position as tradelord to gain favor with ruling houses of Portown.
- Always seemed preoccupied, tended to fly off the handle at Fenwick when he screwed up (and oftentimes when he didn't).
- Appeared to have killed by Unkhlar, the blacksmith, but dissolved into a black goo upon dying (only his skin remained).
- **Amaryllis (Amary), the Alchemist**
- Owned and ran Amary's Emporium, the port's magic shop
- A polite and pretty (but bored) human female
- Smarter than she appears.
- Wears long, dark-colored dresses.
- Has connections with the Consortium.
- May have been developing a relationship with Segu.
- Took the demonic scroll from Segu to destroy it.
- Also helped the party find a buyer for their warp kitten.
- Assisted Segu with information about Eye Tyrants and several of the magic items they acquired.
- Brought the Bronze Robes to help the party destroy the remnants of the Eye Tyrant fleet.
- Is the daughter of Lord Xynohpus himself.
- **Rocky**
- Former living statue of Fenwick's
- Apparently mute
- Also serves as Fenwick's transportation and muscle
- **Unkhlar Thildison** - Dwarven blacksmith
- Was turned to flesh by Segu in an attempt to save him.
- Now serves as one of the crew aboard the Skyrunner
- **Unkhlar Thildison**
- Dwarven blacksmith
- Thin and kinda shifty, with short copper hair and green eyes.
- Has a pet spider named Therva that occasionally hangs out on his shoulder.
- Had a pet spider named Therva that occasionally hung out on his shoulder.
- Was revealed to be an assassin when he killed the apparent Lord Stengar.
<!--
- Actually an assassin
- He wears leather armor (disguised as a blacksmith's apron and gloves) and wields a poisoned short sword and dagger
- Has an animal companion, a giant spider named Therva
- Actual name is Festi
-->
### Locations
### 1 - Unkhlar's Ironworks
#### 1 - Unkhlar's Ironworks
- A fairly-modest blacksmith's workshop, small, dingy, with globes of flame stacked in the corner
- Run by Unkhlar Thildison
- Sells light globes and Dwarven unitools.
### 2 - The Armory
#### 2 - The Armory
- Strong, 2-story, half-timbered building, that serves as the headquarters of the town guard when stationed at the cove.
- Bottom story is a large, divided cage which is used to detain thieves and scofflaws, usually holds prisoners temporarily before shipping them back to Portown.
@ -61,7 +89,7 @@ short_code: csc
- Everyone's drinks are served in small globes with straw-like protrusions.
- Bartender is an apparently exasperated (and sweaty) human.
#### Menu
**Menu**
Drinks
@ -105,13 +133,15 @@ Food
- Owlbear Steak & Eggs - 4 gp
- Tarrasque Ribeye - 5 gp
### 4 - Warehouse
#### 4 - Warehouse
- 2 storey, multiple (locked) entrances on the bottom floor (and a large locked trap door on the top)
- Two story
- Multiple entrances (locked) on the bottom floor
- Large trap door (locked) built into the roof
### 5 - Amary's Emporium
#### 5 - Amary's Emporium
- Run by Amaryllis the Alchemist
- Run by Zoviar
- Appears to be bigger on the inside.
- Lots of books, hints of "other services".
- She buys live animals and rare creature bits.
@ -121,7 +151,7 @@ Food
- 10gp for orbs of light
- Also carries "Sorcerer: The Summoning"
#### Emporium Stock
**Stock**
<!--
Random Potions
@ -221,15 +251,19 @@ Random Potions (1 gp each)
- Potion of Speed
- Treasure Finding
### 6 - The Obelisk of Law
#### 6 - The Obelisk of Law
- Maintained Zohar, Keeper of the Obelisk
- Maintained by Zohar, Keeper of the Obelisk
- Open temple of Law
- A monolith of polished stone, built into the side of the wall just above the portal, with a praying circle around it.
- Primarily dedicated to Phoris, but other Law gods are listed as well, including Endrion (Dragon god of Law).
### 7 - Harbormaster's Office
#### 7 - Harbormaster's Office
- Office of Lord Stengar
- Former Office of Lord Stengar
- Fine wooden desk and chairs.
- Bronze suit of armor in corner.
- Several knick-knacks seres as reminders of various deals he's put together.
- One of the trinkets was an Eye of Jund which Segu acquired in trade for the Queen Ayn's Wrath, a damaged pirate ship.
- Mezric broke in and took the receipt for the trade from the desk, along with a strange journal.
- It was during this break-on that Unklar appeared to murder Stengar.

View File

@ -16,7 +16,7 @@ The following is a list of significant dates on the [astral calendar](/astral/ad
- **Stayed in port (Sapphire Cove)**: 2nd phase of the 28th day <!--5th Warday--> of Urtson-Law.
- **Left with Tobart to find Ravager**: 3rd phase of the 28th day <!--5th Warday--> of Urtson-Law.
- **Arrived at the Ravager, killed Horan, met Princess Lofkin**: 3rd phase of the 2nd day <!--1st Aerday--> of Urtson-Nu.
- **Destroyed the Ravager, met Zenopus and the Bronze Robes**: 1st phase of the 3rd day <!--1st Fyday--> of Urtson-Nu.
- **Destroyed the Ravager, met Xynohpus and the Bronze Robes**: 1st phase of the 3rd day <!--1st Fyday--> of Urtson-Nu.
- **Found the wreck of Hadley's Hippogriff**: 2nd phase of the 4th day <!--1st Warday--> of Urtson-Nu.
- **Saved Whurll from Pirates, Captured the _Queen Ayn's Wrath_**: 2nd phase of the 8th day <!--2nd Aerday--> of Urtson-Nu.
- **Arrived Back in Sapphire Cove, Acquired First Eye of Jund**: 1st phase of the 10th day <!--2nd Warday--> of Urtson-Nu.

View File

@ -16,45 +16,45 @@ The following list of spells may be cast by Cleric characters.
1. [Calm / Scare](/spells/calm.html)
2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
3. Detect Evil (Detect Good)
4. Detect Magic (Hide Magic)
5. Light (Darkness)
6. Protection from Evil (Protection from Good)
7. Purify Food and Water (Putrify Food and Water)
8. Resist Cold (Remove Cold Resistance)
3. Detect Evil / Detect Good
4. [Detect Magic](/spells/detct-magic.html)
5. [Light / Darkness](/spells/light.html)
6. Protection from Evil / Protection from Good
7. Purify Food and Water / Spoil Food and Water
8. Resist Cold / Remove Cold Resistance
### 2nd Level
1. Bless (Blight)
1. Bless / Blight
2. Find Traps
3. Hold Person
4. Know Alignment (Hide Alignment)
5. Resist Fire (Remove Fire Resistance)
6. Silence 15 Radius (Startling Noise)
4. Know Alignment / Hide Alignment
5. Resist Fire / Remove Fire Resistance
6. Silence 15 Radius / Startling Noise
7. Snake Charm
8. Speak with Animals
### 3rd Level
1. Continual Light (Continual Darkness)
2. Cure Blindness (Blind)
3. Cure Disease (Cause Disease)
4. Growth of Animal (Shrink Animal)
5. Locate Object (Hide Object)
6. Remove Curse (Curse)
7. Speak with Dead (Silence Dead)
1. Continual Light / Continual Darkness
2. Cure Blindness / Blind
3. Cure Disease / Cause Disease
4. Grow Animal / Shrink Animal
5. Locate Object / Hide Object
6. Remove Curse / Curse
7. [Speak with Dead / Silence Dead](/spells/speak-with-dead.html)
8. Striking
### 4th Level
1. Peaceful Respite (Animate Dead)
1. Peaceful Respite / Animate Dead
2. Create Water
3. Cure Serious Wounds (Cause Sr. Wounds)
3. Cure Serious Wounds / Cause Serious Wounds
4. Dispel Magic
5. Neutralize Poison
6. Protection from Evil 10 Radius
6. Protection from Evil 10 Radius / Protection from Good 10 Radius
7. Speak with Plants
8. Sticks to Snakes
8. Sticks to Snakes / Snakes to Sticks
### 5th Level
@ -62,7 +62,29 @@ The following list of spells may be cast by Cleric characters.
2. Create Food
3. Cure Critical Wounds
4. Dispel Evil
5. Insect Plague
6. Quest (Remove Quest)
7. Raise Dead (Finger of Death)
5. Banish Insects / Insect Plague
6. Quest / Remove Quest
7. Raise Dead / Finger of Death
8. Truesight
### 6th Level
1. Aerial Servant
2. Animate Objects
3. Barrier / Remove Barrier
4. Create Normal Animals
5. Cureall / Killall
6. Find the Path
7. Speak with Monsters / Babble
8. Word of Recall
### 7th Level
1. Earthquake
2. Holy Word
3. Raise Dead Fully / Obliterate
4. Restore / Life Drain
5. Survival
6. Travel
7. Wish
8. Wizardry

View File

@ -5,7 +5,7 @@ date_pub: 2023-09-16T01:03:00-04:00
section: classes
subsection: Priest (Class)
content_type: feature
short_code: ccs
short_code: cps
---
[[toc]]
@ -14,66 +14,77 @@ The following list of spells may be cast by Priest characters.
### 1st Level
1. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
2. Detect Evil (Detect Good)
3. Detect Magic (Hide Magic)
4. Light (Darkness)
5. Protection from Evil (Protection from Good)
6. Purify Food and Water (Putrify Food and Water)
7. Remove Fear (Cause Fear)
8. Resist Cold (Remove Cold Resistance)
1. [Calm / Scare](/spells/calm.html)
2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
3. Detect Evil / Detect Good
4. [Detect Magic](/spells/detct-magic.html)
5. [Light / Darkness](/spells/light.html)
6. Protection from Evil / Protection from Good
7. Purify Food and Water / Spoil Food and Water
8. Resist Cold / Remove Cold Resistance
### 2nd Level
1. Bless (Blight)
1. Bless / Blight
2. Find Traps
3. Hold Person
4. Know Alignment (Hide Alignment)
5. Resist Fire (Remove Fire Resistance)
6. Silence 15 Radius (Startling Noise)
4. Know Alignment / Hide Alignment
5. Resist Fire / Remove Fire Resistance
6. Silence 15 Radius / Startling Noise
7. Snake Charm
8. Speak with Animals
### 3rd Level
1. Continual Light (Continual Darkness)
2. Cure Blindness (Blind)
3. Cure Disease (Cause Disease)
4. Growth of Animal (Shrink Animal)
5. Locate Object (Hide Object)
6. Remove Curse (Curse)
7. Speak with Dead (Silence Dead)
1. Continual Light / Continual Darkness
2. Cure Blindness / Blind
3. Cure Disease / Cause Disease
4. Grow Animal / Shrink Animal
5. Locate Object / Hide Object
6. Remove Curse / Curse
7. [Speak with Dead / Silence Dead](/spells/speak-with-dead.html)
8. Striking
### 4th Level
1. Peaceful Respite (Animate Dead)
1. Peaceful Respite / Animate Dead
2. Create Water
3. Cure Serious Wounds (Cause Sr. Wounds)
3. Cure Serious Wounds / Cause Serious Wounds
4. Dispel Magic
5. Neutralize Poison
6. Protection from Evil 10 Radius
6. Protection from Evil 10 Radius / Protection from Good 10 Radius
7. Speak with Plants
8. Sticks to Snakes
8. Sticks to Snakes / Snakes to Sticks
### 5th Level
1. Commune
2. Create Food
3. Cure Critical Wounds
3. Cure Critical Wounds / Cause Critical Wounds
4. Dispel Evil
5. Insect Plague
6. Quest (Remove Quest)
7. Raise Dead (Finger of Death)
5. Banish Insects / Insect Plague
6. Quest / Remove Quest
7. Raise Dead / Finger of Death
8. Truesight
### 6th Level
1. Aerial Servant
2. Animate Objects
3. Barrier (Remove Barrier)
3. Barrier / Remove Barrier
4. Create Normal Animals
5. Cureall (Finger of Draining)
6. Find Path
7. Speak with Monsters (Babble)
5. Cureall / Killall
6. Find the Path
7. Speak with Monsters / Babble
8. Word of Recall
### 7th Level
1. Earthquake
2. Holy Word
3. Raise Dead Fully / Obliterate
4. Restore / Life Drain
5. Survival
6. Travel
7. Wish
8. Wizardry

View File

@ -2,7 +2,6 @@
title: Wizard (Class)
description: The Wizard class for OSR gaming.
date_pub: 2023-03-27T23:04:00-04:00
date_upd: 2023-05-06T23:26:00-04:00
section: classes
content_type: feature
short_code: cwz
@ -30,6 +29,7 @@ A magic user, often in robes, who memorizes spells from their spellbooks.
- Carries a spell book (or equivalent) with known spells in it.
- Number of prepared spells per day shown on [Level Advancement table](#advancement).
- Can conduct magical research.
- [Arcane Spell List](./arcane-spellcasters/known-arcane-spells.html)
### Wizard Lore

View File

@ -1,134 +0,0 @@
---
title: The Dragon Gods
description: TBD
date_pub: 2023-02-19T20:59:00-05:00
section: gods
content_type: feature
short_code: g1
status: draft
---
### Endrion
- Platinum dragon
- Dragon god of law
- Epithets: The Platinum Lord of Virtue, Paragon of Justice, Protector of the Weak, Peacebringer
- Rumored to wander the planes in various forms:
- a platinum animal (like a fox or a hawk),
- a paladin in platinum armour called Barryn the Brave, or
- an old mage named Wen'dell, the White Wizard.
Avatar stats:
- _AC_ -1[20], _HD_ 16*\*\* (72 hp), *Att* [2 × claw (2d8), 1 × bite (6d10)] or breath, *THAC0* 8[+11], *AL\* L
- _Breath weapon_: 90 long cone of fire or 100' long line of Disintegration ray.
- _Roar_: Functions as a Dispel Magic spell cast by an 8th-level spellcaster.
- _Shape changing_: May take on the form of a person or animal.
- _Sleeping_: 10%. If sleeping, may be attacked for 1 round with a +2 bonus to hit.
- _Spells_: 2 × 1st level, 2 × 2nd level, 2 × 3rd level, 2 × 4th level, 2 × 5th level, can come from any spell list.
- _Mundane damage immunity_: Can only be harmed by magical attacks.
- _Unique_: There is rumoured to be but a single platinum dragon—the ruler of all metallic dragons.
### Lyndralyth
- Multichromatic dragon
- Dragon goddess of chaos
- Epithets: The Multichromatic Lady of Doom, Ruiner-of-All, Devourer of Nations, Peacebreaker.
The "Multichromatic Dragon" from the advanced rules is her avatar:
- _AC_ -1[20], _HD_ 16*\*\* (72 hp), *Att* 5 x bite (damage by head color) or breath + 1 x tail sting (1d6 + poison), *THAC0* 8[+11], *AL\* C
- _Poison_: Causes death (save vs poison).
- _White head_: Bite: 2d8 damage. Breath: 80 long cone of cold, 2 wide at the mouth, 30 at far end.
- _Black head_: Bite: 2d10 damage. Breath: 60 long line of acid, 5 wide.
- _Green head_: Bite: 3d8 damage. Breath: Cloud of chlorine gas, 50 long, 40 wide, 20 high.
- _Blue head_: Bite: 3d10 damage. Breath: 100 long line of lightning, 5 wide.
- _Red head_: Bite: 4d8 damage. Breath: 90 long cone of fire, 2 wide at the mouth, 30 at far end.
- _Breath weapons_: Each head can breathe once per day. All caught in the area suffer damage equal to the dragons current hp (save versus breath for half).
- _Languages_: Common and dragon.
- _Magic-user spells_: White head: 2 × 1st level, black head: 2 × 2nd level, green head: 2 × 3rd level, blue head: 2 × 4th level, red head: 2 × 5th level.
- _Disabling heads_: Heads may be targeted individually. An attack that inflicts 10 or more damage disables a head (unable to attack, breathe, or cast spells).
- _Head regeneration_: Disabled heads regenerate in one day.
- _Sleeping_: 10%. If sleeping, may be attacked for 1 round with a +2 bonus to hit.
- _Unique_: There is rumoured to be but a single multichromatic dragon—the ruler of all coloured dragons.
### Ymmyrr
- Diamond dragon
- Dragon god of neutrality
- Epithets: The Everlasting, Diamond Master of the Scales, Keeper of the Balance, Slumbering Monarch of Eternity.
- Rumored to wander the planes in various forms:
- a diamond animal (like a cat or an owl),
- an astral druid named Zalderot the Arbiter, or
- a monk named Aphio.
Avatar stats:
- _AC_ -2[21], _HD_ 18*\*\* (81 hp), *Att* [2 × claw (2d8), 1 × bite (7d10)] or breath, *THAC0* 8[+11], *AL\* N
- _Breath weapon_: 100 long line of lightning or cloud of disintegration gas.
- _Roar_: Opens a portal either to or from the Astral Plane. All non-dragons within 30' must save vs spells or be stunned for 1d4 rounds.
- _Shape changing_: May take on the form of a person or animal.
- _Sleeping_: 5%. If sleeping, may be attacked for 1 round with a +2 bonus to hit.
- _Spells_: 2 × 1st level, 2 × 2nd level, 2 × 3rd level, 2 × 4th level, 2 × 5th level, 2 x 6th level, can come from any spell list.
- _Mundane damage immunity_: Can only be harmed by magical attacks. All damage reduced by half.
- _Unique_: There is rumoured to be but a single diamond dragon—the ruler of all crystalline dragons.
### The Teachings of the Church of Endrion
#### The History of the Multiverse
- In the beginning there was only Ymmyrr, slumbering in the great void. And when we awoke, he was lonely, so he created Endrion and Lyndralyth before going back to sleep.
- With his magic, Endrion created the great plane of Drahkenos, and the first metallic dragons to help him rule it.
- These were the first Exalted Wyrmlords, and the helped build Castle Starpeak and the Great Hall of Judgement.
- But Lyndralyth was jealous of her brothers success, and sought to undo his great work. Using her own magic, she created her own race of chromatic dragons, based on her 6 heads, and she laid siege to her brother's realm.
- This was the First Great Dragon War, and it ended with Endrion triumphing over his sister and banishing her and her followers from Drahkenos.
- While peace and prosperity reigned on Drahkenos, Lyndralyth and her brood spread across the multiverse like a plague, leaving destruction in their wake, and infesting the planes with cursing the planes with the scourge of chromatic dragon eggs.
- Endrion chased his sister across the planes, searching for a way to bring and end to her rampage. Along the way, he and his Exalted Wyrmlords established the first temples, sowing the first seeds of civilization with His great gifts (law, truth, and flame), and leaving behind the blessings of metallic dragon eggs.
- When Endrion finally caught up to Lyndralyth, their battle shook the multiverse itself, awaking Ymmyrr, who created the first crystalline dragons and sent them to ensure the balance would be maintained. Endrion, commanding armies of both metallic and crystalline dragons, managed to subdue and bind Lyndralyth, trapping her in the ruined portion of Drahkenos, now called the Nether Vale, where she has remained since.
#### The Afterlife
- When a follower of Endrion dies, their soul is taken before Him for judgement.
- He holds court at the top of Mount Starpoint, tallest amongst the Golden Peaks of the dragon plane of Drahkenos.
- The soul is then given the option of stepping through the Mantle of Cleansing Fire, a great wall of multi-colored flame that burns only chaos.
- Those who step through the fire with chaos in their heart are consumed by the flames and lost forever.
- Those who refuse to step through are banished to the Nether Vale, the dark underside of Drahkenos, beyond the Shadow Ridges.
- The souls of the dragons banished there struggle for dominance amongst themselves, while the dragonborn and other "smaller" races are invariably forced to work as slaves for the fell dragons until the Final Great Dragon War.
- Those who pass through the Mantle successfully are rewarded based on their race:
- Dragons may live for eternity amongst the Golden Peaks, with the truly worth being allowed to join the ranks of the Exalted Wyrmlords of His noble court.
- Dragonborn are either reborn as dragons, or invited to join the Royal Honor Guard of His Court.
- Members of other races are either reborn (as a dragonborn or, even better, a dragon), or are invited to join the ranks of the Devout Riders (riding into the Final Great Dragon War on the backs of the Exalted Wyrmlords themselves).
- Prophecy says that one day, Lyndralyth will arise and attempt to overthrow Endrion in what's called the Final Great Dragon War. According to the doctrines of the church, the lawful dragons will eventually win, but at a great cost - the plane of Drahkenos will be destroyed, and Endrion himself will die, only to "reborn in victory".
#### The Order of the Cleansing Fire
- A puritanical order devoted to the idea of absolution through suffering.
- Redo based on the notes from Brandon
- "The only thing I am thinking about is that the organization focus more on punishment. Forgiveness through punishment, Absolution through punishment. They don't think prisons or jails are worth while and feel that offender should be punished harshly regardless of the crime. After all its hard to steal a loaf of bread if you only have one hand. Also, there is no statue of limitations, so if you stole said bread 10 years ago and even reached out to the person you stole it from and repaid them several times over. It does not matter the offender should still be punished and even more harshly then if you had been punished when it first happened."
- More "Judge Dredd" or "The Punisher"
- Named after a great brass dragon (one of the exalted Wyrmlords)
- Heavy into the punitive aspect, "absolution through suffering"
- Just as the mantle cleanses the soul of chaos through burning, the order believes in cleansing the soul through the pain.
- Still a puritanical order, probably full of self-flagellating-types
- You can't do Endrion's work with any chaos in your own soul, so you have to burn it out
- Lots of scars and/or burn marks on the highly devoted
- Still like to use fire to to extract confessions from suspected agents of chaos, but they also like to use it to burn the chaos out of the repentant.
- I imagine that it works like this:
- word of a transgression makes it's way to someone in the order, who report it up the line.
- Somewhere there exists a library that they use, a set of scrolls called "The Scroll of Penance" which lists the appropriate punishment for any of thousands of (very specific) transgressions.
- Many of these punishments are fatal
- Many involve burning and/or branding
- This implies:
- The order probably isn't very popular in some areas (those under the incfluence of more lenient deities)
- I'd wager several of the order have been martyred over the org's history - burned in place of their quarry, assassinated before they could perform their duties, or even killed in retaliation for having passed judgement on someone.
- Most devotees of Endrion won't interfere with them as they go about their "duties" (not directly, anyways)
- Also serve as the punitive arm of the greater Church of Endrion, known for carrying out judgements against enemies of the church.
- Some agents are prone to using fire to extract confessions from suspected agents of chaos, as well as disposing of said agents post-confession.
- Connor's chapter was headed by Inquisitor Kuras, a highly-devout (but increasingly paranoid) half-elven male.
- Kuras reports to Grand Inquisitor, Cardinal Brillaal, an elven female who lives on the far side of Ayreon.

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@ -1,46 +0,0 @@
---
title: TBD
description: TBD
date_pub: 2023-02-19T20:59:00-05:00
section: gods
content_type: feature
short_code: g1
status: draft
---
**The Dragon Gods**
**Phoris** - Goddess of law and peace
**Xar'kos** - God of the void
The Grand Tribunal - Lead by the 12 Great Judges, this group passes final judgement on the souls of L to see if they are worthy of passing into
<div class="dividedTableWrapper">
| Deity | AL | Symbol | Affiliations |
| :--------: | :-----: | :---------------------------------------------: | :-----------------------------------------: |
| Endrion | Law | | Dragon wings surrounded by inverted trangle |
| Lyndralyth | Chaos | Dragon wings with 6 heads sprouting from center |
| Ymmyr | Neutral | Encircled dragon wings |
| Phoris | Law |
| Xar'kos
| 1 | 0 | 1d6 | 19 [0] | 12 | 13 | 13 | 15 | 12 |
| 2 | 2,000 | 2d6 | 19 [0] | 12 | 13 | 13 | 15 | 12 |
| 3 | 4,000 | 3d6 | 19 [0] | 12 | 13 | 13 | 15 | 12 |
| 4 | 8,000 | 4d6 | 17 [+2] | 10 | 11 | 11 | 13 | 10 |
| 5 | 16,000 | 5d6 | 17 [+2] | 10 | 11 | 11 | 13 | 10 |
| 6 | 32,000 | 6d6 | 17 [+2] | 10 | 11 | 11 | 13 | 10 |
| 7 | 64,000 | 7d6 | 14 [+5] | 8 | 9 | 9 | 10 | 8 |
| 8 | 120,000 | 8d6 | 14 [+5] | 8 | 9 | 9 | 10 | 8 |
| 9 | 250,000 | 9d6 | 14 [+5] | 8 | 9 | 9 | 10 | 8 |
| 10 | 400,000 | 9d6+2[^2] | 12 [+7] | 6 | 7 | 8 | 8 | 6 |
[Tortokin Level Progression]
</div>
[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply.

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@ -1,9 +0,0 @@
---
title: TBD
description: TBD
date_pub: 2023-02-19T20:59:00-05:00
section: gods
content_type: feature
short_code: g1
status: draft
---

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@ -1,37 +0,0 @@
---
title: Xar'kos
description: X'arkos, the Devourer, God of the Void
date_pub: 2023-02-19T20:59:00-05:00
section: gods
content_type: feature
short_code: gx1
status: draft
---
God of the Void
"The god who never was"
Believers are zealous nihilists in a death cult. Extremely dangerous.
Ultimate desire: to end existence itself
- "There is peace in the void"
-
### Factions
#### Void Priests
- Order of ascetics that run the black temples
- Offer assisted suicide, various poisons
- Black temples are spreading to new ports, found in most major ones
#### Void Lords
- death knights dressed in black
- command large =, black pyramid-shaped ships powered by **Void Engines**
- seldom seen in the ATU
### Associated Planes
- **The Void**: A legendary plane of anti-existence

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@ -2,7 +2,6 @@
title: Magic Items
description: A growing list of magic items that can be found across the multiverse.
date_pub: 2023-02-19T18:50:00-05:00
date_upd: 2023-05-29T18:14:00-04:00
section: magic items
content_type: feature
short_code: m11
@ -11,18 +10,23 @@ short_code: m11
Below you'll find a growing list of magic items that can be found across the multiverse.
- [Astral Compass](./astral-compass.html): A magical device for navigating to a desired location on the astral plane.
- [Bag of Holding](./sack-of-storing.html#bag-of-holding): A small sack with its own pocket dimension useful for storing things.
- [Chamber of Lightning Bolts](./chamber-of-lightning-bolts.html): A small cube that fires bolts of lightning.
- [The Crystal Skull of Jund](./crystal-skull-of-jund.html): A magical, elongated, and (apparently) nearly omniscient crystal skull.
- [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures.
- [Handy Haversack](./sack-of-storing.html#handy-haversack): A backpack with several small pocket dimensions useful for storing things.
- [The Helm of Immaculate Conservation](./helm-of-halos.html): A magical helmet that grants an aura of divine protection to nearby allies.
- [Jar of Preserving](./jar-of-preserving.html): A magical device for capturing and preserving creatures indefinitely.
- [Mirror of Telepresence](./mirror-of-telepresence.html): A magical mirror that allows its user to view and speak with others remotely.
- [Pet Rock](./pet-rock.html): A magical rock that obeys its owner's commands.
- [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing): A tiny pouch with its own pocket dimension useful for storing things.
- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A magical ring that grants the wearer the ability to fire eldritch blasts.
- [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A magical ring that prevents its owner from having their mind read.
- [Ring of the Scholar](./ring-of-the-scholar.html): A magical ring that grants it's owner a small INT boost.
- [Sack of Storing](./sack-of-storing.html): A magic bag with its own pocket dimension useful for storing things.
- [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
- [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html): A magical sword that specializes in identifying and killing lycanthropes.
- [Vah'ki, Flametongue of Dulara](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
- [The Venger](./venger.html): A magical longsword that counter-attacks anyone who attacks its wielder.
- [Wand of Druidcraft](./wand-of-druidcraft.html): A magic wand for druids that creates various simple nature effects.
- [Wand of Illusions](./wand-of-illusions.html): A magic wand for arcane spellcasters that can create illusions as with the [Phantasmal Force](/spells/phantasmal-force.html) spell.

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@ -0,0 +1,26 @@
---
title: Lyffan Musket
description: A magical firearm utilized by the Lyffan Expeditionary Force.
date_pub: 2023-09-24T10:43:00-04:00
section: magic items
content_type: feature
short_code: m1m
status: hidden
---
Lyffan muskets are something to behold - a streamlined amalgamation of wood and iron, shaped (and tipped) like a spear, but which can fire a metal slug at great speed (and for heavy damage). Their superior construction makes them less prone to breaking, but their painfully slow reload time makes them useless as ranged weapons, beyond a brutal opening shot. Used almost exclusively by the Lyffan Expeditionary Force, as only their priests know the correct spells to make them work.
<div class="dividedTableWrapper">
| Weapon | Weight (Coins) | Damage | Properties |
| ------------- | -------------- | ------ | ------------------------------------------------------------------------------------ |
| Lyffan Musket | 75 | 1d8 | Loud, Melee, Missile (540 / 4180 / 81120), One-shot (d10), Slow, Two-handed |
</div>
### Weapon Properties
Most of the properties can be found in this list. The new ones are listed below.
- **Loud**: First use of [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check) and causes untrained animals some small humanoids (2HD or less) to make a morale check or flee.
- **One-shot**: Missile attack may only be used once per turn for the damage listed.

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@ -5,7 +5,7 @@ date_pub: 2023-05-07T11:39:00-04:00
date_upd: 2023-05-21T15:02:00-04:00
section: magic items
content_type: feature
short_code: mmot
short_code: mm0t
---
A mirror with intricately-carved detailing which allows its user to view and speak with the owners of other mirrors remotely, as long as they are on the same plane.

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@ -0,0 +1,53 @@
---
title: Sack of Storing
description: A magic bag with its own pocket dimension useful for storing things.
date_pub: 2023-10-01T22:17:34-04:00
section: magic items
content_type: feature
short_code: ms0s
---
A magical bag (of one of various sizes) with its own pocket dimension that can be used for storing things.
- Different-sized sacks are known by different names.
- Retrieving an item from one during combat takes a full action.
- When pierced, torn, or overloaded, it ruptures and is destroyed, scattering contents in the Astral Plane.
- May be turned inside out to empty.
- When closed, creatures inside are trapped.
- A trapped creature may attempt to escape on a successful Strength check (up to one check per minute).
- Breathing creatures begin suffocating after (10 / number of creatures) minutes.
- The astral forms of creatures inside the bag do not need to breathe.
- When placed inside another Sack of Storing, both instantly rupture and are destroyed.
- The contents of both sacks and everything within 10' of them are scattered in the Astral Plane.
### Bag of Holding
Usually a small sack, about 1 cubic foot in size.
- Mouth opens to 3' wide.
- 10' x 5' x 3' interior space.
- Up to 1000 lbs of weight can be placed inside.
- Never weighs more than 15 lbs.
### Handy Haversack
A backpack, about 1 cubic foot in size, with 3 pouches.
- Central pouch
- Opens to 2' wide
- 5' x 3' x 2' interior space.
- Up to 100 lbs of weight can be placed inside.
- Side pouches (x2)
- Open to 1' wide
- 3' x 2' x 1' interior space.
- Up to 40 lbs of weight can be placed inside.
- Never weighs more than 5 lbs.
### Pouch of Stashing
A small pouch, about 4 cubic inches in size.
- Opens to 1' wide
- 3' x 2' x 1' interior space.
- Up to 40 lbs of weight can be placed inside.
- Never weighs more than 3 lbs.

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@ -0,0 +1,25 @@
---
title: Wand of Illusions
description: A magic wand for arcane spellcasters that can create illusions as with the Phantasmal Force spell.
date_pub: 2023-09-18T22:27:00-04:00
section: magic items
content_type: feature
short_code: mw01
---
A small wand, made out of a dark wood, and carved with blue runes.
- As long as at least one charge remains, the runes glow faintly while the wand is wielded.
- May only be used by an arcane spellcaster.
### Activation
When the wand is waved by an arcane spellcaster, an illusion of the wielder's choosing manifests as per the [Phantasmal Force](/spells/phantasmal-force.html) spell, but with the following difference:
- The wielder may move at up to half normal speed while concentrating.
### Usage Die
- Starts at d10.
- After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer.
- When no more charges are left, it becomes inert.

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@ -8,25 +8,27 @@ content_type: feature
short_code: pe1
---
The elemental planes are each fairly uniform in their composition, consisting almost exclusively of the element that the plane is named for.
[[toc]]
The elemental planes are each fairly uniform in their composition, consisting almost exclusively of the element that the plane is named for. Creatures native to these planes can move through them with ease, although material creatures may have some difficulty, based on the nature of the terrain.
### Aeria / The Zephyr (Air)
- An endless sky of different colors dotted with floating islands
- An endless sky of different colors dotted with floating islands of rock and water.
- Subjective gravity - everything is assumed to "fall" 100' / round, and characters can change direction with a thought (CHA check if under duress).
- No breathing difficulties
### Terru / The Rock (Earth)
- An endless network of shiny, crystal-filled tunnels, sandwiched between endless layers of rock, stone, and dirt.
- Gravity can change in the tunnels, corkscrewing along the walls.
- The air in the tunnels is dusty, but breathable.
- An endless network of shiny, crystal-filled tunnels and caverns, sandwiched between endless layers of rock, stone, and dirt.
- Gravity can change in the tunnels and caves, corkscrewing along the walls.
- The air in the open areas is dusty, but breathable.
### Pyrea / The Pyre (Fire)
- An endless sea of fire, burning across an endless landscape of flames.
- Most creatures from the material plane can't be here for more than a moment before burning to death.
- Even the air burns.tortle
- Even the air burns.
### Aquos / The Deep (Water)

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@ -17,7 +17,7 @@ What most adventurers would think of as their "known world" is really only a one
- Standard medieval fantasy world
- Home to the Sapphire Coast, the city of Portown, and barony of Vystmark.
- Can be accessed via the portal at Zenopus (Sapphire) Cove.
- Can be accessed via the portal at Xynohpus (Sapphire) Cove.
### Lyffu

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@ -8,6 +8,8 @@ content_type: feature
short_code: pt1
---
[[toc]]
The Transcendental Planes are the planes of the divine powers, including all of the heavens, hells, purgatories, limbos, and eternal drinking halls that the gods create for the afterlives of their devotees (or those that lose the faith). Each is typically ruled by one or more gods (or their equivalents).
### Drahkenos
@ -18,12 +20,12 @@ _The Plane of Dragons_
- **Endrion** - The Platinum Lord of Virtue, Paragon of Justice, Protector of the Weak, Peacebringer, and God of Law;
- **Lyndralyth** - The Multichromatic Lady of Doom, Ruiner-of-All, Devourer of Nations, Peacebreaker, and Goddss of Chaos; and
- **Ymmyrr** - The Everlasting, Diamond Master of the Scales, Keeper of the Balance, Slumbering Monarch of Eternity.
- Home plane of the Drahki Federation.
- Home plane of the drahki and the [Drahki Federation](/astral/factions/index.html#drahki-federation).
### Infernus
_The Plane of Unwanted Dead_
- The place where the souls that aren't claimed by other gods wind up.
- Ruled by the Authority, a bureaucracy of fallen paladins, clerics, and devils.
- Headed by the fallen angel, Shai'kel, the Corrupted.
- Ruled by **the Authority**, a bureaucracy of fallen paladins, clerics, and devils.
- Headed by the fallen angel, **Shai'kel, the Corrupted**.

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@ -6,6 +6,7 @@ section: planes
subsection: transcendental
content_type: feature
short_code: pi1
status: hidden
---
### Infernus

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@ -40,9 +40,10 @@ Ritual spells may be cast by performing the ritual as described.
### Spell Effects
- Some spells affect multiple targets, either by area or by Hit Dice total. If the spell doesn't say how to select the targets, the referee decides.
- Some spells require the caster to concentrate to maintain the spell's effect.
- Performing any other action causes concentration to end.
- When distracted (ex: attacked) while concentrating, the spellcaster must make a Willpower check (highest of CHA or CON) or the spell ends.
- Some spells require **concentration**.
- These spells require the caster's focus to maintain the spell's effect.
- Performing any other action (moving or attacking) causes concentration to end.
- When distracted (ex: damaged by a spell or weapon) while concentrating, the spellcaster must make a Willpower check (highest of CHA or CON), with a penalty of 1/2 the damage inflicted (to a max of -4), or the spell ends.
- Multiple spells cannot increase the same ability (e.g. bonuses to attack rolls, AC, damage rolls, saving throws, etc.).
- Spells that affect different abilities can be combined.
- Spells can also be combined with the effects of magical items.
@ -60,7 +61,7 @@ New spells may be found and learned (or created) via research.
Alchemical formulas (for brewing potions and such) can be learned and used by anyone with access to the proper equipment.
- Some arcane spellcasters store learned alchemical formulae within their spellbooks.
- The difficulty with most potions is not in the brewing, but in aquiring the ingredients (and/or the correct formula).
- The difficulty with most potions is not in the brewing, but in acquiring the ingredients (and/or the correct formula).
### Arcane Magic

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@ -24,9 +24,11 @@ Below you'll find a growing list of magic spells from across the multiverse.
- [Lock / Knock (2 A)](./lock.html)
- [Magic Mouth (3 A)](./magic-mouth.html)
- [Moonlight (3 A)](./moonlight.html)
- [Phantasmal Force (2 A)](./phantasmal-force.html)
- [Read Languages (1 ADR)](./read-languages.html)
- [Read Magic (1 AR)](./read-magic.html)
- [Read Thoughts (1 A)](./read-thoughts.html)
- [Speak (3 AD)](./speak.html)
- [Speak in Tongues (3 AD)](./speak-in-tongues.html)
- [Speak with Dead (3 ADR)](./speak-with-dead.html)
- [Teleport (5 A)](./teleport.html)
- [Whisper (1 AD)](./whisper.html)

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@ -0,0 +1,40 @@
---
title: Phantasmal Force
description: The Phantasmal Force spell for OSR gaming.
date_pub: 2023-10-02T15:25:27-04:00
section: spells
content_type: feature
short_code: spf
tags: arcane
---
<div class='headlessTableWrapper'>
| | |
| ------------ | ------------- |
| **Level** | 2 |
| **Duration** | Concentration |
| **Range** | 240' |
</div>
Conjures a visual illusion of the caster's choice:
- **Creature**
- Can be directed by caster to attack.
- AC: 10
- Will vanish if hit with an attack or spell.
- **Attack**
- Ex: avalanche, roof collapse, magic missile, fireball, etc.
- Targets must **Save vs Spells** or be affected by the attack (below).
- **Scene**
- Either change appearance of affected area or create the appearance of something new.
- Disappears if touched.
#### Limitations
- Must fit in 20' cube.
- Damage inflicted is not real.
- Ex: any creature "killed" by illusion falls unconscious, any creature turned to stone is actually paralyzed, etc.
- Effects of "damage" last for 1d4 turns.
- If illusion isn't something the caster has seen, the target may get a bonus to the saving throw to ignore the damage (at referee's discretion).

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@ -1,10 +1,10 @@
---
title: Speak
description: The Speak spell for OSR gaming.
title: Speak in Tongues
description: The Speak in Tongues spell for OSR gaming.
date_pub: 2023-07-02T15:35:00-04:00
section: spells
content_type: feature
short_code: ssp
short_code: ss1t
tags: arcane divine
---