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The Public Library

Herein are the collective works of the world known to date, the best our culture has to offer.
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(Originally posted by Real life Necromancer and cool dude Jeff C. on November 23, 2016) Filalrian, Head Archivist of the Imperial Court 845 YK The Nature of Deities General Summary: It is my intention in this article to apply former Head Archivist Numaril’s conception of the Mind-Power-Body framework to the dealings and spheres of the divine. It is my belief that this schema serves as an adequate explanation for a number of phenomena that other theories (with a focus on the classical and well accepted theory offered by Korthian scholars) fail to explain, or, at the very most, explain very poorly. The Mind-Power-Body framework is accepted by most in the scholarly community as the most accurate conception of the nature of harnessing magicks. Efforts have been made to apply the framework to the divine, but (due to a lack of interest), most have been half-hearted and fail to explain certain experiences of divinity, even those documented in recent history. A core failure of the standard framework lies in the notion of one mind, one magicka source, and one body. Though the Korthian academics had no compelling reasons in their time to believe in the multiplicity of the mind and body, recent necromantic and extraplanar experiments (see Ashul-ban’s experiments in “Procedural Probing of the Undead Through Portals”) have shown conclusively that there exist beings with multiple minds sharing amongst themselves a single pool of magicka, and so on and so forth, though structural instability seems to be a side effect in some cases. The ramifications of this change are large in the current conception of the cosmos. Specifically, it may be time to consider the gods not merely as monstrously powerful beings, but as conglomerates of minds, drawing on a massive wellspring of power (their respective domains) channeled through many bodies. This would explain the simultaneous appearance of Dol Arrah on the Summer Solstice of 832 in three different cities across Khorvaire and the otherwise inexplicable appearance of The Keeper in fifteen separately occurring battles during the death of Galifar I. Furthermore, an adoption of this theory clarifies several metaphysical issues that have been brought to light in recent years regarding the nature of divine magicks as channeled through members of the assorted churches of the continent.
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(Originally posted by Nathan P. who is actually as edgy as the character he plays on February 5, 2017) A Conjunction of Spheres: Of Gods and Magic. As of yet I have confirmed that there are at least 2 planets in the expanse, the one we know and live on, Eberron and another that I have seen with my own eyes and indeed, have spent a number of years on known as Abeir-Toril (Toril to the sentient species who inhabit it) and in truth, I struggle to find much of a difference. Of course the layout of the land is different but the races who inhabit Toril are, for the most part, identical to those whom inhabit Eberron, even the languages are Identical, ignoring the differences in accent, I was astonished that I was not in need of any spells to communicate with the natives, although, to my panic, I was unable to cast even the most simple cantrip, not for lack of magic but there appeared to be an entirely different system for similar spells. The local spell casters referred to "The Weave" when talking about the manipulations of arcane energies, as if casting magics was simply weaving and stitching a cloak or robe but my attempts to manipulate "The Weave" proved that it was clearly, not that simple. While learning the arcane ways of this alien yet familiar place I learned of the goddess "Mystra" and her role in maintaining the weave and of the many deaths and reincarnations of the goddess and of those gods who had plotted her demise including the goddess who most coveted her "Weave", "Shar" was the name given. Mystra as the legends have it, was created when her 2 mothers "Selune" and the aforementioned Shar had collided in a cosmic battle, creating Mystra, little is truly known of this as it happened an unfathomable amount of years in the planets history. On the topic of gods, while on Eberron, not all believe in gods as noone has truly seen them or found substantiol proof of them, on Toril it is a much different case, the gods are simple fact, they have, so the natives say, walked Toril in the flesh of a mortal body, this event was caused by, as I understand it, the highest of the gods AO, though unclear as to why this "Overgod" had cast down his ilk the gods of Toril eventually re-ascended to there respective celestial abodes bringing the tumultuous "Time of Troubles" to an end. As far as magical accomplishments go, Toril is, or at least was, astonishing, specifically a race of humanoids known as the Netherese whose empire resided not on the ground but in the sky, their cities built on the cutoff tops of mountains by what must have been truly powerful magics or perhaps the gods themselves, though none living are certain of how they managed either the removing of mountaintops or keeping them afloat in the sky I can say for certain that these cities did exist as I have seen the ruins of these great citys. It is said by some historians that the fall of Netheril was caused by Karsus's folly, another world altering event like the time of troubles, all magic ceased to function when a powerful wizard known as Karsus sought to become a god, while the lapse in magic lasted only for a short time, it was long enough for the mighty empire of Netheril to fall both literally and figuratively. Although long since fallen, remnants of their civilization still remain in the form of powerful magical artifacts and one of their cities that only recently returned and in subsequent years also fell though how is unknown. That is all the information I was able to garner during my time on that alien yet familiar planet, thank you for reading, this has been Sylis Goldstein.
The Brijaneers By Hiam Jiam Introduction: The Brijaneers call Three Sister Islands in the Lhazaar Principalities their home. A matriarchal, matrilineal sea-faring peoples, they believe their women are the link to the afterlife. Divided into many clans claiming ancestry to heroines through the ages, their influence has waxed as far as Q’Barra and waned to the peaks of Vrchol on the main Island. Untamed like the Seas for which they are promised by the Gods departed, they were the last Principality to swear loyalty to Kings and Queens of Khorvaire. Brijaneers Oath: The Brijaneers oath is the most important facet of the Brijaneer people. The oath is taken when a child reaches the age of maturity at seventeen, in which he must consult the local wise sister and make a religious oath. Whereas in other religions one makes an oath to uphold pre-existing tenets the child must instead make their own tenets by which they must live. This means that a person could commit murder or theft or any other heinous crime but if it does not violate the tenets of the oath he made then his soul is not tainted. If he dies without ever breaking his oath his soul is considered light enough to flow through his mother and Wise Sister to winds that take him to the after-life where his ancestors reside. If he fails to uphold his oath then his soul is too heavy to rise and thus he drowns in the ocean and faces an eternity of drowning. Life, Society and Culture Social Dynamic: Main race is Human, 2nd Half-Orc, 3rd Half-Elf, 4th Orc, 5th Elf Ancestors are believed to move to the after-life through the youngest woman to the eldest in the family and then to the Wise Sister. Society is highly Matriarchal, with women being the de jure heads of family. There are 5 Clans. The creation of clans is flexible. These clans are the: Fox Chasers Deer Stalkers Submariners Pyre Reavers Bone Walkers Intense Clan rivalries are boiling over, with half the Clans backing the Pyre Reaver Clan who wish to break away from the Warring Kingdom and take back Lhazaar, and the Clans backing the Fox Chaser Clan who wish to achieve autonomy by remaining neutral. The only qualification to be a Brijaneer is to take the Brijaneers Oath. A person can be a Brijaneer and not a member of clan, but a clan member must be a Brijaneer. Coming of age Custom : When the child of a Brijaneer comes of age s/he must take the Brijaneers oath (or Breej), and depending on the Clan must make an oath of loyalty to the Chieftain that maybe included in the Brijaneer Oath. If they choose not to serve the Chief or live on the Three Sister Islands they may depart by sea. Women are often given gifts of high quality wood to craft a vessel by family and friends, and invite men who wish to leave the island to take a sailors oath to serve her. This is a custom that any person may invoke but is generally only available to wealthy daughters, though another custom exists to supplant it. Women, and only women, may cut down Holy trees to build a ship themselves. The right for a man to cut down general trees for ship-building is a right only granted to those who are given permission by the Wise Sisters. Despite each Clan being associated with a particular trade, Brijaneers can freely choose to pick any trade they want. Fashion : Clothing Mostly based off of Slavic Clothing, thus long tunic with braided circular collars with triangular dips and cuffs are very common. Often tunic fall below the waist, and are cinched off with a belt. Wearing skirts denotes household work, and domesticity. They are worn by both men and women. As a part of the Coming of Age Ritual all Brijaneers have a cylinder on their person that contains their oaths, though it is often worn around the neck, or under clothing but slung over the hip. Men must in addition don a piece of clothing that differs from clan to clan, that they cannot remove except when alone. The favoured piece of jewellery amongst the Brijaneers are sea-borne semi-precious stones and corral. It is common for families to pass down heirlooms that belonged to prominent ancestors. Armour: The Fox Chaser Clan has the most advanced armour available, such as plate mail, splint mail and chain mail. High ranking warriors are given the position of Standard Bearers, thus donning the unique Wing-like Standard that is attached to the Warriors back and rises over their shoulders while arcing forward. To be the Wing Bearer is considered a great honour and it is considered deeply shameful for the Wing Bearer to fall in battle or lose her wings. The Deer Stalker Clan has more rudimentary armour, varying from basic leather/clothe to furs. However their general clothing more greatly resembles normal Brijaneer clothing but with greater emphasis on animal furs. Ceremonial Standard Bearers often don garlands of flowers, which demark the most vicious and capable of hunters. The Stag Princess (Chieftain) dons a crown made of the Antlers of the Great Elk Rýchly wrapped in a garland of flowers. The Submariners wear normal Slavic clothing, but those in the Diving Trade such as Salvagers, Treasure Hunters, and Precious stone collectors often wear oiled Poncho’s with blessed gee-gaws stitched onto it. As for armour itself they wear expensive armours, given that they are the 2nd wealthiest Clan. The Clan Leader, called The Pyke Princess, wears a small chest attached to heavy chains which is said to contain essence of a forgotten eldritch beast. The Pyre Raiders often wear cheaper and lighter armours. Their armour reflects Viking Armour more than any other Clan. Often their armour is stolen from their enemies, and in some cases depending on the fame of a pirate lord very well made. The Bone Walkers have ceremonial bone armour, consisting of a gillie made of seaweed and whale bone runes. Some of these Ceremonial Suits of armour have bona fide magical runes, and are often worn by The Lady of Bones (The Chieftain). Religion: General: The Religion of the Brijaneers is also the single unifying factor of the Brijaneers. It therefore has no real name, instead being a synonym of Brijane. As mentioned earlier the central tenet of the Brijane is the Brijaneers Oath, and oath that all adults make before the Clergy of Brijane and their own Ancestors. If one sticks to ones oath until death they are taken to the heavenly island Bujan, where once again a new adventure begins as they traverse the cosmos, worlds and planes. History of the Religion: The Brijaneers were once a disparate group of people whose unifying factor was a common pantheon of Gods which did not revolve around sea-faring. For reasons possibly only known to the Three Sisters the Gods departed this World in an event known as the Divine Departure , but before leaving the three Goddess Zoryas created the Ancestral Weald a great fog to carry the souls of the departed and the constellations to guide them to Bujan a heavenly island from whose seas anyone can explore all the worlds and realms. The Zorja’s then gave instructions to her finest and youngest Brijaneer triplets to tell the world that the Age of the Gods has ended, and that the Age of Paragons has begun. Each of the Three Sisters were then gifted the ability to access the Ancestral Weald, and tasked them each with being stewards of all the departed souls. The Zorja also warned that as a property of Magic, the Age of Paragons would someday end and would give way to the Age of Man , where life was full of drudgery and empty of great magic, when the Brijaneers would no longer be a free peoples and the Three Trees of time (Za/Past, Dar/Present, and Bo/Future ) would be cut down. When the Age of Man ended all souls would then create a great Naval Host to aid the Gods in their battles against Cosmic Evils as fellow comrades instead of worshippers. The Coven of Wise Sisters: The Clergy that administers the Brijaneers Oath is called The Coven of Wise Sisters. The Coven is exclusively made up of women, with priests being those who are gifted in Communing with the souls of the departed. The hierarchy of the clergy goes as the following: The De Facto leaders are the Elder Wise Sisters (one for each Clan). The Coven wields significant power amongst the Brijaneers since it is believed that they are the conduit between Eberron and the Ancestral Weald, and have sole jurisdiction over the souls of all Brijaneers. They’re most important task is to hold the Brijaaners Oath Ceremony, which is done in private yurts and tents of their own making, requiring the Oath taker to seal the Oath with their own blood, sufficient to keep a sample of blood and a copies signed in blood of their oath. Their second role is to judge those who are accused of breaking the code and deliver judgement. In the history of Brijane no-one has ever been forgiven for breaking their Oath, though it is not unusual for the Coven to task those seeking redemption with impossible quests. Apart from this the Coven is often consulted by the people to commune with the ancestors. Those who are thought to be capable of communing with spirits and souls are recruited into the Coven at a young age, given that they are female, and are sent to the Forest Sanctuaries where The Trees of Time are kept (Zales, Darles, and Boles) to train, for up to twelve years. The Three Sisters : The Three Sisters, unnamed throughout history, are the Triplets given the responsibility of guiding the souls of the Honored Dead to Bujan, the Heavenly Island nation that is a nexus between all worlds, with the Honoured Dead. Much like the Passions, though they are Immortal they are not invulnerable and are said to have guide Heroes throughout the ages to prepare the world for the End of Times, when the universe will once again drown. They are supposedly stationed by each one of the Trees of Time and are tasked with their protection and care. They apparently also really like tea and are sassy teenagers. Leadership and Hierarchy in the Coven : At the bottom of the hierarchy is the Acolyte. Acolytes form the majority of the Coven, and consist of those who are incapable of communing with the spirits. They also are restricted to women, all of whom do everyday tasks such as tending to the Sanctuary, cooking, cleaning fetching supplies, acting as scribes and other miscellaneous tasks. Next are the Young Sisters, who are Spirit mediums in training. Several maybe assigned to a single Wise Sister for training which may take up to a decade. The Wise Sister is often the head of each village’s coven, and thus is in charge of documenting oaths, blood offerings and family trees. At the top of the Hierarchy are the Wise mothers, who are the heads of the Coven in Each Clan. Religious trial of great importance are brought before them, and if the individual Mother cannot determine the Wise Mother Wise Sister Young Sister Acolyte Sanctuaries of Time and the Trees of time : There are three Islands belonging to the Brijaneer Isles: The Middle island – Zostrov : Island of the Future, home to the Sanctuary of the Future – Zales , home to the Tree of the Future – Za . This Tree has is supposed to have magical properties that allows time to flow forward. It was planted by the Zorya’s, the Sisters of the Three Stars, and its destruction heralds the Armageddon whose resolution is the creation of the universe again. The Zales has never had a mortal enter it save few Exalted Heroes through the ages. The Western Island is Dastrov , the Island of the Present. The Tree, Dar, in the Sanctuary Dales is supposedly omnipresent and actively shapes the destinies of mortals. Despite this all peoples fates diverge infinitely, except for certain few who are predestined. Its destruction heralds the end of Fate, ensuring that the free will of mortals.The Dales has never had a mortal enter it save few Exalted Heroes through the ages. The Eastern Most Island is the Island of the Past, Bostrov, is home to the Sanctuary of the Past, Boles, home to the Tree of the Past, Bo, which actively reshapes the past, cutting down branches of Dar to ensure that the time-line is in harmony with Mortal Free Will. Its destruction heralds the end of the past, allowing mortals to forge a new future independent of preceding circumstances.The Boles has never had a mortal enter it save few Exalted Heroes through the ages. The Political: The High-Queen: High-Queen rules the Brijaneer Isles and answers directly to the Monarch of Galifar, and is charged with keeping the Kings Peace there. She is in charge of taxation and law of the island, protection of the Islands trade routes and has the power to invoke the Brijaneer Host with the Horn of Unida , to defend the islands. In practice however the High-Queen only has complete control over her own Clans Territories, and is lax to enforce but the most stringent laws of the King in the Isle. The High Queen is elected to her position by her fellow Chieftains at the Kings Moot, which often requires great deal of quid-pro-quo deals to break gridlocks. The Current High-Queen is Emilia Korda , Chieftain of the Fox Chaser Island. The High-Queen has not declared for any of the major players in the war. Each Chieftain is elected for life by her people in a ritual involving the tossing of stones. Each has a responsibility to serve their people and it is possible for a Brijaneer to challenge a chieftain for failing their people, by appealing to a Wise Mother. In practice family dynasties exist despite the democratic proccess. The Fox Chaser Clan : The Wealthiest of all the Clans, their Chieftain, Emilia Korda, is the Current High-Queen of the Isle. The Fox Chaser Clan holds the entirety of Bostrov , and thus had the most profitable ports. This clan is the wealthiest of the clans and is the most well equipped of the Clans. However personal freedoms are far more restrictive and hierarchical than the rest, and it is widely regarded by other Clans to be a traitor to its people. The Korda family rules this Clan, with its chieftain taking the title of The Swift Lady . The Clan is famed for their tenacity as explorers and traders. The clan is a fierce enemy of the Pyre Reavers, and wish to stay neutral in the war thus pledging loyalty to the wars winner, or declaring neutrality by diplomacy. Deer Stalker Clan: The most isolated of the clans they live in the middle of the middle Island, Zostrov , its people are hunters and gatherers. It is the largest food producer in the region, and has the greatest ties to the Coven. Its chieftain, The Stag Princess Roksana Perun , dons a crown of antlers and flowers. The Clan has a committed order of Wardens who guard the villages from the beasts that come from the Zales. In inter-clan relations the Deer Stalkers are neutral for the most part. Submariner Clan: The Third most wealthy clan, their peoples are capable nautical scavengers and treasure hunters. Possessing the southern third of Zostrov, they have access to the corals that house semi-precious stones and trenches housing sunken ships. The Submariners are aligned with the Fox Chasers. The leader is Lidia Pirog , and holds the title of Pyke Princess , who dons chains and a small chest supposedly containing an Eldritch Beast. Pyre Reavers Clan: The Second most wealthy and least unitary clan. They informally ply their trade reaving the important sea-routes linking north Galifar and the Lhazaar Principalities. They own the entirety of Dastrov Island, which lacks significant vegetation besides the Dales. They are fierce enemies of the Fox Chasers, and have launched a proxy war against them. Its peoples have a fierce belief in individuality. Their leader Agata Skorupa , bears the title of Flame of the West , who wields an enchanted ancestral flaming sword of the same name. Bone Walker Clan: Skilled Whalers, they own the northern quarter of the Zostrov. They are led by Maryla Rog, who bears the Chieftain title of the Lady of Bones. They are aligned with the Pyre Reavers. Boiling tensions: The Pyre Reavers and the Bone Walkers wish for independence from the Kingdom, and are pushing for war by attacking Kingdom Galleys belonging to the five nations. The Fox Chasers and the Submariners whose power is derived from peaceful relations with the Kingdom wants to be isolated from the war, and negotiate independence with the wars victors. (Originally submitted by my good friend and the official coolest dude in the entire world, Nishad G.)
Rituals of the Religious 'Author Unknown' Korthian Royal Library ---------------------------------------------------------- As it flows through me, the power is mine; Divinity lies within. Look not to the skies below, nor the depths above, nor other worlds, nor the spaces between worlds; Divinity lies within. Eternal life is yours; Divinity lies within. -Erandis Vol ---------------------------------------------------------- (originally posted by awesome guy and real life necromancer, Jeff C.)
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The Title reads simply, "MONSTER MANUEL's MONSTER MANUAL" and you somewhat obviously roll your eyes at the evident enthusiasm this man has for monsters as you open the book to some random pages. Balance Drakes Graceful and purposeful, these large majestic beasts live only on the highest mountaintops, separate from the world below them. DIstinguished by their black and white plumage and their distinctive ebbing flight patterns, Balance Drakes are a wonderful sight to behold in motion with their graceful movements suddenly sharpening into sudden divebombs when they see their prey. Balance drakes are incredibly silent flyers and are capable of sudden ambush attacks using their incredible vision. Balance Drakes, however, are unable to see in color, but this allows them to better distinguish mark their prey or perceive movement from far above. When in a fight, they try and knock down their prey in a sudden ambush to fall off large cliffs to eat them later once they've crashed to the floor. If that fails, they then rely instead on using their whip like tails in sweeping movement attacks or going for a bite using the reach from their long neck. Many monk monasteries make their homes atop mountaintops to observe the gracefulness of Balance Drakes and supplement their martial arts styles by incorporating their movements into them. This relationship between monks and balance drakes is of such standing that certain monk orders even tame and ride these drakes into battle to defend their mountain temples. For these monks, the often summon their companions using a bell that only the Balance Drakes sensitive hearing can detect. While they may seem graceful, Balance Drakes are omnivorous in diet and will eat a human to sate their hunger if given the opportunity. However, that circumstance is relatively rare as balance drakes have the ability to go for long periods of time without eating in the air and their primary prey of mountain goats can sustain them for quite some time such that eating humans is typically a last resort of Old Balance Drakes that have become weaker and unable to hunt normal prey. In mating times however, Young male balance drakes take to the skies in sort of courtship dances to attract a nesting partner which can be dangerous for travelers as balance drakes aggressively defend their territory from perceived rivals. In this time, a balance drake may even perceive a party wandering the mountaintop passes as possible threats to its efforts. A balance drake will not pursue an engagement, but will continue attacking until the percieved intruders leave, die, or distract it. This can sometimes become a nuisance to mountain communities relying on isolated mountaintop roads who discover that a Balance Drake has made it their home to their chagrin. Monks living in Balance Drake territory will often advise travelers to distract the beast with food or, in some cases, give them a bell that produces a momentarily calming sound to certain beasts with sensitive hearing to allow them safe passage. Powers: Long Whip like tail, Stealthy Flying, Ambush Attacks, Sharp Teeth. Vulnerabilities: A Balance Drake's largest weakness is its wings. If it is unable to fly, then it will be forced to land. Riddling its wings with enough arrows or other piercing objects will do the trick. Forest Gods Found only in forests so ancient as to be kingdoms, Forest Kings are beasts that have through their perpetual existence become awakened and attuned to their environment. Despite their name, Forest Gods are not in fact gods, instead having closer relation to the same primordial nature magic worshipped in ancient times. There is no limit on what type of beast can become a Forest God. While Dire Bears, Great Elk, and Massive Wolves are all common beast chosen as Forest Gods, there are many other choices depending on the environment such as boars or even a raptor! As awakened animals, Forest Kings are prone to monitoring the wellbeing of the forest that empowers them, ensuring the continued equilibrium and harmony of nature. Of course, nature is cruel, and some Forest Gods ensure harmony by establishing themselves as the beast which all forest creatures fear. Regardless of which natural path is followed, harmony or ferocity, Druids often revere these animals as sacred and work to protect the ancient forests they call home. Others see them as the greatest possible sport, liviing manifestations of the nature they hunt. Many a famed hunter desires the head of a Forest God above their mantle, but seldom few ever get their shot. Forest Gods are inherently attuned to their environment, and possess many powers related to that. In the Forest Gods presence, flowers grow healthier, streams are purified, and life blooms. At its will, vines can entangle hunters, trees can erupt from the ground to help an escape or as an attack. Forest Gods can also momentarily relocate themselves, appearing where they desire in the forest they lord over. At the Forest God's call, they can command other animals living in the area to attack enemies and threats to the forest. A Forest God is their forest's last protector. Many logging towns have found themselves overrun by giant beasts of the wild when their ambition grows. When a Forest God dies, it takes 50 years for a new one to be awakened. To prevent this, some have clear cut the entire forest before it could happen. Powers: Impossible Strength, Immense Size [one size larger than whatever animal it is], Limited control over forest [Entangling enemies with Vines, Sudden growth of trees to prevent escape or as an attack, etc], Minor Teleportation. Berrydragons Berrydragons are remarkably tiny draconids that are distinguished by their docility and their species ability to naturally grow a small number of goodberries every day.While originally theorized to be the result of a druid and a wizard getting drunk, the berrydragon's remarkable production of the life sustaining goodbery is actually the result of a beneficial symbiosis between the plant and animal. The body of a Berrydragon is a safe space for the Goodberry plant to grow in peace and their wide dispersal patterns mean that the goodberry plant has a chance to spread its seeds far and wide. In return, Berrydragons are given a natural defense mechanism as just one good berry is enough to sate the hunger of a natural predator who catches them in the wild and the brilliant coloration of the berries also help attract mates for the dragon. Indeed, some berrydragons take meticulous care of their specific berries to ensure a lack of bruising. Berrydragons are also very playful creatures and are naturally drawn to friendly humanoids visiting their part of the woods. There are many accounts of small children lost in the woods surviving due to befriending a berrydragon and being allowed to harvest the berries on its back while going back to safety. If too many are plucked off before they can regrow however, Berrydragons experience a great deal of pain and begin to bleed. Berry dragons can theoretically become familiars to druids or more nature inclined wizards. However, the act of forging the familiar bond is a process of trust , and permanently winning the loyalty of a berrydragon requires a kind disposition and caring personality. If that is accomplished though, Berrydragons become famously loyal companions, and there are stories of them refusing to abandon a fallen owner even after they perished. Berrydragons aren't intriniscally magical save for their goodberries, but they are good at sensing the hostile intent of a potential owner. As a somewhat intelligent creature, they are capable of following commands and the medicinal quality of their berries is a nice boon even if their physical contributions are lacking. However, because of their trusting nature, cute appearance, and medicinal property of their berries, Berrydragons are very popular on the black and have subsequently become altogether rarer in certain parts of the world as large populations are taken and sold elsewhere. Many berrydragons die just from being traficked in these poor conditions, overharvesting by their new owners, or being cooked and eaten alongside with their goodberries in a dish that is gaining a lot of popularity among noble conosseiurs. Because of this Berrydragons are in hot demand by many underground settings There are also rumors of a much larger variant of Berrydragons that possess both size equal to dragons and expert control over plant life, but these are unconfirmed at present. Powers: Flight, Small Bite, Once a day, make a 1d10 roll for the number of goodberries the berrydragons grows. Each goodberry has the same properties as one made by a goodberry spell. Aspects of Ideals Aspects of Ideals are created from manifested dreams with the exception that instead of appearing when named, they are forged when an ideal of a god has been achieved in the world. Aspects are inherently tied to a god or passion. Their ideals are often heavily abstract concepts that are in the domain fo the gods they serve. For instance, an Aspect of the passion Dis on the plane of Eberron might be forged from such concepts as Slavery, Madness, or Bureaucracy as those are in Dis' domains. Because of this highly disparate base, Aspects are highly divergent in appearance as well. They can be a cluster of geometric shapes loosely coalesced around an impressionistic form to a divinely beautiful and tall humanoid to a monstrous appearance reflecting their nature to many more forms limited only by the imagination. Appearing wherever their ideal is represented most strongly, newly born Aspects of Ideals can only normally be formed at great triumphs of their ideals or when those ideals are deeply held among the populace. An aspect of the ideals of Jaaspre might be created if a large enough group of people are unified in their desire to defend a forest or an aspect of the ideals of Dis might emerge from the unified despair when a people are subjected to slavery. In desperate circumstances, a diety or passion might create a temporary aspect of ideals from their being that is very powerful in order to fight alongside them, though doing so presents a great deal of risks if one should die and not be reabsorbed. Once created from dreams and desires, Aspects will go about singlemindedly attempting to further the spread of their ideal. An aspect of justice will fight to punish the guilty, an aspect of charity will assist the poor, and so on. While Aspects are very focused on their tasks at hand., it is theoretically possible for them to develop emotional complexity beyond their superlative focus and develop independent desires if they can survive long enough to do so. An Aspect might even possibly fall in love although a child formed from such a union will often be driven to exemplify whatever concept their parent is created from i.e. a child born from an Aspect of the ideal of Martial Glory might strive to become a great warrior or a child born from an aspect of knowledge might seek to become a researcher. Aspects of Ideals can vary wildly in the level of threat they pose. A newly born aspect created from a weak event might only pose an average threat to a moderately experienced adventuring team. An aspect born of a great triumph or one that has survived for some time will become much more powerful and can pose a threat to even a very experienced team. If an aspect has managed to survive for some time and curry the favor of their deity or passion, then killing them could also incur a sense of anger from that deity (which may also be countered by favor from that deity's enemies.) All aspects are possesed of innate spellcasting abilities and usually are in possession of some magical weapon. Being formed an ideal, they are also typically resistant to certain types of mental effects depending on how old or powerful they are. Their spellcasting abilities will vary depending on which God or Passion they serve and which ideal they are formed from. While most Aspects are generally proficient in fighting, they will battle in a way that befits their ideal with some leaping into the fray with abandon, others blasting from the shadows, and others relying on minions. Do not assume that a battle with one aspect will prepare you for the next as each are unique in their own way. All Aspects though have a shared ability: the power to increase their ideal within a target to the point of zealotry with older and more dangerous being able to do so to multiple people. An aspect of justice could temporarily increase the feelings of justice in a target to the point that he tries to capture and turn in his lovable criminal teammate if he is unable to resist. Multipel Varieties Powers: While most Individual powers are dependent on their patron passion, most do have some form of the following: Innate Spellcasting: Spells dependent on their passion/Deity/ and their ideal. The ability to intensify feelings of their Aspect in those they see. Magic Item/Weapon/Armor: Usually has some midly blessed object. Variable Resistance to Mental Effects: Hummingstirges A distant offshoot of its more outwardly revolting cousin, Hummingstirges are remarkably vibrant plant-beasts with multiple light green mosquito wings and multiple tendrils ending in blood sucking probosci. Remarkably colorful, Hummingstirges naturally blend in amonst flowerfields and so mass numbers tend to congregate amonst them. The Hummingstirges diet is a mix of flower nectar and blood, and they can regularly be seen during the day pollinating flowers as they collect the nectar. Camoflauging amongst the flowers, the Hummingstirges primary method of hunting animals or people wandering into their flower fields is grappling with their tendrils and then draining the blood from their victim. While as frail as their couins, Hummingstirges swarm in packs known as 'blooms' where large numbers lurking in flower fields suddenly burst upward from the flowers to drain the blood of whoever's walking among them. Telltale signs of hummingstirges in the area include animals entirely exsanguinated, colorful flowerfields, and a significant number of Blood Blossoms (I know it's a dumb name. I'm working on it.) a type of plant that grows best when watered with blood. Hummingstirges are big problems for herbalists and apothecary's due to their choice of location. A bloom of humminstirges can often prevent an apothecary, alchemists, or healer from replenishing their stock of herbs and leave a community without medicine. As an aside, the Hummingstirge's unique diet of blood and nectar also makes quite the panacea for alchemists. Due to some biological process, when the blood and nectar are absorbed by the Hummingstirges body, they mix together to form a very healthy jelly like ingredient that can . By applying the ingredient to a health potion, a skilled alchemist can make the healing effect all the more potent for a cheaper cost. Abilities: Blood Drain, Darkvision, Flying Wizard Lizards The reuslt of a small trend among wizard familiars, Wizard Lizards are medium sized lizards that are color coded according to which wizard tradition their owner belongs to and have the capacity to cast a single spell from that school. Magically altering lizard eggs during development causes these lizards to manifest minor magical abilites like constantly casting minor illusions of bugs or breathing out ray of frosts. In captivity, wizard lizards often act like lazy dogs, happily sunning themselves on warm rocks, napping,and slobbering all over their owners. Most domestic wizard lizards only know cantrips or relatively harmless spells. However, improper care allowed some Wizard Lizards to escape into the wild where they're now an invasive species in certain parts. After several generations, these wild wizard lizards have now naturally developed the ability to cast spells and reports of lizards blasting out magic missiles from their mouths have flooded back to major towns as the wizard lizards are rumored to be growing stronger. Domestic Variety: Monocolored in wizard tradition; Know a cantrip or 1st level spell of their choice that they can cast once a day. When these show up in the wild, they're either recently abandoned or haven't adapted yet. Wild Variant: Years of living in the wild and subsequent breeding between different types has given these lizards a hybrid blend of traits. Most now are a mix of colors between two traditions. They know two random level 1 spells from the wizard spell list which they can cast once a day each. Lizard Lord: A wizard lizard that has not only survived, but thrived in the wild. After several generations of breeding and mixing between lizard types, this creature has hit the peak of wizard lizard potential and has blend of colors on its skin. Resilient to spellcasting. Has access to a level 2 spell and two level 1 spells it can cast once a day each. UNKNOWN Chuckling at the criminally negligent Wizard Lizards, You flip over on over to the back of the journal section for this book only to see the entire part ruined. You give a big frown as the sections where people write their own observations on monsters or other things are typically the best part of these tomes. You begin to flip through to see if there is anything even partially salvagable in the mess. On each page, te journal is slashed apart, stained with blood or furiously scribbled over with ink to the point of unreadability which you think is just plain unsanitary honestl.. You can't even read the names of what seem like pictures of neat looking Aberrations on the pages, strange creatures of variable appearances and ethereal imagery. Flipping to the end of the book, you see only a charcoal sketching of what looks to be an almost eldritch creature holding something that begins to hurt your head pretty bad when you look at it too long. Below these pictures is a note inscribed in blood. THEY ARE HERE. THEY WERE ALWAYS HERE. THEY LIVED IN NIGHTMARES, BUT HID WITHIN REALITY'S SEAMS. ALWAYS WATCHING. DEVOURERS OF DEMONS. EATERS OF GODS. ENDS OF OUR AGE. WE GAVE THEM NAMES. JOKES. WE LAUGHED.  WHEN OUR SWORDS BROKE AGAINST THEM, WE STOPPED LAUGHING. WHEN OUR HEROES HAD FORSAKEN US, WE PLEADED. THEY ONLY LAUGHED.  THEY TOOK OUR NAMES AND TURNED THEM TO WEAPONS. THEY TOOK OUR WORDS AND TURNED THEM TO SUMMONS. THEY TOOK OUR CURSES AND TURNED THEM BLESSINGS. OUR PLEAS FOR MERCY BECAME INVITATIONS TO SLAUGHTER. WE SAW THEM DEVOUR OUR GODS. WE SAW THEM DEVOUR TIME. WE SAW THEM DEVOUR DEATH AS FATE AND MATTER FOLLOWED. WE WERE ALIVE. WHY WERE WE STILL ALIVE? THEY FORCED US TO WATCH. WE SPOKE THEIR NAME. WE INVITED THEM IN. FORGIVE US. Your exaggeratedly roll your eyes as you frown at finding yet another dread prophecy while doing some light reading, immaturely reciting it in a quite sarcastic fashion. Seriously, how old are you?.(Were you old? You can't remember no matter how hard you try). Still, whoever these losers who wrote this were, they were dead long ago. Hell, those things could have devoured whatever plane they eventually ended up at as well and you wouldn't know. You do feel bad for whoever ends up having to fight those things though. They seem like bad news. Probably have a funny sounding name. You bet you could come up with a pretty good name for one of these things. If you had to do so, you would probably name it something that everybody would say without meaning to, something really common and catchy like-
As you continue your journey across the many halls of the Great Library, the complete repository of all books, lost and forgotten, you find yourself in a section you're quite familiar with (are you?). Here is the hall of monster manuals, books of all stripe and kinds, from simple field notes on Butterfly Snakes to Volo's intricately detailed opinions on monsters. Picking up a single book, bound in brown leather, you look at the cover and see a picture of a tall and surprisingly brawny wood elf with a broken smile and black eye holding what appears to be a monstrous tentacle shark over his shoulder and a young wood elf girl who has such a similar smile holding a smaller shark in her hands. From the cover, you can only presume this to be the eponymous Monster Manuel considering the book's title is Monster Manuel's Monster Manual. With a reluctant sigh, you open it up to see what sort of drudgery this idiot has written. MONSTER MANUEL'S MONSTER MANUAL VOL 1. Bloat Wolves When a lich, hag, or other undead creatures of immense strength comes into power, their necrotic energies corrupt and corrode the land around them, death energies transforming the creatures that once lived in the area into monstrous undead. Bloatwolves are wolves who have succumbed to these necrotic energies affecting their homes, rising again after death as their stomachs distend and swell with powerful acidic fluid and their flesh burns off in acrid metallic smoke. Now completely corrupted, these undead creatures stalk the necrotic energy rich swamps, ripping, rending, and dissolving whatever creatures they find in their masters lair. While lacking the same speed and agility possessed in life, Bloatwolves replace it with the power to spew powerful acid capable of seriously damaging even the toughest of plate and outright melting weak creatures.In addition, Bloatwolves excel at working together with other undead to launch surprisingly coordinated strikes, often cooperating with Throat Wolves and Float Wolves to launch attacks. Bloatwolves are instinctually loyal to their undead masters, acting as trained attack dogs for them and tracking down escaped minions or adventurers. Acid Discharge: The Bloat Wolves blast out acid. It's exactly what it sounds like. Float Wolves: Born of the same processes that create a bloat wolf with the crucial exception that instead of filling with acid, these creatures bodies began to unnaturally pump out noxious swamp gas. In undeath, these creatures become essentially flying corpse balloons that wander aimlessly in loose packs descending only to feed upon the living who foolishly wander into the lands of their undead masters. However, the toxic fumes which give them flight also make them highly flammable, and even brief exposure to flame will cause them to bust into flames in a violent explosion damaging all around them. Stats: Regular Wolves Noxious Spray: DC 12 Con Check Explosion: When exposed to flames, the float wolf explodes. Creatures near it make a dex saving throw or take 2d8 fire damage or half on a successful save. BNase it off magmin’s explosions. Throat Wolves: Undead wolves whose skin has almost entirely fallen off leaving only raw twitching muscle with only small bits of mangy fur remaining and which possess a 30 foot long whip like second mouth concealed within their bodies which they shoot out of their throats. This secondary mouth is connected to a sort of backup throat, closer to a long internal spring, from which they derive their name. Inhumanly fast, faster than even living wolves, Throat Wolves are alpha undead predators which rapidly attack in synchronized packs to make up for any individual weakness. They typically attack in two ways: using pack tactics and exhaustion techniques on a single large creature who they whittle down slowly by taking bites using their secondary throats before going in for the kill when it's weak or havign two throat wolves use their internal whip like mouths to wrap around and immobilize prey before the whole pack consumes the now paralyzed creature alive. Stat Block: Worgs Throat Shot: The Throat Wolf shoots out its secondary throat 30 feet in front of it, either taking a bite of an opponent or wrapping around and grappling a target to prevent them from escaping. Make a melee attack at range or grapple a target. If grappled, a throat wolf’s movement is zero. Stone Heralds: Where innocents where massacred, where tragedy is memory, and where true faith has broken, Stone Heralds are born of that despair. Angels of no god, Stone Heraldsmaintain constant vigil over these cursed places. Upon creation, Stone Heralds adopt quite literally statuesque forms, taking their bodies from perfectly sculpted granite, marble, or metal. Immaculate in their artificially perfected forms, each Stone HEralds is a unique creation, each a living memorial statue to whatever tragedy created them. As part of that, the wings of a Stone Heralds are inordinately unique to each tragedy that created them, such that none could be mistaken for another. A STone HEralds found at the sight of a massacre might have 7 threadbare metallic wings with iron feathers equal to the number of people who have died on that ground or a Stone Heralds born from the razing of a temple may have intricately designed Stained Glass Wings depicting the fiery blaze. Such is the way that a STone Heralds can come to symbolize that tragedy. In their existence, Stone Heralds watch over their birthplaces in passivity, simply defending the place from further desecration. Stone Heralds attempt to divert people away from these cursed areas, letting them remain as quiet memorials of what happened there. If pushed to the brink and sensing hostile intention on the part of the travelers, a Stone Heralds will use its innate control over the ground and divine energies to drive away or outright destroy the intruders. As living divine statues, some artists travel to use them as inspiration for scultpure work, observing them and improving their own technique. Because of the Stone HEralds nature, some have pondered deliberately enacting tragedies precisely in locations they want guarded in the future solely to ensure that no one will investigate that area too thoroughly without earning the ire of the Stone HEralds. A Stone Heralds can be temporarily placated if it can be convinced that no harm is meant to the location it is in control of, but they're power and ability to eavesdrop through the earth beneath the feet of whoever is in their domain means that lying is a risky proposition. Innate Speellcasting: Stoneskin (Constantly casted on self), Mold Earth, Spare the Dying, , Detect Evil and God, Speak with Dead, Stone Shape. Have the ability to listen through the earth of wherever they're in charge. Stats: Weaken Angel a bit maybe, maybe combine with Earth Elemental's Burrowing and ability to damage objects much more. Corpse Crawlers: The Corpse Crawler in its base state is a tiny hermit crab like creature covered in many continually whipping tendrils that endlessly flail about. These tendrils possess a surprising amount of reach, allowing the corpse crawler to quickly skitter away or find a new host. Most coprse crawlers are very darkly colored with a few colored highlights inside of it.The Corpse Crawler derives its name from its choice of home. To protect itself from larger predators, the corpse crawler seeks out a corpse of a humanoid being to live in. Once it has done so, the corpse crawler will climb into the corpse’s mouth and proceed to eat its way to the center of the body where it will proceed to nest and spread its tendrils throughout the body. Once the corpse crawler is firmly anchored and its moving tendrils are now spread thinly throughout the corpse, it will proceed to puppet the body and force it to move around through the manipulation of its tendrils which also pump a form of quasi embalming fluid to prevent further deterioration of the corpse. The Corpse Crawler also emits a periodic wailing sound from its host mouth which can be easily picked up by other corpse Crawlers. This wailing is in fact a mating call meant to attact another corpse crawler which will also crawl inside the corpse and lay eggs. This accomplished, the corpse is forced to move to a safe space until such time that the eggs can awake from it. A corpse crawler which has found a body may attempt to kill another humanoid or creature in order to ensure a new home for other corpse crawlers. In experimentation, a corpse crawler had been found to have a very peculiar trait. No matter what choices are offered to it, the corpse crawler will always go for the choice closest in appearance to an adult human. Obesrvations in the wild have found that given the choice between a human and another race, that it will always go for the human body. Most experts are at a loss for why this is. Diminunati: Size: Tiny: A beliggrent group of tiny rabble rousers, the Diminunati are a race of incredibly aggressive and remarkably tiny creatures that possess a strength far better than what their size suggests. Typically about one foot tall,Diminunati have a disproportionate musculature with most of their body mass being developed in upper torso, big head, and relatively long gorilla like arms. Constantly chattering and griping and yelling, Diminunati communities are almost constant displays of machismo and misplaced confidence as they communicate almost entirely in insults and threats to each other, developing a quite intricate form of language based entirely on the subtext of verbally abusive language. Their small size is no issue to a diminunati however as they have a strange ability to grapple anything they can get their hands on and pack quite a punch with their (relativley) huge fists. Expert Grapplers: Can make grapple checks regardless of size. Glass-Shell Goliaths: Ironically named, Glass Shell Goliaths are a regional variety of snails closely related to the flail snail family noted for the anti magic property of their shells, their tiny size, and th collective nature they inspire in people. This coolective nature is dervied from the multitude of patterns and colors that their shells take which vary wildly depending on regiopn, breed, and diet. While lacking the dangerous flails and gargantuan size of their larger cousins, Glass Shell Goliaths are commonly seen as a popular pet for children regarrdless of social class due to lving for about 7 years on average and being noted as easy to care for. Rarer breeds of Glass Shell Goliaths can fetch much higher profits for older collectors or breeders. Many pet owners of Glass Shell Goliaths enjoyu having their snail pets race or fight using the two horns on their head. Breeds noted for this are very valuable. All things told, Glass shell goliath catching can be both a lucrative and fun hobby for enthusiasts of all ages! Also, they can on the occasion grow just as large as their cousins. Be mindful of that! They're cute when tiny, but dangerous when large. They spit venom in fact. Ouch. Graspers: Since the nightshard arrived, the barrier between dimensions has weakened and waned, and now aberrations of all kinds walk the Earth. Amongst the interdimensional visitors however, there are none more mysterious than graspers, owl headed men with long, sharp claws dressed in fancy suits of clothing. Appearing all across the plane, these mysterious creatures abduct people, animals, and objects, returning them to their locations a week later safe and sound save for a small change. Graspers can appear anywhere in the plane at any time at all: In an inn room in a sleepy hamlet far from the capital, in the middle of a dungeon deep beneath the earth, and in the middle of a closely guarded camp inside the tent of a leader. Inhumanly strong, Graspers rely only on their claws to protect themselves, but will never inflict lethal damage. Never speaking, Graspers seem to have no sense for tactics, rushing dead on for their object of interest even if they're being ripped apart. They typically try to abduct the sleeping or unconcscious, and then run off with them. If you take your eyes off a fleeing grasper, they immediately vanish. This applies to a dead grasper as well, their body dissapearing and leaving behind only a fine pair of clothes in a fashion style of another world. Around the land, many people report sightings of these creatures, claiming they're responsible for many actions, yet their true agenda is unknowable. Encounter Ideas: Your character wakes up in their tent looking up at a man in an owl mask and long sharp claws coming from his hands looking down at you. The owl mask blinks. Stats: CR 2 Immunity to Psychic Damage or Mind Reading Abduction: If a player or npc is somehow abducted by a grasper, they are returned a week later in a small field outside the nearest town where they dissapeared from with a minor cosmetic effect and a small mysteious symbol. This change is meant to be minor, but mysterious in why it was limited to just this. I do not recommend adding something as serious as losing an arm or anything else that might permanently cripple a character. Feel free to add more potential effects or do something different Table of random changes: 1. The character's hair color now permanently changes to a particularly bright shade of [color] 2. [type of animal] now reacts with confusion or fear to the abducted character 3. The abducted character now has two out of sync but distinct heartbeats. They still only have one heart. 4. The abducted character now has a strong love of [food] 5. The character can now speak [language] even if they couldn't before. If they ever meet a grasper, they also hear loud chirping and random words where everyone else hears absolute silence coming from them. 6. A character has complete and total knowledge on [random subject ex. frogs] 7. The character has a new and incredibly vivid childhood memory that they don't remember having before. If a character who might be involved or have knowledge about is asked, they react in confusion and say that never happened. 8. The character no longer has a belly button if they had one. If they didn't, now they do. 9. The toes on the character's feet have been swapped around or two fingers on their hands have been swapped. 10. Nothing changes on the character, but they are steadfastly convinced that there is something that is different. 11. The character tastes metal whenever they walk by [ordinary object]. 12. The character's eyes are now in a different color. They also have darkvision if they didn't have it before. An npc might say those eyes seem familiar, but never bring it up again. Mellified Monks In times of great famine or plague, there are monks who decide to make the ultimate sacrifice. Undertaking a years long fast of consuming only honey taken from mountain bees, these monks begin the long process of self-mummification and combining that with their inner ki to channel the honey within themselves. Having gotten to the brink of death, these honey hermits have acolytes seal them away in a cave with a large boulder to prevent them from escaping while they meditate in a lotus position waiting to pass on and mummify. When they do pass o however, the inner ki and the honey used to preserve themselves reawaken them as a type of undead known as a Mellified Man, an intelligent mummified undead that naturally creates incredibly healthy and delicious honey from within itself constantly and imbues it with Ki to give it healing properties. When this process is done, Mellified men then ring a bell to alert acoylytes to remove the stone and collect the honey from them, producing it freely and giving it away to the countryside to cure plague or alleviate hunger. The mellified man, remaining in the lotus position they passed away in, is typically venerated as an (un)living artifact of the monk order and used to dispense wisdom and honey as needed. The honey has a naturally curative effect and is incredibly healthy from being imbued with Ki. However, on occasion, this type of undead awaken too late or too early, forgotten about entirely, and can not escape their cave no matter how hard they ring the bell. Constantly producing life invigorating honey, these mellified men endlessly batter agains the wall, knocking and knocking until the cave entrance is covered in claw marks as they go mad from the realization that they can not die while being trapped in a cave forever. These mellilfied men who have gone insane from isolation ironically tend to desperately attack their liberators who might have freed them after hearing them in their madness and thus try to forcefeed them honey. Healing Everything: The Mellified Monk concentrates its ki and imbues as much healing energy as it can into the honey it produces before blasting it onto a target. If the honey lands, it begins to 'heal' the holes on a persons face while also curing superficial wounds. Describe the sensation of flesh ‘healing’ over their eyes causing blindness and/or the sense of suffocation as their mouth grows over. These flesh growths can be ripped off by having a character make a DC 10 strength check and taking 2d4 damage. Heal Allies: The Mellified Man heals its allies damages. Healing Honey: Treat it like goodberries that don't spoil. Mist Wolves: For those living in the feywild, rather than the full moon, they have learned to fear the Morning Fog. Mist Wolves are wolves that have permanently adapted to the capricious nature of the feywilds, altering their forms to the ambient chaotic nature energies that course throughout, and becoming stronger for it. Mist Wolves are distinguished from regular wolves by the particularly vivid shade of green of their fur, the way their footsteps never seem to touch the ground thus making their running silent, and their ability to teleport . Waiting for dense fog to use as cover before they attack, they use the limited visibility of their prey to launch sudden bursts of coordinated strikes, pouncing suddenly before teleporting out, leaving their prey disoriented and confused as they pick it apart with attacks coming from where it cannot see. Stats: Either Wolf or Warg Statblock HEll maybe a werewolf mightg be neat for using this, 1/day Misty Step, 1/day Fog Cloud Sepulchral Paragon: When a Paladin dies with regret, hrough their determination and sense of justice they can rise again to fight once more for the sake of their oaths, becoming a type of undead knight known as a Sepulchral Paragon. Any Paladin has the potential to become a Sepulchral Paragon so long as their determination is enough to continue on after death. Like a Death Knight, Sepulchral Paragons are undead, yet where Death Knights allowed their corruption in life to consume them and propel them in death, Sepulchral Paragons arose out of a commitment to the living to continue to protect and uphold the oaths they were sworn to in life. These Sepulchral Paragons thus become undead champions of justice, wandering and helping to protect wherever they go 24/7 now that they no longer require rest. In most cases, Sepulchral Paragons prefer to wear full armor in order to hide their undead nature from others, nad maintain combat effectiveness. While not having the full extent of undead powers available to a death knight or oathbreaker, Sepulchral Paragons are still formidable foes. Their fighting skill undiminished by their now undead existence, they devote this skil entirely to the act of protection now that they no longer have mortal concerns such as food or sleep, living only for the sake of others. Purposely rejecting raising the fallen as zombies to fight for them as meatshields, the Sepulchral Paragon instead invokes warrior spirits to battle alongside the Sepulchral Paragon once more, typically fallen friends who would willingly give aid to them. Indeed, many abilities of the Sepulchral Paragon are alterations created to protect others. While a sepulchral Paragon arises out of a sense of justice, their existence is often still inherently at odds with most of the gods that granted them their powers. A Sepulchral Paragons' existence is a difficult one, rising again and again to battle evil and protect the weak while being forced to walk the Earth out of a conviction that their service is still needed, forever denied the peace they deserve. As a Sepulchral Paragons existence continues, their body then their mind often begins to break down, the determination and justice which fueled them eventually slowing down as they lose themselves entirely to their cause. After a certain point, a Sepulchral Paragon, while still dedicated to good, will simply be only a shallow remnant of the paladin it once was, mimicking the actions it took in life. To some gods, seeing the champions who gave their lives so valiantly for their sake continue to suffer warants their compassion. To other gods, it is a denial on par with blasphemy to see a champion of theirs debased with undeath, and so regardless of their actions, they must be destroyed . In either case, when knowledge of a Sepulchral Paragon arises, Paladins of their order are often dispatched to help finally lay them to rest or smite them. It is typically considered a great honor to help give peace to a fellow paladin, and paladins can sometimes appoint someone to do for them in case they should ever become a Sepulchral Paragon. Stats: Deathknight Determination: When knocked down, they get back up with half their health. Ragekind Ragekind are what happnes to barbarians who lose themselves to their Rage ability, their bodies warping to horrific new form to handle the power channeled by their fury. Ragekind are barbarians whose bodies have become hyper exaggerated, grotesque parodies of the natural form as muscles form upon muscles into pure killing machines, looking nothing more than a hulking group of muscles in the vague shape of a human. Empowered only by their rage, Ragekind become a threat to everything around them, and when a village senses that a warrior is succumbing to their rage, typically exiles the warrior or repurposes them into a directed weapon pointed at somewhere else. In this way, a Ragekind turns their uncontrollable anger into a pilgrimage of death, slaughtering and fighting their way to wherever they turn their anger towards. If a ragekind's attentions are turned towards their village, they typically attempt to appease or distract the ragekind away from them. What turns Ragekind into a threat however, is the dreaded Warp Spasm, an ability which sees the former barbarians already twisted form turn in on upon itself and exponentially modify the Ragekinds body. Musclemass visibly increases as the whole skeleton begins to shift and collapse in on itself as it barely contains the visibily expanding body, the lungs double in capacity, chest and arm muscles tripling in size, the face becomes no longer recognizably human as facial features shift around in a struggle to deal with the pressures the change places upon the body, and portions of the brain outright shutdown as everything unrelated to killing whatever is in front of it shuts down. Powers:, Warp Spasm: Casts Enlarge on self, cannot be undone or counterspelled. Will enter berserker's fury and attempt to kill everything. Set intelligence to 2., Resistance to non magical weapons. Rattleknives: The rattle of metal scraping upon metal and a flash of steel are typically the last things people see before they are eviscerated by a Rattleknives. Almost an elemental of metal, Rattleknives are living collections of small metallic animated objects that have banded together in a hive mind, becoming a creature seeking only to expand itself by consuming more and more metal objects to add to itself. Their specific appearance varies depending on the exact composition of metallic items which compose them, but in all cases they resemble a metallic whirlwind of knives and other sharp pointy objects which occasionally coalesce into an almost humanshaped form to stealthily move around it. A favorite tactic of a rattleknife is to do a knife whirlwind, spinning its component parts in an attack targeting everything around them when surrounded. Rattleknives also have the ability to partially separate themselves, summoning animated objects to fight alongside them at its direction. Because of their obsession with growing themselves, Rattleknives seek out places with lots of small bits of metal, lurking to absorb whatever stray shiny bits fall into itself. In junkyards, Rattleknives are active threatrs as they silently eviscerate those they believe to be taking away shiny objects they can use to grow themselves and the nature of junkyards means that rattleknives can create active communities of themselves growing in a single space. Powers: Summon two tiny animated objects (Flying Knives) or one medium animated object (Smaller Rattleknife) Stats: BAse off elementals Wishwraiths Wish, the legendary spell capable of doing anything, has been long lost to wizards and sorcerors since the days of the masked mage, but in the quest to rediscover it, wizards and sorcerors alike can fall prey to a uncommon affliction. While unknown to most spellcasters, Wish functions by the caster channeling high amounts of arcane energy through their body, utilizing their will to keep it steady while maintaining focus on their desired intent, before unleashing it upon reality and altering it through manipulation via the sheer output of raw arcane force they generate. However, channeling such high amounts of magical energy is an incredibly dangerous process. If the casters will falters or their intent is not focused, then the sheer amounts of energy they're channeling can rip apart their mortal bodies and destroy them entirely. While this is not limited to wish, researchers who understand that you require large amounts of arcane energy, but are unaware of other steps often succumb to this in researching it. When a body is destroyed, it is not necessarily the end of the wizard however, as their soul and the arcane energy they were channeling persists, with the soul focusing the arcana magic into an erstatz body to control. In this way, they become a being of pure magical energy, a Wish Wraith. This process, while maintaining some vestige of life, is an inherently destructive act that can wipe out the identity of a spellcaster entirely and reduce them to the level of a monster. To survive, a Wish Wraith must drain magic constantly or else their form will collapse.Unable to recharge it on their own without a mortal body, Wish Wraiths drain magic to replenish itself. In doing this, the Wish Wraith is not picky, draining ambient magical energies from locations, artifacts, or even people with the slightest potential. Even if a spellcaster somehow manages to retain their personality through the destructive process, an incredibly unlikely chance that while not impossible is far fetched, this constant need to preserve themselves will be constant and ever gnawing with perfect willpower needed at all times to not focus on absorbing magic.In this way, Wish Wraiths become magical vampires almost. Besides hunger pangs, there are some benefits to becoming a wish wraith as their new purely magical form means either resistance or outright immunity to most nonmagical weapons or attacks. In addition, spellcasting is in no way diminished and by constnatly draining from high powered magic sources, a wish wraith could potentially cast far more spells than it could normally, making them dreadful monsters to fight with pure magic users. Powers: Stats: Base off of Archmagi or Mage from monster manual depending on level of party, then modify. At Will: Detect Magic (Considered to always be on. Allows them to track magic to feed on), Mage Hand (Wishwraiths can keep two moving at the same time to manipulate things from a distance.) Multiattack: Arcane Blast once, then melee attack or melee attack twice or arcane blast twice Arcane Blast: The Wish Wriath makes a ranged spellcasting attack roll and blasts forth a beam of magic that deals 1d10 damage of either fire, ice, lightning, or force damage to target opponent that pushes them back 10 feet if it connects. Spell Drain: When the Wish Wraith makes a melee attack, if the target has spellcasting or pact magic and the attack lands, then the wish wraith heals 1d8 health of the Wish Wraith's health, the spellcaster loses one of their highest level spell slots, and the Wish Wraith can recast one of its daily spells. Arcane Nature: Immunity (Archmage)/ Resistance (Mage) to melee attacks made against thhe Wish Wraith with non magical weapons. Spells: Make a list depending on they type of spellcaster they were in life. Pans : When a faerie steals a human child away in the night and takes them back to the faerie lands, what happens to the child afterwards? The answer can vary, but among the worst fates is to become a pan. To those stolen children whose bodies are unable to adapt to the ambient nature of the fey, their development is warped and altered by the strange magics. While their body's musculature begins to exceed their normal bounds, their minds are trapped in a childlike state, freezing their emotional and mental capacity. Perpetually trapped in this awkward state, Pans often become a menace lashing out a world they can barely understand while struggling to deal with their existence. Often the fae who originally kidnapped quickly release them into the wild after becoming bored with them, forcing them to group with other similarly abandoned Pans where they form loose gangs of lost boys. Some Pans in these gangs are slightly more mature, and often attempt to care for the others, directing them and trying to distract from the true nature of their unfortunate existence as they live day by day by scavenging or surviving in the fey wilds. Some Fae deliberately choose to create Pans, using them as muscle that typically isn't available to the more ethereal fae. Other fae see Pans as simple nuisances and destroy them with magic when they see them. In some cases, a fae gets it into their head to right a wrong by releasing Pans back into the human world, in essence releasing a mob of people with no capacity to fend for themselves into an environment they cannot understand, where they will either turn to a rampaging tantrum or banditry before being killed. In the feywilds, these perpetual man sized children can often act as threats to unwary visitors ot the feywilds or minions to a fae resident. Stats: Bandits, up the strength by two, reduce intelligence, and resistance to charm from survival in the feywilds. You close the book and throw it away absent mindedly after becoming bored. Honestly, you didn't really care for this batch of creatures. I mean 4 wolves? Not much of a monster manual at that. Sighing in disappointment, you peruse the vast selection of monstrous books here and hope to find something more to your taste. After all, you have all the time in the world to read up on all the crazy monsters that have existed, will come to exist, or have been dreamed of here in the Grand Library.
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Abyss Pups: The Loyal Hounds of hell, Abyss Pups typically incarnate upon earth in the form of a skeletal dog with shabby fur, a skull like face, and eyes like smoldering embers. Regarded as omens of ill will, Abyss Pups generate derision and malice amongst most societies and many cities have statutes and local ordinances against feeding them. They are also incredibly unlucky and completely incompetent at nearly anything they try, and are prone to injury. Paradoxically despite their infernal origins, Abyss Pups are prone to establishing extremely deep and personal bonds with adventurers or people who have shown them kindness, developing an intense loyalty that persits throughout the rest of their life. Once this bond is established, Abyss Pups attempt to be as helpful as possible to their master, constantly finding and collecting trinkets and items for them and following close behind. This bond is established based solely upon kindness shown to them regardless of alignment, but Abyss Pups tend to congregate around individuals who are more morally loose than the norm perhaps due to recognizing a fellow outcast of society. For this reason, an individual who has established a loyalty bond with an abyss pup will often be initially suspected when they arrive to a settlement that sees them near and can sometimes suffer a blow to their renown due to the Abyss Pup's loyalty.  If struck or hurt by their master after they've established their bond., Abyss Pups will often continue to display an even deeper sense of loyalty no matter how viciously they are beaten due to remembering their master's original kindness. Abyss pups are unable to enter consecrated ground and are slightly fearful of holy symbols, though this can be overcome if their master wields such things. If they are killed, their bodies are consumed by flames and a soft whimpering is heard, yet in an interesting process, the abyss pup will return the next day looking none the worse for the wear (although still monstrously shabby given their usual appearance). This seems to happen no matter how improbable or sure the death which would normally be indicative of great power, but they're still incredibly bad at being dogs. If they have any great power, they sure can't use it intentionally. Abyss Pups only seem to reincarnate when they aren't observed, but are always happy to see the person they've bonded to afterwards as soon as possible and typically show up close by. To get rid of an abyss pup is a time consuming process involving holy rituals and constant negative reinforcement. Eventually, even an abyss pup will get the hint and spend its days in a mournful malaise away from you, watching over you from afar, but not daring to get close to you out of fear or depression. However, the Abyss Pup will only disappear from your life if another willingly adopts it. The former owner often report experiencing a great sense of relief and a string of good luck after abandoning their Abyss Pups.  Your Faithful Servant: When killed or otherwise rendered completely incapacitated, the Abyss Pup will reappear beside its master the next day while looking none the worse than its normal, incredibly shabby appearance. This happens regardless of the type of death or improbability of its return. To prevent a return, the usage of a wish spell or specific holy ritual is required. Inborn Disadvantage: Every roll an Abyss Pup makes is with disadvantage. Once a session, your dm can impose disadvantage on a single skill check or attack represented as the Abyss Pup trying its best to help you and failing. However, you gain advantage on a saving throw or impose disadvantage on an enemy attack represented by the Abyss Pup taking the brunt of the effect. This second ability triggers if such an attack poses a credible threat to ending the player character's life or downing them. Fun Fact: Abyss Pups are the worst creatures imaginable at the game of fetch. Impossibly bad in fact. Often they end up bringing back random trinkets like knives or money printed in infernal script, their own bones, and sometimes slightly shabbier versions of whatever was thrown. Arcane Manifestos: Magical Body Parts with special powers to protect a wizard’s possessions. Arcane manifestos are advanced magical security measures created to protect treasures or locations that take the form of arcane constructs of force energy. These constructs typically take the form of body parts and are considered a more advanced version of the glyphs and wards spell. In addition to combat, Arcane Manifestos have a variety of other uses due to their autonomy being able to manipulate physical objects over a long period of time according to a pre programmed set of instructions. Hands, Choking: Magical wandering hands formed purely from arcane energy, they project a blue light around them for 15 feet and serve as magical guard dogs. Varying in size from a medium size dog to a standard human sized hand, they have a variety of behaviors, but typically default to straight bludgeoning targets or grappling them into submission until their masters return. Unlike others, the magical master does not have to sacrifice body parts to control them and can create a nearly unlimited amount as long as he can maintain the magical focus to make them. Eyes, Stabbing: Magical eye symbols which glide upon walls. Unlike the Hands, they are unable to float and must have a surface to slide upon. They are entirely flat and as such can initally appear to be wallpaper decoration to the untrained eye. When an intruder has been detected, the Eyes blast forth a laser that lights up the target allowing the hands oto have an easier time of attacking. As a result, they work well in pairs with the hands. SKilled casters can also use them for the sake of spying by taking out one of their eyes and turning it into an eye. Mouths, Screaming: Magic Mouths that Grapple with a large tongue if you get too close and immediately alert the rest of the security system. Their tongues are incredibly dextrous, stretching out and pulling things right beside them. The mouths likewise must remain on a 2d surface, but remain fixed in their location unlike the eyes which can move along walls. The Mouths primary purpose is communication or restraining with tongues, allowing the Hands to beat the now immobiilized targets. Some variants also breathe fire or shock people if a password is delivered wrong. Ears, Listening: The Wizard loses a sense of hearing in one ear, but can place an arcane ear anywhere in order to eavesdrop on that location. Arcane ears are small and eaqsiily hidden keping it hard to find them to facilitate eavesdropping. In a wizard lair, it is easy for an ear to pursue a party of adventurers for some time, relaying their typically idiotic plans to the wizard or other boss in charge of them. FUN FACT: Wizards have tried to make other magical body parts before, but early experiments in creating magical legs led to them running away. Behanders : Just BIg ol Balls of Arms and Hands. Abominations brought into this realm from the elemental plane of big muscley arms, Behanders are Large sphers of hands with eyes in their palms and giant muscley arms that compulsively seek out arms to rip off and add to themselves. If a Behander defeats an opponent, the abomination rips off an arm and adds it onto themselves as a trophy of their victory. Because of this, A Behander might have appendages from any number of different species, elementals, or constructs somehow finding a way to attach anything armlike to itself in a way that provides functionality. Behanders typically communicate in a mix of sign language and clapping, but also have the ability to speak abysmal, though nobody has seen a mouth underneath their large amount of arms. Behanders have a very complex hierarchy based upon the number of arms an individual Behander posseses. Due to their eternal quest to add on more arms to themselves, Behanders typically avoid other Behanders to avoid getting locked in a continual exchange of arms between the two. Believed to be related to Beholders, but a Beholders natural narcissm forces them to seriously disdain their more martial cousins as hideous parodies than themselves. Behanders for their part, consider beholders to be big nerds. Behanders reproduce by grabbing themselves with all their arms and ripping themselves in half in a pool of gore with their FREAKISH STRENGTH and makingtwo new Behanders. Behanders are typically loathe to do this however as this means diminishing their arms status while simulataneously making a new rival doing so only when on the verge of death to preserve themselves. Both then immediately begin wrestling to esetablish dominance before setting off to continue their quests. FUN FACT: Behnaders love nothing more than a good wrestling contest and it is said they seek out any followers of the passion of martial competition to test their strength against. BlackVines: An Arcane Disease which targeted the poor and turned men into monsters. Depicted left is an artists rendering of a plaguelord. The Blackvines disease is a relatively new illness brought into the world. First detected in slums, the illness involves a gradual thickening and replacing of the victims blood with a bilous black fluid, the organs losing functionality as they shift their purpose to producing this fluid, and a gradual petrification and ashening of the skin as the illness progresses. At its endstep, the illness is has a 99.99 percent chance of death. According to the investigations of a wizard named Tomas Degas, the illness was rooted in the arcane and was transmitted primarily through person to person skin contact or infected water sources. The disease was also unable to affect spellcasters or those with the potential of casting spells leading to confirmed speculation that it was an engineered arcane disease. This attribute along with the method of transmission meant that the disease had a much more devastating impact in areas with large population centers and limited means of standardized medical care. While most victims who came into contact with this disease would perish within 1-2 months of contracting it, there remained variance in potential impact of the illness among individuals. Carrier : The vast majority of Blackvines victims experienced symptoms of rigidity, pain, and exhaustion which prevented them from performing any activities during the course of their illness. However, when called upon by a plaguelord, Blackvines Victims were forcibly dragged by their black blood and forced to fight against their will. Due to the pain this inflicted upon the victims and their own delirium, blackvine Carriers were resistant to injuries and continued to fight as long as the Plaguelord wass alive and maintaining control of them. Carriers were forced to drag themselves along despite amputation for as long as this link is maintained. While not much stronger than the average zombie, the petrficiation effect and hardened black blood help create resistance to bludgeoning and piercing damage. Just as well, the carriers were used to spread disease through the plaguelords command. Plaguelord: An abomination capable of controlling Blackvines Victims by manipulating their black blood, Plaguelords are creatures whose true motives are mysterious, but seem to revolve around spreading the Blackvines virus as far as they can. Plaugelords are speculated to have similar origins to the Daelkyr in regards to their spatial home due to similar flexibility in appearance and proficiency for experimentation and sadism. Plaguelord reproduction is unknown. How they eat and even whether they do so is unknown. The mechanism of their control seems to be innate and every recorded instance of a plaguelord has seen them attempt to spread blackvines as far as possible in order to further their control. Plaguelord instances typically began with attempts to infect water sources or spread the disease in areas with little means of combating the infection such as warzones or impoverished slums such as the ones in Sharn. All recorded Plaguelords were eradicated by the wizard Tomas Degas and his compatriots in Team PTSD 5 years ago.A mass outbreak of Blackvines and rise of Plaguelords was stopped by Team PTSD roughly 5 years ago and a working cure was found by one Dr. Tomas Degas, but supplies are still limited in the event that new Plaguelords emerge. Corpsewood : T rees possessed by vengeful spirits and on the hunt for the living. Corpsewood is the name used for any plant animated through possession often gaining power from beyond the grave and a vendetta against the living. Plants typically used for druidic focuses such as holly are often far more susceptible for this effect. Corpsewood can be found in places of mass death, slaughter, or great violence. Trees used to hang people, plants overlooking a battlefield, or plants grown above a buried body all are likely candidates o become corpsewood. The corpswood plant thus becomes possessed by the soul fo the dead which warps its wood into a twisted walking tree which then begins hunting people showing a preference for the individuals those souls possessing it hated. In certain cases, a revenant buried in a bog or swamp can come back to life through possession of a conglomerate of plants instead of the usual tree. In the event of revenant possession, Corpsewood will gain the natural resilience of a revenant, coming back from destruction again and again until it achieves its vengeance. Stats: use animated plants and add in a vulnerability o radiant damage. FUN FACT: In a famous incident, a Corpsewood animated from a hanging tree during an execution and strangled both the executioner and mayor while reciting how they murdered innocent men in order to gain their riches. It was discovered however that the corpsewood was referring to the previous mayor who had died 3 years before the incident. Trees are not smart. Church Blights: The Cleric version of Liches, abominations against the gods, and hunters of both the divine and profane. Made from clerics, Church Blights are a special form of undead which retain and pervert the connection between follower and deity to create a zombie with the powers of both divine and profane. A church blight is among the most blasphemous creations that a necromancer can forge, created through similar rituals to Lichificiation. Instead of creating a simple zombie, the former cleric maintains its active connection to its god, drawing and pulling strength from their deity even in undeath. The more powerful of a connection the cleric had in life, the more power they can drain from their deity in death. Because of this, these zombies retain a more limited form of spellcasting as well as developing resistances to common weaknesses such as radiant or necrotic damage. The ongoing existence of a Church Blight is an active affront to a god. A Church Blight is essentially a leak in power to a god or passion. It’s speculated that a critical threshold of Church Blights to a minor deity would greatly reduce its power or ability to act in the material plane and so Gods and their servants set out to destroy these monsters wherever they are rumored to appear. To counter this, Church Blights feed upon celestial and infernal beings as well to help fuel their magic and become even stronger in order to slaughter those who come to destroy them by utilizing their divine magics and their undead resilience. A powerful enough church blight can repeatedly summon and devour weaker angels or demons to help farm spell components for its master or charge up its strength for later battles. A church Blights primary weakness is that the ongoing connection to the former deity means that they are unable to hide from them even with the usage of powerful magics. A church blight must also feed upon sources of divine and infernal power in order to persist in life, making them hunt aasimar or tieflings or people with contact such as warlocks or clerics. FUN FACT:. Unable to hold a holy symbol without injury, Church Blights instead pray to cast their spells. A famous necromancer from Korth sent to destroy one alongside a paladin noted that the only spell prayers it used were all intended for sinners begging forgiveness, leading him to speculate that Church blights might maintain some reflection of their original selves. Etoile Rippers: Unearthly beautiful fey with giant crimson hands who violently murder all who interrupt their dance Etoile Rippers are uncannily beautiful fey with large crimson claws that exist in a state of perpetual dance. Coming together in troupes, they mill together, dancing in the forests of the feywilds in ceremonies that last for centuries. From afar, Etiole Rippers seem graceful save for the large, crimson claws at the end of their arms, constantly dripping blood. If an individual were to interrupt their aimless dance however, then the troupe of Etoile Rippers instantlyrush over and rip apart the interloper with their gigantic claws, savagely rending straight through bone until all that remains is a gory mess before resuming their dance. Too often, a hapless traveler to the feywilds, possibly drawn there while traveling in a forest, rushes to what appears to be a group of other individuals only to be surrounded and shredded by these murderous dancers. Spin Attack: The Etoile Ripper attacks by spinning around dealing damage to everything within 5 feet of it. FUN FACT: A famous Elven Bard specializing in Dance once theorized that Etoile Rippers only attack due to recognizing the movements of outsiders as separate from those of their troupe. Testing her theory, she successfully managed to disguise herself for 25 minutes before missing a step and being violently torn apart. Forgevulcans: Living Forges in the shape of Dinosaurs that shoot out burning weapons The Pets of Fire Giants, Forgevulcans are living forges connected to the elemental planes of earth and fire which take the form of huge beasts of burden or Dinosaurs and can automatically generate weapons from the powerful forges on their back. In the days of giants, their ability to mass produce crude weapons was used to prepare weapons en masse for the servants of giants while skilled Fire Giant Artisans focused their talents on arming giants. Now, that the giant empires have come to an end, Forgevulcans are much less common and typically either exist in small communities based around volcanos or personally kept by Fire Giant Clans as pets. To fight, Forgevulcans instantaneously forge crude weapons and launch them outwards like cannons or utilize their immense strength and Greatsword Spikes to batter away enemies.Reactive Forging: In response to an attack, The Forge Vulcans uses its reaction to creates a shield in response to an attack and adds +2 to its AC until the end of the round. Burning Rebuff: Upon receiving damage, the Forge Vulcan uses its reaction to blasts a hunk of burning metal at whatever damaged it, Target makes a DC 15 dex save or takes 3d10 Fire damage. Stats: Modify a Triceratops, make it immune to fire, maybe mod attacks and AC, grant forging abilities. When killed give players reward in equipment. Or a Flame Sword. Flame Swords are rad. FUN FACT: Forgevulcans impress potential mates by creating more complex or larger creations from their forges. If both male and female accept each other, they forge a small fortified nest around their eggs to protect them from any and all potential threats. This both protects the egg while heating it, and makes a visible warning. Ghoul Gliders:  A Ghoul Glider is a colloquial term for a wide variety of minor necromantic constructions which consist of corpses strung together to create a single winged abomination. A standard Necromantic creation, Ghoul Gliders are typically symbols of the first dramatic improvement of the burgeoning necromancer due to requiring a great proficency at the essentials of Fleshcraft. Functional Ghoul Glider creation requires skill at preserving viable tissue and adeptness with necromancy to ensure that the monstrous symbiosis functions properly. Failed Ghoulgliders that are unable to fly or simply paralyzed are common until the necromancer develops the finesse to combine them in just the right way. In this fashion, the necromancer also attains a significant boost to their confidence in both themselves and their craft as they have grafted flight onto what was once chained to the ground. Although a skilled necromancer can reduce the number required to two through creative application of the ribcage, the process of creating ghouldgliders usually requires 3 minimum simply to gather the flesh needed to create the wings and muscle to reinforce the flight. When under the thrall of a necromancer, Ghoul Gliders function as flying muscle, often abducting people to further serve as experiments, launching unexpected aerial attacks on those unaware of the threat of flying undead, and spreading infection farther thanks to their increased range and flight. When their creator's control is severed, Ghoul Gliders form dark flocks that attack and swarm the area, often spreading zombie infections further than can be quarantined and creating a menace to the community. These flocks often compete with wyverns and other flying monsters due to their efficiency in stripping the surrounding areas of all life, being active at all hours and times which starves out even coordinated predators like harpies. Ghoul Gliders often ambush other flying monsters, swarming en masse a single harpy or gryphon and ripping them to shreds in an instant before flying off faster than the flock can retaliate. In addition, Ghoul Gliders steal eggs or hatchlings from such competitors and consume them for protein to replenish themselves, allowing them to further sustain their forms. Due to the long lasting destructive influence on the environment and societies dealing with escaped Ghoul Gliders, Ghoul Gliders are seen as one of the premier reasons for Necromancy to be heavily policed internally, with Necromancers cooperating with Rangers and Druid conclaves to track and destroy rogue Ghoul Glider FUN FACT: A group of Ghoul Gliders is known as a Massacre of Ghoul Gliders for obvious reasons. Mechanically: Grant a fkying speed of 40 feet to a Ghoul, Focus on Ambush tactics, add a charge attack to represent the efficiency of its ambush tactics, grant an ability to detect life from far above to track players
Hungerbeast:Embodiments of gluttony Initally very small, Hungerbeasts are a species of magical beasts closely related to Bulletes that are born with an insatiable appetite and an unchecked capacity for growth. Hungerbeasts can eat anything and everything as long as it is smaller than temsleves, converting it directly into its accelerated growth. Hungerbeasts attempt to placate this maddening hunger at all opportunities and if left unchecked reach large heights in an exponential fashion as the increased size results in increased hunger which furthers its destructive potential. A hungerbeast usually begins its birth cycle by eating its way out of its mother and progresses from their. The limit of what a hungerbeast will devour is limited only to what it can fit inside of its mouth. A key marker that you are dealing with a hungerbeast rather than a bullete will be that a Hungerbeast actually devours the dirt it digs through rather than swim through it, simply shoveling it inside of its mouth as it creates complicated tunnels that other monsters or animals eventually move into. Curiously a Hungerbeast never actually leaves waste, leading some experts to believe that its insides are actually connected to the astral plane similar to a bag of holding. This hypothesis is typically also offered to explain why their entire behavior is dedicated to eating as they are forever unable to fill the void. Hungerbeasts are cannibalistic so most tend to end up being devoured by other hungerbeasts in a somewhat stable cycle, but if not stopped in time, a Hungerbeast will continue to grow at an exponential scale. As a result, missions are regularly offered to hunt down these monsters before they can grow too large. In the largest recorded instance seen thus far, A hungerbeast grew large enough that it was able to devour an entire forest and small town, buildings and trees whole, before it was eventually put down by a coaltion of the druid circles and ranger conclaves. Despite ongoing extermination, hungerbeasts still appear leading some to believe that they are actually mutations of bulletes rather than a distinct species. Start Basic Bullete: Increase Health, AC, Attack as it gets larger and larger from neglect. Greatly Increase size if ignored for too long. Think Whale Sized Jaws except it hunts the party on land. Shrieking Shrikes: Small intelligent blackbirbs with a red dot over their heart, Shrieking Shrikes are noted for their ability to emit high volume vocalizations that bear resemblance to human screaming. Shrieking Shrikes typically make their nests in locations where lots of sharp objects in order to impale their prey on such as spooky haunted forests or barbed wire fences. Shrieking Shrikes have an odd fondness for sapient creatures, leading some to theorize potentially magical origins, and attempt to warn off travelers entering dangerous areas through screaming. Ironically, this has led to them being considered an ill omen due to being associated with danger and people usually attempt to drive them away. If befriended, Shrieking Shrikes have extremely high passive perception to help guard those they are close to and are very protective of individuals they’re bonding with. They have incredibly dangerous claws that are as hard and sharp as daggers which they use to capture prey with or damage foes. Although their name references their most famous quality, Shrieking Shrikes actually have a wide range of vocalization, being able to repeat wods or sing songs. Shrieking Shrikes that hang around humans typically end up picking a vocabulary of languages (DM Notes: Potential familiar. Statwise I would think a sort of combo with Raven and Owl familiars with some additional bonus to equal choices like pseudodragons. I have a few ideas.) Nested Corpse: A specialized undead creation made from stitching together a multitude of zombies into a single bloated creature and filling that unliving mass of flesh and organs with as many animated skeletons as possible. The trick to this is to turn the zombies into essentially raw components that are then into a pseudo gibbering mash. When killed, the Nested Corpse explodes into a group of skeletons (1d6+1 or 4) which then attack the enemy, potentially converting them into more mass to repair or create a new Nested Corpse. Of course, that's only the standard Nested Corpse base. In some cases, skilled necromancers or fleshcrafters can stretch out ghouls and extend it across the Nested Corpse mass, creating a nervous system and increasing the intelligence of the creature. When the Nested Corpse outershell is defeated, these modified ghouls also can come free and begin attacking. More arcane focused Necromancers with attunement to darker magics can bind shadows into the Nested Corpse as well, the beings of living darkness serving as its foul ichor like blood. When the Nested Corpse outer shell collapses, the shadows spring up from the blood which spilled out, arising to continue the fight. A Necromancer can also stick an ooze in there if they’re really good at packing. Ultimately, this can result in the confident party going from fighting a single large foe to fighting an entire undead horde. FUN FACT: Necromancers in Korth hold a yearly competiton on Necromantic constructs. Rewards go to technical complexity of design, best aesthetic, and fighting power. Due to this, Necromancers are often willing to pay top dollar for monster parts in good condition to add to their projects. Numeranoids: Minor Cosmic Entitiies from the plane of order obsessed with numbers. Numeranoids are large entities formed from cosmic metalloids and energy from the plane of order bound into a humanoid form. Numeranoids are often used as ageless sentinels or living calculators by higher entities of order, utilizing their immortality, patience, and fanaticism for mathematics to analyze subjects from cosmic frequencies to the direction a raindrop will fall on a knight 500 years from now. Despite the divine metal their skin is forged from or the impressive command over telekinesis, A Numeranoids most startling attribute is their power to influence reality through sheer stubborness. Unlike an angel, a numeranoid has no capacity for understanding anything that diverges from its obstinate black and white world view, dissipating if it even begins to question itself. The force of a numeranoid’s belief in order is such that reality forces itself match its view allowing them to avoid an attack or force a spell to fail simply because they believe it must. This rigidity can even allow it to refuse to budge using similar magic to immovable rods. If all else fails, The Numeranoid can also use its divine metals to levitate objects and fire them off at high speeds in order to damage opponents, acting as a railway cannon. As a follower of order, a numeranoid also gets along well with other constructs such as modrons that blindly follow instructions and they can be found as servants of arcanists analzying questions which agree with it or guarding sites linked to aspects of the plane of order. Numeramancer: At the start of combat, Roll a 1d20. Once a day, the Numeranoid can replace the roll of an Ability Check, Attack Roll, or Saving Throw of a target it can see with the rolled number. Railway Cannon: Use a catapult spell at 3rd level. Geological Certainty: As a bonus action, the numeranoid can Magically secure itself to a fixed spot similar to an immovable rod. Once secured, the Numeranoid cannot be moved from position unwillingly or knocked prone. Use the stats of a Shield guardian with above abilities. Pain Dolls: True to their names, Pain Dolls are twisted abominations forged from the most vile and dark magics that absorb the pain and wounds of all creatures around them. Vaguely humanoid in appearance, a pain doll is an abomination which can link its life force to another being in order to receive the damage and pain inflicted to it in exchange for granting them extra health. Once a pain doll has been linked to another, that individual can draw upon the pain dolls life force as though it were their own, allowing them to take even grievous wounds and continue fighting or persist through ghastly tortures. Torture and death cults make use of pain dolls in order to prolong the pain and suffering of victims for certain rituals or to grant them extra vitality in fights. A pain doll has little to no offensive ability, being reluctant to do anything but exist and suffer. However, their presence effectively acts as extra life for whoever is bonded to them. (DM Notes: A way to give a single enemy or group of enemies a larger amount of health wihtout upping their offensive AC while also giving players ways to interact with it.) Spirit Mantises Monsters of the soul which bond to a person and steadily devour their life force. Spirit Mantises are a species of predator living in the astral plane which are invisible to the naked eye and feed upon the life force of residents of the material plane. Taking the appearance of mantises, a Spirit Mantis has the unique ability to gnaw and devour the faint presence that a persons soul makes in other dimensions, eating and chewing and nibbling away at a soul until there is nothing left. Despite not inflicting damage to a persons body, this action has many deleterious side effects such as inhibiting the body’s natural recovery systems, inflicting fatigue, damaging the victims motivations to take actions, and eventually death. A late stage victim will often exhibit many signs linked to depression as the Spirit Mantis continues to eat away at them, eventually doing nothing at all save be a meal for it. Compounding this danger is that Spirit Mantises are immune to non magical weapons due to their presence in the astral plane. Luckily for humanity, the spirit Mantises presence creates bleed in the plane of magic allowing them to be detected even with crude implements like detect magic. With a partnership of a caster and warrior armed with the right equipment, a spirit mantis infestation can be cleared with proper preparation and training. As long as they are detected early, a person's soul can eventaully recover from a spirit mantis attack. Because of the spread of magic in daily lives, spirit mantis populations have declined considerably from the scourge they were before the standardization of detection magic and advent of hedge wizardry. Now, Spirit mantises typically inhabit out of the way areas with little chance of magical populations that might discover them, often acting as “ambush” predators by waiting in the astral plane beside a road for a traveler to come by, then latching on to them to eat away at their soul. If forced to fight, a spirit mantis will blink in and out of existence and attack with its astral scythes. If you are experiencing any of the following symptoms, immediately have someone cast detect magic on you in order to determine if it is a case of spirit mantis infestation: Inability to recover health even after resting for long periods, inability to recover mana (spell slots), increased exhaustion, depression, or unnatural fondness and comfort with insects. (DM Notes: Maybe a sidequest? Small little town with a dark secret. Use it to see if people care about side npcs.)
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Perpetual Agony Engines:Machines powered by the anguish of the souls trapped inside them. A Perpetual Agony Engine is the name for any machine empowered by the trapped soul of another isnide of it, which can vary between golems to carts to a toaster. In this way, Perpetual Agony Engines are a blasphemous mix of afterlife, torture, and battery. Through usage of a weaker and slightly modified version of the spell imprison known only to certain artificers and dark spellcasters, a soul of an individual who dies after one month of torture and preparatoin can have their souls harvested and implanted into a machine rather than simply going into the Eberronian afterlife. This is an expensive, complicated, and time consuming endeavor, the souls once trapped can serve as an effectively infinite power source due to the immortality of the soul.Through this method, magic weapons can be forged which deal extra damage against members of the same race as the trapped soul or entire cities can rely solely upon soul power. In the future of Eberron, warforged come to regard Perpetual Agony Engines as their equivalent of hell as the advent of warforged soul devices allow injured warforged to be more easily reconverted into Perpetual Agony Engines. Currently, certain drow sects with interests in artifacts have investigated methods to move away from Perpetual Agony Engines due to thier impracticality, focusing on advances in both artificy and magic to create a slave race to supplement their low numbers while still retaining the great deal of Perpetual Agony Engine empowered weapons and vehicles they still have. FUN FACT: There is nothing fun about this. This is a very sad toaster. Feel bad about eating that bread. (DM Notes: If you need a way to prove someone is a bad guy, give them one of these. You can also use these for sick car chases by having them be inside a carriage engine. Ghost cars!) Plate Beetles: Beetles with the equivalent of plate armor that are the natural prey of Rust Monsters. Man Sized Insects that are noted for being covered in a chitinous armor made of actual steel, giving them a high defense to protect against predators. Herbivorous with wide range of environment including an Albino Variant in the Underdark, Plate Beetles make up for their offensive weakness with their toughness and durability, their armor allowing them to flee and survive the physical dangers of predators such as Bulletes or Owlbears. Although herbivorous, Plate Beetles also devour rocks as part of their meals, using the rocks in their stomachs to digest tough plant matter while their stomach acids break down the rocks to convert to their armor. Plate Beetle Males have great armor horns equivlaent to spears that they use in battles and jousts against each other. Plate Beetles are preyed upon by Rust Monsters which immobilize them and then devour their plated shells, leaving them vulnerable to other predators.Rust Monsters are a Plate Beetles natural predator in the wild. If killed, Plate Beetle armor can be easily converted to wearable armor while providing more flexibility for its wearer allowing even peoples with little in the way of forging to have good quality armor. Plate Beetles are less an active threat on their own, but usually accompany more intelligent creatures which can use them as mounts or signal an attack by their predators which usually have ways to circumvent their plate armor or are too tough for that to matter. A little observed occurence is Plate Beetles in flight. Although dreadfully slow, Plate beetles are actually capable of limited flight even with a great deal of armor. Plate Beetles are actually unable to see most forms of color and mostly rely on detecting movement through their antenna. If their feelers are damaged or compromised, they’ re essentially blind. Certain training methods involve deliberately blinding them and connecting a riders senses to their own so that they become dependent upon them. (DM Notes: This is mostly a way to give good armor to enemies who might not necessarily have an excuse that you want to bump up AC for. As an example, a hill giant can be made all the more dangerous by having them tie multiple Plate Beetles to himself through rope, acting as pseudo Plate. A tribe of Bugbears/orcs/wood elves can make use of plate beetle armor. Stat wise: Plate Beetle armor is exactly the same as regular plate or with one less AC but without the stealth disadvantage in my evaluation.) Shadowmen: Basically Ninjas linked to the shadowfell. A race of beings tied to the shadowfell said to have originated in an ancinet monk tradition, Shadowmen are a race of stealthy assassins who live in the shadowfell and who can return to the material plane only in the night or in darkness. Long ago, it was said that a clan of monks seeking power made a dark pact with powers unknown to become true masters of shadows. This bargain made, their adoption of the darkness ended, and instead they were molded by it pulling them into the shadowfell. Their eyes were removed replaced with the ability to see without sight by feeling the earth and blindsight. Without the sun, their skin lost all color and adopted a permanently sickly hue. It was even said that they came to have demon blood in their veins giving them strange and varying appearances. Consumed by darkness if they die, leaving no trace. Appearing only under the cover of darkness, Shadowmen work as summoned assassins by those powerful enough to conjure their services, offering supernatural killings that cannot be traced back. When a shadowman dies, they are instantly swallowed up by shadows, leaving no trace. No one alive knows their true motives, but some say they wish to permanently bond a part of the shadowfell to the material plane in order to return permanently while others say they have pledged service to demons in exchange for power. Fun Fact: Despite the name, there are actually shadowwomen too. Despite the name, they are a very gender equal society! We think. It's kind of hard to tell the difference when they all dress the same. Stats: Look at the assassin class and grant features similar to the shadow monk archetype and assassin rogue archtype for inspiration. Add Tremorsense and Blindsight. Also maybe Flight. Whatever you think is ninja-y. If Firali would want it, consider it. (DM Notes: If someone wants to fight a ninja. For one ninja, make them really dangerous by using the assassin template from the Monster Manual. For many ninja, use the hobgoblin iron shadow monk from volo's guide as the base instead of the assassin from the Monster Manual to replicate the fact that one ninja is a deadly foe, but many ninja are just chumps) Shepherd Lizards: Shepherd Lizards are… an oddity. Lengthy Cerulean Lizards rivaling the size of dragons or Behirs, the most notable attribute of a Shepherd Lizard is their absolute and undying fondness for Goats and Sheep. Shepherd Lizards love them and this affection is typically returned.Shepherd Lizards are also known for the ability to blast lightning bolts from their mouths through the generation of Static electricy which they can blast with pinpoint accuracy up to 200 feet away. Shepherd Lizards are also well noted for their exceedingly violent racial hatred for Trolls. Possibly as an evolutionary response, Shepherd Lizard teeth and talons are coated in a natural acid which inhibits a trolls famed regenerative healing allowing the Shepherd Lizard to rip them apart with its jagged mouth and claws. In the Wild, Shepherd Lizards often congregate around natural flocks of sheep or sheeplike animals, acting as guardians of the flock from other predators like wolves or minor drakes. It is theorized this behavior initially grew from either a wizard’s experimentation on creating a protective animal or to fulfill the static build necessary for launching their powerful lightning bolt attacks, but now it seems as though they simply love goats and sheep. Observations of Shepherd lizards in the wild has seen them ‘crying’ over dead sheep that they failed to protect, playing with the flock, or guiding them away from danger. A Shepherd Lizard can be incredibly protective of its flock, but in the event that it fails and its entire herd is devoured, it can ‘adopt’ a new one. In certain cases, this can lead to a Shepherd lizard taking control of a farmer’s flock and refusing to allow them near it. However, Shepherd Lizards can eventually recognize humanoid shepherds as part of the herd or fellow sheep protectors and become “domesticated” and grow to cooperate with shepherd communities to protect their herds from much larger predators such as Bulletes or wyverns that the shepherds might not otherwise be able to handle. Domesticated Shepherd Lizard prefer eating deer meat and being scratched under their chin. In addition, a shepherd Lizards natural love for sheep can also transition to other herds such as cattle though Shepherd Lizards typically seem much more contemptuous of anything other than sheep. Poisonous fangs: When the Shepherd Lizard successfully claws or bites a target, they are unable to heal any hp until the end of the Shepherd Lizard’s next turn. This is intended to mess up noted goat enemy: trolls. Lightning Blast: The Shepherd Lizard builds up static electricity and then unleashes it all in a single line attack. Look at a behir’s lightning breath (DM Notes: This is to create a monster capable of protecting a small village or fighting a group of evil party characters without creating an inexplicable group of powerful guards who all live in nowheresville.) Sineater: Disfigured giants living under an ancient curse, Sineaters are so named by their ability to see and devour ‘sin’. Uniquely, SIneaters are able to perfectly see the ‘sin’ (Alignment) of those they meet: the murder, regrets, and pain inflicted to others and themselves. It is theorized that Sineaters are the remnants of an ancient civilization destroyed through dalliances with Khyber and that their ability is a racial curse along with their disfigurement. Other theories state that Sineaters are relics of ancient Daelkyr bio experiments in analyzing the soul and that the disfigurements are simply side effects or cruel diversions required in order to perceive the true nature of sin. Their sinsight ability goes beyond seeing alignment however, granting Sineaeters the ability to see through illusions, transigurations, and even lies. For some, this ability also extends to mind reading. These abilities come at a cost however, as Sineaters often are disfigured enough that they can experience significant impediements to life through having bulbous tumors, pustules, or awkward proportions on their body such as having one arm be exceptionally long and the other exceptionally short. While intelligent and possessing a natural affinity for psionics, most Sineaters are loners and prefer to exist apart from society. Sineaters attempt to live life in complete isolation and avoidance of harming any form of life. Sineaters also disdain mirrors though whehter this is because they are disdainful of their own reflection or because they also can see their own sins is unknown. In addition, most Sineaters have a significant aversion to evil humanoids and attempt to avoid combat at all costs, preferring instead to use their strength or Psionic abilities just to escape. A sineater who becomes a murderer becomes a feared pariah among its own kind. It is rumored that devouring the flesh of a skineater makes you invisible to celestial beings in exchange for permanently taking on their curse of disfigurement. Sinsight: Able to see alignments of characters as well as having perfect knowledge of all significant crimes, murders, and other immoral acts committed by characters they meet. Stats: Use stats for a fomorid, but add expanded sight abilities, Expertise in insight, and possibly psionic abilities. Spear Burrowers: Incredibly adapatable parasites with the ability to live inside of large monsters and fight for them. Born incredibly small, Spear Burrowers originated in underwater cave systems, but can now be found in many different environments where a large creature might make it their lair. When a suitably sized monster appears such as Dragons, Krakens, or Remorhazes for example, Spear Burrowers create a small incision with their speartips and wiggle inside typically nesting in the guts of the monster and establishing themselves there. Spear Burrowers adapt themselves over time to match their host, adapting cold resistance for those that live in the arctic or extreme heat resistance for those that dwell in Magma. Spear Burrowers are believed to be distant relatives of Piercers or within the same family of monsters, having adapted from dwelling in caves to dwelling in monsters. The Spear Burrowers can actually develop a pseudo symbiotic relationship in ensuring that they are the only parasites in the animal as well as lashing out at creatures attacking them. This ability, in addition to their spear tipped heads, is where they get their name. When a monster infested with Spear Burrowers is cornered, it can eject the ‘spears’ outwards at its pursuers, allowing them to both distract and attack its enemies to even the odds. This also serves as a way for Spear Burrowers to further spread. It is rumored that there are a sect of monks who deliberately ingest spear burrower eggs and grow them within their bodies, utilizing the parasites to fight and attack. This mechanic has also been observed in nature with creatures such as remorhazes ejecting Spear Burrowers in a last ditch effort to avoid predation by White Dragons, allowing Spear buroweres to find new prey and move on. Spear Burrowers are actually flooded with various vitamins due to absorbing them from monsters, but need to be prepared quickly and well or else they can poison people. Despite this, their oil is well regarded as a nutritional supplement for generals needing energy. Trumpeters : Small Brass Insects which naturally create harmonies. Living instruments, Trumpeteres are magical insects made of brass or other metals with a physical structure reminiscent of many brass instruments such as trumpets or trombones. Inherently magical creatures, Trumpeters possess total control over sound, their internal physical sturcutre allowing them to create concussive blasts of sonic force as well as the loud vocalizations necessary to attract mates. A Chorus of Trumpeters can often sound like an orchestra conducted by a madman with each trumpeter trying to make itself heard above the others. When a colony is attacked, Trumpeters break off into swarms and envelop the intruder, blasting them into debris or away from their eggs while distracting them by sheer numbers like locust. The force of a trumpeters blast is such that it can outright crush even individuals wearing plate armor into pulpy messes. In addition, they actively deafen those within earshot of a concordant swarm making coordination difficult despite their individual weakness. A fun fact about Trumpeter Colonies is that they can develop their own unique styles or musical preferences, creating relatively unique big bad sounds when undisturbed. Attack: Thunderwave: Constantly use Thunderwave Spell. Sonic Attacks should knock back enemies as well as deafen those within earshot. Trumpeters are immune to Thunder Damage.
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11 th of Aryth 909k My name is Invidia of Korth. My birthday was on the 20 th of Sypheros, but tumult in recent months has given me no time to celebrate. I am 19 now, and I feel it is only right to reflect on the events of the past two years. I started my adventure on the 15 th of Therendor, in the year of Galifar 908k. It has been almost two years since I was ingloriously kidnapped and lugged to an underground cavern in the Whisper Woods by contract cultists. My time adventuring has been very eventful. From the perspective of an eager student, I have been exposed to spell formula so far beyond what I could have dreamt up studying at the Tower. Secrets beyond imagining are guarded in my mind, begging to be revealed. I hope, and dread, for what the future has in store. This is all I will say on such matters. This type of power is symptomatic of the relationships I’ve formed and a side effect of adventure. I do not seek it for its own sake, and in many cases I wish I had not gained it. In the course of my adventures, I have made and lost good friends. I have cried from both joy and sorrow. At certain points, I could no longer distinguish between fear, hope, despair, and excitement. There is some numbness. It is not a permanent stillness of feeling, but a sort of emotional callus formed to protect against horrors. All adventurers and thrill-seekers develop it. Vulnerability is not a weakness, but it is steered away from. I am thankful that my years of navigating and sidestepping politics in the Tower have adequately prepared me to deal with this facet of adventuring life. There were several misconceptions I had about the world that I no longer believe. I used to think that the time of adventurers and heroes was at an end. I thought that the complexity of the interconnecting systems developed by the Houses had erased the need for that special breed, at least, on Khorvaire proper. We lived—live—in a world with technological marvels of such great subtle power that I could hardly imagine the need for roles beyond what had been contracted out by the Houses. I was incredibly incorrect. Now, more than ever, Khorvaire needs idealists. We are ensnared in the midst of a great war that has already cost us an entire nation. The dream of Galifar has turned into a nightmare. In some places, like the blasted ruins of Cyre, that is a literal statement. The destruction of Cyre—I’ve heard it referred to as the Mourning—has merely forestalled the war. It will resume in short time. There are even rumors that several of the nations, among them my beloved Karrnath, have recently sent emissaries to the Blackroot to seek the succor of Mordain, that most esteemed alumnus of the Tower. The need for heroes and adventurers becomes clear. To matters of the war, I have no proposed solutions. It takes much more mental fortitude to deal with matters of politics than it takes to be a wizard. As convoluted as some spells may be, they are no match for the complexity and difficulty inherent to the behavior of people. Still, I believe there are certain principles and actions that should be taken. In the time that this conflict takes to resolve itself, I believe it is necessary for those like myself to step forward and create havens for those that cannot. Becoming bastions of civility, strength, and stability would serve to temper the worst impulses of nations and Houses alike. I have made efforts to do so myself, but it has been difficult going so far. We will see what the future holds for this endeavor. Perhaps I am still too naïve. Only time will tell. In any case, I thank you for reading this. I am not sure who else might see these notes—perhaps a descendant or a victorious enemy—but I hope that I can provide some guidance in my musings.