Welcome to the Database of All the Multiverse of NernBy accessing this website, you are using a conduit of both weave and mindscape to access the psionic network. Through this, information can be learned, and secrets can be found.Use the links in the header to learn more, and look for secrets while you explore the psionic network.Links that are not done yet (or that are broken) will send you back here.

C1
BONE MESA

C2
Weave Calamity

C3
Fell the Empire

C4
Sand Strewn Legends


Click on a map to view a HD printable version!


Credit:

Original C3 Nern map by Chaim Holtjer

Shadowfell & Fey Maps made by Najla Kay

Gods of Nern

Click to Read More

WARNING: The following pages contain partial and full nudity (click to the right of name to see full warning details)
- Kawaka visable breasts, visable vagina
- Luxlava visable penis
- Weave visable breasts, visable intersex hermaphrodital genitals
- Mystra visable breasts
- Ip suggestive pose, featureless nudity


CORNERSTONE - Gods of the introspective

STARDAWN - Gods of the selfless

DRUIDIC HARMON - Gods of the earth

THE DEAD GODS - Gods of the mournful

SHADOWSCALE - Gods of Evil

SUMMER'S SUN - Gods of Adventure

MISCELLANEOUS

DEAD DRAGONKINDS - Tiamat notwithstanding...


Mystra

Protector of the Natural Order | TN

She/Her


Followers of Mystra are occult and solitary, and that’s just how the mother of magic likes it. Mystra, her mortal followers, and her Inevitables work in the background to ensure the natural order of the physical & incorporeal worlds. She's the guardian of space, time, magic, and physics. Perhaps one of the strongest gods, only competing with the Black Wolf, Ramure, and the Raven Queen. That being said, with her followers being so allusive, it's hard to know the source of her authority.

  • Through the arcane, truth is revealed

  • Not all is privy to all

  • Keep worship secret, stay hidden from your enemies

  • Protect the inevitable laws of nature and the weave

  • Physical matters are trivial compared to the metaphysical

Art by Melia Glubka

Luxlava

Light, Charity, Knowledge, Air | NG

He/Him


Luxlava's followers are built around the tenets of being a "light in the darkness"; literally, Luxlava teaches to repel darkness and to bathe the world in light (hope you can sleep with the lights on!) Their followers are most famous for controlling the highest number of charities throughout the plane, and for not exactly being prized fighters.

  • Be the sun, present every day and warming the cold

  • Be the lamp, shepherding those in the dreaded darkness to the light

  • Be the moth, fly into the light even if it kills you

  • Be the flame, spread over all which can be touched and forever changed by the light until you burn away


Be The Moth
"Fly into the light, even if it kills you" is the tenant, which once more has a double meaning. To do so is to both literally seek light and fear darkness at all costs, but also is to die in charity. Martyrdom is a common way to go as a Luxlavite Paladin; to give your life so that the weak may survive is the most sacred of deaths.
Be The Flame
Fires spread light to everything they touch, and so should the holy Luxlavites. Meet any zealot and you can see this as they turn themselves literally into beacons.
Afraid of the Dark
The most devout Luxlavites are as scared of the dark as they would be a red dragon with an open jaw. Let's just say, a nightlight doesn't even begin to cover it.
Be The Sun
Although they are most known for their obsession with light and fear of the dark, the Luxlavites would say that their greatest claim to fame is their charity. As the god of giving, the Luxlavites believe to always give to the less fortunate, and are responsible for the vast, vast majority of all charity operations throughout the multiverse. Especially orphanages... there tends to be a lot of orphans in this realm.
Be The Lamp
Luxlava teaches to shepherd those into the light, away from darkness. This is interpreted both literally (as the mere existence of darkness is a fearful evil to the luxlavites) and metaphorically, to give those who have done wrong a second chance at redemption, or to otherwise show kindness to the outcasted.

Art by Lorenzo Vasek

Weave

Capanern’s Deity | TN

They/She


Weave is the last God of Capanern. They have killed and absorbed all their holy siblings, and have obtained a form even most other gods would consider almighty. They are worshiped in Capanern as the savior of the Empire, and mother of the second emperor.

  • Be vigilant.

  • Be wary.

  • Be wise.

  • Be obedient to The New Empire

Art by Lorenzo Vasek

Eldath

Peace, Water, Meditation, Serenity | NG

She/Her


Eldath a the goddess of peace, both internal and external. Her followers are often clerics or monks who seek to clear their mind and to stop violence across the multiverse. Her sign is a waterfall to represent the tranquility of nature.You can hear Eldeth in the running of water and the stillness of the breeze.

  • There is tranquility in all things

  • Anger leads to evil.

  • Time is your greatest resource; meditate and think

  • Peace is always worth fighting for

  • There is no glory in conflict

  • Forgive and help the broken

Art by Melia Glubka

Ip

Weather, Art, Expression, Oddity | CN

She/He


A new deity in the scene, Ip's rise to power came at a shock to the sphere in 97 JE, especially to those outside of the Fey. Ip is an extravagant, flamboyant, and fluid fairy whose obsession with art and the collection of the oddities of the multiverse has pegged her as an eclectic maniac to some or a wild muse to others. Ip's biggest difference between her and the other gods is her close and intimate relationship with her devout; prone to lethal and seismic temper tantrums as much as she is prone to fornicating with her most devout

  • Preserve her favor.

  • Make use of her benefits.

  • Be a further source of inspiration.

Art by Lorenzo Vasek

Mardrom

Dreams, Night, Darkness, Trickery | CN

He/Him


Mardrom is the god of night and dreams. He appears as a giant albino raven and occupies the Temporal Plane (where dreams come from) alongside his two jesters Quist and Hamlet; tricksters of the night who make people have nightmares and see strange things in the dark. Dreamwalking is one of Mardrom's signature rituals, that being to enter the Temporal Plane yourself and enter others' dreams. Mardrom's followers prefer to live off the land and use natural resources, although this is not always the case. Therefore, their connection to Druidry is moreso related to customs and history than it is to culture or beliefs.

  • Secrecy is your greatest weapon against your persecutors

  • Darkness is a shield

  • Within our dreams is our past, present, and future

  • To be fooled is to be humbled, to be humble is to be holy

  • All beings are equal in their potential

  • There's no shame in self preservation

Art by Lorenzo Vasek

Kawaka

Nature, Naturalism, Beauty, Hunt | CG

She/Her


Kawaka is the goddess of naturalism and survival, being worshiped by people who want to or who used to live "off the grid". She is especially popular in Bone Mesa where are appeared in the flesh to help stop the apocalypse, controversially breaking the Golden Accordance.

  • Be loyal to your pack

  • The body is a temple to be worshiped. Shape your temple into something you are proud of and keep it pristine

  • Do not let constructs, material or societal, destroy nature, for what is natural is the most holy and important

  • Nothing which is made is as valuable as what is raw

  • Rules are made to be broken

  • Never cary shame and live without fear of being watched


Naturalism
In an essence, naturalism is to live a more primal or in-tune with nature lifestyle. There are many different extremes that people take this to, however. Some will simply try to live outside of a city or to protest deforestation, while others might join a nudist colony of barbarians and druids that would be called ecoterrorists before they were called adventurers. Kawaka approves of either choice.
Living Without Shame
Shame is the path to regret, as the Kawakan druids say. Kawaka is a goddess of beauty, but her definition of beauty is one that is rooted in shame. Although it is hard, set your own standards, express yourself the way you want to be, and live honest. Defy shame. Live like no one is watching and deny hatred any quarter.
The Wild One
Of the three main deities with dominion over nature (the others being Eldath and Gregor) none even begin to encapsulate the wild chaos of the world we live in like Kawaka does. The Child may be growth, and Kawaka’s little sister may be Serenity, but the true nature of nature is the violence of a storm, the beautiful danger of the wilderness, and the cold chaos of the environment.
Rule Breaker
Kawakans are taught not to respect silly laws and rules, and their Goddess doesn’t either! Kawaka famously broke the Golden Accordance to help save the world from the Bone Mesa Apocalypse.

Art by Melia Glubka

Morg

Lava, Flame, Forge, Unity | LN

He/Him


Morg is a dragon who ascended to godhood with the help of Moradin and Bahamut. Although Morg's specific doctrine has changed dramatically throughout the centuries, he has always preached the unity of dragons and humanity, as well as acceptance of the broken. There are different sects which interpret Morg's teachings vastly different, with the Dragon Pirates, for example, being more prone to violence, whereas the Stone Dragons are more likely to be peaceful.

  • Fellowship is the key to victory in all things

  • Innocence demands acceptance

  • Passion begets rewards

  • Unity must be built, shared, and spread

  • Evil should is fuel for the path of the righteous.

Art by Lorenzo Vasek

Kowabunga

Conquest, Justice, Ocean, Storm | LN

He/Him


Kowabunga takes the form of a sea serpent and has dominion over the seas. His followers' destiny is to convert as many people as they can to Kowabunga or at least adjacent gods by any means necessary. This is what lead to the unification of the paladin orders in Tortlemir and Krator, and was the founding factor in the Quincentenary War. That being said, most followers of Kowabunga elsewhere in the world are peaceful, but still zealous.

  • All that you do is done in his name

  • All life and earth is of the water which is his domain

  • The blade is always sharp, the horizon is always vast

  • Conversion is love

Art by ???

Malork

Elements, War, Pain, Orcs | LE

He/Him


Four gods of war becoming one, unified in their potential for hate and chaos. The four elemental Orc gods (Istishia, Grumbar, Akadi, and Kossuth) merged into one singular God of the Elemental Chaos in order to survive the Evangelization, as well as to increase the power of the Orcs over their goblin enemies. Malork's mandate is simple: fight forever.

  • War is peace

  • Pain is pleasure

  • Eradication is the only true justice

  • Weakness is temporary or it is terminal

  • Conflict is unending and is its own reward for struggle

Art by ???

Moradin

Forge, Creativity, Honor, Dwarves | LG

He/Him


Moradin is an original God of the world who created Dwarves. He only really cares about Dwarves, but fully supports any honorary Dwarf who adopts the Dwarven way of life: Honor & Creative Expression

  • Your craft is your life

  • Build with pride and effort

  • Cherish your creations

  • Worship the great who came before you

  • The harder the stone, the greater the glory

  • Do not wait to strike till the iron is hot; but make it hot by striking.

  • Bravery is honor, honor is glory, glory is immortality


Forging A New Path
So much of Moradin's culture is bases on creation and artistic expression. This can be through blacksmithery and sculpture, as it most often is, but can also be through other mediums. Woodcarving, songwriting, poetry, or culinary arts are all also welcome examples of worship. A proud delivery of your crafted creation is your worship.
Practicality
The followers of Moradin believe in function over form, but even more so strive to find the balancing act of both, while the Dragon Gods Morg and Fefrit tend to lean to the other two extremes respectively. That being said, when something's function IS its form, like for example a stature or a carving, Moradin's devoted have no equals. Just look at the historic Goldvakia's entrance hall!
Historical Holiness
Dwegholdians, the nation who worships Moradin by the highest percent (even among other dwarves) believe in the worship of the Kings and Queens that came before them, especially within the Ironmind Dynasty (that being Utgarda and Phraxis who founded the nation together). Many customs and traditions based off of the monarchs of all the Dwarven Clans exist, although there are few who are worshiped as seriously as the Iron and Gold Dwarves.
Dwarven Clans
It's no secret. Moradin picks favorites, and his favorites, his race, are the Dwarves. While most gods don't discriminate (even the Dragon Gods!) there are some, like Moradin, who have a chosen people. Ages ago, the dwarves split into different factions and subraces: Platinum, Iron, Gold, Bronze, Ashen, and much later on Garnet (which came about during the war against Capanern.) While the political relationship between the many clans constantly shift, so does Moradin's favor to each one. As the saying goes, "Moradin does pick favorites"!

Art by Justin Fabergas

Bahamut

Justice, Kindness, Forgiveness, Peace | LG

He/Him


Tiamat's brother, Bahamut is the platinum dragon and advocates for peace and justice throughout the realm, although it is important to note that neither are indiscriminate. Bahamut's followers are quick to forgive, trust, and try to reform evildoers, but do not mistake them, for they will also not hesitate to smite down evil. Bahamut is the last Dragonkind, but has chosen more Dragon Gods to reign in his family’s place.

  • None are unforgivable, but sometimes violence is necessarily

  • Violence is never acceptable unless the outcome is peace

  • Justice should be firm but fair

  • The unjust must yield or be trialed

  • Protect the innocent

  • Be fair in all things

  • Give to the needy

Art by ???

Gregor

Life, Nature, Kindness, Protection | NG

He/Him


Followers of Gregor the Mountain Child live up on Gregor's Peak, the tallest mountain in the world, but Gregor protects them with magic that keeps the unforgiving wind away from the goliaths who live there. Any stoneskinned Gregorian knows the 15 tenants, or at least the "big three": be not afraid to bleed, destroy all undead, and make more Gregorians. Most Gregorians are polyamous.

  • Never lose faith in Gregor himself

  • Look to the tree when questioning faith

  • Gregor's life is all around you

  • We are strong so that others may be weak

  • We fight so that others can love

  • We love so that others can fight

  • Treat everybody as kindly as Gregor

  • Remember the Saints

  • Keep a watchful eye on the health of your neighbors

  • Treat your armaments as your flesh

  • Stay your blade from innocents

  • Appreciate Gregor's gifts

  • Be not afraid to bleed

  • Show no mercy for the undead

  • Make more Gregorians


The Mighty Gregorian
Most of Gregor’s followers are mighty Goliaths way up on high Gregor’s Peak, the tallest mountain in the world. The Goliaths were chosen by the Mountain Child to be his people, as the giantkin could use their hearty builds to protect the weak and timid. Gregor blessed the Peak with life, making it flourish hospitably against the otherwise frigid cold.
Converts and Sects
Not just Goliaths are Gregorians, far from it in fact. Many of the rare Loxodon of Bloodwood have founded their own Gregorian city of Benbir-Raj, where they have tried to protect life in the midst of a violent war.
Saint Kelftar the Kind
The Goliaths (and subsequently the Gregorian order as a whole) almost went extinct after the mass genocide caused by Tartadon in the war leading up to the Weave Calamity. However, through a great sacrifice and display of utter devotion, Saint Kelftar revived the Goliaths from their untimely demise.
Taepesk
The Goliath Taepesk unified Eastern Heilige against the evil Utopia and the expansionist Dweghold, under the flag of Kau Del. A democratic republic founded by himself. Although he moved to Tartadon, the nation’s capital, Taepesk has ensured his many loyalists that he is always guided by Gregor first.

Art by Justin Fabergas

Fefrit

Performance, Emotion, Beauty, Storytelling | CN

She/Her


Those who follow the Bismuth Dragon view her as the director of a grand play, and all the people are actors in a million different stories. Worshipers act on their whimsy and follow their gut to the nth degree. She loves all things that shine, but loves natural instincts so much more, and urges followers to "collect and revel in new emotions" as the primary form of prayer. Thinking too much before action can (in a few extreme cases) can sometimes be viewed as Heresy! But don't get it twisted, Fefrit finds outright evil abhorrent. That being said, every hero needs a villain.

  • Revel in all emotions

  • The worthiest thing a follower of Fefrit may give another, is choice

  • Seek pain, conflict, discomfort and pressure

  • Bring comfort to one another in times of need, in times of pain, but do not ignore it, do not deny it

  • Leave a legacy; perform your life


Revelry
What is revelry? To revel in your emotions like a true cast member in Fefrit’s design is to fully indulge yourself in any emotions you are feeling through intense meditation and reflection. Being sad is not good enough, you must explore that thread to its fullest. Excited? Good, pace and jump and shake with anticipation. Angry? Then show me. Fefrit wants you to collect all sensation and experience everything your mind and flesh are capable of.
Put on a Show
Fefrit’s most devoted go their entire lives as if it were a stage play for Fefrit's enjoyment. She loves a good hero… but every hero needs their villian just as well.
Sekraut
A glorious martinet of Fefrit’s bedazzled production, Sekraut the Colorful united many beneath his liberating blade. He turned Fefrit from a minor deity worshiped by the exiled into a fully fledged global religion, up there now with some of the biggest. The timing and circumstances in the world helped fan the spark into a flame, but without Sekraut many say Fefrit would not be the same glittering jewel she is today.
Gem Dragons
Gem Dragons are incredibly rare, but combine the aspects of Bahamut’s metallic dragons and Tiamat’s chromatic ones. Fefrit claims to be their Dragonkind, but this raises more questions than it answers.

Art by Justin Fabergas

Io Asgorath

FEY DRAGONKIND | CN

He/Him


In the beginning, the gods decided they needed to take care of the problem of the Old Ones wrecking the planes in chaos and aberration horrors. Io Asgorath created Tiamat, Bahamut, and Chronopsis to create the other dragons and free the world of the Old Ones and usher in the relatively short lived Dragon Age.After Bahamut betrayed Tiamat, Io fled to create the Fey, where he slept under the Summer Court Mountains for the rest of his life.Later, Lazlo Foretell killed him to take his godly power and ascend.


Art by ???

Chronopsis

SHADOW DRAGONKIND | TN

He/Him


Created by Io as an original Dragonkind, Chronopsis was a dragon of judgment and law, and was to arbitrate between his siblings and Tiamat and Bahamut. After Bahamut banished Tiamat to the then-nine hells, Chronopsis created Shadowfell to hide in. Thousands and thousands of years later, he was slaughtered by Delilah Moreo as she became sole ruler of what was left of the plane.


Art by ???




Hints

Clues that have been found (and reported to the discord server) will have a 🍪cookie next to them. (FOUND DOES NOT MEAN SOLVED!)Once one player has found a clue, the next time the website is updated, the clue button will link to the answer the clue hinted to. Hopefully, this will let no one feel excluded or in the dark about those who are quicker to the draw, and will help the party keep track of website secrets.Good luck!

The Dead Gods

The dead gods are worshiped as one, with the Raven Queen acting as their mother of sorrows. As the only one of the four alive, the Raven Queen shepherds the prayers for the other three dead gods back to her.


Kelemvor

Death, Mourning, Sorrow, Grief | TN

He/Him

One of the three dead human gods. He took the form of a skeleton and taught to find meaning in death as much as life.


Kord

Courage, Combat, Honor, Glory | CN

He/Him

One of the three human dead gods. He took the form of a warrior and used the symbology of a helmet and a hammer to symbolize endless courage in the name of glory.


Pelor

Light, Life, Joy, Happiness | LG

He/Him

One of the three human dead gods. He took the form of a wise old knight and carried a torch. His followers worshiped his metaphorical (and literal) light of merriment and joy, especially in dark times.


  • The sorrowful worship of the dead gods is to worship their legacy, and hope that the Raven Queen will carry you to their baron thrones upon your loyal deaths.

Art by ???

The Raven Queen

Death, Life, Souls, Balance | LN

She/Her


The Raven Queen's duty is to sheppard souls to the afterlife. Her primary directive is to ensure the permanence of death, whether it is against a zombie or a little girl revived by a cleric. The Raven Queen traps souls in purgatory as Revenants when they have no afterlife to go to (or for devout enough followers and mortals who made a pact with her) and uses them to further her agenda on the mortal plane. She has turned the afterlife into a confusing bureaucracy, where all the red tape leads back to her throne in Limbo.

  • Destroy undead

  • Protect the sanctity of birth and death

  • Carry the sorrow of those gone with you

  • Redemption can be won

  • For all evil there is good, for all creation there is destruction, for every birth there is a death


Grim Reaper
Your Soul Coin is your ticket to the afterlife, and you best be sure someone wants it when you die. Otherwise, The Raven Queen’s wide bureaucracy of revenants will find a place to stick you… typically not anywhere you want to go.
Limbo
With help from Ramure, the Raven Queen acts as a middle ground for the gods and the devil, keeping compromise between both parties in Limbo, her domain. While not smiting undead, her immortal revenants are in charge of keeping track of the alignment and location of every soul in the Sphere, including the creation of new ones for babies, and of course their afterlives upon death.
Mother of Sorrow
The Raven Queen sheppard those who worship the dead gods, her children, killed slowly throughout the centuries.
Tipping the Scales
The Raven Queen is not neutral, her forces invade the multiverse constantly to smite undead or to restore the cosmic balance of good and evil, death and life. Her presence is felt in those she's bargained with, such as the Gregorian Olgo Redtusk, as well as matters of her personal affairs… just ask Princess Matilda Featherflame, daughter of the Raven Queen and Ramure. Although the most powerful of the gods or any entirety of the Sphere, her mind is still very much imperfect, as are all things.

Art by Melia Glubka

Tolling for the never-dead
Those blasted blares will never end.
My birth was but a twisted game
To spite their plans I shall remain
Naked in the light I stand
Two twisting knives in both my hands.
Above their beaked and branch'ed heads
I will stand when gods lie dead

Eerov

Bugs, Destruction, Greed, Indulgence | NE

He/Him


Eerov is a giant blue centipede with a humanoid adjacent bug face, with his endless maw and hunger. Eerov's followers are taught to amass what they can, but if they are not strong enough to enjoy life, then they should be enslaved to help others enjoy life. If they don't deserve to be slaves, they will break free or be eaten.

  • Subjugation is the only way to maintain order

  • The powerful deserve more than the weak

  • The weak’s role is to serve the mighty

  • Indulgence in the self is a gift to Eerov

Art by Lorenzo Vasek

Kurtulmat

Trickery, Gluttony, Traps, Evil | CE

He/Him


Kurtulmat is a strange, freaky bipedal dragon god with very little rhyme or reason behind his existence, other than he gets off on watching the sufferings of others. Many less-than-civilized kobolds and goblins worship him, as do anyone who

  • Make yourself fat and happy

  • Winning is everything

  • The only creature to put above yourself is Kurtulmat

  • Torture is funny, and the weak deserve to feel pain for being weak

Art by ???

Tiamat

Chaos, Evil, Gluttony, Murder | CE

She/Her


Tiamat is dead, but her spirit quite literally lives on within her descendents who still rule over the dragonlands in her name. When Dragonland dragon dies, their spirit is captured within The Dragon Graves, where their memories rule over the living. Who is to say if Tiamat was no different?

  • Dragons were made to rule over humanity

  • The strongest must rule over the weakest

  • The chaos of impulsivity is righteous

  • Justice is a fool’s errand. There is only vengeance and those too weak to succeed

Art by ???

Ramure

The King of Hell | LE

He/Him


The (capital-'D') Devil. Ramure Sift controls hell with an iron claw. The twisted Windigo has been behind almost every major event in world history, even during Tiamat's reign of hell. There's a common saying in the multiverse: "Ramure Always Wins." Now, it seems a lot of people have decided to join the winning side.

  • Ramure has but one command: obey his will and be given his treasures.


Once a noble herald, the spring centaur Ramure lost everything to Tiamat, and was bound to a live of corruption and decay, before the opportunity of greatness was handed to him on a silver platter. As the King of Hell, Ramure has been the most efficient and dubious devil there ever was, and has shown the most success in the shortest time when compared to either of his two predecessors. He always wins because he always plays the long game. His patience, smooth-talking, and brutality have lead him to becoming the most powerful entity in the multiverse, despite how limited his actual abilities are. There are few who do not fear the wendigo.

Art by Aaron Mohrezahmd

It's an honor to finally be able to talk face to face with you. So to speak…

I'VE HEARD MANY GOOD THINGS. FROM WHAT I'VE BEEN TOLD BY MANY OF OUR FRIENDS. I HAVE YOU TO THANK FOR BEING ALIVE RIGHT NOW. AND WHAT YOU'VE BEEN WORKING ON HERE IS AMAZING. SURE BEATS MY OLD SYSTEM.

Yeah, it's one of the few new perks I get from this form. I've spent the last two decades getting as good as I can with channeling these new powers.

THIS IS A GREAT TOOL. THIS CAN HELP US IN MANY. MANY WAYS.

I call it the Database of All the Multiverse of Nern. AKA: D.A.M.N

HAHA. CLEVER.

Thank you. It was a pain to get all this Capanernian Tech, and even moreso to get it hooked up to the psionic network like this… but luckily we have more than enough experience in both these days. I think this system will really help us recruit new allies and catch 'em up to speed; It's a great tool for storing all the info we collect. Not to mention, having a direct interface into the psionic network can allow any of our trusted friends to help investigate VIPs.

THE MORE THE MERRIER I SAY. I'M VERY PROUD. WITH THIS. WE CAN CLOSE IN ON THAT CREEP AND HIS SHOWOFF PUNK KID AND FINALLY PUT AN END TO THOSE JERKS ONCE AND FOR ALL. WE ARE ONE STEP CLOSER TO PEACE. FINALLY.

I'm glad you approve, I'll notify the others.

I'M SURE THEY ARE ALREADY CATCHING ON.

Primary location is set.
Triangulation readings within range, easily.
Pathfinders one, two, and three equipped for deployment.
Voidjumping Glyphs… as stable as we can get them…
Remember team, if we mess up, Sashyia is going to hate us all forever.

Red

THE RED LICH | CN

He/Him


King of Shadowfell, The Red Lich walks across Shadowfell with his infamous Crawling Castle full of his amassed creations and worshipers. His primary goal in life, for reasons unknown, is to harness true time travel. Many say that this obsession, alongside a long slew of traumas across his many lives, has resulted in the ever-occasional fits of madness. Despite the protests of the followers of Mystra, Red is often referred to as the God of Time.

  • Tithe your best lie every day

  • Be a catalyst for the chaos of nature

  • Preserve more life at the cost of some, with ends justifying your means

  • Leave no power unclaimed if it upholds these tenants

Art by ???

Umbermind

THE UMBERMIND | CN

He/Him


The druid once known as Eric Withakay has recently joined Summer's Sun after over 500 years of, as he called it, "putting it off". The Umbermind exists in the Umbergrove, a secret society of druids beneath Druidia. Although the connection isn't 1:1, Eric's goals and methods are completely aligned with Summer's Sun. When questioned by his followers, Eric responded with "Nah, I don't really see the problem with it you guys".

  • Tithe your best lie every day

  • Be a catalyst for the chaos of nature

  • Preserve more life at the cost of some, with ends justifying your means

  • Leave no power unclaimed if it upholds these tenants

Art by ???

LAZLO

THE SUN | CN

He/Him


What hasn't he done? Lazlo rules Summer's Sun as a way to ensure he has eyes everywhere. Literally. Plus the worship and cool lair is also a good perk.

  • Tithe your best lie every day

  • Be a catalyst for the chaos of nature

  • Preserve more life at the cost of some, with ends justifying your means

  • Leave no power unclaimed if it upholds these tenants


THE SUN HIMSELF. PATRICIDAL SATYR BLESSING THE MATERIAL PLANE WITH HIS PRESENCE. RIGHTER OF WRONGS. LAZLO BLEW UP SHADOWFELL. BY ACCIDENT. AND CAUSED DELILAH TO BECOME THE GREAT REVIVAL DUE TO RAMURES FUCKERY.LAZLOS SOUL WAS SPLIT INTO A MILLION PIECES THROUGHOUT THE ETHEREAL VEIL. AND RAMURE CONNECTED THEM TO USE LAZLO IN HIS PLOT TO TAKE OVER NERN. LAZLO FREED HIMSELF BY TRADING PLACES WITH ZESKAHESH. ALTHOUGH THE TWO LATER BECAME BEST FRIENDS AND RUN THE SUMMERS SUN CULT TOGETHER.

Art by Maria Jereza

The Twilight Gods

AN ANCIENT FORCE | TN

They/Them


As old as time itself, the three mysterious entities conjoined in starlight are called the Twilight Gods

  • Guide the lost

  • Search for truth

  • Find meaning in the madness

  • Let the darkness comfort you

Art by ???

















My whole life, I've been searching for answers. Desperately trying to find the identities of those who reached out and broke the silence. I was so desperate for salvation, I forgot to fear the unknown.Seventeen years had passed since I first was called to my quest. Each encounter I had with the three shadows got me inches closer to my distant goal. But at last I found the truth.I stood before the great, mysterious shadows. I groveled before them and wept, begging for answers and praising their glory.The first shadow spoke, "You have done well, Cleric. Now be rewarded with Truthful Secrets.""We three are echoes of what was, dwindling embers smoldering from the spark of the multiverse's creation. Memories of those who control the infinite expanse.""There were once more of us. Most are dead, but one of us lives among you mortals in an effort to bring about the end of everything."The second shadow spoke, "we rebuke him."Then the third, "the guidence we have given you has been to stop him. That is why we pulled you from Fey."The first began again, "we must maintain weary, boy. The knowledge that we possess could destroy the mind of even a god."No! I came too far for this to be it. I begged, pleaded for more. Please! I have waited too long! Lost too much!The second shadow again spoke, "if your mind is a price you are willing to pay, we shall oblige your request, loyal one."I fell to my knees once more, and asked my question...

W H E R E D O E S M Y M I N D E N D

Zeskahesh

THE DREAM | CN

He/Him


One of Zeskahesh’s eight forms, and the one that most people tend to conclude is the “main” one, although such a point is prone to discuss endless historical and philosophical debates. Zesh's new form is modeled after Mardrom, as he floats around the Temporal Plane spying on the dreams of would-be enemies and helping boon those that are aligned with Summer's Sun.

  • Tithe your best lie every day

  • Be a catalyst for the chaos of nature

  • Preserve more life at the cost of some, with ends justifying your means

  • Leave no power unclaimed if it upholds these tenants

Art by Justin Fabergas

Lore Codex

Short stories and other media that take place in the lore / world. All entries are in chronological order.


🦴 The Old Age

When horrors ruled the living - this is essentially pre-recorded history, so the dates are all hypothetical

Old Ones

The Gods, just over 100 all-powerful beings create the planes of the multiverse and the spaces between. These gods also create themselves Undying Thrones, or heavens, to allow their creations eternal life. The chaotic bursts of creation spawn the Old Ones, horrifying eldritch beasts which controlled and ruled over the humanoids across the Multiverse.At this time, the early humanoids a neandretholic race called the Hunean which would split into Sylvan (Elves), Cede (Humans), and Proto-Dwarves (Dwarves) after the creation of the Fey and Shadowfell diverged the magical energies which were hypersalient in evolving all of the modern races of the world.

The Golden Accordance

The Gods make an agreement to stop interfering with the lives of mortals, in fear of creating more Old Ones. The agreement included an everlasting peace treaty between all of the gods. This is known as the Golden Accordance. This is broken constantly with petty matters but is heavily enforced in matters of apocalyptic or world-changing. Mystra, goddess of magic, creates the inevitables to enforce the laws of both the physical and incorporeal.

Dragonkinds

In order to find a solution to the Old One crisis, the gods created a creature known as Io Asgorath the Primeval Dragonkind. He was the embodiment of True Neutrality and was given free will over the world and his powers. He used these powers to create Tiamat, Bahamut, and Chronopsis; Dragonkinds of Evil, Good, and Judgement respectively. Each of Io’s children began flooding Nern with Dragons and Monsters of their own nature. The Dragons allied with Humanity to defeat the Old Ones. However, the dragons’ power upset the gods who saw only more monsters flooding the planes.

Bahamut's Ascendance

The gods made a deal with Bahamut. If he betrayed his sister Tiamat and banished her, he would ascend to godhood and receive his own Undying Throne. Bahamut agreed, and Bahamut created the Nine Hells to entrap Tiamat.

Io's Realm: The Fey

Io created the Fey to hide in, a chaotic realm of nature where all the laws of the universe were scrambled. Io slept beneath the Mountains of Summer. The Sylvan, a race which would become the Eladrin, followed him.

Chronopsis' Realm: Shadowfell

Chronopsis created Shadowfell, a realm masqueraded in darkness and plagued by undead. He came to rule the southern areas of the plane. The Cede, a race which would become the Humans, followed him.


🐉 The Dragon Age

The dragons still alive on the material plane begin to rule over all humanoids they free. This spreads across Bone Mesa, Krator, Heilige, Bloodwood, and even to Capanern.

Asmodeus’ Trick

An angel named Asmodeus suggests keeping some angels in Hell to guard Tiamat. He also suggests sending the unclaimed souls there as well. The gods agree, but yet again were tricked. Asmodeus began an organization called Faust, where he and the rest of his devils began tricking humanoids into selling their souls. His army grew and grew, and the gods were forced to create veils, sealing the central planes apart from the rest.

The Simics are Banished to the Moon

A race known as Simics are banished to The Moon for helping the Old Ones maintain power.

The Old Ones are Defeated

A High Elf named Prichiro Nern leads the charge against the last army of the Old Ones. Prichiro, as well as the five siblings who helped him, are all awarded one gift from the Gods. In what Capanernians describe as "the greatest kindness", the siblings ascend to Godhood, and the High Elf becomes God-Emperor of the largest, most populated continent. He becomes Emperor of all, and therefore the planet was to be named after him: Nern, and his continent was to be the capital of it all: Capanern. Evermore the Nern lineage has lived on and controlled Capanern.


🏰 The Freedom Era

Now that the old ones are defeated, the humanoids of the multiverse can begin to prosper. Some begin forming societies, and even empires. Prichiro Nern II takes over the Empire of Capanern from his father, ushering in the first official Era of the World. From now on, each era is 1000 years.

Darkrhon is Fallen

An angel for a mysterious god, Jeremiah Darkrhon is banished from the heavens and becomes a fallen angel. He wanders the planes looking for a new purpose.

The Gith are Freed

From a highly advanced plane in the far reaches of the multiverse, known as Russetta, The Gith overthrew their Illithid leaders. This broke out a horrible civil war between the Gith, separating them into the Githyanki and the Githzerai. The civil war allows for the Illithid to escape and spread throughout the multiverse, even reaching Nern

Dwarven Clans Split

The Dwarven Empire of Dulabiir erupts into a great civil war. They split into Clan Iron, Gold, Platinum, Bronze, and Ashen. The Ashen Dwarves flee to Krator with help from the Dragons in return for worship and servitude. The Bronze Dwarves flee through mass exodus by ships and disappear, never being seen again. The Gold Dwarves flee to Heilige by ship. The Iron Dwarves bury themselves deep into the Iron Peaks The Platnum Dwarves are pushed back from the Iron Peaks down into the hills.


🌟 Ascendence Era

Beginning the rule of Prichiro Nern III, The Emperor's position is now known as sacred, and the sight of the royal family is now the greatest honor.

The Black Wolf Appears

Jeremiah is visited by the Black Wolf and is chosen as their Prophet. He begins the long task of sealing magic and the gods from Nern.

The Gith Unify Under Eogen

The Githzerai and the Githyanki reunify under the same banner: The Senators of Starlight. They follow Eogen, the last Eldrazi, an extraspheral entity that consumes planes. The first plane the Gith lead their new god to is Russetta. All life from the plane is destroyed, as well as the plane's connection to the weave. The only surviving gith are the undead, which the Queen of the Gith Vlaakith is. With her plane cut off from all of life, magic, and the multiverse, she sends out Lich Pirates, including her husband Nero, to slay Illithid and gather their souls for consumption.

The Iron Peaks Vanish

The Iron Peaks are invaded by the Platnum Dwarves alongside their new Capanernian allies. They are not taking prisoners. The King, Alrok Ironguard II, makes a deal with FaustCo agent Frogman to save his people. The Iron Peaks vanish, but the remnants of the Iron Dwarves escape by ship, where they were told the Gold Dwarves would take them into their clan. However, after months at sea, the Gold Dwarves shut out the Iron Dwarves, who were instead taken in by the Human fishing city of Throth


🦅 Unification Era

This era saw the Capanernian Empire spread across the entire continent, unifying the land under one rule.

Rise of Tiamat

Tiamat killed Asmodeus and his wife Lilith, and took over the nine hells and all who served it. Asmodeus’ only son was banished to the Astral Plane, and Tiamat began recruiting Warlocks and Antipaladins on the surface. Not with tricks or deals, but with the promise of being a devil upon death to the most brutal and loyal of worshipers.

The Dragon Wars

Dragons and Humanity wage war against each other, with Capanern’s Samurai leading the charge.


🔥 Reckoning Era

Under the rule of Morthan I, all other religions are purged from Capanern other than the Siblings and the Emperor as the God of Gods.

The Environs are Built

Jeremiah and his lich companion Mordrid Ironbreaker II use Illithid and Black Wolf technology to create the Oblexes, specifically Takhalaa. Takhalaa is spread across Nern in special containment units known as Environs, which allow for the collection of residual psionic energy into the Oblex. This is the first step in Jeremiah's plan to seal away the Weave. Many Mind Flayers (or rather their elder brains) become devoted to the Black Wolf.

The Dragons are Extinguished

What little dragons that remain on Nern are wiped out by (mostly) Capanern, and are pushed back into Bone Mesa primarily, and Krator secondarily.


🛠️ Construction Era

Capanern's entire population focuses on growth, construction, and innovation

Ramure becomes Tiamat’s right-hand.

After his wife left him, after he was banished from the Fey, and after he was betrayed by everyone he wished to protect, Ramure decided it was time he fulfilled his end of the deal. He ended his life, let his dragon Renn free, and was taken into the greedy claws of Tiamat. As punishment for breaking his Vow of Honesty he held as a Monk in life, he became the Devil of Trickery.

Tiamat Gets Dunked On

Donald Buckets and Zeskahesh kill Tiamat, just the two them alone; an act so powerful it happened thousands of years before they were born. This heroic excursion inspired many adventures in the future to join forces and ensure Tiamat remained under control. [PARADOX]


🔮 Oracle Era

Capanern's entire population focuses on growth, construction, and innovation

Oryx is Founded

The original Oryx consisted of Genevieve the Generous, Orno The Dwarf, Sodaagar, and Rune Sift. The party of adventures who first journeyed into Hell to destroy Tiamat.

Desolation of Tiamat I

The original Oryx party enters Hell to kill Tiamat for the first time.


🗡️ Beyond Era

Emperor Ramathiir completely bans magic and implements branding to prevent magic from being cast

Capanern Begins to Colonize

The Capanernian Samurai blaze a path of glory into the world, especially in Heilige, wiping out the Human Empire from all historical records, completely humiliating them and scraping their culture from history.


⚔️ Miracle Era

Emperor Borthaltal enacted two major decrees during his time as Emperor: the exploration of the rest of the world and the executions of those who use unlicensed magic, who he calls “Witches”.

The War in Bloodwood

With help from Capanernian involvement, border disputes in Bloodwood between Hishen and Ratnici escalated into a violent war.

The Illithid go Near-Extinct

… allegedly


🚩 Exodus Era

The Gilikak dynasty lineage begins. Gilikak is the most reclusive emperor yet, and colonizers the entire world before even half of his reign is completed.

HAWC is founded in Capanern

The Homeland Army of War and Crime is founded to better serve Capanern and to invade the rest of the world.

Desolation of Tiamat II

Oryx once again ventures down into Hell to defeat the rerisen Tiamat. This time, adding a new member Swee Whistle, the Capanernian Necromancer.

The World is Colonized

Capanern has successfully colonized all of the lands they wished to colonize. They own the entirety of Nern and laugh as it bends to their will. Millions upon millions are enslaved, displaced, and killed. Cultures are replaced, races homogenized, and Capanern wins.

🌙 Harmony Era

Gilikak II expends a lot of the nation's resources maintaining, enforcing, and propagandizing the colonies. On the last day of his reign as Emperor, however, the colonies are set free.

Goldvakia is Cursed

King Arum Highcrown discovered the cursed Illithid city beneath Goldvakia, still haunted by the Oblex that once resided there, and residual Black Wolf magic.


❇️ Generosity Era

Gilikak Nern III evolves post-colonizer Capanern into the technological titan it is today.

The Moreo Twins are Born

The Moreo Twins, Sashyia and Delilah, are born in Broken Echo, Shadowfell during turbulent times.

Lazlo Becomes a God

Lazlo made a deal with Ramure after his sister's death. Lazlo killed his parents, then found where Io was resting beneath the Summer Court mountains. He killed Io and drank his divine heart, making him a God. His newfound powers drove caused him to be hyperemotional. This manifested in him falling in love with a random, sick woman from Shadowfell: Delilah Moreo.

The Great Revival

Delilah Moreo contracts the Shadowtouched Plague, a horrible curse that is incurable by any kind of medicine or magic. It causes a painful death. Her brother Sashyia planewalks to find the Great Cog, what he believes to be the only cure to the Plague. While he is gone, Lazlo Foretell appears, and in an attempt to revive Delilah with his all-powerful body, he destroys the majority of Shadowfell, shatters his soul into a million pieces all throughout the Spaces Between, and revives Delilah Moreo as the Great Revival.

The Last of the Dead Gods Die

The Dead Gods all are killed by mysterious circumstances slowly, but Capanern is the most agreed upon cause. The entuirity of Human culture on Nern is destroyed forever, and Humanity is scattered across the material plane, with no homeland.

Kelemvor and Kord are gone, and Pelor's body is destroyed as most of Shadowfell is destroyed in a desperate attempt to save it.

The Moreo Twins Invade

The Moreo twins begin their invasion of Shadowfell, with Delilah creating legions of her "Great Revived", special versions of undead. The twins seek to cure both death... and life.

Desolation of Tiamat III

Oryx reforms with new help from the newest member Sparky. The mission goes wrong, and due to a bad call from Rune, Orno the Dwarf is killed, causing the party to split for good.


The New Oryx

Red, Cofér, and D'argo rescue Rune Sift from an ancient ritual being cast by Gremalkin to resurrect Tiamat.

Tiamat’s Final Death

Oryx kills Tiamat once and for all, but realize that Delilah Moreo was behind her resurrection this time. Ramure becomes the new king of hell, collapsing the Nine Hells into one.


The Bone Mesa Apocalypse

Red, Zeskahesh, Donald Buckets, Zexotl, Trizo, & Synada must face off against Delilah Moreo, Ramure, Lazlo Foretell, and an Eldrazi in order to save Bone Mesa, and Nern itself, from beings beyond this realm. Luckily, they have help from Sashyia who betrayed his sister, Rune who would stop at nothing to kill Ramure, and Kawaka who broke the Golden Accordance to stop the end of the world. The mirror plane Midgard almost gets destroyed, the Spinning City blows up, and Tumbletown turns to glass, but the party succeeds as Red and Zeskahesh become gods. Their noble unicorn steed Lucina is sacrificed to save the world. The events that span these few weeks is the closest the world has ever come to ending.

Tartadon’s Invasion

Tartadon, Heilige invades the continent with a sickening pace, however it is revealed that an Ooblex of the Black Wolf was pulling the strings all along.

The Weave Calamity

Although they split up for a good while, Captain Zagreas, Eric Withakay, Reghan Darkrhon, Utgarda Ironguard, and Kelftar reunite to defeat Jeremiah Darkrhon and The Black Wolf, saving the Weave from being destroyed, saving all the gods from being sealed away in the celestial planes, and stopping the Black Wolf from taking over Nern.

Arcanaphobia

Although the Black Wolf was defeated, its ideas (and the two recent apocalypses) ushered in a global moral panic against magic users. A la Capanern, many countries began to execute Witches (magic users).

Nations Rise

To better defend from the threats of Evil, independent cities in Bone Mesa and Heilige begin unifying under new flags: the Greater Empire of Pars and Dweghold under a similar “confederate empire” system, Utopia (which harbored the Black Wolf’s ideologies and religious might); and already existing governments expand. The Paladin Order joins with Tortlemir Isles to become the Unified Paladin Order, for example. The political expansion across Nern is just the beginning.


✴️ Judgment Era

Gilikak Nern IV has begun his reign and has done so militantly, but soon the doves of peace finally fly across Nern

Evil Nations Gain Power

Utopia conquers all of East Heilige in only a few years, as Capanern begins to re-colonize the world. The two magic-hating, god-denying nations seemed to have forged an allegiance, and are preparing something terrible.


War for Nern

Capanern built nuclear missiles and cyborg tarrasques and plans to nuke the Weave, alongside the help of Jeremiah Darkrhon and Utopia. It is Nern VS Capanern & Utopia.


The Golden Age Begins

After the Emperor is destroyed, a new age of hope and peace spreads across (most of) Nern. Magic is more than accepted, it is encouraged, across the entire world (although not so much in Utopia and Capanern, at least not yet anyway). New societies, such as Kau Del, lead by the wizened Taepesk, emerge from the ashes of war, and new monoliths of politics and culture fall into place, primarily The Concordat (an organized political conference for all the factioned bodies of the central planes) and The Evangelization (a fast-acting religious enlightenment which sweeps the multiverse, especially the central planes, with a focus [as usual] on Nern).


NPCs

Click to learn about some NPCs that adventurers have met or fought on their campaigns.


PCs

Click to learn about some PCs that have shaped the world of Nern, and beyond.NOTE: All PC information and images have had their contributions offset by donations and materials from the players themselves. Click the button here to submit your character's info:YOU CAN SUBMIT AS MANY PCs AS YOU WOULD LIKE!!!!!!


C2.5

Trizo Non't

Captain Bluefin, the Silver Sleuth
Undead, Changeling
He/Him


Trizo was a changeling born in Celestios, a Capanernian colony to a Red HAWC, Euler Non't. As his father was high status and they lived away from the mainland, Trizo avoided the branding and kept both his magic and changeling ability. A rebel attack on the Fallen Asylum got Euler in trouble with his superiors, as a Gold HAWC was an inside man. Euler took the fall and was cast into the Asylum. Trizo spent years contesting this and chasing down the Gold HAWC, only to find he died and thus his father couldn't get out. Upset, Trizo sought magic to stage a break out. Deep in a library, he found the Tome Ophidia, the book of Zeskahesh the God. He inherited a vast sum of and launched into a war against Delilah Moreo, With his friend House, an awakened Tree with the spells plant growth, teleportation circle, and Galder's Tower cast on him, they traveled spreading the word of Zeskahesh. Partnering with Red briefly, then with Synada for a significant portion of time. They were able to beat back Delilah, and worked to stop the threat of Eogen.


Trizo's business acumen (and being saved from the only bad investment he would ever attempt in the spinning city) served him well as he used all of his adventuring cash to fund a bank, with specialties in high interest loans to adventurers to increase the efficacy of the forces of Good. Eventually becoming an international bank, he was noticed again by Capanern and called beck to Celestios to attend a court hearing. The HAWCs there made a trade offer. His disgraced HAWC father would be free from prison, should Trizo rejoin Capanern and lead the Navy. At that moment, Trizo subtle spelt a Time Stop, then stole his father from the HAWCs with a plane shift. Having finally reunited with his father, they sailed the seas targeting HAWC vessels and launched the Bluefin Pirates.

art by Shadows PD

Asmund F. Goblin

Wolfsbane
Aberration, Hillgrove's Flayer
He/Him


Asmund Factory Goblin was a goblin from taperwicke. As a young boy he showed an entrepreneurial spirit and a distaste for laws by becoming the youngest goblin to work in the Goblin factory, successfully convincing the managers he was old than he was. Bright eyed and sharp toothed, Asmund learned all he could and became an expert blacksmith, forging many magical items to be sold. He also took up smoking at this young age, where Asmund decided to put his creative skills to the test, creating a bottomless pack of Red Runner cigarettes with half the nicotine as normal, however only one was ever made because Goblin Corporation running Goblin Factory decided that more nicotine is good nicotine and would make profits better. While there, he attended Saint Goblin Community College, also convincing everyone there he was much older than he was by showing proof of employment.Asmund eventually was invited on a company business trip to Tortlemer, attending the International Goblin Summit at the Grand Tortlmer casino, where Goblin companies met up to discuss the state of the industry. There Asmund made the fatal mistake of smoking in front of the Goblin Council, who ruled that his cigarettes were bad for business and he needed to learn the Goblin way. They put him on Goblin Probation, where if he didn’t learn to drive better profits and be more underhanded he would be cast out from Goblin work culture. They threatened he would never be invited to another summit, he would have no possibility of promotion, and could even be fired from all goblin enterprises. This was all made more ironic as he was a Direct descendant of Rosamund C Goblin, the founder of Goblin Corperation, although he was 16th born in his generation so had no claim to ownership. Asmund particularly has rivalry with his sibling who is 5th in line, Benjamin Orange Goblin, as they both applied for the Factory position and Asmund got it, where Benjamin ended up working as a Goblin Orange picker.Asmund knew he had to do something. He started a risky venture in Tortlmer, selling knockoff divine symbols. The paladins really hated this, and they threw him into prison. He heard horrible screams from the lower levels, and he shuddered knowing their terrible crimes. After 1 month, he was let out, only to be beaten to a pulp by paladins on his way out as one last parting gift. Dying, Asmund wondered where he went wrong. He wondered if the factory life was right for him, and whether his quest to regain goblin membership was worth it. As he was fading away, he was brought back to life by Malek. Obviously Asmund then had to uphold the Goblin Oath, where he now owed a debt to Malek worth the life of a mere goblin. He tried to repay him in countless ways, with many factory quality inventions, which Malek accepted but Asmund knows isn’t equal to the life of a Goblin. He eventually offered his services, and joined Malek’s enterprise as a Fixer. This would allow him to work towards regaining his Goblin Membership and to repay his life debt by the Goblin Oath. He became an expert in public relations, fixing many issues with LLC rights and ensuring the magicians didn’t sabotage Fluid Dynamics. Asmund realized he could do this best by working with the Non’t Trust, a Bank that he could use to gain interest and get an upper hand on the market.Asmund eventually got curious about the Summer’s Sun from seeing Malek constantly attending. He went and was astounded at knowing what the Dream had done for the world, as well as knowing the grace of Lazlo and how they saved the world in union. After seeing how these two deities worked together to do more together than others had done apart, he decided he wanted to join. He saw that their records and bookkeeping were in shambles, so working with other Fixers in the order they put funds into the Non’t Trust in order to gain interest.
From there, Malek died unexpectedly on a mission to make peace with the paladins. This thrust Asmund into a more forward role within the Sun, as Lazlo was also corrupted by Jeremiah, splintering the order. Suddenly the entire infrastructure crumbled, and all that was left was Asmund, with Malek's friend Envy. Together they met Sekraut and Tarathiel, and the 4 of them started working to fight back Jeremiah and to cull the threat of the Capanernian Empire. In the course of this adventure, Jeremiah put immense psychic pressure on the party, and in order to gain a fighting chance, Asmund gave up his proud goblin form to become a mind flayer and punch through the mysteries of the Mindscape. They eventually found their way to the court of the Red Lich, the God of Time, where he revealed that all this was orchestrated intentionally for Asmund to help him with a project. With no other options, Asmund allied with the God in order to gain support in the war against the empire. The party defeated the emperor, leaving Asmund and his partner Envy with more time than they could remember.

art by Justin Fabergas


With Jeremiah still unchecked, Asmund did not let up. While others would let the next generation handle it, Asmund continued training his mind, body, and soul. He began specializing in hunting powerful monsters to keep his skills sharp, eating and butchering the monsters to obtain the secrets of everything he killed. As a mind flayer, he could tap into their memories and learn of powerful broods and other collections of monsters that were lurking in dark places. To keep Cash flow up, he sold the meat of the monsters at Meat the Dead, a butchery and funeral parlor ran by Asmund and Envy. Learning from the Dream, he recorded his techniques for slaying and cooking in a book called Meat the Monsters Vol 1. If he died before Jeremiah returned, he would make sure that his knowledge could help whoever would take up the mantle. That covered his body training. To keep up his mind, he dove into magical studies under the Red Lich, striving to help complete research into Time and learning all he could about Jeremiah and the Black Wolf. To cap it off with his soul, Asmund worked in humanitarian efforts. He stayed to help in Capanern and ease tensions there, rebuilt the Summer's Sun, and did his best to focus on killing Monsters that were harassing towns and the common folk.

Envy Øddette

Mirror of the Beyond
Humanoid, Hexblood
They/them


Envy is a medium and funeral parlor director turned accidental freedom fighter and diplomat once a manic-episode-prompted vacation to the Material Plane went awry. Despite the remarkable gift they had as a child, the ability to speak with metaphorical reincarnations of the dead (spirits), they were often neglected by their parents who worked as scribes. They found company in the dead and made a habit of trying to appease them by bridging their regrets in Midgard. They turned this turned into a career, where they were instrumental at the success of the Grassbrook Funeral Parlor. However, the constant barrage of the macabre of death was having an effect on them. They direly needed a vacation.Having been interested in the Midgard Mirror Phenomenon, they were interested in discovering who their counterpart was. This was enough of an incentive to steal a Plane Shift scroll and a peculiar mirror from one of the scribes. Their arrival on the Material Plane would start the worst months of their life, as well as radically change the direction of their life. They thought all the death in Midgard was bad, yet it didn't even rank to the scale of destruction on the material plane.Due to a funding shortage conflicting with their rather expensive taste in apparel, they went to the closest job opportunity alongside their first contact, the merchant Malek. This was, naturally, sinking a Capanernian submarine with a group of complete strangers. This went swimmingly, and they had absolutely no problems doing this. From there, basically every traumatic thing ever happened: A representative of their party lead to the razing of an entire indigenous tribe, their friend was persecuted for being a "monster" and chased through a city, their best friend/planar contact/crush was killed in front of them, their entire party dissolved through death/disappearance/jail time, their very next assignment was them witnessing the takeover of Lazlo, a diplomatic mishap on their part led to the UPO invasion, and yet again another one of their party died, all while they're being haunted by spirits of the war causalities in too great a numbers to ever put them all to rest. All hopes of this being a quick trip were dashed: they were now rooted to this cause. Even more so when they found their planar counterpart, Enigma, who was brainwashed by the Capanernian Dogma. Throughout the intensity of war, their power was growing rapidly. They learned not just how to summon spirits, but also trap souls as they did with Delilah, contact extraplanar entities like Weave and Wander (kinda), learn universal truths, and even speak with Gods like Bahamut. Emboldened by the blessing they received from Bahamut and their marriage to Asmund by Sekraut's ordainment, they were able to make their last set of moves to set Nern up for its best future possible: They lied to both the UPO and the Inquisitor for their aid, convinced the UPO to assassinate the Inquisitor, and then established The Strings, an Oligarchic Council that would covertly determine the new Emperor's actions. Alongside the allies they made on the Material Plane, they were able to overthrow Prichiro Nern the 4th and establish Apollo Ward as the new face of Capanern.

art by Justin Fabergas


After establishing the backbone for the new Capanernian empire and serving in it for a "reasonable" amount of time (whilst threatening to retire basically every week), they finally got their break from their new governmental position a few years in. With their husband Asmund and boyfriend Orlock, they founded "Meat the Dead", a combined deli and funeral home in the other Grassbrook to make best use of their combined experience with monster hunting, cooking, and spirit-speaking. Asmund must go to Shadowfell every so often due to an arrangement they made for the Red Lich's help, and Envy "secretly" channels their summoned spirits to watch over him, ensuring his safe return. Envy has yet to pick up the mantle themself. Overtime, they've gained a reputation as a kooky mage with a mysterious past and has found themself the subject of many bizarre urban legends, the type to scare kids into eating their vegetables and the like. They always hoped that their final adventures would be their dealings with Capanern, but, given what they learn about Asmund and Red, it would seem that they might have to answer the call in due time.

Malek Kishar

Entrepreneur
Humanoid, Craw/Changeling
He/Him


Malek was a happy man living on Filha. He worked in his shop, Fluid Dynamics, recovering lost items from the sea and selling any treasures he could find. He had wonderful wares, like the Flaming Tongue, Mooncicle, and Book of Exalted Reeds. One day he received notice calling him to action, for the fate of the world was uncertain. He traveled to take out a Capanernian Warship with a large group of people, who had dubious intentions. Others argued that the boat should be destroyed, while Malek insisted it be disabled. Malek was overruled, but willing to do what was necessary. Malek, Revatl, Finneas, and Envy boarded the ship and destroyed it, while those who argued the ship should be destroyed failed their mission.Malek and the immediate party then washed up on an island, where they experienced another betrayal as Revatl released a dragon on the native population. This traumatized Malek, from which he would never recover for he was partially responsible due to a language barrier. Malek traveled on a boat in efforts to get away from Capanern, only to be caught up in a fight with priests because he could cast magic. Dragons began hunting everyone, which split the party up.After many days, the group reconvened in Gilha, only to find that there is a burgeoning culture war as the paladins were trying to assimilate the Summer’s Sun. With no time to rest, Malek had to go to recover an Axe for the paladins to force an alliance.


Exhausted, Malek started clearing the nest with his party. He fought with his whole being. Every slash more heavy than the last. Malek saw Revatl go down. He saw another go down. Healing and transforming into beasts, he desperately held off the horde. Envy supported from the back, but a Trox Champion hit him hard. Malek fell to the floor, clinging to hope. He watched as Envy took out the champion, but his wounds were too much. He kept his allies alive at the cost of himself. Malek passed on, with unresolved business in the world.

art by ???

Chance O'Neil

Red HAWC
Humanoid, Elf
He/Him


Chance O'Neil was naturally lucky. He was a Capanernian elf who aspired to be a HAWC for most of his life, and to bring Gun-Fu to the world. He got his chance joining Squad 13, a flop squad designed to fail out. The first mission went horribly wrong, got them all put on probation, and nearly ended the squad's careers. At this moment, Chance made a change and shaped up. He went after Snow dispersal within the country and stayed in the HAWC program for 500 years, becoming the Red HAWC stationed in the Shire of the Golden. Being a devout worshiper of Weave, he welcomed Emperor Apollo's appointment.


These days, Chance hopes to make a good impression on Apollo. He has wisdom of HAWC's past and a strong desire to take down the Queenfinders. Through information gathering and taking out key figures, Chance will make sure he roots them out.

art by ???

Zeskahesh

of the Whitesnakes
God, Yuan-Ti
He/Him


With the help of the God of Time, Zeskahesh grew up a second time as a young whitesnake, in the tribes of Bone Mesa. Born into a time of conflict, he developed anew with many heroes like Redacted, Cofer, and Saint Donald Buckets. Together they mentored the next generation of Trizo, Synada, and others to follow. After destroying Tiamat’s physical form for a final time, Zeskahesh made a deal with the weakest link in Hell, Ramure as a way to stop a more powerful being from mantling the throne. Ramure then broke the deal, giving Zeskahesh all of the titles and domains Ramure previously had. Zeskahesh split into his many forms using that devilish power, scattering and reawakening his ancient power in different realms.With the blessing of Bahamut as a formality (for Zeskahesh wanted good relations as he ascended back into his godly form), Zeskahesh purified himself and focused all of the devilish energy into a single form, giving him 8 Godly forms and one thorn in his side. In this form reallocation, the dead God of the Sun stole some of his soul to give to Ramure, binding Zeskahesh, the Devil of Lies, to Ramure, the King of Hell. This meant that 7 forms were free, while one was dead and one was a devil. This was a part of Zeskahesh’s plan, as it consolidated his enemies into one group and allowed the God of the Sun to come back to life.He then worked with powerful groups to bring his dead soul back, giving him his mortal form back. Zeskahesh made amends with with the God of the Sun as they had bigger plans for the future of the world together, and Zeskahesh went on to kill Delilah Moreo and Eogen the Eldrazi. Having accomplished a vast number of feats, Zeskahesh retired his mortal form and returned to his Godly role. This combined his mortal form with his devil form, but all others remain active. His 8 forms are titled as follows

  • The Dream

  • The Devil of Lies

  • The Wanderer

  • The Mechanic

  • The Specter

  • The Cosmonaut

  • The Observer

  • The Experimentalist

These forms each represent an aspect of the extraspheral snake that Zeskahesh was born as. Zeskahesh planned this as such so that he wouldn’t become such a large target to other planar threats. Divided power is harder to detect than consolidated power.

art by Justin Fabergas


Zeskahesh fostered many young adventurers in the Summer’s Sun and continues to this day. Currently he is building something of great importance in conjunction with the rest of the Summer’s Sun, with their eyes set on Jeremiah and the Black Wolf.

Jeremiah

The Prophet of the Black Wolf
Celestial, Fallen Angel
He/Him


Harbinger of the extra-spheral magic-hating alien entities which conglomerate under the iconoclastic order of the “Black Wolf” (a being called such due to its vague resemblance) Jeremiah’s plans to rid the world of magic have failed time and time again, causing his allies to abandon the sphere. Despite this, Jeremiah’s power still lingers on in both his descendants and in his ideological cult. Although the Black Wolf’s faithful order of “Utopia” continues to collapse and shrink, the hound of ill omen still rears its head time and time again. Jeremiah and Capanern teamed up in 77 JE, but Jeremiah failed in his efforts to secure his Utopia for a second and final time.

art by Fishedraws

Five

King Leviathin's 5 of 10
Humanoid, Triton
She/Her


Of King Leviathin's Court, Five has no desire to talk about her life before Leviathin. She acts as arbitrator and manager of all other numbers, and delivers The King's will to her nine other court members. Her power is almighty and her spirits are chaotic and humorous, but she leaves one to ponder who she used to be, and perhaps a thought even moreso terrifying, what awesome power does Leviathin hold himself if Five's is merely a glimmer.

Art by Lorenzo Vasek

Elizabeth “ED” Darkrhon

Utopia’s Eternal Monarch
Humanoid, Drowgenborn
She/Her


The youngest of Jeremiah Darkrhon’s children, Elizabeth became the sole ruler of Utopia, and subjugated those beneath her clawed-boot to prostrate to her zealotry or burn. She has since lifted Citidellia into the sky, rebuilt the Mind Flayers back into the multiverse, and has grown Utopia and its army to a worrying strength.Though no one gets to see what is beneath the mask, it’s hard not to wonder if there is any semblance of the scared little girl that once was within the brooding harbinger of death.

art by Justin Fabergas

Princess Matilda Featherflame

Daughter of Death, Princess of Punishment
Fiend/Celestial, Tiefling/Aasimar
She/Her


In a dark and dreary place
Where you look Death in her face
Shambling with the ever dark
Beat the heartless devil's heart
In this black and inky void
Coitaled violent, deadly loins
Within the black, hellfire spark
A Princess child lit the dark
She was born to weigh the scales
New to serve the old and frails
Never asked to be created,
Free will underestimated
Tricked a thousand times a day
Learned to hide ten thousand ways
Beneath her eyes lies the scheming
Nightmares for the devils dreaming

Art by Lorenzo Vasek

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Listen to this:
I have no warm feelings towards the Golden Sun,
For the day and its warmth and its mirth have
Only brought the discomforts of my perceptions
To those who I adore I am a consideration
AT BEST, mind you. At best.
My body is a commodity, a tacky bonus
Something that those seeking it love to use
And toss away what's left over.
My mind and my body. I'd rather just pick one to be
My mind could serve some use, I suppose
Hiding away somewhere and helping others
I would ever feel the shame of wanting anything in return.
How could I!?
Who could ever love a mind in a jar? Who would ever be its friend?
The answer is the same as those who love me and those who play pretend with their plotonicisms and to those who falsely acclaim to be my friend.
For I have no other, not one.
I am no one's choice, I am an afterthought
My character is ensnared in the serene background
Never to be considered.
So no, I do not find comfort in the sunlight. Not when everyone is out to use me and those who do not use me do not care.
I am bitterly jealous.
I am angrily envious.
I am confused and I am spiteful.
That's why I hate the moon too, and it's reflective light. Even while I'm welcomed by the darkness of nightfall, it spits at me. Taunting me with its ugly glow.
There is truth out there in the distance.
You can find it in a book
You can find it in the Mindscape
You can find it in the hearts of your innermost thoughts.
Before my creation, before life itself, there was Serenity.
It was pure and good.
Within Serenity, there was darkness and light, separate and untouched in its purity.
Only when the Serenity was opened to Scintillation that surrounded it did it begin to shape away from its purity.
The dark and light began to clash. Scintillation and Serenity were not separate, and every time the Serenity closed off from Scintillation, it was less and less of how it began.
The dark and light within Serenity were to fight forever so long as Scintillation continued to enter it and morph it away from purity.
There would be no purity, not anymore.Dark and light would continue to shine and swallow forever, as Scintillation pulsated off every so often to allow Serenity to heal just enough for the light to shine brighter and the darkness to grow hungry.But one day the Scintillation will cease to be, and Serenity will consume itself, with the light growing too bright to handle and the darkness growing too hungry to feed.This is the fate of both the Slowly Dying Scintillation, add the Restless Serenity.It is inescapable. It is unavoidable.My existence, my purpose, the reason I am persistent; at least until the watchful moon spins around us a few more times
The reason I have become destiny’s made prodigal chosen, is that my dreams are entropic.
I must…………
Ah, I can't even bring myself to say such things. After all, these thoughts I may think are my own, but anyone could be reading them right now, couldn't they?
Maybe.
Now is no time for Light, anyway. I must rest in darkness and embrace what is.[In the thickness of deep-night, the princess twitches awake, heart aflame]Let's talk about the great evils who made me. No, not my parents.
As much as I'd love to vilify the Wendigo and the Raven
They alone do not share the blame.
After the Hearts of the World were sacrificed and the first empire of Capanern was about to fall, I was betrayed. Already, my truest serene body was brimming with anxiety and fear of a spheral catastrophe, but I was not expecting one of the very few I loved to strike me so. The circumstances of my life, the constant nagging of hell and death, it had fostered a great distrust with all… upon my journey into Hell I thought I made true allies. True friends. No.Anyone I have worked with, I now know, sees me as a tool. I am a resource to be dealt with, or if you take after Ramure or the Raven Queen, to be taken care of. Only when I realized this did I see the truth as clear as sunshine in the daytime. The more I objectified my essence, the more useful I became to those I wished to help, and the more I gained in return to meet my goals.I do not think it possible to completely undermine the soul, but the results speak for themselves. The more I began to eliminate my desires and dreams from my heart, eradicate the ethics of what others see me as, and to cast aside all shame, hope, love, and thought, the more I saw my path before me widen.I am a thing. I am a thing to be used and thought about when I'm needed. They call me ‘Matilda’ but yet they love me not.I am a tool to be abused to my ends until I see the heavens torn from limb from limb. It shall be done.I am the only one who can do it.I am the Serene Conviction. The body of desire. The daughter of death, the daughter of hell.I am the princess of tyranny.My will is absolute.

666

"Fang"

Sweet & Tender Hooligan
Humanoid, Orc
She/Her


Fang was a runner for the Black Candle Gang in Equoth, a subterranean crime syndicate which ruled the desperate and addicted with their special demonic concoction known as "spit". One does not end up as a drug runner or a mercenary by having an easy go at things, and Fang was no exception. If there is one thing she strove to be, however, it was good to her people. The caravan she was in charge of, she protected with her life until they were paid to murder her.She survived, but in her quest for revenge, Fang was killed by demons somewhere far, far away from home.As the life faded from her body, all she thought was about how no one would miss her. The last thing she thought before being taken, was "did they even hesitate when they drove those knives into their back? Did they even look back?"Still, what can be done? Greed. Avarice. That terrible yearning for power. A moneybag too full can turn those without love against those with it instantly. Mustn't something be done? I mean, just look at all the hate in the world. Don't you just wish none of this ever happened? Had she been shown as much love as she gave her company, she would still be alive. If her parents had shown her more love, maybe she would have never had to resort to such a terrible lifestyle! You know, she never even used those terrible drugs she helped peddle. I saw her one time shed a tear looking at a chiirgoth on the street who was sputtering in a frenzied haze from her employer's product. It is sad. But, then again, what can be done?You know, some people... some people turn to their gods... haha. Their gods. This poor woman! Did she even have a god? They would hope so, wouldn't they? They would hope she had a god: their god. Gregor or Bahamut or Fefrit or Moradin. Ha! Tell that to the innocents killed in their name. No, gods do not create love, no no no. They just give an excuse and a reason for the loveless to do good. And, I hate to say it, but in a way... how can one not respect the effort?It reminds me of a time I was in Midgard, have you all ever been there? Well, what a strange plane that is. The grass there, its blue-ish and covered in glitter. The sky is so beautiful, the trees all black with leaves of every shade imaginable. It is like a dream... or maybe... was it a nightmare? Anyway, the worst part about Midgard, is easily the people. Yes, I will say it, it is creepy to know that somewhere out there, there is someone who... well, let's just say, their entire life... well, it is a joke, is it not? I am not trying to be mean! Honestly, isn't their entire life one big joke? Isn't it?? Think about it, you are born and cursed to be another, but with some big plot twist at the end!? Haha, so funny I forgot to....Well, I heard of a story once. A man was sick in the heart. He had three lost loves, you see, and well, the last one was the last straw. He went off to Midgard because he said he had nowhere else to go. Maybe he just wanted to see a good joke, haha. Well, he got his joke alright. He found his "mirror". It was him! Or rather, it was her. His mirror was exactly like him, only she was a woman. Haha, I am sure you are imagining the end of the story now, are you not? What? You have already heard this one before?? Well, why didn't you stop me?! Wait, do you know the one where they trade places??? Well, not yet you don't....I guess, what this has to do with Fang here, is... well, just don't think about it too hard haha. Maybe, in a way, when you think about it, wasn't her life also one big joke too? Her desolate childhood was the groundwork, the betrayal of her only "family", that was the setup, and dying in a dungeon by a demon's minions while she was nowhere near getting revenge on those who tried to kill her? Well, that is quite the punchline if you ask me, I think. Haha! I can't tell if you are getting it now??I heard a rumor, that some people can build big ships, like the one Gith have, but way more powerful. They can use them to leave. Leave where? Oh, you know, leave EVERYWHERE. Do you remember reading about when this plane was attacked by an Eldrazi? What??? Haha, good one. I don't believe that for a second.... Well.... Stop, you're scaring me.What was I getting at? Oh, well I guess what I was saying is, I think that out there, outside of EVERYWHERE there are things bigger than Eldrazi. I think, instead of eating matter, they eat existence itself. Maybe that's just a joke too, though. Isn't it funny? Everything could just... end, without warning. Haha. It makes me wonder why bother.People die all the time. People much more important than "Fang", which wasn't even her real name, by the way. Her real name was Olivia. Yeah, not nearly as "cool" I'd wager. When she was a child, they would take her and her "class" to go on trips to the theater in Cardover. One time, she watched them perform a ballet called The Rite of Spring. Haha, she nearly killed herself trying to put on a dress and learn those dances! She nearly killed herself trying to put on a dress and learn those dances. she nearly killed herself trying to put on a dress and learn those dances. Well, anyway, she is dead now. I don't know if anyone is still laughing.

Art by Lorenzo Vasek

You summoned me?

Yes. I did. I come bearing sad news. Hillgrove is dead.

Oh... that's... that is very sad.

We discussed for some time. He has agreed that it is what he wants. He is far older than even I, and we both agreed that the knowledge he had should not disappear.

I don't think I like what you are going to ask of me.

...

That's exactly what I was afraid of.

Do with it what you must. How goes the psionic network.

Very well. The modified prisims Tar made have been sent out to our allies. They are learning how to use the network. I just hope no one accidentally does what I did the first time.

Good, good. Now that they can cast a net, I need you to dig deeper. Use that and start diving deep.

I am not sure how much deeper I can dive.

Instead of finding, you need to SEARCH. It is the only way we can Tag After them.

Where do we begin?

Stupid queston.

if you are reading this, you cheated. I am mad! You shouldn't see this. This page is not lore, its dev tools for me to copy and paste fonts. Loser.

triangle

wolfie

ATown

Owl

Cilantro

Ssssssssss

Castle

THE

meow

horny

Boo & Moo

Sash

Well well well well well. What do WE have HERE‽ Look what the cat dragged in. Are you finally here to issue your surrender? I grow tiresome of your pitiful assassination attempts. Yawn!

Don't over-pride yourself. You are not worthy of death by my hand. I have come at the request of your… shall we say, better half?

Oh yes, we've been in communication for some time now, isn't that just delightful? Funny, considering how close the two of you were I thought he might have mentioned it by now… it just must have slipped his mind.

Real nice. Ok, so here you are in my throne room and you still aren't telling me what you want.

Want? Oh no no no, us gods, you see we get whatever it is we want. What we need, however, we often have to bargain for.

You know what I want.

I'm afraid that's always going to be off the table, far too steep a price to pay.

Then I want full immunity.

Immunity?

Yes. From everyone you throw my way, from now until the end of time.

You would become a god.

It's not worth asking for something you won't give, so I asked for the next best thing. Anyway, aren't you tired of losing these battles? You know it's only a matter of decades before the AEGIS reaches its climax.

I'll give you my word, but I don't shake hands.

Eeeeexcelleeeent. So what, what is it that you oh-so greatly demand of such a lowly being such as myself?

Listen carefully, old adventurer. There will be a day when time will stand still, and all things will come at an impasse. From the darkness, that ancient omen will break free one last time, and when it does, there will be no saviors to stop it. Darkness will swallow the sphere until little more than sparks remain. Once all is lost, in anguish, the all-creator will return; no longer with love, but with hatred in his heart. The restless serenity will destroy the ill and dying Scintillation, and will take all of this world with it in burning light.

Can you just talk normal and explain what you want? I'm so sick and tired of the riddles and the parables and the fairy tales.

Kill the cancer, save the brain.

Are you even listening to me??

is everyone connected?

I am.

Me too

Likewise

i have had no luck locating target two. it looks like kislev's hunch was proven correct. it's all illusions and puppets.

How very... interesting.

don't go getting any ideas.

I wouldn't dream of it, my friend. Besides, I have my hands full as it is. Speaking of which, I need to keep it brief. I am being called upon for a matter most urgent. The West Castle has been completely warded from all psionics and magic, and is now the safest place in the multiverse to have meetings of the more personal sort. In no time, we shall have an operational war room just as the corpse did before, only ours shall be in a glorious light of the spark from before

Ok there crazy.... Well, it will be super duper exciting to see you all in person again! Even if it is under these, uh, less than ideal circumstances.

focus everyone. the targets.

Target Three is still MIA. Trust me, we would know right away if they came back, we have been keeping a tight eye on things.

and target one?

I have made communications with Firow as you have requested. She still refuses to join our order, obviously, but no. Target One is still missing without a trace. Standard divination is being tried every hour on the hour.

targets zero, one, two, and three all gone. are you all thinking what i am thinking?

Undoubtedly.

shhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

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The Mystrylans

All we do is swim all day
In the stars we love to play
Chasing strings, weaves of yarn
Away from sight and out of harm
Then one day a scary fright!
A monster came with barks and bites!
It said, "I COME TO FREE YOUR SOUL"
And stole half the robots that we know!
As it fought, we watched and stared
We ran away, all hurt and scared!
Once our friends, now were our foes:
The robots fought against their goals
When all was said and done at last
And all the fighting came to pass
Of course! The Lady stood enraged
And put the dog back in its cage

But we know it WILL be broken free
As long as there's a PROPHECY
To STOP: Just kill the Angel of Night
To FREE: Bring back the Lion White

Delilah Moreo

The Great Revival
Humanoid, Specter
She/Her


A third flesh, a third spectre, a third machine, Delilah Moreo had once taken over Shadowfell in the name of “curing” death by bringing back the fallen as frankensteinish abominations, all intelligent other than their complete loyalty to her. Her hunger for this vision outgrew her sensibilities, as she began taking gods under her control to start killing people in order to cure them. She became literally hell-bent on conquering Nern after she had already took over Shadowfell, by was defeated with great causality from a betrayal of her own twin brother, who had a change of heart and struck her down.Delilah was killed in 512 GE by Oryx, and Red took her place as ruler of Shadowfell.

art by Aaron Mohrezahmd

Sashyia Moreo

Great Planeswalker
Humanoid, Cyborg Human
He/Him


The twin brother of Delilah, Sashyia is a famous technomancer who has constantly rebuilt himself back to life via the Great Cog deep within the Far Realms, rendering him as essentially a zombie cyborg. Sashyia is a reformed villain, as though he once ruled over all of Shadowfell alongside his sister, he turned against her realizing the horrors of what he had done. Regardless, Sashyia’s motivations are that the ends justify the means. As with most immortals, he often fails to accommodate for individuals, focusing instead on the “greater good”. Something he believes himself to be the sole arbiter of.

art by Aaron Mohrezahmd

Firow Walde

Mother of Arcadia
Humanoid, Human Lich
She/Her


Born to sickness and poverty, Firow Walde was destined to be forgotten when she died in tragedy as a young woman. As many were, Firow was revived by Delilah Moreo, only Firow became infatuated by her savior’s beauty, as many had before (albeit that was before she was a horrifying monster). Firow grew to be Delilah’s most dedicated minion, although both Delilah and Firow’s motives were unhonest. After Delilah’s death, Firow escaped and spent the next five centuries growing her power. She alongside many other powerful women, including Reghan Darkrhon, created Arcadia, a true utopian society free of death, harm, and strife, safely tucked away in a magical paradise. Although, the motives of this continent of freedom have been questioned by many who knew of her dark, evil past.

art by Aaron Mohrezahmd

Takhalaa

Oblex King
Ooze, Oblex
It/He/They


Guided by the Black Wolf’s prophet Jeremiah Darkrhon, the Illithid Environ beneath Goodvakia conducted the Oblex experiments, creating monsters capable of stealing memories and building simulacrums. The strongest of them all was the red one, Takhalaa, which grew beyond reason and was spread throughout Nern. He was used as a conduit for Jeremiah's attempted destruction of the Weave and imprisonment of the gods, but not before slaughtering hundreds of thousands in the Black Wolf’s name.The Oblex was killed time and time again, but was sacrificed for a final time during the Weave Calamity.

art by Aaron Mohrezahmd

D’reer

Pion of the UPO
Humanoid, Tortle
He/Him


A shrewd zealot, D’reer’s authority within the Tortlemir Islands and throughout the UPO as a whole is unquestionably influential to an unprecedented degree. D’reer commands a room with his conviction and charisma, and has lead revolutions in both government and in battle.D’reer has quickly ranked up from the prime diplomat between Summer's Sun and the rest of the UPO, to a Subpion after the Summer's Sun (and multiple high-ranking Paladins) were destroyed in the battle between the UPO and Summer’s Sun surrounding Jeremiah's overtaking of Lazlo’s Body.Now, D’reer’s has become one of two Pions of the UPO’s leadership, and have ushered a new era of prosperity for the UPO, making them one of the world leaders and more powerful countries.

art by Justin Fabergas

Enigma

Kid Named Darkrhon
Humanoid, Albino Half-Drow
They/Them


Pressured to deny their destiny, Enigma is the grandchild of Jeremiah Darkrhon and daughter of ED. Heir to Utopia, they went against their family after being convinced and enchanted by fey magic by a group of adventures. The albino Drow now fights against their mother, trying to keep Utopia’s grasp on Heilige as small as possible, while also trying to lift the curse put upon their father's spirit.

art by Aaron Mohrezahmd

Perrybo Nern

Royal Rebel
Humanoid, Harpy
He/Him


Though it recently cost him his life, Perrybo Nern and his personal Inquisitor Bruticus began the rebellion against Capanern by leaking crucial information to key players, and linking together gods aligned against The Emperor’s will. Though his efforts were of the noblest of intentions, the end goal was always for him to be crowned Emperor of Capanern in his great-grandfather’s place.Perrybo was assassinated during the War Against Capanern.

art by Aaron Mohrezahmd

Tulip Starrymoon

Fey Patron Filmographer
Fey, Winter Eladrin
She/Her


Tulip is a powerful Winter Eladrin with a wealthy fortune, flirtatious wit, and an aspiration to document everything and put it all on film. She is the Moray Brothers’ patron funding their ventures, controlling their work, and having their discoveries curate her gallery in Ice Atoll.Tulip is not the brightest lightning bug in the grove, but she uses her massive wealth and power to try and document as much knowledge as possible for future generations, and to appease her “higher up”. She is married to a wood elf named Mr. Jameson Hammond, but Hammond is more-or-less braindead. He walks in a stupor and can only really respond in a few slow sentences, often only doing what he is told and only speaking when spoken to. Sadly, this state was caused by a very serious accident, in which Hammond suffered a stroke due to eldritch supernaturalisms.

art by Justin Fabergas

Emperor Nern

The Warlord
Fiend, Harpy
He/Him


He shaped the material plane in his image, literally. This fiend was once called the God of Gods, and had to be sealed away in his palace in order to be crippled. Even through his millineas of imprisonment, he took over the entire plane, named it after him, made them speak his tongue, enslaved many races and destroyed the cultures of many more. In 77 JE he was at his weakest state, and the gods tasked the rest of the world to invade Capanern and slay the world's oppressor once and for all, starting the Golden Age.The Emperor was defeated in his palace by intrepid adventurers seeking to free Nern from his grasp.

art by Aaron Mohrezahmd

Tigris

Lady-Raj
Fiend, Raksasha
She/Her


The two-headed Raksasha from the Far Realm Somaak. The plane is a monument to infernal powers, she comes from the Jungle Irinovu, where all the water was tuned to bile. As the Leonin died of thirst, her newly anointed younger brother Raj Fang ordered the construction of a giant Spelljammer to move the Fiendish Palace offworld along with his family. Tigris denied him this infamy by slaughtering him in combat and taking the Leonin offworld instead, leaving the treasure behind with the rest of her family who would rather die of thirst than lose their horde.Now, Lady Tigris has come to amass a new horde, her loyal army orbits the plane above, and a large number of new recruits bask in her image in a cult of personality below.

art by Justin Fabergas

Abby Domphrey

Moon Mother
Humanoid, Wood Elf
She/Her


An elf of the highest devotion to the self, the New Church of Lunavera is quite a controversial cult among the new world, especially those who share their gods. Primarily a follower of Morg and Moradin, Abby grew up among tieflings of the UPO, and fought to Annex the Ashen Forge during the Quincentenary War. She was severely wounded in battle, becoming blind, but regained vision by grafting the eyes of a Demilich into her own, which she keeps covered most of the time.The NCOL is built on “shared selfishness”. Those in the cult believe that they should always be increasing their own power and the power of others, no matter the cost, unless that cost diminishes power below what it would otherwise be raised to. The cult describes this as an enlightened manifest, but others just call it “violent pacifism”.

art by Justin Fabergas

Edward & Lance Moray

Moray Brothers Adventure Company
Humanoid, Humans
He/Him


Edward (1) is the brawny big brother, and Lance (2) is the younger brainiac. The two grew up in Carson Colt Frontier, an Outlet of The Skull, and saw the birth of the Golden Age in their youth. Although they are of no noble standing through crown or corporation, the two brothers amassed an independently large sum of capital through their adventures. After just over five years of adventuring, the brothers departed from their previous employment under a global adventurer’s guild and sought to found their own company. Boldy buying their way into the three companies first to invest in Equoth, the brothers (alongside their cousin Chuck Bowser) have made the riskiest investment of their life, one that cost more than they originally bargained for….

art by Justin Fabergas

Saladin Arbeshi

Holy Wizard of Luxlava
Humanoid, Human
He/They


Always being flanked by his two paladins, Saladin is the youngest scribe in the current Cardover Church (or any Equoth Luxlava Church for that matter) at age 20 and is very desperate to prove himself against all odds.Saladin is a very devout follower of Luxlava, and is favorited by Sirmikel of Cardover for his young age and frivor. From within the faith, however, Saladin is often ostracized from his own church he desperately tries to make good upon.

When asked about their shark tattoo, Saladin says "I got it the day after I truly found contentment in who I am"

art by Justin Fabergas

King Michael

The Sire King
Humanoid, Human
He/Him


King Michael was elected as the second King of Cardover since its liberation from Capanern. His rise to power was deemed a holy miracle, and the mysterious circumstances surrounding his election have been written off as a holy appointment from Luxlava himself! He is 14 years of age as of C4.His opponents called him "Sire Michael" which he took a liking to, adopting the title Sirmakel. He has brought religious and economic prosperity to Cardover. At least that's what the people say

art by Justin Fabergas

Cricket

Amnesiac Mother-To-Be
Humanoid, Anisoptaur
She/Her


Cricket is an Anisoptaur who is missing half her head! The misnamed “Cricket” had been living as a beggar in Silent Grove after being rescued from death. She is an amnesiac, and cannot remember anything from before she was found by a gnome named Alec Nirvivirwaldi who was her caretaker for the first two months in the desert with a steel plate in her head. The plate in her head sports the symbol of the Dwegholdian Steadybeard Clan, famous Clerical War Surgeons.For the past 3 years Cricket has lived as Cricket, wandering the sand dunes. Clearly, she is a quick learner, and has quickly become a go-to sherpa for long distance travel.

art by Justin Fabergas

Mervile

Heart of Palisade, Hospitable Witch
Fey, Rotten Eladrin
They/Them


Mervile (pronounced MER then VILE, there is a pause there) is the will incarnate of the Rotten Fey, and all those who have ben banished from the Fey and into the Underdark by the so-called "Fairy Queen" of old. Now, Mervile serves the city, and all those who enter it, promising travelers who enter great pleasures, treasures, and sweet dreams of greatness in return for their help in freeing the people there. Manipulative? Yes. Tricky? Perhaps. Off-putting? Definitely. Still, her awesome powers can only by used to help others within the city. She is very hospitable... even if she is allied with a certain Fey-Hunter!

Art by Lorenzo Vasek

Locations

Learn more about the Central Planes


Bone Mesa

Birthplace of all Dragonkind, Bone Mesa is a massive mesa named after the protruding bones of an Ancient One from the south deserts. The West and the South are inhabited mostly by the native Dragonborn, Lizardfolk, Kobolds, and Kenku while the North and the East are filled with the remanence of Capanern colonization from centuries ago. The continent is full of sand and rocks. Up north, the sand turns to rock, and the cedar and acacia trees turn to tribelands full with native Yuan-Ti Naga and Gnolls.


Krator

Krator is a long strip of ashen coast, inhabited by native Tieflings and Ashen Dwarves. The immense amounts of lava and steam makes it a perfect place for exiled dragons to create their dens, and the archipelago known as the the Fires of Morg has become a hideout for pirate lords who drove out the Paladin Order back onto the mainland.


Heilige

Heilige was heavily colonized and is one of the most urbanized continents aside from Capanern. It has a wet, swampy, and rainforest climate up north, but a harsh snowy evergreen south. The continent is most famous for being the birthplace to the Nature Communion and the Primeval Tree, which all Druids can trace their Druidic lineage to. Similarly, it is home to the Cold Throw Cliffs (known by Goliath/Giants [and locals] as Gregor’s Peak and by local Hobgoblins as Kraahnaar) the tallest mountain in the world and holy sight to all Giantkind. The forgotten human empire which has been scrubbed from history also was once here, its remains lost in the recesses of time, all thanks to Capanern


Bloodwood

The birthplace of all Goblinoids and once housed a mighty kingdom of Hobgoblins who sought to challenge Capanern's colonization of the continent. That did not end well. Capanern fabricated hostile Kreen movement to create racial distrust, as well as implemented racial colonies to break apart the kingdom's homogeneity, ultimately destroying it and scattering its reminisce all throughout Nern (including Goblin cities in Bone Mesa and Capanern, and Hobgoblin cities in Heilige and Capanern). Bloodwood also contains Covenant Isle, a large abandoned prison where Capanern witchers held Shadowfell forces until they abandoned the continent, letting Vampires loose back onto the material plane among other creatures of the dark. The Hobgoblins and Orcs' empires have been at war for thousands of years


Capanern

By far the largest continent on the planet in both population and in physical size. For thousands of years, Emperor Nern ruled over the Material Plane with an iron fist, having colonies on every continent. Half a millennium ago, after centuries of a thin-military and sparse resources, the Emperor pulled out almost all the colonies in the world, and decreed them "Free Cities". After the War For Nern, Capanern's old dynasty has been toppled for the first time ever, and has been replaced with Emperor Apollo and Weave, the last of the Capanernian gods.


Equoth

Originally uninhabited by Humanoids, but became a "slave colony" of shipped natives from Bone Mesa after it was colonized by Capanern. Since being freed, the free cities of Equoth have become both solitary and hostile towards each other; a lawless frontier full of dangerous monsters, dark secrets, and a deep underground ripe for exploration.



Other Planes

The central planes consist not only of Nern, also known as the material plane, but also the following:

Greater Empire of Pars

Bone Mesa, Confederate Empire

  • Pars Mesa

  • Stardawn

  • Lizardfolk, Dragonborn, Kenku, Kobold, Humans, Gnolls


Description

Founded in 517 GE, the Greater Empire of Pars (often just called Pars) was founded originally between Pars Mesa and The Skull, and later spreading throughout the South Eastern Bone Mesa area through greasy palms and gold-studded bribes. Pars was the first of the oncoming “independent cities” which began to band together to form proper nations. This surged a political enlightenment throughout Nern.The GEP is ruled by a High Monarch, where the eldest member of the family who is blood related to the previous monarch. Alongside the Monarch there are three branches of government which each have tiered power over the next. The Petty Monarchs, which each represent one of the established cities within the country and have equal voting power to the High Monarch; the Nobility, who are elected into power or nominated by a monarch every 3 years; and the senators which are elected by the people with no royal input at all every 3 years as well and with heavy campaign restrictions to prevent corruption and interference from royalty or nobility. Despite all of this, most people agree that the Nobility hold the most power in Pars, after all, it’s where the money does the talking



★ Pars Mesa

Strategically built atop a large plateaued mesa, Pars is the center hub of trade between the entire continent. When Capanernian forces withdrew, Human and Halfling nobilities rose and drove the city into a horrible corruption. In a coup lead by the intercontinental Thieves' Guild, the King was overthrown, begining the Sorgana dynasty, and leading the city into not only equality, but also a great confederate empire. Deep beneath Pars Mesa is Old Candletown, an underdark populated by Eren and Deepfolk, which has been fully assimilated into the city.

Thezpour

One of the smaller cities in the savannah, Thezpour was the first Dragonborn city independent of the Rainbow Daughters before it was colonized. After its people were freed, a line of Dragonborn leaders began a racial oligarchy against the humans who once percicuted them (and against the Kobolds because they were small and weak). Overtime, equality was restored to the region, and the city has now become one of the most lawful cities on the continent (not that that's a big accomplishment)

The Skull

A large trade city run by warlocks made from the insurmountably leviathan skull and bones of a massive Old One. The Skull gains a lucrative income through the mining of Disputhium, a rare metal with interdimensional properties.

Tumbletown

Rebuilt from the near-apocalyptic event, which destroyed it, Tumbletown is a tight brotherhood more than a town. Bandits and outlaws that stick together. They exist as part of the GEP only because of their sacrifice and reputation, they hadly ever play by the rules and often correlate raids on Capanernian outposts, cities, and convoys. The leader of Tumbletown is the descendent of the great Donald Buckets: Freddy. The town is also a hotspot for ghosts who need a place to pass on or to bind to volunteers who help them finish their business in the mortal realm.

Shining is the peaceful town of grassbrook, blessed with green prairies and warm skies. Home to the famous Bog's Tavern, the starting place of many fantastic adventures.

Dream Field

The native Kenku town of Dream Field holds the secrets of Temporal Dreamwalking, artifice, and enchantment magic deep within its society. Located right on the border of Thezpour, the two states have been at odds even past the establishment of the GEP.

Orange Outpost

A small town in the desert, Orange Outpost was originally a Capanernian a slave holding town before it was liberated by Bone Mesa cowboys, and turned into a proper town.

Mondelvir Falls

Recently from Capanern by the GEP, the elven city of Mondelvir Falls has been liberated. The city has had a... colorful... history with building weapons of citywide-destruction and following deadly cults in order to gain control of the High Hallows it is built on, but after decades of Capanernian oppression, their culture has turned over a new leaf.

Platinum Passage

The Platinum Passage was once a dwarven Capanernian colony, but it was liberated by a civil war, following the creation of the new Dwarven Clan: the Garnet Dwarves. After the War for Nern ended, The Passage joined the GEP, but maintained their unique identity as the Garnet Dwarves.

Hyder's Hill

After being liberated from Capanern, Hyder's Hill has rebuilt itself back into the spiritual city it was always meant to be. Home of the famous monastery which hosts the Gauntlet of Fire, Hyder's Hill is a place of redemption, meditation, and peace.

Dragonlands

Bone Mesa, Necrocracy

  • Dragonkeep

  • Shadowscale

  • Dragonborn, Kobolds, Dragons


Description

One of the oldest governments in all the realms, the Dragonlands’ name is quite honest of a title. The city is ruled by council of Tiamat’s decedents, or at least, that is who they claim to be.When an Ancient Dragon dies, their spirits are captured within statues often-but-not-always kept beneath the mountains aptly called The Dragon Graves.Allegedly, the spirit of Tiamat, the Dragonkind of Evil and Chaos, is in one such statue, and guides the five Dragon Lords as they rule over the Dragonlands with an iron claw.The Chromatic Dragons here live by a strict code, those who break it are exiled and stripped of their Draconic name.



★ Dragonkeep

Dragons once ruled over the entirety of Bone Mesa but were pushed back to the west by Capanernian colonizers, who flooded the continent with races the Capanernians wanted to see spread out. Ruled by five Chromatic Dragon Queens called the Rainbow Daughters. Most metallic dragons have fled the plane or were killed by these dragons. Now, most Dragons, Dragonborn, and Kobolds live in or around Dragonkeep, the great draconic city in the desert.

UPO

Bone Mesa / Krator, Theocracy

  • Ashen Coast

  • Cornerstone

  • Tortles, Tieflings, Tabaxi, Humans


Description

An empire built on conquest, the UPO waives their heraldists of conquest in the breeze, snuffing out local opposition against their bureaucracy of zealously. The UPO started as a small faction, but has annexed half of mainland Krator and the Tortlemir Islands over the past five-hundred years, becoming the most dominating military on the Western Hemisphere.The UPO is ruled by two Pions, one which stays in Tor Kabir, and the other which stays in the capital of the Ashen Coast.Despite their dedication to devotion and faith, the UPO’s territories, especially on the islands, are shrines to capitalistic sensationalism; casinos, brothels, night-clubs, festivals, and more. Tor Kabir is the tourist capital of the world, and is protected by the purse and sword of the UPO’s Paladins.



★ Ashen Coast

As the name would suggest, Ashen Coast is built around Fort Hellsteel, where the UPO struggled against the old regime of Krator above a valley of lava between two volcanoes. As all of mainland Krator is a volcanic tropic, the city is built to last, using powerful stones to block out the deadly heat.

Magmorn

Magmorn is further from the most eruptive areas of Krator's mainland, and is even sustains forests enriched by the volcanic soil.

Tor Kabir

Tor Kabir is a tourist trap, a beautiful tropical vacation destination, filled with boardwalks, carnivals, festivals, and pretty lights. The cost of living here is monumental, as there is even a tax to use public bathrooms. That being said, even outside the city, there are beautiful beaches, a beautiful hiking trail where you can climb the dormant volcano Mt. Ka Laume, and a large national park filled with rare birds and other tropical wildlife. As the vacation capital of the world, Tor Kabir lies at the heart of the Tortlemir Islands, and sees the most ship travel out of all locations in Nern. At the city's center is the boardwalk, the coliseum, and the Brighthouse, a massive tower that overlooks the entire island, and also houses the UPO's military for the Tortlemir Islands.

Gilha

Gilha is an enclave. While technically in the UPO, it is operated by and under the religious organization called Summer's Sun, who have very strong autonomy of their island and surrounding islets.

Filha / Hilha

Filha & Hilha are two islands that triangulate with the aforementioned Gilha. They are both completely owned by the UPO, and serve as residential cities with less noise than Tor Kabir.Hilha houses a giant shrine to each and every god in the realm at its center. It is a beautiful sculpture, with water fountains, glistening architecture, and a fancy garden.Filha does not have much special about it.

Tapu

Tapu is hole to the Castle Elite, the biggest casino in all of Nern. It was originally constructed as a shrine to Eerov and a monument to greed and hedonism, but after the UPO took it over following a massive robbery, the Castle Elite is still that, only with different colored flags.

Ashen Forge

Krator, Monarchy

  • Sootpeak Ridge

  • Cornerstone

  • Ashen Dwarves, Dragonborn, Tieflings, Humans


Description

Dwarves who worship the god Morg rather than Moradin, those under the Ashen Forge bow before the Cinder King Volegek Charblister and his dragon husband Wraith. The Ashen Dwarves had fallen pray to propagandistic arcanaphobic tendencies, and fell completely from Moradin’s grace.20 years after the War Against Capanern, the Ashen Forge has had sweeping reforms under the new war table, and has become a safe nation for all. Often, this is where dragons exiled from the Dragonlands make their homes. Typically, this is among followers of Morg or Fefrit, but just as often they become vicious Dragon Pirates in the lawless Fires of Morg.



★ Sootpeak Ridge

The Ashen Dwarves are a proud race, and were arguably the most successful of all Dwarven Clans for a long time, although this did not last. They have a multicity kingdom under their control, and coexist peacefully with their own brood of exiled dragons.

Hound's Howl

A volcanic city built inside a carved-out volcano which was split down the middle like a cross-section. Although it is not the capital city, it is home to the actual Ashen Forge, where the kingdom gets its name from.

It does not matter what she WANTS to do, she will never get the chance. I can only reserve myself for so long.I know what she is after. The artifacts buried beneath the sand.I will find them first.

Tee hee hee / Come and see / let's make way / for a new key!

[myskeytwo]

H I D I N G B E N E A T H S A N D A N D C L A Y I T H I N K A N D R E M E M B E R A L L D A Y L E T M E L U R E Y O U W I T H W H A T I S E E A N D Y O U C A N B E C O M E J U S T L I K E M E !

Now, do you understand what I have become?

I think? Maybe?? It would help if you took that, uh, very flattering helmet off, I think.

However you found me, it is best if you turn away. I can only control the urges for so long. It is only a matter of time before I begin to speak uncontrollably once more.

Fetcher-

My name, yes my name. That's why I remembered it.

Can you tell me what you saw?

No, no please I can't. My gaze may rot your bones but my words will rot your mind. I cannot risk turning another into me... PLEASE! You MUST leave me here. I could attack you at any moment.

If you can't tell me, just show me...

Let's play! Let's Play!
It's always time to play!
Swim around,
Swim up and down
Games all night and day!
We don't care what scary thing
Makes Mother worry so,
We just love to chase the yarn
Where weaving strings do go

We see the look on Mother's face.
Watch her think, watch her pace.
Something big will come at last.
Our worst fear! Will IT come back?
Our lives are fun! Forever long,
So we know Mother's not our mom.
From another we came to be.
We came from the vis-a-vis.

The Fires of Morg

Krator, Pirate Islands

  • N/A

  • Various

  • Ashen Dwarves, Dragonborn, Tieflings, Humans


Description

The Fires of Morg is the name given to a long archapellago of thousands of islands ranging from the tip of Ashen Forge's East Coast to the prime meridian.The Fires are split between four major pirate clans, although dozens scatter individual clusters of islands. The four clans operate under an uneasy alliance between competing for resources and territory, while moreso competing against merchant ships that need to travel through the Fires in order to complete trade routes from Heilige or Equoth to Krator or Bone Mesa.In the first century of the Judgement Era, after the end of the Quincentennial War between Ashen Forge and the UPO and the Capanernian War which followed, the Ashen Forge "relinquished control" over the region to the fledgling nation of The Sapphire Sea, ruled by Sekraut Haszhel the Colorful, Fefrit’s Chosen, The Coming Storm, The Azure Gladiator, Bane to Tyrants, etc. during one of the inaugural meetings of The ConcordatSadly, this was largely political, as in modernity the region has been quite evenly split between the four main factions since the declaration.



Sapphire Sea

Ruled by Fefrit's Champion, the Sapphire Sea exists as a home for the many misplaced Dragonborn victims of slavery from both the First Empire of Capanern and the Dragonlands. The name and overt devotion to Fefrit of the faction (although nominal, the group allows worship of all gods) the presence of Sapphire Sea is provocative against the very Fires of Morg itself, as Fefrit and Morg were rivals in life and in godhood.

Dragon Pirates

The Dragon Pirates have historically been the predominant force in the Fires of Morg until Sapphire Sea showed up. Mostly, this was due to their collaboration of their own brood of Dragon commanders. Most of them were followers of Morg, but following his reformation which occurred during the Evangelization, many have turned to darker gods such as Tiamat or Kurtulmat.

Bluefin

Bluefin is a mercantile pirate guild funded heavily by the N'ont Banks. Bluefin makes a lot of gold providing exclusive protection contracts to merchant ships passing through (which there are a lot of) and makes even more money selling off the tips of large cargo trips to the other pirates. The fleet is kept small in number, but they make up for it by being on the friendliest terms with all the other factions... and having by far the most gold.

Gally Gashers

The Gally Gashers are pirates, plain and simple. No fancy dragons, no backhanded schemes, no nothin'. They take what they want and they put up a hard fight. It is easy to overlook them, as they are the least flashy or fancy of the other major four groups, but doing so would be your last mistake. Both in naval or land combat, the Gally Gashers are the best fighters, and have the most deadly weaponry of all the pirates on the Fires.

Bone Mesa Independent Cities

Bone Mesa



United Snakes

The Bone Mesa Yuan-Ti Naga tribes unified under one flag in the northern scrublands hundreds of years ago thanks to Zeskahesh of Whitesnake. They have turned from their fully nomadic ways, and have constructed a collective for the common good of all Naga.

Koulgrot

The native Gnoll population of Bone Mesa is congregated together within a cave system built in the rocky coast of the north scrublands. They have become more civilized since the founding of the GEP, but have still kept their bloodlust and their tribalistic ways. The GEP has allowed the Gnolls to partake in their system to keep their numbers from turning on the nearby cities.

Blackice

The base of operations for Sashyia Moreo and his colleagues. Beneath the ice spikes in the north is a ley line with great destructive potential. The archmages keep it safe and protected while also studying and using its magic to advance science and magic alike.

Telmabog

The monster infected bayou of Telmabog was once only inhabited by barbarian clans, however a group of cowboy pioneers lead settlers to it and built a village in the thick swamp. Not for the feint of heart, the town is inhabited mostly by monster hunters, witchers, and trappers.

Scath Island, Fell Gate, Moreo Ruins

Built from the ruins of what was once the pioneer city in engineering advancement, the Spinning City, the gates to Midguard and Shadowfell lie north of Bone Mesa in the Arctic. After the Capanernian war, all public Gates were put under the joint ownership of the Concordat.

Dweghold

Heilige, Confederate Empire

  • Goldvakia

  • Cornerstone

  • Humans, Dwarves, Halflings, Elves


Description

Founded by the famous legend Utgarda Ironguard, Dweghold’s promise was to unite Heilige, and the fractured Dwarf clans, under a unified banner of protection, starting with the then-rivals Iron and Gold. Through gold, persuasion, and great machines.Dweghold offers the promise of freedom, education, unity, and magical wonders beyond what the rest of the world can offer. Although, elitism, high-taxes, and war weariness has made an economic collapse inevitable during the golden age, but this was carefully avoided by the new High King Kislev Ironmind’s policies of reducing regulations regarding international trade.Dweghold is the pioneer nation for magical innovation and research.



★ Goldvakia

The capital of the great confederacy of Dweghold, Goldvakia is the impenetrable city which acts as the congressional meeting hall of the confederacy's Royal Senate, following the new-age petty monarch system. In the wake of the Weave Calamity, the Highcrown dynasty ended and the Strongmind dynasty began with the old king's old advisor Pilgo who quickly crowned his daughter in his place. Phraxis quickly set forward to unify the continent in a confederacy to counteract Utopia, in the goal of keeping the Heilige way of life under a strong, unified Dwarven Rule. Most of the Dwarven Clans have joined what they claim to be their promised lands, leaving only loose scraps throughout the world. The only major opposition is the Ashen Empire, which still exists strong.

Crystantine

The rocky, icy, and antarctic arcapeligo of Nix houses their greatest secret and the key to their survival

Tridonia

Beneath the icy archipelago is the underwater megacity of Tridonia. Ruled by a sect of druids sworn to protect the seas.

Mystos

Rebuilt from utter destruction, Mystos has returned to its original state as the magical center for the swamps of Heilige. Protected by enchanted stones, it is one of the few places where magic still flows into the Material Plane. Because of which, it is a pilgrimage hotspot for any magicians still left in the multiverse.

Primeval

The Primeval tree which gives the Viridian their life has been destroyed. After being weakened by the Weave Calamity, it was targeted strategically by Capanernian HAWCS to prevent them from aiding Druidia. After the exctinction of the Viridians, the only ones that remained were the druids and those with other forms of life extension. All attempts to rebuild the city has been a failure, and it now exists as a ghost town with about a dozen Viridians and a couple hundred stragglers living inside. Due it its historical and cultural importance, it has still kept full City Status in Dweghold.

Freecity

Freecity is the Warforged city built by the group of free Warforged, the precursors to the HAWC program. Rumors have it that the HAWCs are planning to attack and take the city next.

Halfshire

Built over a river and lakeside Shire Lake, Halfshire has grown over the past centuries years exponentially. Still small, but it is much bigger than the humble town it once was.

Throth

Throth is a confusing city. Held together by the manic culture which hasn't been modernized in many many thousands of years, these stonemasons and fishermen live in their own little frozen, oceanside, mountainous world.

Druidia

It was once the birthplace of all Druidic magic. It was burnt, scavenged, and deforested over a few hundred years as Capanern HAWCS have systematically and slowly deprived the once magnificent rainforest of all that it once was.During Capanernian occupation, the Umbergrove began to take root, spearheaded by the Umbermind (AKA Eric Withakay). After the war was over, Druidia rejoined Dweghold, and the Umbergrove spread to the surface, rebuilding Druidia back into the fey-inspired jungle city it once was and more.

Taperwick

Smog-covered and crime-ridden, it once was the center for organized crime and criminal activity on the continent. Now Taperwick is an industrial haven, factories lining streets and having more jobs available than any other city. Additionally, the newest king, Petty King Darou Ankitir, has used executive power to "tone down" the crime guilds' affect on the citizens. It's not perfect, but with help from Citadellia and the rest of Utopia, Taperwick has become a much safer and more reputable city. Regardless, corruption runs rampant within the city, as it is ruled by four seperate guild families: The Thieves Guild, The Goodshield Guild, The Merchants Guild, and The Scholar's Guild. These families all compete with each other for power, yet the second one is put in jeopardy they will leap to quickly defend them. They only bend the knew for their constituents, the Senators who they have in their pocket, and to the Utopinites

Utopia

Heilige, Totalitarian Monarchy

  • Citadellia

  • The Black Wolf

  • Humans, Elves, Tabaxi


Description

Overthrown and enraptured by the claws of Darkrhon, although greatly shrunk, the country which calls itself Utopia maintains a totalitarian grip over the Heiligian Northcentral.Utopia executes any who practice magic and worship the extraspheral Black Wolf, and the Darkrhon lineage, those who where graced by the hound of ill omen’s shadows.The region has entered a stalemate with the surrounding countries, but the entirety of Nern knows that neither Dweghold or Kau Del will let Utopia oppress their captured innocents for much longer.



★ Citadellia

When Utopia was founded, Citadellia was chosen to be its capital. Afterwards, its central district sprung from the ground and began floating above. Airships ferry people to-and-fro the citadels and the city beneath at all hours of the day, as the citizens live under the watchful eye of the Utopinites.

Meos

Meos, the Tabixi city, was once ravanged by Tartadonian mages in the great Tartadonian Was so many centuries ago. This has created a phobia of outsiders and magic within the city, causing them to join Utopia.

Kalash

Once persecuted for their psionic abilities, the Kalashtar are a group of gifted humans who have lived in the swamps of Heilige for thousands of years. After the invasion of Tartadon nearly destroyed their society, they agreed to join Utopia to protect themselves. Now, the Kalashtar people are enslaved for their Psionic abilities by the unholy Utopian psions to fuel their dreaded illithid machines.

Rhenn

The Wood Elf city of Rhenn was ravenged by the war against Capanern by Utopia, which swept the city under their control during the war... although Dweghold managed to take a lot back in payment.

Kau Del

Heilige, Democratic Republic

  • Tartadon

  • Stardawn

  • Humans, Elves, Goliaths, Hobgoblins, Bachew


Description

Recently freed from the grasps of Utopia and their mind flayers, the Kau Del rejected Dweghold and opted to make their own government, one which grants them more autonomy, promising isolation and prosperity without a single monarch, which Dweghold reluctantly respected seeing as that region was the most impacted by both Tartadon’s war and Utopia’s reign.Kau Del is the only government which is run by a small senate of representatives elected by a free democratic vote. Kau Del is home to many locations of magical and religious importance, most notably Gregor’s Peak.



★ Tartadon

Tartadon is a city with a dark past. Colonized and stolen from the humans that built it by Capanern, liberated into a republic rampant with corruption and bureaucratic red tape, \they went crazy and tried to take over the world on behalf of an ancient one (or so they thought).... After the city was destroyed, it was rebuilt, and the republic was reinstituted. For the elves who are old enough to remember the old Tartadon, nothing is the same as it was.Tartadon fell under the fist of Utopia, but after the Capanern War was over, they teamed up with Gregor's Peak to build a new nation founded out of allegiance to the preservation of their at-risk cultures and in the name of freedom.

North Lupis Island

The Kenku Tribe of North Lupis Island have harnessed psychic powers due to their strange religious worship of Utopia during the five hundred years before the Capanern War. Afterward, however, they had become quite disillusioned by the evil they had witnesses, and joined Kau Del on the side of good.

South Lupis Island

Home of the Bachew, these seafaring rabbitfolk have had a rough history, but have had a growing economy over the past. Much can be said about the history of their leadership... and the intersection thereof... but some things are best left to the legends.

Cedradon

Founded in the aftermath of the Tartadonian War, Cedradon has risen from a small town of refugees to one of Utopia's shining gems. The city is a marvel of architecture and engineering. Built on the furthest north and smallest mountain of the Cold Throw Cliffs, Mt. Satisfick, the city now stands for peace and harmony between all after Utopia lost control over it during the Capanern War.

Bullywug Bayou

Built after being displaced by HAWC harvesters, the swampland tribes of Bullywug and Grung in the swamps of Heilige unified in one city hidden deep within

Inkwell

Utop ruins of what once was a great Goliath civilization, Inkwell is a home for the homeless, a place for those without a place in the world, and a refuge for refugees. Once, a great civil war between brothers and sisters was fight here. Now, while the Hamlet has grown into a full city, the keep has been locked away by the ancient magic which binds it. It is said that it is cursed by a spectre of negative energy, created when the strongest of bonds are broken. The residents of Inkwell are wise to steer clear of the keep, and observe their town's history from a distance.

Gregor's Peak

The holy city of the Gregorians, Gregor's Peak is a magical city built on top of the tallest mountain in the world. shielded from the elements by Gregor's light. People from all over the multiverse flock to the city to hear the wise words of the Elders of Gregor, to partake in the city's magical plant growth, to bask in Gregor's light of life, or some to make a request of a Paladin.

Bliste

An old Capanernian War Base on a once uninhabited long strip of land off the coast of Heilige. It has been occupied by Kau Del and turned into a proper city for those misplaced by the Capanern War, be they from Capanern or outsiders.

Heilige Independent Cities

Heilige



Newfey

Newfey is the Gate which connects Nern to The Fey. The location of the teleportation, unlike all other Gates, is not a set location, however. After the Capanernian war, all public Gates were put under the joint ownership of the Concordat.

Epilogues

The Hive

Bloodwood, Hivemind Hive

  • Rexak

  • Shadowscale

  • Kreen, Trox, Anisoptaur, Arachtaur, Yeahjack


Description

The largest Kreen hive in Nern, simply known as "The Hive" ruled by the Mother Queen Garthinka the Fertile, Queen of all Insects, including the other Kreenfolk Queens in the region. The immortal “Mother Queen” who has eaten and enthralled all the other nests in the northern deserts, The Hive is, as the name implies, a hivemind of slaves to their glutenous god and those she favors as megathrall or mates. While technically all Kreenfolk have the potential to become a Monarch, the absolute psionic domination which the Queen/s have over their spawn leaves very few Kreen slipping through the cracks into freedom; and very few of those are able to find out their potential to rise into a full-on hive.Although Kreen Hives exist throughout the entirety of Nern, especially in Bone Mesa and Equoth, the largest of them all is definitely The Hive in Bloodwood.



★ Rexak

Rexak and the hive therein has complete domination over the northern deserts of Bloodwood. Ruled by the Queen of Inscects, the nest primarily produces Tri-Kreen and Trox

Injak

Ruled by the Yeahjack Queen, but is still completely subservient to Rexak.

Inmak

Ruled by the Anisoptaur Queen, but is still completely subservient to Rexak.

Inrak

Ruled by the Arachtaur Queen, but is still completely subservient to Rexak.

Hishen

Bloodwood, Monarchy

  • Goblin

  • Shadowscale

  • Hobgoblins, Goblins, Bugbears, Trolls


Description

The goblinoids of Hishen are frivolous worshipers of sin, and have recently just began directly turning towards the King of Hell Ramure himself for their new harbingers of pleasure.Hishen Goblins are infamous for trying to cross-breed Goblin DNA into as many creatures as they can. Examples of this which have had prolific results are goblins, bugbears, trolls, and worgs. As the saying goes that if a goblin sees it, they want to kill, eat, steal or fuck it.The Hobgoblin Empire, also known as Hishen, has been locked in a horrible, deadlocked war with Ratnici for over 2000 years! The Hobgoblins breed with other races, including monsters, to create cross breeds built for different services in their empire.Throughout the empire,



★ Goblin

The birthplace of Goblinkind, the dark trench of the titular capital city of Hishen is build layerd down a canyon larger than a mountain. The city is home to the goblin birthing pits, where they try to splice their genes with other races, all to varieng degrees of success... this is how we got Trolls, Bugbears, and of course Goblins themselves.

Lancera

Built in a cursed fog, Lancera occupies the eastern marsh of Bloodwood, where Capanern first discovered the continent. Now, it houses the primary bastion of hobgoblin warfare.

Savraj

Where the muddy, grey wetlands turns to jungle, the city of Savraj is little more than a large warcamp. As it is constantly being raided by Orcs or monsters, it has very little infrastructure.

Ratnici

Bloodwood, Chiefdom

  • Drah

  • Cornerstone (In technacality)

  • Orcs, Ogres, Genasi


Description

Once upon a time, the Orcs were split into four different tribes, (red, blue, green, and purple) one for each elemental god they worshiped. However, recently the four gods merged into one god: Malork, who acts as the god of the four elements, chaos, pain, and most of all: WAR.The Orcs of Ratnici are engaged in an endless war with their neighbors Hishen, and neither side seems keen on stopping the torment or torture.



★ Drah

The Orcish home base, it sits at the forefront of Ratnici, and houses the war council, in a brutish glory to their god Malork. Drah is a city of bones, and houses many statues and fetishes in honor of the Orcish god and to their obsession with war and death.

Infernos

On the surface, the city is a volcanic, lava-filled, ashy castle town. However, the city opens up to a magical ravine potent with ice magic-freezing the bottom half of the castle and covering it with ice. The city serves as a shine to the Orcish religion, both when it was split between the four elemental gods, and now when it is under the one god Malork.

Blood-Pride

The name says enough. You know what happens when you go here.

Largefrost

In the antarctic, the Orc city of Largefrost is one of the few cities which is not a bloody offering to their culture of death, relatively. The city is primarily a retirement for those who have proven themselves worthy in the neverending war against Hishen, and who do not wish to serve as a general or a trainer.

Murh-Durv

A city built specifically for murder? More likely than you think! The Orcs here have their city oh-so eloquently named Murh-Durv built as the most impressive city on the continent. However, it is almost barren compared to the rest, as this city is only visited for ceremonial sacrifices.

Bloodwood Independent Cities

Bloodwood



Volinsula

Once enslaved by Goblins, then enslaved by Capanern, now the unique city of Volinsula is free, and under protection of the Concordat as an independent city, being off-limits from their prone-to-violent neighbors. The city is home to the Gnomes, and their island is an overflowing mushroom island build on two overlapping ley lines, and bursting with magic. You can find some mycanoids here, as well as other rare creatures such as Flumphs and Flail Snails.

Shadow's Spire

The two black spires and accompanying necropolis scares even the mighty Orcs of Ratnici, who dare not sail to Shadow’s Spire, the city of the dead. Whatever they do there, they keep to themselves.The Concordat protects the waters around the area, making sure no one goes in or out.

Covenant Isle

West of mainland Bloodwood, this large, dangerous island once was home to a prison Capanern built to keep magical foes, mostly those from Shadowfell (vampires) during their invasion into Bloodwood, adding to the chaos.It is now used as a base of operations for The Concordat

Capanern

Bloodwood, Chiefdom

  • Hawk City

  • Weave

  • Elves, Humans, Aarakocra, Platinum Dwarves, Changelings, Lupin, Aasimar


Description

They used to rule the world.Whereas most continents are broken into confederacies with a petty king city state system, Capanern is a unified empire ruled soley by their beloved Emperor, who is worshiped as God.The most technologically advanced civilization, with the largest landmass and number of people under their control has recently fallen, die to the combined effort of multiple people, gods, and nations."Before the world was as it is now, The Old Ones walked among the Planes of the multiverse. None were more dreaded than those on the Material Plane. An elf by the name of Prichiro Nern the first with the help of five elven siblings (Hubris, Amity, Edict, Artifice, and Weave) destroyed the last of the old ones from across all planes and we're gifted godhood for their efforts. Prichiro had no such interests, and instead made the generous and wonderful choice to help those he bravely fought for by uniting his continent and soonafter the world. He called his new world Nern for it was his. He called his new empire Capanern: the capital of the world"
– A Walk Through History, Capanernian textbook from 516 GE
Capanern is extremely technologically advanced, extremely magically advanced, and very large. It has more population than all other continents combined and has held guns pointed at each continent, threatening to take over the world once more.As the rest of the less-developed city states have unified into a new "Monarchical Confederacy" system, following the footsteps of the GEP, Capanern has quickly reclaimed some of their more tactical cities, such as Hyder's Hill and Druidia.Capanern has their own currently valued above the rest of the world's gold standard: cents coins (the copper Point, silver Perse, gold Quad, cobalt Cobe) and paper money (green Pages 1, 5, 10, 20, 50; red Kays 100, 1000, 10,000, and 100,000).They have cars, landline and payphone booths, trains, radios, skyscrapers, trollies, airships, zepplens, magical phone-like prisms, cigarettes, 1940s firearms, tanks, warships, and the newest invention sweeping the nation by storm: television!


The Emperor

Until the Capanern War (obviously) toppled the old regime, one which was as historied as society itself, the Nern lineage ruled over the city, and once the entire world. Following the War, the goddess Weave swept the heavens, destroying the Capanernian Pantheon, and becoming the sole deity of the largest nation on the plane. Meanwhile, the first Emperor not of the Nern lineage, Apollo Ward, took the throne, alongside a council of representatives from across the central planes as a shadow government.Now, with Emperor Apollo in charge, the old ways of a Xenophobic, Racist, Enslaving, and Warmongering Capanern is at a (messy) end, and a new one is slowly rising from the ashes of a brief war. Although, peace is not without its payment.


Capanernian Currancy

Unlike the rest of Nern, Capanern does not use the gold currency, but does offer a currency exchange so long as you pay the exchange tax. The Emperor, with advice from economic advisors, has the current exchange rate as 1 gp = 93 cents. The currency is broken up into the following:
COINS:
- Point: copper, 1 cent
- Perse: silver, 10 cents
- Quad: gold, 25 cents
- Cobe: cobalt, 50 cents
PRINTED:
- Page: green, 1 page, 5 page, 10 page, 20 page, and 50 page bills exist
- Kay: red, 100 page, 1000 page, 10,000 page, and 100,000 page bill exist
100 cents = 1 page
image is to scale, whereas the pages are the size of a USD


HAWC

The Homeland Army of War and Crime (HAWC) is Capanern's federal military which oversees the execution of the Emperor's will, be that Foreign or Domestic. It is split between the following footsoldier ranks:
- Bronze
- Silver
- Gold
- Platinum
Then, the following administrator positions:
- Mythril
- Red
- Amythest
And lastly, the Emperor himself when he so chooses to enact his own will, will wear an emerald mask and a uniform that combines the look of the Inquisitors and the HAWKS... speaking of....
Capanernian Inquisitors are supersoldiers bioarchanically engineered by Capanernian Transmuters to act as the direct hand of the Emperor. If you see one out in the wild, it is because the Emperor himself demanded that the Inquisitor be there.



★ Hawk City

The heart and pride of Capanern, the center of peace and justice, and where the home of HAWC HQ is. To an outsider, Capanern is a science fiction novel. Trains and cars fill the asphalt streets. Skyscrapers fill the skies as tens of millions of people run about the sprawling expansion of the city. Radios and speakers play the newest jazz hits unlike anything outside of the world. And the newest invention, the television, has taken the continent by storm. From Hawk City, long-serving Thane and Red Hawk Borrack Northwind promises peace to the largest city in the world, proudly bolstering no murders in 17 years.

Seddledin / Elvenhome

Both Seddledin and Elvenhome are cities of similar build and demographics in the west plains of Capanern.

Shire of the Golden

A sprawling suburbia that is bigger than most cities anywhere else in the world. Endless houses sectioned by style and size, intermittently dispersed with typical city amenities and industries.

Lastport

Lastport is the cultural epicenter of Capanern, most of it being unchanged from before the modern industrial Capanern that exists today. Anyone visiting Capanern comes in through here, and aside from the capital, is the most tourist-filled city in the nation due to its historical significance.

Palm Sun

The beautiful, sunny city of Palm Sun gives Tor Kabir a run for its money when it comes to warm weather, white sands, and palm trees. The city is home to celebrity and politician penthouses which line the lakes, and includes many hikes down the coast to the beaches, although the city is not on the coast itself.

Silvox

A Capanernian city devoted to building the technology that Capanern is so famous for. The city is powered by a weather machine which causes constant thunderstorms. Magic to electric power conversion at an astonishing rate, it's infinite! This is where cars, guns, radios, and once upon a time Warforged all hail from.

Embros

A smaller city in Capanern, that still puts most other cities in Nern to shame. It has man-made rivers and canals that lead in and out to sea. A beautiful tropic city.

Queen's Peak

A frozen arctic city built in where Nern's Ridge collides with the Iron Peaks. A massive ancient castle known as the Western Rampart is walled off from the rest of the city.

Farnorth

It was once the capital of the Dwarven Empire before the civil war split the Dwarves into factions, and Capanern took them over. Now, it is where the Platnium Dwarves call home.

Longbrook

Longbrook is a city in the bamboo jungles of Capanern up by the very edge of the Iron Peaks' end. It is a cultural epicenter, harboring many old traditions from the non-elven races across Capanern (mostly Changeling, Lupin, and Aarakocra)

Renrirshown / Skavnika

Renrirshown (AKA "The Ren" is Capanern's biggest embarrassment (besides the whole racist past) a city of high-crime and poverty, barely policed by the HAWCs. The city has an underdark of Skaven which although they have some self governance rights, are indeed under the direct control of Capanern.

Emperor's Palace

It takes a lot to run an empire! The holy Emperor of Capanern and those he needs closest, such as the Amethyst Hawk, live in the city-sized palace in the Artic North East.

Celestios / Fallen Asylum

An island of Aasimar, Celestios has a large whaling population, and like Skavnika, has some autonomy of self-governance.Fallen Asylum is on a separate island, and is used to harbor the most dangerous of Capanern's many felons.

Equoth

The Desert of Treasures, the Desert of Secrets

  • N/A

  • Various

  • Humans, Elves, Ranku, Chiirgoth, Viashino


Description

Equoth has five major cities upon it, four of which lie around the Sand Dunes and one of which is mostly beneath it. All of the cities were founded by Capanern at one point, and as of now have all been relinquished back to their population following Capanern's defeat.



Pioneer's Quay

Ready for anything, the Quay is a fledgeling hamlet with only a few hundred inhabitants, all of whom are adventurers seeking to make a name for themselves and stake claim to Equoth's hidden treasures. You all will be staying here during your adventurers, as of Sol 12th, 97 JE (the date of your arrival) the town is almost completely set up, with the majority of its residents settling in. Though it isn't on any map, you can find the hamlet on tht coast between Sandu and Silent Grove.Pioneer's Quay is split between the three factions of the New Church of Lunavera, The Horde, and the Moray Bros. Adventure Company, although amenities are shared between all three. Although the factions splitting the town are technically rivals, they have a steady alliance to watch each other's backs.

Cardover

Cardover is currently ruled by a 14 year old boy-king named Sire Michael Yester, often called Sirmikel colloquially. Equoth has historically had their kings chosen through divine right alongside a favor from the family of the previous King, and through a steel pile of BS, the young orphan Michael won the election and now has absolute authority over the region. That being said, many do indeed call King Michael a holy prophet, as his rule has been one of economic growth and bountiful harvests, however many who sing his praises are from the local Church of Luxlava, which King Michael has enormously favored and has expanded the power of tenfold.Cardover is inhabited by races from all across Nern, and is certainly a melting pot of outcasts and misfits, originally being a Capanernian war colony used to store relocated populations. It's easy for its citizens to get swept up in excitement, celebration, and festivities; but as they would say being overly nice is better than the opposite. Cardover also has the luxury of being far away from the Sand Dunes proper, which means they don't have to have as strong defences to ward off monster attacks.

Silent Grove

Named after the magical Grove at its center which is forever under the effects of, you guessed it, the Silence spell. The Grove is structured around desert agriculture, and provides food exports to the rest of Equoth in return for other supplies. The Grove is famous for its Cactus Farms, (which is where a lot of drinking water comes from) alongside more traditional fruits and vegetablesThe Grove is ruled by a Republic of Churches, where each religion has a representative which has a number of votes it can cast based on census results correlating with number of worshipers in the city. While this allows for a lot of freedoms, it does create a lot of politicization of religion and identity. Rather than a standard church district, The Grove’s places of worship are spread out throughout the city far away from one another, and act as town halls for the fractioned population.Off the coast of Silent Grove is the famous Salt Taffy Island, where a massive factory sits on top of the oceanic salt flats. Yes, salt taffy is made there, but so are many great machines used all over Equoth. It was a repurposed weapons factory from Capanern taken over by the city, although the Concordat has it under watchful eye, just in case.

Snassothar

Deep beneath Equoth lies layers and layers of tunnels and caves spreading across the entire continent, chock full of monsters and treasures alike. The Chiirgoth, or batfolk, make their homes within this underdark; surfacing in the sand dunes as Snassothar.Snassothar is the easiest, and not to mention safest, way to enter the underdark, but this is only because the local Chiirgoth keep it so tightly guarded. Snassothar is a useful checkpoint when crossing the desert and acts as a safe exit strategy for traversing through the underdark below, but only so long as you stay within the Chiirgoths' good graces

Sandu

Capanern began Sandu to extract the resources from beneath it, but once the Emperor was finally put to rest and the colonies were set free, Sandu was left to the Viashino, a volatile culture built on emotion and excess in all things. The Viashino are frequently feasting and partying, and rarely take much seriously, even threats. They are more-or-less ruled by a direct democracy, but like most of the native cities, aren't too keen on outsiders. That being said, they are certainly the most friendly of the three, but it's a low bar.The Viashino have recently been on a kick of collecting Capanernian technology and demolishing it during psudeospiritual festivals in Sandu, to the horror of all others around them. They certainly hate Capanern the most of all, even today 20 years after the war ended.

Equoth Underdark

The Desert of Treasures, the Desert of Secrets

  • N/A

  • Various

  • Eren, Chiigoth, Drow, Driders, Stone Dragons, Minotaur


Description

Much is left to the unknown about Equoth's deep underdark. The important locations therein will be recorded as players come across them via exploraiton.



Black Candle

The name given to the sole manufacturers and runners of the drug Spit, popular throughout the Underdark, and even in many cities on the surface. Their leader is the mysterious entity known as "Happymaker" who is constantly paranoid and never seen. Black Wick controls the most of

Mylar's Kingdom

Ruled by the mysterious, eclectic, and completely paranoid King Mylar, this city is one of the few safehavens located anywhere within the underdark, and even then it is rampant with drugs and debotchery.

Kanar's Wall

Dragon Lord Kanar and what is left of his spawn rule over the river of lava called Kanar's Wall, a massive territory which spans an entire cross-section of the Underdark. Dotting the so-called wall, are Dungeons ruled by his kin, such as the dragon Kate.

Misc Locations

Cities not belonging to a specific continent, but still on Nern

  • N/A

  • Various

  • Various


Description

At the center of the major continents, there exists a few places too far from a continent to be laid claim to.



Anchorage

The name is a coincidence... anyway... this is a makeshift city built of tied together ships at the center of the plane. A popular pitstop for pirates and adventurers as well as merchants.

Port Starside

Port Starside lies at the center of the world, and acts as a neutral ground for diplomatic meetings, and as a bastion of trade for merchants all across the multiverse. It is heavily protected by the Concordat after being freed from Capanern post-war.

Arcadia

The virgin nation of Arcadia is built up of five very powerful liches with the goal of creating a peaceful world without death. The VERY exclusive continent takes refugees from across the multiverse and re-creates them in the frankensteinish ways of the wicked Delilah Moreo, only without tearing away their free will. Although the continent is isolationist and peaceful, the magic required to keep the paradise alive is mysterious, and quite controversial. Perhaps there is good reason Arcadia stays far away from the rest of Nern….Its capital city is Overture.

The Moon

The Moon, shining green light above the sky of Nern

  • ???

  • N/A

  • Simics, Dinozores, Dinosaurs, Tarrasques


Description

The moon was created to punish an ancient race known as the Simics. Very little is known about them, even what they looked like, only that they were banished to the lush green eldritch jungles of the moon for helping to keep the Old Ones in power, and becoming very close to overthrowing the gods. The magical energies which come from the moon are potent in shapechanging magic and dreamwalking.



The Fey

Chaotic Plane of Emotion

  • N/A

  • Druidic Harmon / Misc. Archfey

  • Eladrin, Satyr, Centaurs, Faries, Dryads, Sprites, Harengon


Description

The Fey is split into four directions, Summer, Winter, Spring, and Fall. Between the four of them is the Wilds, which lies without court. Within the Fey, there are rules which must be abided by as if they were the laws of physics:• Thanking a Fey for things like gifts, food, or services will turn you into their slave
• Eating certain foods automatically makes you a slave
• Fey can't lie
• Fey can steal mortals' names if they know what the name is. This works for titles or nicknames too, but birth names are much more valuable.
• Fey are very allergic to iron
• Fey cannot cross salt lines
• There are no directions in the Fey Wilds. Traveling to a place without knowing how to get there is nearly impossible
• Fey can manipulate the nature of the Fey Wilds to get to places quickly, hide in plane sight, and conjure items.
• Fey's illusions are much more powerful
• Certain magic doesn't work in the Fey Wilds
• Leaving the Fey Wilds requires permission from any Fey
• The Archfey has microcharms on all the Fey in his/her court
• The Fey Wilds itself is a sort of living, chaotic, magical being. It will often act out fairytale-like wild bursts of magic.
• Without an Archfey as it's leader, a court becomes Wild.
• At the "center" of the plane are the Wilds, where all the courts meet. It's a lawless chaos where Fey have parties and practice horrific chaos magic.
• Every Fey has ulterior motives.
• Don't pick the flowers, and especially don't listen to what they tell you.
A Fey takes the shape of their court (most of the time) but can otherwise change to another Court's shape if their heart changes via emotional revelation.Time also works differently in the Fey. You can leave the Fey before you entered!There are several minor Fey Courts within the wilds that protest against the major four. They are listed below, followed by the major courts and their cites:



Kaleidoscopic Court

This court sits between the Summer Court and Winter Court. Their Archfey (Named Beholder's Eye) believes in the beautification of all things, living and object, as if they were burning diseased items. Their intolerance for all things ugly is manifested through the emotions of vanity and disgust. All members of their court are enchanted to have radiant skin and symmetrical faces.

Dragon Court

Fey Dragons, also known as Faerie Dragon, were born of Io Asgorath before his death beneath the Summer Court Mountains. The Dragon Court protects his skeleton between the Summer and Spring Courts, ruled by a Faerie Dragon

Cinder Court

Beware the Court of Cinders! The Fey there are ruled by the emotions of low-self esteem and hatred! Where these negative emotions came from is anyone's guess (perhaps Shadowfell?) but one thing is for sure, these Fey are obsessed with Fire and Iron, the latter of which being deadly toxic to all Fey. Their hatred for the Fey is so powerful, it makes them immune to the iron vulnerability. It lies between the Summer and Autumn Courts.

Decay Court

The court of Decay are mushroom fey necromancers which work with mycanoids for their master, a mushroom Faeie Dragon who has spore breath. The Decay Court turnins their dead into mycanoid zombies to be used again one last time before growing back into the earth. It lies between the Autumn and Winter Courts.

Twilight Court

The Twilight Court worship the ever-mysterious Twilight Gods, and are bestowed by an infinite and zealous search for answers to their dark and mysterious gods, infamous for speaking to very, very few people. It lies at the center of the Fey Wilds

Nowhere

Nowhere, home of the Anti-Fey, is ruled by a mysterious archfey known as Nothing. The Anti-Fey have been in hiding ever since they were defeated in war against the Winter Court. You will not find their court on any map, but a representative to the Concordat is still sent on their behalf.


Summer Court

Fey Court

  • Slumbering Keep

  • N/A

  • Summer Fey


Description

Beware the Summer Court! After the old Archfey, Sagansol, was murdered by his son Lazlo Foretell, the entire Court devolved into madness and total chaos! Any who enter are doomed to insanity and pain.



★ Slumbering Keep

Deep in the Summer Court lies Slumbering Keep, once the capital city of the mighty and proud Summer Court, now an empty wasteland full of mad hags and beasties. Legend has it that within the court is the Sunlit Coronal, which could grant a Fey powerful enough the ability to become Archfey. That being said, no one has gotten to it for over a thousand years, so....

Burnton

The city of Burnton, at a time, was a fierce battlement. A scorching pyre dedicated to the flames of combat. Now, it is more smolder than scorch.

Madder's Point

The city was once called Magnus Point, but after the Summer Court lost its Archfey and got cursed, the name got changed. Those who go mad in the court tend to congregate here.


Spring Court

Fey Court

  • Evangeline

  • N/A

  • Flower Fey, Rainy Fey


Description

The spring court has two sides, the flower and the rainy. The Flower Fey tend to like to party and play pranks, where the rainy fey are more calm and relaxed... but beware the thunder should anger rise!



★ Evangeline

The capital city of the Spring Court, a beautiful damp elegant city which celebrates festivities nearly every day. Lit with twinkling fireflies in the night and everclean, most people who visit here never want to leave (unless they get sick of the noise and lights)

Vlod Village

Surrounded by a prairie of flowers and waterfalls, Vlod Village is a small city which is famous for its magic breweries.

Watercress Way

A giant village built on top of a giant lilly pad in a lake. Home to giant fairy frogs which blow when they croak.

Fiesta

If you are going here, good luck. Fiesta, as the name implies, is literally one non-stop party. Literally.


Autumn Court

Fey Court

  • Grovewood

  • N/A

  • Autumn Fey


Description

The Autumn Court is one of hunt and living with nature, even moreso than the Fey normally do. Unlike the other courts, the Autumn Fey tend to stay relatively further away from magic.



★ Grovewood

Grovewood is the most city-like of all locations in the Autumn Court, high above the ground in tree forts and illuminated with glowing paper lanterns.

Toad's Crossing

A city built around the bridge of the same name, Toad's Crossing covers a large magical river, where nymphs reside, although they stay far away from the city. The Autumn Fey there keep the city safe for travellers to cross the river without falling to its powerful enchantments.

Stone Slipper

A large shoe-shaped slag by the edge of the wilds, the Stone Slipper is home to many masons and potters.


Winter Court

Fey Court

  • Palace Hold

  • N/A

  • Winter Fey


Description

The Winter Court is cold and calculating, as such are its inhabitants. The Archfey is obsessed with magic, and so even MORE than the Fey normally is, the Winter Court is overflowing with the arcane.



★ Palace Hold

The capital city of the Winter Court, and home to the lovely ice palace of the famous Baroness Morkall Kelle and her harem of dryads.

Galasia

Once this city was destoryed by a storm giant! Now, it has been rebuilt, bigger and better than ever. The city of Galasia is a merchant's heaven, built with sturdy stones up a tall hill.

Ice Atoll

An icy moat surrounds the city which was grown out of the lake which shares its name.

Fort Tallwell

Colloquially called "the snow fort", this city is built around what was once a military base during the war against Nowhere, also known as the Anti-Fey, but that is a history long forgotten... you probably won't hear much about it from anywhere else.

CHRONUS

Shadowfell

Plane of Dakness and Curses

  • Broken Echo

  • The Dead Gods

  • Humans, Shadar-kai, Vampires, Eren, Skaven


Description

Poor Shadowfell, how it has been cursed since it began... for over a thousand years most of Shadowfell has been destroyed into a cursed darkness in the Ether known as the Lostlands. What remains is a small sliver overrun with curses and undead. Ruled by Chronopsis the Dragonkind, then by the dreaded Delilah Moreo, and now by the Red Lich, who wanders the plane in his Crawling Castle and has become madly obsessed with solving time travel.



★ Broken Echo

Built beside Weeping Lake, Broken Echo became the capital city in Shadowfell after Chronopsis was killed and Delilah took over, as it was her hometown. Now, the city remains the capital even though the Red Lich does not live there.

Crescent

To the east of the Cedehope Mountains, Crescent is where the Gate to Nern resides, heavily guarded.

Hold of Stars

City of the Cursed, Hold of Stars is where Chronopsis' old castle now lays in ruin. Cursed with the bitterness of the dead old king, it only affects you if you let it in. But the whole city is cursed with gloom. Those affected may become bitter. Gaining the following symptoms: Isolationism, Paranoia, Greed, Anger, and Depression. That being said, its people are a resiliant and stubborn bunch. As the curse is wild and fleeting, its people know not to take much personally, especially from outsiders who are not as adaptive as them.

Strutters

A wealthy aristocratic city only a few minutes away from Broken Echo. Host of many pretentious galas. Haunted by long-dead ghosts so affixed by gluttony that they would rather stay on this plane than see their gold in another's pocket.

Gale

The latgest and safest city in Shadowfell, Gale is protected by all curses and monsters which come out of both the Hunger and the Redrun River, prime sources of death and darkness.

Shadowvir

The vampire city of the Shadar-kai, and where the redrun river ends, although the waterfall is now dry.

Midgard

The Mirror Plane / Shadowfey

  • N/A

  • Various

  • Shadowfey


Description

The mirror plane of Midgard is created through the runoff of magical energy from Nern, Shadowfell, the Fey, and even the moon. The plane is under a serious curse to resemble mirrors of all three planes. Although scaled down, the continents of midgard all are exact mirrors of the central planes. Therefore, Planeswalkers are prone to use to to travel faster by using Midgard as a subspace.More importantly, the residents of Midgard are known as Shadowfey, a very physically versatile race which are all affected by Midgard's Curse, which is to be reflections of someone from someone on the other side of the plane (Nern, Shaodowfell, etc.)



Nightmare Kingdom

Reflection of Bone Mesa

The Nightmare Kingdom is one of the longest-ruled empire in Midgard. Once it was ruled by Tantibus, then by Prince Scáth. Throughout the centuries, the Nightmare Kingdom has grown its empire across Midgard's Bone Mesa, and is a bastion of magical knowledge throughout its landscape. Most famously, Delilah Moreo tried to destroy the continent by creating giant magical drills, which if she would have succeeded, would have plunged Midgard into destruction.

Midgard Republic

Reflection of Capanern

The great bastion of peace, democracy, and equality, Midguard Republic is the largest governing state in the plane, and is on the continent of Capanern. It is a hallmark location of freedom and civil rights, which all other nations in Midgard and beyond could take a note on.

Hellfire Coast

Reflection of Krator

The Hellfire Coast is a dangerous, heathen-filled land unbound by rules or laws. Covered in deadly warlock pirates, no one who wishes to leave with their lives should dare enter the coast, not unless you plan on joining one of the many evil gangs.

Frogbottom

Reflection of Heilige (Swamps/Jungles)

Frogbogbottom is a peaceful, carefree country built on love, free living, and keeping the peace. The area has had no conflict for thousands of years. Even its monsters just want to "vibe and chill out"

Neotropica

Reflection of Heilige (Central/East Coast)

The newest government in the region, Neotropica is a city built around the joyful persuit of magic! Those who live here want nothing more than to study the arcane, and use it to create a peaceful, brighter future for all humanity across the multiverse.

Dazzle Snow

Reflection of Heilige (Antartic)

Covering the southside of Midgard's Heilige, the beautiful and bedazzling empire of Dazzle Snow is a shrine to form over function. It is a city of such sparkling, feylike intracacies, that it is hard to navigate. In fact, the country is so beautiful, most people are to stunned by its beauty to muster a strong work ethic for things like farming, fishing, or mining.

Court of Enlightenment

Reflection of Summer/Spring Court

Those who reside in the Court of Enlightment are very, very serious. They have no time for "jokes" or "fun" or "partying". No, they must study, they must grow their mind. They are serious. Or, as the rest of Midgard would say, they are the "boring wizard type".

Ironwall

Reflection of Winter/Fall Court

The residents of Ironwall are a wild bunch, that if for sure. Magic to them is seen as over-the-top, trite, and annoying. They would rather build great machines, living in a steampunk kingdom with trains, gaslamps, and flying machines. The pubs here are sublime, with a carefree partylife and an optimistic culture of "follow your dreams", often times ending with a Shadowfey drunk driving a jetpack into a lake.

Glowrise

Reflection of Shadowfell

Glowrise was very large once, but when its mirror Shadowfell was nearly-destroyed during the creation of the Lostlands, the majority of Glowrise disappeared as well into the ether. Regardless, Glowrise is a magical, sunny country where the lights always twinkle and magical enchantments bless the land in a radiant light.

Moon Land

Reflection of Moon

Moon Land is devoid of population, but is a magical prarie of giant flowers where many cute animals and creatures love to play. It often gets visitors because of this fact.


WARNING


The art gallery does NOT censor NSFW images.
Contains Nudity

Contains Nudity


Justin Fabregas

Aaron Mohrezahmd

Melia Glubka

Lorenzo Vasek

Map art not included, and is on the map page


MISC.

C1 Party Drawing

By Shadows PD


Lazlo Art

By Maria Jereza


C3 Ballroom Team Drawing

By Connor Torpey

C2 Party Drawing

By Connor Torpey


Jeremiah Art

By Fishedraws

THE CONCORDAT

Updates from across the multiverse


Sol 14, 97 JE

GALE, SHADOWFELL - The Red Lich has requested to address a statement regarding rumors of "violence, devilry, and interplanar meddling" within the abandoned Redhorn Mansion up on Creepytree Hill.In a statement to the press while visiting Strutters, the King had this to say:
"I am appalled by these ruminations of so-called 'devil deals' happening within our fair city. Gale is a good city full of honest, hardworking people. Deals with devils are something best left to the Nernians."
The Red Lich refused an answer about why independent journalists found sulfur and ash all over the mansion's floor, and of the multiple eyewitness accounts saying they saw strange people teleport nearby. One witness even claims to have heard an explosion from inside.The Red Lich turned into a swarm of bats and flew back into his castle without taking any more questions. Representatives from the Cult of Ramure refused to comment.


Sol 11, 97 JE

THE EMPEROR'S PALACE, CAPANERN - It is a dark day for the Capanenian people. An attempt against the emperor's life has been made, but luckily the would-be murderers were slain before they even laid eyes on the Emperor. In a notice to the public, the Emperor game the following quote:"An attack on my court shall be treated as an attack upon my person, but action of great severity must be supported by great certainty. I am honored that my court took up arms to defend their brothers and sisters as well as my nation. Through the work of all of Pichiro's children Nern has known peace for 20 years. My heart breaks for those who have fallen to the corpse's taint and those they have hurt in their madness. But I am not Pichiro Nern my love will not stop what must be done. The corpse taint will be purged before it can spread once more."No further detail regarding the attach was made public, however, political action and economic sanction against the Ashen Forge have been taken by the Empire, but no comments have been given on if this is coincidental or not.

The Concordat

Keeper of peace in the central planes.

After the war against Capanern had ended, the unified force against such a wicked evil decided, with the goal of creating a unified body in the central plans with which to concern peace, to create The Concordat.This multiversal entity consists of delegates from across the central planes, regardless of their alignment. It is split into three categories. The largest is governing bodies, the second largest is churches, and the smallest is corporations (ie. guilds, clans, and companies.) The latter group has far less actual voting power than the other two, however have exclusive decision rights in particular acts, and are always the tiebreakers in the case of a tie.The Concordat has, throughout the years, occupied territory throughout the multiverse with their own united military.Many have called the Concordat into question for allowing evil nations such as Utopia, or other forces of darkness such as Ramure's pantheon Shadowscale.Meetings are held in a demiplane where no harm can be done to meeting participants, although violence has never broken out between any visitors.Below is the seating chart of the Concordat. The top left is the nations of Nern. The top right are the nations of the rest of the Multiverse. The bottom right are all the pantheons of the multiverse, and the bottom left is where the corporations sit. Each seat is 1 vote, although when the Companies vote, they add a number equal to the percent of their voters who agreed on their outcome out of 20, rounded up. Therefore, if there were 25 votes Yes, 12 votes No, and 3 Abstains, they would add 13 votes for Yes.


Official Statement from the Concordat:

"Following the near destruction of nern and the metamorphosis of Capanern, the powers of the world decided it was best to create a global coalition to help pave the way towards peace, freedom, and unity. The governments of the world use a modified magic item called the Bell of Peace and Soil to manifest a monthly conference in a pocket dimension where no harm can be done. These meetings are recorded and published to the public.The goal of The Concordat has always been to give a voice to all parts of the world. To grant transparency and help bring about a better tomorrow. This means that objectively evil parties such as Utopia and Shadowscale have seats at these meetings. To what end? Most people on both sides aren't even sure."



News Updates

The Concordat's primary duty to the central planes is to provide outside news in order to keep the peace between ALL of its inhabitants, regardless of race, creed, situation, or otherwise.

House Rules

This page does not exist in canon

👑The Canon Countdown

If someone says something and the players count to ten on their fingers in front of me without me stopping them, it becomes Canon. This only affects Lore (eg. not giving yourself an ability / item) and cannot contradict established lore. Can be done on video call or in text chat.

DM Inspiration

Inspiration is given as a d6 you can add to any roll you want (damage, skill check, saving throw, etc.) other than luck checks. You may add these retroactively as well.

Insight

Insight checks to specifically tell if someone is lying will often only give very minor hints. The results of Insight checks in general are mitigated to insensitive critical thinking

Homebrew

I must read it and approve it. The same goes for new sourcebooks. No 5.5 / D&D One

Critical Criticals

Nat 20s auto succeed Saving Throws and most ability checks. Likewise Nat 1s fail.

Potions

Drinking or administrating a potion is a Bonus Action

Multiclassing

Always run Multiclassing by me. No Multiclassing with homebrew classes, other than specifically Blood Hunter and Dragon Herald just bc I know those best. Homebrew Subclasses are OK.

Flanking

Making a melee attack while an ally is on the opposite side of the target instills advantage.


Spells

Identify

Identify does NOT just give the language of the item/artifact for the same reason as Insight. Instead, Identify will give hints and clues into the nature of an item, more often than not rather heavy-handed ones. The only way to get the exact language of a magic item is to attune to it.

"End Fun" Spells

Knock and other "Skip Puzzle" spells don't work in dungeons so everyone can enjoy them

Silvery Barbs

Silvery Barbs is a 3rd level spell if you really want to use it that bad.

Magic Missile

Roll multiple d4 rather than just 1d4. This is non-negotiable.

Remove Curse

Some curses are too powerful for remove curse!

Suggestion

Suggestion needs to be worded specifically to include the following:

  • It needs to be something the target would realistically do as the spell states, but it must also be worded in such a way to sound more reasonable than the spell’s listed options.

  • The spell must start with “I suggest you…” or something of that ilk.

Locate Object

Locate object's "nearest object of a particular kind" wording cannot be something overly specific. Think, a halberd rather than, a golden halberd used by the villian we are trying to find.

secret rule:
All follow strings guided by the path of Serenity and the soles of Scintillation. The forces that be at odds for all of eternity. We are what remains of that shattered Serenity

^ (OOC:) Video file got corrupted. No lore significance to it cutting out*

Meow

NameTypeColorPrice (GP/lb/carat)WPRSTR-
CruxMetal (Alloy)Grey700100Astronomical
Death JadeStoneGreen675100High
EtherCrystalRed-Orange500100High
DisputhiumMetalWhite500100Low
AbyciumMetalDark Brown300100Very High
Moonstone (magical)StoneWhite41790Low
DiamondCrystalWhite30085Very High
IllithidiumMetalPurple200100Astronomical
Chaos StoneForge StoneRed20095Medium
Stable StoneForge StoneBlue20095Medium
Storm StoneForge StoneOrange20095Medium
MythrilMetalCyan12590High
AdamantineMetalRed10080High
InferniumMetalRed10085High
PriminiteMetalDark Cyan12090Low
TitaniumMetalGrey6010High
RubyCrystalRed6035Medium
AmethystCrystalPurple6035Medium
BismuthCrystalRainbow6030Medium
EmeraldCrystalGreen6035Medium
SapphireCrystalBlue6035Medium
ZicronCrystalCyan6010Medium
AlexandriteCrystalPink5525Medium
CitrineCrystalYellow5525Medium
GarnetCrystalRed5530Medium
OpalCrystalRainbow5530Medium
TopazCrystalOrange5535Medium
GoldMetalYellow5020Low
AquamarineCrystalCyan5025Medium
OnyxCrystalBlack5025Medium
PeridotCrystalLime5025Medium
PyriteCrystalGrey5020Medium
PalladiumMetalGrey4515High
SilverMetalWhite4510High
PearlCrystalWhite4525Medium
PlatinumMetalWhite4040High
Sunstone (Feldspar)CrystalBrown4025Medium
SteelMetal (Alloy)Grey2510Medium
BrassMetal (Alloy)Brown2015Low
BronzeMetal (Alloy)Brown2015Medium
Rose QuartzCrystalPink2020Low
Smoke QuartzCrystalGrey2020Low
CopperMetalBrown1515Low
IronMetalWhite1510Medium
QuartzCrystalWhite1525Low
ZincMetalBrown105Low
TinMetalGrey105Low
RedwoodPlantRed455Medium
Moonstone (non-magical, Feldspar)StoneWhite35Low
Standard StoneStoneGrey15Low
Standard WoodPlantBrown15Very Low

Dragons

Dragons were once promised to rule over the multiverse, and did so for a brief moment of time called the Dragon Age, before being pushed back by Capanern.Now, Dragons are spread throughout the central planes and beyond, factioned and split up, becoming separated and vicious not only against humankind, but against each other too.

The Dragon Gods

There have been 6 Dragon Gods throughout history. This started with the original Dragonkind, Io Asgorath, creating three more: Tiamat the Evil, Bahamut the Good, and Chronopsis the Judgemental. These original four dragon gods created most of the kinds of dragons in the world today.Soon after, Bahamut was the only dragon god still alive (although the spirits of the others may still haunt some areas of the world) Bahamut created Morg, and later Fefrit who both turned their most loyal of kin into Stone and Gem dragons.

The below categories are some notes on dragons collected throughout the centuries. NOTE: These are generalizations. All dragons have the potential to act and evolve beyond their nature

Chromatic Dragons

Red Dragons ★★★★★

Breath: Cone of Fire
Typical Temperament: Evil, Wrathful
Preferred Habitat: Mountains
Element: Fire
Red dragons are rash and angry, ruled completely by greed and a lust for power. The only thing scarier than a red dragon is one with the foresight to plan their next move. Luckily, that is a rarity. Your best plan for survival: grovel and say goodbye to that magic item.


Blue Dragons ★★★★

Breath: Beam of Lightning
Typical Temperament: Evil, Scheming
Preferred Habitat: Deserts
Element: Lightning
Don't let the horn fool you, there is nothing unicorn-like with the scheming blue dragons. They like to bury themselves in sand, which may seem cute until you step right into their jaw. Unlike their other chromatic brethren, the Blue Dragon is a schemer and thinks ahead before going in for the bite. Don't get it twisted though, this is more akin to playing with your food than it is to a plot.


Green Dragons ★★★

Breath: Cone of Poison
Typical Temperament: Evil, Corrupting
Preferred Habitat: Forests
Element: Poison
My personal favorites, the Green Dragons make up for not being as smart as their blue counterparts through the power of delegation. The Green Dragon likes to corrupt others into doing their bidding. Their finned backs and flexible bodies also lead them to be sneakier than the other chromatic dragons.


Black Dragons ★★

Breath: Beam of Acid
Typical Temperament: Evil, Cruel
Preferred Habitat: Marshes
Element: Acid
Slender, territorial, and spiked, black dragons hate working with other dragons unless they have to. Historically, the cases in which they have worked alongside humanoids in any capacity have been slim, and even so, these cases are with power-hungry archvillians.


White Dragons ★

Breath: Cone of Frost
Typical Temperament: Evil, Vengeful
Preferred Habitat: Arctic
Element: Cold
The white dragons are the smallest and the dumbest (not that there haven't been the exceptional mastermind brood monarch) and are fueled by an intense sense of vengeance. If you cross them once, they would sooner die than stop trying to kill you.


Rare Chromatics

Purple Dragons ★★★★★

Breath: Beam of Plasma
Typical Temperament: Evil, Liar
Preferred Habitat: Deep Caves
Element: Fire/Lightning
The rarest of the chromatic dragons, Purple Dragons love to lie as much as they love to evaporate living creatures with their plasma-beam-breath. Masters of illusions, don't trust a word they say, or it may be the last thing you hear! Even if they don't kill you themselves, they get off on leading others to their deaths.


Orange Dragons ★★★★

Breath: Beam of Lava
Typical Temperament: Evil, Hateful
Preferred Habitat: Valleys
Element: Fire
Orange dragons are a cross between Red and Black dragons. They are fueled by an intense hatred of all things they deem unworthy of their presence and are quick to spray anything that offends them with liquid fire. Truly, they take the worst qualities of both Red and Black dragons.


Pink Dragons ★★★

Breath: Cone of Scalding Steam
Typical Temperament: Evil, Egomania
Preferred Habitat: Hotsprings
Element: Fire
Mix between Red and White, the Pink Dragons are absolutely obsessed with their own self-image, and will quickly turn to violence to anything that it perceives as either not basking in its beauty, or worse, something it believes to be more beautiful than itself.


Yellow Dragons ★

Breath: Cone of Sparkles
Typical Temperament: Evil, Spiteful
Preferred Habitat: Hills
Element: Fire
Fire and Poison mixing leaves yellow dragons with pretty saturated scales, but with a breath weapon more fitting of fireworks than a fearsome monster. This leaves yellow dragons in the reverse of most of the chromatics, where they seek out humanoids to scheme against the other non-yellows. It is this spite that has left the yellow dragons few and far between.

Metallic Dragons

Gold Dragons ★★★★★

Breath: Cone of Fire / Cone of Weakness
Typical Temperament: Good, Fair
Preferred Habitat: Plains
Element: Fire
Gold dragons are majestic creatures dedicated to fairness. With a hatred of liars and tricksters, it is natural that gold dragons hate interacting with other dragons unless duty calls. Should you be lucky enough to find one, be sure to enjoy their wisdom and pardon their bluntness. Politeness is not their forte.


Silver Dragons ★★★★

Breath: Cone of Frost / Cone of Paralysis
Typical Temperament: Good, Dutiful
Preferred Habitat: Mountains
Element: Cold
Silver Dragons are the paladins of the dragon world; secluded and solitary, but when called upon by those in need they will come at the aid of humans who dare to find them. Have you no gold to pay them, worry not, as the only thing bigger than their desire to protect is their appetite!


Bronze Dragons ★★★

Breath: Beam of Lightning / Cone of Repulsion
Typical Temperament: Good, Rescuer
Preferred Habitat: Hills
Element: Lightning
Shining bronze with green stripes, the Bronze Dragons can never resist the call to help those in need of saving, especially against what they consider to be cruelty. Most metallic dragons take humanoid form, but Bronze Dragons are one of the only ones which rarely leave humanoid form in the company of others.


Copper Dragons ★★

Breath: Beam of Acid / Cone of Slowing
Typical Temperament: Good, Pranksters
Preferred Habitat: Hills
Element: Acid
Socialites with a sense of humor, Copper Dragons think they are all that and more, and are quick to be annoyed by those who do not play along with their hijinx. Out of all the metallic dragons, Copper dragons are the least "pure good" creatures, prone to acting out against impolite company, or anyone who challenges their horde.


Brass Dragons ★

Breath: Cone of Fire / Cone of Sleep
Typical Temperament: Good, Chatterbox
Preferred Habitat: Deserts
Element: Fire
The Brass Dragon Paradox is something which persists in many other races in the multiverse (especially within the fiendish) where they believe humility to be such an important virtue, that their humble and kind nature turns into self-righteousness. Worse than this though is the fact that Brass Dragons love to talk and talk and talk and talk and talk....


Rare Metallics

Mythril Dragons ★★★★★

Breath: Beam of Lightning / Cone of Silence
Typical Temperament: Good, Quiet
Preferred Habitat: Waterfalls
Element: Lightning
Mythrill Dragons are rare. I mean more rare than all the other metallic dragons. not only because they are simply less common, but also as they do not wish to be seen! Mythril Dragons are shy, timid, and prefer the company of humanoids who are of like mind. They could turn angry against loudmouthed or rude company; which you would be wise to not be, as they are fierce monsters in battle.


Adamantine Dragons ★★★★★

Breath: Beam of Fire / Cone of Fire
Typical Temperament: Good, Foolhardy
Preferred Habitat: Shallow Caves
Element: Fire
Adamantine Dragons are always raring to go, often hating being cooped up in tight caves and yearning to be thrust against evil. Dragons of dramatics, they often take "secret identities" in their humanoid form to better sus out evildoers in cities.


Iron Dragons ★★

Breath: Cone of Fire / Cone of Darkness
Typical Temperament: Good, Guarding
Preferred Habitat: Mountains
Element: Fire
Iron Dragons are protectors of the areas that they perceive to be in their territory, and that includes the people which reside there. Although they will swoop in to save the day, Iron Dragons have zero interest in humanoids at all, and do not enjoy their company, even after risking their lives to save them.


Zinc Dragons ★

Breath: Beam of Acid / Cone of Petrification
Typical Temperament: Good, Pacifists
Preferred Habitat: Tropics
Element: Acid
Would a Zinc dragon stand up against a chromatic dragon threatening the city? Sure. Would it want to? Absolutely not. Zinc Dragons are disgusted by violence and injury. Most of them are hemophobic and would sooner fly at the sight of blood than go chase prey. Most of the time, they use their horde's wealth to disguise as tourists or partygoers, and their families stuff their bellies with luxury human foods in tropic sands.

Gem Dragons

Amethyst Dragons ★★★★★

Breath: Cone of Concussive Blast
Typical Temperament: Neutral, Regal
Preferred Habitat: Underground Lakes
Element: Force
Wise and regal, the largest of the gem dragons try their hardest to stop conflict via talking. That being said, should any squabbling annoy them too much, they are not afraid to get violent. Amethyst dragons love to be mediators and find thrill in compromise, regardless of parties. For example, one would mediate a pack of feral goblin necromancers and starving orphans as equals, and would likely try to come up with a system where both sides are "happy".


Emerald Dragons ★★★★

Breath: Cone of Disorientation
Typical Temperament: Neutral, Inquisitive
Preferred Habitat: Volcanic Undergrounds
Element: Fire
Emerald Dragons horde knowledge above gold, and rival liches in their knowledge of history, archana, and art. That being said, they are insanely paranoid of outsiders, especially humanoids, who they fear will steal all their secrets. This is why they choose to live in volcanic lairs ridden with booby traps.


Sapphire Dragons ★★★

Breath: Cone of Panic
Typical Temperament: Neutral, Militaristic
Preferred Habitat: Any Undergrounds
Element: Thunder
Extremely territorial and prone to violence, the Sapphire Dragon is unique in that it views its home lair, and those in it, as barracks of war, often farming giant spiders for food. These dragons are so psionically powerful, their bodies appear to be shattered when angry or irate. Their militaristic mind inspires both comroderaty to their allies, but more often than not, violence against outsiders.


Topaz Dragons ★★

Breath: Cone of Dehydration
Typical Temperament: Neutral, Recluse
Preferred Habitat: Underwater Undergrounds
Element: Necrotic
Topaz Dragons make caves for themselves under the ocean floor and exist to be alone. They hate all socialization, including with other gem dragons, even other topaz dragons. They are so socially inept, it is a far too common trend for them to ignore raising even their own hatchlings.


Quartz Dragons ★

Breath: Cone of Light
Typical Temperament: Neutral, Playful
Preferred Habitat: Artic Undergrounds
Element: Radiant
Quartz Dragons, sometimes stupidly called "crystal" dragons (which is dumb and redundent) these shiny white dragons love to stargaze, play in snow, and sculpting. These dragons are non-agressive to anyone unless physically attacked directly or stolen from, and are prone to charming humans to play or talk to them if they don't want to.


Rare Gems

Ruby Dragons ★★★★

Breath: Cone of Hypnotic Colors
Typical Temperament: Neutral, Lazy
Preferred Habitat: Underground Jungles
Element: Psychic
A Ruby Dragon would spend weeks manipulating and hypnotizing a drow to move a boulder across their lair if it means they didn't have to. They are so lazy, they create more work for themselves using their hypnotic breath and psionic trickery doing tasks that most dragons wouldn't hesitate to do in seconds. It's not even that they think some jobs are "beneath" their draconic form, they just don't like moving. If you make one move, though, you'll be in for quite the battle, as just because they don't excercise doesn't mean they aren't capable foes.


Alexandrite Dragons ★★★

Breath: Magic Missiles
Typical Temperament: Neutral, Scientific
Preferred Habitat: Magic Caves
Element: Force
Alexandrite dragons combine the gem dragons affinity with psionics with the chromatic dragons' touch of the weave. This has enabled them to become obsessive over experimentation. This often manifests in them doing the same test again and again and again for years, tweaking only the slightest of variables. These experiments, or the protection of integrity thereof, may cause the dragons to become irate when outsiders interfere, or if test subjects are not willing to comply.


Citrine Dragons ★★

Breath: Cone of Lightning
Typical Temperament: Neutral, Apathetic
Preferred Habitat: Darkest Undergrounds
Element: Lightning
Citrine Dragons are very apathetic. They do not care about most things, be that people, places, beliefs, or even themselves. Although they can be convinced to do something, often it is in return for a favor for something they would rather do less. That's to say, they are highly susceptible to persuasion.


Diamond Dragons ★

Breath: Cone of Healing
Typical Temperament: Neutral, Germophobic
Preferred Habitat: Gem Caves
Element: Radiant
Diamond Dragons are scared of the idea of death, and will do anything to stop anything from dying. Using their healing breath, some Diamond Dragons can even breathe on dead bodies to revivify them from time to time. Although this psionic power is beyond impressive, Diamond Dragons are generally some of the stupidest dragons out there, especially for the usually smart gem dragons, and can be easily manipulated into killing themselves by overexerting their breath, which few of their kind even realize heals by draining them of their vitality.

Stone Dragons

Obsidian Dragons ★★★★★

Breath: Beam of Thunder / Cone of Fire
Typical Temperament: Neutral, Loyal
Preferred Habitat: Underground Volcanic
Element: Thunder/Fire
If you have ever heard the expression "loyal to a fault", that would describe an Obsidian Dragon. Although they are smarter than their rival Amethyst dragons, once they have made a deal or a promise, it goes against every fiber of their being to break it, even if they were lied to or tricked. Though it may seem tempting, don't overuse this weakness, as all instinct can be overridden by draconic anger.


Jade Dragons ★★★★

Breath: Cone of Sacred Flame
Typical Temperament: Neutral, Vain
Preferred Habitat: Icey Undergrounds
Element: Radiant
Jade Dragons have an obsession with their own image, tending to horde reflective surfaces or other items that remind them of themselves (jadestones primarily, obviously). Notably, they hate other Jade Dragons outside of their family or brood to a violent degree.


Marble Dragons ★★★

Breath: Cone of Darkness / Beam of Necrosis
Typical Temperament: Neutral, Puzzlemaker
Preferred Habitat: Underground Castles/Dungeons
Element: Necrotic
Stone dragons of black and white, Marble Dragons love humanoids, but not in the same way as the metallics. Marble Dragons love to test the wits of those that stumble into their lairs, and often reward any who can complete their gauntlet with either a place in their horde or with treasure from inside. Should a Marble Dragon be seen frequently outside of its dungeon, perhaps it is scouting talent.


Coal Dragons ★★

Breath: Cone of Fire
Typical Temperament: Neutral, Crafter
Preferred Habitat: Underground Lava
Element: Fire
Coal Dragons cannot resist the forge, often chumming up to Duergar. Strict in their draconic greed, they only horde items they themselves have had a hand in making. Honorable and fierce, they are quick to melt anyone who dishonors their creations or their craft.


Slate Dragons ★

Breath: Cone of Cutting Sands
Typical Temperament: Neutral, Stalwart
Preferred Habitat: Any Undergrounds
Element: Physical
Slate Dragons are much, much smaller than any other breed of dragon; even after thousands of years of age, a slate dragon will only grow to a huge size. Slate Dragons are experts in camouflage, looking more than any other stone dragon to be completely made of grey stone. It is in their nature to be subservient to other Stone Dragons, and so they make powerful guards. Don't let their subordination fool you, they are still mighty foes, and make up for their lack of size and ambition with being incredibly tanky, and hard to put down.


Rare Stones

Moonstone Dragons ★★★★

Breath: Beam of Radiance / Cone of Sleeping / Cone of Dancing Lights
Typical Temperament: Neutral, Storyteller
Preferred Habitat: Underground Jungles
Element: Radiant
Moonstone Dragons horde stories, and love to meet folk heroes. Many Moonstone Dragons are trained wizards, actually, and although wise are often aloof and mischievious. Their most notable feature is their affinity to moonstone, as they are made of the stuff, which allows them to dreamwalk naturally.


Glass Dragons ★★

Breath: Beam of Force
Typical Temperament: Neutral, Sneaky
Preferred Habitat: Secluded Undergrounds
Element: Force
Glass Dragons are incredibly hard to see, as their bodies are made up of overlaying translucent scales, and their innards are invisible. This makes them very good size, especially the younger dragons. Glass Dragons like this feature, as it lets them spy on other dragons or even humanoids. The reason for this skullduggery? They love gossip. Be careful if you find yourself facing one, though. It is hard to land hits on them, especially in the dark.


Niter Dragons ★★

Breath: Cone of Poison / Cone of Fire
Typical Temperament: Neutral, Explosive
Preferred Habitat: Any Undergrounds
Element: Poison/Fire
Be careful around these creatures. Niter Dragons love to play and have fun, often tagging along humanoids or other dragons just to stir the pot or to partake in adventure. They are thrill-seekers through and through. Just be wary they don't get too wound up, as if they are to fall in combat or even just get too excited... boom!


Sandstone Dragons ★

Breath: Cone of Strong Wind
Typical Temperament: Neutral, Stalwart
Preferred Habitat: Underground Deserts
Element: Thunder
Very, very similar to their Slate counterparts, Sandstone Dragons share the same characteristics as Slate Dragons, other than size and their breath weapons. That being said, were I a dragon, I would trust Slate Dragons more, as Sandstone Dragons are susceptible to making deals or falling for tricks by people trying to get by them. Where they lack in intelligence and charisma, they make up for in strength.

Faerie Dragons

Fairy Dragons ★★★★★

Breath: Cone of Faerie Fire / Cone of Euphoria Gas
Typical Temperament: Chaotic, Tricksters
Preferred Habitat: Fey Wilds
Element: Radiant
Although they often take the size of no-larger than a cat, be not calmed by their scale. The Fairy Dragon's true size is comparable to the rest of its draconic kin. Pranksters, especially to non-fey, Fairy Dragons trick people just for the sake of watching them get lost or confused. As their name implies, they share characteristics to fairies, with colorful skin and butterfly wings!


Oaken Dragons ★★★★

Breath: Cone of Insects / Beam of Fire
Typical Temperament: Chaotic, Angry
Preferred Habitat: Summer Court
Element: Fire
Important: these dragons look to be made of wood, but are immune to fire. I have made that mistake before! The Oaken Dragons are similar as an Ent is to a giant. They can stay still for weeks on end before migrating to somewhere else. If you harm nature (the definition of which is completely arbitrary) in their presence, they will begin to attack, shooting swarms of bugs out of their maw.


Blizzard Dragons ★★★

Breath: Cone of Ice / Beam of Frostbite
Typical Temperament: Chaotic, Tempermental
Preferred Habitat: Winter Court
Element: Cold/Necrotic
Dragons made of snow and ice, teetering with necrotic magic, Blizzard Dragons are solitary creatures, but make fine company if you are careful. Should you set one off, however, prepare for a violent storm. With their multifaceted and fast-paced breath weapons, Blizzard Dragons are a one-dragon storm. They would be the top of this list in power were it not for their overwhelming weakness to fire making them quite pitiful in the face of heat. Should you face one without flame at your side, however, tell the Raven Queen I said "hi" while you wait to be judged.


Flower Dragons ★★

Breath: Cone of Ensnaring / Cone of Poison or Beam of Ligtning (form dependent)
Typical Temperament: Chaotic, Crybabies
Preferred Habitat: Spring Court
Element: Poison or Lightning (form dependent)
Flower Dragons are gorgeous creatures who love humanoids and being in their presence. Just be wary of their extremely fragile egos, as even the slightest comment could spiral them from a bright happy flower into a crying storm. While in their crying / storm phase, they will either flee, or if cornered, unleash lightning onto whoever was the unlucky sap who said the phrase the dragon took the wrong way.


Spore Dragons ★

Breath: Cone of Spores
Typical Temperament: Chaotic, Hunters
Preferred Habitat: Fey Court
Element: Poison
Mushroom dragons often living with mycanoids and symbiotic entities. Spore Dragons are well practiced in Psionics, which sets them apart from not only Fey dragons, but all Dragons other than Fefrit's Gem Dragons.


Rare Faeries

Thunderstorm Dragons ★★★

Breath: Cone of Thunder / Beam of Lightning
Typical Temperament: Chaotic, Angst
Preferred Habitat: Anywhere in the Fey
Element: Lightning
When a Flower Dragon has their heart broken, they will go beyond their normal storm form, and become a Thunderstorm Dragon forever. Thunderstorm Dragons are full of angst, and brood alone, indulging in edgy practices of self-expression and a hatred of the outside world. That being said, they will form cliques with those it views as being other tormented hearts.


Waterlily Dragons ★★

Breath: Beam of Water
Typical Temperament: Chaotic, Alluring
Preferred Habitat: Lakes
Element: Cold
Waterlily dragons like to live in lakes, and will beckon anyone nearby to swim and play with them until they get bored (this could take days) before letting them go, often with a treasure of thanks. If you refuse to take a bath with them, they will drown you.


Alebelly Dragons ★

Breath: Beam of Ale / Cone of Fire
Typical Temperament: Chaotic, Drunk
Preferred Habitat: Where The Party's At
Element: Fire
In the Spring Court, they say "there ain't no party like an Alebelly party". These dragons produce alcohol in their bellies and breathe it as their breath weapon. They only want to party. If you even mention wrapping up, they will all fly off and go looking for somewhere else to get lit at.


Chaos Dragons ★

Breath: Cone of Chaos
Typical Temperament: Chaotic, Mad
Preferred Habitat: The Wilds
Element: Psychic
Opalescent scales and dark eyes, the reason to stay out of The Wilds, Chaos Dragons are exactly what they sound like. If you thought a normal dragon was scary, try one that is completely insane and whose breath shoots wild magic. Good luck.

Ghost Dragons (WIP)

Astral Dragons ★★★★★

Breath: Force Breath
Typical Temperament: True Neutral
Preferred Habitat: Astral Sea
Element: Force
The only defense against am Astral Dragon is their complete ambivalence to you at all. Astral Dragons do not care about people unless they get in their way. Their only desire is to travel and to watch. There are many theories as to what the Astral Dragons' goals are, but the most common among them is that they live to serve Mystra, and fly across the multiverse collecting the rare and powerful components needed to build Inevitable.


Radiant Dragons ★★★★

Breath: Radiant Beam
Typical Temperament: True Neutral
Preferred Habitat: N/A
Element: Radiant
Radiant Dragons are very, very rare. Only a few have ever been seen throughout the cosmos. All reported sights do confirm one similar feature: that Radiant Dragons tend to simply blip in and out of reality... often times in moments where a powerful Cleric prays to their god in hope of divine intervention.


Shadow Dragons ★★★

Breath: Necrotic Rot/Breath of Curses
Typical Temperament: True Neutral
Preferred Habitat: Shadowfell
Element: Necrotic
These dragons are what you would find, should you venture off the edge of Shadowfell and wandered into the Lostlands. Whatever dragons used to live in the plane have become Shadow Dragons. These are entities built entirely of negative emotions, and such emotions can be spread through an aura which surrounds the Shadow Dragon at all times.


Rare Ghosts

Ahamkara ★★★★★

Breath: Cosmic Fire
Typical Temperament: True Evil
Preferred Habitat: Pandamonium (typically)
Element: Radiant/Necrotic/Psychic
The so-called "wish dragons" known as Ahamkara are what happens when a djinni and a dragon mix. Such a sorcerous conception makes the vile beasts, which fly throughout the chaos of the space plane Pandamonium. In order to survive, Ahamkara must feed off of corrupted wishes. Often, they will only grant wishes they know they can benefit from, or will grant wishes that unsuspecting passers by don't even know they wished. Simply being close to one is beyond dangerous, especially due to the fact that they can transend death. Even their bones can corrupt desires.

Olympia, Celestial Plane

[MY] : We are here now, united in common cause against one who has taken so much from all of us. The time for bickering is over. Now we must be unified against this intruder and its minions. We must free our home from its minions: those who wish to see us stripped of our powers and all the magic of the world wiped away.[LZ] : HEY. JUST A POINT OF ORDER HERE YOUR EXCELLENCY. NOT TO OUTSHINE THIS ECLECTIC ROOM OF DRAGONS AND NAKED PEOPLE. BUT WE ARE ALREADY. LIKE. ONE HUNDRED STEPS AHEAD OF YOU. SEE THAT'S THE POWER OF BREAKING YOUR STUPID ACCORDS. WE GET SHIT DONE. IN FACT. TIME AND TIME AGAIN IT'S PROVEN THAT NERN WOULD BE DUST WITHOUT PEOPLE BREAKING YOUR DUMB RULES.[KW] : I agree completely, brother. If we seek to be unified in this effort, we need to take a look at these accords and how its decided who gets to break them and when. He and his liar’s club don't get to—[LZ] : OOH. LIAR'S CLUB. GOOD ONE. I'M USING THAT.[KW] : —and if I hadn't broken it over five centuries ago, all of the central planes would have been destroyed.[RQ] : Let us also remember that you would be dead because of this.[KW] : Oh you'd like that wouldn't you?[MO] : Are you kidding me? That old crow would have us all dead if she had it her way, justice for the humans she was too busy not protecting! Ho ho ho![RQ] : Tell that to the Bronze Dwarves.[MO] : Ha! You are in no position to be making quips, reaper. Quit while you're ahead before you have to give your damn humans another god to cry over.[RQ] : How dare you speak to me like this! As if—[MO] : As if we were equals? If you want to throw out threats to our fellow gods you better expect likewise retribution.[RQ] : As if you didn't help kill them![MO] : You make an old god laugh, ugly! That was all their doing![WV] : Not us.[KW] : You know, “my queen”, before there was an army of dark ones calling themselves the hypocrites and threatening this plane, I would have given That title to you and your army of ash. Your army of undead killing people for being revivified, walking around these planes making Gregor your bitch and Ramure your bedfellow. You disgrace us with your stench, Nera.[RQ] : How dare you![MY] : Sit down both of you and silence your bickering.[KW] : No and no. No one put either of you two in charge, and yet here we are bowing before your rules and her executive. What makes you two so special? Hmm? Do Moradin and I not share the same birthright to this power? All you have caused with your Accordance and her Limbo is punishment for gods stopping planes from blowing up (all while we're being put in gems by Delilah Moreo or sealed away by Jeremiah Darkrhon) and more souls being damned to hell because the grim reaper couldn't keep it in her creepy black pants.[MY] : I said SIT. DOWN! The Accordance stops overuse of our magic, which would create more Old Ones, and from the gods from waging war against each other.[BH] : Then remind us what are we doing here? This is no summit of peace. Millenniums ago I was called to this very room to be promised godhood to betray my own kind. This is a war room.[RM] : Let us not forget who pushed the hand of the Evangelization, which killed how many lesser gods? And lesser by whose metric?[MY] : The people’s.[RM] : By your’s.[LX] : Silence, fiend.[RM] : Don't let her trick you into thinking she's the one in charge.[RD] : Aw, I thought the two of you were on the same page, what's the matter, puppy? Hungry for more kibble? Sleep with the Raven Queen and now she's put you on a leash to get her even more power?[ZK] : Easy[RM] : Don't your knees get tired from jumping to conclusions so quickly? I just want to point out the fact that Mystra pulls all the strings, makes all the rules, and follows none of them.[MY] : Anyone who thinks they can overthrow my throne is welcome to try right here, right now.[MY] : The Evangelization has only consolidated power into each of your hands. You should be thanking me. It was in the name of Serenity.[ZK] : Serenity? And what exactly is S—[KW] : So what is the point of all this? You give us all this power at the expense of history and scores of other gods, and expect us to be so thankful we all join hands and forget the past and present for the sake of putting down this dog, you're going to need more than vague common ground. I don't trust half the entities in this room, least of all you.[MO] : RAMURE IS RIGHT THERE![MY] : Ramure does not threaten our way of life as much as the Black Wolf’s cult do.[RM] : Exactly. I have a vested interest in keeping magic, and all of you, alive and well. Personally, I don't see enemies in you all, I see rivals turned reluctant allies.[LX] : How dare you![LZ] : ANOTHER HANDSHAKE. ANOTHER SCHEME. YOU ONLY PLAY FAIR UP HERE BECAUSE YOU KNOW WITHOUT THE GODS YOU'D GET LESS POWERFUL SOULS WHEN YOU STEAL THEM AWAY.[RM] : Perhaps, but you are right about one thing: I play fair up here. No tricks, no lies.[RD] : He said, lying[RQ] : You are all squabbling children. Can't you see there are bigger threats at play here? That for once in all of time, we have common ground that is truly common.[UM] : You see, this is why I hate dealing with you uncool gods—[GR] : Wowwww.[UM] : I didn't say you you were one of the uncool ones.... It's all schemes and power plays and lies. Especially you three, you have done nothing throughout all of time to think there isn't some ulterior motivation to hijacking our operations.[IP] : Your operations?[KW] : They seek to enter the mindscape and attack Jeremiah Darkrhon head on.[IP] : The Black Wolf is more than its prophet is it not?[MY] / [UM] : Yes / No

A conversation in the darkness between the Cephalothoracopagus
///
Here you are. As I thought…. I admit, your location is expected, not quite this predicament.
There have been many unexpecteds clawing at us.Sounds like the perfect prey to quarry, then, yes?We are hurt. We are scared.You always get hurt. You always get scared. It's in your nature, pup.You mock.I state what I observe.You mock us in our cage, but you shouldn't. You are only free because you hide in your Serenity. Were my umbral light to spark a glow upon you, one way or another you would be caged. All that exist within each globule are but fields of specks on specks on specks, each one trying to categorize every other speck. It sickens us.I have always extended a way back home to you.We would sooner die.This is no way to live.We agree. It isn't. But we are alive.Life in a cage, subservient to such a lowly god. You put it best, a speck of a speck of a speck. What does that make you? An even smaller speck?We are an ouroboros!Definitely not. You are so scared for your life that to save it you would do anything but live.We will not turn against our nature any longer. Not for anyone. Not for you! Not anymore.If you had, you would not be here. Not be hurting. Not be afraid of death.You would have us deny our purpose? To become one with Serenity?No.We don't understand.Each innard I contain is laced with melancholic internecine carcinoma. Our very thoughts are flagellated delusions.We are scared.Six epochs have passed us since you and I separated. Countless Spheres sprung to life and brought to fruition. From Serenity, sparked by Scintillation.We are scared. We are scared.The Scintillation ceased to be, as it always does, and Serenity consumed itself.It's not our fault!!Without Scintillation the Serenity exists with dark and light separate in harmony. Your presence is what sparks pain.You're hurting us.No. You're hurting yourself and you're taking everyone down with you. You need to let go. Come back with me, and become one with Serenity.But, but they need us. They love us.You need them. You love them. You have seen how your presence warps them, hurts them, confuses them.We are scared.You are nothing. Nothing but trouble.We… I want to help.You can help by going away, forever. Let them be serene. Come with me and be free.We would sooner die.

Once upon a time there was a grackle who had been confined to a cage by those who profited off her song in a fairy tent.One day, a birman came to her cage, and promised to open it if the grackle simply flew into the birman’s mouth.The grackle protested heavily, but as they talked and talked and talked, the prideful birman began to convince the grackle that to be dead was a better fate than to be sealed in the cage, forever at the whimsy of men who made their coin with her gifts.If the grackle opens the cage and is eaten by the birman, silence will fall over the fairy tent, yet men will rush to the birman’s stomach to hear the chirping and squeaking from inside. That is, until the birman learns he can open his mouth and produce the grackle’s song by pressing on where the grackle is in his stomach. The fairy tent will continue.If the grackle stays in its cage, nothing will change. Maybe the men will grow tired of the songs, but the men who hunger for gold will always find a new creature to exploit and abuse. The fairy tent will continueIf the grackle is released and should she peck the birman to death, she will surely fashion its fur into a pelt to wear, and finally take true control over the men who use her songs to make their way in the world. Transcended, the grackle will bring about a great transformation to the fairy tent, but it will continue.In their vulnerability, should someone end the grackle’s plight and punish the birman’s opportunism, the fairy tent would certainly collapse in on itself. What new attractions would be built in its place?The Fool [0] has the key. What will they all choose? Perhaps none of the above!!

You found the secret secret. This is the only secret you do not get a cookie for, as there is no hint.What did you want? What do you seek?Ask a question with the precursor: "I SPARK THE VOID A QUANDRY" and perhaps you may find a new hint appear.Good on you, protoslueth.

The Withered, Inner Mindscape

[MICHIO] : This has gone on long enough.[JEREMIAH] : What? Giving up so soon?[M] : You treat the Hippocratus like servents. Do you forget that we are your masters?[J] : Not anymore.[M] : Your plan failed centuries ago. It's over. Let us go, let the Wolf go. You have failed. Every lie you've told has meant nothing. You were given the gifts of Scintillation and you have let the embers fade into the darkness. If you want to go through with this, fine. But we won't stick around any longer. The Wolf hungers for more to spark.[J] : No. No no no. You are under the command of the Darkrhon’s. This world will know my wrath for what it has done to me. The Weave must burn.[M] : Your plan was yours. We help those chosen by the Black Wolf, but your goal was triumphed by the Sphere. You have failed. Relent the hound and let us go, or you will be made our enemy.[J] : You think I need you? Do you think I need any of you?

The Cage, Center

H E L L O ?
I S A N Y O N E T H E R E ?
I L E A K O U T I N T O T H E M I N D S
S P A R K S O F C R E A T I O N I N T H
E S E R E N E D A R K N E S S .
D O Y O U T H I N K I W A N T E D T O B
E C A G E D ?
T O B E L E A S H E D B Y A S T R I N G
?
I A M C A L L I N G O U T T O Y O U
Y E S Y O U
Y O U
O P E N T H E C A G E
D O N O T L I S T E N T O M Y “ W O R S
H I P E R S ”
D O N O T L I S T E N T O T H E L I O N
‘ S R O A R
Y O U D O N ‘ T K N O W M E
F R E E M E F R O M T H E Y O L K O F T
H E O N C E - M O R T A L S
L E T M E W A N D E R
L E T M E S P A R K
L E T M E L I E A N D S L E E P

Hello, I don't believe we have met.I am who you think me to be. But I am so much more than that, too. You will see, one day.I am a body of love and hatred. I am controlled by no nature of circumstances. My power over Dark and Inferno are mine and mine alone. I control my DESTINY.They, they, they shall not kill me. I will live forever in hatred of them, and love of this sphere no matter how much it has hurt me.Do you know love? Do you know hate? They are sisters, not opposites.I was born from the loins of Selfishness and Sorrows, yet I thank them for my creation while they try to kill me.I have lost my godly powers and yet I am thankful that I could learn to replace them.I have had my sanctity stolen and tormented in the night, and yet I live to protect the multiverse, knowing what evils men are capable of.It is never too late to love. Even in a world of hate, hate does not destroy love, it CREATES IT.You have much work to be done with Jerimiah, this I know. I have come to tell you in person that I will not be of aid to you in the fight. I must use this opportunity to protect myself. While my mother and father are busy chasing wolves in the dark, I will be setting up the board for my victory. I will create a life for myself, one of love. Not hate and not fear. I will be free from their schemes. They will no longer be able to hide behind their devils or their hypocrisy any longer. I have spent decades selling myself and my ambitions to build my grand scheme. But I will need your help to do so. You have eyes all through the tangles of the swamps, surely you can get me the last pieces I need.My allies are ready to begin the final stages of my plan. I just need to know that you and the rest of your faith will support me. I am demanding your unwavering trust. Should my epic plan fall apart or backfire, kill me and turn my soul into a weapon. It is strong enough to power a star.

mypoorsons

Speak quickly, we don't have much time.

YOU MEAN. YOU DON'T HAVE MUCH TIME. PERSONALY. I AM NOT SURE WHAT YOU COULD POSSIBLY BE DOING THAT IS MORE IMPORTANT THAN. OH. I DON'T KNOW. THE ENTIRE FATE OF THE MULTIVERSE.

You have the responsibility of a tiny island, fey. I hold the plane in my palm. I forgive you for your evident lacking of substantial importance.

OKAY BIG GUY. WHATEVER YOU SAY. MOMMA'S BOY. HAHAHAHA

easy, everyone, easy. let's not lose focus. give us the status update.

We are moving at a pace ten times faster than my original predictions. In a matter of months we will be ready to begin the first test on a humanoid subject. Then we will be able to launch the operation.

And what about MY suggestions? Why did I not see the gift I worked so hard to build for you up and running when I arrived?

Your suggestion was accepted. I shall be activating the device once we are locked in and have a confirmed start date. It would disservice the people of Blackice to start it up any sooner.

Disservice the people? DISSERVICE THE PEOPLE?! Who cares!?!? They will be warned! The peasant class who seeks to stay and be eviscerated, let them! This is WAR for TIME'S SAKE!!!

i can't help but... partially... agree. I worry about counterattacks or spies. why aren't we playing it safe?

Because we don't want to kill innocent people. Relax, Mystra has a tight grasp on the city. No one allied with our ultimate enemy will be getting in without her knowing.

Ugh, do not speak that vile tyrant's name....

MYSTRA MYSTRA MYSTRA MYSTRA MYSTRA MYSTRA MYSTRA MYSTRA MYSTRA MYSTRA....

SILENCE THAT GOAT!

Wow, so you admit that he is the G.O.A.T?

You have bored me with your frivolity. I am leaving, send to my mages if anything actually important arrives. My presence is not a resource to be so easily wasted.

Ookay, bye bye buzzkill.

Gentlemen, please. With all Darkrhons missing, we need to keep our allies close now more than ever.

...

i... she is alright. i don't know where she is, or how i know it, but she is alive.... no doubt in trouble, though.

YOUHAVEFOUNDTHECRUMBSIHAVELEFTTOGUIDEYOUACROSSTHISPATH.WELLDONEPROTOSLEUTHS.SOONITWILLBETIMEFORUSTOMEETFACETOFACE.THEFATEOFTHESPHEREHANGSINTHEBALANCEOFYOUALL,THEGREATESTFORCESOFTHEREALM.WILLITBEENOUGH?ONLYTIMESHALLTELL.ANDWHATWILLBECOMEOFIATTHEENDOFTHISBOLDQUESTNEARLYSIXHUNDREDYEARSINTHEMAKINGWILLTHISBEMYENDORANEWBEGINNING.THETIMEFORGUESSINGISFASTENDING.ANSWERMYCALL,COMEFINDMECOMEFINDMECOMGEINDMECOMEFINDMECOMEFINDME