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A long-curved blade of gold and silver. The Money Is Always A Driver – As an action a
blade is coated in a green fungus which creature can blow into ‘The Horn of Profit’. The
excretes a green poison. user must roll a D20. The user and any creature
within 10ft of the user must make a Dc 10 + ½
D20 roll dexterity saving throw or take 5d10 +
Modified Weapon - ‘The Stinger’ acts as a D20 roll bludgeoning damage as a black horse
regular scimitar. On a hit ‘The Stinger deals drawn carriage appears out of no where and
crashes into the user. The carriage will come to
an additional 2d4 poison damage.
a stop and open up revealing a hooded figured
known as ‘Merchant’ selling magical wares of
rarity determined by the D20 roll as seen below.
Natural Poison – On a hit the user can
choose to squeeze the handle as a bonus
action to excrete poison from the fungi on D20 Rarity
the blade. The target must succeed a Dc 12 1 Common
constitution saving throw or become 2-5 Uncommon
poisoned. 6-10 Rare
11-16 Very Rare
17-19 Legendary
Note: Proficiency with a scimitar allows you 20 Artifact
to add your proficiency bonus to the attack
roll for any attack you make with it. Once the horn has been used it cannot be used
for 2 weeks. Any creature who blows into the
horn before then gets a dry mouth with the
horn remaining silent.
Note: Prices and items are determined by the Dm.
There can never be more than 3 wares at any
time. There is only ever 1 artifact.
Magic Items
Wüstling
A product of only the most maniacal mages, Wüstlings are but distant echoes of their
once human form. A Wüstling is a creation only conceived by the maddening thoughts of
a purely apathetic being with no love left within their heart, and a creation feared by
everyone else. Standing at anywhere from 7ft to 11ft, a Wüstling's body is heavily
mutated with unnatural muscle mass which is supported by crude metal braces bolted
directly to the bone under rotten flesh with steel rivets. Although not located on every
Wüstling, a weapon usually takes the place of one of the creature's arms, ranging
anywhere from a long sword to a crude steel club. The body has also been heavily
augmented to accommodate an enhanced nervous system and more sensitive eyes for
use in wartime situations. However, the amount of stress and trauma the subject must
go through to reach completion usually leaves them without higher brain function and,
due to the enhanced nervous system, in constant pain, often leading to unending anger
to all around them, including objects.
Brenner
A Brenner is one of the many reasons artificers must be regulated. A Brenner strikes fear in the
hearts of all who cross it. It is a beast of nothing but pain and terror and revels in inflicting them.
Standing as tall as 15ft, a Brenner's body is exclusively comprised of burnt and charred flesh
which is stitched together with metal staples. Its body is held together by large metal braces
drilled into the bone and flesh of the creature. Most notably this is seen in the beast's chest,
which remains completely open showing the exposed, blackened spine and the long still, seared
heart, held together only by four large steel braces which bolt into a Brenner's spine. A
Monsters
Brenner's arms are completely reworked to facilitate its new purpose. Its right arm is usually
replaced by a large steel axe, akin to those used by firefighters, but with a large, serrated blade
bolted onto the front. While the left-arm hangs limply as most of the muscle has been torn or
burnt, a large nozzle is melded onto the skin and connects by a hose to a large cast-iron tank on
a Brenner's back. This device is used by the Brenner (with frightening pleasure) as a
flamethrower capable of expelling bursts of fire up to 60ft. The Beast is very easily spotted due
to its unnatural nature, but it is often heard before it is seen. Muffled laughs and giggles echo
around wherever a Brenner resides, with the maddening screams blocked out by the gasmask
seared onto a Brenner's face.
Jäger
In war overwhelming force is often seen as a powerful strategy by those who do not
know battle. Overwhelming force can only go so far before it is systematically
destroyed. The true war is really about deception. The ability to hit an enemy hard,
quick, and undetected is a far superior technique and if done effectively can topple
Monsters
mighty armies. The grotesque Jäger was designed for this very purpose and are experts
in the field of stealth and elimination. Standing anywhere between 8ft and 10ft a Jäger is
comprised of a heavily mutated and warped body, unable to hold itself upright and so is
in a permanent hunched position. Unlike many other undead, a Jäger remains fairly
unchanged, however, often retaining its original flesh, hair and general bone structure.
Their twisted bodies are obscured by thick veils and cloaks held to the Jäger's flesh by
large metal staples and hooks, with a small but heavily modified crossbow, capable of
firing a variety of ammunition, bolted to one of their arms with metal rivets. A Jäger is
excellent in the art of the hunt, with a repertoire of tricks, traps, and techniques up their
sleeve to make even the most dangerous game but a simple task. This in turn makes
them take great pleasure in their work and will often toy with their prey to prolong the
experience, preferring to torture and tire their victims when a swift kill is more
effective. A Jäger is one of the very few undead who can easily maintain and take joy out
of conversations but typically use it alongside other techniques to torment their foes.
These specialised units are cunning. If you hear a Jäger laugh. It's too late for you.
Monsters
Zauberer
The most intelligent of the horrible abominations built for the wars of old, the Zauberer,
in the wrong circumstances, can be a real problem to any army regiment, let alone a
small adventuring party. The intelligence of these creatures has led them to become
great mages with a variety of magic in their arsenal. Unlike their living counterparts,
a Zauberer uses its magic for purely violent means and so prioritises exclusively
offensive spells. It is unknown whether these Zauberers were mages in life or gained
their magic during their creation. Standing anywhere between 5ft and 10ft, a Zauberer
is the most akin to its previous life, although still unnaturally altered. While its flesh is
mostly still intact, its body seems unnaturally stiff with every movement seeming
laboured and pained. Robes of varying types hang from their rigid shoulders and in
every single case, a Zauberer has a large scar in their mouth forming a large smile. While
a Zauberer is incredibly intelligent, they seem completely devoid of any mortality,
slaughtering indiscriminately with ease. Unlike other undead, a Zauberer can
communicate in complex sentences, bargain, and even have its own personality. These
personalities, however, are not exclusive and are unique from each Zauberer and have
been recorded ranging from sadistic, egotistical, and even apathetic. Regardless of this
sense of life, however, it should be noted this afront to nature is very much dead. Those
who forget this fact will join them.
Monsters
Blitz
The culmination of the atrocities man will inflict upon their enemies, the Blitz was designed
with only war and suffering in mind. Standing at anywhere from 20ft to 30ft tall and half as
wide, this rotten beast is far removed from the race used to create it. The Blitz's body is
stretched and warped with unnatural body contortions from its cracked and crudely rearranged
bones. The rotten flesh of this monster is scarred with natural and unnatural tears with the
body held together by a stiff internal steel skeleton, which is often seen to pierce out of the skin
of the Blitz, making this beast a twisted mess of flesh and metal. The Blitz's body is a mass of
broken, torn, and unnatural mussels which bulge and contract violently forcing the body to
violently twitch. The Blitz was designed to be a weapon of war, particularly in siege warfare, and
so a large ballista is bolted to the exposed spine of the Blitz. This ballista can be completely used
by the Blitz, but it is unsure if the Blitz even knows it is controlling it. The process to make this
beast is by far one of the most torturous experience a creature's body is completely changed and
probed to create the merciless beast it resembles today. The Blitz does not come out unscathed
though. The beast seems in a state of constant pain and sadness and its distant cries can be
heard echoing in the deep chambers it now resides. Do not let this confuse you however, if a
creature is spotted by such a monster, this sadness will turn to blood-chilling anger.
Subraces
Nord Traits:
Natural resistance to cold - Spending much of their time in the frozen north of the
realm, these humans have become naturally adept to the inhospitable cold they call
home - Gain resistance to all cold damage.
Ability Score Increase – A Nord’s Constitution increases by 2 and your Strength or
Dexterity increases by 1.
1 hour. Once this ability has been used it can’t be used again until the next dawn. Note:
This feature replaces the ‘Integrated protection’ Warforged ability.
Ability Score Increase – An Overclocked Warforged’s Intelligence increases by 2 and
Constitution by 1.
Races
Amethonian
At the very birth of the realm, when the world was inhabited by crude creations and
simple creatures from egotistical and inexperienced gods, the Amethonians were made.
Forged from the magic deep within the burning heart of an infant world the complex
Amethonians were formed. Humanoid in shape, Amethonians are creatures of few
words but many talents. Comprised of ancient amethyst infused with great magics,
Amethonians are one of the very few creatures of this realm with direct connections to
magic itself. For this very reason, these crystalloid creatures cared little for politics of
mortals and instead prided themselves on great advancements in many fields of magic.
While many have long ago perished, some still remain, their initial purpose but a distant
memory. Typically, due to their robust and neutral nature, the last remaining
Amethonians are found as guards in prisons locked deep below the earth many walk
upon, guarding weapons or beings of great power and great evil. While its unsure as to
exactly why their way of life has become this, many theories exist, from an ancient war
to a lost bet with the gods. Nobody knows for sure. Perhaps the crystal beings are
responsible for what they guard.
Amethonian Traits:
Age – An Amethonian does not age and cannot age by magical means.
Size – An Amethonian is between 5ft and 10ft.
Weight – An Amethonian is between 270 lb and 450 lb.
Speed – An Amethonian has a base walking speed of 30ft.
Alignment – Unconcerned with the idea of mortality and instead striving for progress,
Amethonians tend to be neutral in alignment.
Language – An Amethonian can speak, read and write Common and Primordial.
Ability Score Increase – An Amethonian’s Intelligence increases by 2 and Constitution
by 1.
Magically Created – Comprised and held together Amethonians do not share many
similarities of other races of the realm. An Amethonian gains the following traits:
Crystalline Bodies – Forgoing a typical organ system, Amethonians are entirely
crystal. They gain resistance to all Poison damage and immunity to the
Poisoned condition.
Magically Active – An Amethonian is exclusively fuelled by ancient magic. They
do not need to eat or breath.
Races
Magical Construction – Amethonian anatomy is only possible by the magic which
holds they together. If an Amethonian enters an anti-magic field they will
become incapacitated until they leave, or the field no longer exists. If dispel
magic is cast upon them an Amethonian must make a Constitution saving throw
contested against the casters spell Dc or fall incapacitated.
Fast Learner – An Amethonian gains one skill proficiency and one tool proficiency of
their choice.
Intricate Magic – An Amethonian knows the spell ‘Earth tremor.’ At 3rd level an
Amethonian learns ‘Zone of truth’. At 5th level an Amethonian learns ‘Meld into stone.’
These spells can be cast once per long rest.