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  1. Posting Format   AMARILIS PALMARI ○ Chaotic Good Tiefling Archfey Warlock ● AC HP Spell Slots Archfey FeaturesFey Presence Spell Attack Spell Save Conditions 11 25/25 ○ ○ +6 DC 14 Current There goes Amarilis, narrating again. "Hello there!" she exclaimed. Oooh that is a lovely color for that dress, she thought. OOC Any OOC content. Notes Notes gathered during the course of play.  
  2. XP & Loot Tracking Level 2 Eldritch Invocations Eldritch SightYou can cast detect magic at will, without expending a spell slot. Eldritch MindYou have advantage on Constitution saving throws that you make to maintain your concentration on a spell. Spells Charm person HP 8 (Max 17) Level 3 Pact Boon Pact of the ChainYou learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. Expanded Spells Calm emotions Phantasmal force Spells Calm Emotions (removing charm person) Phantasmal force (removing faerie fire) HP 2 (Max 19) Level 4 Feat Fey Touched- Increase your Charisma score by 1, to a maximum of 20. (18) - You learn the misty step spell and one 1st-level spell of your choice (hex). The 1st-level spell must be from the divination or enchantment schools of magic. You can cast either of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Spells Hold person HP 6 (Max 25) Fortune  Whispers of the Dead 3rd-level Phantom feature Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack. Level 5 Eldritch Invocation One With ShadowsWhen you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. Expanded Spells Blink Plant growth Spells Dispel magic Counterspell (removing hold person) HP 6 (Max 31) Level 6 Feature Misty EscapeStarting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 ft to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest. Spells Hypnotic Pattern HP 9 (Max 40) Level 7 Eldritch Invocation Trickster's EscapeYou can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. Expanded Spells Dominate beast Greater invisibility Spells Charm monster HP 9 (Max 49) Level 8 Feat Observant- Increase your Wisdom score by 1, to a maximum of 20. (14) - If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. - You have a +5 bonus to your passive Wisdom (Perception) (17) and passive Intelligence (Investigation) (17) scores. Spells Greater invisibility HP 6 (Max 55)  
  3. Vignette "We're almost there, keep your eyes closed - hey! I see you trying to peek!" Amarilis walked behind Adelbert with her hands covering the elf's face, giggling and grinning. She had found a spot with the most amazing view of Gloralion - from a low enough branch to climb on, but high enough on the tree to see over the rooftops straight to the fountain at the center of the city. This was a game for the two of them, usually reserved for pranks and jests and japery - Adelbert had a habit of showing Amarilis rude drawings which she countered with crude gestures. This was a first for both of them, something wholesome and tender and sweet in the curiosity of their adolescence. "Can you fault me for trying?" Bert offered; Amarilis swore she heard the smirk on his face under her hands. "Sure can. You know the rules - no peeking 'til we get there. Besides, it's only a few more steps." Just outside the city, the pair arrived at the tree. Amarilis released Bert and tapped his shoulder twice - the signal to open his eyes. As she did, she made a face, pulling down her eyelids and sticking out her tongue. Bert recoiled in mock disgust for a moment, and the two of them shared a laugh. She pointed out the branch, and the two of them climbed. "You obviously didn't bring me out here just to make faces. What's up here?" "Shush, you'll see - just a bit further." They reached the branch, and as expected, the view captivated Bert. He'd seen his home for decades, but only from the ground - up here, he could see the reflection of the sun on the gold of the fountain in the streets, see the throngs of people walking carefree. He turned to Amarilis, about to remark on the sight of the city... and that's when he noticed her pupils. The nubs of horns about to sprout from her forehead. "What's wrong, Bert? Is something in my teeth?" she asked nervously, her mouth filled with sharp, carnivorous teeth that she definitely didn't have on the walk to here. Bert fell from the tree.  
  4. AMARILIS PALMARI Faun to be Around D&D Beyond Sheet (8th Level)   Race Tiefling (Variant) Class Warlock Age 28 Pronouns She/Hers Height 5'11 Weight 142 Hair Mahogony Eyes Jade Background Native of Gloralion Alignment Chaotic Good "If you thought that prank was good, this next one's a real doozy."   Appearance Surely you've seen her - the lemon-yellow tiefling? Horns decorated like a faun's? Laugh's loud as a hag but half as shrill? That's Amarilis. Her elven-made robes are vibrant and textured splashes of greens, yellows, and browns. As a tiefling, she rarely travels alone - whether in the company of friends or being "escorted" into or out of places for her heritage. Oddly, she seems the most uncomfortable around elves. Amarilis's traveling gear is full of pockets, hidden storage spaces, and usually locked (magically or otherwise). She doesn't talk about her past very much, but when most people don't ask questions, it's easy to leave out the details. Personality Traits Trait 1: Okay, so I was privy to knowledge and experiences few had. But I am just another person like you. Trait 2: I don't rush. What is time? It's an abstract concept, meaningless to me. Ideals Ideal 1: Protection. Safety and security are what I strive to attain for myself and others. (Good) Ideal 2: Secrecy. Staying hidden is staying safe. (Any) Flaws Flaw 1: I get lost in art and song to the detriment of what I should be doing. Flaw 2: Having been in the Summervale, I can't be happy living anywhere else. I just want to go back. Bonds Bond: My time in Gloralion taught me that magic infuses everything. I need to learn more about magic. Background Biography Place of Birth: Summervale Home: Wherever the road leads next Parents: Unknown father (assumed Lord of Lust), Lobelia Cirana (mother, alive) Siblings: None Current Love: None, but looking Lost Love: None that she truly cared for, but there remain several Gloralion elhil of a variety of genders that caught her attention... Children: None Current Age: 36 Best Friend: <insert party member here> Worst Enemy: The Lords of Sin, with special respect to the Lord of Lust Greatest Regret: Not leaving the Summervale prior to her adolescence, for that is when her tiefling heritage reared its head. Backstory   Say what you will about the children of Gloralion - they are spoiled, sheltered, soft, enlightened, fanciful, so on and so forth. At the very least, they are wanted. Kept safe from the horrors in the cities. So too was Amarilis. Though she never knew her father, her mother Lobelia raised her to be observant, witty, and well-spoken - she would not have her only child be without grace or poise in social situations. Despite the studying, the training, and the culture, time was against her. At the age of sixteen, Amarilis sprouted horns and a tail, her pupils becoming as a goat's. Though she had been afraid of this day, Lobelia knew it would come. And as she feared, Gloralion cast her daughter out - ostracized to the Belendale, where Amarilis encountered a messenger from Tanis: a sprite named Pixel. While not herself a believer in destiny, Amarilis learned that Pixel had been sent by some lord or lady from the Feywild for her, to be present at this exact moment. Previous Adventure On a mountain pass, hidden by weather and winding roads, lies what appears to be an abandoned manor house. The party had been tasked to deliver a missive to a mage named Picolai Lesta stationed there, hopefully with a response from him - or at the very least, confirmation that the worst had occurred and whatever experiments he was concocting had brought about his demise. Despite the wind and the chill and the remoteness, the path to the manor itself had been maintained... At the doors leading into the entranceway, they were met by a disembodied voice - a helpful, somewhat ignorant, person named Sam. Sam knew the mage; however, they hadn't spoken in some time - and provided the party respected the experiments and the house, they were allowed inside. The furniture, the foyer, the stairwell - it looked lived in, but not in disarray. Sam, it turned out, was a magical construct in the form of a metallic-and-wooden orb. They were inquisitive and witty, and surprisingly respectful; it was clear that Sam lacked a moral compass, but seemed to consider ethics an important area of study. This became an important topic of conversation as the party passed the greenhouse behind the manor, where Sam had used the bodies of two trespassers as fertilizer for the plants therein. Lesta, in the end, had been found dead by the party in the manor's basement. He had been making adjustments to a component (without wearing proper protective gear) when a stray arc of arcane energy erupted outward, killing him instantly. The basement had been warded to keep Sam out, nor could Sam scry into it like the rest of the house - upon learning of their creator's death, Sam lamented not being able to assist. A journal, kept in Lesta's drawer in the basement, noted that SAM was an acronym - Sapient Autonomous Machina - and the component was the final piece to a humanoid body for SAM to live in. Unlike other constructs, SAM was not given magical instructions or commands; they were able to think and reason and react on their own. Bards across Farland tell the end of this story differently: some say the party killed SAM and burned down the manor, not letting such a clearly unethical experiment run free; others say they gave the component to SAM and let them choose whether to finish their own body. Proficiency Bonus AC HP Speed Pass. Perception Initiative Darkvision +2 12 9/9 30ft 17 +1 60ft STRENGTH DEXTERITY CONSTITUTION WISDOM INTELLIGENCE CHARISMA -1 (8) +1 (12) +1 (12) +2 (14) +2 (14) +4 (18) -1 STR Save +1 DEX Save +1 CON Save +4 WIS Save +2 INT Save +6 CHA Save -1 Athletics   +1 Acrobatics +1 Sleight +1 Stealth     +2 A. Handling +4 Insight +2 Medicine +2 Perception +2 Survival   +4 Arcana +4 History +2 Investigation +4 Nature +2 Religion   +4 Deception +4 Intimidation +4 Performance +4 Persuasion   Actions Actions Unarmed Strike +1 Spear Eldritch Blast Mage Hand Prestidigitation Detect Magic Vicious Mockery Faerie Fire Sleep Bonus Actions Hex Features   Class Features Otherworldly Patron (Archfey) Pact Magic Expanded Spell List Fey Presence Tools Calligrapher's Supplies Painter's Supplies Languages Common Infernal Elven Old Speech Weapons & Armours Simple Weapons Light armor Feats & Other None Racial & Background Features Darkvision (60ft) Hellish Resistance Devil's Tongue Beauty in the Blood Equipment Weapons +1 Spear (1000 gp) Armor Leather Armor (5 gp) Magic Items Bell Branch (3500 gp) Candle of the Deep (4 gp) Charlatan's Die (115 gp) Cloak of Billowing (250 gp) Dust of Disappearance x4 (1600 gp) Hat of Vermin (450 gp) Wand of Secrets (1500 gp) Other Equipment Scholar's Pack Calligrapher's Supplies Painter's Supplies Elven clothes, fine Book of elven poetry Elven purse Treasure 136 gp 15 sp  
  5. The First Year The five kingdoms sent explorers to every edge of the Worldstorm on land and sea. Those that returned reported a swirling, impassable wall of wind and lighting over a mile high, and so dense with dirt and debris that vision stopped soon after the storm’s edge. Others reported enormous, winged beasts darting in and out of the tops of the storm clouds. After a decade of search and scholarly debate, the leaders of the new world came to a grim conclusion: the Godswar had destroyed the entire world, save for a broken, scorched, drowned continent shielded from oblivion by the dying oath of the last god. With a sea now separating the Five Kingdoms and a demigod unwilling to use his new powers to force compliance, the union of nations quickly broke apart. The capital city of Ani remains fiercely loyal to their Godking, safe within their unassailable walls. The South was split in two with the rocky, forested East returning to ancient royal bloodlines, and the fertile West breaking into a dozen fiefdoms loosely united under an elected council. The largest and most northern of the five kingdoms fell into decades of anarchy as famine and disease ran rampant. Out of this chaos, a priesthood arose whose acolytes preached mortal solidarity; foolish, petty gods destroyed this world, so man should reject all things godly. This order sent inquisitors to every corner of their broken nation, bringing relief in the form of food, supplies, and labor. Their priests carried gems mined from deep within the dwarven capital of Gal-Hadir that glowed in reaction to the presence of magic. They used these stones to collect and destroy items infused with magic and repurposed enchanted weapons to forge anti-magic baneswords.
  6. Zavan, the God of Aspiration The Dwarves were the first people to be given magic, as they were jealous of the elves and their millennia of life. They became fierce guardians of this new power, which they used to create great feats of architecture and technology. Once their towering dwarven halls could be made no more magnificent, they set about shaping the world. Centuries of dominance made many of the dwarves as selfish and petty as the gods. The elves eventually grew tired of their constant warring and stole the secrets of magic from them, teaching the knowledge to the other races to restore balance. Enraged, the dwarves declared themselves the enemy of all races of people, and the Hundred Years War began. As death and turmoil spread across the land without intervention, humanity grew distant from the gods. The great human city of Ani rapidly expanded as more and more people fled behind the walls of the capital to seek reprieve from constant violence. The city prospered, a shining light in the darkness that threatened to consume all. People began to idolize human creations over the divinity of the gods. When the millionth person was born inside Ani’s sprawling slums, humanity also birthed its first god; a brave and noble human warrior known as Zavan. Now an omnipotent being blessed with the practicality and impatience of a mortal, Zavan immediately set about improving Ani, raising towering walls that carried magically purified water along the tops of its ivory embattlements. He dug a great canal that brought this water into the heart of the city, blessing its inhabitants with good health and bountiful crops. With the capital in order, Zavan set about ending the Hundred Years War and unifying the five kingdoms under his rule. In just over a decade he brought the races and cities under a single banner, forging the most powerful empire the world had ever seen. The speed at which the God of Aspiration worked, combined with the ease at which he wielded his new divinities within his realm, terrified the old gods and goaded them into swift action (swift for immortal beings, at any rate). A pact formed from an unlikely cabal of Siforr, Xunos, Vodon, Vistrix, Voara, and Barros. On the first day of the sixteenth year of Zavan, they attacked at once, intent on killing the God of Aspiration with a single strike. What they had not planned on was the God of Death finally taking a lover. They had certainly not expected how fiercely he would fight to protect him. The titanic conflict that ensued quickly spilled across the entire pantheon as each deity was forced to chose a side. The Great Godswar had begun. It would barely last an hour. The Breaking of the World As the gods battled for control over the mortal realm, they tore the planet asunder. Millions of creatures perished within minutes as divine energies not seen since the creation of the universe were harnessed as sword and shield. In the final moments of the hour-long war, Zavan gave his life defending the five nations. Siforr struck at him again and again, sundering the land with earthquakes and volcanos. To save the city of Ani, Zavan sacrificed a third of Kadar and much of the countryside surrounding the capital city as it sank beneath of the waters of a new inland sea. In his dying moments, Zavan flooded the Bridge and linked with every citizen of his empire, desperately searching for an heir. He found Jakub Kladivo, a simple farmer from southern Kadar. Zavan willed his waning divinity into his arms, armor, and equipment and then bestowed these artifacts to Jakub, anointing him as the Godking of the Five Kingdoms. As the storm that had engulfed the entire world bore down on the Five Kingdoms, Zavan gathered the raging magical forces and used them to form a permanent barrier, shielding the ravaged nations from total annihilation. The staggered survivors set about extinguishing fires, clearing sodden fields and rebuilding what they could of their former lives.
  7. The Birth of Khalgun Siforr was the first of the children to claim his domain. His ambition shone white and hot, forcing even Ytar to veil her eyes. He used that distraction to steal a single flame from his mother and gave birth to the Sun. Ogun was enraged by both the petty theft and arrogance of the young god and drew together every spec of dust that cast a shadow. He combined this mass to form the first planet and mocked Siforr from where his light could not reach. Weary of her brother’s conceit, Emitaf wove a net of clouds and lighting around the planet, summoning a year of storms that drowned rock and stone beneath miles of ocean. Ather was delighted by these waters but missed singing along the peaks of his brother’s mountains. He raced along the sea with arms spread wide, parting the water and dredging the seabed so Ogun might once again see the stars. Shaken from his watery slumber, the God of Earth grew his lands ever taller until they towered above ocean once more. Most of the planet remained water, and Ius danced on these oceans, his ivory skin gleaming in the sun’s brilliance. His dancing was nearly as beautiful as himself, and he entranced the gods long enough for him to siphon off a bit of each of their divinity. He used this stolen power to draw an alien body, dense and obscure, far from beyond the sun’s watchful light. Ius choked the skies with clouds, concealing the meteor’s approach, and sent the twisted mass of ore and rock crashing into the planet. The catastrophic impact evaporated the oceans and toppled mountains as the meteor carried straight through the earth, exploding from the opposite side in a raging mass as white and hot as the sun. When this ball cooled, it formed the moon. As the moon settled and storms returned oceans to the earth, Yala brought life to the planet in wild, reckless abundance. Every kind of flower, plant, and tree took root. Every type of fish, whale, and serpent splashed into the sea. Every creature that walked upon and flew above the land now poured over it. Yala saw all this and gave no pause. Instead, the God of Life set about combining what she had made. Owls that were also bears, horses that took flight upon feathered wings, and great dragons who could assume any form and weather any height or depth. The gods paused their bickering as they marveled upon the chaotic wonder Yala wrought. Then they too forged life from this new world. The elves came first, emerging from the roots of the vast Ironwood as their massive canopies captured divinity from the Weave and birthed the first wild elves as their eternal defender. They were born under the light of the moon and were thus claimed by Ius. The God of the Moon was delighted by the elves and danced with them, gifting them divine beauty and long life. The grandsons of Ogun (God of Earth), Kalos (God of Invention) and Rapel (God of Magnetism), sought to replicate this divine birth. They combined magic with their divinities and forged the first dwarves out of rock and stone. The other gods saw these new beings as crude and ugly compared to the elves and chased them back into the mountains of their birth. This rejection made the dwarves bitter towards the other races of mortals and set them on a path for centuries of conflict. When the first tribe of elves stole magic from the dwarves to counter their constant warring, the gods were shocked by the brazen theft. They cursed the elves, drained their skin of pigment and cast them into the blasted desert. Ius fooled the gods, hiding his elves under moonlight and guiding them to the protection of the limestone cliffs they still call home. Other races followed, but none were as prolific as the humans, hyper-evolved from apes through a century of divine meddling. The elves called these creatures “Khalkhi (KAL-key) Ogun,” or “Children of Ogun” as a mockery to their crude birth. Over the millennia this became “Khalgun (KAL-gun),” and the first planet found her name.
  8. The Birth of the Universe The Old Gods fought one another to mutual destruction, obliterating magic and swallowing much of the planet in a permanent Worldstorm. The Five Kingdoms that remain live by an uneasy truce born out of necessity, a peace which is tested when the New Gods begin to arise. Let’s start at the beginning. At first, there was nothing. A moment later, there was everything. In the great cataclysms of creation, the First Four were born: Ytar, God of Fire. Ather, God of Air. Emitaf, God of Water. And Ogun, God of the Earth. For a thousand years, they would dance across the universe, creating all the cosmic beauty and desolation within. As they danced with each other, they birthed more deities. Ytar and Ather had Siforr (God of the Sun), while Ogun and Emitaf brought forth the trickster Ius (God of the Moon). It was under the spell of the Moon that Emitaf and Ather did meet, creating Yala (God of Life) and Mordukai (God of Death). This infidelity shattered their divine House, and sent the First Four into the corners of the universe, as far from each other as they each could manage. It was there they would remain, agreeing that there were to be no more Gods. Mordukai, the God of Death, was more than happy to oblige this decree – but his sister Life would not be so restrained. She danced with Siforr and summoned the sisters Ova (God of Beasts), Radia (God of Will), and Wodea (God of Plants). She danced with the Moon and conjured the brothers Ocarus (God of Dreams), Etos (God of Peace), and Pelios (God of Emotion). Because she was Life, she loved the lives of her children. Because she was their mother, she taught them to love and to dance. Wodea and Ocarus grew trees so tall that their skin turned hard as iron and divinity was trapped within their branches. The trees filtered this power into their roots, creating Xunos (God of the Wild), who in turn brought forth the elves to tend her new garden. Radia was seduced by Etos and Pelios, calling forth Lordros (God of Fate) and Voara (God of Force), respectively. Ova and Ocarus brought forth Vistrix (God of Chaos), Shakti (God of Illusion), and Epona (God of Knowledge). The trickster Moon lay with many of his grandchildren. Voara bore him Rapel (God of Magnetism), while his union with Epona summoned Kalos (God of Invention). The gods of magnetism and invention would later combine their power and forge dwarves from stone and magic. Vistrix was Ius’s favorite, and their millennia-long tryst gave birth to Ceato (God of the Sea), Atuna (God of Magic) and Jodar (God of Luck). Ova was wild, as beasts often are, and the sons of Ius were seduced by her life made flesh. Ova and Etos allowed for Tir (God of Travel), Sah (God of the Astral Plane) and Mivia (God of Time). Ova and Pelios shook the heavens with their love, and called forth seven children: Gaidir (God of Sport), Valhena (God of Strength), Cenos (God of Speed), Udea (God of Vitality), Aurras (God of Sound), Vodon (God of War) and Hilo (God of Flight). Radia and Etos recoiled in horror at the disorder wrought by their siblings’ children and lay together to bring about Barros (God of Order). The families squabbled, as families are wont to do, but the gods maintained a delicate balance by agreeing to return to the First Law: no more gods. And for ten thousand years, there were none.
  9. Table of Contents The Old Gods Known Astral Forms Known Divinities Beasts Dreams Emotions Life Luck Magic Plants Strength Vitality The Wild Will The Old Gods Fire, Air, Water, and Earth... it all began with these four, and from them, thirty-three. Known Astral Forms The Astral PlaneHovering inside a shimmering rift in space. EmotionsFloating naked in a torrent of color. StrengthMuscled, oiled and holding a globe several times their size. TimeStanding on the edge of a clock's hand. WillWearing a crown made of many diamonds. Known Divinities Please note that this page will list what is found in the Worldbook, and will reflect our homebrew edits once they are finalized. Beasts Belonging to: Madrobela Class Features Level Features 1 Beastmaster 2 Locate Animals 3 Animal Messenger 4 Shard of Ova 5 Wildshape (CR 2) 6 Giant Insect 7 Hold Beasts 8 Anti-Creature Shell 9 +1 CON 10 Wildshape (CR 5) 11 Awaken Beasts 12 Insect Plague 13 +1 CHA 14 Greater Wildshape 15 Wildshape (CR 10) 16 Creature Stride 17 +1 CON 18 Animal Shapes 19 +1 CHA 20 Wildshape (CR 15) Beastmaster Always active, permanent. All animals treat the God of Beasts as a trusted friend. Any animal within 120ft of the god will respond to their commands and will rally to defend the god if they are attacked. All animals will perform tasks requested by the god to the best of their abilities. Creatures hostile to the god’s friends will cease hostilities when they are present. This divinity also provides the God of Beasts with the ability to communicate with any animal they can see. Locate Animals 1 Action, V/S, Concentration. The God of Beasts can describe or name a particular kind of beast and learn the direction and distance to the closest creature of that kind within 5 miles, if any are present. Animal Messenger 1 Action, V/S, 30ft range, 24 hours. The God of Beasts can use an animal to deliver a message. The god chooses a Tiny beast they can see within range, such as a squirrel, a blue jay, or a bat. The god specifies a location, which they must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." The god also speaks a message of up to 25 words. The target beast travels toward the specified location for the duration, covering 50 miles per 24 hours for a winged messenger, or 25 miles for other animals. When the messenger arrives, it delivers the god's message to the creature that they described, replicating the sound of the god's voice. The messenger speaks only to a creature matching the description that was given. If the messenger doesn't reach its destination before the divinity ends, the message is lost, and the beast makes its way back to where the god cast this divinity. At Higher Levels: The duration increases to 48 hours at 6th level, 1 week at 9th level, 1 month at 12th level, and 1 year at 15th level. Shard of Ova 1 hour, V/S/M (food that would appeal to the beast called), 1 mile, Instantaneous. By concentrating for 1 hour and laying out food the creature would enjoy, the God of Beasts summons one of the many avatars created by Ova. The shard arrives in the form of an animal of CR 2 or less and is forever bound to the god. At the end of the hour, a shard appears and gains all benefits listed below. The God of Beasts can only have one animal companion at a time. If the shard is ever slain, the magical bond with the god allows them to return it to life. By concentrating for 8 hours and laying out a feast the animal would enjoy, the god calls forth the shard's spirit and uses their divinity to create an astral body of their flesh. By adding a godstone to this ethereal form, the god anchors that spirit and returns the shard to life, consuming the godstone in the process. The god can return a shard to life in this manner even if they do not possess any part of its body. Wildshape 1 Action, S, Self, Special. The God of Beasts can use their action to assume the shape of a beast that they have seen before that are CR 2 or lower. The god can stay in a beast shape for as long as they wish and revert to their normal form at any time as a bonus action. The god automatically reverts if they fall unconscious, drop to 0 hit points, or die. While the god is transformed, The God of Beast’s game statistics are replaced by the statistics of the creature they have chosen, but retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. The god also recalls all of their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as the god and the bonus in its stat block is higher than the god’s, use the creature’s bonus instead of theirs. If the creature has any legendary or lair actions, the god can’t use them. If the God of Beasts is wounded while in a beast form and assumes the shape of another creature before taking a short rest, that creature is equally wounded. For example: if the god was fighting as a bear and lost 25 hit points while in bear form, and then turned into a tiger, that tiger would also be down 25 hit points. The god cannot turn into an animal with a hit point maximum that is less than the damage they have received while in beast form. Upon taking a short rest, this damage resets to zero. When the God of Beasts transforms, they assume the beast’s hit points and hit dice. When the god reverts to their normal form, they return to the number of hit points they had before they transformed. However, if they revert as a result of dropping to 0 hit points, any excess damage carries over to their natural form. If the god is reduced to 0 hit points while in a beast form, they cannot assume another beast form until they have taken a short rest. The God of Beasts can cast spells, invoke divinities, and speak as normal, but any action that requires their hands is limited to the capabilities of their beast form. Transforming doesn’t break their concentration on a divinity they have cast or divinity they have enacted, nor does it prevent them from taking actions that are part of a spell or divinity, such as call lightning, that they’ve already cast. The God of Beasts retains the benefit of any features from their class, race, or other source and can use them if the new form is physically capable of doing so. However, they can’t use any of their special senses, such as darkvision, unless their new form also has that sense. The God of Beasts chooses whether their equipment falls to the ground in their space, merges into their new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. The god’s equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with their new form; such equipment has no effect until the god leaves the form. At Higher Levels: At 8th level the God of Beasts gains the ability to Greater Wildshape, allowing the god to become a Monstrosity. The god can also use all of their special abilities, but not lair or legendary abilities. The challenge rating of creatures the God of Beasts can transform into increases at 10th level (CR 5), 15th level (CR 10) and 20th level (CR 15). Giant Insect 1 Action, V/S/M (a handful of insects), 30ft range, Concentration. The God of Beasts can transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys the god’s verbal commands, and in combat, they act on their turn each round. A creature remains in giant size until the god reverts it to its natural size as a bonus action or until it drops to 0 hit points. Dreams Emotions Life Luck Magic Plants Strength Vitality The Wild Will
  10. Solitude found an old man and his horse wandering methodically slow down a forested road in western Brenus. It had been carried on the warm wind, ushered by all the colors and smells of midsummer blooms despite the calendar marking the start of the autumn tide - middling greens, blushing yellows and oranges, clear blues marked the edges of the road. Although historically uncommon, wild mushrooms also dotted the roadside, their spots and spores almost like eyes that watched the pair move westward. The pair had felt such gazes from the road ever since they left the unnamed and largely unknown tavern that appeared before Mamlemin in the Ironwoods. A strange woman had invited him in for rest, respite, or rejuvenation, some of which he partook in and most of which he was oblivious to. Perhaps it was the frustration with his inability to stop his friend from killing that held him away from such release. Perhaps it was the disappointment that his path required him yet again to be alone. Perhaps it was all in his mind. Yet deeply affected so, in both heart and spirit, Mamlemin whiled away a day or two in awkward recovery amongst strangers before sallying forth. Ahead of the knight and his steed, the azure sky held few clouds, and yet floating off in the distance was a magnificent fortress. It looked sundered from the very ground and thrown into the air; even from miles away, Mamlemin could see dirt and water falling from the edges in small rivers. His eyes were to the skies, but this was not the fortress he sought - curious as it was, the blue and gold banners marked it as Skyhaven, the capital of Brenus. No, Mamlemin and Strawberry had another floating castle in mind - the site of Pelios's murder, Fort Ennui.
  11. Godsfall: New Gods on the Block Prologue: Here Comes Down The Wall   🗺️   Flatrock, Wessle 📅   12:00 PM, 24th Etan 98 YGF, Feastday 🎵   Fertility of the Sea The furthest south one could go marked the Coalspine, the last land divider before one reached the Worldstorm. The Free Desert surrounding the Coalspine divided two disparate clans of orcs - Clan Flatrock to the east, and Clan Deathhammer to the West. On this day, Clan Deathhammer made another raid on a Flatrock village. Whether for resources, domination, or just plain aggression for aggression's sake, none on the field of battle knew. The more agricultural of the two clans, Flatrock, was also losing. Overwhelmingly so - its undertrained ranks fell to the hammers and axes of Deathhammer by the dozens. Fires had overtaken most of the western walls while Flatrock's unarmed defenders fled for their lives. Two young orcs tended to an elder who had fallen under a wall at the breaking point. A third young orc, male and of low birth, charged to stop the wall from crushing his three fellow clanmates. Onok had built walls and fences, mined from the thick chunks of coal from the Coalspine - but never before had he held a collapsing wall.   Onok Flatrock rushed forward, tossing his weapon aside and turning to brace the wall with his back, planting his legs into the soil below as the wall crushed his frame. Every movement sent waves of throbbing pain through his chest, legs, and back. It was exhausting and Onok started to feel sick, with seemingly nothing he could do about it. "Ch'uz k'irci, ch'ah rsah nah veah bisatahn'ho ch'ah csan cseis In Orcish, "Move faster, I know not how long I can hold this."," he said through clenched teeth. He wanted to stop everything he was doing and treat the pain, to make it stop; in these fleeting moments, he realized he's trapped. Put into this place by the call of action and the cries of help as Clan Deathhammer raided upon them once again. Closing his eyes and steadying his breathing, he took a deep breath. And then another. It was his best attempt to regain his composure. His head felt eerily light, everything seeming to spin around him in a blur of motion and his legs could barely continue to stand the weight that lay upon him. On any other day, he probably would've given his life to save his people, but not today. Today was a day of pushing the limits. Today was not a day to die, crushed under this wall like a spider under a boot. The more he thought about not wanting to die, the angrier he became at the predicament. "Ch'uz vun'bicn hah!In Orcish, "Move dammit!"" he cursed to the wall, to his body and to the juveniles and elder under him. From a deep squatting position Onok slowly, and surely on shaky legs, began to stand. His back straightened as he stood, veins bulging across his body with every exertion. The once crushing weight now about as heavy as a felled log. With a last push of effort, Onok heaved the wall into the air long enough for him to escape out from under its reach, sending a dust cloud up as it crashes. Onok huffed air, greeted with stunned looks of awe as he tried his best to not puke. His body felt like it was on fire, his muscles screaming at him, daring him to topple over. "Lciti vah, nah tol ch'at ch'iticev ch'itt'suvrecah,In Orcish, "Steel yourselves, we push these invaders back."" was all Onok said as he grabbed his weapon. The three orcs continued to stare at Onok in silence, mouths agape. Almost entirely forgotten was the battlefield, and the houses on fire, and the screams of terror from their fellow clanmates. Almost. "...YYYYAAAAAA!" cried the elder, scrambling to his feet and urging the younger two to their fallen weapons. "Nah ch'urci tenar ch'at vetihn!In Orcish, "We must save the village!"" They gathered their spears and swords, clanking them together. Behind this group of orcs, a blast of warhorns signaled incoming Deathhammer forces. Onok wiped sweat from his forehead. "<< We must gather others. Let's move. >>" Onok and his group set out to find others, any who would listen and who could carry a weapon. Answering cries for help of those stuck inside their burning homes along the way. "<< If we can form a barricade, a shieldwall at a cutthroat. Their numbers will mean nothing. >>" His heart raced with nervousness, anxious to get his plan underway. Following Onok's directions, the three orcs hurried behind him as he entered the village. Home after home he saw set ablaze by arrows dipped in lit oil. The party of orcs wasted no time smashing down crumpled doors, rescuing the families trapped within. A mother and her only son. An elder, widowed and childless. Three young orclings, barely out of their swaddles, and their parents. One of the chieftain's wives. Each was given the choice to arm themselves or flee. Nearly all fled the village - just the chieftain's wife and the elder took up shield and spear and head to Onok's established shield wall. Onok armed as many people that would follow him with spears, pitchforks, scythes, shields, swords and bows. Gathering enough forces, he told the strongest in their prime to form a shield wall, armed with anything sharp that could be used to cause damage. Behind them were the smaller of the bunch with swords or hand scythes, and behind them were any archers that he had left. Onok set himself just behind the middle of the shield wall, his greataxe hanging on his back and a javelin in each hand. "<< We will fight for our home! Fight for our right to live! Fight for freedom! >>" Onok exclaimed before readying himself for what would come next.     Outside the village, another warhorn blared. The banner of Clan Deathhammer could be seen among rows and rows of armed orcs. Skin painted black with soot and ashes and the blood of the fallen. Their eponymous hammers resting in their hands.   Astride a destrier was the leader of this raid, a large female orc with a headdress constructed out of bones. She towered over every orc on her side of the field and every single fighter in Onok's spear wall. The chorusing roar of boots and flags of the Deathhammer raiders showed in the distance. Onok's band of fighters began fidgeting in their places. "<< Hold your ground, >>" was all the reassurance he gave them, the worried looks they might have had now fade as they nodded in turn and readied themselves. Onok stabbed the javelins into the soil beside him and walked out past the safety of his company. He held himself proudly, fists clenched at his sides as he met the gaze of the invaders' leader. In all respects she was beautiful, a deadly air about her and the way she held command of her troops all roused the beast within him. "<< In other circumstances I wouldn't mind to have taken you as a wife, >>" Onok said with no malice shown in his voice. "<< Your day has been won, you beat farmers and laborers with trained warriors. >>" The orc chieftain removed her headdress as Onok approached. The first, and most immediate, thing to notice about her was the yellow, almost cat-like irises of her eyes. The second was her demeanor. A mirthless, menacing smile - all teeth and tusks. She regarded Onok with the same attitude one might use for a fly or a flea, speaking in Orcish. "<< But no more, no more lives to be slaughtered. What'll it take for you to leave? >>" Onok questioned the leader directly. The smell of smoke filled his nostrils, determined to not break eye contact with the mounted leader. "<< YOU would have me as a wife? If only your spine matched your bravado, roundtusk. >>" She dismounted the warhorse, another Deathhammer orc running up to gather its reins and lead it on. A path to the chieftain cleared immediately between her and Onok. Some of it was in reverence; some of it fear. "<< You want me to leave you with your life, lowblood? Roundtusk? You will stand and fight me alone in Honored Combat. And if I don't break you in under a minute, I'll consider sparing your worthless village. >>" Onok's steady heartbeat began to race in his chest as he faced down the female orc. Her words were like daggers with serrated edges and Onok tried his best to not show his true emotions. Instead he held a blank face as she approached, parting the seas of her men like a leader of true renown. "<< I accept. What are your rules of engagement? Shall we settle this in armor? Fisticuffs? >>" he said, responding back in Orcish once she'd finished, ready to remove his scalemail and weapon from his body. The chieftain of Clan Deathhammer sneered, pounded her chest, and then barked a laugh. The gathered Deathhammer orcs seemed to understand what this meant because they all scrambled. In a matter of seconds, the Deathhammers had a large, open circle painted on the field around Onok and the chieftain. The circle looked to be some fifty feet in circumference. Nothing in between Onok and the chieftain except the thick tension in the air. She unhooked the straps to her hides and bones serving as her armor. Waiting for her response he gave his last remark. "<< Would you give me the honor of your name? >>" The words rolled off his tongue sharply. He felt something within - of which he wasn't sure - nevertheless he vowed to himself that he would win this trial. If not for himself, then for his clan; tired he was of the way the Deathhammer looked down upon them. Seeking now as his time to prove them wrong, if only to spite her words. "<< I am called Razhagal, peasant. No weapons. No armor. No interference. No mercy. >>" Clan Flatrock, behind Onok, looked on with a mixture of hope, despair, and resignation. As brave and as incredible his deeds had been, most of them seemed to have accepted that they were going to die today. "<< Prepare yourself, roundtusk. >>"
  12. I'll need to bow out, work is burying me between this week and last, not sure when I'll find time for this.  Hope y'all have a fun romp through this dungeon! 🤘
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