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Redsky Core Book (Solar Studios) )
Redsky Core Book (Solar Studios) )
Redsky Core Book (Solar Studios) )
Overseer Edition Backers: Jordan Barnaby, Emily Aversa, Will ISBN: 979-8-9867436-2-2
"Beau" Barron, Harper Hayes, Christopher R. Coon, Kenny First Release: September 13 2022
Yun, Salvador y Patricio Montes, Zachary Meiklejohn , Joseph Published by Solar Studios LLC
Scanish, Rye Gentek, Wesley Ascolese, Brandon Adkins &
Kelly Decker, Sarah Lawrence, Scott William Leslie BSc, Product Identity: The following items are hereby identified as Product Identity, as defined
Tinghung Henry Lin, Mitchell Alexander Edwards, Francesco in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All
Paparelli , Erica Koplitz, Zabadew, Joshua "Salt" Bowman, trademarks, registered trademarks, proper names (characters, places, etc.), the Element
system, sentient species/races, original creatures, items, Eldertech, backgrounds,
Shiloh Sawka, Brandon Haag, Theodore E. Ioakimidis , Kai characters, artwork, sidebars, and trade dress. Open Game Content: The Open content in
Dennis, Will Kraemer, Evan Riley, Nancy Agnew , Nick Trano, this book includes material taken from the Systems Reference Document and Redsky SRD
5.1 Extensions content found in the Classes, Exploration, Social Interaction, Combat, and
Patrick Driggett, Ricardo Reese, Trevor Saultz, Jessy Equipment chapters (excluding Eldertech). No other portion of this work may be
Maldonado, Wayne Heron, Daphne Millard, Daniel W. Sollars, reproduced in any form without permission.
Mark Mcilroy, Patrick Pryds, CafeMarchesBuck, Tyler
Brenman, Rick Warren, Timothy Schober, Mike Timbrell, Jared
Mattfolk, Gordon Milner, Wesley L. Flowers, Aramil Tolovar ,
Juan-Miguel Baluyot, Ayden Lemon, Lachlan Dean, Adrien
Fichter , TTV/Triumph_and_Blunder, Jesse "Draumal"
Rathbun , Grayson The DNDBaron, John Anthony Bravo,
Mitchell Caldwell, HTTPaladin, Devon M Olson, Tyson La
Tourrette, Matthew Osmond, Rebecca "Wolf" Custer, Robert
Faucett, Colin Lindgren, Darren von Trapp, David Cook, is
TheGreatSlinksky, Brendan R. O'Hara, Askur Þór Björgvinsson, Matthew DeMino, Tyler Gamba, Brandon Gurwitz
Dan Hughes, Jonathen Bingham, Jacob C. Robertson, Marc K. - Alex Ioakimidis, Kenneth Maneely Jr
DM Mythall, Ethan Chandler, Tom Moore , Jonathan Richeson,
Jozie Rose, Donnie Archuleta, Zachary Hathaway, Jason M.
Samsa, Lori Garrett, Lachlan Hatfield
Front Matter
iv
Welcome to the World of Dema!
Treasured Heroes, Limited healing. Gone are the days when an ally can snap
This book you are holding is the result of years of work their fingers and reverse the damage you have taken. There
and passion by our team. We owe lifetimes of inspiration to are ways to temporarily boost your HP, but you should be
our experiences with exciting art. We rolled D20s, tweaked wary of putting yourself in front of a dangerous creature,
our decks, swore our oaths, journeyed with the Fellowship, especially if you’re playing a class with less health and
sailed across Earthsea, used the Force, awoke in Tamriel armor. Bring a healer’s kit.
(again), tossed coins to our Witchers, ended the Blight, There’s more than combat. The rules for exploration and
endorsed our favorite stores on the Citadel, and so much social interaction have been expanded significantly, and
more. you should give those chapters a look. Of course, your
Speculative fiction can certainly be entertaining. It can group is always free to ignore mechanics that you don’t find
also be a great source of meaning and shared experience appealing, though we encourage you to give it a try!
that bridges divides and enriches one’s time. After all, new Classes are not equal. This is an important one: classes
worlds carry new perspectives. They give us a way to see such as the wordsmith and the sage are simply not as
through a different lens after going there and back again. strong in combat as the fighter or emissary, and may even
The world of Redsky is our love letter to the genre in all spend more time lending support (or trying to hide) than
its forms. Our way to celebrate the tales worth telling, and they do damaging enemies. Of course, during social
history that can be even more compelling than the fiction it interactions, the emissary and wordsmith may have a much
inspires. In the pages that follow, we have provided plenty more active role than the hunter. This inequality is
of lore and immersive mechanics to familiarize you with the intentional.
world of Dema, its inhabitants, and the ideas that drive Combat is dangerous. Larger and more ferocious
them. We hope that our imaginations are on display here. creatures tend to hit pretty hard, and charging in headfirst
We also know the value of empowering all good may not be the best move. Combined with the less generally
perspectives and welcome your additions to this joint available healing, this can make for some risky situations
adventure of ours. Be it the fate of just one person or an when trying to use direct combat to fix all problems.
entire species, we know that you have a story to tell, and we
can’t wait to hear it.
For all its merit, compared to the settings we cherish, our
Changes to the SRD
Our rules are based on the System Reference Document
creation is currently a humble seed. We like to think this
(SRD 5.1), and you may see some familiar pieces if you’ve
means there is room for Redsky and its community to grow
played a lot of 5e. However, we’ve made a number of
beyond what we have imagined. Consider these pages the
tweaks to the underlying system to enhance gameplay in
grand start of our universe. We are determined to bring you
worlds without magic. As a whole, our changes are
many more original Redsky experiences in the days to
intended to add a measure of complexity and tactical
come.
thinking without becoming cumbersome. For your
In the meantime, we hope you kick back and have the convenience, noteworthy changes are listed here.
same fun immersing yourself in Redsky as we enjoyed in
building it. One more page, one more turn, one more roll. OVERALL
From fellow travelers on this journey with an unknown end � The terms “species” or “sentient” are used instead of
comes a new path full of potential. It begins for you here. race
Avala, and may the Elements guide you! � Character Alignment has been replaced by the Element
Alex, Brandon, Ken, Matt, and Tyler system
� Magic and spells do not exist. Magic items are replaced
What to Expect with Eldertech
� Languages are determined by background instead of
from Redsky species
� “Parry” reactions have been introduced � The Intelligence-based Eldertech, Materials, and
Politics skills have been added (and Arcana removed)
� Creatures with four legs have additional rules about
turning and tight spaces � “Skills with Different Abilities” is a main rule instead
of a variant
� The “Bypass” and “Sprint” actions have been added
� The Disarm special attack has been added
� Radiant damage has been removed
New Content
� Stable creatures regain 1 hit point after 1d4 minutes ELEMENTS
instead of hours One of the core features of Redsky, the Element system
replaces traditional Alignment, and is designed to have a
EQUIPMENT larger role in both character creation and roleplay.
� Different types of shields have been introduced
� Exotic weapons have been introduced
SENTIENTS
The sentient species of Redsky. These 6 types of creatures are
� Worn armor only contributes half its weight to your the inhabitants of the worldship Dema.
carry total
� The armor and weapons available have been CLASSES
overhauled Redsky has 6 classes for you to choose from. Two of them
you know already: the fighter and the rogue, though with
� Weapons and armor now have additional properties
some new subclasses that should offer a new twist on your
that can affect combat performance
play style. The other four (hunter, emissary, wordsmith,
� Armors can now be strong or weak against certain and sage) are new to our system, and inspired by pieces and
weapons or damage types themes from traditional classes. You may still see some
� Some weapons can deal more than one type of damage familiar mechanics among them.
� Some armors can have treatment oils applied to EXPLORATION
enhance their benefits
Extensive adventuring rules have been introduced in the
� Some armors can be layered for additional benefits Exploration and Weather chapter. Within you’ll find rules
� Additional types of arrows are available for:
� A few small changes to various pieces of gear such as � Planning journeys and getting lost
chains and manacles � Camping and other activities while resting, such as
hunting
GENERAL RULES
� Maintaining a dash or a sprint over long distances
� A small tweak has been made to how advantage and
disadvantage handle features that reroll or replace a � Line of sight to distant landmarks
d20
INJURIES AND DISEASES
� A “Character Properties” section has been introduced A new section on lingering injuries has been added to the
as a quick reference for everything on a character sheet Combat chapter, while information about constructing
� “Encumbrance” is a main rule instead of a variant diseases can be found in the General Rules chapter.
� Non-encumbered play is now a variant rule SOCIAL INTERACTION
� Adjustments have been made to carrying capacity to The Social Interaction chapter has a lot of information that
make it more realistic is useful for creating and enhancing NPC interaction. There
� Armor and clothing currently worn only contribute are multiple levels of rules, so you can pick a level of
half their weight to your amount carried complexity that your group feels comfortable with.
� Rules for Throwing Distance have been introduced ELDERTECH
� “Sprinting” has been introduced Instead of magic items, you can enhance your equipment
� The rules for jumping and falling have been with highly advanced and mysterious technology known as
overhauled Eldertech.
Introduction
2
Part I: Characters in Redsky
Redsky Core Book
5
Chapter 1: Elements
For example, from among Fire-Air-Aether, you can pick
the Ability Score modifiers from Fire (Strength and
T
he world of Dema is filled with a diverse range of backstory. Your choice of Elements also confers an Ability
kingdoms, peoples, and monsters. Their varying Score modifier to your character, as well as a unique feature
personalities and identities are symbolized by six and some personality characteristics.
characteristic archetypes: the six Elements. The Elements
replace and vastly expand upon the alignment system,
and help provide roleplaying traits for your character.
ABILITY SCORE MODIFIER
Pick an Ability Score Modifier from one of the three
The six Elements are Fire, Water, Air, Earth, Aether, and Elements chosen for your character. This choice is
Void. These are not kinds of magic. Instead they each permanent. If you chose the +1 to Strength and +1 to
represent a unique set of values, with each Element Charisma from Fire, those increases remain even if your
opposed to another. character switches to Water due to a traumatic event
Fire represents emotional passion, which is opposite to midway through an adventure.
Water, which represents emotional control.
Air represents intellectual creativity, which is opposite to FEATURE
Earth, which represents intellectual diligence. Each Element has a unique feature that enhances your
Finally, Void represents societal individuality, which is character’s abilities. You can pick one feature from among
opposite to Aether, which represents societal community. the three Elements chosen for your character. If you choose
Your choice of Elements should be the first – and one of the Frenzy ability from Fire, and your character switches to
the most important – aspects of your character. It is the Water due to deep meditation midway through an
rough guideline for your character’s emotions, problem- adventure, your feature becomes Stability instead.
solving, and values. One or more of your Elements can even
change as your character learns and grows while CHARACTERISTICS
adventuring. Each Element comes with lists of personality traits that
match. You should pick 3 Virtues and 1 Vice for your
Choosing Your character. The Virtues can be chosen from a single Element,
1 from each Element, or any combination. The Vice can also
Fire or Water
Air or Earth
Changing Your
Void or Aether Elements
You should end up with three, such as Fire, Air, and Don’t forget that your character is capable of growth and
Aether. You can pick based on your preferences – skip change. There may come a time when your character
ahead and read some of the details and characteristics of the undergoes a personality change, and one of their Elements
Elements to get an idea of how they would shape your might flip from one side of a spectrum to the other. Such a
character. Alternatively, you can flip a coin for each change should be discussed with your gamemaster. In the
spectrum. event that it happens, you can change your Element feature
From among those three, you then pick and characteristics to match your new Element with your
GM’s approval (if the feature/characteristics belonged to
� 1 Ability Score Modifier
the old Element). However, you will always have the
� 1 Feature Ability Score modifiers that you chose at character creation.
� 3 Virtues Those are set in stone.
� 1 Vice
Elements
6
Fire
“Problem? Meet my axe!”
FEATURE: FRENZY
Fire-aligned characters can enter a frenzied state where
their powerful emotions fuel their actions. As a bonus
action, you may gain one of the following bonuses for 1
minute:
� Advantage on Strength ability checks and resistance to
bludgeoning, slashing, fire, cold, and poison damage
� Immunity to the effects of exhaustion and the poisoned
condition
� Advantage on Charisma (Intimidation), Charisma
(Persuasion), and Charisma (Performance) checks.
After using this feature, you cannot use it again until you
finish a short or long rest.
Chaotic Emotion
Fire represents a character’s most primal emotions,
impulses, and motivations. A musician captivating their
audience, an explorer braving uncharted shores, and a
berserker launching themselves onto the battlefield are all
Fire. It is the Element of passionate, new, and often extreme
experiences.
Fire is opposed by Water, which represents ordered
emotion. This opposition represents the tension between a
character’s motivations to act. While Water encourages
characters to be responsible and to consciously take control
of their destiny, Fire entices them with the promise of
pleasure and adventure. For example, imagine someone
eating dinner. They’re past full, then out comes dessert.
Water reminds them that because they’re more than full,
they really shouldn’t have any. Not even a little bit. Fire, on
the other hand, makes a pretty compelling case to eat the
whole damn thing.
Of the two emotional Elements, Fire is the chaotic one. It
sends characters careening on the stormy waves of their
emotions, bumping into all kinds of sharp and scaly things
in the process. As a chaotic Element, Fire is more
individualistic than communal. Fire’s specific desires, fears,
and euphoric highs are subjective and personal. Although
characters can share their favorite things with others, they
can’t make others love them like they do. Similarly, while
many fun activities involve socializing with other people,
nobody at the same social event has the exact same
experience. Each person has their own unique set of
emotions, interests, and preferences. Fire’s energy and
enthusiasm begins and ends in each individual.
Cultivating Fire
As one of Redsky’s three chaotic Elements, Fire is not an
Element that characters can adopt at will or directly engage.
FIRE VICES
D8 Vices
Desires, impulses, and passions can change over time, but
they aren’t things characters can just decide. For instance, if I overindulge in pleasures and find it difficult to delay
someone is disgusted by fish, they cannot just decide one 1
gratification.
day that they love the taste of fish. A person’s tastes can
change, but not instantly, and not just because they wish I lack a deep connection to my family and local
2
them to. community.
Even so, with a little luck people can slowly become more
Fire by doing all sorts of things. Whenever a character In the pursuit of personal success, I sometimes
3
compromise my values and indirectly harm others.
opens up to trying something new, or bravely explores
outside of their comfort zone, they become just a little bit
more Fire. Living a carefree, low-stress life is another way I sometimes disrespect others when I find it amusing
4
for people to give their Fire a chance to bloom. Pursuing or funny to do so.
and getting closer to ambitious personal goals is a powerful
way for characters to fuel the Fire in their hearts. Last but I can’t focus on anything that I don’t enjoy doing for
5
not least, characters can cultivate more Fire by spending very long. I am not a consistent or hard worker.
more time doing activities that kindle their joy, infect them
with laughter, and bring them to tears. Most of my friendships are shallow. I treat most of my
6 friendships as mere sources of pleasure, or as
opportunities for personal gain.
Elements
8
Water temptations, and distractions, find your party a Water-
aligned character, and they will keep you on the straight
and narrow.
“Self-control is self-mastery. Self-mastery is peace.”
WATER VICES
D8 Vices
Elements
10
Air
“Every problem is unique and requires its own
solution.”
FEATURE: ADAPTABLE
Air-aligned characters like to keep their options open so
they can adapt to rapidly changing situations. Whenever
you have advantage or disadvantage on a roll, you may
reroll one of the dice once. You must use the new roll.
After using this feature, you cannot use it again until you
finish a long rest.
Chaotic Intelligence
Air represents a character’s most spontaneous intuitions,
improvisation, and ideas. A painter inventing a new style, a
philosopher plucking examples and arguments from thin
air, and a general adapting to the chaos of battle are all Air.
It is the Element of quick, clever, and creative thinking.
Air is opposed by Earth, which represents ordered
intelligence. This opposition represents the tension between
time-honored, proven methods, and new but untested
possibilities. While Earth focuses on what is grounded in
experience, Air is drawn to promising and unexplored
ideas. These approaches often clash. For example, imagine
someone cooking a familiar dish for themselves. Earth
instructs the cook to carefully follow the usual recipe. Why
mess with a good thing? Resisting the ordinary, Air
encourages the cook to make changes by trusting their gut.
Surely the cook knows their own tastes best?
Of the two intellectual Elements, Air is the chaotic one. It
launches characters up on the unpredictable winds of their
hunches and intuitions, sometimes landing safely in a
fantastic new place, and other times crashing into the
ground. As a chaotic Element, Air is more individualistic
than communal. Air’s creative ideas, inklings, and sudden
revelations appear to each person separately. Although
characters can share these with others, they can’t expect
others to always believe them without evidence. Similarly,
although people can work together on difficult problems, it
is rare for two people to come up with identical solutions.
Air’s bursts of understanding begin and end in each
individual.
Although everybody is partially Air, Air-aligned
characters go wherever the shifting currents of their mind
take them. They have the talent and vision to create new
ideas, techniques, and inventions, and the courage to
challenge everyone to think and act differently. They trust
Elements
12
Earth separately, its end is a community woven together by
shared ideas and methods.
“No problem is unique. What has worked before will Although everybody is a bit Earth, Earth-aligned
work again.” characters spend decades refining their understanding and
their craft. Their attention to detail is legendary. They
Representing ordered intelligence, Earth is the Element of follow the trail of evidence and reason wherever it leads.
systematic reasoning, intellectual caution, and community When there are hard problems to be solved and ancient
thinking. Earth-aligned characters are careful thinkers that tomes to be read, find your party an Earth-aligned
emphasize the importance of hard evidence and expertise. character, and together you will break new ground.
Earth aims to make steady and certain progress in its
knowledge, but at its worst can stifle creativity and reject
new solutions as too outlandish or untested.
Sifting Through Time
The Element of Earth, like Air, works through time in a
ABILITY SCORE MODIFIERS remarkable way. At one level, Earth is the slow-moving
intellectual Element. Its cautious reasoning sacrifices speed
Your Intelligence score increases by 1, and your Strength for certainty. Earth-aligned characters carefully apply the
score increases by 1. chisels and brushes of their conscious minds to the time-
consuming work of excavating the truth. By running tests,
FEATURE: STUDIOUS proposing explanations, and critically discussing results,
Earth-aligned characters are serious lifelong learners. At 1st, they slowly but steadily make real progress.
3rd, 5th, 7th, and 9th level, you may gain proficiency in an At another level, Earth helps solve familiar problems
Intelligence-based skill or a set of tools. After 10th level, you extremely quickly. Every time Earth-aligned characters
may continue to learn more skills during downtime make headway on a long-standing problem, the methods
between adventures, as long as you study them for an and solutions used become templates for rapidly solving
appropriate length of time (as determined by your GM). similar problems. These advances are then put into practice.
If you already have proficiency in a specific Intelligence- Standardized designs and techniques massively streamline
based skill or a set of tools, and you have not already the production of new buildings, roads, weapons, bridges,
doubled your proficiency bonus with that skill or set of and more. Eventually, the very tools and techniques used
tools, you may instead choose to permanently double your for research become more sophisticated, speeding up the
proficiency bonus on ability checks using that skill or set of rate of discovery itself. So although Earth’s conscious
tools. problem-solving is relatively slow, its solid results can lead
to a dizzying cascade of advances.
Ordered Intelligence
Earth represents a character’s most systematic reasoning, Cultivating Earth
planning, and ideas. An engineer carefully building bridges As one of Redsky’s three ordered Elements, Earth is an
and roads, a scientist taking precise measurements, and Element that characters can consciously engage and hone.
soldiers fighting in tight formations are all Earth. It is the Although it is common for characters to be naturally
Element of detailed, organized, and rigorous thinking. talented at different tasks, true expertise in a craft is a
Earth is opposed by Air, which represents chaotic matter of habit. For example, consider an average person
intelligence. This opposition represents the tension between who is determined to practice archery every day. They will
time-honored, proven methods, and new but untested soon outperform most people who begin at a higher level of
possibilities. Air is optimistic about finding new and better ability but never work to get better.
ways to do things, while Earth is wary of deviating from People can cultivate the Element of Earth by
tried and true methods without clear reasons. These points systematically developing their skills and understanding.
of view frequently clash. For instance, consider someone Whenever a character studies one subject deeply and
following a decent sleep schedule. Air invites them to try regularly, they begin to turn Earth’s gears. Reading the
falling asleep at different times. It’s possible something new work of previous experts and actively listening to mentors
will work better! Earth, on the other hand, advises caution. are some of the most effective ways to improve. Practicing
If it’s not broken, don’t fix it. time management and learning to prioritize are just as
Of the two intellectual Elements, Earth is the ordered one. critical to mastering any craft. So is learning how to work
It keeps characters grounded in facts and observable with others and how to communicate ideas effectively.
evidence, but at the cost of sometimes missing the bigger Finally, characters can steadily become more Earth by
picture. As an ordered Element, Earth is more communal receiving and integrating feedback, and especially criticism.
than individualistic. Although characters can reason
carefully all on their own, most systematic work is done by
specialized groups. For example, guilds and academies
teach students about the latest developments and The truth is rigid,
discoveries. When a student goes on to discover something, Indifferent, and frigid.
they build on the work of countless previous experts, and But do not lament
provide a foundation for future students to build on. While The slow and steady ascent.
Earth’s systematic thinking might begin in each person
- Midis' Al
EARTH VICES
D8 Vices
Elements
14
Void
“One person can make all the difference.”
FEATURE: FORTITUDE
Void-aligned characters are resilient and resourceful. When
you expend hit dice to recover HP during a short rest, you
may treat your dice as though you had rolled their highest
possible values. You may also expend a Hit Die to gain
advantage on any Constitution saving throw.
Chaotic Society
Void represents a character’s most individualistic
achievements, abilities, and societal ideals. An entrepreneur
risking everything to start a new business, a lone mercenary
taking a dangerous but rewarding contract, and a
whistleblower revealing the corruption of a powerful group
are all Void. It is the Element of honesty, competence, and
freedom.
Void is opposed by Aether, which represents ordered
society. This opposition represents the tension between
individuals and the groups they are a part of. While Aether
prioritizes the safety and wellbeing of groups, Void
advocates for the liberties and rights of individuals. For
example, imagine an individual belonging to a tight-knit
family. They have plans for their life which clash with their
family’s strict expectations. Aether urges the individual to
make sacrifices for the good of the family. Void, by contrast,
places limits on what the family can demand, and dares the
individual to follow their dreams.
Of the two societal Elements, Void is the chaotic one. It
encourages characters to reach for the stars and carve their
own unique path through life, even at the cost of enormous
uncertainty and risk. As the most chaotic Element, Void is
much more individualistic than communal. Void’s
authenticity and strength of character means something
different to each person. Although characters can share
their honest perspectives and skills, they can’t expect these
to be the same as anyone else’s. Similarly, although people
can have similar goals, everyone’s path through life is
different. Void’s call to greatness takes its own unique
shape in each individual.
Although everyone is partially Void, Void-aligned
characters strive to be the best versions of themselves. They
try to live as authentically and honestly as possible, and
continuously challenge themselves. They make up their
own minds and aren’t afraid to disagree with authority. In
an age of tyranny, cowardice, and lies, find your party a
Void-aligned character, and they will set you free.
Elements
16
Aether Aether Civilizations
Aether civilizations safeguard the health and basic needs of
“Together we are strong; alone we are weak.”
their groups. Aether-aligned peoples consider a just society
Representing ordered society, Aether is the Element of to be one where everyone in society, and especially the least
unity, safety, and compassion. Aether-aligned characters well off, are shown compassion and cared for. These
believe that the well-being of their collective is more societies oblige people to assist their communities by
important than the well-being of any individual. At its most accepting the specific roles and responsibilities assigned to
extreme, Aether achieves unity through repression, safety them. Aether societies tend to be relatively safe and clean,
through tyranny, and compassion by making everyone and to have an influential priest class, monarchy, or both.
suffer equally. In times of war, as in most else, Aether societies prefer
quantity to quality. They prioritize having larger and more
ABILITY SCORE MODIFIERS standardized armies over having a better equipped mixture
Your Charisma score increases by 1, and your Constitution of troops. Aether societies often glorify casualties, especially
score increases by 1. when defending. They will gladly sacrifice thousands of
individual lives when the survival and honor of the nation
FEATURE: UNITY requires it. Aether armies are typically made up of
conscripts, levies, and other compelled soldiers.
Aether-aligned characters are always looking after their
friends and companions. If you are conscious and have at Aether civilizations can have many different kinds of
least one conscious ally within 5 feet of you, you and all government. Small-scale Aether societies tend to be
conscious allies within 5 feet have a bonus to saving throws relatively democratic other than a small priesthood that
equal to half your proficiency bonus (rounding up). helps to bind the society together. As these societies grow,
they can become corrupted by the accumulation of power
Ordered Society by the priesthood. When this happens, the high priest
begins acting as priest-king. Over time, as civilization
Aether represents a character’s most communal identities, becomes more complex, the priest-king’s heirs become
responsibilities, and societal ideals. A citizen volunteering monarchs and dictators. By claiming to speak for both the
to do community service, a soldier sacrificing themselves to people and the divine, autocrats and emperors rule with
save their companions, and a governor reserving tax funds absolute authority.
to support the poorest in society are all Aether. It is the
Element of loyalty, compassion, and security.
Aether is opposed by Void, which represents chaotic
Cultivating Aether
As one of Redsky’s three ordered Elements, Aether is an
society. This opposition represents the tension between
Element that characters can adopt and actively improve.
individuals and the groups they are a part of. While Void
The communities that people belong to are deeply tied to
highlights the leadership of great individuals, Aether
their identities, but they are also things that characters can
emphasizes the contributions of groups. For example,
join, reform, and leave. For example, characters can
imagine an army winning a battle. Void credits the victory
reconnect with estranged relatives, change their friend
to the triumphant general. Their strategy and bold
groups, move to foreign lands, and convert to new
leadership surely won the day. Aether, on the other hand,
religions.
attributes the victory to the army itself, and to the nation
that produced it. The blood and sweat of the rank and file is People can cultivate Aether by dedicating time and
really why the army prevailed. energy to understanding and building up their
communities. By living in close proximity to family and
Of the two societal Elements, Aether is the ordered one. It
friends and looking after each other, characters can slowly
shelters characters from danger and suffering by ensnaring
become more Aether. Another way is for characters to learn
them in the webs of their communities. As the most ordered
about their history and to celebrate their culture. Defending
Element, Aether is much more communal than
your community against an existential threat is one of the
individualistic. Although characters can help others as
fastest ways to become Aether. Last but not least, people
individuals, most support comes from organized group
can cultivate Aether by really listening to others in their
efforts. For example, an organized city guard is much more
group, and by learning to treat their perspectives with
effective at preventing banditry than armed vigilantes.
respect.
Similarly, a codified grain dole is much better at addressing
poverty than individual donations. Aether’s norms and
bonds of fellowship might act in each person separately, but
their proper aim is a people united by a common destiny.
Although everybody is partly Aether, Aether-aligned United and safe,
Or enslaved by the light?
characters devote their lives to the wellbeing and security of
their community. To their foes, they are vengeful and
merciless. To their friends, they are loyal, generous, and Will we show mercy,
forgiving. When dark clouds gather and disaster strikes, Or envy and spite?
find your party an Aether-aligned character, and together
- Midis' Al
you will make it through the storm.
AETHER VICES
D8 Vices
Elements
18
Redsky Core Book
19
Chapter 2: Sentients
T FEATURES
he miracle of life in Dema is by design. The creators
Sentients
20
Archivist
Speed: 30 feet
Size: Medium
Height: Archivists tend to be close in height to each other,
and range from 6 to 6 and a half feet tall
Weight: Between 140 and 180 pounds
Age: From 70 to 120 years
Graceful, withdrawn, disciplined to a fault. The Archivists
are the ancient guardians of the Athenaeum. They are
proud and deeply spiritual. It is very common to see
Archivists in foreign regions, with many seeking to claim
the powerful relics known as Eldertech. They worship these
artifacts and treat them as their cultural inheritance.
Archivist warriors are acclaimed for their mastery of
hand-to-hand combat. The Archivists’ extraordinary ability
to change their metabolisms at will allows them to increase
the force of strikes and to hibernate long stretches of time
without needing food or water.
There are three Archivist city-states in the Athenaeum.
The city-state of Etherea is the most pious and has the
highest population. Luminos studies Eldertech with
advanced methods and strives to understand how the
world works. The stalwart Archivists of Aegis wield one of
the most powerful and highly trained militaries in all the
world.
Ability Score Modifiers when a creature touches you, or if you hear your name or
distressing sounds.
Your Dexterity score increases by 1, and your Intelligence You require no food or water while in this hibernation,
score increases by 1. and you are not affected by cold weather conditions. If you
are under the ongoing effects of a disease, poison, or drug,
Features its effects are slowed to a standstill until you wake.
When you wake from hibernation, you enter the ebb state
ADAPTED FOR ICE and can’t leave it until at least 10 minutes have passed.
You have resistance to cold damage. During those 10 minutes, your Strength and Dexterity
scores drop to 5, if they aren’t 5 or lower already.
MASTERY OF THE SELF WATER SYNCHRONIZE –
As an action, you may adjust your metabolic state. If your
metabolism is normal, you can enter the flow state or the IMMENSE WILLPOWER
ebb state. Otherwise, you can return to normal from the Archivist characters aligned with the Water Element get this
flow state or the ebb state. additional feature.
FLOW STATE You are immune to being charmed. Additionally, the
You gain the following traits: poisoned condition does not affect your ability checks.
� You have a +2 bonus to your Armor Class if you are
not wearing medium or heavy armor and not using a
FIRE SYNTHESIS –
shield, and a +1 bonus otherwise. INSPIRED STRIKE
� You may take two reactions every round in combat. Archivist characters aligned with the Fire Element get this
additional feature.
� Whenever you take damage, you must succeed on a
Constitution saving throw (DC 10 or half the damage You may automatically succeed on an attack, as long as it is
you take, whichever is greater) to maintain possible to do so. You must decide before making the attack
concentration or gain a level of exhaustion and roll. After using this feature, you cannot use it again until
automatically leave the flow state. you finish a long rest.
Sentients
22
Featherfolk
Speed: 30 feet
Size: Medium
Height: Male Featherfolk range from under 4 feet to 5 feet
tall, and female Featherfolk range from 5 to 6 feet tall
Weight: Male Featherfolk range from 40 to 90 pounds, and
female Featherfolk range from 60 to 110 pounds
Age: From 60 to 90 years
Vibrant, creative, eccentric in all ways. Featherfolk are the
birdlike founders of the Gilded States. Their dexterous,
human-sized females are notably larger than the squat,
brightly colored males. They are independent thinkers that
chafe under too much structure or rigidity.
Though they are known for their welcoming demeanor, their name, and likewise for Featherfolk from the other
most Featherfolk are not afraid to question or express Gilded States.
disagreement with conventions and traditions they consider
Example Names: Agos’ Nat toc Sunbleak, Erba’ Di toc
flawed. As worldly lovers of travel, it is common to see
Auric, Jola’ Cae toc Hollowfalls, Nori’ Jen toc Panacea,
Featherfolk in foreign regions.
Cristuf’ Cun, Trahno‘ Nik, Poras’ Vic, Ursa’ Lan, Odjro’ Piy,
There are four major cities that make up the Gilded Hinri’ Lin, Tumas’ Mor, Midis’ Al, Linwi’ Gra, Hilry’ Bok
States. The Auric is a cutthroat, trade-focused island with a
large slave population. Sunbleak is a desert city and the last
pitstop for adventures on their way to long-buried tombs Ability Score Modifiers
and temples. Hollowfalls is the seat of knowledge in the Your Wisdom and Charisma scores increase by 1, and your
Featherfolk world, and an oasis metropolis closest to the Strength score decreases by 1. Choose either Dexterity or
sun. Finally, Panacea is a jungle city host to an order of Intelligence. That ability score also increases by 1.
doctors, radical religious groups, and all manner of
outcasts. Features
Curious and Chatty MAGPIES
The Featherfolk call themselves Usundi. Females stand Like many other avian creatures, Featherfolk have
between 5’2” – 6’3” tall. The shorter males range widely exceptionally keen eyes. You have advantage on Wisdom
from 3’9” – 5’0” tall. Featherfolk have a natural lifespan (Perception) checks related to sight.
from 60-90 years. Male Featherfolk usually have much more
vividly colored feathers than females. Featherfolk can glide LIGHT BONES
a short distance from heights to avoid injury from falling. Featherfolk have an avian physiology with many long,
They cannot fly. light, and fragile bones. This limits their physical strength
Featherfolk younglings are hatched in clutches of and their ability to grapple. You have disadvantage on
multiple eggs. Each egg in a clutch has a unique coloration ability checks to initiate or maintain grapples with non-
and pattern even though they are laid by the same mother. Featherfolk sentients.
These natural decorations give hints to the extremely
diverse range of appearances hatchlings develop. GLIDE
Featherfolk youth ask an absurd number of questions. Most Featherfolk still have wings strong enough to glide.
Thankfully for their parents, they mature quickly relative to You may glide while falling unless you are incapacitated or
most other sentients. At a young age, Featherfolk develop restrained. While gliding, your falling speed is slowed to 60
incredibly keen vision. They are highly intuitive learners, feet per turn, you may travel horizontally at a rate equal to
and with a little tutoring quickly develop complex speech the rate you are falling, and you cannot take fall damage.
skills. Most Featherfolk adults speak rapidly, especially in
their native Usundi language. Featherfolk reach maturity TALONS
when their feathers stop regularly molting. Featherfolk have sharp talons at the ends of their fingers
In the constantly shifting, patchwork culture of the and toes. Your unarmed strikes deal 1d4 slashing damage.
Gilded States, critical thinking and creativity are prized.
Intellectual debate and rhetoric are some of the few values PIERCING SCREECH
shared throughout the four major cities. Another cultural As an action, a Featherfolk can screech so loudly that all
constant is the expectation for Featherfolk to be able to creatures in a 20-foot cone take 1d4 thunder damage and
recognize all their extended kin on sight, as well as their must make a Constitution saving throw (DC: 8 + your
opinions about politics, the meaning of life, and various Constitution modifier + your proficiency bonus) or be
other topics. Featherfolk from Panacea add “toc Panacea” to stunned and deafened until the end of their next turn.
AIR SYNCHRONIZE –
INTUITIVE THINKER
Featherfolk characters aligned with the Air Element get this
additional feature.
If you make a check using a skill or tool you are not
proficient with, you may still add your proficiency bonus if
you have no allies within 500 feet that are proficient with
that skill or tool.
After using this feature, you cannot use it again until you
finish a short or long rest.
EARTH SYNTHESIS –
GROUNDED BELIEFS
Featherfolk characters aligned with the Earth Element get this
additional feature.
You gain advantage on Charisma (Persuasion) and
Intelligence checks made to explain your rationale or way of
thinking. This also applies on Appeal to Reason and Appeal
to Ideal checks in social encounters.
Sentients
24
Human
Speed: 30 feet
Size: Medium
Height: Humans range from 5 to 6 feet tall
Weight: Between 100 and 300 pounds
Age: From 50 to 80 years
Dependable, coordinated, loyal to the cause. Humans are
the imperial rulers of the Light Plains. Physically, Humans
are outclassed by most of the other peoples of Dema. This
led most Humans to group together into large, tightly knit
communities. These soon combined into kingdoms, which
later came together to form the Solar Hegemony, the
expansionist empire of the Light Plains.
With some of the most populated cities in the world, most
Humans are either rural farmers or urban specialists.
Humans excel in working together to tackle challenges.
Although outlaw adventurers and communities of
independent Humans exist, most Humans are put to work
by the brutal and far-reaching bureaucracy of the Solar
Hegemony.
Even under the iron grip of the Hegemony’s emperors,
the three largest cities of the Hegemony retained part of
their distinct identities. Scintilla is the imperial capital and
beating heart of the empire. It is also the seat of Humanity’s
extremely influential religion, the Church of Sola. To the
south, Deonar is known for its bustling port, advanced
shipbuilding, and for the legacy of its warrior-caste. Abresia
is the breadbasket and forge of the empire. Its vast fields
and deep mines produce huge yields of crops and other
resources, all built on the labor of slaves too broken to
resist.
Organized CONDITIONED
Human bodies are well-adjusted for long periods of
The Humans of the Hegemony call themselves Homa. They
exertion. You have advantage on any saving throw against
stand between 5’2” – 6’0” tall. Their natural lifespans last
gaining a level of exhaustion.
from 50-80 years. Humans vary moderately in their physical
appearances. Because of the fixed location of Dema’s sun,
Human skin tones tend to skew darker closer to the sun and MALLEABLE
paler farther away. Humans are natural specialists. They take well to being
trained and prepared for a specific craft from a young age.
Due to the reach and influence of the Solar Hegemony, it
You gain proficiency in any one skill or set of tools of your
is very common to see Humans in foreign regions. Within
choice.
the Hegemony itself, adolescents are generally assigned a
profession, and then trained for it throughout puberty.
They are considered adults after either completing a OVERHAND PITCH
coming-of-age rite, or simply growing strong enough to Human arms are surprisingly well-suited for throwing
perform manual labor. objects. Simple weapons you are proficient with that have
The soil in the Light Plains, Humanity’s homeland, is the “thrown” property have their ranges doubled. For
extremely fertile. Combined with the region’s temperate example, the javelin’s effective range would be increased
climate and around-the-clock daylight, harvests in the Light from 30/120 feet to 60/240 feet.
Plains are beyond bountiful. With control over these fields,
Humanity’s population quickly became the highest in the AETHER SYNCHRONIZE – FELLOWSHIP
world. This massive population fuels the Solar Hegemony’s Human characters aligned with the Aether Element get this
workforce, religion, and legions. additional feature.
In the group-dominated culture of the Solar Hegemony, Whenever you are within 5 feet of an ally, you and that ally
people are shepherded into the army and the Church of gain +1 to your Armor Class. Your bonus does not stack
Sola, where they are taught to love Humanity and to with additional allies, nor can it apply to more than one ally
strongly distrust outsiders and nonhumans. Even outside of at a time. If there are multiple allies within range, you can
the Hegemony, religion and community are sources of change who the bonus applies to at the start of your turn.
immense strength and perseverance to many Humans.
Example Names: Merissa Ectanian, Verjal Ohmeric, Galen VOID SYNTHESIS – PARAGON
Spetraeus, Obero Taw, Helena Vici, Tamara Mouza, Errol Human characters aligned with the Void Element get this
Arronus, Eyric Lux, Pitar Sulla, Alexandyr Olandros additional feature.
Ability Score Modifiers When you roll for Initiative, you may choose to reroll your
result. You may use either roll. After using this feature, you
Your Constitution score increases by 1, and one other ability must finish a long rest before using it again.
score of your choice increases by 1. Additionally, you have advantage on Wisdom (Insight)
and Wisdom (Perception) checks while in combat.
Sentients
26
Nightrider
Speed: 30 feet
Size: Medium
Height: Nightriders range from 5 and a half to 6 and a half
feet tall Example Names: Emeryn Vardyk, Azrox Fonara, Allayn
Weight: Between 150 and 320 pounds Magnyn, Cerryn Malcona, Jayne Erindera, Tera Seryn,
Age: From 60 to 80 years Stefyn Pellonoc, Dayn Hiberyk, Kayra Myn, Garyth Sennala
Tough, proud, fiercely independent. The Nightriders are the
virse lords of the Moon Realms. They are gray-toned, Ability Score Modifiers
athletic, suited to life in the saddle, and all-around skilled Your Strength score increases by 1, and your Wisdom score
survivalists. A Nightrider’s worth is measured by their increases by 1.
honor and skill. Their leaders are chosen by strength and
merit. Nightriders are raised in the perpetual twilight of the
Moon Realms and have excellent low-light vision. Features
Hardened by life on the steppe, Nightriders can stay alert
and engaged longer than most other peoples. LOW-LIGHT VISION
Four powerful Nightrider tribes dominate the Moon Attuned to life on the dark steppes of the Moon Realms,
Realms. The Dawnraiders are masters of heavy cavalry and you have superior vision in dim conditions. You can see in
have plundered the Light Plains for generations. Their dim light within 60 feet of you as if it were bright light..
urbanized cousins, the Hardhooves, built the great stone
city of Yaras, distinguished for the vigilance of its Ten LIGHT OF THE MOON
Hundred guard. The Cairnkeepers of Tallon call the Nightrider eyes are particularly well-adapted for seeing
darkest, coldest corner of the world home. They are famous using moonlight.When travelling outdoors in darkness, as
for their metalworking and snowlion mounts. Finally, the long as the moon is visible, you can see as if you were in
Freesteeds are the most nomadic and traditional. They still dim light instead. You cannot see color in these conditions,
follow the path of the moon as it arcs across their homeland. only in shades of gray.This vision does not count as dim
It is uncommon to see Nightriders in foreign regions. light for the Low-Light Vision feature.
AETHER SYNTHESIS –
CHAMPION’S COMRADERY
Nightrider characters aligned with the Aether Element get this
additional feature.
When within 5 feet of an ally and either of you fails a
Dexterity saving throw, the save may be rerolled using the
other character’s proficiency bonus and ability score
modifier.
Sentients
28
Sporespawn
Speed: 30 feet
Size: Medium
Height and Weight: Subspecies vary
Age: From 40 to 60 years
Calculating, enigmatic, and industrious.
The Sporespawn are the architects of
the underground and mysterious Hive
Halls. Sharing traits with fungi and
plants, they are grown to meet the
needs of their society. Sporespawn
vision is extremely well-adapted to
darkness. It is rare to see Sporespawn
on the surface of Dema.
Biologically genderless, Sporespawn
bodies are sculpted to serve highly specialized
roles called bioforms. Depending on their bioform,
Sporespawn can have tools for arms and several other
unique physical features. Most Sporespawn have an extra
pair of mycelial arms and can temporarily meld minds with
other Sporespawn through touch. This is known as
Consensus.
Once joined within a hive consciousness, the Sporespawn
long ago fractured into three warring factions. The
Everborn longs to reunite its shattered mind by assimilating
all individual Sporespawn. The Freespawn are a nation of
Sporespawn who embraced their individuality. They are
famous for their democracy and breathtaking technological
advances. The Awakened went down a darker path.
Although they are also a nation of ‘free’ Sporespawn, one
individual wields absolute power: the Allspawn.
TUNED BIOLOGY
DARKVISION You are immune to cold damage.
Engineered for life in the underground tunnels of the Hive
Halls gives you supreme vision in dark and dim conditions. WARRIOR’S CARAPACE
You can see in dim light within 120 feet of you as if it were Your unarmed strikes deal 1d6 slashing or piercing damage
bright light, and in darkness as if it were dim light. You (instead of 1d4 bludgeoning damage). You may choose
cannot see color in darkness, only shades of gray. which damage type when you hit with an attack. At 5th
level this damage increases to 1d8, and at 9th level to 1d10.
UNUSUAL BIOLOGY Additionally, if your Armor Class would be less than 15
You have resistance to cold damage and are vulnerable to (such as when wearing no armor), it becomes 15 instead.
fire damage.
DIPLOMAT FORM
COLLECTIVE CONSCIOUSNESS Height: Range from 5 and a half to 6 feet tall
Maintaining physical contact with an allied and willing Weight: Between 125 and 175 pounds
Sporespawn grants you advantage on Intelligence and
Wisdom (Insight) checks. ABILITY SCORE MODIFIERS
Your Charisma score increases by 1.
CARAPACE BONUS PROFICIENCIES
Your unarmed strikes deal 1d4 bludgeoning damage. You gain proficiency with the Insight skill.
Additionally, if your Armor Class would be less than 14 Additionally, you learn 2 languages of your choice.
(such as when wearing no armor), it becomes 14 instead.
ARTIFICIAL CONNECTION
ABSOLUTE STILLNESS As an action, you can forcibly send mental images or ideas
You may take the Hide action if you are lightly obscured. to a creature via physical touch. If the target creature is an
enemy combatant, you must be grappling or in similar
EARTH SYNCHRONIZE – contact with them to use this feature.
UNIVERSAL RECOLLECTION You may utilize this feature to simply send messages, or
you may force the target to make a Charisma saving throw
Sporespawn characters aligned with the Earth Element get this (DC 8 + your Charisma modifier + your proficiency bonus).
additional feature. On a failed save, the target takes 1d4 psychic damage and is
If your party is looking for important information, you have subjected to the blinded or deafened condition (your choice)
a 90 percent chance of knowing where and from whom you until the start of your next turn.
can acquire that information. At the GM’s discretion, this
feature often does not apply to closely guarded secrets only WORKER FORM
known to a few individuals, or to similarly obscure Height: Range from 4 to 4 and a half feet tall
knowledge. Weight: Between 100 and 150 pounds
Sentients
30
Wakewalker
Speed: 30 feet
Size: Medium
Height: Range from 6 and a half to 7 and a half feet
tall
Weight: Between 250 and 450 pounds
Age: From 45 to 65 years
Massive, boisterous, and spoiling for a fight. The
Wakewalkers are the glory-seeking captains of the Coming-of-age for Wakewalkers occurs once they
Midnight Sea. They are blue-skinned, strong swimmers, complete a daring rite of passage. Young Kahr
and like to eat almost as much as they like to drink. Wakewalkers are nameless until they go on their first hunt
Wakewalkers are known for their strength and hardy for a Deep One. Hiremai youth present gifts to the
constitutions, but are famous for their amibition. Terminarch before their first communion. Attentive
Accustomed to the constant sunset light of the Midnight Jana’haki parents take their children out on their first raid.
Isles, Wakewalkers have great low-light vision. The Midnight Isles are home to some of the most
Wakewalkers do not develop prominent secondary energetic and explorative cultures in Dema. Wakewalkers
sexual characteristics until late-puberty or early adulthood. of all ages are expected to embrace and express their
Female Wakewalkers develop vividly colored stripes along passions. Clan Kahr tests the limits of their physical bodies
their arms and backs, which distinguishes them from males, while Clan Hiremai journeys to the unexplored corners of
who do not. their minds. From a certain point of view, even the
Jana’haki are explorers. To the constant ire of the other
Three Wakewalkers clans compete for glory in the
clans, they are always on the lookout for new forms of
Midnight Isles. Clan Kahr uses Eldertech diving suits to
depravity.
hunt titanic sea monsters called Deep Ones. Clan Hiremai
worships an ancient tentacled being known as the Example Names: Chieftain Anakros, Veksanios, Genavar,
Terminarch. The Terminarch has carefully guided Clan Kreshandar, Grevak, Skefor, Prevag The Cunning, Hachek,
Hiremai’s development for centuries. Finally, Clan Banakseus, Bhar of the Thunder, Evisana Windcrier,
Jana’haki is comprised of the outcasts and deviants of the Tyreena
other Wakewalker clans. These exiles thrive as bloodthirsty
pirates and mercenaries. Because of the relatively small Ability Score Modifiers
population of the Midnight Isles, it is uncommon to see Your Strength score increases by 2, your Constitution score
Wakewalkers in dry foreign regions. increases by 1, and your Dexterity score decreases by 1.
Sentients
32
33
Chapter 3: Classes
T
ravelers and adventurers survive in the world by
specializing in specific talents. The collection of a
CLASSES
Class Description Hit Die Primary Abilities Saving Throws Armor & Weapon Proficiencies
Emissary A determined, intelligent d10 Intelligence & Intelligence & All armor; buckler, round, and
adventurer who travels land and sea Constitution Constitution heater shields; simple weapons,
in service to a higher cause martial melee weapons
Fighter A battle-hardened brawler with a d10 Strength or Strength & All armor, shields, simple
lifetime’s experience of taking blows Dexterity Dexterity weapons, martial weapons
and returning them in kind
Hunter A hardy survivalist who can strike d8 Wisdom & Wisdom & Light armor, medium armor,
hard and strike true whenever the Dexterity Dexterity simple weapons, blowgun, net
moment demands it
Rogue A clever, thrifty scoundrel who d8 Dexterity Dexterity & Light armor, simple weapons,
excels at getting what they want out Intelligence longswords, rapiers, shortswords
of others with force or guile
Sage A scholarly specialist whose d6 Intelligence Intelligence & Light armor, simple weapons
enormous reserves of knowledge Wisdom
will help their companions survive
Wordsmith A captivating speaker with amazing d6 Charisma Dexterity & Simple weapons, rapiers,
talents in performance or debate Charisma shortswords
that will dazzle friends and foes
Classes
34
Class Levels Multiclassing
Multiclassing is an optional rule that allows you to gain
As your character goes on adventures and overcomes
levels in multiple classes. Doing so lets you mix the abilities
challenges, they gain experience, represented by experience
of those classes to realize a character concept that might not
points. A character who reaches a specified experience point
be possible with one of the standard class options.
total advances in capability. This advancement is called
gaining a level. With this rule, you have the option of gaining a level in a
new class whenever you advance in level, instead of
When your character gains a level, his or her class often
gaining a level in your current class. Your levels in all your
grants additional features, as detailed in the class
classes are added together to determine your character
description. Some of these features allow you to increase
level. For example, if you have three levels in sage and two
your ability scores, either increasing two scores by 1 each or
in fighter, you’re a 5th-level character.
increasing one score by 2. You can’t increase an ability
score above 20. In addition, every character’s proficiency As you advance in levels, you might primarily remain a
bonus increases at certain levels. member of your original class with just a few levels in
another class, or you might change course entirely, never
Hit Dice. Each time you gain a level, you gain 1
looking back at the class you left behind. You might even
additional Hit Die. Roll that Hit Die, add your Constitution
start progressing in a third or fourth class. Compared to a
modifier to the roll, and add the total to your hit point
single-class character of the same level, you’ll sacrifice some
maximum. Alternatively, you can use the fixed value
focus in exchange for versatility.
shown in your class entry, which is the average result of the
die roll (rounding up). When your Constitution modifier
increases by 1, your hit point maximum increases by 1 for
PREREQUISITES
each level you have attained. For example, if your 7th-level To qualify for a new class, you must meet the ability score
fighter has a Constitution score of 17, when he reaches 8th prerequisites for both your current class and your new one,
level, he increases his Constitution score from 17 to 18, thus as shown in the Multiclassing Prerequisites table. For
increasing his Constitution modifier from +3 to +4. His hit example, a rogue who decides to multiclass into the
point maximum then increases by 8. emissary class must have both Dexterity and Intelligence
scores of 13 or higher. Without the full training that a
The Character Advancement table summarizes the XP
beginning character receives, you must be a quick study in
you need to advance in levels from level 1 through level 10,
your new class, having a natural aptitude that is reflected
and the proficiency bonus for a character of that level.
by above-average ability scores.
Consult the information in your character’s class
description to see what other improvements you gain at TABLE - MULTICLASSING PREREQUISITES
each level. Class Ability Score Min
Milestone Leveling. Some gaming groups find keeping
track of XP to be cumbersome or are proceeding through a Emissary Intelligence 13
somewhat linear story that requires them to be at a certain Fighter Strength 13 or Dexterity 13
level of power at specific points. These groups may prefer
to gain levels when the GM decides it is appropriate (such Hunter Wisdom 13
as when they hit a milestone in the story), rather than when Rogue Dexterity 13
they cross an XP threshold.
Sage Intelligence 13
Wordsmith Charisma 13
TABLE - CHARACTER ADVANCEMENT
Experience Points Level Proficiency Bonus
0 1 +2
EXPERIENCE POINTS
The number of experience points required to gain a level is
300 2 +2 based on your total character level, as shown in the
Character Advancement table, not your level in a particular
900 3 +2
class. So, if you are an emissary 6/fighter 1, you must gain
2,700 4 +2 enough XP to reach 8th level before you can take your
second level as a fighter or your seventh level as an
6,500 5 +3
emissary.
14,000 6 +3
23,000 7 +3
HIT POINTS AND HIT DICE
You gain the hit points from your new class as described for
34,000 8 +3 levels after 1st. You gain the 1st-level hit points for a class
only when you are a 1st-level character.
48,000 9 +4
You add together the Hit Dice granted by all your classes
64,000 10 +4 to form your pool of Hit Dice. If the Hit Dice are the same
die type, you can simply pool them together. For example,
both the fighter and the emissary have a d10, so if you are
an emissary 5/fighter 5, you have ten d10 Hit Dice. If your
Classes
36
Emissary
An encounter with an emissary will not soon be forgotten
by those involved. The sweeping tenets of a government,
doctrine, or idea guide these competent fighters and
intrepid wayfarers. Their faith in their causes is unshakable,
unflinching. To hear Solasii missionaries chant, or watch an
Archivist stride towards almost certain death in the name of
Zenyecrot, is to see a person in tune with their true calling.
In battle, emissaries aid comrades with sound support
and quick tactical thinking. The tide can shift in an instant
with one rallying cry, or the exploiting of a flaw only they
were quick-witted enough to perceive. These sharp minds
stem from endless hours in study and meditation. Both the
loftiest leaders of the Moon Realms and the most modest of
the Panacean communes alike know their emissaries can be
trusted to head out into Dema on a critical mission. Action.
Drive. Commitment. Rigor. To have an emissary in the
party is to journey with one fact certain. Most emissaries
will not let anything, even their fellow adventurers, impede
them for long.
Class Setup
HIT POINTS
Hit Die: 1d10
Hit Points: 10 + your Constitution modifier at 1st level, add
1d10 + your Constitution modifier at higher levels
EMISSARY ADVANCEMENT
PROFICIENCIES
Prof.
Level Bonus Tactics Features Armor: All armor, buckler, round, and heater shields
Weapons: Simple weapons, martial melee weapons
1st +2 2 Calling, True Believer, Pensive,
Tools: A gaming set, navigator’s tools
Tactical Mind
Saving Throws: Constitution, Intelligence
2nd +2 2 Persistence, Tactical Mind Skills: Persuasion, choose two from Athletics, Deception,
feature
Eldertech, History, Nature, Intimidation, Investigation,
3rd +2 2 Enhanced Intimidation, Calling Perception, or Survival
feature
4th +2 3 Ability Score Improvement
EQUIPMENT
You start with 5d4 gp and the following equipment:
5th +3 3 Extra Attack
� (a) a martial melee weapon and a heater shield or (b)
6th +3 3 Calling feature two martial melee weapons
7th +3 4 Tactical Mind feature � (a) five javelins or (b) any simple melee weapon
8th +3 4 Ability Score Improvement � (a) a priest’s pack or (b) an explorer’s pack
9th +4 4 Valor, Calling feature � Common clothes, a mail shirt, and a holy symbol
Classes
38
Callings
EMISSARY CHARACTERS THE HOMELAND
Playing an emissary character can require more Your kingdom has called, and you have answered. Those
attention to detail and roleplay than other classes. dedicated to The Homeland will do anything to protect and
Here are some things to think about when imagining advance the interests of their nation through a military
your character: organization. Rising through the ranks of a trusted system
Choosing an Origin. All emissaries, by nature, have ensures that skills and leadership reign supreme wherever
their origins in a group devoted to a higher cause. one’s path takes them.
These groups can vary widely in design and type. Some
groups may be highly regimented, with roots in a well- BONUS PROFICIENCIES
structured government or religion such as the Church When you choose the Calling of the Homeland, you gain
of Sola. Other groups may be loose coalitions — such
as the guild of city merchants — or even individuals proficiency in the skills Politics and Insight, and with an
connected by no more than a shared idea learned exotic weapon of your choosing.
from a banned scroll. You should talk to your GM
about what organizations may be present in your DISCERNING EYE
Redsky game. If none exist that fit your vision for your As a bonus action on your turn, you may force a sentient
character, they may be able to work with you to create enemy to make a Charisma saving throw against your
a new group that is more fitting. passive Intelligence (Insight) score. If the enemy fails, you
Once the group of origin has been chosen, you learn what it is currently planning to do on its next turn.
must also establish what your character’s bond is with
that organization. Perhaps your character was born TACTIC: HOLD THE FORMATION
into the group, raised by parents who were themselves Starting at 3rd level, you can encourage members of your
part of the collective? Or maybe they were a convert, group to hold their current position together as an action.
somebody who became a true believer later in life. All allies that can hear your orders gain 1d4 temporary hit
There are less mundane explanations as well: perhaps points, and they gain a +2 bonus to AC for 1 minute. An
your character is being forced to serve to pay off a
debt or rescue a family member. Any number of ally loses the bonus to AC before the minute is over if they
options is possible for a creative player. One small move more than 10 feet in a single round of combat.
note: being the leader of a group is usually a poor fit At 5th level, the temporary hit points gained increases to
for a player character, especially at lower levels. 1d6, at 7th level to 1d8, and at 9th level to 1d10.
The Emotional Element. At first glance, a player
might think that all Emissaries are Water-aligned, ALWAYS READY
because of their devotion to a cause. This is not Starting at 6th level, you gain advantage on all Initiative
necessarily true! Your character’s homeland and faith rolls.
might encourage them to embrace their passions. A
Fire-aligned Emissary might believe that the highest TACTIC: DUO
good is happiness and pleasure. Or maybe they have Starting at 9th level, you can use a bonus action on your
taken a solemn vow to always be the life of the party. turn to lend cover and support to an ally within 5 feet of
Fire-aligned Emissaries often idealize some or all of
you for 1 minute. During that time, you and that ally gain
Fire’s virtues.
the following benefits:
Reason for Adventure. Finally, don’t forget that your
character is out questing or adventuring for a reason, � You and the ally gain +2 to your Armor Class and
broad or narrow. There could be a highly specific advantage on ability checks and saving throws against
secret that you have been directed to learn, or you effects that would move you against your will.
could just be responsible for getting in the good � When your ally makes an attack, you may use your
graces of a region’s politicians.
reaction to give them advantage on the attack roll. The
Your character would have been chosen for such a reaction must be used before the attack roll is made.
quest for two primary reasons: first, the organization
believes you have the intelligence needed to succeed � When your ally is attacked, you may use your reaction
at the given quest. Second, your character has the to redirect the attack to yourself.
fortitude to survive the rigors of adventure. � When your ally would move away from you, you may
Make sure you discuss with your GM what should move in the same direction simultaneously,
happen should you ever achieve victory in your reason maintaining the same distance between you.
for adventuring. Perhaps at such a time you would be Opportunity attacks against you have disadvantage
ready for a new, even greater quest? Or maybe when you move in this fashion.
adventuring with your friends has caused you to
question your devotion to your original cause! If you or your ally become separated by more than 5 feet
while this Tactic is being used, the ability ends.
HARD TO DECEIVE
Starting at 6th level, your ability to detect falsehoods and
untruths has developed to an uncanny precision. You have
advantage on all Insight checks in contests against another
creature’s Deception checks.
TACTIC: MEMORIZATION
Starting at 9th level, when an enemy you can see within 30
feet makes an attack against one of your allies, you can use
your reaction to call out a detail about the enemy’s attack.
For the remainder of the battle, all identical attacks after the
first made by that enemy against that ally have
disadvantage on the attack roll.
Sigil-bearing necklace of
an emissary from the Freesteeds
Classes
40
Fighter
From a legionnaire’s oath of strength and duty, to the
thousand-step discipline of an Aegis martial arts master, to
the berserker rage of a Jana’haki reaver, fighters come from
all walks of life. In their unlit warrens, Sporespawn combat
forms are bred to be some of the most stalwart defenders.
On a creaking trade ship at sea, in dense Midland jungles,
or through the haze of the Sunbleak Wastes, master
Featherfolk marksmen can nock and loose an arrow faster
than an eyeblink. The mounted Oathsworn of the
Nightriders shake the world with their heavy cavalry.
Fighters adapt to the trials of the arena. They hold the
front lines of decisive battles. They rise through the ranks of
mercenary companies. The very best lead by example. Be it
for kingdom, self-mastery, or self-enrichment, every species
and culture can field fighters with strengths and
weaknesses inherent to their origins. Parties of adventurers
would be wise to have a fighter or two along for the
journey. The ages of Dema are defined by sweat and iron,
and the molders of its history are not yet finished.
Class Setup
HIT POINTS
Hit Die: 1d10
Hit Points: 10 + your Constitution modifier at 1st level, add
1d10 + your Constitution modifier at higher levels
PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
FIGHTER ADVANCEMENT Tools: None
Prof. Saving Throws: Strength, Constitution
Level Bonus Features Skills: Choose two from Acrobatics, Animal Handling,
1st +2 Fighting Style, Second Wind, Powerful Athletics, History, Insight, Intimidation, Perception, and
Presence Survival
2nd +2 Action Surge EQUIPMENT
3rd +2 Martial Archetype You start with 5d4 gp and the following equipment:
4th +2 Ability Score Improvement � Common clothes and (a) mail or (b) hardened leather
armor
5th +3 Extra Attack
� (a) a martial melee weapon and a heater shield or (b)
6th +3 Ability Score Improvement two martial melee weapons or (c) a simple weapon and
7th +3 Archetype feature an exotic weapon
8th +3 Ability Score Improvement � (a) a longbow and 20 arrows or (b) two handaxes
� (a) a dungeoneer’s pack or (b) an explorer’s pack
9th +4 Indomitable
10th +4 Archetype feature, Extra Attack (2)
Classes
42
BOUNTY HUNTER The psychic damage becomes 1d6 at 7th level, and 1d8 at
10th level.
The hidden side of enforcing the law is not tied to good and
evil. Bounty hunters are just as likely to capture wanted HAMSTRING
criminals as to chase escaped slaves. With a guided instinct Beginning at 7th level, you become effective at attacking in
that can find the lay of any land, these warriors prove time a way that limits your target’s ability to flee. Once per turn,
and again that one of the most powerful motivators in battle when you hit with a weapon attack, you may reduce the
can be coin. target creature’s speed to 5 feet until the start of your next
turn.
BONUS PROFICIENCIES
When you choose this Archetype at 3rd level, you gain PREDATOR
proficiency in the Intimidation and Investigation skills, and At 10th level, you have advantage on all weapon attacks
with nets. against targets that are frightened by you. Additionally,
attacks against these targets score a critical hit on a roll of 19
CHOKEHOLD or 20.
When you choose this Archetype at 3rd level, you are
always considered proficient in Athletics when initiating or
maintaining a grapple and may double your proficiency
WEAPON MASTER
Heralds of excellence in bow and blade are given the
bonus on Strength (Athletics) checks when attempting to
moniker Weapon Master. Their reputations precede them,
grapple a target.
implying intimidation and skill earned in battles that would
While grappling a medium or smaller sentient that isn’t
devastate lesser warriors. Every threat to Dema at large can
wearing medium or heavy armor, you may as an action
be overcome by the unique competence of a Weapon
attempt to suffocate them into unconsciousness. Make a
Master.
Strength (Athletics) check against the target’s Strength
saving throw. If the target sentient fails, they become BONUS PROFICIENCIES
unconscious for 30 seconds, just long enough for you to When you choose this Archetype at 3rd level, you gain
bind them with rope if you have some handy. proficiency with smith’s tools and an exotic weapon of your
THE CHASE choice.
When you choose this Archetype at 3rd level, your reflexes ADVANCED FIGHTING STYLE
give you an edge when an enemy tries to flee from you, When you choose this Archetype at 3rd level, you gain
whether they are up close or at a distance. When you make additional benefits that build on the fighting style you chose
an opportunity attack, you may move up to half your at 1st level.
movement speed immediately after your target ends their
turn. ARCHERY
Additionally, if you hit a target with a weapon attack, If you move no more than 5 feet on your turn in combat,
you may mark a creature as chased. A chased creature can your ranged attacks with a bow do not have disadvantage
trigger an attack of opportunity from you when they at long range. If you choose to make an attack at long range
attempt to move out of your current ranged or thrown without disadvantage, your speed decreases to 5 feet until
weapon’s normal range, or when they attempt to move the start of your next turn.
behind total cover. You may only mark one creature as Additionally, your attacks with a bow at short range have
chased at a time. a +1 bonus to damage rolls.
DEFENSE
IMPOSING If you take the Dodge action on your turn, you may use
When you choose this Archetype at 3rd level, you gain the
your reaction to make an attack of opportunity against any
ability to use your physical prowess, weapon skills, and
creature that makes a melee attack against you until the
reputation to intimidate enemies in combat. As a bonus
start of your next turn, even if that creature does not move.
action on your turn, you may make an Intimidation check
Additionally, you have advantage on ability checks
against a sentient target within 120 feet that can see or hear
against being grappled.
you, and is not already afraid of you. If you have already
reduced another enemy creature to 0 hit points or made an DUELING
attack that was a critical hit on this turn, you have Whenever you are wielding a melee weapon in one hand
advantage on the Intimidation check. and no other weapons, you gain a +1 bonus to attack rolls
The target must make a Charisma saving throw against a with that weapon.
DC equal to your Intimidation check. On a failure, the GREAT WEAPON FIGHTING
target becomes frightened of you. While the target is Whenever you make an attack with a melee weapon that
frightened, all opportunity attacks against them deal an you are wielding with two hands, you may choose a second
extra 1d4 psychic damage. The target may reattempt the target within your reach. If you do, both targets must
saving throw to end the frightened condition every 30 succeed on a Dexterity saving throw or be forced to move 5
seconds, and the DC is the same as your first Intimidation feet away from you. The DC for this saving throw is the
check. On a success, it becomes immune to this feature for result of the attack roll (including modifiers).
24 hours. The target has advantage on the reattempted
saving throws if it is more than 120 feet from you, and the
frightened condition wears off naturally after 10 minutes.
Classes
44
Hunter
The snap of a twig. A breath in the shadows. This may be
all the warning someone receives before a great and terrible
monster ends their story. Every cove, forest, and lake that is
not regularly cleared teems with beasts. Villages and
settlements across Dema rely on hunters for protection
against these formidable foes.
With the wisdom that comes with confronting the wild, a
good hunter can identify precisely what skulks nearby,
what equipment is needed, and what tactics can end the
threat. Camouflaged trappers bring back pelts from the
frozen edges of Dema long enough to wrap a virse in. Big
game hunters descend into the tunnels of the Hive Halls
with torches lit, or spear sea creatures larger than houses to
use as bait to lure in the real Deep Ones. A brave few take
up the life of wanderers, striking off into unexplored
regions for novelty and Eldertech with only what they can
carry. A party can rely on a hunter for their caution and
skill, even when other people are involved. After all, some
predators, or prey, walk on two legs.
Class Setup
HIT POINTS
Hit Die: 1d8
Hit Points: 8 + your Constitution modifier at 1st level, add
1d8 + your Constitution modifier at higher levels
HUNTER ADVANCEMENT
Prof. Hunter’s
PROFICIENCIES
Level Bonus Die Features Armor: Light armor, medium armor
Weapons: Simple weapons, blowgun, net
1st +2 d4 Adapted to the Wilds, Marked
Quarry, Hunter’s Aim, Primal Tools: Cook’s utensils
Insight Saving Throws: Dexterity, Wisdom
2nd +2 d4 Specialization
Skills: Survival, choose two from Animal Handling,
Athletics, Insight, Investigation, Nature, Perception, and
3rd +2 d6 Hunter’s Gaze Stealth
Classes
46
BIG FISH STORY MONSTER HUNTER
Starting at 7th level, you may spend up to 10 minutes telling Starting at 9th level, when you designate a creature at least
a story of a previous hunt. All sentients within 30 feet who one size larger than you as your Marked Quarry, you may
can hear and understand you must succeed on a Charisma treat all creatures of the same species within 1 mile as your
saving throw or be enthralled by your story. The DC for this Marked Quarry as well.
saving throw equals 10 + your Wisdom modifier + your In addition, using your Hunter’s Gaze on these creatures
Charisma modifier. Enthralled creatures have disadvantage reveals to you what saving throws they are proficient in.
on all Wisdom (Perception) checks. Creatures who succeed
on this saving throw are immune to this feature for 24 TRAPPER
hours. Conservation of energy into one sprung trap can sway a
After you use Big Fish Story, you must finish a short or battle just as effectively as a unit of soldiers. The right trap
long rest before you can use it again. can snare any manner of beast an adventurer encounters, or
make sure any sentient enemies regret rushing into an area
CATCH OF THE DAY prepared for ambush. Snare, lure, or hook, an enemy’s first
Starting at 10th level, you can use a bonus action on your mistake could be their last.
turn to enhance your focus on bringing a target down. For NET EXPERT
the next minute, if you hit a creature with two attacks on
When you choose this Specialization at 2nd level, you
the same turn, the second hit is a critical hit.
become an expert in the use of nets. You don’t have
After you use Catch of the Day, you must finish a long disadvantage when attacking with a net at long range.
rest before you can use it again.
TRAP LAYER
Specializations When you choose this Specialization at 2nd level, you gain
the ability to create and set traps. You must have all the
BIG GAME HUNTER indicated components to make a given trap, and they are
activated when a creature other than you moves into the
If it can feel fear, a Big Game Hunter can slay it! These trigger area. The trigger area must be specified by you when
fellers of titans and horrors have spent a lifetime training you set up the trap, and it must be of the dimensions
body and mind to triumph over nature. For these stalkers of indicated by the type of trap.
monsters, every last reserve of resourcefulness and
Your traps require the target to make a saving throw. The
willpower can be called upon in moments of life and death.
saving throw DC is calculated as follows:
THE BIGGER THEY ARE TRAP DC = 8 + your proficiency bonus + your
When you choose this Specialization at 2nd level, you gain Dexterity modifier
bonuses when hunting creatures that are larger than you. If
your current Marked Quarry is at least one size larger than The creature may see and avoid a trap if they are facing it
you, you gain the following benefits: when entering the trigger area and succeed on a passive
Wisdom (Perception) check against the Trap DC.
� When your Quarry hits or misses you with an attack,
you may use your reaction to make an opportunity Setting up traps usually requires vertical surfaces near the
attack against it. trap area, such as trees or buildings. It is generally not
possible to set up effective traps in flat spaces, such as
� You may still use your Hunter’s Die if your Quarry deserts or the middle of wide city streets. At your GM’s
(and no other enemies) is within 5 feet of you.
discretion, you may still be able to set up traps in such areas
SAW THAT COMING when the ground is heavily obscured (e.g. tall grass or
Starting at 6th level, you can use your reaction to reduce the swamplands).
damage from an attack made by your Marked Quarry by If you are hunting for food using the rules given in the
half (rounding down). Exploration and Weather chapter, combat encounters with
prey you find may begin with the prey triggering a trap you
have set, as determined by your GM.
In addition to the ability to plant traps, you gain the
following benefits:
� You may use your reaction to make an opportunity
TRAPPERS IN THE WILDERNESS attack against a creature if it triggers one of your traps.
All hunters are a huge benefit to a party exploring
wild lands. Trappers in particular can have an easier � You do not have disadvantage when making ranged
time securing food for their allies, because the attacks against prone targets if their prone condition
traps detailed here may be used in conjuction with was caused by one of your traps.
the Hunting rules found in the Exploration and � You are considered proficient in the required skills or
Weather chapter. Additionally, feel free to discuss tools when making checks to disarm traps.
the mechanics of additional traps not listed here
� When you deploy a hunting trap (see the Equipment
with your gamemaster.
and Eldertech chapter), you use your Trap DC for the
saving throws if it is higher than 13 and add your
Hook Weapon
used for trapping
targets
Classes
48
cloth must be used to support whatever is used to hide the
hole. A medium or smaller creature that steps on the trap
WANDERER
automatically falls into the hole and must succeed on a The edges of Dema are perilous. Few can adapt to and
Dexterity saving throw or be knocked prone. survive in such places, let alone thrive in them. Wanderers
roam from their homes of origin and head to far-off locales
The hole trap may be combined with a substance, net,
of danger and mystery. With rarely more than a trusty
weapon, or poison trap. The creature that falls into the hole
weapon and a rumor about where to find some legendary
automatically fails the Dexterity saving throw against the
beast, these characters carve their own path through the
combined trap, even if they succeed on the saving throw to
unknown.
remain upright.
A larger hole trap (10 feet square) may be constructed to BONUS PROFICIENCY AND LANGUAGE
trap large or smaller creatures. Constructing this version of When you choose this Specialization at 2nd level, you gain
the trap takes 1 hour (companions with shovels can reduce proficiency with the Medicine skill and Herbalism kits. You
this time by 3d4 minutes per helper, to a minimum of 20 may use your Wisdom modifier instead of Intelligence on
minutes) and requires 4 nets or 200 feet of rope or 8 square Medicine checks.
yards of cloth. Additionally, you learn another language of your choice.
NEVER SEEN COMING RUSTIC WISDOM
When you choose this Specialization at 2nd level, you When you choose this Specialization at 2nd level, your
become an expert at vanishing after an attack. If you are social score becomes half your Wisdom modifier instead of
hiding, you may make a Stealth check against a Wisdom your Charisma modifier.
(Perception) check from your target after you make an
attack. If your check succeeds, the target only learns the SOCIAL SCORE = (your Wisdom modifier) / 2
general direction you attacked from, not your precise During a social interaction, you may use your Wisdom
location. If the target triggered one of your traps on their modifier instead of Intelligence for most skill checks that
last turn, they have disadvantage on the check. However, if would normally use Intelligence. The GM may make
they are looking for you in the direction you are hiding exceptions for checks that require highly specific
when you make the attack, they succeed automatically. knowledge, such as a History check to remember the exact
HIDE IN PLAIN SIGHT year a kingdom was invaded. This benefit also applies to
Appeal to Reason checks (see the Social Interaction chapter).
Starting at 6th level, you can hide in plain view when you
use the Camouflage feature. After applying your EXPERIENCED EXPLORER
camouflage, you can try to hide by pressing yourself up When you choose this Specialization at 2nd level, your
against a solid surface, such as a tree or wall, that is at least experience with traveling grants you benefits. You are
as tall and wide as you are. You gain a +10 bonus to Stealth particularly familiar with two types of natural environment
checks as long as you remain there without moving or and are adept at traveling and surviving in such regions.
taking actions. Once you move or are spotted by an enemy, When you choose this specialization at 2nd level, choose
you must camouflage yourself again to gain this benefit. two types of favored terrain: arctic, coast, desert, forest,
You may use the Never Seen Coming feature to maintain grassland, mountain, open sea, swamp, or underground.
your hiding spot and camouflage after making an attack. When you make an Intelligence or Wisdom check related to
However, creatures will usually be looking in your your favored terrain, your proficiency bonus is doubled if
direction to search for you after the first attack, so you are using a skill that you’re proficient in.
additional attacks may reveal your presence. While traveling in one of your favored terrains, you gain
ENHANCED WARINESS the following benefits:
Starting at 6th level, you have become an expert at spotting � Even when you are engaged in another activity while
traps and ambushes. You have a permanent +5 on passive traveling (such as foraging, navigating, or tracking),
Wisdom (Perception) checks to spot ambushes and traps. you remain alert to danger.
On normal Wisdom (Perception) checks to spot ambushes � If you are traveling alone, you can move stealthily at a
and traps, you may treat any result lower than this passive fast pace.
score as equal to the passive score. � When you forage, you find twice as much food as you
FINISH THE JOB normally would.
Starting at 9th level, when a creature triggers one of your � You have advantage on checks to identify a creature
traps, the first attack you make against that creature before native to your favored terrain based on its tracks, scat,
the end of your next turn is automatically a critical hit. or other signs of its passage.
� You have advantage on checks to identify plants native
to your favored terrain.
� By observing creatures native to your favored terrain,
you may learn information about your surroundings
such as the direction to the nearest settlement, where to
find nearby water sources, or the direction of predators.
ANIMAL BOND
When you choose this Specialization at 2nd level, you have
LAND’S STRIDE
Starting at 6th level, moving through difficult terrain costs
you no extra movement, and your speed increases by 10
feet while you are not wearing medium or heavy armor and
not wielding a shield.
Additionally, you no longer leave signs of your passage
when travelling in the wilds. You may also cover the tracks
of a number of companions equal to your Wisdom modifier
(minimum of 1).
Classes
50
Rogue
A cutthroat Abresian bandit collects tolls on a road more
often than the local government. In the greatest heist of a
generation, a lone Featherfolk master empties the sprawling
vaults of The Auric of everything but a single sunflower. A
team of amateur thieves steal crates of Eldertech from the
metropolises of the Athenaeum, kicking up tribute to their
bosses in the cartel. Pirates board and plunder a Mundi
trade ship hours from its port of call, vanishing on the wind
with enough loot to last several months, or one particularly
decadent evening.
If nothing else, the paths open to rogues twist in all
directions, just beneath the light of civil society. For where
else but the murky spaces between order and lawlessness
would outlaws thrive? These denizens of Dema risk
punishment to benefit at the expense of their targets.
Resourcefulness, artifice, and dexterity are their hallmarks.
Lockpicking kits and hidden daggers are their tools. While
ROGUE ADVANCEMENT
occasional acts of charity to the poor have become fodder
Prof. Sneak for folktales, most outlaws live or die by their cunning and
Level Bonus Attack Features greed. No trust is given freely. There is no predicting how
having an outlaw along for the adventure might open doors
1st +2 1d6 Expertise, Sneak Attack, Thieves’
for the party – though some doors are best left shut.
Cant, Clever Words
2nd +2 1d6 Cunning Action
Class Setup
3rd +2 2d6 Rogue Archetype
4th +2 2d6 Ability Score Improvement
HIT POINTS
Hit Die: 1d8
5th +3 3d6 Uncanny Dodge Hit Points: 8 + your Constitution modifier at 1st level, add
6th +3 3d6 Expertise, Rogue Archetype 1d8 + your Constitution modifier at higher levels
feature
PROFICIENCIES
7th +3 4d6 Evasion Armor: Light armor
8th +3 4d6 Ability Score Improvement Weapons: Simple weapons, longswords, rapiers,
shortswords
9th +4 5d6 Rogue Archetype feature
Tools: Thieves’ tools
10th +4 5d6 Ability Score Improvement, Saving Throws: Dexterity, Intelligence
Reliable Talent
Skills: Choose four from Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth
EQUIPMENT
You start with 5d6 gp and the following equipment:
� Common clothes and (a) a rapier or (b) a shortsword
� (a) a shortbow and quiver of 20 arrows or (b) 20 darts
and 5 vials of basic poison
Common
Thieves’ Tools
Classes
52
CUNNING ACTION Rogue Archetypes
Starting at 2nd level, your quick thinking and agility allow
you to move and act quickly. You can take a bonus action
on each of your turns in combat. This action can be used
THIEF
Snatching a set of keys can be even more valuable than a
only to take the Dash, Disengage, or Hide action.
shining diamond jewel depending on the conditions.
ROGUE ARCHETYPE Thieves are prepared to acquire either, and steal everything
in between. Let no door stay unpicked, chest un-looted, or
At 3rd level, you choose an Archetype that you emulate in vault unopened while a thief still breathes in the shadows.
the exercise of your rogue abilities. Your Archetype choice
grants you features as you level. FAST HANDS
When you choose this Archetype at 3rd level, you can use
ABILITY SCORE IMPROVEMENT the bonus action granted by your Cunning Action to make a
When you reach 4th level, and again at 8th and 10th level, Dexterity (Sleight of Hand) check, use your thieves’ tools to
you can increase one ability score of your choice by 2, or disarm a trap or open a lock, or take the Use an Object
you can increase two ability scores of your choice by 1. As action.
normal, you cannot increase an ability score above 20 using
this feature.
PICKPOCKET
When you choose this Archetype at 3rd level, you can use
UNCANNY DODGE your exceptional dexterity to lift items off of a target easily.
When you make physical contact with a creature, such as
Starting at 5th level, when an attacker that you can see hits with a grapple, a melee attack, or simply bumping into
you with an attack, you can use your reaction to halve the them on the street, you have advantage on Dexterity
attack’s damage against you. (Sleight of Hand) checks to steal from or plant an item on
that creature.
EVASION
Starting at 7th level, you can nimbly dodge out of the way SECOND-STORY WORK
of certain area effects, such as a catapult’s flaming payload Starting at 6th level, you gain the ability to climb faster than
or a collapsing ceiling. When you are subjected to an effect normal; climbing no longer costs you extra movement.
that allows you to make a Dexterity saving throw to take In addition, when you make a running jump, the distance
only half damage, you instead take no damage if you you cover increases by a number of feet equal to your
succeed on the saving throw, and only half damage if you Dexterity modifier.
fail.
SUPREME SNEAK
RELIABLE TALENT Starting at 9th level, you have advantage on a Dexterity
By 10th level, you have refined your chosen skills until they (Stealth) check if you move no more than half your speed
approach perfection. Whenever you make an ability check on the same turn.
that lets you add your proficiency bonus, you can treat a
d20 roll of 9 or lower as a 10.
Con Artist's
gambling set
Classes
54
Sage
A sage is critical to patch up the surviving members of a
rough encounter with Dema’s jaws and blades. At least well
enough that they can then find their way back to the nearest
clinic. A sage can come from any walk of life, from
Luminosi monks to the Mindmasters of Hollowfalls. What
matters is the path going forward when they begin their
travels with the party.
Sages are dedicated to their areas of study, crafting nature
or science into an art form. This makes them deadly
effective when the situation calls for someone learned in
medicine or Eldertech usage. Most sages can craft a variety
of mixtures and tinctures to aid in almost any situation. A
few sages follow a different path: with legendary weapons
and miracle tools always falling out of abandoned ruins,
some scholars practice to become adept wielders of all
Eldertech, from hardlight arrows to boots that walk on
water.
Class Setup
HIT POINTS
Hit Die: 1d6
Hit Points: 6 + your Constitution modifier at 1st level, add
SAGE ADVANCEMENT 1d6 + your Constitution modifier at higher levels
Prof.
Level Bonus Features
PROFICIENCIES
Armor: Light armor
1st +2 Intellectual, Dabbling Linguist, Weapons: Simple weapons
Apothecary, Education
Tools: Herbalism kit, glassblower’s tools, poisoner’s kit
2nd +2 Expert Inspiration, Practiced Healer Saving Throws: Intelligence and Wisdom
3rd +2 Poisons Skills: Insight, Choose four Intelligence-based skills
4th +2 Ability Score Improvement EQUIPMENT
5th +3 Font of Inspiration, Education feature You start with 5d8 gp and the following equipment:
� (a) a quarterstaff or (b) a dagger
6th +3 Salve Dust, Dust Throw
� (a) a scholar’s pack or (b) a priest’s pack
7th +3 Advanced Intellect
� Ten empty glass vials and five empty flasks in a pouch
8th +3 Ability Score Improvement
� An herbalism kit, a poisoner’s kit, and a healer's kit
9th +4 Education feature
� Common clothes
10th +4 Aura of Safety
� Additional equipment from Education choice
Classes
56
You can still utilize your poisoner’s kit to make different the dust. Creatures can choose to willingly fail this saving
and more advanced poisons, but the following recipes have throw.
proven quick, cheap, and easy to make:
� PARALYTIC. Poison. The target takes poison damage ADVANCED INTELLECT
equal to 1d4 + (your Intelligence modifier) and makes a Starting at 7th level, you can add half your proficiency
Constitution saving throw. On a failed save, the target bonus, rounded down, to any Intelligence or Wisdom check
gains the poisoned condition, is paralyzed for 1d4 you make that doesn’t already include your proficiency
rounds, and has disadvantage on Dexterity saving bonus.
throws until they complete a long rest. If ingested, the
paralysis begins in 1d4 minutes and lasts for 1d4 hours AURA OF SAFETY
instead. The creature can also attempt a Constitution
Starting at 10th level, as long as you are not unconscious,
saving throw during a short rest; on a success, the
you and all creatures within 10 feet of you have a bonus to
poisoned condition and additional effects end.
Constitution saving throws equal to your Intelligence
� NECROTOXIN. Poison. The target takes necrotic damage modifier.
equal to 2d6 + (your Intelligence modifier) as the toxin
eats their flesh. This may result in additional injuries to
the affected area, as determined by your GM. Educations
� BLOOD POISON. Poison. The target takes poison damage
equal to 1d4 + (your Intelligence modifier) and makes a KEEPER OF MEDICINE
Constitution saving throw. On a failed save, the target Knowledge of healing in Dema is as precious as silks and
gains the poisoned condition and their Constitution ingots of silver. Sages trained in the medicinal arts can stave
score drops by 2 until their next long rest. The creature off grievous infections, mend wounds, and nurse those on
can also attempt a Constitution saving throw during a the brink of death back to full strength. The most useful care
short rest; on a success, the poisoned condition and can be quick to learn, but only perfected by those active in
additional effects end. the practice of their craft.
These poisons can be applied to a weapon that deals BONUS PROFICIENCIES
piercing or slashing damage, and will crystallize instead of
Choosing to be a Keeper of Medicine grants you proficiency
drying (the application process takes 1 minute). They will
in the Medicine skill and the brewer’s kit. You include a
remain active until the weapon is wiped down or it hits a
brewer’s kit with your starting equipment.
target with a successful attack roll, at which point the
poison’s effects are applied to the target. Poisons may also Additionally, you have advantage on all Intelligence
be mixed with a benign liquid, such as water, and drunk. (Medicine) checks to stabilize a creature or diagnose an
Any poisons you create that are consumed in this fashion illness or condition.
do not have a noticeable taste.
FONT OF INSPIRATION
Starting at 5th level, you regain all of your expended uses of
Expert Inspiration when you finish a short or long rest.
SALVE DUST
Starting at 6th level, you can choose to create dust from an
existing salve instead of creating a new one during a long
rest. Using the same amount of time you would normally
spend creating a mixture, you set up a salve to dry out. This
creates a concentrated powder form of the medicine that
can then be inhaled or consumed as an action for the same
effect as the salve’s original form.
DUST THROW
Starting at 6th level, as an action, you can wrap a dust you
have created in a strip of cloth and toss the bundle up to 20
feet, landing in an area covering a 5-foot square. A creature
occupying that space must succeed on a Dexterity saving
throw against your Poison save DC or suffer the effect of
ADVANCED ELIXIRS after the damage dice have been rolled, but before damage
As a Keeper of Medicine, you can create more specialized is applied.
healing mixtures during your curative-making time. GENIUS DOCTOR
Potions are made using your Brewer’s kit instead of an
Starting at 9th level, you can craft mixtures to cure all
Herbalism kit and can be drunk as an action rather than
known diseases or poisons, and automatically succeed on
taking 1 minute to apply. The other requirements are the
ability checks to diagnose a disease or poison affecting a
same as making traditional curatives.
creature. You know the regions where the necessary
� ANTIDOTE. Potion. A creature can drink this solution to ingredients to make these cures can be found.
cure themselves of the poisoned condition. However, it Additionally, whenever a friendly creature within 30 feet
will not cure additional effects that may have been of you rolls a Hit Die to recover hit points, the creature can
applied by the poisoning. add your Intelligence modifier to the roll.
� SLEEP AID. Potion. A mild sedative and restorative that
allows a creature to recover from an additional level of KEEPER OF MIGHT
exhaustion during their next long rest. Concoctions carefully crafted from the natural world can
� HEALING OINTMENT. Poultice. When a creature rolls Hit work wonders. The Keepers of Might know just the right
Dice to regain hit points during a short rest, an proportions to go into each specialized brew. Having the
application of this ointment allows them to add a right potions can be the difference between victory and
bonus equal to your sage level + your Intelligence defeat.
modifier to the total amount of hit points regained. This
benefit only applies once, regardless of the number of BONUS PROFICIENCIES
Hit Dice rolled. Choosing to be a Keeper of Might grants you proficiency in
� MEDICAL SALTS. Dust. These salts can be inhaled or the Athletics skill and the brewer’s kit. You include a
ingested to remove the paralyzed or unconscious brewer’s kit with your starting equipment.
condition from a creature.
PERFORMANCE ENHANCERS
TOUCH OF A HEALER As a Keeper of Might, you can make mixtures that
Starting at 5th level, you can use your knowledge of temporarily boost the abilities of creatures during your
medicine to quickly relieve pain and restore confidence in curative-making time. Potions are made using your
those you treat. As an action, you can touch a creature and brewer’s kit instead of an herbalism kit and can be drunk as
gift them one Hit Die of their class’s type, even if they are an action rather than taking 1 minute to apply. The other
already at their maximum Hit Dice. They may use this Hit requirements are the same as making traditional curatives.
Die immediately to regain hit points. If they don’t use it, the � STIMULANT. Potion. Relieves a creature of the effects of
Hit Die is lost. one level of exhaustion for 6 hours. For example: if they
You can use this feature a number of times equal to half have two levels of exhaustion, they will only be subject
your sage level. When you take a long rest, you regain all to the effects of the first level.
uses of this feature. � STEROID. Potion. Increases a creature’s Strength score by
2 for 4 hours. However, they will gain a level of
ANATOMICAL WISDOM exhaustion when it wears off.
Starting at 5th level, your expert advice can help your allies
avoid serious damage in combat. When an allied creature � ANALEPTIC. Potion. Grants a creature advantage on
Perception checks for 4 hours. However, they also have
with an Expert Inspiration die from you is hit by an attack,
disadvantage on Perception checks for 4 hours after the
they may expend the Expert Inspiration die to reduce the
effects wear off.
attack’s damage. They roll the Expert Inspiration die and
subtract the number rolled from the damage roll of the � EXCITANT. Dust. Increases a creature’s Dexterity score
attack (to a minimum of zero). The ally can choose to use by 2 and decreases their Wisdom score by 1 for 4 hours.
this feature after the creature succeeds on its attack and
Classes
58
� VITALIZER. Potion. Allows a creature to stay awake and � When using an Eldertech item to make a weapon
without food for 50 hours. The creature automatically attack, you may use your Intelligence modifier for the
succeeds on Constitution saving throws to avoid attack and damage rolls.
exhaustion due to forced marches, lack of sleep, and � You are automatically proficient with Eldertech
being without food. The creature will be unable to weapons of any type, you gain a +1 bonus to your AC
sleep (and get the benefits of a long rest) during this while wielding an Eldertech weapon, and a +1 bonus to
time, and when the effect wears off the creature all attack rolls made with it. This bonus increases to +2
immediately gains two levels of exhaustion. at level 5, and +3 at level 9.
SUPPRESSANTS EXTRA ATTACK
Starting at 5th level, you gain the ability to make substances Starting at 5th level, you can attack twice, instead of once,
that can decrease performance in your enemies. When a whenever you take the Attack action on your turn.
target makes a saving throw against your suppressants, the
DC equals your Mixture save DC. POTENT ELDERTECH
� SEDATIVE. Dust/Poison. The creature takes 2d4 psychic Starting at 5th level, your intelligence can help you utilize
damage and must make a Constitution saving throw. Eldertech to apply dangerous effects to your foes. When a
On a failure, the creature is subjected to the poisoned creature that you can see within 60 feet of you makes a
condition for the next 4 hours. The creature cannot be saving throw against an effect from an Eldertech artifact
reduced below 1 hit point by the damage. you are using, you can use your reaction to expend one of
� INTOXICANT. Dust/Poison. The target’s Wisdom, your uses of Expert Inspiration. Roll an Expert Inspiration
Dexterity, and Charisma scores are decreased by 2 for 1 die and subtract the number rolled from the creature’s
hour. saving throw. You can choose to use this feature after the
creature makes its roll, but before the GM determines
� TRANQUILIZER. Poison. The target creature immediately
whether the saving throw succeeds or fails.
suffers a level of exhaustion. After 30 seconds, the
target must succeed on a Constitution saving throw or Additionally, your proficiency bonus with the Eldertech
become unconscious for the next 4 hours. skill is doubled.
KEEPER OF ANCIENTS
Those with knowledge of the past hold the keys to the
future. A Keeper of Ancients might bring decades of study
in the histories and arts to bear when solving a problem.
Fools should fear irking an adept in Eldertech wielding, as
fireballs fly from the hands of the experts in their class.
BONUS PROFICIENCIES
Choosing to be a Keeper of Ancients grants you proficiency
in the Eldertech skill and with medium armor. You include
two common Eldertech artifacts, a dagger of warning, and a KEEPER OF ANCIENTS AND ELDERTECH
reconstruction sphere in your starting equipment. The Keeper of Ancients sage may not work very
well in adventures that have little or no Eldertech.
WISDOM OF THE ANCIENTS Players should have a discussion with the
The knowledge passed down to you is centered around gamemaster about the amount of Eldertech
Eldertech. You gain the following benefits: expected in an adventure before choosing this
subclass.
� You have advantage on all attempts to identify an
Eldertech artifact.
� You may attempt a repair on a broken Eldertech
artifact with a repair station even if you haven’t
identified it yet, though it takes 4 times as long as it
normally does.
Class Setup
HIT POINTS
Hit Die: 1d6
WORDSMITH ADVANCEMENT Hit Points: 6 + your Constitution modifier at 1st level, add
Prof. Powerful 1d6 + your Constitution modifier at higher levels
Level Bonus Words Features
PROFICIENCIES
1st +2 2 Vicious Mockery, Powerful Armor: None
Words, Socialite
Weapons: Simple weapons, rapiers, shortswords
2nd +2 2 Profession, Poetic Inspiration Tools: A musical instrument, a gaming set
3rd +2 3 Profession feature, Powerful Saving Throws: Charisma, Intelligence
Words feature Skills: Persuasion, Deception, Insight, choose one from
4th +2 3 Ability Score Improvement History, Insight, or Religion
Classes
60
Class Features HEROISM
As an action, you may speak to a willing creature within 10
VICIOUS MOCKERY feet that can hear and understand you, and you imbue them
with bravery. For the next minute, the creature has
As an action, you unleash a string of insults at a creature advantage on saving throws against becoming frightened
you can see within 60 feet of you. If the target can hear you and gains temporary hit points equal to your Charisma
(though it need not understand you), it must succeed on a modifier at the start of each of its turns. At the end of this
Wisdom saving throw against your Social save DC or take minute, the target loses any remaining temporary hit points.
1d4 psychic damage and have disadvantage on the next If the creature is currently frightened, it may immediately
attack roll it makes before the end of its next turn. A target attempt a Wisdom or Charisma saving throw with
cannot be reduced below 1 hit point by this damage. advantage to end the frightened condition. The DC for this
The damage increases to 2d4 at 5th level and 3d4 at 9th saving throw comes from the feature that caused the
level. frightened condition. If no DC is available, the GM decides
the DC.
SOCIALITE
Your social score is half the sum of your proficiency bonus CHARM PERSON
plus your Charisma modifier. You attempt to charm a sentient that you can see and that
can hear and understand you if you speak at a normal
SOCIAL SCORE = (your proficiency bonus + your conversational volume. The act takes approximately 30
Charisma modifier) / 2 seconds to become effective. After this time, the target must
During a social encounter, you may use a Bonus Action make a Wisdom saving throw, and does so with advantage
on your turn to Impair Target, Bolster Self, or Push for if it is hostile to you or your companions. It succeeds
Information (see the Social Interaction chapter). automatically if it is actively trying to attack you or your
companions.
POWERFUL WORDS If the sentient fails the saving throw, it is charmed by you
You know how utilize speech patterns and rhetoric to for 1 hour, or until you leave its presence, or until you or
influence others. You start with the options Charm Person your companions do anything harmful to it. The charmed
and Heroism. When you use Powerful Words, you choose creature regards you as friendly and trustworthy. After the
which option to use. charm wears off, it makes another Wisdom saving throw. If
it succeeds, it realizes it was charmed by you.
When your Powerful Words require a target to make a
saving throw, the DC for that saving throw is calculated as SUGGESTION
follows: 3rd level
SOCIAL SAVE DC = 8 + your proficiency bonus + As an action, you suggest a course of activity (limited to a
your Charisma modifier sentence or two) and influence a non-hostile sentient you
can see within 60 feet that can hear and understand you.
Once you have used Powerful Words the number of
Sentients that cannot be charmed are immune to this effect.
times shown for your Wordsmith level in the Powerful
Words column of the Wordsmith table, you must finish a The suggestion must be worded in such a manner as to
short or long rest before you can use Powerful Words again. make the course of action sound reasonable. Suggestions
that fall into one of the following categories fail
You gain more Powerful Words options as you level up,
automatically:
and each option indicates at what level it becomes available.
wordsmith's
quill and ink
Classes
62
EARN YOUR KEEP Whenever a target that fails this saving throw makes an
When you choose this Profession at 2nd level, you may earn attack roll or a saving throw for the next minute, the target
yourself a room and a meal at most inns by making a must roll a d4 and subtract the number rolled from the
Charisma (Performance) check to provide entertainment to attack roll or saving throw.
the inn’s patrons for 1 hour. The required DC changes CUTTING WORDS
depending on how expensive the inn is: DC 9 for a cheap
Starting at 3rd level, you know how to use your wit to
inn, DC 13 for an average inn, and DC 17 for an expensive
distract, confuse, and otherwise sap the confidence and
inn.
competence of others. When a creature that you can see
If your check succeeds, you are provided with a single within 60 feet of you makes an attack roll or an ability
bed and enough food for yourself for free, and the check, you can use your reaction to expend one of your uses
innkeeper and most patrons will adopt a friendly attitude of Poetic Inspiration, rolling a Poetic Inspiration die and
toward you. You may also rent a larger room with more subtracting the number rolled from the creature’s roll. You
beds for your companions for half its normal price. can choose to use this feature after the creature makes its
Additionally, you may take two hours in a settlement to roll, but before the GM determines whether the attack roll
blend in and learn about what issues are currently or ability check succeeds or fails. The creature is immune if
concerning the common folk and laborers. it can’t hear you or is immune to being charmed.
Classes
64
Chapter 4:
Backgrounds and Feats
Languages Artisan Culture
Language Typical Speakers Languages: Usundi, Mundane
Skill Proficiencies: Persuasion, Politics
Eltayan Archivists
Tool Proficiencies: Two sets of artisan’s tools
Khottan Wakewalkers
Your character grew up in the hot and sunny Gilded States
Monturyn Nightriders among the Featherfolk. Verbal agility and quick thinking
Mundane Everyone are highly prized among your culture. It is considered
Qet Sporespawn proper form to always be welcoming and friendly to
strangers unless a direct offense is taken. You are used to
Scintillan Humans
some of the most intense heat and light in all of Dema.
Usundi Featherfolk
RHETORIC AND MEMORY
Backgrounds The Gilded States place great emphasis on remembering
extended family and small details. You can accurately
C
haracters in Dema come from all walks of life. The remember the face and voice of any sentient you interact
most remote Nightrider nomads can rise to with for more than 1 minute, as well as any information
positions of power in the great city of Mundi they gave you about their ideas and interests.
through the Scholasta. Wakewalkers born in the farthest Additionally, you are well trained in debate and rhetoric.
corner of the Midnight Isles might have a job patrolling the You cannot have disadvantage on your Charisma
streets of Scintilla by adulthood. Featherfolk hatched in the (Persuasion) or Intelligence checks when debating using
Panacean Jungle may find themselves hunting Eldertech to reason and logic (such as when making an Appeal to
sell in the Athenaeum. A former Hegemony Krypteia agent Reason in a social encounter).
could become famous by slaying a cave horror guarding an
Orb of Abragon. City Culture
The backgrounds listed here specify the region of origin Languages: Mundane, one of your choice
for a character. Your selection of background will determine Skill Proficiencies: Insight, Sleight of Hand
what languages your character knows, grant them some
Tool Proficiencies: One artisan’s tools, one gaming set,
additional skill and tool proficiencies, and give them a
vehicles (city carriages)
special gameplay feature.
Your character grew up in a cosmopolitan city, like Mundi
Arctic Culture or Yaras, among people from all across Dema. You are used
to socializing with sentients of every shape and size and
Languages: Eltayan, Mundane from all walks of life. You have common sense when it
Skill Proficiencies: Eldertech, History comes to navigating urban streets, and you also intuitively
Tool Proficiencies: Weaver’s tools, vehicles (sleds and know when a shopkeeper is trying to scam you.
sledges)
Your character grew up in the frozen Athenaeum among FLOW OF THE SETTLEMENT
the Archivists. The residents of the northern tundras and You have an instinctive sense of how to navigate in
wastelands have a healthy obsession with all things settlements large and small. When you enter a village,
Eldertech. It is usually considered a major social faux pas to town, or city, you can accurately guess the direction of
show your emotions in public. common features such as markets, inns, town halls, and
stables, as well as the most efficient way to travel to those
FROM THE FROZEN CITY locations.
In the frozen cities of the Atheneum, it is customary to not Additionally, you have advantage on Wisdom (Insight)
let even the most passionate of emotions be displayed on checks when gauging the trustworthiness of shopkeepers
your face. Creatures have disadvantage on Wisdom and innkeepers.
(Insight) checks to determine your true motivations.
Additionally, snow and ice do not count as difficult Imperial Culture
terrain for you, and you only need half the usual time to Languages: Scintillan, Mundane, one of your choice
identify an Eldertech artifact. Skill Proficiencies: Politics, Religion
Tool Proficiencies: One weapon, one gaming set, vehicles
(animal-drawn carriages and carts)
You exemplify the traits of Air to a high degree. Quick � Your Intelligence score increases by 1 (to a maximum of
thinking and outside-the-box solutions come naturally to 20).
you. � You immediately gain proficiency with two items from
If you fail an ability check, attack roll, or saving throw, the following categories: weapons, armor and shields,
you may expend a Hit Die to add your proficiency bonus to languages, tools, and skills.
that result (if your proficiency bonus was already a part of � When your Studious feature is activated in the future,
the result, you add it again). you may choose to gain proficiency with a language,
After using this feature, you cannot use it again until you weapon, armor type, or shield type instead of a skill or
finish a long rest. tool.
SOCIAL NATURE
Some people have a natural talent for social skills, but you DEVELOPER NOTES
have learned yours through dilligent practice. You may Feats are lots of fun and add customizability to your
choose Intelligence, Wisdom, or Charisma as your social character. Here are some notes to keep in mind if
ability. Your social score is half the sum of your proficiency you want to use them in your game:
bonus plus your social ability’s modifier. Feats from other sources. Redsky is compatible
with the SRD 5.1, which means that any feats
Social score = 0.5 × (your proficiency bonus + your
designed for this system should work with our
social ability’s modifier)
game. However, you should keep in mind the
During a social encounter, you may use a Bonus Action themes of Redsky when selecting external feats.
on your turn to Impair Target, Bolster Self, or Push for Feats that bestow magical powers, for example,
Information (see the Social Interaction chapter). would be a poor fit. Combat, social, or exploration-
oriented feats should work just fine as long as they
STUNNING STRIKE do not imply supernatural abilities.
Balance. The high customizability that feats offer
Through physical training and study of the physical form,
make them difficult to balance for a small team like
you have learned how to strike weak points to stun. As an
ours. The feats in this section have not been
action, you may make an attack roll with a bludgeoning playtested with the same rigor as the core rules.
weapon or an unarmed strike and attempt to stun a target Your GM may see fit to ban some or all of them
that is up to one size larger than you. This attack does not from the game.
deal any damage.
The World
72
pass the time, the vast majority of the crew sleeps away the conditions force Overseer agents to intervene often enough.
tide of centuries frozen in cryogenic pods, awakening in While the most consequential canon interactions between
rotations just long enough to complete repairs and keep hull passengers and Overseers are stories we are saving for
crucial systems functioning. The Overseers’ methods are far other Redsky experiences and the novel series The Redsky
from perfect. They have left gaps in the outer hull where Cycle, feel free to weave your own storylines. Many GMs
compartments and decks larger than cities have been will insist ignorance is bliss, and will have no need to
abandoned for millennia. incorporate Overseers into their grand sagas. Epic,
yearslong tales can be told across Dema without
The World in the mentioning the World Ship once. Other GMs might have
Overseer crew members take a more active role, with agents
Walls in the hull wielding technology so advanced, they may as
What the Overseers guarantee is the World Ship’s life well have magic. We happily encourage both storytelling
support. Not for the smattering of crew, but for their styles, and everything in between.
unwitting passengers within the ship’s open interior. The
Overseers decided long ago that it would be wasteful to Eldertech
simply carry the frozen crew between the stars like cargo. Scattered throughout the world of Dema by the Overseers
The main chamber of the World Ship contains many are mysterious and powerful devices known as Eldertech.
hundreds of miles of rolling grasslands, glowing forests, The reason for doing so is known only to the highest
churning seas, and hill valleys molded as easily as clay. The ranking members of the crew. Every culture in Dema prizes
seeds of carefully selected populations are planted at the these artifacts in some respect. They are miraculous
beginning of every cycle, left to grow into whatever shape contraptions that few fully understand. They range in
takes its course. A few monitors watch from above as pre- usefulness and purpose from a rock that sticks to walls
industrial civilizations evolve beneath a false sky and when squeezed, to the legendary Archicon that sustains the
artificial celestial bodies. Within the current cycle of reality life of millions. In an age of iron swords and wooden carts,
the passengers call “Dema,” the sun is fixed in the southeast Eldertech is easy enough to spot. Some are patterned like
corner of a starless sky, with the moon wandering across the surface of a circuit while others glow an iridescent
the northwestern half of the world. Running north to south, purple. Many have the unmistakable Eldertech symbol
the world is almost completely divided by impassable etched into their side. The Eldertech alloy many are made of
mountains. This separates the hull into two pronounced is incredibly strong, yet light. Eldertech artifacts are
regions of mostly darkness or light. In past cycles, every extremely resistant to damage, allowing them to weather
single condition of the world in the hull has been different. the decay of centuries and endure the abuses of everything
The Overseers may be mortal, but they are mortals who can except blows from other Eldertech weapons.
casually carve mountains and drain seas on their way to To the people of Dema, to own an Eldertech artifact is to
moving the sun. wield ancient power. The best smiths, sages, and inventors
Countless people live in an approximation of freedom of the land pale in comparison to the Overseer technicians
within the hull. The freedom to age, to love, to interact with who left these devices behind. Prolific users of Eldertech
the societies around them as hermits and kings, tribes and often become synonymous with their devices, like the
empires, spanning generation after generation. Life has shakahr depth rig divers of Clan Kahr, and the shiseli sand
taken strange and wonderful shapes when left to its own ship captains of the Red Desert. The gear of famous
peaceful devices. The effects of conflict are just as intriguing adventures can turn the tides of battle. It can open a new
to the crew. With the subtlety and cruelty of amoral world of possibilities and set your characters apart from the
researchers, civilizations are allowed to reach their peak common rabble.
before conditions in the hull are intentionally made more The world of Dema lacks any magic. The rules of the
hostile. As the World Ship approaches its destination, universe are firmly grounded in the unbreakable laws of
monster migrations, natural disasters, and other strains on physics. Where there would be spells and enchantments
resources force societies to adapt or perish. A closing circle that propel characters to legendary heroism, the characters
of clashes shrinks inward from all four corners of the hull. you play in Redsky will be enhanced by Eldertech to do the
The sky turns blood red, and the world’s remaining same. This is where we invite your creativity. What
civilizations make a crucible-like final stand near the center fantastical gizmos and contraptions do you want in your
of the world. All this occurs while an unfathomable amount stories? How will your characters react to a lance that emits
of data is collected, and calculating eyes above screen for toxic gas, or an orb that allows seeing far-off places using
the worthiest sentient species to leave on the planet the science still unknown to us? Will you make a fortune selling
World Ship has finally arrived to. For unknown reasons, the these artifacts to the great powers of the world? Or will you
Overseers have never found sentients on the life-bearing hoard them and harness the power of the Overseers?
planets it has visited. If space is without thinking beings
until their arrival, the World Ship’s hull is a cradle of
consciousness for the cosmos. The Simulacrum
Numerous Overseer outposts and agents operate within After expending an ungodly amount of energy and
this world in the walls, carrying out orders as their resources, the Overseers are able to recreate digital
superiors watch from above. Their interactions with hull simulations of the events of entire hull cycles. From the
societies are supposed to never leave a hint for any local to smallest ripple of water to the ultimate fate of a species, the
guess at the true nature of their reality. Yet, unsustainable histories, cultures, and even individual thoughts of
The Current
Cycle
The mysterious Overseers experiment with their creations
on their long voyages between worlds. The world of Dema
was sculpted by them over the countless ruins of previous
cycles, leaving behind untold mysteries the folk of Dema
will never fully understand. In this cycle’s brief history,
civilizations rise and fall, and wage petty wars with one
another to determine who will rule the known world.
There are six sentient species in Dema’s cycle. The
Archivists live in the Athenaeum, unraveling the secrets of
Eldertech in their frozen homeland. To the south, the
Humans of the temperate Light Plains take advantage of the
most fertile farmlands to raise enormous armies. In the
extreme southeast, on the hot and humid coasts of the
Gilded Sea, the Featherfolk follow their intuition to the far
horizon, fueling global trade. To their west, Wakewalkers
brave the archipelagos of the Midnight Sea to face the many
horrors above and below the waves. North of their
escapades, the Nightriders thunder across the steppes of the
Moon Realms on their iconic steeds, the virses. Deep
beneath them, the Sporespawn fight their Endless War in
the dark and winding tunnels of the Valqet. The individual
stories and societal arcs of these species are set in history.
But, with the Simulacrum, every last detail is subject to
change in your campaigns. Where does your mark on the
world of Dema begin?
The World
74
The Heroic Era
The Heroic Era is a mythic prehistory that stretches back centuries. It is a time described by myths
and the founding tales of cities and cultures. The real history of the Heroic Era and the legends about
it are often hard to distinguish, as reliable recordkeeping did not exist for much of the Era.
?? EM
?? EM. Vella Montura spends a lifetime ?? EM. The small settlement of Etherea is
building up her undertribe on the steppes of expanded by Shiran Imyaliv and a figure
the Peleryne. She unites the Freesteeds after known only as The Archivist. They spread
proving her merit, becoming a founding the word of Zenyecrot and begin their
?? EM mythological figure for all Nightriders. Over people’s grand quest for Eldertech. Over the
generations, the Dawnraiders, Hardhooves, centuries, The Archivist reappears
and Cairnkeepers split off from the periodically at moments of great strife to the
Freesteeds. Each began their own histories. Archivist people.
?? EM
?? EM. The Desolation begins in the Midnight 90 EM. The ancient Sporespawn entity
Isles with the arrival of the swimming known as The Overmind mysteriously
behemoths known as Deep Ones. Dozens of shatters in an event known as the Sundering.
Wakewalker clans are wiped out in the chaos, Its underground hive mind society collapses
succumbing to maw and tentacle. High King into disarray. Millions of Sporespawn
Odiseas begins the Wild Hunt, hunting the individuals are thrust into consciousness and
Deep Ones with powerful Eldertech he hundreds of thousands perish. In Hive Hall
brings back from the World Tree. Tohol, a fragment of The Overmind survives
which begins calling itself the Everborn. With
the hope of reuniting all Sporespawn, the
Everborn begins the centuries-long Endless
War by attacking Hive Halls Ikhish and
90 EM Unrul.
5 EM. After uniting the Nightriders of the 0-12 LS. After saving the Light Plains from
Moon Realms, the King of Darkness leads his the King of Darkness and leading a revolt
Dark Horde to war against the Humans of against the Human nobility, a commoner 0 LS
the Light Plains. This marks the beginning of named Remus is coronated as the first Solar
the Dayraid. Humanity’s hopelessly corrupt Emperor. Over the next seven years, he
feudal kingdoms and vast wealth are ripe for consolidates the Light Plains into a region-
conquest. In just the first years of the war, spanning empire known as the Solar
Humanity suffers the greatest collective Hegemony. This theocratic society demands
12-17 LS. A daring Wakewalker pirate named 29-32 LS. The Aegis Campaigns rage between
Varkus Rakanon steals the imperial Karakoa, the Archivists of Aegis and the Solar
the largest ship ever constructed. He uses it Hegemony. Aegis’s leader Madic Arraz
to unite the Jana’haki pirates for the first time petitions the other Archivist city-states for
in history. Varkus becomes the Corsair King aid. Help never comes. The war reaches its
and his massive pirate armada is christened climactic end with Madic’s death and the
the Dreadfleet. The Corsair King and his complete annihilation of Aegis.
united Dreadfleet dominate the open waters
of the Midnight Sea until Varkus’s death.
29 LS
SOLAR YEAR
A Solar Year is functionally identical to real Earth 37-41 LS. The Sporespawn suffer the Granite
years in length. Solar Years are just organized Years. During these five years of the
around 25 hour days, 30 day months, and 10 month centuries-long Endless War, the Hive Halls
years. The Solar Calendar tracks agriculture in the erupt in unprecedented violence. In 38 LS
Light Plains. alone, ninety thousand Sporespawn from all 37 LS
Its ten months are: three factions die vying for control over a
1. Unuaplanta (OO-nu-ah-plan-ta) Planting minor hive. Then in 40 LS, the Everborn
launches a massive surprise attack against
2. Duamona (DU-ah-mo-na) Weeding & Growing
the Freespawn of Hive Hall Ikhish. Almost
3. Trimona (TRY-mo-na) Weeding & Growing sixty thousand Sporespawn die in a matter of
4. Wenkomona (VEN-ko-mo-na) Pre-Harvest weeks.
5. Remumona (REE-muh-mo-na) Low Harvest
6. Duaplanta (DOO-ah-plan-ta) Planting
7. Sepamona (Seh-PA-mo-na) Weeding & Growing
8. Okamona (OH-ka-mo-na) Weeding & Growing
9. Homamona (HO-ma-mo-na) Pre-Harvest
10. Solamona (So-LA-mo-na) High Harvest
47 LS
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48 LS
The Exodus Era
The Exodus Era is a time of upheaval, rising tides, and mass migrations. Civilizations come under
intense strain from natural disasters, resource shortages, and terrifying new monsters. As Exodus Era
threats force the peoples at the edge of the world to move inland, many begin to wonder if they are
the victims of some divine judgment.
48 LS. The Exodus Era begins with the first 59-64 LS. The Marauder Wars break out in
great cataclysm of the age. Hiremai Isle is the Gilded Sea. A powerful coalition of
completely destroyed after it is attacked by Wakewalker pirate-kings known as the Red
land-striding Deep Ones. The Terminarch Mast pillage the Sea’s trade routes from their
gives his life to save the Wakewalkers of Clan coastal fortresses in the forests and jungles of
Hiremai from annihilation. Combined with the Midlands. The combined navies of the
the rising sea level and the steady migration Featherfolk ally with the Emperor Tacitus’s
of more aggressive Deep Ones into the imperial fleet to destroy the pirate kingdoms.
59 LS Midnight Sea, most of the Wakewalker
population makes their way to dry land.
Many find refuge in the Hominid Dominion.
61 LS
61 LS. The Endless War between the Hive 70 LS. A zealous young Solasii priestess
Halls expands to the surface. The Awakened named Celina Solati seizes control of the
establish a large surface colony called New Solar Hegemony from Emperor Tacitus.
Nexus. They begin attacking the Ark Tacitus the Kind is executed on the day of
Colonies of the Freespawn in the forests of Celina’s wedding to Admiral Ahn Vanen.
the Midlands. Wakewalker mercenaries Together, Celina and Ahn reign as Diarchs.
participate on both sides. Fundamentalist worship of Sola is enforced
through a new sect of the faith called the
Rudiment. Celina and Ahn begin their reign
70 LS of terror against heresy and any remaining
pro-Tacitus loyalists.
73 LS
73 LS. Hollowfalls and The Auric, the two 85 LS. The Tenaybre becomes too cold and
great Featherfolk powers, feud in a conflict overwhelmed by horrific monstrosities for
known as the Astrictions. Hostilities begin the Nightriders living there to survive. In
when The Auric attempts a hostile takeover what is known as the Shivering March, the
of the neutral settlement of Sunbleak. In entire Cairnkeeper tribe is forced to flee their
response, Hollowfalls incites a massive slave homeland. Most make their way to the
revolt in The Auric. The navies of both Hominid Dominion, where they attempt to
powers briefly clash before agreeing to a hold true to their ancient faith and culture
truce. In exchange for internal security, The while adapting to their new surroundings.
Auric abandons its claim to Sunbleak.
85 LS Hollowfalls is victorious in restoring the
balance of power.
89 LS
90 LS. Not long after Empress Celina 92-101 LS. One after the other, the great
executes her own husband, she is overthrown Sporespawn factions abandon the Valqet to
by her only son Sicarius, ending the reign of the metallic swarms of the brass automata. In 92 LS
the Diarchs. Emperor Sicarius’s sweeping 92 LS, the Awakened of Unrul seal
reforms known as the Argent Dawn begin to themselves within the Great Seed, never to be
breathe new life into the creaking empire. As heard from again. Then in 97 LS, the
the Solar Hegemony slowly recovers, Sicarius Freespawn evacuate the entire population of
begins to plan his extraordinary wars of Ikhish to the safety of the Midlands. Finally,
93-102 LS. In 93 LS, Emperor Sicarius orders 95-100 LS. – The prosperous Gilded States of
his northern legions to attack Etherea, the last the Featherfolk are destroyed piecemeal. In
95 LS
free city of the Archivists. Led by Zasha 95 LS, Emperor Sicarius launches his surprise
Vigon, the Ethereans fiercely resist in three attack against Panacea and The Auric. In a
consecutive wars known as the Storm Wars. lightning war known as the Sunward
Hegemony legionnaires armed with Conquest, Sicarius captures both cities within
Eldertech clash with Archivist saboteurs in the year. The desert city of Sunbleak is
some of Dema’s bloodiest battles. At the cusp overran by a bloodthirsty brood of strigoi
of victory in 102 LS, Zasha, Sicarius’s monsters in 97 LS. Hollowfalls, the seat of
invasion force, and the entire population of wisdom in the Gilded States, collapses into
Etherea disappear, never to be seen again. the sea in 99 LS. Ultimately, the Scourge
plague overtakes Panacea and then The Auric
in 100 LS, filling their ancient tenements with
shambling hordes of infected.
98 LS
98-102 LS. After a cutthroat Wakewalker 100-102 LS. Emperor Sicarius moves to
named Mikuran Fellstrider restores the abolish the senate of the Solar Hegemony’s
mantle of the Corsair King, he finishes longtime vassal, the Hominid Dominion. The
consolidating control over the southwestern senate refuses to disband, declaring
Midlands, known as the Fellcoast. In 100 LS, independence instead. Over the next two
Mikuran’s Mapinkari Armada smashes years, the Solar Hegemony fights its final war
through a Hegemony blockade at the against the Hominid Dominion. The
entrance of the Gilded Sea. For the next two Everborn’s swarm of warrior drones joins the
years, the new Corsair King battles the Hegemony’s legionnaires. Mikuran and his
100 LS
Hegemony’s navy across the Gilded Sea. The Wakewalker pirates ally with the Dominion
Hegemony is ultimately victorious in 102 LS in 101 LS. With their help, the multispecies
at the Battle of Asphodel, where Mikuran is Marshals of the Dominion clash with the
reportedly killed. Hegemony and its allies for the fate of Dema.
102 LS
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The Daylands Aegis is first and foremost a city of warriors. Every point
in the city is within walking distance of a training ground or
marshaling point for the city’s military, known as the
The Daylands are the illuminated eastern half of Dema,
Oslon. Many of Aegis’s outer districts are reserved for
separated from the Nightlands by the Mountains of the
grazing and hunting the region’s herds of snow creatures,
Moon and the heavily forested continent known as the
which help feed the city’s large population. Aegis is almost
Midlands. The Daylands are bathed constantly in bright to
self-sufficient, with enough food reserves to hold up under
dim light in 25-hour cycles.
siege for years. The city’s farms are constructed as strong
The biomes of the Daylands range from arid desert and points. Its silos have tower redoubts. Extending far beyond
temperate grassland to alpine tundra. The largest regions in the city itself, the Oslon garrisons dozens of mountain
the Daylands are the Gilded Sea, the Light Plains, and the strongholds designed to slow down and ambush
Athenaeum. Major geographical features include the overextended enemy armies. Even reaching Aegis itself first
deserts of the Warm Shores and the Stone Curtain requires a long and costly war of displacement.
Mountains that separate the Athenaeum from the rest of the
Aegis’s many districts each belong to one of five main
world.
zones. The militant religious orders that make up the Oslon
Thanks to their proximity to the sun, the Daylands have are headquartered in the Ice Spires. The orders, known as
much more arable land than the Nightlands. Daylanders the Eremites, Theonites, and Abbots, train here to master
use this farmland to feed their large populations and fuel the four forms of Pwanoszt. The city’s most elite warriors
their sophisticated economies. There are great seats of guard the Arch Chambers, where senior government and
knowledge in the Daylands at Luminos and Hollowfalls. military officials hold war councils and meet regularly to
The Daylands are generally safer for travelers than the decide policy. The Artisan, Residential, and Agricultural
Midlands and the Nightlands. zones are by far the largest, filling most of the space
The Daylands are home to three sentient species and their between Aegis’s concentric rings of walls. At the very edge
civilizations: the Archivists, Humans, and Featherfolk. of the city is an enormous barrier of ice and stone. This
These peoples have traded and gone to war with each other outer wall repelled every attempt to capture Aegis until the
for hundreds of years. Significant events in the Daylands Solar Hegemony’s devastating attacks at the climax of the
include a Nightrider invasion of the Light Plains known as Aegis Campaigns.
the Dayraid, wars by the Solar Hegemony to subjugate the After the Hegemony destroyed Aegis with Scintillan fire
Archivist and Featherfolk civilizations, and the destruction in 32 LS, their solar legions occupied the charred remains of
of entire cultures during the apocalyptic catastrophes of the the city. The Hegemony used these ruins as their base of
Redsky Era. operations in the Athenaeum for the next seven decades.
The Athenaeum Before Aegis’s downfall, every one of its citizens, down to
the smallest child, had access to military weapons and
The Athenaeum lies in the far north of the Daylands, in training. Pwanoszt training sessions echoed across the city
Dema’s northeast. The land ranges from bright to dimly lit, in the early hours of the day. Monastic chants reciting
but everywhere it is cold. The Athenaeum is a frozen cazram scrolls were just as common. A thriving trade sector
landscape of forests, mountains, and glaciers. It is the existed as a go-between for goods heading deeper into the
ancestral home of the Archivists. The Archivist societies Athenaeum. For Heroic and Uprising Era wanderers who
here are steeped in the religious traditions of Zenyecrot. find themselves at the base of the winter bastion, tread
Eldertech is revered by using it for prayer, research, and softly before the once and future guardians of the
martial training. Travelers in the Athenaeum can expect Archivists.
massive cities surrounded by desolate winter wastelands.
The region’s three city-states are Aegis, Etherea, and CRAI HINTERLANDS
Luminos. Each controls several outlying territories and Stretching from the edge of the Eikva Plateau to the western
minor settlements. Aegis is a martial city-state that guards mountains of the Athenaeum are the Crai Hinterlands.
the Athenaeum from southern aggressors. Etherea is the Filled with snow-covered forests and rolling white hills, the
Zenyecrot’s holiest city. Ethereans sends thousands of Hinterlands contain a large population of rural Archivists.
missionaries across the world seeking Eldertech. Luminos is The many forested towns and villages swear fealty to the
the region’s seat of knowledge and research. Each city has a city of Etherea, to their north. Separating the two is the icy,
unique architectural tradition closely tied to the frosty desolate Pilgrim’s Pass. For most of history, the Crai
landscape. Hinterlands were a cold but peaceful land, disturbed only
by the occasional rampaging beast. Yet when the Solar
AEGIS Hegemony attacked Etherea without warning in 93 LS, the
The fortress city of Aegis was built with one thing in mind: Crai Hinterlands quickly became one of Dema’s bloodiest
repelling overwhelming threats. Until its destruction in 32 battlefields in the decade-long Storm Wars.
LS, its terraced walls, bastions, and spires loomed large
above the flattened highlands of the central Athenaeum. EIKVA PLATEAU
Aegis’s layers and layers of fortifications took lifetimes to Northwest of the mountain pass at Snow’s Edge is an
construct. Spaced between these citadels of stone and immense highland called the Eikva Plateau. Stretching
pykrete are dozens of crowded districts carved from wood across the central Athenaeum, the Plateau is home to
and bronze. countless villages and distinct cultural groups. In the far
LUMINOS
PILGRIM’S PASS EIKVA PLATEAU
SNOW’S EDGE
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Pilgrim's Pass
and Etherea
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The Gilded Sea THE ATRAMENTOS
The Gilded Sea lies in the south of the Daylands, in Dema’s A massive jet black obelisk stands in the scorched desert
southeast. Its distant coasts are exposed to constant daylight directly beneath the sun. This structure, known as the
and are very hot. Varying levels of humidity create Atramentos, always seems just out of reach for explorers
everything from jungles to shrublands and deserts. The setting off from Hollowfalls. The obelisk’s presence has
coasts of the Gilded Sea are the ancestral home of the befuddled Archaeologians, as it endures heat where even
Featherfolk. The Featherfolk societies here, called the sand scorches to glass. One legend tells of a Featherfolk
Gilded States, are known for their diversity of ideas, wealth, adventurer Fia’ Ma who managed to enter the Atramentos
and trade. Travelers in the Gilded Sea can expect a diversity and found its interior hollow.
of biomes and an even greater diversity of settlement sizes
and types of government. THE AURIC
The four Gilded States are The Auric, Hollowfalls, No other settlement in Dema sprawls with quite the same
Sunbleak, and Panacea. Each has adapted to its unique confidence as the island city of The Auric. Hundreds of
environment. The Auric is a cutthroat island metropolis thousands of Auran Featherfolk occupy the four rungs of
deeply divided by class and ruled by plutocrats. their society’s gilded ladder. At the very bottom is the
Hollowfalls and Sunbleak lie in the Warm Shores, the desert indentured Asset class. Just above them are the poor
land in Dema’s extreme southeast. On the edge of a cliff Indigent. The Vulgus make up the middle class of Auran
overlooking the Gilded Sea, Hollowfalls is the seat of society, while the Optimacy reigns supreme. The Auric’s
wisdom in the region. Sunbleak is a haven for exiles and most ambitious architecture was built by members of the
adventurers on the hunt for desert tombs and ancient Optimacy to outdo each other. The monuments to their egos
treasures. Panacea is a jungle city, and a trade hub for range from pink-clayed pleasure towers and luxurious
dozens of isolated jungle communes. Hundreds of villages shopping complexes to gilded coliseums and bubbling
and small settlements dot the coasts of the Gilded Sea, with public baths.
varying levels of allegiance to the four Gilded States. Architects across Dema have breathed life into designs
commissioned by wealthy Optimacy patrons. The most
famous of these is Castle Row. These citadels built along
The Auric’s southern coast double as outlandish art
projects. They were carved over a century by indentured
Assets. Yet for all its splendor, Castle Row is the main
attraction of just one of city’s ten districts.
PANACEA
THE AURIC
SILVERLEAF WILDS
SUNBLEAK
TUTOR ISLANDS
HOLLOWFALLS
Redsky Core Book
83
The richest and most conniving member of the paths carved into the cliffs of the city assist transportation of
Optimacy is known as the Hatin. They hold court in the freight and passengers from the city’s sea-level harbor.
Marble Roost, an enormous palace complex at the center of The main districts of the city are divided between three
the city. The walls that surround the Marble Roost are so ascending levels in a roughly pyramidal structure, referred
large that their shadow blankets the entire Indigent slum to to by locals as decks. The vast majority of Hollowfell live in
the northwest. A significant portion of The Auric’s domestic the Deck of the Living Body. Thousands of limestone
economy is dedicated to supplying the Marble Roost’s structures comprise neighborhoods subcategorized by
dozens of guesthouses, government offices, feasting halls, constantly shifting class and interest groups.
treasury vaults, and Eldertech repositories. This city within The Deck of the Growing Mind sprawls above the Living
a city is where decisions that shake empires are discussed. It Body, a space of winding causeways lined with stained
sharply contrasts with the overcrowded and crumbling glass. The Growing Mind is reserved for the city’s various
tenements of Indigent menial workers that surround it on industrial, administrative, and academic buildings. From
all sides. the Spires of Zacarna to the lovingly manicured Summer
It is considered treasonous to even suggest that the Forum, the Growing Mind is a beacon of wisdom beneath
Optimacy’s vast wealth should be used to feed or aid the the sun.
poor. Instead, countless Assets work to exhaustion to line Crowning the top of the city is the Deck of the Immortal
the pockets of the richest Houses. The offices of the trade Soul, residence of the Hall of Elders. The Elders, made up of
guilds that facilitate business between distrusting Houses
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hundred types of spices are stored at Pancaea’s docks in Fortune help the traveler who cannot find shade or wield
huge acorn husks called dur. These vessels are grown from weapons strong enough to keep them at bay. Advanced
of dur trees, and then whittled, fire-hardened, and engraved equipment like Eldertech, anti-strigoi net launchers, and
with complex patterns. This process is an art form unique to Awakened flamethrowers also work.
the Panacean culture, and the result is lighter, sturdier, and The Red Desert has crept steadily south for generations.
more beautiful than just about any other vessel. Dur are Only a few scattered, heavily fortified settlements exist on
prized by Featherfolk merchants for shipping throughout the fringes of the wasteland. Those living at the waystations
the Gilded Sea. in the interior are considered brave to the point of
Panacea’s most influential residents organize large social foolishness. These waystations are often built in the
gatherings where hundreds of residents celebrate shadows of the largest mountains for protection. Many
accomplishments and debate pressing concerns. With so indentured Assets from The Auric escape their contracts by
many competing interests co-existing in Panacea, it is up to sheltering amid the area’s towering ruins.
the Panthera to maintain a semblance of unity. Although Some brave smugglers attempt to carry goods in and out
these ornately dressed local officials mostly just collect taxes of the Light Plains by sailing through the Red Desert. This
for The Auric, they also help mediate disagreements infamous route is known as the Ka’bar Run, named for the
between Panacea’s citizens. All residents are otherwise free port of Ka’bar just north of the hellscape. The Red Desert is
to conduct their own affairs. Everyone from visiting so dangerous that not even the most dedicated adventurers
mercenaries to the order of doctors known as Apothicants or hermits on the fringes of sanity spend more than a few
live largely ungoverned. At the Apothicants’ headquarters, weeks in the wind-swept hellscape.
known as the Hippocraton, the order’s sages and Featherfolk traverse the Red Desert in featherlight sand
apprentices study medicine, surgery, self-defense, and ships informally called shiseli in Usundi. Shiseli are built to
more. harness the high winds unique to the region. They range in
Panacea heaves and twists with the ever-growing bustle size from compact frames built for one or two riders up to
of its inhabitants. In the late Heroic Era, you could help massive land frigates capable of hauling tons of cargo.
bend the first Allroot into shape to cross the Azta River. Or, Shiseli are all powered through a combination of sail and
in the Redsky Era, you might see the Graean Palisade beset deafeningly loud Eldertech levitation generators called
on all sides by shambling hordes of infected as the Scourge impellers. These impellers must be discovered and looted
ravages Panacea. What happens in Panacea will depend on from ruins in the desert in order to construct and maintain
equal parts luck, skill, and creativity as you trek deeper into shiseli.
the overgrown wilderness of the eastern Midlands. Riding the region’s powerful windstorms can get
passengers to their destination faster, as long as their shiseli
THE RED DESERT doesn’t tear itself apart from the strain. Captains are known
North of Sunbleak, a desolate wasteland stretches from the to plan journeys when the conditions are at their most
coast of the Gilded Sea to the Dragon’s Spine Mountains. It treacherous just to reduce the time spent in the Desert. After
is a forsaken hellscape that makes the rest of the Warm reaching a certain speed, the only surefire way to slow
Shores look inviting by comparison. A fine crimson powder down is to throw weighted anchors behind the shiseli’s
coats the dunes as far as the horizon stretches. It sticks to hull. Larger shiseli mount ballista to ward away masked
the lungs when inhaled, and is difficult to remove from Jebalken marauders and other pirates, while smaller shiseli
clothing. Where this red dust came from, and how it came moving at high speeds always have the option to ram their
to cover a territory hundreds of miles across, remains a foes.
mystery. Reports of especially rare Eldertech and mountains of
Many of those who experience the Red Desert firsthand gold hidden in cities buried beneath the red dust draw in a
believe that the horrifying creatures skulking above the steady stream of adventurers. Many become hosts for the
scorched land are responsible for the powder. These beasts, strigoi. Only a lucky, heroic few find anything. Everyone
known as strigoi, are among the most dangerous of Dema’s who has ever tried to clean out the strigoi roosts from the
monsters. Strigoi appear to get sustenance from the light of Red Desert’s jagged mountains and buried shrines have
the sun. They reproduce by parasitizing the bodies of those suffered terrible fates. Even so, calls for new expeditions
foolish enough to wander into their domain. Strigoi swoop circulate the adventurous corners of Dema.
down and assault passersby with fangs the size of daggers, The strigoi largely kept to the Red Desert for most of
enveloping victims in their leathery wings before injecting history. For reasons unknown, a massive flock descended
them with ovipositors. upon the city of Sunbleak in 97 LS. The Bleakers mounted a
In a rapid process that withers the host, a new strigoi noble defense, but the wartorn city was consumed by the
gestates inside the victim’s body, consuming the host’s beasts. Thousands escaped, but tens of thousands more
blood. Some say that growing larva render the bone and became hosts to the monstrosities. The resulting brood
muscle of their victims into the region’s fine red dust. devastated the Human city of Deonar five years later,
Sooner or later, one or more juvenile strigoi will burst from triggering a massive refugee crisis.
the victim’s chest, killing them. New strigoi take on Those final struggles are stories for another time, perhaps
characteristics from the host that they incubate in, with the stories of your own. Will your character help defend one of
six types derived from the sentient peoples of Dema being the Red Desert’s walled waystations? Or will you make a
the most dangerous. One of the strigoi’s only weaknesses is break for the open desert at the first sign of strigoi? Maybe
to be kept in darkness for an extended period of time. you’ll visit a forgotten city carved into the mountains,
where rumors of a way to combat the strigoi echo in the and vines. Lakes of molten violet metal pool beneath
throne rooms of ancient, forgotten empires. How many collapsed structures and trickle out from countless crevices.
pirates will die in their bloody struggles for Eldertech Hundreds of species of parasitic and predatory insects
impellers? Your party will never forget their harrowing infest the Silverleaf Wilds. Skittering silver arthrec can
journey through one of the most treacherous places in cover the jungle floor in minutes, stripping flesh from bone.
Dema. Carnivorous slugworms several feet in length ooze out of
the mud to consume their unsuspecting prey alive.
THE SILVERLEAF WILDS Skullflies plague the jungle like airborne ticks. They quietly
The Silverleaf Wilds might forever hold more questions latch themselves onto their prey before drilling deep down
than answers. Of those foolish enough to enter, only a lucky to suckle bone marrow. Lumbering reptilian sauragash eat
few ever emerge. And almost without exception, survivors the silver leaves in abandoned clearings thousands of feet
refuse to speak in detail about the nightmares they long. The dense armored plates on their hides are hardened
encountered. by alloys that the silver plants leeched from an unexplored
Those who have stumbled upon the Silverleaf Wilds Eldertech structure that lies beneath the surface.
suggest that they lie miles within the largely uninhabited, The deadly flora of the Silverleaf Wilds regrow over any
dense jungles of the south-eastern Midlands. Yet their exact path cut through them within hours, making navigation all
location remains unknown, and most who set out to find but impossible. Several species of large fungus release
them return empty-handed. In fact, the very existence of the spores with explosive force at the slightest touch,
Silverleaf Wilds is denied by many throughout the Gilded disemboweling anything unfortunate enough to graze them
States. at the wrong angle. The Obelisks of Mandyas serve as
The Silverleaf Wilds are suffocated by deadly silver flora untrustworthy landmarks. The Obelisks are a series of
which hide an extensive series of abandoned structures. monuments that tower above the canopy and depict strange
These ruins have colossal geometries with no analogue to faces that soar above the canopy. No explanation has ever
any of Dema’s cultures. These stones of some long-dead been found for why the same Obelisk can seem to change
civilization are sheared into pieces by mighty silver trees locations entirely if it falls out of an adventurer’s sight.
that tower next to spires and temple walls. Citadels and The anthropological logs of the famous Scholasta
palaces crumble beneath choking growths of silver leaves Archaeologian Noreb Creyan indicate that the entire
population of the Silverleaf Wilds vanished at the same
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SCINTILLA
ABRESIA
BRONKO
ASPHODEL
DEONAR KINURR
time millennia ago, leaving valuable materials and tools THE SUNBLEAK WASTES
where they lay. By Noreb’s rough estimates, the bounty of There are few more ambitious or more desperate than those
the Silverleaf Wilds is of legendary value, with vaults who set out for the Sunbleak Wastes and its riches.
containing rare Eldertech and ores like tethrium and Stretching across most of the Warm Shores, Sunbleak is the
faromite that cannot be found anywhere else. Noreb collective name for the shifting deserts nearest to the baking
suspected that these metals come from an unexplored rays of Dema’s sun. It is an expanse of broiling heat and
Eldertech structure that lies beneath the surface. When rolling dunes of sand interrupted by jagged mountain
Noreb Creyan returned to the Silverleaf Wilds in 67 LS to passes and the uncharted tombs of forgotten kings. Were it
document more of their secrets, he never returned. not for its hidden riches, the Sunbleak Wastes would only
Will you find fortune or catastrophe on your expedition be visited by a handful of explorers, hermits, and those with
to the faraway Silverleaf Wilds? The monsters native to the a death wish.
Wilds are some of the rarest and most dangerous in all the The ruins of an untold number of civilizations lie buried
world, and fetch an enormous price in the Mundi fighting beneath the sands of the Wastes, unearthed every so often
pits. Rumors abound that the Wilds contain a fountain that by massive sandstorms. Abandoned temples, shrines to
flows with an orange heal-all liquid. World-class explorers forgotten gods, and long extinct cultures hold treasures and
have searched for the Silverleaf Wilds and never returned. Eldertech for daring hunters and explorers to uncover.
Will you trace their long-forgotten trails and discover their Some Featherfolk claim that their people built these ruins
fates? Will you pry into skeletal ruins and unearth the long ago, although the ancient statues of strange sentients
secrets that lie there? unknown to Dema beg to differ.
Impeding the search for riches and lost secrets in the
THE SUN Wastes are its giant sand worms, land sharks, unrelenting
Dema’s sun is a constant source of light and heat located in heatwaves, and Jebalken marauders that prey on those
the southeast corner of the world. It brightens and dims in hoping to reverse their fortunes. Nevertheless, travelers
25-hour cycles, affecting the entire world’s lighting. In the arrive in the region in wave after wave of thousands from
deserts of the Sunbleak Wastes, traveling too close to the many walks of life. Most come looking for a better life fast.
sun is extremely dangerous. The city closest to the sun is Some local Bleakers maintain small villages in the desert,
Hollowfalls. While settlements exist even closer to the sun, though they run the risk of being raided by marauders or
within a certain distance the heat and radiation becomes adventurers desperate for supplies. A few serve as Whudi,
fatal to all known life. Despite the obvious danger, Solasii desert sherpas willing to go far to the East and South,
pilgrims still travel as close to the sun as they dare to pay retracing the locations of watering holes and nomadic
their respects to their supposedly wounded sun goddess. shrines from their oral histories, and navigating the grid of
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more than fifty unique castles. Dating back to the early grave robbers often take root in the Mausoleum. They are
Heroic Era, these castles are known as the Saradian periodically wiped out by the Orders of the Dawn, ten
Bastions. Some crown mountains with a commanding view brotherhoods of warriors recruited from high placed
of the realm. Others are built at the bottoms of valleys Abresian families. The Orders of the Dawn adhere to a strict
within ringed granite walls. code of conduct in defense of Abresia and its people.
In the Heroic Era, each Saradian Bastion was overseen by Whether your adventures in the Land of Fifty Kings take
a petty king that held claims on any goods gathered from place at the height of the nobility’s decadent rule, or after
the bountiful soil and ore-rich earth. The Fifty Kings warred the Solar Hegemony’s violent transformation of the city,
with one another and with the once powerful Human land Abresia’s castles and gilded temples can be seen from every
of Kinurr to the south. While Abresia is known for its workshop and inn. The city’s colorful songs and festivals
natural wealth and constant conflict, the region is also help distract from its rotten core of chains and tears.
infamous for its enormous inequality, which persisted
between its nobility, commoners, and slaves for much of ASPHODEL
history. Nightmares are often hidden in plain sight. For proof, just
In the century prior to the Dayraid of the Light Plains, visit the prison camps of Asphodel. East of Mundi and
many dynasties rose and fell in wars between individual west of Deonar, the Asphodel islands are an archipelago
Bastion Kings, feuds recorded by the land’s bards in The located in the center of a small gulf in the northwest of the
Scarlet Vendettas. Almost always, the kings fought for slaves Gilded Sea. To millions of people throughout the world,
to fuel the region’s sprawling fields and dreaded salt mines. ‘Asphodel’ is a word synonymous with imprisonment and
These unfortunates were known as the Forlorn. During the death.
Heroic Era, the vast majority of the Forlorn were Humans Before Remus’s seizure of Mundi in 1 EM, the Asphodel
from neighboring petty kingdoms. Later, Abresia’s slave islands were home to a small but vibrant community of
population grew to include tens of thousands of Featherfolk and Humans. They lived together, fishing and
Nightriders captured in the Moon Realms Conflicts and just logging, and mostly escaped the violence of the Dayraid.
as many Featherfolk indentured Assets purchased from The Everything changed when the Hegemony was forged.
Auric. In contrast with Abresia’s diverse slave population, Emperor Remus sent his Krypteia secret police to occupy
the region’s homogeneous population of Human the largest of the islands. The goal was to expel all the
commoners look at outsiders with suspicion for daring to Featherfolk living there and to establish a new headquarters
trespass on the austere beauty of the Abresian homeland. for the Krypteia. In response, Hollowfalls and The Auric
Most of the Bastion Kings swore fealty to the ruling both sent covert mercenary companies to protect the local
dynasty in the great city of Abresia itself. As the largest and Featherfolk. They failed. In only a few years, the Krypteia’s
most populated settlement in the entire region, the city of expulsion and elimination of the native Featherfolk was
Abresia is a gleaming expanse of white stone pillars and total.
cloud capped towers. In the age of the Bastion Kings, The first wave of prisoners sent to Asphodel were
fluttering dynasty banners dyed in shades of mint, yellow, Nightriders taken as prisoners during Remus’s reconquest
and pink decorated the alleyways next to pungent markets of Mundi. These warriors of the Dark Horde were deemed
and public bathhouses. too dangerous to keep as slaves on the mainland. They were
Abresia was the only Human Kingdom that attempted to accompanied by Human political captives, notably the
resist the wave of religious fervor that swept the Light various lords and ladies who refused to submit to Remus
Plains in the wake of the Dayraid. The upending of when he issued his ultimatum to them on the Day of
tradition in Abresia was almost total. Remus Cassar and his Shattered Crowns. This group was soon joined by religious
veteran legions condemned every last member of Abresia’s heretics, generals and other officials that fell out of favor
noble families to the flames. Two decades of reconstruction with Emperor Remus, and contrarian free thinkers who had
later, at the height of the Uprising Era, Abresia became attempted to resist the holy revolution.
known throughout Dema for its visionary engineering and Initially a series of open-air, barebones prison camps, the
metalworking. The city’s parapets and obelisks dedicated to living conditions and purpose of Asphodel evolved
Sola are among the most ornate in all the Solar Hegemony. alongside the cultural upheaval that occurred throughout
Unique Abresian styles of heavy plated armor quickly the Hegemony in the years following Remus’s coronation.
became a mark of high social status throughout the empire. Prisoners became slaves, and then finally undesirables. The
As a part of the Solar Hegemony, Abresia became the camps, known to inmates as Izek Holds, were initially only
breadbasket and slave capital of the empire. Its systematic on the main island, but soon spread throughout the
cruelty reached new heights. Much of Abresia’s archipelago. Extensive networks of barracks, mines, and
infrastructure is dedicated to administering its slave clearcut forests soon covered the once green region.
economy. Enclosed neighborhoods were designed to isolate The purpose of Asphodel shifted from prison to labor, to
pockets of rebellion in the event of another uprising, which death beneath the rapidly expanding Krypteia. Eventually,
reliably erupt in Abresia in times of upheaval. it was determined that the local Humans had seen too
Landmarks in the city of Abresia include the monolithic much. Those that had not already made their way to the
Temple of Sola, one of the largest of its kind. Also of note is mainland were forced to choose between joining the
the Mausoleum of Tancred, an entire city district filled with Krypteia or joining the inmates in the Izek Holds. Unlike
graveyards and crypts dedicated to Abresia’s most Abresia’s vast numbers of field slaves, Asphodel’s
esteemed dead. Monster infestations, criminal rings, and undesirables are intentionally worked, starved, and
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generals spend years at the Academy honing their skills.
When they are not learning strategy, they are serving their
FRANDEMULO
city and the wider Hegemony. The Cobalt Marines protect Frandemulo is one of the most popular restaurants in
dozens of smaller towns and villages near the city. Dema. Located just northeast of Deonar, Frandemulo’s
chefs are brought in from across the world to apprentice
In the time of kings, the residents of Deonar numbered
and serve unique cuisines to highly esteemed parties.
around a hundred thousand. The population only increased
Reservations are often made months in advance.
with the logistics of the Solar Hegemony. The city’s
Frandemulo’s kitchens used to be a front for a guild of
wealthier inner neighborhoods are arranged in a neat grid
assassins called the Zandoku. Before the Krypteia infiltrated
of vertical and horizontal streets. Beyond the city’s inner
them, the Zandoku specialized in eliminating high-level
walls there is an unorganized sprawl. For this reason,
officials and military targets.
people have always complained that there are really two
Deonars, one for the wealthy, and one for everybody else. Frandemulo’s chefs are intent on finding any remaining
The wealthy inner city is pristine with its emerald tiled seeds of the extinct Kinurri secchium plant. Secchium was
roofs, while the outer city is a ramshackle of wooden once grown in the land known as Kinurr. It was prized for
buildings and thatched huts. its sweet flavor and creamy, rich texture. The pits of its
fruits also made for a potent poison when concentrated.
Looming above most of the city is the ancient Sahdo
Fortress, the seat of the old nobility. Sahdo Fortress was
commandeered by the fledgling Solar Hegemony in 1 LS to
KINURR
serve as its center of operations in Deonar. The ground In the growing desert of the southeastern Light Plains is the
made infamous by a hundred wordsmiths glorifying the region known as Kinurr. In the early Heroic Era this land
Heroic Era nobility’s decadence and cruelty was was the seat of a great Human Kingdom. Kinurr’s power
repurposed to serve the cold efficiency of the sacred waned with the slow desertification of its territory until it
commoner’s imperium. was destroyed in 72 EM by the combined armies of Abresia
and Deonar. Kinurr’s castles now lay in ruins. At its height,
Deonar’s architecture is renowned across the world for its
the kings and queens of Kinurr enjoyed a lucrative
beauty. The city’s style is rooted in a culture that
monopoly on the now extinct secchium plant. The
emphasized form over function, and the struggle to carve
desertification of the region slowly drove secchium to
order from nature’s chaos. Pointed roofs and water gardens
extinction.
punctuate the greenery unique to the inner city. To many
foreigners and fledgling architects, traveling to Deonar is a
once in a lifetime experience. Its architectural influence is
PARIME
far reaching. It can, for instance, be seen in some quarters of A legendary and perilous land up the Moon River north of
the city of Mundi. The enterprising Deonans are also known Mundi. Parime is only reachable by overcoming a strong
for their sweet and sour cuisine, shipbuilding, and a level of downward current. Its biome is unique to the rest of Dema.
mercantilism rarely seen outside of Mundi and the Gilded There are active lava flows and orange, craggy mountains
States. shaped as if they were shattered by great impacts. Parime is
home to an indigenous tribe of Humans called the Drakonoi
The Deonans have always been a maritime people.
who ride the land’s mythic dragons and drakes. Their
Generations of sailors and fishermen have grown up in
culture is almost entirely undocumented by Dema’s
Deonar’s wharfs and docks. Ships keeled in the unique
scholars. One ancient Scholasta cartographer who made it
Deonan style, slow-moving but hard-hitting, compete with
back down the Moon River claimed the draconic life
the other major nautical powers of the Gilded Sea. At any
appeared to have metallic organs and bones beneath their
time, there are nearly a hundred ships plying the coast.
scales.
Historically, Deonar relied on nearby villages for lumber,
grain, and raw materials, which bolstered Deonar’s military
preparedness. Since the rise of the Hegemony, most of the
SCINTILLA
lumber for Deonar’s ships has come in massive and Scintilla is the prosperous imperial capital of the Solar
ominously cheap shipments from the Asphodel islands to Hegemony. Located on a lush plateau at the foot of a
the west. A strong sense of loyalty to the Hegemony mountain surrounded by lakes and waterfalls, the city is
dominates Deonar’s hinterlands, where the old ruling home to nearly a million Humans. From the peak of
nobility was replaced by commoner families empowered by Scintilla’s glittering imperial palace, the Solar Emperor
the Church of Sola. Some of these families came to rule over reigns over Humanity with the divine authority of the sun.
the very farms and hamlets they had once been forced to Remus Cassar, the first Solar Emperor, was born in Scintilla
toil on in contracts of debt bondage. These villages grow when it was still an independent city kingdom. As Remus
barley, potatoes, and vikna, and mine copper, tin, and iron. rose to power, so did Scintilla. During the upheaval which
followed Remus’s coronation, many of the city’s once
Will your characters rise to the heights of Deonar’s great
unique cultural practices spread rapidly throughout the
daughters and sons, like the mighty General Gawain Cang?
Solar Hegemony.
Or will your characters work in vain to prop up a noble
house at the end of the Heroic Era? Nonhumans of all walks Scintilla’s small lakes have dozens of grand, floating
of life find refuge in the back alleys and shipyards of gardens. Carefully maintained streams flow down the
Deonar. Many ships outbound from Deonar soon find mountain, irrigating hundreds of mountain-terraced farms.
themselves on the winds of adventure, far from this pearl of These feed Scintilla’s enormous population housed in
the Gilded Sea. thousands of whitewashed apartments. Historically,
Scintilla’s apartments were built in clusters around a central
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islands in the center of the region. They are famous for The vicious personalities drawn to serve in The
using their Eldertech diving suits to hunt massive Dreadfleet were echoed in the maintenance of their ships.
leviathans known as Deep Ones. Clan Hiremai lives in Vast networks of runes were carved into the hulls by
dense coastal settlements on the largest island in the sea. captains keeping track of defeated foes. Many visitors and
They dedicate art to an ancient and mysterious being that traders selling luxury goods were welcome in The
lives beneath their island called the Terminarch. The Dreadfleet. Equally compelling to the Jana’haki were the
outcasts of these two clans are known as Clan Jana’haki. uncounted souls taken prisoner as galley slaves, menial
These raiders and pirates sail freely between the sea’s deckhands, servants, and worse. Conditions became so
eastern isles, and the west coast of the Midlands, known as intolerable that slave revolts became just as much a threat to
the Fellcoast. The Dreadfleet as Hegemony and Clan Kahr fleets
attempting to bring the outcasts to justice.
BONEWATER For all the untamed egos of the Jana’haki, it is a testament
Bonewater is a half-sunken atoll that rings the southeastern to the strength and charisma of the Corsair King that The
Midnight Sea west of the Jana’haki Isles. Bonewater is Dreadfleet sailed as long as it did. Ultimately, the fleet
littered with the remains of half a dozen Deep Ones and splintered in the wake of his death in 17 LS. His captains
dozens of ships destroyed by the region’s many perils. The turned on one another, scrambling for the spoils.
ancestral depth rig of a legendary hunter named Kartagar is
rumored to rest at the center of Bonewater. It is said that THE FELLCOAST
Kartagar was killed in his last great hunt of a Deep One Uncharted lands can be fatal for wanderers. The Fellcoast
named Not-Worth-The-Hassle. Hassle was so large, its has long resisted the attempts of explorers to delve deeper
ancient polyped remains have a breathable environment into its dark, misty forests. Located in the west of the
within. Delving into the remains to return Kartagar’s rig to Midlands, the Fellcoast is an environmentally diverse but
Clan Kahr would trigger the greatest celebration in a always hostile region. Stretching across an enormous
generation. territory, it is bounded by a chain of rocky islets in the west
and the Viridian Mountains in the east. Long-distance
THE DREADFLEET overland travel is almost impossible. The sea lanes into the
The fear that The Dreadfleet evokes in men’s hearts is Fellcoast are not much better. Its coast is plagued by jagged
almost without peer. No greater mass of vice and plunder rocks, hidden coves, and the region’s notorious mist. These
has ever swept the seas of Dema. At the apex of its power, features make the Fellcoast incredibly dangerous to sail,
two hundred sails flew the crimson colors of the Corsair and a safe haven for countless pirates.
King, perhaps the largest fleet ever assembled in history. The cold, dark forests of the Fellcoast are home to all
These vessels ranged from lightweight schooners to battle kinds of monsters and mysteries. A long-lost lake called
galleys trimmed with the skulls of those foolish enough to Kaldera is rumored to turn living animals that drink from
pass through Clan Jana’haki waters. its steaming waters into solid stone. Old sailors tell tales of
Pity those who live in a settlement within raiding the Fargone Fjords, where nests of frightening creatures like
distance of The Dreadfleet’s highly mobile reavers. As proof mantek and ostrex guard abandoned hoards of treasure.
of the Jana’haki’s cruelty and depravity, the survivors of For decades, Dema’s outcasts have found refuge in the
their raids hope to die before they can be sold to rival Fellcoast. From the start of the Heroic Era, outlaws and
Jana’haki captains, or to the flesh markets of the Gilded exiles have maintained small colonies and outposts. Settlers
States. When moored in the Jana’haki Isles or off the soon became familiar with the forest’s dangers like the
Fellcoast, the military fleet doubled as a floating city of scarin, mobile carnivorous trees that skulk the terrain in
trade schooners, treasure ships, supply transports, and search of prey to drag back to their moots.
slave-crewed pleasure craft. Artifacts plundered from In the century since the Levigo de Sola, powerful Jana’haki
across Dema’s seas filled the hulls of The Dreadfleet’s pirates founded various petty kingdoms throughout the
treasure ships. The raucous laughter of more than ten Fellcoast to use as bases for raiding Dema’s seas. Their
thousand Jana’haki carried far over the waves. dozens of jungle encampments were staffed by slave-
The most priceless treasures of all were stored within the prisoners they captured on the high seas. Fortified
legendary Karakoa. Hundreds of feet long, six decks deep, settlements cropped up throughout the Fellcoast. These
and manned by a crew of nearly two thousand, the Karakoa ranged from bustling ports like Fell Harbor, the largest
was the flagship of The Dreadfleet at its terrifying height. Jana’haki town, to the bastion at Bloodsand Beach, where
Constructed in Deonar by the Solar Hegemony’s finest the infamous Corsair King often moored his Dreadfleet
shipwrights, the Karakoa was soon humiliatingly captured from 12-17 LS.
by a raiding party led by the Corsair King himself. The Fellcoast is also home to embattled foreign
Originally meant to transport an invasion force all on its populations from throughout Dema. During the 50s LS, the
own, the Karakoa became the terror of the Corsair King. Its Freespawn set up various “Ark Colonies” as a safeguard
main armament was a mighty Eldertech launcher affixed to against defeat in their homeland of the Valqet. They were
the bow. It could fire a lance of neon death clean through soon followed by their authoritarian rivals, the Awakened,
metal and wood hundreds of feet away, liquifying who founded New Nexus on the southwestern tip of the
everything in its path. If there were defenses that could continent in 61 LS. In the south, Featherfolk communes
withstand its withering beam, none were found. representing The Auric and Hollowfalls competed bitterly
with each other for influence. They often clashed with the
KAHR ISLAND
HIREMAI ISLE
THE FELLCOAST
BONEWATER
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The World Tree
network help many foreign traders and craftsmen to distinct sensations, states of mind, and physical effects.
cultivate their skills. Argosi captains grant free housing to They are stored in the Eternity Harborage’s warehouses
apprentices in creative workshops in exchange for their alongside the site’s famous Eldertech hoards. From there,
service. they are shipped in heavily guarded convoys to the twenty
Beyond the fertile coastline, the interior of Hiremai Isle is outlying settlements. Beyond the shores of Hiremai Island,
extremely perilous. While not as dense as the sprawling waparaka is exported to the various small island colonies
forests of the Midlands, the overgrowths of glowing trees claimed by the Hiremai, as well as to Clan Hiremai’s
clustered around Hiremai Isle’s deltas and lagoons are host diaspora population throughout the Midnight Sea.
to monsters even experienced hunters give a wide berth. Hiremai islanders are famous for enjoying long,
Only a series of great roads called the Blood Pikes penetrate ponderous conversations. They openly discuss their
more than a few miles inland. Named for the regular price personal lives, relationships, and how their work is faring.
paid by Hiremai warriors in their defense, these four News travels quickly around the island thanks to an
superhighways and their offshoots allow for travel from the arduously trained order of messengers. These oral couriers
four cardinal directions to the Eternity Harborage. are stationed in a relay network along the Blood Pikes to
Protected by warriors known as Khutara, the Harborage disseminate the will of the Hiremai’s high priests, and thus
is a gargantuan temple made from imported Deep One the will of the Terminarch himself. While such a system
bones. The Hiremai regard the Harborage as the holiest site may seem doomed to inaccuracy, the messengers insist that
in all the world. Here, the members of Clan Hiremai no report had ever gone undelivered or misunderstood
regularly pilgrimage to pay homage at the sacred steps. between couriers in centuries.
Further within, a monumental series of caves and natural Hiremai Isle is a bountiful land, a titan of art and
passages leads down to a secret chamber. Only Clan industry, and a beacon of civilization deep in the maw of
Hiremai’s chief, known as the Terminarchon, and the the Maelstrom. What burst of business brings your band of
Hiremai’s other high priests can enter. Within this sacred misfits to the far-flung frontier of the raging Midnight Sea?
chamber, they commune with the Terminarch, the eldritch
Outer God of Clan Hiremai. JANA’HAKI ISLES
The Terminarch imbues his will into a fluid he secretes For much of the Heroic Era, the Jana’haki Isles in the
called waparaka. The different colors of waparaka impart southeast of the Midnight Sea were unexplored and
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their self-reliance, formidable steeds called virses, and for the Hegemony’s wars against the Hardhooves, Freesteeds,
their nomadic traditions. Travelers in the Moon Realms can and what remained of the Dawnraiders. At its height, Camp
expect a few heavily fortified settlements surrounded by the Cynosure hosted a population of legionnaires, local
vast and open steppe. farmers, and Dawnraider slaves that rivalled some small
The region’s four largest Nightrider tribes are the cities.
Dawnraiders, Hardhooves, Cairnkeepers, and Freesteeds. There are many Eldertech ruins in the Duskplain. Huge
Each of these great tribes contains dozens of extended and mysterious pyramids known as the Ebony Markers rise
family groups called undertribes. The Dawnraiders are from the countryside. Inside are labyrinth networks of black
fiercely independent nomads that have spent most of their stone burial chambers and treasure hoards guarded by
history either taking tribute from settled groups or at war fearsome beasts. Most of the Dawnraiders who pass by the
with them. Their rivals the Hardhooves are a mercantile, Ebony Markers both fear and covet the secrets within. A
urban tribe that live behind the great stone walls of Yaras. few undertribes have a rite of passage where youths delve
In the far northwest, the Cairnkeepers are famous for their into an Ebony Marker. The Dawnraiders generally
metalwork and beastmasters. They live in the crater city of discourage the practice because of the high death rate.
Tallon amid the frigid wastes of the Tenaybre. Their arch The Duskplain is the most fertile realm in the Nightlands.
rivals are the Freesteeds. These nomads still ride about the Over its long history, it has supported a diverse range of
grassy steppe of the Peleryne, and follow their orthodox cultures and peoples. Whether you are a nomadic steppe
religion, the Path of the Moon. archer who can imagine no other way of life, or a solar
legionnaire aching for home on your deployment to this
THE DUSKPLAIN exotic nightscape, the Duskplain leaves a lasting
In the southeast of the Moon Realms lies the great impression. Few forget their travels passing through this
Duskplain. The Duskplain is a fertile expanse of rolling hills gateway to the Moon Realms.
and vast open plains. Its glinting lakes brim with purple
and black fish. The region’s darkly hued vegetation is THE EBONY MARKERS
uniquely adapted to thrive in minimal light. Although Scattered across the Moon Realms are black pyramids
originally home to dozens of independent agricultural and thousands of feet wide. These structures, known as Ebony
fishing communities, for hundreds of years the Duskplain Markers, are each unique. Each has its own monsters,
has been dominated by the nomadic and fearsome labyrinths, and secrets. The Nightriders of the Moon Realms
Dawnraiders, the most powerful tribe of Nightriders in the have clashing views about the Ebony Markers. Some
Moon Realms. Dependent upon extracting regular tribute undertribes forbid any to enter them, while others consider
from the region’s many productive settlements, nomadic it a dangerous rite of passage. Foreign adventurers are
life in the Duskplain centers around strength, honor, and much more likely to treat them as opportunities for
constant competition. Clusters of Dawnraider yurts speckle treasure. During the Moon Realms Conflicts, the Hegemony
the steppes in their hundreds, each home to a family unit tried to destroy the Ebony Markers, with little success. One
that is always adapting to the struggles of nomadic life. by one, the Ebony Markers opened in the Exodus and
Around the many forests and lakes of the Duskplain are Redsky Eras. The monstrosities that emerged flooded the
the region’s hundreds of productive villages. Varying in Moon Realms, eventually rendering them uninhabitable.
size and function, these villages are inhabited by a large
population of sedentary Humans and Nightriders which ILDA
the Dawnraiders have long derided as “plant souls.” For all Nowhere else in Dema are danger and natural beauty so
the mockery, the Duskplain’s settled villages are the true intertwined. To those who live nearby in the far west of the
source of Dawnraider power. Altogether, they are more Moon Realms, the forest is an otherworldly and ominous
populous and productive than the rest of the Moon Realms presence. It teems with a jumble of flora rivaled in
combined. The plant soul villages bordering the vast biodiversity only by the jungles of Panacea. Ilda nourishes
Oysmac Forest to the north are particularly resourceful. its alien ecosystem with its strange green ponds and hidden
These territories are home to several large, self-sufficient lakes.
towns that dominate much of the overland trade into the Almost all of Ilda’s plant life is bioluminescent. They
Moon Realms. glow in vivid blues, oranges, and pinks, forming a pulsing
Beginning around 7 LS, the Solar Hegemony occupied cornucopia that extends dozens of feet into the sky. This is
most of the Duskplain. They ruled with an iron grip as they made eery by the fact that the forest somehow thrives in
consolidated control over the eastern Moon Realms. Many one of the darkest and most lifeless regions of Dema. Ilda is
plant soul villages welcomed the Hegemony’s legions as considered haunted by the neighboring Freesteeds. Almost
liberators. Most were treated mercifully and spared the fate everyone who enters hears voices from their past
that befell the Dawnraiders. Entire nomadic undertribes whispering from the trees. Some of these voices come from
were broken up, forcibly resettled, enslaved, and wiped out the maldormacs that spin glowing webs in the canopy, but
by the Krypteia. not all. The handful of botanists from the Scholasta who
In the months and years after the conquest of the have made the trip maintain that Ilda’s trees must be giving
Duskplain, the Hegemony concentrated its power in the off some unknown hallucinogen. What else could explain
region at Camp Cynosure, a military fortress built by the disturbing sounds and creeping paranoia that almost
thousands of Dawnraider slaves. For nearly a decade, Camp everyone experiences?
Cynosure served as a supply depot and headquarters for
THE PELERYNE
THE DUSKPLAIN
YARAS
ILDA
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Yaras
dark landscape. High above the Peleryne, the moon arcs An extensive underground network of tunnels connects
across the sky in sweeping cycles. All life in the Peleryne, most of the buildings in Tallon. These passageways
from the plants and animals to the Freesteeds themselves, resemble a palace’s floors, allowing much of the population
follow the moon in massive migratory cycles. Visitors to the to go about the city without outside exposure. On the
Peleryne can observe Freesteed traditions as they have northern and western sides of the crater are Tallon’s famed
existed for hundreds of years. jewel caverns. These glinting caves are filled with emeralds,
illumite, quartz, and dozens of other gemstones, creating a
THE TENAYBRE AND TALLON kaleidoscope of color. The raw materials are processed in
The founding of Tallon was, in some ways, accidental. The the city’s multiple crafting districts. Despite visible
first Cairnkeepers had been exiled by the Freesteeds into the similarities to crystals from Etherea, Tallon’s jewels include
freezing Tenaybre for their heresy. On the brink of frostbite more than a dozen unique gemstones that help sustain
and starvation, they stumbled across the thermally-heated Tallon’s economy.
crater that became Tallon. They discovered an oasis of heat Across the taverns and halls of Tallon, hunters and
and freshwater hot springs, extensive stone temple beastmasters share tips about large monsters to be on the
complexes and apartment-style compounds. These and lookout for. Elders from each of Tallon’s family Houses
more had already been carved into the basin and walls of debate how to meet quotas of wood and ore. These
the vast crater. There was no trace of the city’s original meetings usually end with beer and songs of valor. Life in
inhabitants. the Tenaybre is one of the most extreme in Dema, but its
The city quickly took on its distinctly Cairnkeeper folk find every excuse to be merry by a roaring hearth.
character. Bounties of ornel barley and sweet spuds are
grown in jealously guarded imported soil. Flowers bloom THE VALLEY OF TEARS
from gardens irrigated and heated by the springs. The The Valley of Tears is one of the most trafficked and well-
Cairnkeepers’ skilled stoneworkers added a vast network of defended crossroads in the world. This mountain pass
defensive towers and walls to the existing architecture. The northwest of Mundi is the only land route between the
majority of Tallon’s food comes from hunting in the Nightlands and Daylands. It was here that the Solar
perilous wasteland of the Tenaybre. Over the years, the rim Hegemony’s combined legions killed the King of Darkness
of the city became filled with the animal pens of Tallon’s and shattered the Dark Horde in 7 LS. From 12-16 LS, the
world-class beastmasters. Together, Tallon’s food sources Hegemony built the Gates of Mundi across the pass’s
sustain a population tens of thousands strong. Careful narrowest point. As one of Dema’s most complex series of
planning and stockpiling help the Cairnkeepers weather defensive walls and fortifications, the Gates of Mundi
bad harvests and animal migrations away from the region.
The World
100
The tremendous output of Freespawn Kolloquiums is group of monster hunters. Hundreds of heroes recruited
stored in the Daedelons, warehouse repositories of into the Rudden organize missions at the Incarnadine. Their
thousands of carefully organized clay tablets. More than vow is to secure, contain, and protect the Valqet from the
two dozen Daedelon sites are maintained throughout the horrific entities emerging from the Thalkast. The
city, joined by an expanding network of newly constructed Incarnadine is stocked with skyborn supplies and
Daedelons established in each reclaimed minor hive equipment that are hard to find anywhere else in the Valqet.
bordering Ikhish. The most promising and secretive forms Treasure and Eldertech is shipped from the Incarnadine to
of knowledge and Eldertech are stored in Ikhish’s top secret brokers on the surface in order to fund the Rudden’s
Archives of Irkalla. missions.
Many of the remaining zones in Ikhish are dedicated to
art, culture, and relaxation. The Freespawn value these MORTAN
pursuits not in spite of the constant state of war in the Mortan is a forsaken city in the Thalkast that is made
Valqet, but because of it. Off-duty Liberators and Terraqet entirely of skulls and bones. Its catacombs contain treasure-
soldiers can rely on some of the world’s greatest concert laden mausoleums and crypts the size of castles. Its
halls and game rooms at no financial expense. chambers are musty with air that is toxic even to
A fifth of Ikhish is underwater, a consequence of the Sporespawn. Freespawn folk legends say that the entity that
Blighted Years when part of the cavern’s Eldertech walls killed Mortan’s population is imprisoned beneath the city’s
cracked, flooding the city with the contents of what was large underground lake.
once an ancient underground sea. The flooded buildings
were abandoned, but the Freespawn soon noticed that their OYSMAC FOREST
foundations remained sturdy. The flooded portions of The Oysmac Forest is a dense forest of giant mushrooms
Ikhish have since been used as hexagonal plots for fungal located north of the Duskplain. It exists directly above the
farming to bolster the city’s food supply. Gondolas help underground Valqet. The Oysmac Forest’s teeming fungal
farmer Freespawn navigate the waters between plots. overgrowth is home to a handful of Sporespawn tribes who
Monster infestations of outlying farms are a constant threat have been cut off from the Valqet. The Oysmac Forest has
to the city’s security. The need to periodically clean them been steadily harvested for biomass over generations.
out provides ample work for hunters and mercenaries,
though all are cautioned not to venture too far into the THE THALKAST
wall’s fissure for fear of disturbing what might lurk on the Beneath the wartorn upper layers of the underground
other side. Valqet lies a horrible underworld known as the Thalkast.
Unlike the other major Hive Halls, there is little miasma The Overmind that carved the three great Hive Halls built
or toxic air lingering in Ikhish, which makes the city bridges and tunnels connecting them to the deep and
perfectly habitable for non-Sporespawn. Small diasporas of dangerous corridors of the Thalkast. The Thalkast is so
the other five peoples of Dema work and trade in Ikhish, treacherous that even The Overmind explored it with
their presence diversifying the Hive Hall’s economy and extreme caution. Its ancient halls are filled with nightmarish
pool of talent. Their help was readily enlisted in the monsters and other hazards.
ongoing Endless War that rages in the Valqet. The exploration of the Thalkast took centuries of
Ikhish is a beacon of innovation and a bedrock of stability expeditions with all the resources The Overmind could
in the wartorn tunnels of the Valqet. Though the strains of muster. All knowledge of its passageways was lost when
the Endless War increasingly took their toll on this The Overmind broke apart in 90 EM in an event known as
underground marvel, the Freespawn persist. What will you the Sundering. The three Sporespawn factions that emerged
find in the bustling hive of the freest and most enlightened from the Sundering were the Everborn, the Freespawn, and
Sporespawn? the Awakened. Each had to slowly and painfully rediscover
the entrances to the Thalkast and what little safe territory
THE INCARNADINE exists within it.
The Incarnadine lies just a few miles outside of Hive Hall
Ikhish. It is the headquarters of the Rudden, a multispecies
IKHISH
UNRUL
OYSMAC FOREST
TOHOL
Redsky Core Book
101
Part Two: The World
The Thalkast
Pitched battles between these Sporespawn factions have from the Forbidden Cells, chambers beneath the Mountains
rendered the most direct roads and bridges between the of the Moon which are said by religious Humans to contain
Hive Halls impassable. In order to navigate the Valqet, prisons for mythical entities even divine Sola and faithful
Sporespawn are often forced to pass through the Thalkast. Abragon could not kill.
Its passages lead into hundreds of smaller caves that The opportunities for adventure are just as vibrant below
descend deep into the bedrock of Dema, where thousand- the ground as above. Empress Celina Solati once sent two
legged cave horrors and slimy snottites wander around in entire legions into the Thalkast which never returned. They
the dark. Despite these dangers, the Sporespawn began were supposedly sent to aid her Everborn ally against an
reexploring the Thalkast for Eldertech and strategic unknown threat. Only one insane survivor returned to
passageways to use in the Endless War. friendly territory begging for the passage to be blasted shut
The terrain of the Thalkast is grand and treacherous. The behind him. Some tunnels extend far beyond the borders of
ceilings of some caverns extend hundreds of feet high, with the Oysmac Forest in the northeast Moon Realms. Some
entire ecosystems thriving in overgrown tangles of glowing weave unmapped far across the five regions of Dema, with
fungi next to underground lakes and rivers. Explorers Eldertech caches and treasure hoards waiting to be raided
report entire catacombs filled with the skulls of unknown for lost fortunes. Buried in the ruins of shattered
sentients. Evidence remains of some massive organisms like civilizations lay secrets only the most intrepid heroes can
the Rifteater, a being that once bore tunnels through the bring to the light. What awaits your characters in the
rock over a hundred feet high. There are nightmarish and bedrock abyss?
unnaturally large entities slumbering or imprisoned in
chambers of the Thalkast. Sporespawn factions usually try TOHOL
to seal off their avenues of escape or slay them outright, The most populated Sporespawn settlement is Hive Hall
with varying levels of success. Tohol, a frightening wonder of engineering connecting the
Sporespawn legends tell of a set of stairs carved by walls and ceilings of a massive cavern in the southeastern
primordial demons that descends into the underworld, Valqet. Tohol is first and oldest Hive Hall. It is home to the
where a city of the dead called Pandaemonium has sat Everborn, the name of a being forged in a post-apocalyptic
abandoned for thousands of years. Some believe the tragedy of the Sporespawn species, when The Overmind
mechanical brass automata were created in the God shattered in an event known as the Sundering.
Workshop at the heart of Pandaemonium. May fortune help Tohol is a city that serves as the living mind of a
the travelers who happen upon Pandaemonium. The superorganism. It shelters hundreds of thousands of
creatures skulking its crypts and vaults will not. Some of interconnected Sporespawn drones whose minds form one
these monstrosities are said to have escaped shattered glass conscious entity. Its home is a mass of crude rock and
pods full of green liquid. Even these monsters shy away twisting biometal. A miasma hangs in the air of Tohol that
The World
102
brings all Sporespawn who inhale it into the Everborn’s underlings also reside there. These party elites live off the
fold. This miasma is toxic to non-Sporespawn, causing a work of those outside the ruling order.
spectrum of harmful effects. Skyborn visitors and specialists The Polity Quarter’s borders are protected by high walls
who have agreed to work in Tohol are given special made of biomaterial, stone, and metal. These defenses are as
biomasks that filter the air, and are housed in separately thick as the Awakened’s most fortified positions on the
ventilated guest structures with air piped from the surface. frontlines of the Endless War. The Polity Quarter’s security
In the heart of Tohol, the colossal Throne of Thorns basks measures only grew with time. Infrastructure dating back to
in a choking miasma. It slowly shambles across Tohol’s the days of The Overmind was rebuilt and reinforced. As
biometal web. The Throne’s towering mycelia pulsate as the the walls of the state were built higher and wider, they
Everborn’s countless thoughts travel between it. A single served as a symbol of the Awakened’s mission to establish
Sporespawn known as the Exemplar sits atop the Throne of security and order throughout the Hive Halls.
Thorns in the innermost chamber, surrounded by stories of When the Allspawn seized power, they plowed down a
sentient biomass. Fused to the Throne, Exemplars spend the significant portion of the Polity Quarter’s interior to make
rest of their short lives guiding the actions of the Everborn room for the vast Eternity Fields. There, the Allspawn holds
and serve as its avatar when negotiating with outsiders. regular military parades, speeches, and rallies to drum up
The military defenses of Tohol are much lighter than ideological fervor.
Ikhish and Unrul, as the Everborn relies on its relentless Most working and middle-class Sporespawn in Unrul live
offensives to protect its interests. Visitors are often in the Habitation Quarter. This is also where the city’s
overwhelmed by its twisting and unusual geometry. population of surface dwellers, or “skyborn,” reside. Many
Warrior forms guard teams of worker forms carrying bizarre paths bring them to seek opportunities in Unrul,
control nodes to expand the reach of the Everborn’s despite the city’s air being toxic to all non-Sporespawn.
miasmic will. Neighborhoods and facilities are identified by Skyborn artisans, military advisors, and other specialists
their sector number and intended purpose. Examples wear special filtration biomasks grown for them in order to
include Sector 37 Spawning Chamber and Sector 101 Entity breathe.
Dungeon. Whether Sporespawn or skyborn, most citizens regularly
Although individual Everborn drones do not have commute between the Habitation and Supremacy Quarters.
personal interests, they still have to eat food. Mindless The Supremacy Quarter contains nearly all of Unrul’s
laborers cultivate vast gardens in Tohol’s agricultural markets, worskshops, and growing organized industry.
sectors that once served as the breadbasket of The Dozens of forges and spawning pools mass produce armor,
Overmind’s sprawling domain. These agricultural sectors weapons, meal rations, and the next generation of the
produce thousands of tons of edible fungi and insect meat Allspawn’s peons. The most heavily guarded forge
that the Everborn consumes and exports to surface cities. manufactures the Awakened’s iconic flamethrowers.
These gardens also act like workshops, growing tools, Mentioned only in whispers and terrifying propaganda,
weaponry, and other biomaterial that the Everborn further the Silent Quarter is hidden from the rest of the city by a
refines in Growth Chambers. labyrinth of checkpoints, fences, and walls. The only
All waste is repurposed in Tohol. Recycling Chambers re- entrances to this forsaken ruin of disease lie within a thin
incorporate discarded and decaying biomatter for reuse military zone between the main walls. The Allspawn’s
throughout the Hive Hall. Personal and industrial waste is Thought Guardians patrol every entrance and passage.
used to fertilize the gardens. The dead are not buried or Inside, the Silent Quarter is full of Sporespawn infected by
revered in Tohol, as the Everborn regards the deceased as the newest strains of the Silent Plague. The Plague is an
nothing more than defunct tools. The corpses of drones are incurable, progressive disease that first silences, then
instead repurposed, turned into hormone sludges in Tohol’s paralyzes, and finally kills its Sporespawn victims. Infected
Recycling Chambers. These sludges are eventually Sporespawn still capable of toil are forced to process and
concentrated into the Everborn’s miasma and packed into mine raw materials. When death comes, a drone’s
new control nodes. paralyzed body is ground into a nutrient pulp. It is
The cold, distorted city of Tohol is among the most sterilized and then ultimately recycled into the food
otherworldly settlements in Dema. Great opportunities lie supplies distributed to Unrul’s lower classes. This gruel is
in its biometal spires and in the Throne of Thorns, but only served at nutriment warrens located throughout the
for those who come prepared to explore the enigmatic mind Habitation Quarter.
of the Everborn. High above the city, from three massive hollowed-out
stalactites, the Allspawn’s puritanical Thought Guardians
UNRUL see all. They are often accompanied by high-ranking
The great Hive Hall Unrul is the home of the Awakened. skyborn officers loyal only to the Allspawn. This corp of
This faction of Sporespawn labors under a despot known as warriors and agents is known as the Pariahs. The Thought
the Allspawn. The Hive Hall is divided into four distinct Guardians and Pariahs watch tirelessly, scanning the city
quadrants: the Polity, Habitation, Supremacy, and Silent for any disturbances from their outlooks and barracks. A
Quarters. fortress, a prison, and a sleeping giant, the terrible might of
Most government buildings, including the Allspawn’s Unrul cannot be ignored.
residence at the Commorancy and the charred remains of
the outlawed Consensus Hall, are located in the Polity
Quarter. The most loyal of the Allspawn’s Awakened
The World
104
The Midnight Sea
nigh t Isle s. Th ey are imp ossi ble to forg et, har d as you may try . Lon g afte r
You wil l rem emb er you r gian t blu e frie nds in the Mid God . Or
ggin g the icho rou s ooz e of the ir ten tacl edmet yet .
asho re gorg ing on a sea mo nst er. Or chu
you r ret urn hom e, the y wil l stil l be You wil l the n real ize the only nor mal Wa kew alke rs are the one s you hav en’ t
sali vat ing ove r the fles h of the ir riva l. che s alw ays seem to get wet . Bri ng illu mitidea e inst ead .
s tak es a big adju stm ent . Tor you r
See ing in the dar kne ss of the Mid nigh flor a or faun a beca use just abo ut eve ryt hin g livi ng glow s. Alw ays hav e an nevofer seen
t Isle
Oth erw ise, imp rov ise som eth ing fromyouther ferr ym an. Be spe cifi c. Th e wro ng isla nd cou ld har bor a hos tile clan tha t has ns enjo y
des tina tion befo re you tos s a coin to nob ody kno ws for sur e how man y isla nds the re are in the Mid nigh t Sea . Dre adfi
any one who look s like you befo re. And
the tast e of Sch olas ta cart ogra phe rs. d you
Kah r
. All ocea n life is the pre y of Cla n Kah r. on life
the tast e of the sea’ s bou nty , min
Car togr aph ers are not hin g com par ed toano the r wit h mal lets . And dan ce for hou rs, the n slee p nak ed und er the mo on highs, whe n
clan sme n live to hun t. And clob ber one And tha t is just a typ ical day . I sug gest stic king arou nd for one of the ir holi day
and dro wn ing in fres h-f erm ent ed vra ch. eagu e Ael iana onc e said any gath erin g of mo re tha n a hun dre d Kah r Wa kew alke rs is
you can wit nes s tru e row din ess. My coll
basi call y a riot wit h bet ter mu sic. h Cla n Kah r wil l be enr iche d by eati ng any of the ir
ing the food . You r tim e wit
Do not leav e the Kar chip elag o wit hou tendtryTon ni’ Bor d’ s tell -all trav elog on Wa kew alke r cook ing. Jus t stee r clea r of theDee p
hun dre ds of incr edib le dish es. I reco mm mo n cau se of dea th for Wa kew alke rs afte r “De ath by Wa kew alke r” is “Ea ten just by
com e as good
Ma elst rom itse lf. Th e seco nd mo st ets say. Th e swe et- chil i glaz ed spa re ribs larg er tha n cast le wal ls wil l tast Kah r’ s bigg est
One .” Nev erm ind wha t the war rior -poin a shak ahr offs hor e. It says som eth ing abo ut som eth ing tha t bar becu e is Cla n
wit hou t you hav ing kill ed it you rsel f of Dem a.
exp ort to Cla n Hir ema i and the rest ked wit h a Hir ema i mes sen ger nam ed Del fee and two
ver sati on wit h one . I onc e wal ent ire
My dea r Hir ema i. Pre par e wel l for anythecon ir Isle to the oth er on the Blo od Pik es. She did not . Sto p. Tal king . For ourwas goin g.
of her Khu tara gua rds from one end oflike Ble aker s crav e hon eyw ine in the des ert . Pol itic s. Th e wea the r. How her daywin g up. She
jou rne y. Th e Hir ema i crav e spe akin g unt Das ka. Wh eth er the wea the r mig ht affe ct our chan ces of bog garn ahs sho to men tion
Th e wea the r. Th e hea lth of her grea t-aher han ds and eat the m for din ner . And had any oth er Hir ema i I’ d met hap pen ld whi ttle
wan ted to rip a few apa rt wit h just . All of the m. Wa s I sur e? Wa s I pos itiv e I wou ld not like a tot em? She coundi .
the good wor d of the Ter min arch ? Yestot ems I had bee n gift ed by oth ers wer e alre ady too larg e to ship hom e to Mu
it her self . Yes , Del fee, the firs t fou r ver her sing le line mes sage in Hir ema i-K hot tan .
th vill age a wee k late r to deli al, and he
We fina lly reac hed a sma ll hut in Tos karo ten tion Kha mm ar Tar osk : Ten ek Kar kan reje cts you r fift h mar riag e pro pos
Tra nsla ted , it wen t som eth ing like ing mu ch mo re imp ress ive for his dow ry if you put you r back into it.” Poi g and
, “At ntin
way we
rem ind s you tha t you can kill som eth par t of the mes sage ’ s inst ruc tion s. Del fee the n tur ned arou nd and wen t back the end ed
laug hin g at Kha mm ar was app aren tly r suit or. Oh, Del fee. If any bod y spe aks ill of you , I wil l end the m fast er tha n you
cam e wit hou t ano the r wor d to the poo
tho se garn ahs. wel l-w orn sayi ng goes . I con fess , I spe nt a encsum mer
h aki as far as you can lift one , as the viol e. I had
And Cla n Jan a’ h aki? Tru st a Jan a’ ed the Fen ecia ns. Wh eth er or not the y real ly mea nt it, the y pre ache d non g sho rt
sail ing wit h a Gol den Jan a’ h aki crew calla' h aki com pan ions , tho ugh tha t is not sayi ng mu ch. At firs t, the crew seem ed notavehinling of
nev er enc oun ter ed a safe ’ cho ice of Jan of my bill etin g. I fou nd out I was on the men u. Th ere was no fun , grad ual unrr nee ded . A
of love ly. At leas t, unt il the last day left a lite ral men u nex t to his jew eled win e chal ice. Fas test geta way I’ v e eve m eno ugh
the dra ma’ s plot , eith er. A Ket ahr had ing mac abr ely beau tifu l abo ut blu e flam es on chu rnin g wat er. I hop e I left the are
sham e abo ut the ir ship . Th ere’ s som ethwer e stil l ava ilab le. Pir ates . Th e Jan agar are as cun nin g as mal dor mac s. Th e rest
life boa ts. And tha t the y not iced the y
dum ber tha n bric ks and half as use ful.
ssly Impractical:
Biased, Romanticized, and Gro
-Mara Tancred.
ions of Dema.
A Beginner’s Guide to the Reg
T
he Wakewalkers of Clan Kahr row immortal into King Odiseas had to overcome. He battled the strange
the jaws of death. For generations leading back into creatures of that land and combed the ancient ruins for lost
the mists of the Heroic Era, Clan Kahr has been secrets he would refuse to reveal until his final days.
defined by the thrill of battle, the rush as stone clubs and
Odiseas’s eventual return did not halt the Deep Ones, but
clam shields meet muscle and bone. More than a hundred
it did give the Wakewalkers a means by which to resist.
underclans pay fealty to the main Chieftain or High King on
Depth Rigs, or shakahr, are Eldertech diving suits perfectly
the Coral Throne of Kahr Island. The number of katamars,
constructed to combat the Deep Ones. Burnished in the
or Wakewalker ships, the combined clans can bring to bear
blue-purple Eldertech metal that even the strongest jaws
in the Midnight Sea rivals any of the great maritime fleets of
cannot crack, Depth Rigs maneuver underwater with the
the Daylands. Bound to their passions, only one thing
grace of dolphins. In combination with the discovery of a
stands between the members of Clan Kahr and whatever
substance called mu, a highly volatile explosive, the Wild
their impulses desire: Deep Ones.
Hunt began to take shape. Odiseas’s shakahr armored
In the long distant Heroic Era, the Midnight Isles were Kargonauts unified dozens of underclans into Clan Kahr
beset from the south by titanic sea monsters known as Deep and quickly taught everyone that the best way to kill a Deep
Ones. Hundreds of feet long, seemingly designed for killing One was from the inside out.
all who dared set foot in the waves, the disruption to life
that these Deep Ones caused almost drove the Kahr THE WILD HUNT
Wakewalker ancestors to extinction. The societal collapse, Generations later in the Uprising Era, the waters of the
famine, and shipwrecks that ripped through The Midnight inner Karchipelago largely stabilized. The Wakewalkers
Isles lived on in memory forever after as the Desolation. were once again the sole masters of the vast island chain. In
The Kargonauts. At their darkest hour, High King what came to be called the Wild Hunt, great expeditions of
Odiseas set sail with his band of Kargonauts through the katamars headed south into the Maelstrom in order to hunt
Maelstrom, a storm-born barrier that had formed over the the largest Deep Ones they could catch. A way to
Kahr
Hunter
THE DESOLATION
Any hope for normalcy came to a sudden stop with the
arrival of the Deep Ones.
None of Odiseas’s years of careful alliance building could
have prepared his clan for the years of destruction and
Mikuran
Mikuran Fellstrider was the kind of Wakewalker that
always had greatness on his mind. A male Wakewalker
despite puberty bringing female stripes, he was born in 65
LS as one of the regatok, a tiny number of Wakewalkers
whose skin is an extremely rare vivid red hue instead of the
blue-gray tone of almost all Wakewalkers. While the birth
of a single regatok was occasion enough, both of his triplet
siblings were also regatok. For as long as anyone can
remember, the regatok have been celebrated by Jana’haki
T
o the many peoples of Dema, the name ‘Aegis’ calls
down between generations. Each family’s ancestral spears,
to mind the very image of strength and tradition.
maces, and axes made of liot metal are revered and
This Archivist culture measures its worth by the
carefully maintained. These weapons represent an Aegic
honor and discipline of its faithful citizens. Battle-hardened
family’s connection to the past and future. Each new
veterans since time immemorial, Aegic daughters and sons
generation honors the contributions of those that came
are the vanguard and shield of the Million Step Path. For
before and hope to be worthy of this same honor by future
their steadfast vigilance, the Aegic are honored throughout
generations.
the Athenaeum as the White Wardens. Their military
mastery continues to shape the destiny of all Archivists. Across the wide expanse of the Eikva Plateau, Aegic rites
and customs vary from village to village. All of these
A Martial Religion. From childhood to death, devout
different cultural and religious groups were governed by a
Aegic Archivists strive to have the willpower and strength
military council in the city of Aegis itself. The council
to always do what is right. Many hope to overcome the
contained the heads of each of Aegis’s three warrior-monk
cyclical fall of Archivist civilization described in their
orders. These battle-hardened leaders were known as
religion’s oldest tales. The Aegic believe that this collapse
Aegis’s Proxima Generals. They were led and overseen by a
was and continues to be caused by a lack of discipline and
fourth member, elected from within the council. This
moral courage. For hundreds of years, Aegic Archivists
individual was known as the Archgeneral. The council is
have expressed their piety by practicing Pwanoszt, the
tasked with everything from administering Aegis’s civilian
ancient Aegic martial art. The lethality of Pwanoszt is
bureaucracy to organizing and leading its Oslon conscript
sharply magnified with the addition of Eldertech weapons,
military.
which the Aegic consider sacred. Only the most self-
restrained masters of Pwanoszt are allowed to use Eldertech Three Orders. Aegis’s three monastic military orders are
weapons in battle. Aegis’s faithful believe that only by the Theonites, Eremites, and Abbots. Theonites train as
perfecting Pwanoszt and recovering every last Eldertech lifelong peacekeepers and monster hunters throughout the
battle relic can they restore the greatness of the Effulgent Athenaeum. Many served as officers in the Oslon military.
Times. Eremites take up arms alone or in small groups to guard
Archivist missionaries searching for Eldertech abroad. They
The Athenaeum
120
also worked as scouts during the Oslon military’s rare
foreign deployments. Abbots are the most versatile of the
bunch. Some become logistics officers, others blacksmiths,
and still others train as field doctors. As the most educated
of the three orders, the Abbots were entrusted with
archiving any Eldertech relics returned to Aegis. When the
Theonites, Eremites, and Abbots combined with the Oslon
military at its peak readiness in 30 LS, Aegis’s forces
swelled to an incredible tenth of its entire population.
Of the three Archivist city-states, Aegis alone maintained
a large standing army. Rather than cling to a policy of
isolationism, Aegis used its strong military to project force
and influence foreign powers. This is partly because the city
of Aegis was situated in the relatively flat and temperate
central Athenaeum. While Etherea and Luminos have
always been able to take advantage of their remote locations
and bitter temperatures to fend off invaders, Aegis had to
rely on its large, battle-ready armies. In order to buy for its
military to respond, Aegis also maintained a network of
well-garrisoned fortresses and temples. These were
concentrated most heavily near Snow’s Edge, Aegis’s
border with Humanity. The city of Aegis itself was also
fortified by thick pykrete walls and bronze domed citadels.
PWANOSZT
Even Aegis’s lowest ranking village conscripts were
instructed in the four forms of Pwanoszt. Pwanoszt, or
“two-strikes,” teaches that subduing an enemy in as few
moves as possible is key. It is a precise and devastating
form of self-defense that takes full advantage of the
Archivists’ unique metabolism. Although all Archivists can
enter the heightened metabolic state known as ‘flow,’ most
can only maintain the state for a few minutes, with extreme
effort. Masters of Pwanoszt can enter the state at will, and
can maintain it for as long as they wish. In the flow state, a
Pwanoszt master’s movements become extremely swift and
accurate. Strikes become so quick that they’re hard to see.
As their body is sent into overdrive, their ordinarily pale
blue skin radiates so much heat that it glows orange and
leaves a trail of steam.
Every morning and evening in the central Athenaeum,
tens of thousands of Aegic Archivists let off steam
practicing Pwanoszt across hundreds of trailing grounds
and drill fields. Devoting the years it takes to master the
four forms is a major personal and cultural
accomplishment. Although Luminosi and Etherean
Archivists also practice Pwanoszt, Aegic training grounds
and masters are widely regarded as the best. Aegic
standards are extremely demanding, but the warriors they
produce are some of the finest in all of Dema.
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122
Ethereans is worshipped and attended to by tens of thousands daily.
The great power of the Archicon is simple but profound: it
produces an endless supply of bland but nutritious paste,
From the eternal shining past through to the fated mists of
seemingly from nothing.
the future, Etherea abides. Also known as the crystal of the
north, this hermit kingdom eclipses many great cultures of ETHEREAN ART AND SOCIETY
the world with traditions steeped in centuries of spirituality A meticulous written record of each piece of Eldertech’s
and wisdom. The Archivists who live there are some of the form, function, and record of use in domestic life or warfare
most austere and reflective, holding to their sacred creed of is kept on paper scrolls dozens of feet long. These pieces are
Zenyecrot. called cazram. They are the reason Ethereans, and thus
The founding of their lands is rooted in the ancient past most Eltayans, are known as “Archivists” in the wider
of the world. Although in many ways reclusive isolationists, world. Kaleidoscopic artwork, layers of scholarly
the influence of these Archivists spirals across the four commentaries, and logistical records are added by dozens
corners of Dema. While relatively few outsiders will ever of art guilds called the Zhiscusdah to create geometric
glimpse the dazzlingly complex shrines and ice-based masterpieces on every wall-sized cazram canvas. Hundreds
architecture of Etherea, very few can say that they have are displayed in public. The most elaborate and beautiful
never met an Etherean abroad. scrolls are kept in Etherean temple library archives after
Legacy of the Ancients. The city of Etherea is said to have being glossed with clear laquer to preserve the text. These
been founded by four of the twelve legendary Naitraya cazram archives are second in importance only to the
siblings with help from a figure known only as The Eldertech item repositories themselves.
Archivist. As citizens of Zenyecrot’s holiest city, the Eternal Records. Curiously, most Archivists will only
Ethereans fervently believe that Eldertech items are view the holiest cazram records once. After viewings, the
religious relics left behind from a previous, majestic temple librarians lock the cazram away in archive chambers
Archivist civilization that once influenced every corner of only visited for occasional cleaning. According to the
Dema. They believe that Archivist civilization has risen and cyclical history of Zenyecrot, once an archive is complete,
collapsed in countless cycles. The faithful of Zenyecrot its existence demonstrates that it existed long ago, and will
maintain that these cycles have always bound them and reemerge again, endlessly into the future. More important
always will. By adopting such a long view of history, the than the cazram themselves is the faithful’s strength of
Archivists both transcend the present and accept their place mind. So, one viewing must be enough. While Luminosi
in it. and Aegic Archivists keep critical and treasured archives of
The Ethereans act as the moral guides of Zenyecrot, cazram scrolls, the Etherean records are without equal in
hoping to lead their cousins in Aegis and Luminos down their grandeur and immensity.
the spiritual path to greatness. Etherean Archivists believe Senior Archivists on the Council of the Zdarlyti seek
that the sophistication of Eldertech reflects the moral purity guidance by painstakingly crafting rainbow mandalas out
of its supposedly ancient Archivist creators. It is this purity, of sand. These are the Efermeni. Once completed, a vigil is
and not the technological marvel or military applications of held by the Council for one whole day, studying every
Eldertech, which captivates the Ethereans. detail. The Efermeni is then swept away. It is up to the
Faithful Archivists believe that Eldertech is their religious Council to have retained enough of what was recorded to
inheritance, and that every last artifact must be returned to spread accurate wisdom and edicts to their Archivist
the safekeeping of the Athenaeum. They do not trust other subjects. With the future of Archivist civilization clear to all
peoples with their relics. The possession of Eldertech by faithful, the Council is held responsible for any deviation
other civilizations only stands in the way of the Archivists’ from the great journey.
great journey. For this reason, Etherea is the least likely of
the three Archivist city-states to trade away or allow any ETHEREAN HISTORY AND GEOGRAPHY
kind of damage to come to their Eldertech. In their wider realm which extends south and east to touch
the Eikva Plateau, a vast population of Archivists inhabits
A MISSIONARY CULTURE the frigid forests and hills of the Crai Hinterlands in the
Under the instruction of the Grand Missionary, tens of western Athenaeum. Some higher estimates place the
thousands set off from Etherea in order to carry out the Etherean realm’s population in the millions, with most
Archivists’ sacred quest for the ‘reclamation’ of Eldertech. concentrated in Etherea proper and the handful of
Vast networks of Aegic-style Theonites, Eremites, and other neighboring settlements. Only a minority of this massive
wanderers volunteer their lives. Their journeys take them to population is awake at any one time, with the vast majority
the farthest corners of Dema, sometimes for decades at a lying dormant in the Archivists’ ebb state.
time, in the pursuit of especially prized or dangerous The rich inner lives of Etherean Archivists have been
Eldertech troves. These missionaries report back to the documented by a scattering of outlanders that were invited,
Grand Missionary who sits within Etherea’s ruling council. or snuck into, the Athenaeum. Scholasta travelers have
This group, known as the Council of the Zdarlyti, rules by penned memorable travelogs, such as My Walk Through
religious edict over the hundreds of thousands of Etherea’s Dema by Mara Tancred. The Wakewalker war memoir
citizens. Orange Skin Fights Hard by Saktos Far Roamer recounts the
Etherea’s huge population is only sustainable thanks to mayhem that ensued when a delegation of Kahr
an incredible Eldertech apparatus known as the Archicon. Wakewalkers arrived before the Zdarlyti to demonstrate
This monument-sized edifice lies at the center of the city. It
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124
their Eldertech shakahr, only for the Ethereans to demand independence from 32 LS until the end of the Redsky Era.
they hand over the armor. Exiled soldiers and refugees from the other two city-states
Intolerance in the Light Plains. In the Heroic Era, Etherea found sanctuary in Etherea, bolstering its numbers.
maintained better relations with the Human Kingdoms to Secluded from the rest of the Athenaeum by the famous
the south than the other Archivist city-states. Etherean Pilgrim’s Pass, thousands of Hegemony legionnaires would
missionaries were looked on as overly obsessed with break upon the crystal of the north’s natural defenses in the
Eldertech, but also gracious, friendly neighbors and loyal Storm Wars.
taxpayers. By serving local communities, missionaries Despite the Ethereans’ best efforts, the fate of the
hoped to create enough good faith that they would be the Archivists was sealed in 102 LS, when the Archicon
first to hear of any rumors of Eldertech sightings in the revealed its true purpose. It ceased producing food and
hinterlands. began pulsing. Panic ensued. Then, twelve days later, the
As the population of Etherean missionaries grew in the remaining population of the city suddenly vanished. A
Light Plains, superstitious Humans began suspecting them strange, apocalyptic echo from the Archicon reached as far
of various crimes and schemes to undermine society. The off as Mundi.
violence that spread against Etherean Archivists in the Your Etherean characters could change the fates of
decades after the Dayraid by the Hegemony cost the lives of millions. A discovery as paradigm changing as the Archicon
thousands of Archivist families. Wary of further conflict, the might lay in a frozen tomb your missionary is delving. Will
Ethereans did their best to isolate themselves from Human you track down and return a stolen cazram before the
political affairs. The missionaries considered their sacred forgotten knowledge it contains starts a war? The Etherean
quest for Eldertech to be well worth a few measly political population is well known in every corner of Dema. So trust
concessions. in your principles and faith as you embrace the challenges
and trials of the Million Step Path.
LAST BASTION OF THE ARCHIVISTS
Luminosi
With the rise of the Solar Hegemony, the isolationism of
Etherea was adopted by their cousins in Luminos. These
policies were not followed by militaristic Aegis, whose
Of the three Archivist city-states, the population of Luminos
leader Madic Arraz hoped to provoke a war with the
is rightly credited as the most eager to learn about the
Hegemony. A series of border skirmishes and reluctant
natural world. Like all Archivists who observe Zenyecrot,
truces created a well of animosity between Humanity and
the Luminosi believe Eldertech to be relics left behind by
the Aegic. Decades later, the mutual hostility came to a
their incredibly advanced ancestors. Unlike the Archivists
head during the devastating Aegis Campaigns. The war
of Etherea and Aegis, however, the Luminosi consider the
ended in catastrophe for the Archivists, with the total
knowledge of their mythological ancestors to be their most
destruction of Aegis in 32 LS by Human forces. Rather
supreme virtue. They seek to replicate that lost
than face the same fate, Luminos willingly became a
understanding in the present. This is why the Luminosi
tributary vassal to the Hegemony.
study Eldertech and the natural world. For them, to
All too suddenly, Etherea became the last free city
understand Eldertech is to glimpse the divine, to unite the
of the Archivists. The Ethereans held onto their
past and the future. It is not surprising, then, that most
Luminosi feel nothing short of peace and belonging when
running experiments in their Boradyr laboratories. It is their
local sect of Zenyecrot that equips armies abroad with
advantages only dedicated Luminosi sages could produce.
The fates of empires have rested in tools and relics surveyed
by their well-worn hands.
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126
VASSALS TO THE HEGEMONY conflict came to be known as the Lumescent Corrosus.
After the fall of Aegis to Emperor Decimus’s solar legions in Ultimately, Luminos was annexed outright in 85 LS, and
32 LS, Luminos became a tributary vassal state to the Solar Celina’s harsh terms were enforced in full. Insurgent
Hegemony. This change came bloodlessly rather than by fighting by various Archivist independence groups led to
fighting what the Directorate believed was a lost cause. The years of guerilla attacks on the solar legions garrisoned
Armistice of Huzar ensured no Humans would militarily there. The rebels were supported heavily by the Etherean
occupy Luminos, but forced its people to send massive military. The sounds of shattered glass and Eldertech light
annual tributes in Eldertech valuables. This era of beams impacting armor would cut through the air until
suppression required Luminosi researchers to tailor their Hegemony reinforcements arrived. They sent all suspects,
experiments and Eldertech study to the benefit of the Solar most innocent, to white wagons bound for the camps of
Hegemony’s war efforts. Many Arkwrights and warrior- Asphodel.
poet disciples chose to leave, becoming itinerant sages The Fractious. Rather than leading to a revival of the
called Doyens. The Doyens sought patrons in distant lands Luminosi's traditional stoic culture, the city’s occupation by
like Hollowfalls, Laestrygion, Unrul, and Panacea to foreign theocrats gave rise to a new generation that
salvage their interrupted life’s work. abandoned the reserved ways of their forebears. The
Persecuted by the Empress. Decades later, under the rule Fractious, as they called themselves, reveled and roamed
of Empress Celina Solati, the Hegemony experienced a wildly, causing unrest. Some became magnates of
resurgence of fundamentalism. Luminos was targeted for organized criminal smuggling across Dema. Their chaotic
religious persecution. The Directorate refused to cave into influence did not end even after Empress Celina’s successor
demands that entire disciplines be banned from study. In Emperor Sicarius abolished all restrictions on Luminos. By
response, Empress Celina declared war in 80 LS. This this point, the Fractious held sway even within the
Leaders
Zasha Vigon
Zasha Vigon was the ultimate High Cleric to defend
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128
independent villages in the Crai Hinterlands and the Eikva the Gilded States had only avoided war by maintaining its
Plateau, Zasha’s irregulars did everything they could to vast fleet. She favored a defensive alliance with the Gilded
resist the Hegemony’s occupation of the central States and increased military readiness.
Athenaeum. Zasha’s reputation at home soared when a unit Despite Zasha’s repeated protests and sharp reminders of
under her command prevented the Krypteia-funded Black the burning of Aegis, the Zdarlyti Council repeatedly voted
Orsenia mercenary company from poisoning one of the with the High Cleric to appease Sicarius. They reduced
Athenaeum’s largest rivers. Zasha’s power as war chancellor and only permitted her to
The New War Chancellor. When Empress Celina Solati build defenses in the Pilgrim’s Pass, which secluded
invaded Luminos in 80 LS, Zasha followed her mentor, the Etherea from the rest of the Athenaeum. Whispers of her
war chancellor Zila Pratyon, to the frontlines. In the war unchecked emotions cut deep into Zasha’s confidence.
known as the Lumescent Corrosus, Zila and Zasha helped Needing to reflect, Zasha rode an azhitsa sky whale to the
defend Luminos by organizing covert Etherean top of the largest Gray Pyer. There she meditated for ten
expeditionary forces. When Zila was killed by the solar days, seeking strength and guidance from her Aegic
legions in 82 LS, Zasha was elected Etherea’s new war ancestors. On the tenth day, a mysterious Archivist
chancellor by the army despite not seeking the role. Zasha appeared to Zasha. He offered her reassurance and the
continued funneling fighters from Etherea to defend the location of Eldertech troves that could help her defend the
City of Lights until it fell into imperial hands in 85 LS. last free bastion of the Eltayan.
Zasha spent the next two years recovering Eldertech and
WARNINGS IGNORED fortifying the Pilgrim’s Pass. She constructed a dozen Stelya
As Etherea's war chancellor from 82-93 LS, Zasha feuded mountain fortresses armed with catapults and dozens of
constantly with the sitting High Cleric about the policy to Eldertech weapons. She created a chain of hidden stockpiles
pursue toward Humanity. Emperor Sicarius had deposed throughout the Pass, which she loaded with food and
his mother Celina in 90 LS and was remolding the empire weapons for her guerillas to use. War threatened to break
into an unknown new variable on the world stage. The out in 92 LS when Sicarius issued the order to arrest
High Cleric at that time, Baris Vikayr, favored increased hundreds of Etherean missionaries across the Light Plains.
trade relations with Sicarius’s new government. He argued High Cleric Baris reassured the Etherean public that with a
that trade with the Hegemony could prevent war, as it few concessions, Sicarius would release these missionaries.
seemed to have protected the Gilded States from Human Zasha’s pleas to prepare for war fell on deaf ears, enduring
aggression for nearly half a century. Zasha countered that criticism the entire time. Her reputation was only redeemed
in 93 LS when Emperor Sicarius launched his surprise
attack. Four Hegemony legions thundered across the border
High Cleric into Etherean territory, beginning the decade-long Storm
Zasha Vigon Wars. After years of promising that war could be averted if
Etherea turned the other cheek, High Cleric Baris resigned
in disgrace. With her warnings vindicated, Zasha was
elected to become the new High Cleric, the top seat of the
Zdarlyti.
Contesting the Hinterlands. Before Zasha could respond,
Sicarius’s legions had captured several strategic positions
throughout the Crai Hinterlands. Although the solar legions
were in pretty rough shape, Zasha’s odds looked bleak. The
Crai Hinterlands were a vast territory nominally in
Etherea’s sphere of influence but isolated from it by the
long and winding Pilgrim’s Pass. Zasha was torn. She
understood that defending the Crai Hinterlands was
strategically risky. Any army she sent could be cut off if
Hegemony forces captured the entrance to the Pilgrim’s
Pass. But Zasha also knew that abandoning the Hinterlands
to their fate would be to surrender hundreds of thousands
of Archivists to the Hegemony without a fight. Unsure how
to proceed, Zasha finally decided to spearhead the defense
of the Crai Hinterlands herself.
With an army thirty thousand strong behind her, Zasha
fought valiantly on snow-topped hills and in dense taiga
forests for months. Although Zasha won as many battles as
she lost, the situation developed as she had feared. The
Hegemony was laying siege to the fortress at the mouth of
the Pass. If they succeeded, the Etherean army would be
trapped and have to surrender. Out of options, Zasha led a
daring charge to break the siege. During the fighting, the
majority of her army withdrew into the Pass.
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130
Tra nsc end ing Suf fer ing
...Sol zen with I last to be left. I not see Vizel again. I hope
on. Solze n with I escap e Aspho del prison camp. Hide in two not she to be alive. My mind to be jumbl e mess. Later
Deon ar I to be home to Lumin os. Home ! full food barre l. Ship to be to Deon ar. From
But Jana’h aki attack ship sadly. To see many red mast was to
Panic. Death . Many crew captur ed. Solze n sold to Feath erfolk be worst mome nt of my life. This say much .
slaver to be force d oar ship rower . I hope he to be
alive. All Eltaya n on ship like I to be prison er-sl ave again in Fellco
Eltaya n like I much . Ebb state. Boon with curse , ada? ast. Reaso n to be short . No need to be feedi ng
Jana’h aki make many place in Fellco ast. I say to you one with
Some big as prison camp. Jana’h aki to be maste r of one with many two zero, or two with two zero place. Maybe more !
folk. Place I to be go to Fell Harbo r. Most big. But, how to say, zero prison er, slave from doing raid. All six
No balanc e with Jana’h aki. None. Drink ing. Many mindc hange r zdrot ec? Ah, wild. Wild pirate life in dark jungle .
Such noise ! Kill many prison er for no reaso n. for fun. Many fight, kill other Jana’h aki, oath break .
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132
before him, he found beauty in the precision and force of Cleric. Emissaries came to dread attending the public
Pwanoszt. He was soon able to subdue any opponent with debates where Vladac warned of Madic’s “wanton
just a few strikes. aggression.” Vladac maintained that peace with Humanity
Madic spent years becoming a master of Pwanoszt. He was only possible by diplomacy and trade, and not by war
coupled his physical training with countless late nights and conquest. Firm in his resolve, Madic Arraz continued
reading the cazram of Aegis’s greatest strategists and supporting the border skirmishes until the Luminosi
generals. Madic saw the gathering of Eldertech weapons as threatened to stop supplying Aegis with weapons and
a means to perfect that art, and to gain an advantage over supplies. Madic was forced to swallow his pride and accept
Aegis’s rivals. From around 1 LS, Madic worked feverishly an Etherean ceasefire delegation between Aegis and the
to win favor with the most experienced generals and Solar Hegemony in 17 LS.
Pwanoszt masters in the Oslon, who were sworn to protect The rift created between Aegis and Etherea only grew in
the city and its many subject towns. the years following the Hegemony’s military withdrawal
Beginning around 5 LS, Madic helped mobilize the Oslon. from the Moon Realms. Any hope of ensnaring the
After proving himself against rebels in the Eikva Plateau, Hegemony in a two-front war was lost. To Madic’s scorn,
Madic was elected leader of the Theonites. This elevated Etherea increased its trade with the Hegemony. Aegis
Madic to the rank of Proxima General and entitled him a became increasingly isolated within the Athenaeum. His
seat in the Arch Chambers, Aegis's highest government repeated warnings that the Hegemony would deceive and
council. There, he answered only to Archgeneral Tavar destroy the Athenaeum increasingly fell on deaf ears.
Roroza. Thousands of Archivist warriors were placed under Invasion and Isolation. It is cold comfort for doomsayers
Madic’s command. that they are listened to only when it is too late. When
With his newfound authority, Madic unsuccessfully Emperor Decimus Cassar ascended to the throne of the
attempted to rally the Athenaeum to war against the Solar Hegemony in 29 LS, the infamously cruel ruler
Humans to the south. Now unified under the authoritarian ordered his northern legions to invade the Athenaeum.
banners of the Solar Hegemony, Humanity was preparing Emperor Decimus’s pretext of Archivist infiltrators
for war. For years, Madic was infamous for his impassioned attacking Human settlements in the Light Plains were
speeches warning about the looming threat. He only grew widely believed among those in Etherea and Luminos. They
louder after the Solar Hegemony invaded the Moon Realms remembered the lengths Madic had gone to draw the
in 7 LS. From the highest chambers of military command to Athenaeum into war by starting the border skirmishes just
the streets of Aegis, Madic beseeched anyone who would over a decade earlier. More suspicious of Madic than they
listen that Scintilla must be destroyed. were of Decimus, the Ethereans and Luminosi both refused
to come to Aegis’s aid.
DRAMATIC MEASURES Facing the Hegemony alone, Madic was not one to waste
Unable to create a unified Archivist front by diplomacy, a decade of military buildup. Refusing to give one inch of
Madic decided to take matters into his own hands. In 15 LS, ground, he marshaled his three Proxima Generals. Aegis’s
Madic led a small force of his most loyal Theonites over the three military orders called their banners and took up
border at Snow’s Edge. Madic’s raids led to a series of defensive positions in Snow’s Edge with hopes of glory. In
escalating border skirmishes that threatened to spark an all- the first year and a half of what became known as the Aegis
out war. He hoped that if this war came, the entire Campaigns, Madic and his troops isolated and destroyed
Athenaeum would have no choice but to join. The aging four solar legions. At the Battle of Danozam alone, Madic
Archgeneral Roroza agreed with Madic, but had no desire and his elite guard wiped out two legions with assistance
to be the public face of Aegis’s warmongering. Madic and from the Theonites. The battle’s devastating result brought
Roroza kept funneling irregular soldiers into Snow’s Edge, an end to the Hegemony’s Lakes of Winter offensive.
bogging down thousands of Hegemony legionnaires. Seizing the opportunity to counterattack, Madic then
A Sudden Rise. Madic’s closest bodyguard Pyotr Tevet attempted to cross the Stone Curtain mountain range
later told chroniclers of one tense night of debate between separating the Light Plains and the Athenaeum. His plans
Archgeneral Roroza and Madic. Looking out from a border to launch a surprise attack on Scintilla had to be delayed
fortress’s parapets, they began arguing. While only Roroza when treacherous weather forced him to turn back. On the
and Madic know what was said that fateful night, the other side, tales of frostbitten legionnaires starving outside
consequences were historic. Archgeneral Roroza stepped impenetrable Aegic fortresses echoed throughout the Light
down the following day, insisting that her decision was Plains. This led to Emperor Decimus calling the legendary
uninfluenced. Her last order had been to select her General Gawain Cang out from his retirement as governor
replacement. Passing over the other two Proxima Generals, of the Hominid Dominion.
Roroza chose Madic Arraz. He ascended to the rank of
Archgeneral, while Roroza herself replaced Madic as the TURN FOR THE WORSE
Theonite Proxima General. General Gawain’s coordinated assault from 30 to 32 LS
As Archgeneral, Madic Arraz called once again for almost completely destroyed Madic’s ability to make war.
Etherea and Luminos to contribute forces to the ongoing Despite decades of Madic honing his craft, Gawain
conflict. He hoped that together they could invade the Light outmaneuvered Madic’s Oslon armies with the help of
Plains in 16 LS. The Hegemony was overextended in its Cairnkeeper winter warfare specialists called the Barnabus.
occupation of the Moon Realms. The Ethereans, led by the Imperial Wakewalker shock troops known as the Khadakoi
isolationist High Cleric Vladac Zdrosa, continued to refuse. Guard broke through Madic’s attempts to pin down
Fiery arguments ensued between the Archgeneral and High Gawain's forces. By advancing on Aegis in three separate
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The Gilded Sea
You will rememb er when you discover your destiny on the far-flun g shores of the Gilded Sea.citadel The chirping and buzzing coffee
alls, of philosop her kings. There are
groves of Panacea are just as naturall y beautifu l as the coarse sandston e cliffs of Hollowf n and dye markets of
timeles s legends of dreams coming true on the glinting beaches of The Auric and the swelter ing cinnamo
Sunblea k.
Just be warned. Some of those dreams are more like dangerou s visions. Few other areas in Dema foster the wild extreme s and
possibil ities of the Feather folk homelan d. When your passenge r ship arrives in one of this region’ s many roiling ports of call, just
a quick exit under a hail of
be sure to tip your shipmas ters heavily. You never know when you’ l l need the extra goodwil l to make
blow darts.
Pack lightly and stick to light colors. The environ ments are as varied as the inhabita nts of the land. But everywh ere is hot. Hot
waterfa ll caves that they’ r e
hot. Take Hollowf alls. Its climate is a balmy paradise in the middle of glinting waves. Explori to the ng
the street children and they’ l l
named for are worth splurgin g ten extra silvers on a good guide. Throw some pieces-o f-eight for its intellect ual culture. So
recite lovely, ancient poetry they overhear d in the Deck of The Growing Mind. Hollowf alls is famed pers to lowly urchins, you
when you visit, be sure to ask question s. Strike up conversa tions with total stranger s. From shopkee d.
will discover a shocking ly learned people with none of the self-im portanc e that usually haunts the educate
The only other large settlem ent in the Warm Shores is Sunblea k. Read my words: water, water, water. Water is power in the
Wastes. Import ed barrels are worth three times their weight in grain when the supply chains break down. This will happen more
often than you thought possible , and at the worst times. The desert heat makes sure of that. When Sunblea k' s crowds of
adventu rers flock the Nadir Roads taverns , there are some days when ale is cheaper. Don’ thope worry. Wicked hangove rs are
Tomorr ow You’ s problem . In the meantim e, busy yourself with Sunblea k’ s famous food. I in tears. you like hot and spicy. I once saw
To her credit, she asked for
a brick-re d peppere d almond rice dish hot enough to bring a Kahr Wakewa lker to her knees s beauty. Just avoid riding the
seconds. If the occasion strikes you, take a walk to the city outskirt s and bask in the desert’ Ah, no. They bite with the strength
beautifu l yellow kobatcho s. “Fast rides! Low low price. Come outland er, they are safe, yes?”
to snip copper in two. Poor Deyve.
Althoug h it pains me to say, the greatest island in the Gilded Sea is The Auric. The Auran know it, too. It gets to their
heads. Optima cy money barons prod and manipu late the city’ s poor with hope for a bettertwo future like it’ s the last jug of water in
the sun-ble ached Wastes. Think twice before crossing the Optima cy. Then think another ten differen times. Then spend the rest of your
t ambitio us Vulgus
stay thinking of, but not actually , doing it. Yes, you will get eleven temptin g offers from of Eyes. Whatev er you can afford in
entrepr eneurs to shaft the Hundred Houses. Well, nobody has the final say like the House percent higher returns . These are the
protect ion, the Optima cy will quadrup le it in hired mercs and assassin s if it means one public square, no less. Vanity is
same people who have their slaves keep scoreboa rds of the top ten richest Auran. In every
putting it mildly.
Let the memory of crisp, dry heat comfort you in the Panacea n Jungle, where the insuffer ably muggy humidit y wilts frailer
But
flowers. Tropica l Panacea is a world removed from the comfort s of civilizat ion, friend. they do, you’ l l cherish the liberty and the
try and find an Apothic ant
locals’ diversit y of life. You won’ t cherish the mosquit os, although they’ l l cherish you! Whenskin to ward away the buzzers .
treetop clinic in a nearby commun e right quick. They sell a cream you can smear on your
Assumi ng gold is no object, you can easily get the best supplies money can buy from any of the folk four major cultures thriving and
merchan ts you’ l l haggle with
imbibin g around the Gilded Sea. Just don’ t underes timate the weapons -grade greed of the Feather first.
in the bazaars. This would be like getting into a staring contest with the sun and hoping she blinks
back.
If on some quest in the heart of the jungle you chance upon the Silverle af Wilds, Sola help you, turn
Do not go to the Red Desert.
-Mara Tancred.
Biased, Romanticized, and Grossly Impractical:
A Beginner’s Guide to the Regions of Dema.
I
s it even possible to live without wealth and influence?
Just barely enough Auran rise out of the Asset contracts
This question captivates the countless Featherfolk
for the lowest in society to dream of a better tomorrow for
striving, thriving, and failing at every level within the
themselves and their children. Although with such bleak
The Auric. Hundreds of thousands bustle through The
prospects, many Asset class Featherfolk risk everything to
Auric’s sunkissed roosts at the heart of the Gilded Sea. The
escape the island. Yet even those who successfully escape
Auric is the jingling of coins, the haggling of merchants in
must always be on watch for Auran slave-catching guilds
the final hour of seed market day. It is the gilded armor of
like Ankha’s Chains that will hunt them to the ends of
corrupt city guards, and a hundred thousand desperate
Dema.
pacts struck between tenants and insatiable landlords to
stave off their destitution one month longer. The Vulgus. The moderately well-off Auran called Vulgus
insist that the only way to better one’s lot in life is to make
The booming island ports of The Auric give it vast sway
clever investments and put one’s beak to the grindstone.
in markets like shipping, fishing, and shipbuilding. It’s a
For the Vulgus, it is at least possible for them to become
close race between The Auric’s fleetmasters and Deonar’s
wealthy by their own merit. After all, if the commoners
Cobalt Marines for who can field the most warships. The
turned magnates of Houses Filo, Trahno, and Gohla have
Auric extracts a huge percentage of its wealth from its
had their days in the sun, a shrewd Vulgus might live to see
colonies up and down the eastern coast of the Midlands,
their own family’s dominance.
with the jungles of Panacea being a steady source of profit
and timber for ships. The Optimacy. The vast Indigent population of The Auric
periodically challenges the inequality of their nation. They
CASTES AND COLONIES have tried to stop the Hatin’s machinery of war and greed
Visitors are urged to pay no mind to the wretched dozens of times. They have always failed. The Hundred
thousands of free Auran living in abject poverty called the Houses of the upper-class Optimacy wield finely honed
Indigent, whose only comfort is that they are not part of the tools of oppression such as bribery, torture, vast networks
even lowlier class of “Asset” contract slaves pressed into the of double-agents, and other levers of social control.
most backbreaking work. Entire Indigent families scrape by Suppressed too many times to count, the majority of
on loose seeds in side alleys and at alms houses loomed Indigent still teeter on the edge of revolt. For the Optimacy,
ROTATION OF INFLUENCE
Many scholars consider it strange but inevitable that power
in The Auric rotates through the wealthiest Optimacy
families. With their overflowing riches, political upstarts
buy out and command respect in the city’s forums, tea
parlors, henhouses, and smoking lounges. Only a few
notable leaders have risen from destitution to glory. The
Filo family, which ruled for an impressive three
generations, was one such dynasty. The most infamous
Hatin among them was His Vastness, Filo’ Ya. Ya allowed
members of rival Houses wield almost as much power as
his own in order to pit them against one another. Although
theoretically any of the Hundred Houses of the Optimacy
could give rise to a compassionate merchant-politician
capable of affecting meaningful change, the cutthroat nature
of social advancement in The Auric all but guarantees that
these altruistic types never become Hatin.
Warrior of the
Undominated
Seki’ Nin taught Dari’ Tath everything he could. Tath feral madness, incredible strength, and an impossible
learned fighting styles and leadership skills passed down resistance to wounds that would slay lesser Featherfolk.
from visiting Aegic Eremites. Tath’s talons became Scholars later considered this to be one of the first recorded
resilience, his mind a shifting game of Enthroned. Dari’ instances of the Scourge that would overcome Panacea in
Tath eventually became one of Seki’ Nin’s greatest students, the Redsky Era. With Ica’ Wirn’s death, Tath’s passion for
with a fine eye for strategy and a growing mistrust of the the defense of Hollowfalls was replaced by obsession. He
Solar Hegemony far across the Gilded Sea. Just before he quickly came to believe that this affliction would be the
graduated in 73 LS, Tath even proved himself in combat downfall of his homeland.
during the brief war between Hollowfalls and The Auric For much of the next decade, Dari’ Tath rose through the
known as the Astrictions. ranks of Hollowfalls’s army of the Undominated Typhoon.
Tath spent most of the time between 76-81 LS traversing This left him in exactly the right position to command a
the many lands of the Gilded States on his Yondering, the third of the army in 95 LS at the onset of the lightning war
great roaming trek of the Featherfolk to as many diverse between the Solar Hegemony and the Gilded States known
lands and peoples as possible. He made enough coin on as the Sunward Conquest. The war began when Emperor
treasure hunts in the Sunbleak Wastes to secure his travels Sicarius surprised everyone by sending a massive invasion
farther afield. Cutthroat mercenary work for House Trahno force into the Panacean Jungle. The Undominated were sent
in The Auric gave him a pragmatic view on the application to assist. Tath’s early victories quickly promoted him to the
of violence to solve social ills. He dined with Featherfolk top of the Undominated, earning him the title once held by
emissaries on several sailing expeditions to Mundi before Seki’ Nin himself. Tath won more engagements than he lost
making his way to the Panacean Jungle. against the Solar Hegemony, excelling in attacking supply
A Plague in the Jungle. Tath had the most traumatic lines and waging guerilla warfare.
experience of his life deep in the Panacean Jungle. An The string of successes was not meant to last. Dari’ Tath
adventure in 80 LS ended in disaster, resulting in the deaths was confounded by an ambush of Scourge infected. The
of almost every member of his community of travelers, Undominated was decimated while investigating the
including his clutchmate Ica’ Wirn. Shaken to his core, disappearance of the entire population of a devastated
Tath’s ideal of inner balance was forever tainted by jungle village. The infected hordes overtook Tath’s soldiers
whatever happened deep in that jungle. Some say he was in the ruins, surrounding the Undominated between a
forced to kill his clutchmate after an otherworldly force mountain range and a lake. As one of only a few hundred
took hold of her mind. The symptoms he described were of survivors, Tath returned to Hollowfalls to learn the news
-Mara Tancred.
Biased, Romanticized, and Grossly Impractical:
A Beginner’s Guide to the Regions of Dema.
A
s the histories record, the first Sporespawn drones
establishing outposts deeper into the Valqet. Soon, The
to communicate with the surface of Dema reported
Overmind passed into the Thalkast, the darkest and most
that all Sporespawn were part of a greater whole
dangerous depths of the Valqet.
known as The Overmind. In the cavernous Valqet beneath
The Sundering. After centuries of molding the rock in
the northeastern Moon Realms, the Sporespawn worked in
diligent obedience, the Sporespawn suddenly went silent in
unity as a single superorganism. Each individual drone was
90 EM. Emissaries were no longer sent to the surface. The
a cell working in the interest of the greater body. Worker
Laying Gates that had served as waypoints for trade routes
drones tunneled vast networks of underground roads.
were sealed from the inside. The great roads The Overmind
Teeming settlements of living biomaterial were carved into
had built fell into disrepair.
the Valqet. All in service to The Overmind’s pondering,
expansive mind. In an instant, millions of Sporespawn awoke in a
deafening silence. What caused the Sundering is unknown
The underground cave cities The Overmind carved are
to even the Sporespawn themselves. The Overmind
known as Hive Halls. The three largest Hive Halls are
fragmented into countless pieces, almost ceasing to exist. In
Ikhish, Unrul, and Tohol. The first to be carved was Tohol.
a process now known as Nascency, millions of isolated
If Ikhish was The Overmind’s inquisitive mind, and Unrul
Sporespawn drones slowly sprouted consciousness and
its sculpting hands, then Hive Hall Tohol was its beating
individuality.
heart.
The Overmind’s supreme coordination of the supply lines
In time, The Overmind outgrew its home in the safe
that connected Hive Halls Tohol, Ikhish, and Unrul was
upper layers of the Valqet. It excavated passages connecting
severed. Nothing but new thoughts and fears flickering in
the Valqet to the surface world known as the Laying Gates.
the growing dark of the Valqet. Untold Sporespawn
On the surface, The Overmind established a handful of
perished from the psychological trauma. Even more starved
settlements in the sprawling fungal forest known as the
or fell prey to monsters from the Thalkast, now unchecked.
Oysmac. It built great surface roads, made contact with the
The carefully monitored organization of the Hive Halls
ancient Nightriders, and began trading with them.
completely collapsed.
less than ten new staple crops like lichen-millet and night Freespawn’s elite special forces. Liberators often carry
sorghum that helped ease the many food crises that often Eldertech and infiltrate behind enemy lines to sabotage
plagued the lands above. The Freespawn sent hundreds of supply lines.
research expeditions to the surface of Dema, always Nascency. Although almost always outnumbered,
inquisitive about the nature of reality and the wider world. Freespawn forces make the most of devastating defensive
By maintaining strong diplomatic ties and abundant trade, strategies, superior arms and armor, and their weaponized
the Freespawn sustained their awe-inspiring progress. stockpile of powerful Eldertech. Although not as effective
This progress was not just achieved for its own sake. as the Everborn at assimilating defeated enemies into their
Most of the Freespawn’s impressive technological own forces, Freespawn military doctrine also relies on
advancements were fueled and funded by their desperate turning enemies into allies. Liberators free captured
struggle to survive the centuries-long Endless War. For the enemies from their mental shackles, and then arm them to
entirety of their history, the Freespawn have been in a state strike out at their previous masters.
of constant siege by the Everborn and the Awakened. To Well-timed Liberator strikes at Everborn control nodes
make matters worse, Hive Hall Ikhish’s population is can send units of the Everborn swarm into chaos as they
smaller than Tohol’s and Unrul’s by a significant margin. disconnect from the hive mind. If prevented from returning
The Freespawn’s Terraqet military forces face ever larger to the swarm, these feral drones will slowly develop
swarms sent by the Everborn. These warrior drones are individual consciousness in a process called Nascency. The
hard-wired to assimilate and destroy the individuality of rehabilitation process for captured Awakened Sporespawn
their Sporespawn victims. In 40 LS, during a catastrophic can also take a very long time. Many Awakened
period of the Endless War known as the Granite Years, the Sporespawn have to work through the immense
Everborn launched a massive invasion against the psychological trauma and indoctrination of their
Freespawn with the goal of assimilating all of Ikhish. The upbringing. The task of capturing and rehabilitating
invaders were only defeated thanks to the brilliant captured Everborn and Awakened Sporespawn is as
defensive strategy of the Terraqet and the sacrifice of tens of dangerous as it is painstakingly long, but it is a price that
thousand of Freespawn. Freespawn Liberators pay gladly. No Sporespawn is
If the Everborn’s swarms were not bad enough, the beyond redemption.
Freespawn also have to deal with the onslaught of the Many Sporespawn freed in this way join up with the
Awakened. Their indoctrinated armies send flamethrower Freespawn’s elite Liberators. Although not single-minded
divisions intent to cleanse the Valqet of the Allspawn’s in purpose like Awakened and Everborn soldiers,
enemies. Against such terrifying foes, the Freespawn rely Liberators are often willing to sacrifice everything to protect
on their technological edge and carefully considered the free society which they call home.
strategies. Just as invaluable are the Liberators, the
Awakened
Flamethrower
CAUGHT IN AN AMBUSH
The first large-scale conflict between Everborn warriors and
the Freespawn Terraqet defense forces began in far outlying
tunnels, where skirmishers failed to overwhelm Terraqet
defenses. Just as the Everborn’s vanguard closed in on
Ikhish, the Freespawn sprung their trap. A series of
coordinated explosions and tunnel cave-ins pinned down
the Everborn’s main force for days. Seizing the initiative,
the Freespawn began counter-attacking on the distant
flanks. Liberators targeted the Everborn’s command nodes
deep in enemy territory. With each node destroyed,
thousands of worker drones supplying the swarm went
dark. The momentum behind the Everborn’s attack came to
a halt as chaos consumed the border hives that the swarm
had ‘secured’ just weeks prior.
By the time the vanguard of the swarm had dug itself out,
the advancing armies of the Freespawn had surrounded it.
-Mara Tancred.
A Beginner’s Guide to the Regions of Dema.
(Passage Missing from Final Edition)
H
umanity’s saga in Dema stretches across every bountiful harvests and incomparable wealth had attracted
region and Era. Essential to that story is the rise the envy of the world. Small wars between the Human
and rule of the authoritarian Solar Hegemony. As Kingdoms became common. At the pinnacle of one of these
the mightiest nation in Dema’s history, it holds millions in conflicts, the kingdoms of Deonar and Abresia combined
its iron grip. Mocked as “Hegs” by their many enemies, the forces to attack Kinurr, which had already been weakened
dystopian Solar Hegemony is a Human empire run by a by the desertification of the Light Plains’ southeast. The
zealous government obsessed with power and purity in the destruction of Kinurr in 72 EM sent ripples of upheaval
name of light, order, and the greater good. For more than a throughout the Heroic Era Light Plains. Yet not even this
century, each of six “divine” emperors reshaped the Solar could have prepared Humanity for the cataclysm to come.
Hegemony in their image. The aftershocks each left behind
speak to the fact that although individual Humans are no
more wicked than any of Dema’s other peoples, structuring
THE PROPHET FROM SCINTILLA
No single person impacted the course of Dema’s history
any society around a seductively simple and polarizing
more than Remus Cassar. Born in 43 EM, Remus grew up
ideology is the first step down the path of war and
on his peasant father’s farm beneath the Scintillan nobility’s
oppression.
abusive rule. Remus’s father was a member of a small and
The central region of the Daylands known as the Light ancient religious cult secretly dedicated to the worship of
Plains is a temperate, stunningly fertile land, and home to the sun goddess Sola. Members of the cult heeded their
the people known interchangeably as Humans, Humanity, guiding text, known as the Book of Sola. Its dozens of
and Homa. The growth of each of Humanity’s regional hymns and stories tell, among other things, that nobody
cultures and cities was a gradual process that first began in should have or want more than anyone else. Remus learned
the ancient Heroic Era. Five unique city-states emerged to read from a young age by memorizing his father’s copy.
which became the five Human Kingdoms: Scintilla, Deonar,
At the age of fifteen, Remus was conscripted into the
Mundi, Kinurr, and Abresia. Of these, Scholasta linguists
Scintillan army to repel bands of Nightriders that
suspect that Scintilla was the cradle of Humanity, as the
threatened the nobility’s wealth. Corruption in the army
ancestral languages spoken in the other Human Kingdoms
was rampant, the result of the nobility constantly jockeying
Clad in gold and glory did the champ ion meet the time tyrant. Terribl e blows
force of decay tearing armor and bone as Sentin els all cried out. In this momen did strike the parago n, the full
battle, grievo us in rage at his reckles s hate. The clash of crystal and shadow t, Sola did meet Mallum och in
accurs ed lance Famin e, Mallum och harnes sed hatred and envy to poison shatter ed the ravish ed land. With his
Sola’s sonoro us light.
Sola howled a spell and then fell mute. A tidal wave of light sent darkne
dissolv ed the invinc ibility of the brute. In the faint glow of the aftersh ock ss fleeing , and with Her sacrifi ce
Allmot her collap se, advan ce to strike true at Mallum och. And The Betray did Abrag on, seeing his belove d
thousa nd cuts in tenebr ous heart. er did wilt beneat h Dauntl ess, ten
Flee did the Shado w Shroud er to lick his banefu l wound s. And Abrag on
night, casting the Mallum ochii out to the unlit west of Dema’ s lands. Their did rally the Sentin els to break the
the Mounta ins of the Moon, Mallum ochii usurpe rs cursed to writhe in a fate monstr ous souls were banish ed beyond
of pitch black sky. There the childre n of darkne ss mingle d and beget the worse than death, condem ned to a land
Montur yns, Qet, and Varak wai.
The battle won, Abrag on knelt before weary Allmot her Sola. His warrio
with tar of midnig ht gore. Her voice was lost, given willing ly for our life. r hands beheld Her wound s that gaped
labore d to Her restora tion. The seven corner s of the world must again shineFor eons since, commo n Homa have
us found and excise d. Throug h faith and fire shall all Solasii help restore with Her grace. The Nephil ai among st
what was lost, long before .
So, dear faithfu l, all must remem ber Sola’s golden rule. Treat all others as
from sisters and brothe rs. Let strong give unto weak until all Homa radiate one would hope to receiv e onesel f
Her life, withou t fear, desire, or strife. Let there be Kingdo ms withou t kings.bound less love. Let your labor honor
the fields of undyin g Creati on renew ed. Land with no lords but those who till
We pray until the day all are redeem ed. To gaze once more upon the majest
renew ed, Her mercy undrea med. At the end She will ascend to whenc e y of Allmot her Sola, Her voice
chosen with the eterna l flame. With no eye for wealth or fame, she will She came, and absolv e the sins of Her
Her name. A paradi se reborn beneat h a thousa nd miles of sunswe pt grain deify all those who died by the sword in
and sky.
-The Book of Sola: The Abeya nce, Read Aloud at Emper or Remus 's Corona
tion.
Munda ne Transl ation from High Scintil lan. 0 LS.
describes the world as a battleground between the forces of they will return to Sola's warm embrace. In the time of
goodness and light against the forces of darkness and evil. Remus, the Church of Sola believed that the Reascension
Among the forces of light, the Church counts the poor, the would come after the complete conversion of all
faithful, and Humanity itself. Among the forces of darkness, Mallumochii. Sola’s return could be accelerated, Remus
the Church condemns the rich, the impious, and most declared, by recovering the seven legendary Orbs of
nonhumans. The Church of Sola exerts control over the Abragon. These would then be used to complete the Solar
spiritual lives of millions and is always looking to convert Network.
nonhumans abroad. The sitting Emperor rules at the head The Solar Network. The Solar Network is a world-
of the church as the Voco de Deus, with a hierarchy of spanning array of seven Eldertech towers that can cast
clergy beneath them. massive beams of light over hundreds of miles. For the
The Church proclaims that after Sola created the six Solar Network to be completed, each of the towers must be
peoples of Dema, all except Humanity abandoned Her for powered by an Orb of Abragon. When activated, the light
the god of darkness, Mallumoch. Nonhumans in the Solar from the Eldertech towers connect each of Dema’s six
Hegemony who have not yet converted are, for this reason, outlying regions to the Solar Network’s central tower in
disparaged as Mallumochii. In the Book of Sola, the Mundi. Although primarily an object of religious
wealthiest Humans underhandedly betrayed Sola during significance, the Solar Network is also a powerful
the Abeyance. This is why both impious and wealthy administrative tool for the Solar Emperor. Remus realized
Humans are decried as Nephilai traitors. that by turning the tower in Scintilla off and on with the
Waiting for the Reascension. The Book of Sola states that appropriate timing, he could send encoded messages to his
at the end of history, Sola will recover from the wounds distant generals instantly.
inflicted upon Her during the Abeyance Wars. According to
scripture, She will rise to slay Mallumoch once and for all.
THE KRYPTEIA AND THE SOLAR LEGIONS
In order to bring about the Reascension, the Solar
The Solasii believe that on that day, known as the
Hegemony’s secret police, known as the Krypteia, are
Reascension, Humanity’s lost divinity will be restored, and
Hominid Dominion
The Homonid Dominion is a tributary vassal state to the
Solar Hegemony, designed to rule over and integrate the
Hegemony’s prosperous Nightlands territories. The story of
the Dominion is heavily intertwined with the great city of
Mundi.
Mundi lies at the heart of Dema. It is known as the azure
jewel, the setting of a thousand plays. This breathtaking city
is seated at the strategically critical three-way junction of
the Moon River, which separates the Light Plains, Moon
Realms, and Midlands. It is the geographic and cultural
crossroads of the world, and receives an equal amount of
daylight and dusk each 25-hour day. Labyrinths of canals
and roads crisscross Mundi’s bustling neighborhoods. The
city’s waterways empty into and connect the Midnight and
Gilded Seas. Short of sailing all the way around the
Midlands, or braving the underground passageways of the
Thalkast, Mundi’s bridges and canals are the only means of
bypassing the Mountains of the Moon. This vast mountain
chain divides Dema’s dark western half from its light
eastern half.
In the Heroic Era, formidable kingdoms and regimes
reigned in Mundi. The most infamous of these was the
despotic, slave-trading Scions. Scion rule was brought to an
end by the bloody Marble Rebellion, which resulted in a
region-wide ban on the institution of slavery. For centuries Banner of the
Hegemony
The Solar Hegemony
180
theatergoers with rhyming historical ballads and romantic until the foundation of the Dominion in 22 LS, when
dramas set in distant lands. Tucked away in a seedy corner Mundi’s tradition of a volunteer army was honored by a
of the city sprawl lies the Jade Feather. This tavern and special exemption of the Dominion’s population from
guild hosts only the most successful bands of adventurers legionary conscriptions. This turned out to be a boon for the
as they plan expeditions and squander the riches of their Solar Hegemony. Year after year, more volunteers joined
latest quests. Beginning in 13 LS, the city’s new creche the Dominion’s four legions than could be maintained as
system took in thousands of orphaned children. With access forced conscripts under the Scintillan System.
to food, shelter, and education, hundreds of orphans Nexus of Language and Light. Mundi is the ancestral
became model citizens. Some children of slaves that grew home of Mundane, a language so common that it is used as
up in the creche system even rose to the powerful heights of a bridge language throughout the world. Mundi is also the
Mundi’s government. nexus of the six beams of light that make up the Solar
The Scholasta. Mundi is also home to one of the oldest Network. For this reason, Mundi is regarded as a holy city
and most prestigious orders of academics in all of Dema: by the Church of Sola. Mundi’s holiness made its recapture
the great Scholasta. Much of Mundi and the Dominion’s a priority to Emperors Remus and Sicarius. The tale of how
history can be accessed from the Scholasta’s archives in the Emperor Remus seized Dema’s azure jewel from the Dark
grand Musaeum. The Musaeum is host to some of the most Horde is as epic as it is twisted by the mists of time.
well-kept historical records and collections of lore in Dema.
Novitiates to the Scholasta rise in station according to their
THE HARMONUS AND REBELLION
Although the Hominid Dominion remained a tributary
contributions. These include the archaeological digs and
vassal state to the Solar Hegemony for almost a century, the
Eldertech-recovering adventures they go on, the
Dominion’s ruling governors grew increasingly
prospective geniuses they recruit, and the many tomes of
independent over generations. Successive governors relied
history and folklore they author.
ever more on an advisory body called the Harmonus. Over
Only the great philosophers of Hollowfalls, the
time, the function and authority of the Harmonus came to
Kolloquium researchers of Ikhish, and the Eldertech-
resemble a classical republic. Senators from each region of
tinkering Arkwrights of Luminos can compare to the
the Dominion were elected to represent the population’s
Scholasta in its breadth of knowledge and ambitious
interests. The Harmonus assembled regularly in a special
research. Information exchanges between these groups
district on the eastern bank of the city called the Concord.
occur every so often. Teachers and apprentices from abroad
Tensions around issues like religious freedoms, taxation,
regularly visit the Musaeum’s halls. Visitors are eager to
and slavery led to passionate debates in the Harmonus.
mingle and share ideas with the Scholasta’s wizened
Lobbyists and outside agitators like the Archivists of
Abecedaries. Yet, just beneath the humming surface of
Etherea and the Hatinate of The Auric sent agents to
mutual teaching, all four seats of learning conspire against
influence the decisions of the Harmonus and the governor it
each other for superiority in the decades-long information
nominally answered to. Although a handful of senators
war known as the Duel of Scrolls.
openly flirted with the idea of seceding from the Hegemony
The Marshals. Beyond the walls of Mundi, Scholasta
numerous times, most of the time nothing came of it. It was
members depend on the protection of the Marshals. They
only during the puritanical reign of the Diarchy that
are one of the oldest and most prestigious militaries in
popular secessionist movements erupted in Mundi and the
Dema. The Marshals are renowned for their multi-species
Dominion. Similar revolts swept across the Human lands in
forces, quickly changing tactics, and iron discipline. They
the Exaltation Wars of 70-90 LS. Dozens of riots and
are named for Mundi’s ancient and legendary general Mar.
protests in Mundi’s streets were brutally suppressed by the
His warriors are said to have hailed from all across Dema.
Diarchy. The accounts from these events fill an entire
During military exercises, the Marshals perform intricate
subwing of the Musaeum.
combined arms maneuvers. Their Wakewalker shock
Independence Cut Short. The new Emperor Sicarius put
troops, Nightrider virsemen, and Featherfolk peltasts
an end to the Diarchy’s reign of terror, but increasingly
compete against each other just outside the Gates of Mundi.
stated his intention to annex the Dominion. In the final
The Gates are a series of walls and forts that was
years of the Redsky Era, a massive coalition of Dominion
constructed in 12-16 LS at the neck of the Valley of Tears to
nationalists formed in the Harmonus to ensure that Mundi
the northwest of Mundi. The Solar Hegemony built it to
continued to enjoy its special vassal status. When Sicarius
prevent a Nightrider army from ever reaching Mundi again.
ordered the body to disband in 100 LS, the Harmonus
The Marshals’ military strength served the city well in
instead declared independence. The Dominion’s Marshals
times of independence, and elevated Mundi’s reputation
swelled with Hiremai Wakewalkers, Dawnraider
when they served as powerful auxiliaries in the Hegemony.
Nightriders whose ancestors had fought the Hegemony,
The Marshals are one of the only volunteer armies in Dema.
Sporespawn refugees from the Hive Halls, and Human
This policy ensures that their ranks are only ever filled with
colonials far-removed from the indoctrination of the Solar
the very best. Before becoming a part of the Solar
Hegemony’s inner provinces. Outnumbered, the
Hegemony in 1 EM, it was common for well-off families in
devastating land war between the Hominid Dominion and
Mundi to donate vast quantities of their wealth to the
the legions of Emperor Sicarius left tens of thousands dead.
Marshals. These funds were used to train and equip anyone
The war raged until 102 LS when it was halted by the
willing to risk their lives on campaigns.
arrival of the Overseers. In the face of weapons technology
Under the Solar Hegemony, Mundi’s population was so advanced it made Eldertech look primitive, the collapse
briefly conscripted into the solar legions. This continued of civilization worldwide seemed imminent. Mundi barely
Leaders
Gawain Cang Governor
Gawain
Some leaders do not deserve the lofty titles they give Cang
themselves. Others, peerless in deed and character, allow
their actions to speak for them. In this case, it is no wonder
that General Gawain Cang, Titanus Draconis, is broadly
considered one of the greatest commanders in the history of
Dema. A soldier’s general, Gawain never desired the
monumental choices he faced. His career ended as Praetor
Commander and governor of the Hominid Dominion, with
the consequences of his actions looming over the Solar
Hegemony for nearly a hundred years.
Impoverished Youth. The day-to-day grinding poverty of
the rural Light Plains is often glossed over in the official
records of the late Heroic Era. Many histories dwell on the
excesses of the urban nobles of the Human Kingdoms.
Besides for a few dusty Deonan tax ledgers, there is no
other record of the Cang family. Recorded as the fifth child
of Haan and Peri Cang, Gawain grew up poor even by the
standards of his small Deonan village of Crestmarch.
Despite possessing strength and fortitude, Gawain’s
physical build was moderately stunted by malnutrition.
Although talent and potential was common among
Deonan youths like Gawain, opportunity and upward
mobility was extremely rare. It was without much hope of
self-gain that Gawain labored each day to protect his family
and neighbors from the constant danger of illness, monster
infestations, and poor harvests. Long after other youths
collapsed on their mats from exhaustion at the end of each
workday, Gawain mended fences, milked yamar cattle, and
cleared stones and roots from uncultivated fields.
To the surprise of many, Gawain was recognized by his
local lord Naric Imbus for maintaining the small turnpike
dirt road that connected Crestmarch to its neighbors. Like
many commoner families, the Cang family’s debts were
designed never to be fully repayable. Naric made a
seductive offer to pay off the debt in exchange for Gawain’s
-Mas ter Arro nus, the Musa eum of the Scho lasta
“Fru its of Ston e,” Ency clope dia Dem ara, 4th Editi ,
on.
The Execution of Ahn. In 89 LS, Ahn revealed to Celina firstborn child of the Rudiment’s faithful to be sacrificed on
that he had lost his faith in the Rudiment. After years of the steps of the Temple of Sola in Abresia to bring about the
enforcing the repression required to sustain Celina’s vision goddess’s return.
of religious purity, Sola remained silent. Her Reascension
seemed no closer than it was before their rise to power. In FALL FROM POWER
Ahn’s mind, the two decades he spent committing atrocities Only steps ahead of the Krypteia, a coalition of conspirators
in the name of Sola’s Reascension had been for nothing. led by Celina’s son Sicarius slew her warrior-monk
Worse, the Solar Hegemony was now on the verge of total Chastined guards. The group of mostly palace guards and
collapse. Ahn’s atheist revelation drove Celina to despair – priestesses horrified by Celina’s plans locked Celina in the
and fury. She ordered Ahn imprisoned, to be put to death in highest tower of Abresia. Power fell to Sicarius.
the Coliseum of Mar in Mundi for the ultimate heresy. A sizable portion of the public, especially the Aurorus,
Despite the best efforts of their brilliant son Sicarius to avert still spoke of Celina as the infallible Avatar of Dawn.
his father’s demise, insisting that Ahn would find his faith Equally vocal factions of the conspirators spoke of sparing
once more, Celina personally oversaw Ahn’s torture and Celina as a powerless figurehead of the Rudiment, or of
execution in the cheering arena, her billowing white silk executing her to prevent more danger to the Hegemony and
gown knit with thousands of rubies glinting on the arena’s to restore the proper Church of Sola.
central throne. Sicarius’s choice was never known for certain. Only a
The remaining year of Celina’s rule was spent in a frenzy select cohort of palace guards were ever allowed to enter
of violence across the Hegemony. Her guile was not dulled that tower again. Officially, Celina perhaps still lived on
by her unhinged wrath. She made the unprecedented unseen. This allowed for at least a wishful interpretation to
decision to shift the Solar Hegemony’s capital to Abresia, the mainline Rudimentarii that the even mightier deeds of
ruling through atrocity from her battered homeland. By the Emperor Sicarius lasting into the final days of the Redsky
time she declared herself the divine Avatar of Dawn in 90 Era were at the command of his unforgettable imperial
LS, Celina was in the final stages of arranging for every mother.
-Mara Tancred.
Redsky Core Book
189
The Forest of Ilda
T
he Dawnraiders charge forth on hooves of shadow
four great tribes of Nightriders: the Dawnraiders,
and thunder. These fearless Nightriders hail from
Hardhooves, Cairnkeepers, and Freesteeds. Of these four
the lush steppe of the Moon Realms known as the
overtribes, the Dawnraiders are the largest. They alone
Duskplain, where they ride mighty omnivorous steeds
came to contain more than one hundred undertribes, each
known as virses. The Dawnraiders have shaken the world
named for its most prominent dynasty. Folklore kept alive
of Dema to its foundations with their ambitions. A
by tribal shamans tells of the great deeds of the Rammjar,
Dawnraider is no fiercer an enemy, no truer a friend.
Teveryn, Erindera, Myrnoc, and dozens of other families.
During the Dayraid, Humanity learned this lesson at the
These oral histories weave a tapestry of alliances, blood
sharp end of the Dawnraiders’ arrows and curved swords.
feuds, feats of strength, marriages, and incredible
The fate of the Dawnraiders has long hung in the balance.
virsemanship. If they were ever written down, these tales
At the height of the Dayraid, it seemed inevitable that they
would fill several libraries. Collectively, they are called the
would conquer the farthest corners of civilization. Yet no
Lake of Memories. It is the dream of every young
more than a decade later, the Dawnraiders faced near ruin
Dawnraider to one day star in their own shamanic story.
at the hands of the empire their warmongering had sown.
The Dawnraiders live as nomads around the rim of the
Although many of Dema’s peoples swear by their own
Duskplain, making camp in collapsible shelters called yurts.
might and importance to history, the Dawnraiders have
Their youth learn to ride virses almost before they can walk.
both the crowns of conquerors and the shackles of the
Undertribes express their group membership in various
vanquished to prove it.
ways, such as braiding their virses’ manes in the traditional
Peace through Power. Although originally part of the
styles specific to each undertribe. The Dawnraiders conduct
Freesteeds in the distant past of the Heroic Era, the
commerce with a barter system, but are fascinated by the
Dawnraider tribe splintered off from their ancestors long
currencies and markets of other lands. Each individual’s
ago, during their domination of the Duskplain. Ever since,
status is measured by the size of their herds of cattle and
Dawnraider society has drawn its strength from the
virses, by the power of their undertribe, and by the
Duskplain’s vast network of resources. By raiding, trading,
grandeur of their accomplishments.
and extracting tribute, the Dawnraiders reached the
Freesteeds sects. The Freesteeds firmly believe that they are the most
spiritually pure, and that their wayward cousin tribes have,
Avala Vella! Avala Monturyns! The essence of the by settling down, allowed the seed of “plant souls” to grow
Nightrider people rides immortal with the Freesteeds, first over their once unbridled animal hearts. Freesteed shamans,
and proudest of all the Moon Realms’ virse tribes. The clinging to the old ways, fume that this seed must be
Freesteeds are the guardians of the grandfather moon spirit cleansed by returning to the traditional orthodoxy.
they call Caypelach, and the stewards of the Peleryne. These Freesteeds throughout the Peleryne live as one with
nimble weavers of history are the spiritual bedrock for nature. Their nomadic lives are deeply attuned to the
millions.
Hardhooves
Behold the shepherds of civilization in the Moon Realms.
The Hardhooves are the most urbanized tribe of
Nightriders. Noble and diligent, the Hardhooves have left
Saving Throws opposed to another’s. This can occur when both of them are
trying to do the same thing and only one can succeed, such
A saving throw, also called a save, represents an attempt to as attempting to snatch up an ancient artifact that has fallen
resist a trap, poison, disease, or similar threat. You don’t on the floor. This situation also applies when one of them is
normally decide to make a saving throw; you are forced to trying to prevent the other one from accomplishing a goal.
make one because your character is at risk of harm. For example, when an enemy tries to force open a door that
an adventurer is holding closed. In situations like these, the
To make a saving throw, roll a d20 and add the
outcome is determined by a special form of ability check
appropriate ability modifier. For example, you use your
called a contest.
Dexterity modifier for a Dexterity saving throw.
Both participants in a contest make ability checks
A saving throw can be modified by a situational bonus or
appropriate to their efforts. They apply all appropriate
penalty and can be affected by advantage and
bonuses and penalties, but instead of comparing the total to
disadvantage, as determined by the GM.
a DC, they compare the totals of their two checks. The
participant with the higher check total wins the contest.
Medicine
Nature
Politics
Religion
WORKING TOGETHER
Sometimes two or more characters team up to attempt a
task. The character who’s leading the effort (or the one with
the highest ability modifier) can make an ability check with
advantage. This reflects the fact that working together
generally improves people’s chances of success. In combat,
this requires the Help action.
A character can only provide help if the task is one that
they could attempt alone. For example, trying to open a lock
requires proficiency with thieves’ tools, so a character who
lacks that proficiency can’t help another character in that
task. Moreover, a character can help only when two or more
individuals working together would actually be productive.
Some tasks, such as threading a needle, are no easier with
help.
GROUP CHECKS
When a number of individuals are trying to accomplish
something as a group, the GM might ask for a group ability
check. In such a situation, the characters who are skilled at a
particular task help cover those who aren’t.
Strength
Strength measures bodily power, athletic training, and the
extent to which you can exert raw physical force.
STRENGTH CHECKS
A Strength check can model any attempt to lift, push, pull,
or break something, to force your body through a space, or
to otherwise apply brute force to a situation. The Athletics
skill reflects aptitude in certain kinds of Strength checks.
SOCIAL SCORE
Your Charisma modifier also helps determine your Social
score, which can be used by your GM in social encounters.
See the Social Interaction chapter for more information.
Animal Tracks
I
n situations where keeping track of the passage of time contribute to it as well. Situational benefits like taking cover
is important, the GM determines the time a task may also be applicable (see the Combat chapter for more
requires. The GM might use a different time scale details).
depending on the context of the situation at hand.
� In combat and other fast-paced situations, the game TOUCH AC
relies on rounds, a 6-second span of time. Even when wearing armor, some attack rolls might be
measured against your Touch AC instead of your normal
� In a dungeon environment, the adventurers’ movement
AC. This usually means the armor you are wearing is
happens on a scale of minutes. For example, it takes
ineffective against the attack.
them about a minute to creep down a long hallway,
another minute to check for traps on the door at the To calculate your Touch AC, replace your Base Armor
end of the hall, and a good ten minutes to search the with 10, regardless of what armor you are wearing. All
chamber beyond for anything interesting or valuable. other factors used to calculate your AC stay the same,
including shield bonuses and your Dexterity modifier.
� In a city or wilderness, a scale of hours is often more
Include penalties to your Dexterity modifier from wearing
appropriate. Adventurers eager to reach the lonely
tower at the heart of the forest hurry across those heavier armor types. For example, do not add your
fifteen miles in just under four hours’ time. Dexterity modifier to your Touch AC if you are wearing
heavy armor.
� For long journeys, a scale of days works best.
CLASS
Character A character’s class determines most of the features and
proficiencies they have access to during the game. A class is
General Rules
212
HIT POINT MAXIMUM you have or to gain the new ones. For example, if a feature
Your character’s hit point maximum is a limit on the grants you 12 temporary hit points when you already have
amount of hit points they can have at one time. 10, you can have 12 or 10, not 22.
The hit point maximum of your character is calculated as If you have 0 hit points, receiving temporary hit points
follows: doesn’t restore you to consciousness or stabilize you. They
can still absorb damage directed at you while you’re in that
Take the maximum value of one of your Hit Dice (the
state, but only true medical attention can save you.
highest-value one, if you have multiple types) and add it to
your Constitution modifier. A fighter with a Constitution Unless a feature that grants you temporary hit points has
modifier of +2 add together 10 (the maximum of their d10 a duration, they last until they’re depleted or you finish a
Hit Die) and 2 (their Constitution modifier) for a total of 12. long rest.
This total represents a character’s hit point maximum at
level 1. LEVEL
For each level gained after 1, roll a Hit Die and add the The competence and capabilities of a character are
result plus your Constitution modifier to your hit point represented in levels. A character starts with one level in a
maximum. You always add a minimum of 1 hit point, even class that they choose. As a character grows and gains
if you have a negative Constitution modifier. experience in their chosen class, they will eventually gain a
level in that class. Gaining a level has various benefits
If your Constitution modifier changes, your hit point
including increasing hit point maximum, access to new
maximum changes as well, as though you had the new
features, and many other things besides.
modifier from 1st level. For example, if you raise your
Constitution score when you reach 4th level and your It is possible for characters to have levels in different
Constitution modifier increases from +1 to +2, you adjust classes. This is known as multiclassing. In this case all the
your hit point maximum as though the modifier had always class levels are added together to represent the character’s
been +2. So you add 3 hit points for your first three levels, total level.
and then roll your hit points for 4th level using your new
modifier. Or if you’re 7th level and some effect lowers your LIFT AND CARRY CAPACITY
Constitution score so as to reduce your Constitution Your lift and carry capacity is a limit in pounds determined
modifier by 1, your hit point maximum is reduced by 7. by your Strength score.
Encumbrance. If you carry weight in excess of 5 times
CURRENT HIT POINTS your Strength score, you are encumbered, which means
A character’s current hit points represent their ability to your speed drops by 10 feet. Four-legged creatures (such as
stay conscious. Under normal conditions, a character starts mounts and pack animals) do not suffer this penalty.
an adventuring day with hit points equal to their hit point
If you carry weight in excess of 10 times your Strength
maximum. Hit points are lost when a character takes
score, up to your maximum carrying capacity, you are
damage - usually from being by attacks, though they can
instead heavily encumbered, which means your speed
also be lost due to environmental hazards such as poison or
drops by 20 feet and you have disadvantage on ability
traps.
checks, attack rolls, and saving throws that use Strength or
A character regains hit points up to their hit point Dexterity.
maximum when they take a long rest, and they can spend
Lift and Carry Capacity. Your maximum carrying
Hit Dice to regain them during a short rest. See the section
capacity is your Strength score multiplied by 15. This is the
on Resting later in this chapter for more information.
weight (in pounds) that you can carry or lift at one time.
It is sometimes possible for a character to regain hit
Pushing and Dragging. You can push or drag a weight in
points without resting through receiving medical attention,
pounds up to 20 times your Strength score. While pushing
drinking potions, or other class features.
or dragging weight in excess of your carrying capacity, your
TEMPORARY HIT POINTS speed drops to 5 feet.
Some special features and circumstances confer temporary Size and Strength. Larger creatures can bear more weight,
hit points to a creature. Temporary hit points aren’t actual whereas Tiny creatures can carry less. For each size
hit points; they are a buffer against damage, a pool of hit category above Medium, double the creature’s carrying
points that protect you from injury. capacity and the amount it can push or drag. For each size
When you have temporary hit points and take damage, category smaller than Medium, halve these weights.
the temporary hit points are lost first, and any leftover Wearing Clothing and Armor. Worn clothing and armor
damage carries over to your normal hit points. For example, contribute only half of their total weight to the amount you
if you have 5 temporary hit points and take 7 damage, you are carrying. Their full weight is applied only if they are
lose the temporary hit points and then take 2 damage. being carried unworn, such as in a bundle or pack.
Because temporary hit points are separate from your
VARIANT: UNENCUMBERED
actual hit points, they can exceed your hit point maximum.
Some gaming groups dislike keeping track of the weights of
A character can, therefore, be at full hit points and receive
items in their inventory. In these games, the GM may allow
temporary hit points.
the players to ignore penalties for being encumbered or
Healing can’t restore temporary hit points, and they can’t heavily encumbered.
be added together. If you have temporary hit points and
receive more of them, you decide whether to keep the ones
General Rules
214
move 10 feet while jumping instead, but only in the same A given area might be lightly or heavily obscured. In a
direction you were moving on the ground. lightly obscured area, such as dim light, patchy fog, or
You can extend your arms half your height above moderate foliage, creatures have disadvantage on Wisdom
yourself during the jump. Thus, you can reach above you a (Perception) checks that rely on sight.
distance equal to the height of the jump plus 1½ times your A heavily obscured area-such as darkness, opaque fog, or
height. dense foliage-blocks vision entirely. A creature effectively
You can also tuck in your legs during the jump. Thus, suffers from the blinded condition (see appendix A) when
you can clear an obstacle of a height equal to the height of trying to see something in that area.
the jump plus ½ times your height. The presence or absence of light in an environment
High Jump. When you make a high jump, you leap into creates three categories of illumination: bright light, dim
the air and roll or tumble to create the maximum possible light, and darkness.
distance between your body and the ground. You must not Bright light lets most creatures see normally. Even
be wearing heavy armor and be able to move at least 10 feet gloomy days provide bright light, as do torches, lanterns,
on foot before the jump. If you succeed on a DC 10 Strength fires, and other sources of illumination within a specific
(Athletics) check, you leap as high as possible, clearing a radius.
number of feet equal to 3 + your Strength modifier. You Dim light, also called shadows, creates a lightly obscured
land prone, taking 1d4 bludgeoning damage if you land on area. An area of dim light is usually a boundary between a
a hard surface. source of bright light, such as a torch, and surrounding
darkness. The soft light of twilight and dawn also counts as
The Environment dim light. A particularly brilliant full moon might bathe the
land in dim light.
By its nature, adventuring involves delving into places that Darkness creates a heavily obscured area. Characters face
are dark, dangerous, and full of mysteries to be explored. darkness outdoors at night (even most moonlit nights), or
The rules in this section cover some of the most important within the confines of an unlit dungeon or a subterranean
ways in which adventurers interact with the environment in vault.
such places.
LOW-LIGHT VISION
FALLING Many creatures, such as those native to the Nightlands,
spend much of their lives in area that are not well-lit. These
A fall from a great height is one of the most common
creatures can see in dim light as if it was bright light.
hazards facing an adventurer. At the end of a fall, a creature
takes 1d6 bludgeoning damage for every 10 feet it fell, to a BLINDSIGHT
maximum of 50d6. The damage is halved if the fall is into A creature with blindsight can perceive its surroundings
water as long as the water is at least half as deep as the without relying on sight, within a specific radius. Creatures
distance fallen. The creature lands prone, unless it avoids with echolocation or heightened senses, such as bats, have
taking damage from the fall. this sense.
A creature can pass a DC 15 Dexterity (Acrobatics) check
to ignore the first 10 points of damage from a fall that is 40 DARKVISION
feet or less, or the first 20 points of damage from a fall of 150 Many creatures in fantasy gaming worlds, especially those
feet or less into water that is at least half as deep as the that dwell underground, have darkvision. Within a
distance fallen. specified range, a creature with darkvision can see in
darkness as if the darkness were dim light, so areas of
SUFFOCATING darkness are only lightly obscured as far as that creature is
A creature can hold its breath for a number of minutes concerned. However, the creature can’t discern color in
equal to 1 + its Constitution modifier (minimum of 30 darkness, only shades of gray.
seconds). A creature with Darkvision also has Low-Light Vision.
When a creature runs out of breath or is choking, it can TREMORSENSE
survive for a number of rounds equal to its Constitution
A creature with tremorsense can detect and pinpoint the
modifier (minimum of 1 round). At the start of its next turn,
origin of vibrations within a specific radius, provided that
it drops to 0 hit points and is dying, and it can’t regain hit
the creature and the source of the vibrations are in contact
points or be stabilized until it can breathe again.
with the same ground or substance. Tremorsense can’t be
For example, a creature with a Constitution of 14 can hold used to detect flying creatures. Many burrowing creatures,
its breath for 3 minutes. If it starts suffocating, it has 2 such as Sporespawn, have this special sense.
rounds to reach air before it drops to 0 hit points.
LONG REST
A long rest is a period of extended downtime, at least 8
hours long, during which a character sleeps for at least 6
hours and performs no more than 2 hours of light activity,
such as reading, talking, eating, or standing watch. If the
rest is interrupted by a period of strenuous activity-at least
General Rules
216
Diseases Sample Disease: Blue Fever
Blue fever is a terrible sickness native to Yaras that is a good
The life of an adventurer can easily be put on hold by an sample of both disease templates. It is highly transmissible,
unexpected villain: sickness and disease. Whether it’s a bite and you have a 30% chance of catching it if you breathe the
from a dungeon rat or tainted river water, an adventurer’s air within 10 feet of an infected person without breathing
path can be filled with potential vectors. Diseases vary in protection. After 1d3 days symptoms manifest in the form
intensity and contagiousness. Some may prove to be a mere of a fever and coughing. After another 1d3 days a worse
hinderance on the latest quest, and others may leave a symptom develops: loss of motor control.
character barely able to function while they recover. A few
At this stage an infected creature’s Dexterity score drops
diseases show only mild symptoms to start but foretell
by 1, and continues to drop by 1 every 2 days. During this
death or madness. Here we offer templates that you may
time there is a 10% chance that any Dexterity-based action
use to implement the mechanics of a specific disease in your
or check made by the creature fails automatically, as their
game, and a sample disease.
limbs spasm uncontrollably. The chance increases to 30%
TEMPLATE 1: WASTING DISEASE after 8 days of these symptoms. A cure for this disease is
known by the Panacean communes.
Diseases using this template cause one or several of a
creature’s ability scores to decline periodically. Every set
time period (such as 8 hours, 1 day, or 1 week) one of the
creature’s abilities scores decreases by 1. Some diseases of
Conditions
this type cause physical decay to the Strength, Dexterity, or Conditions alter a creature’s capabilities in a variety of ways
Constitution scores. Others are mental ailments, decreasing and can arise as a result of an ingested substance, a class
Intelligence, Wisdom, or Charisma. In either case, how far feature, a monster’s attack, or other effect. Most conditions,
the score drops depends on how debilitating or fatal the such as blinded, are impairments, but a few, such as
disease is. For non-fatal diseases, have the ability score stop invisible, can be advantageous.
decreasing at 7, 5, or 3, and remain there until the disease is A condition lasts either until it is countered (the prone
cured. Otherwise, the creature will die when any ability condition is countered by standing up, for example) or for a
score drops to 0. duration specified by the effect that imposed the condition.
When a disease of this type is cured, the affected ability If multiple effects impose the same condition on a
scores return to normal. The GM may choose to have the creature, each instance of the condition has its own
restoration occur rapidly or over a period of time, duration, but the condition’s effects don’t get worse. A
depending on the disease. For example, a Wisdom-wasting creature either has a condition or doesn’t.
disease may have the score be restored immediately once The following definitions specify what happens to a
cured, but a different Strength-wasting disease may only creature while it is subjected to a condition.
recover 1 ability point per day.
BLINDED
TEMPLATE 2: DEBILITATING � A blinded creature can’t see and automatically fails any
DISEASE ability check that requires sight.
Debilitating diseases, as the name implies, cause a negative � Attack rolls against the creature have advantage, and
effect on a character. For example, a character may have a the creature’s attack rolls have disadvantage.
50% chance to trip whenever the Dash action is taken, or
have a 30% chance to attack an ally for 1d4 rounds CHARMED
whenever a combat begins, or simply have their speed � A charmed creature can’t attack the charmer or
reduced by 5 feet. A good design to use with these diseases willingly target the charmer with harmful abilities.
is to have either the severity of the penalty or chance of it
� The charmer has advantage on any ability check to
occurring to increase as the disease progresses.
interact socially with the creature.
INFECTION AND RECOVERY DEAFENED
After a creature becomes infected with a disease, it usually
takes 1d4 days before symptoms begin showing. This time � A deafened creature can’t hear and automatically fails
can increase or decrease depending on the disease. Infection any ability check that requires hearing.
may require physical contact with an infected creature,
contact with their bodily fluids, or simply breathing the air EXHAUSTION
nearby. Some special abilities and environmental hazards, such as
Recovering from a disease is usually only possible after starvation and the long-term effects of freezing or scorching
spending at least 1d4 or 2d4 days showing symptoms. After temperatures, can lead to a special condition called
this time period, a creature may recover by succeeding on a exhaustion. Exhaustion is measured in six levels. An effect
Constitution saving throw, with the DC determined by the can give a creature one or more levels of exhaustion, as
GM. Some diseases do not allow recovery using a saving specified in the effect’s description.
throw, requiring a cure to be found or synthesized instead. If an already exhausted creature suffers another effect
that causes exhaustion, its current level of exhaustion
increases by the amount specified in the effect’s description.
General Rules
218
Redsky Core Book
219
Chapter 14: Exploration and Weather
I
n our core rules, we are proud to introduce new
traveling and survival gameplay features to add to the BECOMING LOST
experience of interacting within the world of Dema. A party of characters can become lost by either travelling
These rules focus on how players move and survive while slightly off-course while attempting to navigate or by not
adventuring in these fantastical locales. What follows are spotting their destination and travelling past it. The players
features concerning navigation, weather, foraging, camping, may know that they are lost before their characters do, and
and new movement rules. These can be incorporated into a the GM can prompt for another Survival check every 1d4
campaign at the discretion of the GM. The end goal is to in-game hours to see if the characters realize they are lost.
provide as many new and exciting optional layers of nuance Even if they repeatedly fail Survival checks, characters
to your gaming experience as possible. can realize they are lost in other ways. If they reach the total
intended travel time they declared in step 1, and the
Travelling destination is nowhere in sight, most adventurers will
suspect that something is wrong. They may also realize they
At the core of any adventure lies a simple truth: the became lost by encountering a major unexpected landmark,
adventurers need to get from one location to another, and road signs, or NPCs who are helpful enough to give
that journey can be just as important as the destination. The directions.
simple steps described here should cover most situations,
In either case, the party starts over again from step 1 and
whether you are following a road, moving off-trail through
declares their direction, even though they may not know
a forest, or trudging through a desert.
exactly where they are. The characters may be able to intuit
the correct direction by using landmarks, the amount of
Travelling Steps time already travelled, or other information (the GM may
The starting point for these steps can vary. For example, the prompt for additional checks). Ultimately, the party can
characters can be safe in a town, setting out from a decide to continue in the same direction or change
campsite, or trying to rediscover a trail they lost minutes strategies.
ago after being ambushed by bandits.
Activities while creatures take up 10. Small creatures only take up half a
space, and tiny creatures hardly take up any space at all.
Viewable Distance
(which is 1/10th of their Dash Pace Duration of 30 minutes).
Sprinting and dashing draw from the same pool of
endurance. Every second a creatures travels at a sprint pace
A medium-sized creature standing upright at sea level can
uses up 10 seconds of their Dash Pace Duration. Therefore,
see about 3 miles before the landscape disappears below the
if our Human from the previous example travels at a sprint
horizon (as long as the weather is clear). Of course, seeing
for 1 minute, they become just as tired as if they had dashed
greater distances is possible at higher elevations, and tall
for 10 minutes, and they will have 20 minutes remaining in
landmarks such as towers and mountains can be seen from
their Duration.
much farther away.
RESTING The following table can help you reference how far away
The duration that a creature can travel at a faster pace only things can be seen, referred to here as Viewable Distance.
resets when the creature takes a short or long rest. For Whether an object can be observed depends both on the
example, a Human with a Constitution modifier of 0 travels height of the observer and the height of the object. Add the
at a dash pace for 10 minutes, then is stopped at a gate and two heights together to determine the viewable distance.
interrogated by a guard. After the guard is satisfied and lets For example, a 6-foot creature standing atop a 50-foot tower
the traveler pass, the Human has 20 minutes remaining in at sea level can perceive a 40-foot city wall from about 13
their Dash Pace Duration. miles away.
The Viewable Distance is half of its normal value if the
PUSHING THE LIMITS weather is not clear (haze, rain, or snow) or vision is
If the creature continues to attempt to move at the same otherwise lightly obscured. In heavily obscured conditions,
pace when it reaches the end of its Faster Pace Duration, it the Viewable Distance does not apply at all unless an
must make a DC 15 Constitution saving throw. If it fails the exception is made by the GM, such as when travelling in
save, it must either slow to a normal pace or take a level of darkness and the target being observed is lit by a light
exhaustion. Thereafter, the creature must repeat the saving source.
throw at time intervals equal to 1/3 of its normal Faster
Pace Duration, and the DC increases by 1 for every interval
that passes.
For example, a Human with a Constitution modifier of 0
can maintain a dash pace for 30 minutes before it must
Other Creatures
Food and Water Other sizes of creatures have different food requirements,
as detailed in the following table. Particular creatures
Characters who don’t eat or drink suffer the effects of
(especially heavy or four-legged ones) may have more
exhaustion (see the General Rules chapter). Exhaustion
specific food and water requirements detailed in their stat
caused by lack of food or water can’t be removed until the
block.
character eats and drinks the full required amount.
TABLE - FOOD AND WATER REQUIREMENTS
Food Creature Size Food Water
A normal character needs one pound of food per day and Tiny < 1/8 lb. < 1/8 gal.
can make food last longer by subsisting on half rations.
Small 1/2 lb. 1/4 gal.
Eating half a pound of food in a day counts as half a day
without food. Medium 1 lb. 1/2 gal.
A character can go without food for a number of days Large 15 lbs. 5 gal.
equal to 2 + his or her Constitution modifier (minimum 1).
This is known as the character’s Starvation Threshold. Huge 500 lbs. 25 gal.
Gargantuan 5,000 lbs. 100 gal.
STARVATION THRESHOLD = 2 + Constitution modifier
(minimum 1)
At the end of the Starvation Threshold, a character
automatically suffers a level of exhaustion, and the count
toward the Threshold begins again from 0. For example, a No matter how well-prepared an adventuring party can be,
character with a Constitution modifier of +2 will gain their weather has the potential to ruin or complicate an otherwise
first level of exhaustion after 4 days without food. Their standard journey. This section will be found most useful by
second level of exhaustion would come after 8 total days GMs who are planning and designing adventures for their
without food, and so on. However, if a character is group.
subsisting on half rations, they will not drop below
exhaustion level 4 due to starvation. Current Weather
A normal day of eating resets the count of days without An area’s weather is a great way to bring an environment to
food to zero. life in your adventures. The climate can vary greatly
depending on the time of year and geography, so use the
VARIANT: DIFFERENT FOOD REQUIREMENTS following information to help plan.
Creatures and characters of different sizes usually have
varying food requirements. For an added element of Stable regions have highly consistent temperature and
realism, a two-legged character’s food requirements can be are unlikely to have hazardous weather conditions. Volatile
tailored to their height or weight. Divide a character’s regions, on the other hand, may have wild temperature
weight by 100, or round their height to the nearest foot and swings and fairly regular adverse weather events. Your
divide by 4 (a player can choose which option their gamemaster may use the Potential Weather Conditions
character uses). Round down the result to the nearest half table to determine the weather on a daily basis.
pound to get the amount of food a creature needs per day.
TEMPERATURE
Water Weather that is too hot or too cold can have adverse effects
on your long rests – see the Resting rules in the General
A normal, medium-sized character needs half a gallon of Rules chapter for more information. Resting when the
water per day. Any creature who travels more than 4 hours ambient temperature is below freezing (less than 32°F/0°C)
in one day - or engages in strenuous activity such as or when it’s very hot (greater than 90°F/32°C) will cause
sprinting or combat - needs an additional day’s worth of you to only regain 1 hit die on a long rest. Campfires can
water. If the weather or environment is hot (greater than help prevent cold temperatures from affecting your rest, but
90°F/32°C), yet another day’s worth of water is needed. For there are few non-Eldertech solutions to hot climates.
example, a Human traveler journeying 6 hours through a
hot desert will need a total of 1.5 gallons of water that day.
Combat
228
Other Activity on Reactions
Your Turn Certain special abilities and situations allow you to take a
special action called a reaction. A reaction is an instant
Your turn can include a variety of flourishes that require response to a trigger of some kind, which can occur on your
neither your action nor your move. turn or on someone else’s. The opportunity attack,
You can communicate however you are able, through described later in this chapter, is the most common type of
brief utterances and gestures, as you take your turn. reaction. Another common type of reaction is the parry.
You can also interact with one object or feature of the When you take a reaction, you can’t take another one
environment for free, during either your move or your until the start of your next turn. If the reaction interrupts
action. For example, you could open a door during your another creature’s turn, that creature can continue its turn
move as you stride toward a foe, or you could draw your right after the reaction.
weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to PARRYING
use your action. Some items and other special objects If a piece of equipment or class feature grants you the
always require an action to use, as stated in their ability, you may use your reaction to parry an enemy’s
descriptions. attack after it hits. Parrying an attack adds your proficiency
The GM might require you to use an action for any of bonus to your AC for that attack only. If your AC would
these activities when it needs special care or when it then exceed the attack roll, the attack misses instead.
presents an unusual obstacle. For instance, the GM could
reasonably expect you to use an action to open a stuck door
or turn a crank to lower a drawbridge. Movement and
Position
In combat, characters and creatures are in constant motion,
often using movement and position to gain the upper hand.
On your turn, you can move a distance up to your speed.
You can use as much or as little of your speed as you like on
INTERACTING WITH OBJECTS AROUND YOU your turn, following the rules here.
Here are a few examples of the sorts of thing you can
do in tandem with your movement and action: Your movement can include jumping, climbing, and
swimming. These different modes of movement can be
� draw or sheathe a sword combined with walking, or they can constitute your entire
� open or close a door move. However you’re moving, you deduct the distance of
� withdraw a potion from your backpack each part of your move from your speed until it is used up
or until you are done moving.
� pick up a dropped axe
� take a bauble from a table Breaking Up Your Move
� remove a ring from your finger You can break up your movement on your turn, using some
� stuff some food into your mouth of your speed before and after your action. For example, if
you have a speed of 30 feet, you can move 10 feet, take your
� plant a banner in the ground
action, and then move 20 feet.
� fish a few coins from your belt pouch
� drink all the ale in a flagon MOVING BETWEEN ATTACKS
� throw a lever or a switch If you take an action that includes more than one weapon
attack, you can break up your movement even further by
� pull a torch from a sconce
moving between those attacks. For example, a fighter who
� take a book from a shelf you can reach can make two attacks with the Extra Attack feature and
� extinguish a small flame who has a speed of 25 feet could move 10 feet, make an
attack, move 15 feet, and then attack again.
� don a mask
� pull the hood of your cloak up and over your
head
USING DIFFERENT SPEEDS
If you have more than one speed, such as your walking
� put your ear to a door speed and a swimming speed, you can switch back and
� kick a small stone forth between your speeds during your move. Whenever
you switch, subtract the distance you’ve already moved
� turn a key in a lock
from the new speed. The result determines how much
� tap the floor with a 10-foot pole farther you can move. If the result is 0 or less, you can’t use
� hand an item to another character the new speed during the current move.
Combat
230
Actions in Combat feet, for instance, you get 45 extra feet of movement and can
move up to a total of 60 feet this turn if you sprint.
When you take your action on your turn, you can take one When you take the Sprint action, any melee attacks
of the actions presented here, an action you gained from against you have advantage until the start of your next turn.
your class or a special feature, or an action that you
improvise. Many monsters have action options of their own Disengage
in their stat blocks. If you take the Disengage action, your movement doesn’t
When you describe an action not detailed elsewhere in provoke opportunity attacks for the rest of the turn.
the rules, the GM tells you whether that action is possible
and what kind of roll you need to make, if any, to
determine success or failure.
Dodge
When you take the Dodge action, you focus entirely on
Attack avoiding attacks. Until the start of your next turn, any
attack roll made against you has disadvantage if you can
The most common action to take in combat is the Attack see the attacker, and you make Dexterity saving throws
action, whether you are swinging a sword, firing an arrow with advantage. You lose this benefit if you are
from a bow, or brawling with your fists. incapacitated (as explained in appendix A) or if your speed
With this action, you make one melee or ranged attack. drops to 0.
See the “Making an Attack” section for the rules that govern
attacks.
Certain features, such as the Extra Attack feature of the
Help
You can lend your aid to another creature in the completion
fighter, allow you to make more than one attack with this
of a task. When you take the Help action, the creature you
action.
aid gains advantage on the next ability check it makes to
perform the task you are helping with, provided that it
Bypass makes the check before the start of your next turn.
You can take the Bypass action to attempt to move through Alternatively, you can aid a friendly creature in attacking
a hostile creature’s space this turn, as long as the creature is a creature within 5 feet of you. You feint, distract the target,
no more than one size larger than you and you have enough or in some other way team up to make your ally’s attack
movement remaining to continue moving past the creature. more effective. If your ally attacks the target before your
Make a Strength (Athletics) or a Dexterity (Acrobatics) next turn, the first attack roll is made with advantage.
check, contested by the same check from the target creature.
You automatically succeed on the check if the creature is
incapacitated. On a success, you manage to force or weave
Hide
When you take the Hide action, you make a Dexterity
your way through the hostile creature’s space.
(Stealth) check in an attempt to hide, following the rules for
You have disadvantage on the check if the creature is
hiding. If you succeed, you gain certain benefits, as
larger than you, and advantage if the creature is smaller
described in the “Unseen Attackers and Targets” section
than you or prone.
later in this chapter.
Dash Ready
When you take the Dash action, you gain extra movement
Sometimes you want to get the jump on a foe or wait for a
for the current turn. The increase equals your speed, after
particular circumstance before you act. To do so, you can
applying any modifiers. With a speed of 30 feet, for
take the Ready action on your turn, which lets you act using
example, you can move up to 60 feet on your turn if you
your reaction before the start of your next turn.
dash.
First, you decide what perceivable circumstance will
Any increase or decrease to your speed changes this
trigger your reaction. Then, you choose the action you will
additional movement by the same amount. If your speed of
take in response to that trigger, or you choose to move up
30 feet is reduced to 15 feet, for instance, you can move up
to your speed in response to it. Examples include “If the
to 30 feet this turn if you dash.
cultist steps on the trapdoor, I’ll pull the lever that opens
it,” and “If the guard steps next to me, I move away.”
Sprint When the trigger occurs, you can either take your
If you are not wearing medium or heavy armor and are not reaction right after the trigger finishes or ignore the trigger.
encumbered, you can take the Sprint action to gain a larger Remember that you can take only one reaction per round.
amount of extra movement on your turn. You gain extra
movement equal to three times your speed. With a speed of
30 feet, for example, you can move up to 120 feet on your
Search
When you take the Search action, you devote your attention
turn if you dash.
to finding something. Depending on the nature of your
Similar to the Dash action, any increase or decrease to
search, the GM might have you make a Wisdom
your speed is applied to the extra movement before it is
(Perception) check or an Intelligence (Investigation) check.
multiplied by 3. If your speed of 30 feet is reduced to 15
Attack Rolls
Archivist
Pwanoszt
Master
Combat
232
TOUCH AC Melee Attacks
In some circumstances, an attack roll may be compared Used in hand-to-hand combat, a melee attack allows you to
against a creature’s Touch Armor Class (Touch AC) instead attack a foe within your reach. A melee attack typically uses
of their normal AC. A creature’s Touch AC represents how a handheld weapon such as a sword, a warhammer, or an
hard it is just to make contact with that creature. Attacks axe. A typical creature makes a melee attack when it strikes
with extraordinary or Eldertech weapons might only need with its claws, horns, teeth, tentacles, or other body part.
to make contact with an enemy to hurt them, cleaving right
Most creatures have a 5-foot reach and can thus attack
through armor. Additionally, some armors are weak against
targets within 5 feet of them when making a melee attack.
attacks with a certain damage type (see the Equipment
Certain creatures (typically those larger than Medium) have
chapter), and in those cases, attacks should be compared
melee attacks with a greater reach than 5 feet, as noted in
against Touch AC.
their descriptions.
Combat
234
When attacking with a weapon, you add your ability Lightning. A rare damage type, normally only caused by
modifier-the same modifier used for the attack roll-to the being struck by lightning. Some ancient artifacts may cause
damage. lighting damage as well.
If an effect deals damage to more than one target at the Necrotic. A rare damage type, necrotic damage is the
same time, roll the damage once for all of them. extremely rapid dehydration, desiccation, or decay of flesh.
It can be caused by some creatures’ toxins.
CRITICAL HITS Piercing. Puncturing and impaling attacks, including
When you score a critical hit, you get to roll extra dice for spears and creature bites, deal piercing damage.
the attack’s damage against the target. Roll all of the Poison. Venomous stings and ingesting toxic substances
attack’s damage dice twice and add them together. Then can deal poison damage.
add any relevant modifiers as normal. To speed up play, Psychic. A rare damage type that can be caused by verbal
you can roll all the damage dice at once. abilities, drugs, and trauma.
For example, if you score a critical hit with a dagger, roll Slashing. Swords, axes, and creature’s claws deal slashing
2d4 for the damage, rather than 1d4, and then add your damage.
relevant ability modifier. If the attack involves other
Thunder. A concussive burst of sound deals thunder
damage dice, such as from the rogue’s Sneak Attack feature,
damage.
you roll those dice twice as well.
DAMAGE RESISTANCE AND
Damage Types VULNERABILITY
Different attacks and other harmful effects deal different
types of damage. Damage types have no rules of their own, Some creatures and objects are exceedingly difficult or
but other rules, such as damage resistance, rely on the unusually easy to hurt with certain types of damage.
types. If a creature or an object has resistance to a damage type,
The damage types follow, with examples to help a GM damage of that type is halved against it. If a creature or an
assign a damage type to a new effect. object has vulnerability to a damage type, damage of that
type is doubled against it. If a creature has both resistance
Acid. A corrosive spray of spit from some predators and
and vulnerability to the same damage type, the modifiers
the dissolving enzymes secreted by some plants deal acid
cancel each other out, and damage is calculated as normal.
damage.
Resistance and then vulnerability are applied after all
Bludgeoning. Blunt force attacks-hammers, falling,
other modifiers to damage. For example, a creature has
constriction, and the like-deal bludgeoning damage.
resistance to bludgeoning damage and is hit by an attack
Cold. The chill environment of a frozen tundra can deal that deals 25 bludgeoning damage. The creature is also
cold damage. subject to an ally’s special feature that reduces all damage
Fire. Being caught in a burning house or exposed to by 5. The 25 damage is first reduced by 5 and then halved,
intense heat from lava or the sun can cause fire damage. so the creature takes 10 damage.
Force. Force is energy focused into a damaging form.
Most effects that deal force damage come from Eldertech
weapons.
Healing
Unless it results in death, damage isn’t permanent. Rest is
the most common way to restore a creature’s hit points.
Vials of Poison Other rarer and quicker methods exist, such as a sage’s
medical attention or certain Eldertech artifacts
When a creature receives healing of any kind, hit points
regained are added to its current hit points. A creature’s hit
points can’t exceed its hit point maximum, so any hit points
regained in excess of this number are lost.
A creature that has died can’t regain hit points.
Dropping to 0 Hit
Points
When you drop to 0 hit points, you either die outright or
fall unconscious, as explained in the following sections.
INSTANT DEATH
Massive damage can kill you instantly. When damage
reduces you to 0 hit points and there is damage remaining,
you die if the remaining damage equals or exceeds your hit
point maximum.
Combat
236
TABLE - ARM INJURIES 5 feet of it. If you’re knocked prone while mounted, you
must make the same saving throw.
Effect D100
If your mount is knocked prone, you can use your
Half ability score bonus to damage rolls (or reaction to dismount it as it falls and land on your feet.
0-49
half shield bonus to AC) Otherwise, you are dismounted and fall prone in a space
No ability score bonus to damage rolls (or no within 5 feet of it.
50-64
shield bonus to AC)
Disadvantage on Strength or Dexterity checks
65-89
Controlling a
involving the arm
Temporarily lose use of the arm /hand 90-98
Mount
While you’re mounted, you have two options. You can
Lose an arm or hand (no recovery) 99 either control the mount or allow it to act independently.
Intelligent creatures act independently.
TABLE - LEG INJURIES You can control a mount only if it has been trained to
Effect D100 accept a rider. Domesticated horses, donkeys, and similar
creatures are assumed to have such training. The initiative
-5 to movement speed 0-49
of a controlled mount changes to match yours when you
Half movement speed and cannot sprint, mount it. It moves as you direct it, and it has only three
disadvantage on Dexterity checks involving 50-74 action options: Dash, Disengage, and Dodge. A controlled
the leg mount can move and act even on the turn that you mount
Half movement speed and cannot dash or it.
sprint, disadvantage on Strength and 75-89 An independent mount retains its place in the initiative
Dexterity checks involving the leg
order. Bearing a rider puts no restrictions on the actions the
Temporarily lose use of the leg, require a cane, mount can take, and it moves and acts as it wishes. It might
90-99
stick, or assistance to move at half speed flee from combat, rush to attack and devour a badly injured
foe, or otherwise act against your wishes.
TABLE - HEAD INJURIES In either case, if the mount provokes an opportunity
Effect D100 attack while you’re on it, the attacker can target you or the
mount.
Disadvantage on Wisdom (Perception) checks
0-24
using sight
Temporarily blinded 25-29 Underwater
Disadvantage on Wisdom (Perception) checks
using sound
30-54 Combat
Temporarily deafened 54-59 When adventurers pursue ocean monsters back to their
undersea homes, fight off sharks in an ancient shipwreck, or
Disadvantage on Dexterity checks and saving
60-84 find themselves in a flooded dungeon room, they must fight
throws, and on attack rolls that use Dexterity
in a challenging environment. Underwater the following
Permanently scarred, minor (no recovery) 85-94 rules apply.
Permanently scarred, major (no recovery) 95-99 When making a melee weapon attack, a creature that
doesn’t have a swimming speed has disadvantage on the
attack roll unless the weapon is a dagger, javelin,
Mounted Combat shortsword, spear, or trident.
A ranged weapon attack automatically misses a target
A willing creature that is at least one size larger than you beyond the weapon’s normal range. Even against a target
and that has an appropriate anatomy can serve as a mount, within normal range, the attack roll has disadvantage
using the following rules. unless the weapon is a crossbow, a net, or a weapon that is
thrown like a javelin (including a spear, trident, or dart).
Mounting and Creatures and objects that are fully immersed in water
Social Interaction
238
Approach 2: Basic NPC, or let one character handle everything. Successes and
failures are always added to the same counter, no matter
Actions MISLEAD
Misleading a target is a common tool of the sly or dishonest
APPEALS character. Using this action, you can convince the target to
The Appeal action is your primary tool to convince a target believe something that is false or trick them into acting
to grant your request. Each Appeal type corresponds to a without thinking. However, failing your deception will
strategy or approach to the persuasion. When you make an often have more severe consequences than other Social
Appeal, you choose a type and make an ability check Actions.
against the social encounter DC for this particular request. Both types of Mislead actions typically use a Charisma
You'll use the skill indicated in the Appeal type. (Deception) check against a DC that is determined by the
GM (based on the believability of the ruse).
APPEAL TO FEAR
Play on the target's preexisting fears or concerns, playing DECEIVE
up what might happen if the target doesn't accede to your The simple act of convincing the target to believe an untrue
request. Uses a Charisma (Intimidation) check. statement. The lie may be about the identity of the player,
APPEAL TO REASON current events, or any number of things. The cleverer or
closer to truth the lie is, the more likely it is to be believed.
Convince the target that your request is logical and in their
best interests using reasoned arguments. Uses an Whether your lie succeeds or fails, the GM arbitrates the
Intelligence check, and a skill may be applicable based on result. Some examples of successful results include:
the subject matter. permanent advantage on a certain Appeal type against this
target, a change in attitude to "allied", causing the target to
APPEAL TO IDEAL become confused, or immediate success on the current
Explain to the target why acting on your request is the request.
"right" thing to do from an ideological, moral, or religious
standpoint. Uses a Charisma (Persuasion) check or an
Intelligence check with a skill determined by the subject
matter.
Social Interaction
240
SOCIAL ACTIONS REFERENCE
Action Roll Required (against Social Encounter DC, unless stated otherwise)
Appeals
Fear Charisma (Intimidation)
Reason Intelligence, skill may be applicable based on subject
Ideal Charisma (Persuasion), or Intelligence with skill determined by subject
Pity Charisma (Persuasion)
Trade Favor
Discover Option Wisdom (Insight)
Pretend to Agree Charisma (Deception) against target’s Wisdom (Insight)
Bribe
Offer Bribe Charisma (Persuasion), advantage or disadvantage based on offer
Bonus Actions
Bolster Self Charisma (Persuasion) or Charisma (Deception) if a lie
Once per Character per Encounter, gain advantage on social action this round or make NPC friendlier
Social Interaction
242
SOCIAL SCORE
The social score of the character, which is used to measure
how charismatic and effective they are in debate and
conversation. More detail about social scores can be found
later in this chapter.
ATTITUDE
Describes how a character feels about the party. This value
can be dependent on factors such as what species of
characters are in the party, or recent events. Besides helping
set the tone of a social interaction, this may have an impact
on the more advanced social encounter rules.
ENCOUNTERS
The encounters section tries to anticipate what the players
may be trying to achieve when talking to this character. An
ability check or social encounter will be required before this
character will cooperate with any of the listed requests.
Each request has its general difficulty and a DC for any
ability checks, and further details about that request should
be provided in nearby text for any written adventures.
Success/Fail Counter
For the players, to win a social encounter is to convince the
NPC to grant the players’ request. As stated earlier in the
chapter, it may take several successful actions to win the
encounter. The number of successes needed vs the number
other important information used when interacting with of failures allowed for an average social encounter with an
them in a non-violent way. NPC is called the success/fail counter, and it is determined
There are several approaches to using the Redsky social by comparing the social score of the NPC with the social
rules, and the social stat block is useful to all of them. It score of the party. The social score of the party is
allows a gamemaster to pick up the most important determined by the highest social score among the party
information about an NPC at a glance, so that effective members present and not incapacitated.
roleplay becomes quicker and easier. The following table can be used to figure out the base
Not all NPCs need a social stat block. They are most often success/fail counter of a social encounter. This base counter
used when a character’s initial goals are at odds with the can then be modified by the difficulty of the social
players’ goals, and the players must use debate or favors to encounter and the NPC’s attitude toward the party.
proceed.
A social stat block may be combined with a normal stat Encounter Modifiers
block if it is also possible to engage a character in combat.
and DC
SOCIAL INFORMATION After you determine the success/failure counter between
The basic information in the stat block can be found under the party and an NPC, you determine the encounter
the “Social” tag. There are three attributes described here, modifiers by looking at the encounter difficulty and NPC
sometimes followed by notes that can optionally be used for attitude.
the advanced social encounter rules. As long as you know the stats of your party and the social
encounters the party might trigger in a session, you can
TYPE calculate these modifiers of every social encounter while
A simple descriptor, usually only two words, that usually planning a game – there’s no need to do it on the fly. The
summarizes a character’s personality and profession. This is only trick is that sometimes NPC attitudes change
the bare minimum needed for a gamemaster to imagine depending on the course of the game, so make sure you
how a character would act. keep track of that!
ENCOUNTER DIFFICULTY mechanical effect, and are simply meant to clue in the GM
� Hard: +1 successes needed, DC 16-20 on a character’s personality.
� Normal: No change, DC 12-15
TABLE - EXAMPLE NPC TRAITS
� Easy: -1 successes needed, DC 7-11 Trait Effect
Social Interaction
244
Redsky Core Book
245
Chapter 17:
Equipment and Eldertech
Economics TABLE - COST OF TRADE GOODS
Cost Goods
Coinage 1 cp
2 cp
1 candle
1 lb. of salt
C
ommon coins come in several different 3 cp 1 lb. of wheat or 1 lb. of beeswax
denominations based on the relative worth of the 5 cp 1 lb. of flour, 1 chicken, 1 lb. iron ingot
metal from which they are made. Coins from
1 sp 1 lb. copper ingot or 1 lb. of tobacco
different regions may be shaped differently and have
different names, but for simplicity they all break down into 2 sp 1 deer hide
three common denominations: the gold piece (gp), the silver 3 sp 1 cow hide, 1 lb. of cinnamon
piece (sp), and the copper piece (cp). 1 sq. yard of tanned leather, tanned
5 sp
The silver piece is the most commonly found, and is the deer hide, linen, or canvas, 1 goat
most used coin for measuring the price of goods in a 1 lb. of pepper, 1 lamb, 1 sq. yard of
7 sp
marketplace. Ten silver pieces are worth one gold piece, tanned lambskin
and one silver piece is worth ten copper pieces. One silver 1 gp 1 pig or 1 lb. of silver
piece will buy a torch, a pound of hardtack rations, a glass 1 gp 5 sp 1 sheep, 30 gallon barrel, 1 ton coal
bottle, or a piece of parchment. It can also purchase a bed 3 gp 1 sq. yard of silk, 1 gallon seed oil
for a night at a cheap inn. Common laborers, such as 5 gp 1 cow, 1 donkey
longshoremen, wagon drivers, and lumberjacks, expect to
10 gp 1 ox
earn between two and seven silver pieces a day.
15 gp 1 lb. of saffron
The gold piece is less common than the silver, but is often
used to measure wealth or the value of more expensive 50 gp 1 lb. of gold
Types of Armor
SHIELDS
A shield is made from wood and may be coated or
embossed with metal. It is carried in one hand. You can
benefit from only one shield at a time.
Shield Wall. This type of shield benefits from being
adjacent to similar shields. If you have an ally within 5 feet
Archivist of you who is also using a shield with this property, you
Leather Armor
Light Armor
Medium Armor
Heavy Armor
Shields
may use your reaction to impose disadvantage on enemies only change the direction the shield is facing when you are
that try to perform a ranged attack on either of you until the capable of moving (such as on your turn).
start of your next turn.
Parrying. This shield allows you to take a Parry reaction LIGHT ARMOR
(see the Combat chapter). Made from supple and thin materials, light armor favors
Mounted Protection. Shields with this property are agile adventurers since it offers some protection without
designed to protect a mounted rider from attacks from the sacrificing mobility. If you wear light armor, you add your
ground. While mounted, attacks of opportunity against you Dexterity modifier to the base number from your armor
have disadvantage. type to determine your Armor Class.
Tower Shields. These gigantic shields cover the whole Padded. Padded armor (or ‘gambeson’) consists of quilted
body and provide extra protection. While wielding this layers of cloth and batting. It is useful for dulling the blows
shield, you are considered to have three-quarters cover (+5 of bludgeoning attacks, and not much else. It can be worn
AC) from attacks from the direction it is facing. You can as an under-layer for heavier armor.
Leather. Simple leather armor serves a similar purpose to and arms relatively unprotected, this armor provides good
padded armor and shares many of the same weaknesses. protection for the wearer’s vital organs while leaving the
However, it can also be treated with oil. wearer relatively unencumbered. It can be layered over
Hardened Leather. The breastplate and shoulder some lighter armors for additional reinforcement.
protectors of this armor are made of leather that has been Half Plate. Half plate consists of shaped metal plates that
stiffened by being boiled in brine or treated with wax. It can cover most of the wearer’s upper body. It does not include
be treated with oil. leg protection beyond simple greaves that are attached with
leather straps.
MEDIUM ARMOR
Medium armor offers more protection than light armor, but HEAVY ARMOR
it also impairs movement more. If you wear medium armor, Of all the armor categories, heavy armor offers the best
you add your Dexterity modifier, to a maximum of +2, to protection. These suits of armor cover the entire body and
the base number from your armor type to determine your are designed to stop a wide range of attacks. Only proficient
Armor Class or Touch AC. warriors can manage their weight and bulk.
Rawhide. This crude armor consists of thick untanned Heavy armor doesn’t let you add your Dexterity modifier
animal hide. Rawhide armor can be crafted in about two to your Armor Class or Touch AC, but it also doesn’t
hours from the pelt of a large animal, as long as the penalize you if your Dexterity modifier is negative.
character has access to and proficiency with leatherworker's Mail. Made of interlocking metal rings, chain mail
tools or the Survival skill. It is commonly worn by folk who includes a layer of quilted fabric worn underneath the mail
lack access to the tools and materials needed to create better to prevent chafing and to cushion the impact of blows. The
armor. It can be treated with oil. suit includes gauntlets. It can be layered over some lighter
Mail Shirt. Made of interlocking metal rings, a mail shirt armors for additional reinforcement.
is worn between layers of clothing or leather, offering Brigandine. This armor is made of heavy cloth or leather,
modest protection to the wearer’s upper body. with many metal strips or plates riveted to the interior. It
Scale. This armor consists of a coat and leggings (and covers the entire torso and upper legs, with accompanying
perhaps a separate skirt) of leather covered with helmet, gauntlets, and boots made of leather, mail, or plate.
overlapping pieces of metal, much like the scales of a fish. It It can be layered over some lighter armors for additional
can be treated with oil. reinforcement.
Lamellar. Made from small rectangular plates (scales or Plate. Plate consists of shaped, interlocking metal plates
lamellae) of iron, steel, leather, or bronze laced into to cover the entire body. A suit of plate includes gauntlets,
horizontal rows. It can be treated with oil or layered over heavy leather boots, a helmet, and thick layers of padding
some lighter armors for additional reinforcement. underneath the armor. Buckles and straps distribute the
Cuirass. This armor consists of fitted metal (typically weight over the body.
bronze) chest and back pieces. Although it leaves the legs
Throwing Knives
Chakram
Pole hammer 8 gp 1d10 bludgeoning 12 lb. Armor-bane, polearm, shield-breaking, two-handed, unwieldy
Rapier 5 gp 1d8 piercing 2 lb. Finesse
Saber 8 gp 1d8 slashing 2 lb. Finesse, special
Scimitar 8 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 5 gp 1d6 piercing / 2 lb. Finesse, light
slashing
Spear, long 3 gp 1d8 piercing 5 lb. Charge-breaking, polearm, versatile (1d10)
Swordbreaker 25 gp 1d4 slashing 1 lb. Light, special
Swordcatcher 25 gp - 5 lb. Polearm, special
Trident 10 gp 1d6 piercing 4 lb. Flesh-bane, thrown (range 20/60), versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb. Armor-bane
Warhammer 5 gp 1d8 bludgeoning 2 lb. Shield-breaking, versatile (1d10)
Whip 1 gp 1d4 slashing 3 lb. Finesse, reach
Nightrider Sword
Fine Boots
Amulet of Metal
Rejection
Bolt-Thrower
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266
surface of water. The Eldertech cartridge is fully spent support up to 1000 lbs. of weight before failing and
regardless of how long the bracer is used. deactivating.
Fires started by the bracer last for at least 30 seconds Each piece is capable of pulling up to 200 lbs. when
(though they may burn longer if something flammable, like activated. If attached to a greater weight, or if the pieces are
wood, is ignited) or until they are put out. Creatures caught more than 20 feet apart, the activation fails.
in the line must make a DC 17 Dexterity saving throw,
taking 5d6 fire damage and catching fire on a failed save, or
taking half as much damage on a successful one. Creatures
Burner
Common artifact, 1 lb., cartridge-based
that end their turn in a 5-foot square on fire must repeat the
saving throw with the same results. Creatures that move A dome-shaped object 6 inches in diameter, with a small
through spaces set on fire by the fluid take 5d6 fire damage hole on the top of the dome, a button and a switch on the
immediately, and creatures caught on fire take 5d6 fire side, and a cartridge socket on the flat bottom. When an
damage at the start of their turns. Creatures on fire may use Eldertech cartridge is attached, its powder will turn into a
an action to extinguish the blaze on themselves, though translucent yellow oil and drain into the burner, allowing
extinguishing one of the fires on the ground requires using the cartridge to then be discarded.
an action to smother it with cloth, canvas, or hide big As an action, the button may be pressed to activate the
enough to cover the space. burner, causing a small flame to appear from the hole in the
top. A word of the user’s choice may be spoken as the
Bracers of Water button is pressed, and the flame will extinguish itself when
the button is pressed again or the chosen word is spoken.
Command The burner remains cool to the touch no matter how long
Rare artifact, 1 lb., 1 charge each the flame is left burning.
The size and intensity of the flame depends on the switch.
A pair of metallic bracers fastened by pale leather and silver
One position will emit a small fire equal in brightness to a
buckles. They each possess a ring of blue opals that lie over
candle. The other position will emit a flame equal to a small
the wearer’s wrists. When submerged in water, the rings
campfire. The fuel in one Eldertech cartridge will sustain the
begin to spin and collect water. Lifting them reveals orbs of
candle flame for up to 50 hours, and the campfire flame will
collected water that cover the wearer’s wrists, indicating
use fuel twice as quickly.
that the bracers are charged.
The wearer can use the water to make one of three
actions: Canister of Liquid
DEFLECT - The user throws up their arms to create a wall
of water to protect themselves as a reaction. The user gains
Sun
Rare artifact, 1/2 lb., cartridge-based
+3 AC until the start of their next turn.
PULSE - A bolt of water surges from the user as they make A handheld, mostly transparent cylinder with a cartridge
a Dexterity-based ranged weapon attack on a target up to 30 socket on the top and a button on the side. If an Eldertech
feet away. If the target is hit, they take 2d4 bludgeoning cartridge is inserted, the cartridge drains bright orange
damage, and must succeed on a Strength saving throw liquid into the cylinder, glowing bright enough to emit 10
where the DC is the result of the attack roll or be knocked feet of bright light and another 10 feet of dim light.
prone. As an action, a character may hold the button and aim the
WHIP - Water lashes out as the user makes a Dexterity- top of the canister in any direction. The canister will spray
based melee weapon attack to strike a target up to 15 feet its contents in a 15-foot cone, emptying itself of fluid.
away. If the target is hit, they take 2d6 bludgeoning damage Creatures caught in this cone must make a DC 13 Dexterity
or are pulled up to 10 feet towards the user. saving throw, taking 6d6 fire damage on a failed save, or
half as much damage on a successful one. Creatures made
Each bracer can make one of these actions before needing
of metal or wearing metal armor have disadvantage on this
to be submerged in water again. Submerging and charging
saving throw. Additionally, all creatures wielding a weapon
these bracers takes one action.
made of metal must immediately drop that weapon or
Canister of Glue
Uncommon artifact, 1/2 lb., cartridge-based
A small, short cylinder that attaches to the top of an
Eldertech cartridge. When a cartridge is attached, its powder
will become an off-white, viscous liquid.
As an action, a character may activate the canister. The
canister of glue will slowly pour out its contents to cover 5
square feet of space, and the liquid will turn into a
translucent glue. For the next 24 hours, anything that
touches the glue will become stuck to it, requiring a DC 16
Strength saving throw to escape from the glue or a DC 16
Strength check to remove something attached to the glue.
Pouring vinegar or any other acid on the glue allows these
checks to be made with advantage. After 24 hours, the glue
will become mostly inert, leaving whatever it touched
slightly sticky.
Alternatively, as an action, a character may activate the
canister and throw it at a target within their throwing
distance (see the General Rules chapter). The space within
5-foot radius of where the canister lands becomes difficult
terrain, coated in several feet of rapidly expanding sticky
foam.
Creatures who start their turn in the sticky foam or enter
the foam during their turn must make a DC 13 Strength
saving throw. On a failed save, the creature is restrained as Bracers of
long as it remains in the foam or until it breaks free. A Water Command
Rejuvenating Foam
Rare artifact, 1/2 lb., cartridge-based
A small, short cylinder that attaches to the top of an
Eldertech cartridge. When a cartridge is attached, its
powder will become a translucent blue gel. When exposed
to the air, this gel expands and becomes a blue-white foam.
As an action, a character may activate the canister. The
canister of rejuvenating foam will release a foam that
rapidly expands to fill wounds and stop bleeding on a
target. The target regains 2d4 HP at the start of their turn
for the next 5 turns.
Canister of Webbing
Rare artifact, 1/2 lb., cartridge-based
A small silver cube with a cartridge socket on one side, and
a leather strap and buckle so it can attach to a wrist. When
an Eldertech cartridge is attached, the blue powder turns into
a solid silver-gray substance.
As an action, the canister of webbing can be fired at a space
within 60 feet, emptying the Eldertech cartridge. A 20-foot
cube centered on that space fills with a thick, sticky
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268
Cloak of Warmth webbing that lasts for up to 1 hour. The webs are difficult
terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses
(such as walls or trees) or layered across a floor, wall, or
ceiling, the created web collapses on itself, and the effect
ends at the start of your next turn. Webs layered over a flat
surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters
them during its turn must make a DC 14 Dexterity saving
throw. On a failed save, the creature is restrained as long as
it remains in the webs or until it breaks free. A creature
restrained by the webs can use its action to make a DC 14
Strength check. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs
exposed to fire burns away in 1 round, dealing 2d4 fire
damage to any creature that starts its turn in the fire.
Alternatively, the webbing can be fired in a line at a solid
surface up to 120 feet away, emptying the Eldertech cartridge.
The end will stick to the surface it hits, and the rest of the
line acts as a long rope, dissolving after 1 hour. A DC 20
Strength check is required to remove the web from the
surface it is attached to, and it capable of supporting up to
500 pounds before failing.
Charge Battery
Uncommon artifact, 2 lbs., 1 charge
A small cube about 4 inches on a side that is surprisingly
heavy. There is a small circle of blue light on one side,
though the light is not bright enough to illuminate an area.
When the charge battery has no charges remaining, the light
vanishes.
As an action, the charge battery may be held up to another
Eldertech artifact that uses charges and is at less than its
maximum number of charges. The battery will expend its
charge and the artifact will be restored to its maximum
number of charges immediately.
The charge battery requires 75 hours of sunlight to restore
its charge.
Color-Changing
Clothes
Common clothing, 1/2 lb.
A sleek, lightweight garment (such as a shirt, skirt, or tunic)
that is a blue-violet color in its natural state. A creature
wearing this garment can use an action to alter its hue to
any desired color. The level of shine and texture also be
changed, from the appearance of rough canvas to the
smoothest silk. The garment will revert to its natural state
when it is no longer worn.
Color-changing clothes are impossible to stain or damage
permanently. When soiled, washing them easily removes
any trace of dirt or filth. While they can be slashed or torn,
holding the damaged ends together will cause the garment
Dagger of Tracking to repair itself.
Cloak of Warmth essential for the preservation of exotic meats and other
spoilable goods during long journeys.
Uncommon clothing, 3 lb.
This large cloak has the weight and feel of wool and is Dagger of Lightning
embroidered with bright strands of Eldertech alloy. It Uncommon weapon (dagger), 1 lb.
wards away even the bitterest cold, keeping the wearer
The steel blade of this well-made dagger gleams with a faint
warm even in blizzards.
yellow tinge, and it sparks when it strikes metal. When
While wearing the cloak of warmth, you have advantage on attacking targets made of metal or wearing metal armor
saving throws against exhaustion that are caused by the with this weapon, your attack roll is made against the
cold weather and gain resistance to cold damage. Resting target’s Touch AC. On a hit against these targets, the dagger
while wearing a cloak of warmth is equivalent to having the of lightning deals 1d6 lightning damage + your ability
heat of campfire nearby. modifier instead of the normal slashing or piercing damage.
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270
vibration will be stronger or weaker depending on the
distance to the target. Earring of Clarity
While searching for your quarry with this dagger, you Uncommon accessory, <1/4 lb.
will be able to easily discern the direction of the target by A small silver hoop earring with carefully engraved line
slowly sweeping it in a circle around you. work. While wearing the earring of clarity, you have
advantage on all Wisdom (Perception) checks based on
Defender’s Bracers sound. Additionally, if you become deafened or hearing-
impaired, you will still be able to hear normally through the
Rare accessory, 1 lb. (each)
ear wearing the earring.
These bracers are made from a thin platinum-like material
and are nigh indestructible. While wearing the defender’s
bracers, you notice an increase in your reflexes, and have a
Elder Weapon
+1 bonus to your AC. Uncommon weapon (any), weight varies
The defender’s bracers also grant you the ability to deflect A weapon crafted from Eldertech alloy. There are elder
incoming projectiles. When you or a creature within 5 feet weapon versions of every weapon type. They come in
of you is hit with a ranged weapon attack, you may use various colors and shapes, with a hilt or handle commonly
your reaction to make a Dexterity check to deflect the textured to resemble metal, wood, or wrapped leather. Elder
projectile. If the Dexterity check exceeds the result of the weapons have no special properties apart from exceptionally
attack roll, then the attack is deflected and deals no damage. fine construction and durability. You have a +1 bonus to
Otherwise, you take half of the projectile’s damage, attack and damage rolls when making an attack with an
rounded down. elder weapon.
Eye of Truesight
Uncommon accessory, <1/4 lb.
A tiny golden dome with intricate black markings and a
hole in the peak, designed to be worn over an eyeball.
Though it is uncomfortable, the wearer will be able to blink
and otherwise use their eye as normal, though their pupil
will glow with a violet light that may be seen up close or in
the dark. Elder Shortsword
While wearing the eye of truesight, you may as a bonus
action learn the Strength, Dexterity, or Constitution score of
a single creature you can see within 40 feet. You can also
learn whether the creature’s current HP is less than half of
their maximum.
Within the same range, you may also detect any
Eldertech artifacts that are not concealed behind at least a
foot of stone, dirt, sand, wood, or metal.
If you are dealt lightning damage while wearing the eye of
truesight, there is a 30% chance that it becomes broken.
While broken, it does not detect Eldertech and gives
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272
random readings for a creature’s statistics and HP.
Repairing the eye restores its normal functionality. Forcewave Weapon
Rare weapon (any melee piercing), weight varies
Firethrower A piercing weapon made of Eldertech alloy and radiating a
Uncommon weapon (special), two-handed, 8 lbs., cartridge-based soft blue glow. Thrusting attacks with this weapon send out
a short wave of blue hardlight energy, extending your reach
A long gray tube with markings down its length, meant to with it by 5 feet. Targets hit by the forcewave weapon or its
be held with both hands. One end of the tube has a port for shockwave take the weapon’s normal piercing damage plus
an Eldertech cartridge, and the other end has a small, an extra 1d6 force damage.
unassuming hole. When a cartridge is loaded its blue
powder turns into a clear, thin fluid.
As an action, you may activate the firethrower, causing a
Fortifying Ichor
15-foot line of bright orange flame to erupt from the hole. Uncommon artifact, 1/2 lb., cartridge-based
Creatures caught in this line must make a DC 14 Dexterity A thick reddish-silver disc with a port for an Eldertech
saving throw. The creatures take 2d6 fire damage on a cartridge on one of the faces and a small spout on the other.
failed save, and half as much damage on a successful one. When a cartridge is attached, its blue powder transforms
A single Eldertech cartridge holds enough fuel to keep the into a thick, honey-colored liquid.
firethrower active for 1 minute, or a total of 10 uses. You may consume the contents of the cartridge through
the spout as an action, leaving you feeling strong and alert.
Flare Wand For the next 10 hours, you have advantage on all Strength,
Dexterity, and Constitution saving throws, and whenever
Rare artifact, 1/4 lb., 5 charges.
you regain HP you also gain 1d8 temporary hit points.
A thin wand about a foot long tapered to a blunt point, Additionally, the first time you are reduced to 0 HP you
lined with Eldertech alloy but no other distinguishing immediately regain 1d4 HP.
marks besides a band made of hardlight an inch from the If you consume the fortifying ichor again within 3 days of
tip. the last time you consumed it, you immediately gain a level
The wielder may expand a charge to activate the flare of exhaustion.
wand, which fires a small intangible orb of white light from
the blunt tip. The orb quickly moves in the direction the
wand was pointing, passing through all obstacles and
Gauntlet of Force
stopping 50 feet from the wand. The orb of light cannot be Rare accessory, 1 lb., 6 charges
moved by any means. The orb is bright enough to be seen A robust gauntlet made of deep violet metal plates with a
from miles away, even in daylight, emitting bright light in strangely soft and cushioned interior.
250-foot radius and dim light for an additional 250 feet. As an action, you may expend a charge to emit a
The wielder may also expend 3 charges to send the orb shockwave from the gauntlet of force against a single target
250 feet away, and 5 charges to send it 500 feet away. within 10 feet. The target must make a DC 17 Strength
saving throw, being thrown backward 10 feet and taking
Hardlight Shield
Flare Wand
Gauntlets of Stone A plain metallic cup, with a stem and base but without
decoration. It is big enough to hold 8 fluid ounces. They
Calling exist in various shapes and colors.
When a drink or water-based liquid is poured into the
Rare accessory, 1 lb. (each) goblet, it activates automatically, filtering out anything that
A pair of long metallic gauntlets that resemble forge is not pure water. The impurities appear to drain
worker’s gloves. The joints are covered in lines of a copper- downward into the stem and then vanish, leaving behind
like material that eventually meet and braid into cords, any water that was part of the liquid. Solids and fluids with
reinforcing the forearms of the wearer. no water, such as dirt or oil, do not activate the goblet, but
As an action, you can use the gauntlets to call forth 2d6 they will still drain if an equal proportion of water is then
stones from the earth beneath them, which then levitate added.
around you. This number is 12 if you are standing above There are no discernable holes in the cup. These goblets
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274
appears inches above your arm. The color of the hardlight damage and is deafened until the start of your next turn. On
and exact type of shield can vary from one artifact to the a success, a creature takes half damage.
next. A Featherfolk wearing this helm may use their Piercing
This shield cannot be broken (including by weapons with Screech feature instead of a normal shout. In these
the shield-breaking property) and grants a bonus +1 to your circumstances, the cone deals 6d6 thunder damage instead.
AC on top of the normal shield bonus.
Horn of Thunder
Hat of Perfect Uncommon artifact, 1 lb., 1 charge
Thought A robust chunk of nearly black metal in the shape of an
animal horn, with openings at the tip and base. As an
Uncommon accessory, 1/4 lb.
action, you may raise the tip of the horn to your mouth and
These hats come in many shapes and colors, though all are blast a note on it, expending a charge to do so. The sound
made from a thick silky cloth. While wearing this hat, your that issues forth is violently loud, though it sounds oddly
Intelligence score is increased by 1 if it is less than 20. muffled to you. The note may be heard faintly as far as 10
Wearing multiple hats of perfect thought does not further miles away.
increase your Intelligence. When a note is played on the horn, all creatures (except
you) within 30 feet make a DC 14 Constitution saving
Helm of Blind Luck throw, taking 2d6 thunder damage and become deafened
for 30 seconds on a failed save, or taking half as much
Legendary accessory, 2 lbs. damage on a successful one. Creatures who have sufficient
A helm with a hinged visor constructed from plates of warning may cover their ears in advance of the horn’s blast
Eldertech alloy. The thick visor has no slots or holes for automatically succeed on the saving throw and take no
eyes. damage.
You may raise or lower the visor as a bonus action. When
the visor is lowered you cannot see normally, but the Jaffer’s Staff
ground and all nearby walls and creatures will appear as Rare weapon (quarterstaff), 4 lbs., 8 charges
light blue outlines against a black canvas. Incoming attacks
This artifact has the shape of a blue-violet quarterstaff with
will cause the attacking creature’s outline to flash red. In
bulbous ends. It can be used as a normal quarterstaff with a
this state, it becomes remarkably easy to spot and avoid
+1 bonus to attack and damage rolls.
attacks.
As an action, you may expend a charge to activate the
While the visor is down, all attack rolls against you are
staff, causing the top end to split and revealing a hidden
made with disadvantage as long as you are not restrained
emitter capable of firing a concentrated blast of energy.
or incapacitated and the attacker is not hidden from you.
Make a ranged attack against the Touch AC of a target
Additionally, creatures within 500 feet cannot hide from
within 40 feet. On a hit, the target takes 1d10 force damage.
you if you are facing their direction. However, you are
considered blinded for all purposes other than spotting Expending 2 charges causes the staff to fire a louder,
creatures and attacks. A creature receives these benefits brighter blast that deals 2d10 force damage instead. If the
even if they are normally blind. target’s HP is reduced to zero by this attack, and they have
been damaged by the jaffer’s staff during a previous attack
Helm of the within the last 24 hours, the target dies.
Lexicographer’s Sand
Rare artifact, 2 lbs.
A clear, glass-like box, 8 inches on a side with a golden
frame along the edges. The box has a hinged top that latches
closed, and the inside contains one pound of a gray
substance not unlike sand. Adhered to the top of the box is
a parchment-like material with enough space to write one
or two words, or a total of about 20 characters.
When an item’s name is written upon the parchment, the
box will create a gray facsimile of the item out of the sandy
material inside. The formation process takes 1 minute. The
box can make a facsimile of almost any item that can fit
inside of it, though any complex devices like clockwork will
appear less precise than a genuine item. Naming an object
larger than the dimensions of the box will generate nothing, Helm of Blind Luck
Light Caster
Rare weapon, 2 lbs., 6 charges
This long, metallic rod resembling an angler’s fishing rod.
Where its line would be stored is a glowing orb, floating
millimeters off the rod. It is unable to be removed from its
position.
As an action, you may expend a charge and activate the
light caster. Choose a large or smaller target you can see
within 40 feet. The orb emits a flexible hardlight line that
wraps around the target. Targets caught by the line are
restrained, and they may make an opposed Strength check
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276
against you as an action on their turn to break free of the
line.
Molten Dagger You can use an action to pull a target restrained by the
line 10 feet closer to you with an opposed Strength check,
knocking the target prone if you win the check by 5 or
more. You can expend an additional charge as a bonus
action to give yourself advantage on the Strength check and
pull the target up to 40 feet instead.
The light caster can hold a maximum of 6 charges and
regains 1 charge for every hour it spends with the orb
submerged in water.
Mantle of
Protecting Light
Uncommon clothing, 2 lbs., 1 charge
Made of a silky indigo fabric, this short cape-like mantle
ends at the wearer’s elbows. It covers the upper body, and
is decorated with repeating geometric patterns that slowly
shift under close observation. It shimmers in sunlight,
further highlighting its pattern. Occasionally, the pattern
will glow with the distinct light-blue color of hardlight.
While wearing the mantle of protecting light, you can
expend a charge and use your reaction to negate up to 5d4
damage from any one attack by activating its internal
hardlight barrier. You may use this ability after the attack
hits and after damage has been rolled. If the damage of the
attack exceeds the amount of protection, it will break
through the hardlight barrier, and you take any remaining
Mantle of damage. The mantle will regain its charge automatically
Protecting Light after 8 hours.
When an attack pierces the barrier, there is a 5% chance
that the mantle will be broken. If the attack comes from an
Eldertech weapon, the chance increases to 25%. If broken,
then the mantle of protecting light loses its properties until
repaired.
Mask of Face-changing
Rare accessory, 1/2 lb.
A masquerade-style full-face mask that stays on the face
without need for a buckle or strap. The mask is off-white
and has the texture of earthenware pottery, and has a
smiling expression.
When you wear this mask, you may mentally alter it to
take the shape of a real face of the same sentient species as
you. The face can be of a person you know or one you
imagine. The mask will take one minute to shift its shape
into the chosen face. If removed, the mask will revert to its
original form over one minute.
When the shifting is finished, the mask will visually
resemble real skin of your normal skin tone and will move
naturally with your normal facial expressions. Anybody
examining you must succeed on a DC 21 Wisdom
(Perception) check to determine that you are wearing a
mask. The texture of the mask still feels like earthenware,
and anybody that touches your face will immediately know
that it is not natural.
If you take damage while wearing the mask, you must
make an Intelligence saving throw (DC 8 or the amount of
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278
One charge will keep the orb active for up to 8 hours. The opens to the middle of the tome, revealing two polished
orb of heat will regain a charge if left in a campfire for 4 and blank white “pages” made of metal.
hours or a forge for 1 hour, and will retain a maximum of 3 When you point the pocket compendium’s eye at a non-
charges. sentient creature, it displays all your knowledge about that
type of creature on the pages inside. You can bring up this
Pendant of information later as well by holding the compendium and
focusing on a mental image of the creature in question. As
Inoculation you learn more about the creature, the additional
Rare artifact, 1/4 lb. information will be added to the creature’s entry. The
information remains on the pages of the pocket compendium
A bronze-colored pendant shaped like an inverted tear
until the eye is pointed at a different non-sentient creature
drop. The pendant’s properties can be activated by touching
or a different entry is summoned mentally.
it to a drop of blood from a person with a disease.
If the pocket compendium is used by another sentient, it
When activated and worn around the neck, the pendant
will retain all information added to it by you. Conversely,
will protect you from being infected with that specific
you may use a compendium with entries populated by
disease. If you are already infected with said disease, all
another sentient. A compendium will lose all its entries and
symptoms vanish and the progression of the disease will
information if it is dealt at least 10 lightning damage from a
stop. The symptoms will return and progression will
single attack or goes 5d4 years without sunlight.
continue if you remove the pendant unless you have been
cured. If two or more pocket compendiums are stacked on top of
each other, each will “learn” the knowledge stored in the
The pendant can offer protection from a different disease
other compendium. This feature makes the artifacts highly
if it is given a new drop of blood, though it can only offer
desired by organizations like the Scholasta.
protection from one disease at a time. If the source of the
blood has multiple diseases, the pendant chooses the most
severe or debilitating, or selects randomly from among the Pocket Handhold
most severe options. You may use your own blood to Common artifact, 1/2 lb.
activate the pendant. It will deactivate if it is dealt at least 10 A small, light blue stone-shaped blob that deforms slightly
lightning damage from a single attack or goes 5d10 years when squeezed. They are commonly found and sold in
without sunlight. pairs. When placed against a surface and squeezed, the
pocket handhold will stick to that surface. It can hold up to
Periapt of Resistance 500 lbs. before failing and requires a DC 18 Strength check
Uncommon artifact, <1/4 lb. to separate by force. As soon as the squeezing pressure is
removed, the pocket handhold will detach from the surface.
A small charm necklace in the shape of a heater shield, with
The handhold will not stick to flesh or especially slick
many variants of different colors. When worn, the periapt
surfaces like ice.
of resistance grants you resistance to a damage type, with
the specific type determined by its color.
You may only wear one periapt at a time. Wearing Polearm of Decay
multiple periapts at once causes them all to cease working Uncommon weapon (any polearm), flesh-bane, weight varies
until all but one are removed. A robust pole weapon made of gleaming black metal with a
thick wood-textured grip. It has the flesh-bane property,
TABLE - PERIAPT OF RESISTANCE VARIANTS making it particularly effective against lightly armored and
Damage Resistance Color
unarmored targets. Strikes with this weapon have the
Acid Green
unusual ability to cause flesh to dry out and wither slightly.
Cold Dark blue When you hit a target with this weapon, it takes an
Fire Red additional 1d4 necrotic damage.
Force White
Lightning Light blue Purelight Lantern
Necrotic Black Common artifact, 2 lbs., 10 charges
Poison Violet A heavy steel cylinder about 12 inches long, with one
Psychic Lavender bulbous end that contains a reflective inward-facing dome.
Thunder Yellow The other end has a crank that folds against the side when
not in use.
Periapt of
Fire Resistance
List of Eldertech
280
Hardlight Quiver
Seismic Mace
Reconstruction
Quiver of Hardlight Sphere
Arrows Uncommon artifact, 1 lb., 1 charge
A reconstruction sphere is one of few known ways to repair
Uncommon artifact, 3 lbs., 2 charges
broken Eldertech artifacts. The sphere itself is light gray,
A heavy, deep gray quiver decorated with blue and violet perfectly smooth, and fits neatly in the palm of a hand. On
markings. The quiver is empty but has space for 10 arrows, the top is a small crystal bead and a thin band of Eldertech
yet any wooden arrows that are placed inside it catch fire alloy runs horizontally around the sphere’s circumference.
within 1 minute. When activated, a soft spotlight emits from the crystal
You may expend a charge and activate the quiver as a bead. If the spotlight is pointed onto a nearby broken
bonus action, causing 10 arrows made entirely of hardlight Eldertech artifact, the reconstruction sphere will expend its
to suddenly appear inside it. These arrows may be drawn charge and begin floating next to the artifact. A hardlight
out and used as normal arrows and deal normal piercing screen will appear next to the sphere, with an image of the
damage + 1 force damage, though they vanish with a flash broken artifact, text in an unknown language, and controls
after hitting a target or striking a surface. If unused, the that can be manipulated.
arrows will disappear after 10 minutes. The language on the screen has never been deciphered,
Alternatively, a single powerful arrow may be despite many efforts by the finest academics in Dema.
summoned instead of 10 when activating the quiver. This Those familiar with Eldertech have a greater chance of
arrow crackles with blue lightning and shines brighter than using their intuition and memory to operate the controls
normal. On a successful hit, this arrow deals the normal correctly. The character attempting to make a repair must
piercing damage plus an extra die of lightning damage and make an Intelligence (Eldertech) check against the Repair
another extra die of force damage. The extra damage dice DC for the broken artifact (see the Eldertech DCs by Rarity
are equivalent to the die used for the bow’s normal piercing table in the Equipment and Eldertech chapter). On a
damage. success, the reconstruction sphere will come to life, hovering
The quiver of hardlight arrows has a maximum of two around the artifact and emitting small beams of hardlight at
charges and must be filled with a gallon of clean water to it that materialize into Eldertech alloy. On a failure, the
regain a charge. After 1 hour, the water will have sphere falls to the ground, deactivated. After 1 full day the
disappeared, and the quiver will regain 1 charge. sphere will regain its charge, and another repair may be
attempted.
Broken artifacts must be identified before repair attempts
can be made. The repair takes an amount of time specified
List of Eldertech
282
Shield of the though you can perfectly identify the borders of objects and
see the movement of creatures. However, they do very little
Blockade to improve peripheral vision, and you still automatically
fail sight-based Perception checks for anything outside of
Rare armor (heater shield), 5 lbs., 2 charges your direct line of sight.
A thick bronze-colored heater shield with no decoration on
its face. As an action, you may expend a charge and slam
the point of the shield into the ground at your feet. A 60-
Staff of Protection
Legendary weapon (quarterstaff), 2 lbs., 5 charges
foot-long, 15-foot-high wall of hardlight bursts into
existence parallel to the shield. The shield glows brightly A slender and elegant staff about 5 feet long made of solid
while the wall is active and can be located at any point Eldertech alloy, with a spherical bright blue crystal attached
along the wall’s base. to the top. It can be used in combat as a regular quarterstaff
The wall lasts for 3 rounds. It is translucent but with a +2 bonus to attack and damage rolls, although
impenetrable, and creatures behind it are considered to strikes with the crystal end do force damage instead of
have total cover from attacks. bludgeoning damage.
The shield of the blockade holds a maximum of 2 charges. As an action, you can strike the ground with the crystal
Striking the shield with weapons 5 or more times will cause and expend a charge to summon an impenetrable wall of
it to regain 1 charge an hour later. The striking may happen hardlight into existence. The wall lasts for 1 hour or until it
in or out of combat. is dismissed by the wielder of the staff. You can form the
barrier into a hemispherical dome or a sphere with a radius
Sound Amplifier of up to 10 feet centered on the point you struck, or you can
shape a flat surface made up of 6 10-foot-square panels at a
Rare artifact, 2 lbs., 8 charges point you choose. Each panel must be in contact with
This artifact is made from a steel-colored cone with the another panel, and at least one panel must be within 30 feet.
narrow end encased in black box. The top of the box has a The panels may be free-floating or resting on a surface, and
handle, and there’s a switch on the side opposite the cone. each panel may be horizontal, vertical, or any angle you
At the back end of the cone is a darkly colored mesh that choose. You may also choose whether the wall is opaque or
absorbs sound, potent enough to noticeably lower the transparent. If the wall cuts through a creature’s space
ambient sound of a room. when it appears, the creature is pushed to one side of the
wall (your choice which side). If the wall would intersect
As an action, you may flip the switch and expend all the
the ground, it stops at the point of contact, but will appear if
charges currently stored in the device. It emits a 30-foot
the ground is dug away.
cone of focused sound from the steel cone that violently
impacts anything in its path. Creatures caught in this cone If you expend 2 charges instead of 1, the dome you
are deafened for 1 minute and must make a DC 14 summon may have a radius up to 20 feet, or you may
Constitution saving throw, taking Xd6 thunder damage on summon 20 10-foot-square panels.
a failed save, where X is the number of charges expended. If you expend all 5 charges, you may summon a dome
Creatures that succeed on the saving throw take half with a radius up to 500 feet, or a wall up to 40 feet high and
damage. 1000 feet long (some part of the wall must be within 30 feet
The sound amplifier holds a maximum of 8 charges and of you).
regains 1d4+1 charges for every 8 hours it spends around
people talking, such as a traveling party of adventures, a Stalwart Shield
busy market, or an inn. Carrying this artifact causes you to Rare armor (heater, round, or tear drop shield), 7 lbs.
make sound-based Wisdom (Perception) checks with
disadvantage. Made from polished Eldertech alloy, this shield is
practically indestructible. It grants a shield bonus of +3 to
Spelunking Goggles your AC, instead of the normal +2. Many accomplished or
wealthy warriors who acquire one of these shields will
Rare accessory, 1 lb. paint the front with a personal emblem or a sigil of their
Highly sought-after by those who traverse the Thalkast, house or clan.
these yellow lenses are connected by a strip of brown elastic If you succeed on a Strength or Dexterity saving throw to
material, designed to strap around the wearer’s head like a take half damage from an effect, you take no damage
headband. They allow the wearer to see in pitch darkness, instead. If the effect in question is in the shape of a line, the
even in the darkness summoned by the wand of night. line also stops at you if you succeeded on your
When you are wearing the spelunking goggles, you have
darkvision out to 100 feet. This darkvision is inferior
to natural darkvision. Objects appear in grainy
shades of gray and you are unable to read,
Tenaybrye's Razor
saving throw. Additionally, you may make a DC 17 when the razor is fully submerged in snow or ice-cold water
Dexterity saving throw while falling when you have this for 1 hour.
shield equipped, avoiding all falling damage on a success
by landing on the shield. Thermal Sack
Stun Wand Common or uncommon artifact, 1 lb.
A large waterproof bag made of a dark green, stiff fabric,
Common weapon (club), 4 lbs. 6 charges with a rope to tie around the mouth. The common version
A rod about 2.5 feet in length with a metallic ball at one end of the thermal sack has an interior measuring about 1 cubic
List of Eldertech
284
leave behind any water or mud after crossing through a Attacks with this weapon have a +2 bonus to attack and
puddle or river. damage rolls.
You may expend a charge and activate this weapon as
Tunic of part of an attack before the attack roll is made. While active,
the blade of the vibro-weapon will pulse with rapid,
Ungrounded imperceptible vibrations until the start of your next turn,
Strength and your attack rolls will be compared against the target’s
Touch AC instead of their normal AC.
Rare clothing, 5 lbs.
A belted tunic made from a glossy, blue fabric that appears Wand of Night
to be silk but is much heavier. The garment is rather large Legendary artifact, 1/2 lb., 1 charge
but will adapt to the size of the wearer, shrinking slowly
over about 5 minutes until it is a perfect fit. A thin, black rod about 12 inches long, with lines of
Eldertech alloy decorating the upper two-thirds. While
While wearing this tunic, you feel incredibly strong yet
holding the wand in your hand, you have darkvision out to
strangely light. Your Strength score becomes 19 if it is not
500 feet.
already 19 or greater. However, you become vulnerable to
lightning damage due to the tunic’s high conductivity, and As an action, you may expend the wand of night’s charge,
you have disadvantage on Strength checks and Strength causing supreme darkness to fall in a 500-foot sphere
saving throws to resist being pushed or moved against your centered on you. The sphere does not move with the wand,
will. and remains fixed where it was summoned. Torches and
other light sources have no effect in this darkness, and even
Chapter 19:
Creatures and Combatants
Plants in Dema can be more active than you expect.
Creature Types Dema has some instances that are more sentient than
ordinary flora. Most of those instances are ambulatory, and
Redsky includes the following creature types. some are carnivorous.
Beasts are nonhumanoid creatures that are a natural part Sentients are the main peoples of Dema, including
of the Dema’s ecology. Beasts include all varieties of Humans, Featherfolk, Sporespawn, Nightriders,
ordinary animals. Wakewalkers, and Archivists. They have language, culture,
Constructs are made, not born. Some are programmed by and a bipedal form.
their creators to follow a simple set of instructions, while
others are imbued with sentience and capable of
independent thought.
CHALLENGE RATINGS
Fungi in the world of Dema can be more active than you The lack of magic in the Redsky universe can
would expect. There are several fungal creatures capable of change the dynamics of combat, making deadly
movement that seem to be of a similar evolutionary line to encounters even more dangerous. Redsky is
the Sporespawn. designed around brute force not always being the
Insectoids are similar to beasts but are very different answer, and sometimes that means the party will
anatomically, usually having an exoskeleton and distinct encounter creatures they cannot stand up to in
biological processes. combat. For characters at the level cap that want
to vanquish all challengers, Eldertech will usually be
Monstrosities are horrifying creatures that seem to defy
necessary to win encounters with Redsky’s
conventional explanation, with a biology that seems strongest creatures.
supernatural.
Bahrial
Actions
Multiattack. The bylak makes two attacks: one bite and
one slash.
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4+2) piercing damage.
Slash. Melee Weapon Attack. +3 to hit, reach 10 ft., one
Jungle Bylak
AC 16 (natural armor) Touch AC 12 Spider Climb. The jungle bylak can climb difficult surfaces,
including upside down on ceilings, without needing to
HP 136 (16d12+32) Speed 30 ft., burrow 15 ft. make an ability check.
Saving Throws Strength +6, Dexterity +5
Actions
Skills Athletics +6, Perception +5, Intimidation +3 Multiattack. The jungle bylak makes two melee attacks,
Damage Resistances slashing from non-Eldertech one of which can be its bite attack.
weapons Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
Damage Vulnerabilities piercing target. Hit: 4 (1d4+2) piercing damage and the target
Condition Immunities frightened makes a DC 16 Constitution saving throw, taking 13 (3d8)
poison damage on a failed save and half damage on a
Senses passive Perception 15 successful one.
CR 5 (1800 XP) Proficiency 3 Slash. Melee Weapon Attack. +4 to hit, reach 10 ft., one
Languages N/A target. Hit: 6 (1d8+2) piercing damage.
Venomous Spittle. Ranged Weapon Attack. +4 to hit, range
10/30 ft., one target. Hit: 15 (3d8+2) poison damage. The
Pack Tactics. The bylak brood mother has advantage on an
target and must succeed on a DC 14 Constitution saving
attack roll against a creature if at least one of the brood
throw or become poisoned.
mother’s allies is within 5 feet of it and the ally isn't
incapacitated.
Deldagan
Dragon of Parime Claw. Melee Weapon Attack. +11 to hit, reach 5 ft., one
target. Hit: 13 (2d6+6) slashing damage.
Huge monstrosity (dragon)
Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one
target. Hit: 15 (2d8+6) bludgeoning damage.
STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 19 (+4) 8 (-1) 16 (+3) 15 (+2) Fire Breath (Recharge 5-6). The dragon of Parime
exhales fire in a 60-foot line. Each creature in that area
must make a DC 21 Dexterity saving throw, taking 49
AC 20 (natural armor) Touch AC 13 (14d6) fire damage on a failed save, or half as much
damage on a successful one.
HP 157 (15d12+60) Speed 40 ft., climb 40 ft.,
fly 80 ft. Legendary Actions
Saving Throws Strength +11, Dexterity +8, Constitution The dragon of Parime can take 3 legendary actions,
+9, Charisma +7 choosing from the options below. Only one legendary
Fry-With-Lemon Tail Slam. Melee Weapon Attack. +11 to hit, reach 15 ft.,
AC 11 Touch AC 11
Gierigar
Medium insectoid
HP 16 (2d8+7) Speed 50 ft.
Saving Throws Strength +3 STR DEX CON INT WIS CHA
Skills Perception +4 10 (0) 14 (+2) 13 (+1) 6 (-2) 8 (-1) 5 (-3)
Senses passive Perception 13
CR 1/4 (50 XP) Proficiency 2 AC 13 (natural armor) Touch AC 12
Languages N/A HP 14 (2d8+5) Speed 30 ft., climb 20 ft.
Skills Stealth +4
Pack Tactics. The garnah has advantage on an attack roll Damage Resistances poison
against a creature if at least one of the garnah's allies is
Damage Vulnerabilities bludgeoning
within 5 feet of it and the ally isn't incapacitated.
Condition Immunities poisoned
Garnah
Ground Drake Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one
target. Hit: 14 (2d8+5) bludgeoning damage.
Medium monstrosity (dragon)
Fire Spray (Recharge 5-6). The ground drake sprays
burning saliva in a 15-foot cone. Each creature in that
STR DEX CON INT WIS CHA area must make a DC 14 Dexterity saving throw, taking
21 (+5) 13 (+1) 16 (+3) 8 (-1) 14 (+2) 15 (+2) 30 (10d6) fire damage on a failed save, or half damage
on a successful one.
AC 19 (natural armor) Touch AC 11
Actions
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft, one target. Igiodar
Hit: 5 (1d6+2) piercing damage. Location Fellcoast, Panacean Jungle
Harvest
Hardlight Specter � DC 12: 1d3 igiodar talons
Location Athenaeum, Forest of Ilda Igiodars are flightless birds that hunt in packs. Their
Hardlight specters are ethereal humanoids made of pure feathers are typically yellow with green accents, although
energy. They are found in some of Dema’s ancient, other variants exist. Their large, curved talons can easily
Eldertech rich lands. They can resemble any creature or tear through prey and shred armor.
person, from Dema or otherwise. Specters are capable of
communication but rarely speak more than vague whispers. Igiodar
Small beast
Hardlight Specter
Medium construct STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (0) 6 (-2) 13 (+1) 10 (0)
STR DEX CON INT WIS CHA
7 (-2) 19 (+4) 12 (+1) 10 (0) 11 (0) 14 (+2)
AC 12 Touch AC 12
HP 38 (11d6) Speed 40 ft., climb 30 ft.
AC 14 Touch AC 14
Skills Athletics +3, Acrobatics +4, Stealth +4, Perception
HP 55 (10d8+10) Speed 30 ft. +2
Saving Throws Dexterity +6 Senses 0
Skills Acrobatics +6, Intimidation +5, Deception +5 CR 2 (450 XP) Proficiency 2
Damage Resistances bludgeoning, piercing, and slashing Languages N/A
from non-eldertech weapons
Damage Immunities poison, necrotic
Pack Tactics. The igiodar has advantage on an attack roll
Damage Vulnerabilities lightning against a creature if at least one of the igiodar’s allies is
Senses passive Perception 10 within 5 feet of it and the ally isn't incapacitated.
CR 4 (1100 XP) Proficiency 2 Surprise Attack. If the igiodar surprises a creature and hits
it with an attack during the first round of combat, the
Languages N/A
creature takes an extra 7 (2d6) damage from the attack.
Kagonak
Location Midnight Isles, Fellcoast
Harvest
� DC 18: 1 kagonak tongue
Kagonaks are amphibious ambush predators that resemble
bipedal crocodiles. They are known to wait hours by the
shore for prey. They use their powerful, barbed tongues to
ensnare victims and then pull them into the sea.
Kagonak
Medium beast
AC 11 Touch AC 11
HP 24 (4d8+6) Speed 20 ft., swim 30 ft.
Saving Throws Strength +4
Skills Stealth +3, Perception +3
Senses passive Perception 13, Darkvision 60 ft.
Actions
Tongue. Melee Weapon Attack. +3 to hit, range 10/20 ft.,
one target. Hit: 3 (1d4+1) bludgeoning damage, and the
target makes a DC 13 Strength saving throw or becomes
grappled. Until the grapple ends, the target is restrained,
and the kagonak can’t use this action on another target. At
the end of each of the kagonak’s turns, it may use a bonus
action to pull a grappled target (of size medium or smaller)
5 feet towards them.
Claws. Melee Weapon Attack. +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6+2) slashing damage.
Kagonak
Maldormac Actions
Bite. Melee Weapon Attack. +6 to hit, reach 5 ft., one
Large monstrosity creature. Hit: 9 (2d4+4) piercing damage and target
makes their next attack with disadvantage. The target
STR DEX CON INT WIS CHA must make a DC 14 Constitution saving throw or become
9 (-1) 19 (+4) 15 (+2) 7 (-2) 14 (+2) 12 (+1) paralyzed for 1 minute. Paralyzed creatures may repeat the
saving throw at the end of each of their turns, ending the
effect on a success.
AC 14 Touch AC 14 Claw. Melee Weapon Attack. +1 to hit, reach 5 ft., one
HP 60 (8d10+16) Speed 30 ft., climb 30 ft. target. Hit: 3 (1d8-1) slashing damage.
Skills Stealth +6, Perception +4, Deception +3
Damage Resistances poison Mantek
Senses passive Perception 14, Darkvision 60 ft. Location Fellcoast
CR 2 (450 XP) Proficiency 2 Manteks are huge, monstrous chimeras with three heads,
Languages N/A each from a different creature. Although no two manteks
have the same heads, they all have powerful, leathery
wings, sharp claws, and a long, barbed tail.
Mimicry. The maldormac can mimic sounds it has heard,
including voices. Creatures that hear the sounds can tell
they are imitations with a successful Wisdom (Insight)
Ostrex Sauragash
Large beast Location Silverleaf Wilds
Harvest
STR DEX CON INT WIS CHA � DC 17: 2d6 sauragash scales
16 (+3) 9 (-1) 18 (+4) 6 (-2) 14 (+2) 9 (-1) � DC 20: 1 sq. yd. sauragash hide
Sauragashes are giant reptilian herbivores that grow thick
AC 16 (natural armor) Touch AC 9 armored plates from their hides. Their long necks allow
HP 95 (10d10+40) Speed 15 ft., swim 20 ft. them to reach the sharp, silver leaves that make up their
entire diet. These leaves contain Eldertech alloys leeched
Skills Stealth +1 from the ground beneath the Silverleaf Wilds, and are
Damage Vulnerabilities bludgeoning absorbed by sauragashes that consume them.
Senses passive Perception 12
Sauragash
CR 2 (450 XP) Proficiency 2 Huge beast
Languages N/A
STR DEX CON INT WIS CHA
Destructible Shell. When the ostrex reaches 0 hp, instead 11 (0) 11 (0) 17 (+3) 3 (-4) 14 (+2) 10 (0)
of dying, replace it with an unarmored ostrex instead.
Terrain Camouflage. The ostrex has advantage on AC 16 (natural armor) Touch AC 10
Dexterity (Stealth) checks made to hide in its home
terrain. HP 180 (19d12+57) Speed 50 ft.
Saving Throws Strength +9, Constitution +6
Actions
Claw. Melee Weapon Attack. +5 to hit, reach 10 ft., one Skills Athletics +9, Perception +5
target. Hit: 7 (1d8+3) bludgeoning damage. The target Damage Resistances poison; bludgeoning, piercing, and
must succeed on a DC 14 Strength saving throw or slashing from non-Eldertech weapons
become grappled. The Ostrex has two claws, each of which Senses passive Perception 12
can grapple only one target.
CR 7 (2900 XP) Proficiency 3
Caustic Spit. Ranged Weapon Attack. +1 to hit, range 10/20
ft., one target. Hit: 7 (3d4) acid damage. Unless washed or Languages N/A
wiped away using water or cloth, the target takes 2 (1d4)
acid damage at the start of their turns for 1 minute.
Siege Monster. The sauragash deals double damage to
objects and structures.
Ostrex, Unarmored
Sharp Feathers. The sauragash is covered in extremely
Large beast
sharp, metallic feathers. Creatures that try to climb this
beast take 7 (2d6) slashing damage at the start of each
STR DEX CON INT WIS CHA turn they are in physical contact with the sauragash. The
8 (-1) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 9 (-1) damage is reduced to 3 (1d6) if they have at least 1 piece of
Eldertech-reinforced armor or clothing, and is reduced to
0 if they have 3 pieces of reinforced armor or clothing.
AC 13 Touch AC 13
HP 57 (6d10+24) Speed 40 ft., swim 50 ft.
Actions
Multiattack. The sauragash makes two attacks: one with its
Skills Stealth +1 tail, and one with its stomp.
Senses passive Perception 12 Tail. Melee Weapon Attack. +9 to hit, reach 15 ft., one
CR 2 (450 XP) Proficiency 2 target. Hit: 17 (2d10+6) slashing damage.
Languages N/A
Stew-With-Bones Slam. Melee Weapon Attack. +11 to hit, reach 10 ft., one
target. Hit: 24 (4d8+6) bludgeoning damage. If the
Gargantuan beast (Deep One)
Stew-With-Bones has moved 20 feet or more this turn,
increase the damage of this attack to 28 (4d10+6).
STR DEX CON INT WIS CHA Piercing Shriek (Recharge 5-6). The Stew-With-Bones
25 (+7) 15 (+2) 18 (+4) 6 (-2) 12 (+1) 11 (0) focuses its voice and shrieks in a 30-foot long cone.
Creatures within this cone must make a DC 17
Constitution saving throw, taking 21 (6d6) thunder
AC 14 (natural armor) Touch AC 12 damage on a failed save, or half as much damage on a
HP 275 (20d20+66) Speed 15 ft., swim 60 ft. successful one. If this action is used underwater, the DC
Saving Throws Strength +12, Constitution +8 is 19.
Skills Athletics +12, Stealth +7, Perception +6 Legendary Actions
Strigoi
Actions
Multiattack. The juvenile strigoi makes two attacks, only
one of which can be its proboscis attack.
Claws. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4+2) slashing damage.
Proboscis. Melee Weapon Attack. +5 to hit, reach 5 ft., one
target. Hit: (2) piercing damage.
Actions
AC 15 (snowlion armor) Touch AC 12 Gore. Melee Weapon Attack. +5 to hit, reach 5 ft, one
HP 75 (10d10+20) Speed 40 ft., climb 20 ft. target. Hit: 7 (1d6+4) piercing damage.
Skills Stealth +4, Perception +4
Damage Resistances cold Thrennex
Senses passive Perception 15, Darkvision 120 ft. Location Thalkast
CR 4 (1100 XP) Proficiency 2 Harvest
STR DEX CON INT WIS CHA Keen Senses. The thrennex has advantage on Wisdom
(Perception) checks.
18 (+4) 12 (+1) 13 (+1) 2 (-4) 11 (0) 7 (-2)
Ursan
Large beast
Actions
Reinforced Hooves. Melee Weapon Attack. +5 to hit, reach 5
Actions ft., one target. Hit: 10 (2d6+3) bludgeoning damage. If the
Hooves. Melee Weapon Attack. +5 to hit, reach 5 ft., one virse did not move this turn, its hoof attack deals an
target. Hit: 8 (2d4+3) bludgeoning damage. If the virse did additional 3 (1d6) damage.
not move this turn, its hoof attack deals an additional die
of damage.
Virse
Abresian Knight ambuscaders. They wear white and grey insulated cloaks
that helps them camouflage in heavy snow. They are highly
In the age before the Solar Hegemony, lords and ladies trained assassins capable of infiltrating enemy bases.
reigned in the Kingdom of Abresia. Once famed as the land During Aegis’s various wars with the Solar Hegemony,
of Fifty Kings, the Abresian nobility jostled for power over Aegic ambuscaders would sneak into isolated Hegemony
the land’s great castles known as the Saradian Bastions. camps at the first sign of a blizzard. Patrols sent the next
In battle, the Abresian lords sent forth their honor-bound day would find entire legionnairy units with their throats
knights. When Remus wiped out the Abresian lords, he cut.
spared the knights of the Saradian Bastions if they swore
allegiance to the Solar Hegemony. These lifelong warriors Aegic Ambuscader
don the heavy plate armor Abresia is so famous for. Many Medium sentient (Archivist), Water-any
of them belong to knightly orders, which have different
specializations. STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 11 (0) 14 (+2) 10 (0)
Abresian Knight
Medium sentient (Human), Aether-any
AC 14 (hardened leather) Touch AC 12
STR DEX CON INT WIS CHA HP 24 (4d8+6) Speed 30 ft.
16 (+3) 14 (+2) 15 (+2) 12 (+1) 15 (+2) 14 (+2) Skills Athletics +3, Acrobatics +4, Perception +4, Stealth
+4
AC 20 (plate, heater shield) Touch AC 12 Damage Resistances cold
HP 90 (12d10+24) Speed 30 ft. Senses passive Perception 14
Saving Throws Strength +6, Charisma +5 CR 2 (450 XP) Proficiency 2
Skills Athletics +6, Politics +4, Persuasion +5 Languages Eltayan, Mundane
Damage Resistances piercing and slashing from non-
Eldertech weapons Mastery of Self. As an action, the Aegic ambuscader can
Armor Protections piercing, slashing adjust their metabolic state to gain the following features:
Senses passive Perception 12 High Metabolism. The Aegic ambuscader has +2 to their
AC, and may take 2 reactions per round. Whenever the
CR 6 (2300 XP) Proficiency 3 ambuscader takes damage, they must make a Constitution
Languages Scintillan, Mundane saving throw (DC 10 or the damage taken, whichever is
higher), entering Low Metabolism on a failure.
Low Metabolism. The Aegic ambuscader's base speed is
Inspiring Presence. Allies that end their turn within 10 feet
20 feet, they are resistant to poison damage, and they
of the Abresian Knight make Constitution and Charisma
make Constitution saving throws with advantage.
saving throws with advantage. Allies cannot benefit from
this trait while the Abresian Knight is prone. Sneak Attack. Once per turn, the Aegic ambuscader deals
an additional (2d6) damage on an attack made with
Second Wind (Recharge on Long Rest). On its turn, the
advantage. The ambuscader does not need advantage to
Abresian Knight may choose to regain 1d10 + 4 hit points.
gain this bonus if an enemy of the target is within 5 feet
Actions and not incapacitated.
Multiattack. The Abresian Knight makes two attacks with
their battleaxe.
Actions
Rope Dart. Melee Weapon Attack. +5 to hit, reach 10 ft.,
Battleaxe. Melee Weapon Attack. +6 to hit, reach 5 ft., one one target. Hit: 6 (1d8+2) piercing damage.
target. Hit: 7 (1d8+3) slashing damage.
Dagger. Melee or Ranged Weapon Attack. +4 to hit, reach 5
Call to Arms (Recharge 6). Any ally within 30 feet that can ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2)
see and hear the Abresian Knight may use their reaction to piercing damage.
take the Dodge action and immediately move up to their
Net. Ranged Weapon Attack. +3 to hit, range 5/15 ft., one
speed towards the Abresian Knight. Allies must move as
target.
close to the Abresian Knight as possible, and may move
through other allies’ spaces to do so.
Reactions
Protection. The Abresian Knight uses their shield to protect
an ally within 5 feet from a melee attack, adding 2 to the
ally's AC for the duration of the attack.
Actions
Multiattack. The Auran Asset mercenary
makes two attacks with its pike or chakram.
Pike. Melee Weapon Attack. +4 to hit, reach
15 ft., one target. Hit: 7 (1d12+2) piercing
damage. Mounted targets must make a
Strength (Athletics) or Dexterity
(Acrobatics) check against the attack roll of
this action to remain mounted.
Chakram. Melee or Ranged Weapon Attack. +4 to hit,
reach 5 ft., or range 40/80 ft., one target. Hit: 5 (1d6+2)
slashing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 16 (+3) 15 (+2) 11 (0) 14 (+2) 18 (+4) 13 (+1) 12 (+1) 14 (+2) 16 (+3)
Rider tools of war, and like tools, the Everborn discards them
when they are no longer of use.
Some of the Everborn’s Sporespawn drones tame and ride Everborn warrior forms typically have reinforced brown
giant gurno beetles. Ordinarily used to haul cargo, some or green carapaces. A short weapon is biosculpted to each
gurnos are equipped with heavy armor to smash into and of their hands. Most of these warrior forms are also grown
break up defensive formations. with acidic glands in their throats in order to corrode the
metal armors and weapons of the Everborn’s many enemies
Everborn Beetle Rider in the Valqet.
Medium sentient (Sporespawn), Earth-any
Armored warrior forms make up the vanguard of the
Everborn’s deadly swarms. Thousands of charging
STR DEX CON INT WIS CHA Everborn warrior forms, without a sense of self-
15 (+2) 11 (0) 14 (+2) 8 (-1) 12 (+1) 8 (-1) preservation, are incredibly effective at overwhelming
defensive positions. Hundreds of thousands of warrior
forms have served in the Everborn’s swarms over the
AC 15 (natural armor) Touch AC 10
centuries-long Endless War.
HP 31 (4d10+7) Speed 30 ft., mounted 40 ft.
Skills Athletics +4, Animal Handling +3 Everborn Warrior Form
Damage Resistances cold Medium sentient (Sporespawn), Earth-any
Damage Vulnerabilities fire
STR DEX CON INT WIS CHA
Senses passive perception 11, Darkvision 120 ft.
15 (+2) 10 (0) 14 (+2) 8 (-1) 8 (-1) 8 (-1)
CR 2 (450 XP) Proficiency 2
Languages Qet
AC 15 (natural armor) Touch AC 10
Hegemony Crossbowman
Medium sentient (Human), Aether-Earth-any
AC 15 (lamellar) Touch AC 11
HP 17 (2d10+6) Speed 30 ft.
Highwayman
Highwaymen lay in ambush on roads and in alleys
throughout Dema. These looters and bandits are very
poorly equipped, and can only hope to outnumber and
overwhelm their victims. Most Highwaymen are only
interested in robbery, and do not go out of their way to kill
their victims. Relatedly, they are much more likely to run
away at the first sign of real danger.
Highwayman
Medium sentient (any), any Element
AC 12 (leather) Touch AC 11
HP 19 (3d8+6) Speed 30 ft.
Skills Intimidation +2
Armor Protections bludgeoning
Armor Weaknesses piercing, slashing
Senses passive Perception 10
CR 1/2 (100 XP) Proficiency 2
Languages Any language
Jana'haki Pirate
STR DEX CON INT WIS CHA Frenzy (Recharge on Long Rest). As a bonus action, the
10 (0) 13 (+1) 12 (+1) 8 (-1) 10 (0) 12 (+1) Khadakoi guardian may enter a state of elevated passion
that drives their actions for 1 minute. During this time,
they have advantage on Strength checks and are immune
AC 12 (leather) Touch AC 11 to the effects of poison or exhaustion.
HP 29 (5d8+7) Speed 30 ft. Sola's Vengeance. When a Khadakoi guardian witnesses
Skills Stealth +3, Perception +2, Survival +2, one of their allies reach 0 hit points, they may immediately
Intimidation +3 move up to half their speed towards that ally and make a
melee weapon attack against an adjacent hostile creature.
Armor Protections bludgeoning
Crossbow. Ranged Weapon Attack. +6 to hit, range Goading Rhetoric (Recharge 6). The Krypteia agent
100/400 ft., one target. Hit: 8 (1d12+2) piercing damage. antagonizes a single target with dismissive language. The
target must be within 60 feet and be able to hear and
War Chant (Recharge 6). The Khadakoi guardian stoicly understand the agent. The target must succeed on a DC 14
recites a passage from the Book of Sola. Each ally within Charisma saving throw or use its next action to attack the
20 feet that can see and hear the Khadakoi guardian gains Krypteia agent.
1d8 temporary hit points and may ignore 1 level of
exhaustion until the end of their next turn.
Krypteia Agent
Medium sentient (Human), Aether-any
Actions
Multiattack. The Krypteia agent makes two attacks with
Reactions
Protection. The Ten Hundred warrior uses their shield to
impose disadvantage on an attack made against an ally
within 5 feet.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 11 (0) 14 (+2) 11 (0) 11 (0) 17 (+3) 12 (+1) 13 (+1) 14 (+2) 16 (+3)
SENTIENTS
Sentient Ability Score Modifiers Age Typical Size Height Weight
Archivists Dexterity +1, Intelligence +1 70-120 Medium 6'-6'6" 140-180 lb.
Featherfolk Wisdom +1, Charisma +1, 60-90 Medium or small Male: <4'-5' Male: 40-90 lb.
Strength -1, Dexterity or Female: 5'-6' Female: 60-110 lb.
Intelligence +1
Human Constitution +1, one other +1 50-80 Medium 5'-6' 100-300 lb.
NIghtrider Strength +1, Wisdom +1 60-80 Medium 5'6"-6'6" 150-320 lb.
Sporespawn Intelligence +1, additional 40-60 Medium or small Soldier: 5'-5'6" Soldier: 175-225 lb.
subspecies bonus Diplomat: 5'6"-6' Diplomat: 125-175 lb.
Worker: <4'-4'6" Worker: 100-150 lb.
Wakewalker Strength +2, Constitution +1, 45-65 Medium 6'6"-7'6" 250-450 lb.
Dexterity -1
CLASSES
Class Description Hit Die Primary Abilities Saving Throws Armor & Weapon Proficiencies
Emissary A determined, intelligent d10 Intelligence & Intelligence & All armor; buckler, round, and
adventurer who travels land and sea Constitution Constitution heater shields; simple weapons,
in service to a higher cause martial melee weapons
Fighter A battle-hardened brawler with a d10 Strength or Strength & All armor, shields, simple
lifetime’s experience of taking blows Dexterity Dexterity weapons, martial weapons
and returning them in kind
Hunter A hardy survivalist who can strike d8 Wisdom & Wisdom & Light armor, medium armor,
hard and strike true whenever the Dexterity Dexterity simple weapons, blowgun, net
moment demands it
Rogue A clever, thrifty scoundrel who d8 Dexterity Dexterity & Light armor, simple weapons,
excels at getting what they want out Intelligence longswords, rapiers, shortswords
of others with force or guile
Sage A scholarly specialist whose d6 Intelligence Intelligence & Light armor, simple weapons
enormous reserves of knowledge Wisdom
will help their companions survive
Wordsmith A captivating speaker with amazing d6 Charisma Dexterity & Simple weapons, rapiers,
talents in performance or debate Charisma shortswords
that will dazzle friends and foes
330
disadvantage based on offer Timid 20 by 20 ft. or more Pity
advantage on next Charisma (Deception) check +1 5/1 4/2 4/2 3/3 3/3 3/3 2/4 2/4
Push for Wisdom (Insight) +2 5/1 5/1 4/2 4/2 3/3 3/3 3/3 2/4
Information
+3 5/1 5/1 5/1 4/2 4/2 3/3 3/3 3/3
Players learn of target’s personality, a Trade Favor option, or
+4 5/1 5/1 5/1 5/1 4/2 4/2 3/3 3/3
Reference Tables
effective Appeals
DASH (AND SPRINT) PACE DURATION DCS FOR TRACKING
Creature -4 -3 -2 -1 0 1 2 3 4 5 Terrain DC
Bipedal 1 min 3 min 5 min 10 min 30 min 1 hour 3 hours 6 hours 9 hours 12 hours Snow 8
Sentient (6 sec) (18 sec) (30 sec) (1 min) (3 min) (6 min) (18 min) (36 min) (54 min) (72 min)
Mud 10
4-legged 1 min 10 min 30 min 1 hour 2 hours 3 hours 4 hours 5 hours 6 hours 7 hours
mount (6 sec) (1 min) (3 min) (6 min) (12 min) (18 min) (24 min) (30 min) (36 min) (42 min) Dry dirt or grass 14
Mountain scramble 18
331
WEATHER CONDITIONS FOOD AND WATER (1 DAY) VIEWABLE DISTANCE
Terrain d100 Size Food Water* Height (ft) Miles
Stable region - Normal 0-89 Tiny < 1/8 lb. < 1/8 gal. 3 2
Stable region - Rain/snow or temperature varies by 1d8 90-98 Small 1/2 lb. 1/4 gal. 6 3
Stable region - Hazard 99
Medium 1 lb. 1/2 gal.
10 4
Normal region - Normal 0-79
Large 15 lbs. 5 gal.
Normal region - Rain/snow or temperature varies by 1d12 80-94 30 6
Huge 500 lbs. 25 gal.
Normal region - Hazard 95-99 50 8
Gargantuan 5,000 lbs. 100 gal.
Volatile region - Normal 0-59 100 13
*+4 hours travel or combat requires an
Volatile region - Rain/snow or temperature varies by 1d20 60-84 additional day’s water.
Very hot weather requires an additional 300 20
Volatile region - Hazard 85-99 day’s water.
500 25
1000 40
EXHAUSTION 5000 80
1 2 3 4 5 6
10000 100
Disadvantage on Speed halved, Disadvantage on HP max halved, Speed reduced to 0 Death
Str and Cha checks disadvantage on attack rolls and disadvantage on Int
Wis and Dex checks saving throws checks 30000 200
CONDITIONS SOURCES OF INJURY
Condition Effect Source of Injury Injury Type D100 Threshold
Blinded Can’t see and fails all checks that need sight, attack rolls have disadvantage, attack Falling damage Arm or leg Damage taken
rolls against have advantage
Vulnerable to damage Arm or leg Damage taken
Charmed Can’t attack charmer or target with harmful abilities, charmer has advantage on from a weapon attack
social checks
Disarmed Arm Roll d6
Deafened Can’t hear and fails all checks that need hearing.
Knocked prone Head Roll d10
Flustered Disadvantage on checks and Int, Wis, and Cha saves.
Hit with an attack while Any Damage taken
Frightened Disadvantage on checks and attack rolls while they can see source of fear. Can’t restrained
move closer to source of fear.
Hit by a shield-breaking Arm Damage taken
Grappled Speed becomes 0, ends if grappler incapacitated or character is forcibly moved or shield-wrapping
beyond reach, attacks with non-light melee weapons have disadvantage. attack while wielding a
Incapacitated Cannot move or take actions. shield
Paralyzed Incapacitated and can’t speak, fails Str and Dex saves, attacks against have Hit by falling debris Head Damage taken
advantage, attacks from within 5 feet are critical hits. Reduced to 0 hit points Any Roll d20
Poisoned Disadvantage on attack rolls and ability checks. Roll a 1 on a death Any 50
Prone Must crawl to move, disadvantage on attack rolls, attacks against from within 5 feet saving throw
have advantage but further away have disadvantage.
Restrained Speed becomes 0, attack rolls and Dex saves have disadvantage, attack rolls against
have advantage
Stunned Incapacitated and can barely speak, fails Str and Dex saves, attack rolls against have
332
advantage
Surprised Incapacitated and can’t move, disadvantage on Int, Wis, and Cha saves and checks.
Unconscious Incapacitated and can’t speak, unaware of surroundings, prone, fails Str and Dex
saves, attack rolls against have advantage, critical hit on attacks within 5 feet.
HEAD INJURY
ARM INJURY LEG INJURY Effect D100
Effect D100 Effect D100 Disadvantage on Wisdom (Perception) checks 0-24
using sight
Half ability score bonus to damage rolls 0-49 -5 to movement speed 0-49
(or half shield bonus to AC) Temporarily blinded 25-29
Half movement speed and cannot sprint, 50-74
No ability score bonus to damage rolls 50-64 disadvantage on Dexterity checks Disadvantage on Wisdom (Perception) checks 30-54
(or no shield bonus to AC) involving the leg using sound
Disadvantage on Strength or Dexterity 65-89 Half movement speed and cannot dash 75-89 Temporarily deafened 54-59
checks involving the arm or sprint, disadvantage on Strength and
Dexterity checks involving the leg Disadvantage on Dexterity checks and saving 60-84
Temporarily lose use of the arm /hand 90-98 throws, and on attack rolls that use Dexterity
Temporarily lose use of the leg, require a 90-99
Lose an arm or hand (no recovery) 99 Permanently scarred, minor (no recovery) 85-94
cane, stick, or assistance to move at half
Reference Tables
speed Permanently scarred, major (no recovery) 95-99
COMMON EXPENSES CONTAINER CAPACITY TRADE GOODS
Item Cost Container Capacity Cost Goods
Ale Backpack* 1 cubic foot/30 pounds of gear 1 cp 1 candle
~ Gallon 2 sp Barrel 40 gallons liquid, 4 cubic feet solid 2 cp 1 lb. of salt
~ Mug 3 cp Basket 2 cubic feet/40 pounds of gear 3 cp 1 lb. of wheat or 1 lb. of beeswax
333
3 gp 1 sq. yard of silk, 1 gallon seed oil
~ Comfortable 7 sp Waterskin, large 1 gallon liquid 5 gp 1 cow, 1 donkey
~ Wealthy 2 gp 10 gp 1 ox
~ Aristocratic 4 gp 15 gp 1 lb. of saffron
Meals (per day) COMMON SERVICES 50 gp 1 lb. of gold
~ Squalid 3 cp Service Pay Pay
~ Poor 6 cp Coach cab
~ Modest 3 sp ~ Per day 12 sp
~ Comfortable 5 sp ~ Within a city, 1 hour 1 sp
~ Wealthy 8 sp Hireling
~ Aristocratic 2 gp ~ Skilled 2 gp per day
Meat, pound 5 cp ~ Untrained 2 sp per day
Wine Messenger 2 cp per mile
~ Common (pitcher) 2 sp Road or gate toll 4 cp
~ Fine (bottle) 10 gp Ship’s passage 15 sp per day
Appendix B: Index
A Archivist, The - A mysterious, legendary figure in Archivist
A Hundred Days of Ice - A Hegemony-Athenaeum war text. 179 history. 75, 122–123, 126, 130
A Thousand and One Sleights - A ranked record book Archivists - A sentient species of Dema. 21, 120
describing grudges, feuds, and assassinations in The Auric. Argent Dawn - [-ARR-jent, ARR-zhent-] Emperor Sicarius’s
Rankings can change. 137 early, sweeping reforms to the Solar Hegemony. 78, 178. See
A Vigil For Would-Be Kings - A history of the rebels and Emperor Sicarius Solati-Vanen
uprisings during the Exaltation Wars. 185 Argosi, the - [-arr-GOES-ee, arr-GOSS-ee-] The Hiremai home
Abbots - [-ah-BUHT-] An order of Aegic support field units. fleet. 94, 110–111
79, 120–121, 126. See Oslon Ark Colonies - A dozen large Freespawn surface settlements.
Abecedary - [-uh-BEE-sih-day-ree-] A senior rank of the 77, 93, 158, 161, 165
Scholasta. 119 Arkwright - A Luminosi title for skilled citizens who excel at the
Abeyance - [-uh-BAY-anse-] The Church of Sola’s creation myth. Valuations. 126–127. See Luminos, Boradyr
169–173 Armistice of Huzar - [-huh-ZARR-] The surrender of Luminos to
Abeyance Wars - The many battles in Solasii myth that the Solar Hegemony in 32 LS. 127
were fought between the forces of darkness and light. Arthrec - [-ARR-threk-] A type of jungle monster in the
92, 172–173 Silverleaf Wilds. 86
Abjection - [-ABB-jek-SHUN-] A Nightrider term for a long-term Artificer - [-Arr-tih-FYS-uhr, arr-TIH-fih-suhr-] A specialist corp
mental illness that includes aspects of depression, anxiety, of educated laborers established by Emperor Tacitus. 177
and other psychological hardship. 145 Ascension Crisis, the - The destruction of minor hives like Tivit
Abragon - [-AH-bruh-gone-] The herald and champion of Sola. and Loxol by the Nevermore in 48 LS. 165. See Sees The
102, 113, 172, 184 Light
Abragon River - The local river near Lake Scintilla. 92 Asphodel - [-AZ-Foe-dell-] An island chain region home to
Orb of Abragon - Seven objects sacred to the Solasii. many Hegemony prison camps. 87, 89
149–150, 173, 185. See Solar Network Battle of Asphodel 78, 118
Abresia - [-uh-BREE-zha, ah-BREE-zee-uh-] City in the Light Asset - The lowest caste of society in the Auric. 83, 136. See
Plains. 87–88, 108, 184, 188 Auric Castes
Mausoleum of Tancred - [-Tank-RED, TAN-cred-] A Astrictions, the - [-uh-STRIK-shuns-] Conflicts between The
district of Abresia dedicated to the remembrance of the Auric and Hollowfalls in 73 LS. 77, 138, 140–141, 147
dead. 89 Athenaeum - The frozen region in the northeast of Dema. 79,
Saradian Bastions - [-suh-RAY-DEE-uhn-] Series of castles 119
and estates in Abresia. 89, 126, 167, 171 Atramentos, the - A huge black obelisk that stands beneath the
Temple of Sola - The largest place of worship in the sun. 83
Abresian region. 89, 184, 188 Auric Castes - The social ladder of society in The Auric. 136
Aegis - [-AYY-jiss-] The southernmost Archivist city-state, Auric, The - [-OR-ik, AWW-rek] A mercantile city-state on an
known for its martial culture. 79–80, 120 island in the Gilded Sea. 83, 136
Agricultural Zone - A concentric ring within Aegis where Castle Row - Lavishly decorated citadels on the southern
food is produced. 79 coast of The Auric. 83
Arch Chambers - A senior council building for Aegis. 79, Marble Roost, the - The capital palace of The Auric. 84,
133–134 137, 149
Artisan Zone - A concentric ring within Aegis where Storm District - A central zone in The Auric. 84
crafting and industry occurrs. 79 Aurorus - [-UH-roar-uhs, Oh-ROAR-ihs-] Thousands of Human
Residential Zone - A concentric ring within Aegis where slaves that were made to worship and honor Sola by the
many inhabitants live. 79 Diarchy. 177, 185, 188. See Spring of Surprise
Aegis Campaigns – A Hegemony war against the Aegic Auxilia - [-awk-ZILL-ee-uh-] Units of nonhuman warriors of the
Archivists. Ended with the burning of Aegis. 76, 79, 122, solar legions. 175
125, 133, 184 Avanc - [-ah-VANK-] A cetacean sea creature in the Midnight
Agrander - [-uh-GRAND-uhr-] A Wakewalker who lived in the Isles. 71, 113
Heroic Era. 108 Avanknaga - [-ah-VANK-NAH-guh-] A Hiremai Wakewalker
Alikos - [-AHL-eh-koss, AHL-ee-koes-] A legendary companion Khutara war epic from the Heroic Era. 111
of King Odiseas. 115–117 Avatar of Dawn - The ceremonial title given to Empress Celina
Allroots, the - The large root bridges over the Azta River in in the final years of her reign. 188. See Empress Celina Solati
Panacea. 84–85 Awakened - The cultural group of Hive Hall Unrul. 158, 163.
Allspawn, the - The dictator of the Awakened of Unrul. 159, See Unrul
162–163. See Awakened Aylac - [-AYY-lak-] The Cairnkeeper name for the moon god
Amethyst Arsenal - [-AM-eh-thisst-] A crypt near Sunbleak that Caypelach in their religious variation. 194, 198–200
is a stockpile of Eldertech weapons. 140 Azhitsa - [-Ah-ZHEET-suh-] Animals in the Athenaum that
Ameyla’s Outriders - [-uh-MAY-uh-] A Dawnraider diaspora in resemble flying whales. 80, 82, 132, 287
the Athenaeum. 192 Azta River - [-AZ-tuh-] The large river that Panacea is built on
Angor’ Boad - [-ANG-er-bode-] A legendary Featherfolk figure. the banks of. 84, 143
115. See Fell Saga B
Ankha’s Chains - [-AHN-kuhs-] One of the largest Asset- Bahrial - A two-headed sea monster. 288
catching guild in The Auric. 136 Banishes Shadow - A Freespawn companion of Katabas
Apothicants - [-uh-POTH-ih-kant-] The world’s best doctors Skulltaker. 166
headquarted on Panacea. 85, 144 Baris Vikayr - [-BAH-ris vih-CARE-] An Etherean High Cleric in
Aquevitaq - [-ah-kway-VEE-TAK-] A water-producing organic the late Exodus and Redsky Era. 129
device invented by Keeper of Absorption. 157 Bartra Maeryn - [-BAR-truh MAY-run-] The king of the
Arapho - [-Ara-FOE-] A waystation in the Red Desert. 192 Cairnkeepers in the Uprising Era. Also known as Barta the
Archgeneral - The supreme leader of the Aegic military. 120, Bold. 142, 183, 199, 201–202
122, 133. See Proxima Generals Bastion Kings - The petty Abresian kings that ruled from
Archicon - [-ARK-eh-kahn-] The large Eldertech device that is individual Saradian Bastions. 89
the primary food source for the city of Etherea. 80, 123, 125 Battle of Barren Straits - A battle between a Wakewalker fleet
and the Hegemony in the Southern Barrens, 100 LS. 104
Index
334
Battle of Danozam - A battle in the Lakes of Winter offensive. Cazram - [-CAZZ-RAHM-] Culturally significant scrolls that
133 Archivists use to preserve knowledge and events. 123–124,
Battle of Lictor’s Throne - [-Lik-TOOR, LIKT-uhr-] A decisive 126
win for the Populii in 97 LS during the Great Rift. 179 Cegroti - [-keh-GROW-tee-] a Panacean commune that attacks
Battle of Tennegot - [-Ten-eh-GOT-] A battle in the Dayraid travelers navigating the jungle rivers. 144
between Gawain Cang and part of the Dark Horde. 170, 183 Chasm of Oblivion - One of the most deadly areas of the
Battle of the Bellcrest Forest - A battle in the Dayraid where the underground Thalkast. 150, 161
King of Darkness nearly perished. 170 Chastined - [-CHAY-send-] Warrior monks that protected the
Beastmaster - Cairnkeeper animal trainers famous for their skill. Diarchy. 188
97, 99, 200, 315 Chieftain Salumeen - [-SAHL-oo-MEEN-] A legendary
Beckoned - A mysterious group of heroes. 166 Wakewalker figure. 115. See Fell Saga
Begetters - [-BEE-get-urs, bee-GET-erz-] Overseers tasked with Choruscada - [-Kor-us-KAH-duh-] A patronage system to
managing Simulacrums. 148 promote art, commerce, and industry in the Solar Hegemony.
Betrayal of Reason, the - The subversion of Hollowfalls from 175–177
Mindmaster leadership to the Reckoners in the 90s LS. 148. Church of Sola - Religion of the Solar Hegemony. 88, 92, 169,
See Dari’ Tath 171–173
Biased, Romanticized, and Grossly Impractical - Mara Tancred’s Cinereal - [-SIN-ear-EE-uhl-] A mysterious being or entity in the
traveler’s guide to the regions of Dema. 71, 105, 119, 135, Forest of Ilda. 150, 201
151, 167, 189. See Mara Tancred Clan Hiremai - [-HEAR-am-ai-] An overclan of Wakewalkers
Big and Little Brother - The two mountains of Yaras. 100, 196 that worship the Terminarch. 77, 94, 109, 113
Bitaarc - [-BYE-tark-] A monstrous ape-like creature that lives in Clan Jana’haki - [-john-ah-HOHK-ee, JAN-uh HOK-ee-] A group
the Tenaybre. 142, 199–200, 289 of exiled Wakewalkers that are mostly either pirates or
Black Orsenia - [-or-SEN-ee-uh-] A mercenary company in the merchants. 93, 96, 111
Exodus Era. 129 Clan Kahr - [-CAR-] An overclan of Wakewalkers known for
Black Severance, the - A religious schism that caused hunting Deep Ones. 96, 106, 315
Carinkeepers to split from Freesteeds in the Heroic Era. Clan Laklan - [-LAHK-Lan-] A small clan of Wakewalkers with
194–195, 198 strong ties to Sheri’ Din. 150
Bladeweavers - Featherfolk warriors who are experts in using Clan Montinez - [-MON-TEN-ez-] A Wakewalker clan that was
whip swords. 146, 328 loyal to the King of Darkness. 142
Blighted Years, the - A Freespawn term for the years after the Cobalt Marine - [-Koe-BAHLT, KOE-buhlt-] Military order of
collapse of the Overmind, and the first efforts to survive and Deonar. 44, 90, 167, 316
rebuild Ikhish. 101, 155 Cobalt Military Academy - The most prestigious military
Blood Fire - A waparaka-induced battle trance for Khutara training school in Deonar. 90
warriors. 111 Combines - [-COM-bines-] Asset class Auran warrior guilds.
Bloody Proki - [-PRO-KEY-] A conflict in the Jana’haki Isles They are treated as disposable tools of war by the Optimacy.
between Mikuran Fellstrider’s family. 118 137, 149
Blue Fever - An infectious disease. 197, 217 Commorancy, the - [-coh-MORE-ants-ee,COM-uh-RAN-see-]
Bonewater - Sunken atoll in the southeastern Midnight Sea. 93 The Allspawn’s private residence in the Polity Quarter. 103
Book of Sola - Sacred text of the Solasii. 168, 172–173, 184 Compound Chaos - A complete written history of The Auric.
Born Running - A Freespawn companion of Katabas Skulltaker. 138
166 Consensus - A process of melding minds between free
Brass Automata - [-Aww-TOM-MAH-tah, AWW-tuh-MAH- Sporespawn individuals to share thoughts and experiences.
dah-] Mechanical Thalkast monsters that swarmed beginning 155
in 19 LS. 154, 289 Corsair King 76, 93, 114, 118. See Wrex Hakagar
Bronko - Region in the Light Plains between Abresia and Council of Elders, the - An oligarchy of Mindmasters that rules
Deonar. 90 Hollowfalls. 138–140, 148
Brutia Araelia - [-BROO-shuh-uh-RAYL-ee-uh-] A trusted Council of the Zdarlyti - [-zdar-LEE-tee-] The ruling government
advisor to Emperor Tacitus. 185 of Etherea. 80, 123
Butterfish - A special fish native to the Midnight Sea. 112 Crai Hinterlands - [-CRY-] A region in the western Athenaeum.
Byela Cognitas - [-Bee-yell-ah COG-nih-tass-] An order of tutors 79–80, 123, 129
and mentors in Etherea. 128 Creche System - [-KRESH-] A system for caring for and
Bylak 142, 199–200, 290 educating the orphans of Mundi established in the Uprising
C Era. 181–184
Cairnkeepers - [-KAYRN-keep-uhr-] A tribe of Nightriders that Crestmarch - A small village near Deonar. Hometown of
live in the most northwestern region of Dema. 99, 195, 198 Gawain Cang. 182–183
Cambul’ Jo - [-KAM-buhl-JOE-] A Featherfolk playwright Crow Watch, the - An Auran mercenary company made up of
popular in the Uprising Era. 142 skilled Asset class Featherfolk. 137
Camp Cynosure - [-SIGH-no-zhoor, Sih-NO-zhur-] A D
Hegemony encampment in the Moon Realms in the Uprising Darakal - [-DAHR-uh-kahl-] Abominations that threatened
Era. 97, 174 Unrul during the late Heroic and early Uprising Era. 163
Camp Ferron - [-FAYR-ON-] An Hegemony encampment in the Dari’ Tath - [-DAH-ree Tahth-] An elite general and statesman of
Moon Realms in the Uprising Era. 202 Hollowfalls. He later went mad and became the Sunfather.
Carion - [-CARRY-on, Carry-UHN-] An eldritch entity who 146–148
ruled in a deep area of the Thalkast. Killed by Katabas Daska - [-DAH-SKUH-] A Hiremai relative of Delfee. 105
Skulltaker. 166 Dauntless - Abragon’s legendary Eldertech blade of lightning.
Cave Horror - The terrifying and deadly beasts of the Thalkast. 172
102, 151, 288, 309 Dawnraiders - A main tribe of Nightriders. 97, 169, 190, 197
Cavern of the Deep - A region of the Thalkast. Saw a massive Day of Shattered Crowns 89, 171
battle in 25 LS. 154 Daylands - The eastern half of Dema, continually lit by the sun.
Caverns of Bounty - The entrance to the Tenaybre from Tallon. 79
199, 202 Dayraid of the Light Plains - A war between Nightriders and
Caypelach - [-KAYP-lahk, KAY-puh-lahk-] The Nightrider’s Humans for the Light Plains. 79, 89, 169, 191
main lunar deity. 193–196, 198 Days of Fury - The critical battles in Scintilla during the Trident
Cazemir - [-Cazz-EH-meer-] An Archivist who assisted Mikuran Interregnum. 175
Fellstrider. 118 Death in The Auric - A Hegemony-Auric war text. 179
Index
336
Fellcoast, the - [-FELL-COAST-] The western coast of the Grand Innovator - A ceremonial title given to exceptional
Midlands. 93–94, 112, 115, 118 Freespawn. 157
Bloodsand Beach - The site of the Dreadfleet in the Grand Missionary - A leader of Etherea. 123
Uprising Era. 93 Granite Years, the - A particularly brutal five year period of the
Fargone Fjords - [-FYOORD-] A monster infested region of Sporespawn’s Eternal War. Lasts from 37-41 LS. 76, 154,
the Fellcoast. 93 156, 160, 164
Fell Harbor - The largest neutral Jana’haki Fellcoast Great Awakening, the - A period after the Munificent fell where
settlement. 93, 118, 131 the Allspawn consolidated control over Unrul. 163
Kaldera - [-call-DEHR-uh-] A notable and deadly lake in Great Burl, the - [-Buhr-UHL-] The site of the Worm Men’s
the Fellcoast. 93 control locus. 160. See Worm Men
Festival of Elation - [-EE-lay-shun-] An ancient festival held Great Rift - A social war between commoner Populii and
between Mundi and the Moon Realms. 201 oligarch Magisters in the Redsky Era. 179
Fifty Bows, the - An ancient, mythical tribe of Nightriders. 200 Great Seed - A massive barrier built to seal off Hive Hall Unrul
Filo family, the - [-FEE-low-] A wealthy family that ruled The in the Redsky Era. 78, 161, 163
Auric. 137, 148 Gullrori Ironclaws - [-Gull-ROAR-ee-] An Auran mercenary
Filo’ Nar - Featherfolk who swindled the Ursa family to become company made up of skilled Asset class Featherfolk warriors.
Hatin of The Auric. 141 137
Filo’ Saq - The daughter of Filo’ Nar and mother of Filo’ Ya. She Guo, the - [-GOO-oh-] Racetrack in the Warm Shores. 84
briefly ruled as Hatin before her death. 149 Gurno - [-GER-noh-] Large beetles that Sporespawn use as
Filo’ Ya - Hatin of The Auric in the early Uprising Era. 137, mounts. 153, 299
148–149 H
First Nightfall - The mythological war against Mallumoch and Hardhooves - A main Nightrider overtribe. 100, 194, 196
Sola. 172 Hardlight Specter - Ghostlike creatures made of hardlight
Fleckan - [-FLEK-ahn-] A tunneling rodent. 295 energy. 126, 186, 299
Flow - The high metabolism state for Archivists. 22, 121, 128. Harlequins - [-HAR-leh-kwins-] Companions of the Hatin of The
See Ebb Auric. 149
Forbidden Cells, the - The chambers beneath the Mountains of Harmonus - [-HAR-mohn-us-] An advisory senate body in the
the Moon that imprison mythical entities. 150 Hominid Dominion. 181
Forest of Ilda - [-ILL-duh-] A mysterious “haunted” forest of Hatin, the - [-Hah-TEEN-] The title of The Auric’s ruler. 84, 137
bioluminescent plants. 97, 201 Hatinate of The Auric - [-HAT-in-ATE-] The government of The
Forever Noon, the - A four-way war in Sunbleak in 97 LS. 143 Auric. 137, 181
Forgotten, the - Sunbleak’s many criminal gangs. 141 Headache, the - The informal name for the administrative
Forlorn - Slaves in Abresian society that are forced to work bureaucracy of The Auric. 138
harsh agricultural and labor positions. 89 High Chieftain Telemakus - [-TELL-eh-MAHK-uhs, tell-ehm-uh-
Fractious - [-FRAK-SHUSS-] Rowdy Luminosi Archivists KUSS-] A descendent of King Odiseas. 109
common in the Exodus and Redsky Eras. 127–128 High King - The title of the reigning leader of Clan Khar. 106,
Frandemulo - [-Fran-deh-MUHL-oh-] A famous restaurant 117
northeast of Deonar. Hidden base for assassins. 91 High Tide, the - A cultural revival within Clan Kahr. 109, 150
Freespawn - A civilization of independent Sporespawn that Hiremai Isle - The largest island in the Midnight Sea. 94–95,
greatly value knowledge and their independence. 100, 155 109–111
Freespawn Liberator - Special Freespawn warriors who try to Blood Pikes - Highways in Hiremail Isle. 95, 105
deprogram enemy warriors. 156, 160, 319 Eternity Harborage - A giant temple above the home of
Freesteeds - The oldest Nightrider overtribe. 98, 193–194, 200 the Terminarch. 95
Freezing of the Moon - A mythical crisis in the ancient Heroic History Heists - A movement to preserve banned works of
Era. 201 culture and technology. 175
Frostrite - A rite of passage for young adult and adult Hive - A Sporespawn settlement. Can vary greatly in size. 152
Cairnkeepers. 142, 198–200, 202 Hive Halls, the - The collective name for Sporespawn
Fygah - [-FY-guh-] A Nightrider term for “Hunter.” 194 civilization. 100, 152
G Hoka - [-HOK-uh-] A cult of cannibalistic Jana’haki warriors.
Gahla - [-GAH-luh-] An unknown, tentacled entity in the 114, 118, 322
Thalkast. Killed by Katabas Skulltaker and his companions. Holds The Dark - A Freespawn leader. 165
166 Hollowfalls - A city of Dema that is famous for its philosophical
Gamantori - [-GAHM-an-tour-ee-] A mythical monster in the Fel traditions. 83–84, 138
Saga. 115 Deck of the Growing Mind - The industrial,
Garnah - [-GAHR-nuh-] Large tusked canines. 105, 186, 297 administrative, and academic zone of Hollowfalls. 84,
Gatekeeper, the - An unknown entity in the Thalkast. 166 148
Gates of Mundi - Fortifications sealing off the Midlands from the Deck of the Immortal Soul - The leadership zone of
Moon Realms. 181. See Valley of Tears Hollowfalls. 84
Gawain Cang - [-Guh-WAYN, GOW-uhn-] A Human Deck of the Living Body - The residential zone of
commander of the Solar Hegemony. 133, 170, 182–184 Hollowfalls. 84
Gierigar - [-GUY-reh-gahr-] Bipedal beetle monsters. 297 Eye of Jola - [-JOE-luh-] A Hollowfalls device that
Gilded Sea, the - The large sea in the southeast of Dema. 83, 135 magnifies heat rays from the sun’s energy. 84, 139,
Gilded States, the - The region of Featherfolk city-states that 148
border the Gilded Sea. 83, 136 Hall of Elders - A Mindmaster meeting place in
Gnawrot - [-NAWW-raht-] A crop blight that struck Light Plains Hollowfalls. 84
harvests between 65-67 LS. 176 Spires of Zacarna - [-Zuh-KAR-nah-] Administrative
God Workshop, the - A location in Pandaemonium where buildings of Hollowfalls. 84
legends say the Brass Automata were created. 102. See Summer Forum - The academic meeting grounds of
Thalkast, Pandaemonium Hollowfalls. 84
Golden Jana’haki - Merchant members of Clan Jana’haki. 105, Homa - Humanity’s name for themselves in Dema. 26, 162, 168
112, 118 Hominid Dominion - [-HOM-uh-nihd-] A tributary vassal state
Grand Council of the Nyceah Cursor, the - [-Nigh-SEE-uh-] An to the Solar Hegemony based in Mundi. 77–78, 180–182
18 EM Freesteed event that led to a religious revival for House Hayberos - [-HAY-burh-OES-] A Cairnkeeper House.
Nightriders. 194 199
Index
338
Long shadow - A Cairnkeeper expression for death and dying. Marshals - Defense forces of Mundi. 78, 181, 325
199 Masquerade, the - [-MASK-uhr-AYD-] The struggle between ex-
Lord Kavend - [-KAH-VEND-] An Abresian noble in the Heroic Assets, bounty hunters, and the Resource Barons for liberty
Era. 108 and working conditions in Sunbleak. 141
Lost Denari - [-deh-NAHR-ee-] An ancient Athenaeum lost Matron Alyx Hayberos - [-Alex-HAY-buhr-oes-] Matriarch of
civilization. 126 the Cairnkeeper House Hayberos. Mother of Seyllin and
Loxol - [-LOKS-all-] A minor hive located near the Maw. 165 Oreyn. 199
Lumescent Corrosus - [-loo-MESS-ent core-OH-suss-] The Maven, the - [-MAY-vehn-] An unknown person or entity who
annexation of Luminos by Empress Celina in 80 LS. 127, assisted the Awakened in constructing New Nexus. 161
129, 177 Maw, the - A perfectly circular shaft in the Thalkast that eldritch
Luminos - [-LOO-men-oess-] A city in the Athenaeum. Also horrors emerged from. 165
known as the City of Lights. 81, 125–127 Megaruh - [-meh-GAR-uh-] Ancient mythical Wakewalkers who
Boradyr - [-BOAR-ah-deer-] Luminosi laboratories. 81, raided the Moon Realms. 201
125–126 Melancholia - [-mel-an-KOhl-ee-UH-] A Featherfolk term for a
Cogency - [-co-GEN-see-] The Domavi for military long-term mental illness that includes aspects of depression,
science. 81 anxiety, and other psychological hardship. 145
Domavi - [-doe-MAH-vee-] The term for research districts Mhaol Grannek - [-MOLL GRAN-ekk, MAHL GRAN-ekk-] A
of Luminos. 81, 125 famous Wakewalker mercenary leader. 115
Interchange - The Domavi that studies commerce and Miasma - [-MEE-az-muh, my-AS-meh-] A green haze that the
fabrication. 81 Everborn uses to maintain its hive mind. 153
Liniment - [-LIHN-eh-ment-] The Domavi for agriculture Midis’ Al - [-Me-DEES-al-] The creator of Elemental
and medicine. 81 Dualism. He was a disciple of Rori’ Nos. 138
Milieu - [-mill-YOU-] The Domavi that researches the Midlands - The continent between the Daylands and the
Elements. 81 Nightlands. 104
Perpend - [-PER-pend-] The Domavi dedicated to physical Midnight Isles - The many islands of the Midnight Sea. 31, 92,
sciences. 81 106, 110, 112
Steps of Agra - [-AGG-ruh-] Food-producing district in Midnight Sea - The southeastern ocean of Dema known for its
Luminos. 81, 126, 128 rough waters and dangerous monsters. 31, 92, 105
Teczarc - [-TEK-ZARK-] Mysterious Domavi for so-called Mikuran Fellstrider - [-ME-coo-ron, MIHK-uh-rahn-] A famous
“Subtle” Technology. 81 Jana’haki Wakewalker pirate leader. 115, 117–118
Tracery - [-TRAY-sir-ee-] The Domavi for architecture and Gasok - [-gass-ohk-] Mikuran Fellstrider’s father. 118
civics. 81 Medeya - [-meh-DEE-uh-] Mother of Mikuran Fellstrider.
White Index - The capital building and highest point of 118
Luminos. 81, 126, 128 Million Step Path - An alternate name for the Archivist religion
Luminosi Directorate - [-LOO-men-OH-see-] Luminos’s leading Zenyecrot. 119–120, 125, 128, 131. See Zenyecrot
governing body. 126 Mindmaster - The head of one of Hollowfalls’ schools. They also
Lux Imperia - [-LUKS-ehm-PEER-ee-uh-] A biography of serve in the Council of Elders. 84, 88, 139
Empress Celina Solati’s life during the Exaltation Wars. 177, Mines The Nether - A Freespawn companion of Katabas
185. See Empress Celina Solati Skulltaker. 166
M Mirmedons - [-muhr-meh-DONS-] A powerful band of
Maas Crixsys - [-MAHS- crick-SIS-] An upriser in the Moon Wakewalker warriors. 115
Realms Conflicts. 192 Moldcrawlers - Monsters from the Thalkast that threatened Hive
Madic Arraz - The last Archgeneral of Aegis. 132-134 Hall Ikhish. 157
Maelstrom, the - An eternal storm that rages over the Montur - [-MON-tuhr-] Vella Montura’s father. 200
southeastern Midnight Sea. 95–96, 106–107 Montur’s Cradle - A sacred site for Freesteeds. 98, 189, 195
Magisters - Wealthy clergy-officials. 177, 179 Monturyn - [-mon-TOUR-ehn, MON-tuhr-ihn-] The name for
Makta - [-MAK-tuh-] A Wakewalker hunting horn used on Wild Nightriders in their own language. 27, 98, 172, 194, 197
Hunts. 108 Moon Realms - The northwestern region of Dema. 27, 96–97,
Maldormac - [-Mal-DOOR-mac-] Horrifying monsters that can 122, 189
mimic voices. 97, 301 Moon Realms Conflicts - A war of subjugation against the Moon
Mallumoch - [-MAH-loo-mok-] The name of the villainous lunar Realms by the Hegemony. 76, 174–175, 183, 192
deity in Solasii mythology. 169, 172–173 Moon River - The river at the center of Dema. 91, 98, 180, 201
Mallumochii - [-Mahl-oo-MOK-EE, MAH-loo-mok-ee-ai-] Mortan - [-Moor-TAN-] City in the Thalkast made entirely from
Nonhumans that are seen as enemies of the Church of Sola. bones. 101
171. See Mallumoch Mount Ekur-Sumera - [-eh-KOOR-soo-MEHR-uh-] A large
Mantek - [-MAN-TEHK-] A type of monster that lives in the mountain at the southern end of the Midlands. 145
Fellcoast. 93, 301 Mount Hars - [-HAHRZ-] A sacred mountain of Archivist
Mapinkari - [-MAH-pen-CAR-ee-] Mikuran Fellstrider’s forces. folklore. 98, 119, 124
118 Mount Svarog - [-svah-ROHG-] A prominent mountain in the
Mapinkari Armada - The fleet of Mikuran Fellstrider. 78, Athenaeum. 128. See Pilgrim’s Pass, Hoards of Svarog
115, 118 Mount Svetovit - [-SVET-oh-viht-] The tallest mountain in the
Mar - [-MAHR, Mayr-] Founding legendary general of Mundi. Athenaeum. 81, 125–126, 165
181 Mountains of the Moon - Tallest mountains in Dema, dividing
Mara Tancred - [-MAR-uh, Mah-rah-] Scholasta master and the Daylands and Nightlands. 80, 82, 98, 180
travel writer. 71, 105, 119, 123, 135, 151, 167, 189. See Mrozt - [-MRROTS-] Huge toxic ants. 302
Biased, Romanticized, and Grossly Impractical Mu - [-MYOO, MOO-] An explosive compound made from the
Marauder Wars - A Hegemony-Jana’haki regional war between fermented fat of Deep Ones. 106–108, 162
59-64 LS. 77, 115, 118, 131, 175 Mumpen - [-MUM-pen-] Small inquisitive racoon-like creatures
Marble Rebellion - An uprising against the Scions of Mundi in that were driven nearly to extinction. 302
the Heroic Era. 104, 180, 187 Mundane - The language of Mundi and a bridge between
Maroon Mask, the - A famous traveling troupe of actors, bards, cultural groups to communicate. 65, 181
dramatists, and other creators performing circuits in Dema’s Mundi - The city at the Dema's center. 104, 180–182, 186–187
major settlements. 108
Coliseum of Mar 104, 186–188. See Mar
Marshal of the Dark - The leader of the Freesteeds. 142, 195,
Concord - [-CON-cord-] The specialty district in Mundi
201
where the Harmonus senators convened. 181
Index
340
Profligate, the - [-PROFF-luh-get-] The legendary and Sapphire Fleece, the - A famous Wakewalker relic buried
mysterious antagonist of Zenyecrot. 124, 130 somewhere in the Fellcoast by the Corsair King and later
Protects The Bough - A Sporespawn sage who lived in the recovered by Mikuran Fellstrider. 118
Oysmac Forest. 166 Sauragash - [-SOAR-uh-GASH-] Reptilian animals native to the
Proxima Generals - Leaders of Aegis. 120, 133 Silverleaf Wilds. 86, 303
Pulk canoe - [-PULLK-] The small craft built by young Sawsayda the Beastmaster - [-saw-SAY-duh-] A famous
Featherfolk to reach the Tutor Islands. 139, 146 Cairnkeeper monster tamer. 199
Pwanoszt - [-PWAHN-ost, PWAHN-ozt-] The Archivist martial Scalerotten - [-SCAYL-rot-uhn-] Blind reptilian pack hunters.
art that utilizes their unique metabolism. Translates to “two These monsters slaughtered thousands of Freespawn after
strikes.” 79, 121, 124, 132 the Sundering. 155, 304
Pykrete - [-PIE-CREET-] A building material made of wood pulp Scarin - [-SCARE-uhn, SCAR-in-] Mobile carnivorous trees. 93,
and ice. 79, 119, 121 304
Pyotr Tevet - [-PYOT-uhr TEV-eht-] Bodyguard of Madic Arraz. Scholasta - [-Skuh-LAST-uh, SKOE-last-ah-] Seat of learning in
133 the Midlands. 141–142, 175, 181
Q Schools of Balance - A group of organizations that teach specific
Qet - [-KEHT-] The name for the Sporespawn sentient species in fields or disciplines in Hollowfalls. 138
their language. 29, 65, 153 School of Argent Passage - [-AR-JENT-] An organization
Qetamar - [-KEHT-ah-mahr] A minor group of Sporespawn that maintains Hollowfalls’ navy. 139
floating in the Midnight Sea. 96 School of Expressive Domain - An organization that uses
Queen Hennyk - [-HEN-ik-] A Cairnkeeper Queen in the Heroic landscape paintings as property deeds for
Era. 202 recordkeeping in Hollowfalls. 139
Queen of the Night, the - A successor to the King of Darkness. School of Fervent Deduction - An organization that
Her real name is Jayne Erindera. 111, 174, 192. See Jayne teaches philosophy, rhetoric, debate, and languages in
Erindera Hollowfalls. 139
R School of Joyous Eddies - An organization that maintains
Rago - [-RAY-GO-] A beast in Wakewalker folklore. 115 water supply in Hollowfalls. 139
Rammjar - An undertribe of culturally Dawnraider Nightriders. School of the Cutting Whisper - A subschool of the
190 Undominated trained in assassination and counter-
Reality Consensus - A process of melding minds between intelligence. 139–140
Freespawn researchers to share thoughts and debate ideas. School of the Scorching Arrow - A subschool of the
155, 157. See Consensus Undominated that teaches archery. 139
Reapings, the - A system of tribute forced on locals in the School of the Undominated Typhoon - The foreign
Duskplain by the Dawnraiders. 191–192 excursion army of Hollowfalls. It is also known as the
Reascension - A Solasii day of salvation when Sola is supposed Undominated. 139, 146, 327
to regain her voice and return to Humanity. 173, 177–179, School of Valiant Calling - A secondary home army
185 occasionally formed to defend Hollowfalls. 139
Reckoning, the - The end of the world preached by Dari’ Tath. School of Weathered Endurance - The home army and city
148. See Scourge, Dari’ Tath, Sunward Conquest guard of Hollowfalls. 139
Reckoners - Cultists loyal to The Sunfather, Dari’ Tath. Scintilla - [-Sin-till-UH, SKIN-till-ah-] City in the Light Plains.
148 87, 91, 168
Red Desert, the - An extremely dangerous region of the Warm Diakonta - [-DAI-uh-KON-tuh-] The golden throne room
Shores. 83, 85, 143 of the Solar Emperors. Located at the peak of the
Red Mast - A Jana’haki pirate coalition that plagued the Gilded imperial palace in Scintilla. 92
Sea. 77, 88, 115, 118, 131 Sankta Lumo - [-SANK-tah-LOO-moe-] The largest Solasii
Redeemers, the - A Cairnkeeper military order that adventures temple ever constructed. Located in Scintilla. 92
to enrich Tallon. 200, 202 Scintilla Invicta - [-in-VIK-tuh-] An ethnography about Scintilla
Regatok - [-reh-GAH-tok, REG-uh-TOK-] A term for and its cultural group. 92
Wakewalkers born with rare red skin. 117 Scintillan Fire - A napalm-like substance. 79, 122, 134, 175, 184
Remnant bands - Devolved remnants of sentient species living Scintillan System - A system of conscription for Solar Hegemony
in the Thalkast. Include offshoots of Sporespawn, Humans, organizations. 171, 175, 181
“Altana,” and “Ikto.” 162 Scion Castor - [-CASS-tour-] A Human despot in Mundi in the
Resource Barons, the - The oligarchs of Sunbleak. 88, 141, 143 Heroic Era. 186
Rifteater, the - A massive organism that once carved many of the Scions - [-SIGH-ON-] Slave-trading despot rulers of Mundi in
Thalkast’s tunnels. 102. See Entities the Heroic Era. 104, 180, 186
Rites of Succession - A Freesteed practice of transferring power Scourge - A plague in Panacea that causes infected to become
ceremonially. 200 feral killers. 78, 146–147
Rodyon Colnacov - [-ROW-dee-on COAL-nuh-KOV-] An Scylus’ Aes - [-skill-uhs-EHS-] A famous Featherfolk playwright
Abecedary at the Scholasta in the Uprising Era. 119 and teacher in the Exodus Era. 142
Rori’ Nos - [-roar-ee-NOES-] The founder of Hollowfalls. 84, Secchium - [-Sech-ee-um-] A lucrative and famous plant that
138. See Hollowfalls went extinct in the Heroic Era. 91. See Frandemulo
Rudden, the - [-RUH-den-] An elite multispecies group that Sees The Light - A famous Freespawn warrior. 164–165
fights entities in the Thalkast. 101, 165 Seki’ Nin - [-sek-ee-NIHN-] A Mindmaster of the Undominated
Rudiment - [-ROO-dih-MENT-] A fundamentalist sect of the Typhoon. He tutored Dari’ Tath. 146–148
Church of Sola. 77, 176–177, 185 Sellach - [-sell-ACK-] The Nightrider god of the sun. Often
Rudimentarii - [-ROO-duh-men-TAHR-ee-AI, ROO-dih- equated to Sola in comparative religion. 194
MENT-uh-ree-] Religious followers of the Rudiment Senecus - [-SEHN-uh-cuss-] A director for the Solar Hegemony
sect of the Church of Sola. 177, 185 in the Panacean Jungle. 118
Runtok - [-RUN-Tawk-] An unknown species, society, or Sentinels - Mythological protectors of Sola. 172, 184
language in the Hive Halls. 154 Separation, the - A sacred religious ritual for Solasii. 92
Ruscolna family - A Heroic Era Archivist royal family of the Shadow Bloodline - The Dawnraider heirs of the King of
Zhavit ethnic group. 119 Darkness. 191–192
S Shadowstone - A crafting material found in the Tenaybre. 198
Saktos Far Roamer - [-SAK-TOSS-] The Wakewalker author of Shakahr - [-shuh-CAR, SHAK-are-] Eldertech dive suits that
Orange Skin Fights Hard. 123 Clan Kahr Wakewalkers use to hunt Deep Ones. 73,
106–107, 109, 116
Shamoke - [-SHAM-oh-kuh-] The first Marshal of the Dark. 201
Index
342
Tethrium - [-TETH-ree-uhm-] A rare metal ore found in the Vala’ Cas - [-vall-ah CASS-] A companion and lover of Sheri’
Silverleaf Wilds useful for equipment and tools. 87 Din. 150
Teveryn - [-Tuh-vayr-ehn-] An undertribe of culturally Valley of Tears - A pass west of Mundi where Gawain Cang
Dawnraider Nightriders. 190 killed the King of Darkness and shattered the Dark Horde.
Thalkast - [-THALL-kasst-] The deep, extremely hazardous, and 99, 181, 192
uncharted regions of the underground. 101 Valqet - [-VAHL-ket-] The enormous network of tunnels and
Pandaemonium - [-pan-DEE-moe-nee-UHM-] A “city of caverns that stretch for hundreds of miles beneath the Moon
the dead and demons” located in the Thalkast. 102 Realms. 100, 151
The Fears Beneath - An Everborn bestiary documenting the Valuations - [-Vahl-yoo-ayy-shuns-] The Luminosi civil-service
monstrosities of the Thalkast. 154 exams. 126
The Scarlet Vendettas - A poetic oral history of the Abresian Vandyn the Tall - [-VAN-din-] First king of the Hardhooves.
Bastion Kings. 89 196
The Skyborn Chronicles - A tome authored by a Scholasta Varakwai - [-VAHR-uh-KWAI-] The name for Wakewalkers in
member describing the activities of all three Sporespawn their own languages. 31, 166, 172
factions aboveground. 160 Varkus Rakanon - [-VAR-cuss ruh-CAN-on-] The Wakewalker
The Yaras Dispatch - The preserved letters documenting the who would become the Corsair King. 114. See Corsair King
Solar Hegemony’s abandoned plan to commit genocide on Varma - [-VAHR-muh-] An insulating biomaterial. 126
the Nightriders. 175 Vella Montura - [-Vell-UH mon-TOOR-uh-] The founding
Theonite - [-THEE-oh-NIGHT-] An order of peacekeepers, heroine of the Freesteeds, the oldest Nightrider tribe. 191,
monster hunters, and domestic soldiers for Aegis. 79, 194–195, 200–201
120–121, 133, 327. See Oslon Vellatress - [-vell-uh-TRESS-] An all-female group of mounted
This One Knows - A head researcher form of the Freespawn in Freesteed warriors. They led an expedition into the Forest of
the Uprising Era. 157 Ilda. 195
Thought Guardians - The secret police of the Awakened in Hive Venachar - [-VEN-ahh-KAR-] Feathered serpent monsters in
Hall Unrul. 103, 160–161, 163 Panacea. 144
Tiric’ Zair - [-teer-ik-ZAYR-] A member of the Optimacy in the Vergal - [-VUR-guhl-] A Wakewalker shaman on Irunga Island
Uprising Era. 149 in the Uprising Era. 166
Tivit - [-TEH-viht-] A minor hive located near the Maw. It was Vichnica’s Crypt - [-VIK-nik-ah-] A lost Archivist temple with a
destroyed by the Nevermore. 165 heretical cazram written by an exiled monk. 82
To Serve Varakwai - A Khutara war epic from the Heroic Era. Vidim - [-vih-DEEM-] An Archivist who lived in the Heroic Era.
111 108
Tohol - [-TOE-hole, tuh-HALL-] The Hive Hall controlled by the Vikna - [-VIK-nuh-] A high-yield crop grown in Deonar. 91
Everborn. 101–102, 152 Viridian Mountains - Mountains in the middle of the Midlands.
Growth Chambers - Production areas in Hive Hall Tohol. 93, 104
103 Virse - [-VERSE-] A creature that resembles a horse. They are of
Recycling Chambers - Waste reusing centers for biomatter enormous importance to Nightrider cultures. 27, 97, 190,
in Hive Hall Tohol. 103 192, 311
Throne of Thorns - A massive biomechanical construct Vladac Zdrosa - [-VLAH-dak ZDRO-zuh-] The High Cleric of
that connects all the Everborn nodes to the current Etherea in the Uprising Era. 133
Exemplar. 103, 151, 153. See Exemplar Voco de Deus - [-VOE-koe day DAY-oos-] Religious title of the
Tonni’ Bord - [-tohn-ee-BOARD-] A Featherfolk traveler and sitting Emperor for their command of the Church of Sola.
author of food guides. 105 173
Torna’ Cai - [-tor-nuh-KAI-] Many-eyed carnivorous plants Voctar - [-Vok-TAHR-] A beast used for mounted warfare by the
living in Panacea. Distinct from the scarin. 144 Cairnkeepers. 183
Toskaroth - [-TOSK-uh-ROTH-] A village on Hiremai Isle. 105 Void Owls - A Cairnkeeper military order that operates in the
Trident Interregnum - [-TRY-dent int-er-EGG-numm-] A coup Midnight Isles. 200
against Emperor Decimus Cassar in 50 LS by nonhuman Volad Idonik - [-Voe-LAD eh-DON-ek-] A Prosperity Chancellor
Auxilia. 175. See Emperor Decimus Cassar of Etherea in the Exodus Era. 128
Tutor Islands, the - An island archipelago in the Gilded Sea Volinia - [-Voh-LIN-ee-ah-] Archivist combat engineers. 82
claimed by Hollowfalls. 83, 88, 139 Vom - [-VOHM-] Archivist prayer wheels. 119
U Voshnaht - [-Vosh-NAHT-] Weaponized avalanches used by
Ukuzi Karyadne - [-OO-COO-ZEE CAH-ree-AHD-nee-] A Archivists. 82, 130, 132
Terminarchon in the Uprising Era. 113 Vox - [-VOKS-] Close advisors to Emperor Tacitus from multiple
Undominated, the. See Schools of Balance, School of the species. 176
Undominated Typhoon Vrach - [-VRACH-] Wakewalker alcohol fermented from the
Unrul - [-UN-ROOL, Uhn-ruhl-] The Hive Hall of the Awakened blood of Deep Ones. 105, 108
and their ruler the Allspawn. 101, 103, 158 Vulgus - [-VUL-gus-] A middle-class of free Featherfolk in The
Consensus Hall - A Heroic Era structure where residents Auric. 83, 136. See Auric Castes
of Hive Hall Unrul met. 103, 159 W
Eternity Fields - A military and political rally ground for Wakewalker - A sentient species of Dema. 31, 92, 105–106
Awakened of Unrul. 103, 159, 163 Walls at the End of the World, the - A mountain range on the
Habitation Quarter - A district of Unrul. 103, 162–163 west end of Dema. 189, 198–199, 201–202
Nutriment warrens - [-NOO-trih-MENT WAR-uhns-] Waparaka - [-WAH-puh-RAH-kuh-] The ichorous will of the
Food distribution centers in Hive Hall Unrul. 103 Terminarch. It is hallucinogenic and sacred to Clan Hiremai.
Polity Quarter - [-POE-leh-tee-] A district of Unrul. 103, 95, 110–111, 113
162–163 War of the Drinking Horn - A war between Clan Kahr and Clan
Silent Quarter - A zone in Unrul for Sporespawn infected Hiremai. 96, 109, 111. See Laestrygion
with the Silent Plague. 103, 159, 161, 163. See Silent Warm Shores - The eastern and southern coasts of the Gilded
Plague, the Sea. 79, 135, 138, 140
Supremacy Quarter - A zone where Hive Hall Unrul’s Waystation Wroc - [-WROK-] A waystation in the Red Desert.
markets and workshops are located. 103 88, 192
Ursan - [-URR-san-] A large bear with saliva that causes a Where the Light Always Shines - A nonfiction tome about the
freezing chemical reaction. 80, 119, 202, 310 history and traditions of Scintilla. 92
Usundi - [-oo-SOON-dee, UH-suhn-dee-] The name for White Masovi - [-mah-ZOE-vee-] Archivist guides through the
Featherfolk in their own language. 23, 65 Pilgrim’s Pass. 82, 132
V
Index
344
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ABILITIES
STRENGTH DEXTERITY CONSTITUTION
CHARACTER NAME LEVEL PLAYER NAME
ARMOR ( )
SPEED INITIATIVE SOCIAL
A. TYPE ARMOR CLASS TOUCH AC SKILLS
HIT POINTS TEMPORARY CURRENT MAXIMUM SHIELD ( ) PROTECTION PROF. SKILL ABY PROF. ABILITY OTHER TOTAL
CURRENT MAXIMUM SUCCESSES FAILURES FEATURE NAME USES MAX SHORT/LONG ELDERTECH INT
HISTORY INT
INSIGHT WIS
RESISTANCES | VULNERABILITIES
INTIMIDATION CHA
RESISTANCES
INVESTIGATION INT
VULNERABILITIES
MATERIALS INT
IMMUNITIES
MEDICINE INT
NATURE INT
LANGUAGES PROFICIENCIES
PERCEPTION WIS
PERFORMANCE CHA
PERSUASION CHA
POLITICS INT
INVENTORY FEATURES
RELIGION INT
WEIGHT NAME CURRENCY
SLEIGHT OF HAND DEX
STEALTH DEX
SURVIVAL WIS
SAVING THROWS
PROF. ABILITY PROF. ABILITY OTHER TOTAL
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
ATTACKS
PROF. ATTACK ABILITY ATK B. RANGE
DMG / TYPE
DMG / TYPE
TOTAL
DMG / TYPE
DMG / TYPE
CARRY PUSH/DRAG THROW
OFFICIAL REDSKY CHARACTER SHEET - VER. 1.0
CHARACTER NAME AGE HEIGHT WEIGHT EYES SKIN HAIR
VIRTUES BACKSTORY
VICES
SYMBOL
TOTAL
ADDITIONAL ATTACKS
PROF. ATTACK ABILITY ATK B. RANGE
DMG / TYPE
DMG / TYPE
DMG / TYPE
DMG / TYPE
DMG / TYPE
DMG / TYPE