Day 334
Day 333
t e s t
Day 332
A natural phenomenon resulting by the curvature of spacetime due to most objects having mass. Astea's gravity is close to that of Earth, but still only has about 87% as much gravity, causing objects to accelerate downwards at 8.467 m/s² or 27.778 ft/s². This difference in gravity allows for slightly larger creatures than possible on Earth and has resulted in a weaker atmosphere, prone to solar winds. The Gods first witnessed this happen in great effect after the death of The Titan which launched a tenth of the planets atmosphere away into the universe. In an attempt to remedy this problem and the looming threat they faced, they crafted an illusory sky to encapsulated the planet and shield it from the suns deadly rays, and to shield the Gods from the inhabitants of Astea.
Day 331
A rare and valuable commodity most often used by surface dwelling races such as humans. Because of its fragility and difficulty to produce it is rarely found outside of cities or the manors of nobility. The most common color of glass has a greenish tint to it because of impurities in its creation. Recently in The Theocracy of Rachelis there has been an industrial boom of sorts which has revolutionized the production of glass, which has allowed many more people to have glass bottles, eyewear and windows within the Theocracy.
Day 330
A magical ring cast from enchanted silver, and inscribed with a spell of healing. While being worn this ring heals the wearer by 1d8+2 at the beginning of each round. The wearers body is not all it heals however, nor it is just them it heals. This ring heals the doubts, guilts and fears and any malady or living disease which afflicts them. A wearer whose mind and body are clear of affliction will not suffer under this ring, but any which suffer from an illness shall suffer by it.
While wearing this ring if you suffer an injury of the body you must succeed a DC 14 Medicine check or Constitution Saving Throw else you will be afflicted with an infection.
If you suffer an injury of the mind you must succeed a DC 14 Wisdom Saving Throw or take 1d8+2 Psychic damage and become Frightened of everything around you, if you fail you must make another Saving Throw at the beginning of your next turn or suffer another injury.
Day 329
Day 328
Born to the late Empress Jizzmean Borinmor Delair Eagra Falymos, Emerce fell into a coma for five years during the assassination of his mother, awaking at the age of fourteen. Since her death his father has become cold to him since he acts as a constant reminder of her death, instead choosing to focus his attention on his new wife and children. Isolated from his family, but still the heir Emerce turned to researching his mothers studies in search of finding a connection to the people who killed her.
Over the years while out investigating he developed a habit of going out to drink whenever he didn't find anything out, which happened quite frequently leading to his unsavory reputation. When drunk he often ends up believing that many of those around him are related to his mothers death leading him to attacking them trying to get information, usually ending in either his or their death, and to their revival.
Day 327
unfinished
Day 326
Murdered in an assassination attempt on the royal family in front of her only son Prince Emerce Delair Eagra Falymos as a act of retribution for the assassination of high ranking members of The Cult of the Blind Sun. They were attacked just a couple miles away from the city on their way to a neighboring city to vacation they were ambushed in plains. The ambush started with a group of druids sinking the feet of their caravan into the ground fixing them in place, they then rushed the outer flanks of riders in while in wildshape before surrounding the royal carriage. When the empress looked out the window of the carriage as the attack began she locked eyes with a cleric of The Cult of the Blind Sun who waiting behind the druids, when their eyes met the cleric stared deep her mind and uttered a single word, einfrieren.
Frozen in place the empress could only remain staring out at the attackers as they approached her tearing through her guards they quickly made their way to her door, ripping it open they immediately grabbed her arms before slicing her hands off. As soon as she broke free form the gaze her hands were gone, a bear's paw was in her mouth reaching to rip out her tongue. It all happened very suddenly from there on, the prince, seeing his mother a high mage being quickly overpowered and disarmed stumbled back reaching for the door and falling out backwards just as her head was severed.
That would be the last time he ever saw his mother, and the last he remembers of the attack. His very first memory after the attack is waking up in his bed in the dead of night, alone and covered in bandages. In the morning when a servant came in to change his bandages they froze, then quickly ran out of the room. When someone finally returned, they informed the prince that he had been asleep for five years, and in that time his father had remarried and had three children, a son and two twin daughters.
Day 325
A type of curse or spell which passes its effects onto whoever throws cursed engages in sexually contact with. Some pass easily through any bodily fluid such as sweat, saliva or even tears, while others require the exchange of blood or other internal fluids. Common STCs include: Lycanthropy, Vampirism, Zombification, and Bad Luck. The majority of curses which fall under this category were cast on a single person with the intent of making the curse carry onto their descendants, and either internationally or not it became transmissible through bodily fluids.
Day 324
spell
Day 323
Day 322
Day 321
Day 320
Day 319
Day 318
Day 317
An uncommon sights and technological wonder of recent years in Falyimoar. Originally developed in Sadrust to take advantage of the constant wind blowing through the desert. These ships are made of the intestines of the purple worms which inhabit the craggy mountains scattered throughout the desert.
Day 316
Day 315
3.1415926535897932384626433832795028841971
Day 314
Day 313
Day 312
Day 311
Across Falyimoar rates of mathematical literacy range wildly from person to person. Despite their long lives the Morihito often have some of the lowest levels of mathematical literacy amongst their general population, but at the same time have some of the most adept mathematicians on the continent. In most states the governing body has a body whose purpose is solely to manage the financials of the states, who in turn are often the most proficient in mathematics. Typically those who reside in large cities are better at mathematics, with the best of them in the city often being craftsmen, merchants or clergymen.
Most people have a general understanding of addition and subtraction, and an intuitive understanding of division, but fewer have a grasp of multiplication, exponents of variables. Burgdalin has a publicly available schooling system which is not found in other surrounding states. Through this school any who can pay the entry and boarding fee may attend and study rather than becoming an apprentice to a tradesman. As a result of this the average understanding of mathematics in Burgdalin is much higher than the surrounding county's.
Day 310
Throughout the history of Falyimoar there have been many wizards, necromancers and scholars who have researched and tested methods of raising the dead. Some have found ways to return the dead back to the living, while others have merely returned the bodies ability to move. Many necromancers begin their careers dissecting and stitching together dead animals before animating them. Though few ever keep this practice and go on to create flesh golems, amalgamations of different bodies all sewn together and called a body. Flesh golems of humanoids can have wildly varying degrees of capability depending on the necromancy who made them, and the quality of parts used in their creation. Some are great looking, others can speak fluently, so complex arithmetic and behave as a normal person, while others can barely move of their own accord.
Day 309
A visually blind and intelligent species that live on Krentin, an extremely hot and dark planet. They €œsee€ their world through sonar, and communicate through whistles, chirps and by thumping on the ground which they can feel through their rocky exoskeleton.
Day 308
A vicious specifies of ant lives all throughout the jungles of the Thorillking Archipelago. These ants hunt small and medium animals with ease, devour their flesh and use their bones to build nests and body armor. Like spiders these ants can produce a sticky pliable substance to build structures out of, but rather than producing it from their abdomen these ants produce it through a gland inside of their mouth, then they spit it out and join whatever pieces they need.
A single colony of these ants will often have several million ants at any given time and cover several miles. When hunting these ants will stalk an animal for hours through the tree tops, before dropping onto it from the canopy above en masse, first they swarm over the eyes and dig into the sockets, then they attack the nose, mouth, ears and anus in an attempt to gain access for the animals internals as quickly as possible, often killing the creature in a matter of minutes, either through destroying its brain or suffocating it.
While they don't often attacks groups of humanoids, they will quickly seize the opportunity to take out a lone humanoid in the jungle.
Day 307
Day 306
wow such empty
Day 305
wow such empty
Day 304
wow such empty
Day 303
its a frog, a giant frog the size of a mountain
Day 302
Day 301
Cantrip Transmutation
Casting time: 1 action
Range:Touch
Components: S, (A handful of leaves crushed into a paste)
Duration:Instantaneous
Classes:Druid, Ranger, Cleric
A wounded creature you rub the paste on stops bleeding from anywhere you applied the paste and the wound scabs over in an instant. The creature regains a number of hit points equal to 1d4 + your spellcasting ability modifier.
Day 300
Day 299
Day 298
A somewhat rare but highly addictive substance derived from crushed and dried Frost Rose petals. Because of the source of this drug, the largest reserves of this drug are in Misteltal, but is not commonly used, being reserved for special ceremonies because it is only harvested once a year on the anniversary of the battle which created The Field of Frozen Roses.
Consequentially however, this drug is a highly coveted resource throughout Falyimoar, particularly in Devlutte where it most often sells for hundred gold pieces per dose. There are few locations when Frost Roses can be obtained, and the locations which they can be found in are heavily controlled. How Piuom actually makes it into the open market is unknown, but it is suspected by those who pedal it that Burgdalin secretly sells large amounts of it in auctions to fund their military.
Day 297
Magical rocks which contain certain magical attributes such as fire, water, life or air. When these stone have magical power channeled through them they produce various wondrous effects, like creating a spark, a small amount of water growing a plant or evoking a gust of wind. When used in conjunction with one another these stones can be used to create powerful magical effects, and as such they are often used in golems or machines made by artificers. These stones can most often be found around dragon nests, volcanos, deep within ancient forests, floating in the sky and in the oceans depths.
Day 296
A strange phenomena which splits a memory from someone's mind and causes it to act out the memory as an ethereal illusion. This illusion only ends when the memory continues past its conclusion, if it cannot do so it will continue to occur seemingly indefinitely. It is unclear why this phenomena occurs, but it seems to occur around those who are either gravely ill, and those who believe they are about to die.
Day 295
A strange humanoid with a goose-like appearance that is an amalgamation of ducklings which it has €œconsumed€. This creature is an undead being who roams the sky's in search of young ducklings to bring into its body. Young avian humanoids are often taught of The Duck Sucker as a lesson to keep inside during the night, lest you be captured and become one with The Duck Sucker for all eternity.
Day 294
A magical great-sword which was gifted to Hektaros, and ancient Eiser from the northern lands by the gods to aid him in his conquest across the world. This blade currently rests deep under ground in the hoard of Skofrozarch, the ancient dragon who rules over the Eisige Mountains and the one who slew Hektaros when he grew so bold as to steal her hoard. This blade is only wieldable by those who are approved of by the soul of Hektaros which is trapped inside.
Day 293
A pair of enchanted scissors that posses the ability to cut a whole between worlds. These scissors can only be created in a special dimension which can only be accessed by a someone who already wields a pair. The scissors are created by this dimension if it deems the person who seeks a them to be worthy, to determine this it usually makes the person undergo a series of trials before the dimension collapses down and becomes the scissors.
Day 292
Day 291
A bewitched cloak that was created by accident by a wizard attempting to make clothing that couldn't fall off. This cloak clings to its wearer tightly as so to restrict any and all movement.
While not being worn it appears as an ordinary cloak, but when a creature gets with in 5 feet of it the cloak will attempt to attach itself to the creature and strangle it. On a successful DC 16 Strength Saving Throw the target is able to break free of the cloaks grasp, on a failure the target is grappled, this save may be repeated at the end of the targets next turn.
Day 290
Day 289
Day 288
When the Celeste blinds Solaris the false sky's shroud will be torn asunder, revealing all it hid away. The giants shall rise from their slumber. The divides between realms will be broken when the shackles are broken. Thus to the Titan's will.
Day 287
Day 286
Day 285
Day 284
Day 283
Day 282
Day 281
Day 280
Day 279
Day 278
Day 277
Day 276
Day 275
Day 274
Lucia and Luz noceda came from a happy home, a father being a devil and an elf as a mother. They didn't have much money, but life was perfect. It was sweet.
But, disaster struck when her father was killed. Mistaken for a Lycanthrope, he was executed. Not long after this either, her mother was murdered by a noble. Some chick with lime hair, she'd say.
The night of the murders, she fled her home with her sister, Luz. Luz was young, so it was hard to get her away unnoticed.
They encountered a criminal, an infamous woman who goes by 'the owl lady.'
To protect Luz, Lucia took on work for Eda. She committed crimes for her, earning money for her adopted mother. She took great care of them, despite what most think. But, she had also been taking care of another young girl. A girl by the name of Amity.
Amity had been there long before Luz and Lucia. She had been.... young for so long too. It's almost scary.
For some.... high payer business, she had set out for burgdalin. She first landed in a smaller town, meeting the main party.
But, she considers something off about a member of the group, Amelia. She thinks she's similar to the elf Amity always talks about, her sister. She doesn't think that the two are related though.
She's joined them to continue her journey home but also to learn more about this strange woman.
Day 273
Day 272
Day 271
A terrifying being who inhabits the Feywilds. Occasionally on the night of the new moon a cloaked figure will sculk out of the Sylfwood Groves and into a child's room to collect their baby teeth, should they not hide their teeth beneath their pillow when the fairy comes the fairy will simply tear teeth from the child's screaming mouth until they are satisfied. The specifics of why this being steals children's teeth is not really known, some theorize that the youthful nature of a child's tooth allows The Tooth Fairy to sustain eternal youth, while others believe that it is used in some kind of otherworldly ritual and a material component or that the being is simply a Knochendiebe with a strange attachment to children's teeth.
Day 270
Day 269
Day 268
Day 267
Day 266
Day 265
Day 264
There are few things that can land you with capital punishment in Burgdalin, and at times criminals have been forced into harsher punishments than death. There are 4 main categories of capital punishment in Burgdalin, torture, execution, undeath, transfiguration.
The torture catagory is meant to put the criminal through excruciating pain before their death, like slowly boiling them in tar, putting them in a barrel full of leaches until their sucked dry, stretching their limbs until they break, or placing buckets of rats against their limbs and heating one end.
Execution is fairly simple, its simply meant to kill the criminal. For this category there are hundreds of methods to choose from, but most seek to kill quickly, cleanly, and efficiently, such as by cutting off their head with a guillotine, hanging them, stabbing them in the head or heart, driving a spike through their eyes, burying them, burning them or through crucifixion.
Undeath is for those whose death could not nearly approximate the damage that they had caused. Those who face this punishment are kill and revived as an undead servants to the crown of Burgdalin and are often put into the military as infantry, they require no sustenance, can speak and retain their original mind, however they are unable to go against the commands of the crown, or those who raised them or else the will lose control over their mind, and only follow the commands they are given.
Transfiguration, this has three kinds, floral, faunal and inanimate. Some criminals will be turned into a sentient plant, an animal or simply an object as a means of keeping their soul conscious and in the material plane so that it may be used for magical purposes such as for certain enchantments. After about a hundred years they will have completely forgotten who they are, what they are and how they came to be. There are many animate objects that were created this way, and many of the living weapons that are used in Burgdalin's military are derived from powerful criminals who were subject to captial punishment.
Day 263
Day 262
Day 261
Day 260
Day 259
Day 258
A chamber of mythos the size of a mountain which was crated for the Titan to rest upon in the Material Plane during their visits. This cradle houses a bed crafted from the finest linens the Eiser could craft, and was constructed by their most skilled craftsmen. The location of this bed was a well guarded secret during its creation, a secret which was lost when the Eiser were eradicated in the War of the Stars. All that remains in a legend which tells of the Titan's bedchamber residing deep underground in the northern reaches of Astea. The legend tells that any who rest upon the sheets of the Titan's bed will fall into a deep sleep, becoming so comfortable upon the bed that they never wake from their slumber.
Day 257
Day 256
A continent of innate magical power which is home to few races, with the majority of the continent being inhabited by humans. In this land there is a kind of hierarchy that has arising amongst the people due to an ancient magic which is prevalent throughout the land, sorcery of the iridescent soul. Early on in this land the people learned how to exchange souls be it a fragment or multiple and how to prolong their lives with the souls of others. Through various different circumstances many have found themselves in a position where they were in dire need of something to survive., at which point they would sell a piece of their soul in exchange for something.
Every time a fragment of your soul is sold you lose a bit of the color in your eyes, your body looses it saturation, your youthfulness fades and your emotions fade. When your soul has been completely sold you become nearly devoid of all emotion, and your body fades into gray hues. Grays as they've been called still have their desires, hopes and aspirations but they cannot feel the pain of loss or the joy of creation. This emotionlessness makes menial repetitive tasks much easier to perform, and as such a system has been developed around multiple cities in which a worker will give away their soul for a day to a trusted person while they work.
As a result of this ritual of sorts soul banks have sprung up for citizens to store their souls in for extended periods of time. However should one go on too long without a soul they will lose all of their desires, then their memories and eventually they will become a mere shell of a person.
When in this state they are called Hollows, and can be commanded by any who imbues a soul fragment into them. Commonly those who are on their deathbed will pass on their soul to their children or loved ones. The more souls one possesses at any give point the more powerful and youthful they become. At certain thresholds they gain certain abilities, such as perfect pitch, the ability to animate objects and to even escape death at the cost of their memories.
Day 255
Cantrip Transmutation
Casting time:1 Action
Range:30 feet
Components:S
Duration:Instantaneous
Classes:Druid, Sorcerer, Wizard
You choose a portion of wax that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You cause shapes, colors, or both to appear on the wax spelling out words, creating images, or shaping patterns.
If the wax you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Day 254
An enchanted glass eye that allows its user to see the world with a three dimensional grid overlayed upon the world. The size of the grid tiles can be changed at will and the possessor of the eye can create illusory transparent structures which they can fix to the grid and build with the aid of the grid.
Day 253
A giant talking goose which guards a decrepit stone bridge across a massive dry moat which leads to the ruins of a long fallen castle of the Eiser. To gain passage across the bridge to the ruins you must correctly answer three of Quathox's questions correctly, should you answer but one of them wrong they will engage you in a battle which if you survive you will be allows to pass across the bridge. Scattered around the front of the bridge lie all that remains of hundreds of warriors who have attempted to best the goose in combat, but failed in their attacks.
Day 252
A large crown that when worn will cause the wearer to immediately grow a bushy beard, a whole head of healthy hair as well as bushy hair from all of their appendages. When removed this crown will remain but not grow back unless it is put back on. Any hair grown is completely ordinary in appearance and function, except that it will never grow longer, and will never fade in color.
Day 251
1st level Transmutation
Casting time:1 action
Range:60 feet
Components:S V
Duration:1 round
Classes:Cleric, Wizard
The gravity in a 10-foot-radius cylinder centered on a point you can see within range decreases for a moment. Each creature in the sphere will gain the ability to jump of three times than they could normally, the threshold for falling damage increases by threefold, and any damage they would take from falling is halved.
When cast from 5th level or higher this spell can be applied to a single creature for 1 minute, and at 7th level this effect can be bestowed permanently as a curse.
Day 250
A chain of taverns found throughout the eastern seaboard of Falyimoar that is exclusively staffed by Owlins, but often owned by Aarakocra. These taverns are not very popular with most humanoids, and are visited almost exclusively by avian races because of the odd cuisine they serve which is fitted for an avian pallet
Day 249
An uncommon form of Lycanthropy which is most common in and around Glondanis. Pangolin lycanthropes are known to friendly and fairly harmless even when under a full moon. A Pangolin lycanthrope is much more likely to hide or run away when threated rather than fight despite their nearly impenetrable armor plating and razer sharp claws.
Day 248
A dragon that hoards smaller and younger dragons
Day 247
Carnivorous type of sheep from the Magical Exclusion Zone which reproduce rarely and often stick with a single herd for their whole lives. Deesh typically kill and eat predators that go after the herd, and in times when predators are sparse they instead feed on the weak members of the flock and occasionally humans who get too close to the herds. Deesh can be quite beneficial to the safety of a herd, and equally detrimental to those hunting or farming them as Deesh will attack wool farmers, mistaking them for predators.
Day 246
A plague of Inkblight that swept across The Kingdom of Galmoer, nearly halving its population and even killing Queen Elise Delair Escara Enfer only a few weeks after she gave birth to the crown prince Prince Teaf Delair Phries Enfer and his younger twin Prince Phillip Delair Phries Enfer. This plague began to sweep across the land as the nights grew longer in late summer and did not subside until the beginning of the summer of 1303.
Those hit the hardest by this plague tended to be the elderly, soldiers, clergy, farmers, and craftsmen, which resulted in the nation losing a large portion of their skilled laborers, military and healers all in one go. In the reconstruction of The Kingdom of Galmoer they relied heavily upon the Empire for aid and became a major hub for The Adventure's Guild's which were essentially filled with traveling mercenaries, builders and handymen available for hire. During the reconstruction of the nation there were occasionally residual epidemics of Inkblight, but none worse than the plague which wiped out Freihao in 1320.
Day 245
A small stone that when placed on the ground will show you what the weather is currently. If it is sunny the stone will glow, if it is cloudy nothing will happen, if it is raining the stone will get wet, if it is thundering the rock will become wet and give off a static shock when touched.
Day 244
spell
Day 243
spell
Day 242
Day 241
Day 240
Day 239
Day 238
Day 237
Day 236
A completely ordinary crowbar, that happens to be imbued with magical energy.
Day 235
A type of evil spirt that resides in dark secluded areas of buildings. When you come across them they appear as an elderly person siting down turned away from you. As you approach you quickly realize the are not clothed. Their spine juts out of their back, barely held in by their skin, their discolored skin hangs down all around them as if it were cloth. When they turn to you they have no face, only more hair where one should be. Once they've stood it's already too late for you to run. As the Kapfka rises limbs explode out of its body which grows longer and longer until it can grow no more. Falling over as it grows this creature complexly fills the room and quickly moves towards you.
On the top of its head you see its face, four white glazed over eyes, and a mouth full of black rotten teeth. In mere moments the Kapfka is upon you, tearing your skin from your body to wear as its own. Kapfka appears when an elder who longs for their youth is neglected by their family and left to rot away alone in the dark. They return as a wrathful spirit who seeks to regain the body of their youth, but in their delusion they simply steal the bodies of the young and wear them believing it will restore their youth.
Day 234
he birthplace of Humanity, and one of the five populated continents that make up Astea. In the millennia that Humanity evolved on Nortia they did so largely in isolation from other species until Sylfwood Groves began to appear across the continent as the War of the Stars was being waged on Falyimoar. These groves brought with them many creatures that appeared similar to Humans, but with them they carried powerful magic which was often used for trickery and pranks, leading to Humans distrusting the foreign beings.
As the War of the Stars waged on the appearances of these groves only grew, and eventually massive groves appeared in the north of Nortia and the south Falyimoar, connecting them for a time. To travel between the continents you had to enter a gigantic tree that appeared in both locations which contained a magical circle which would transport you to the Feywild, from there you would travel across the land to another tree, which when passed through would bring you to the other continent.
After the Gods power was hidden away after the War of the Stars concluded these portals became disenchanted, with the gods no longer fighting the large tears between the realms mended themselves, with the only passage into the Feywild being be accident, or with powerful magic. Nortia is divided into many different countries, with most of them falling under the rule or kings and queens.
Day 233
An ornate crimson chalice that possessed the ability to purify and heal ones body if they drink freshly spilt blood from it. In a matter of minutes of drinking from The Chalice of Revitalization the drinker's wounds will mend themselves, and their body will become more like that of their prime. The Chalice of Revitalization looses its effectiveness after one use and must be restored through a blessing performed by the leader of The Heart of the Titan in private. The chalice itself is covered in intricate grooves that lead to the bottom of the cup. When the cup is filled with blood it will flow through the grooves all over the chalice, but through some enchantment of sorts it never spills.
Day 232
An ornate mace engraved with ancient magic that is wielded by the head of The Titan's Mind as a ceremonial weapon. The Mind Breaker grants its wielder the ability to see into the thoughts of another person, however to do so they must first crack open the victim's skull. When someone's head is bashed in the wielder of The Mind Breaker can see that person's thoughts from the last day play out in front of them over the span of a few minutes.
Its believed that the leader of The Titan's Mind uses this weapon to peer into the Titan's scattered thoughts, and find clues to their resurrection. The mace itself was crafted from shards of the Titan's skull to form the head, and Heffemerron made from the Titan's bone marrow to form the shaft.
Day 231
spell
Day 230
A massive crater from a prehistoric meteor strike located in eastern region of Glondanis. This crater is home to thousands of Goblinoids who live around the large lake at is base. These Goblinoids mine surface of the crater for its rich deposits of meteoric iron ore which they smelt into crude steel weapons and tools under the instruction of a dwarf they captured long ago. These tools have made the Ironbeard Tribe the strongest in Irkrant, the northern half of Glondanis, and has made them the largest economic center of the whole region.
Day 229
Elk people that live in the woods
Day 228
Day 227
spell
Day 226
spell
Day 225
Day 224
A collection of islands off the southern coast of The Kingdom of Galmoer that was discovered in 352 during the exploration of the eastern coast of Falyimoar. On these islands there are hundreds of flora and fauna that cannot be found anywhere else on Falyimoar such as a plant whose bitter white seeds can be made in a rich dark shelf stable food that can be made into a drink.
When the islands were discovered they were completely abandoned, though they show a great many ruins of an ancient people who lived on the islands. Since their discovery the islands have become a hub for trade between Devlutte and the inner regions of Falyimoar because ships can sail around the coast rather that send convoys through the mainland. The islands also export plentiful goods that are often bought in advance by nobility across the continent.
Day 223
Begins in 1322, current year is 1376
My name is Saline Huber, though that name is known to no one. I was born out of wedlock to the 2nd son of Duke Sarnet Stranton Avermect and his maid, whom he eloped with and fled through The Kingdom of Phantonis to seek refuge in Devlutte when he found out she was pregnant. Enraged by the embarrassment he faced from this affair my grandfather sent scores of assassins after them for years. Through the years my parents delved into the arcane arts, studying with under The Titan's Mind while living on the outskirts of Devlutte to keep us a safe as they could with invisibility and alarm spells.
Every other month or so we would move to another part of the city, often in a hurry to keep others from following us. Though they were not allowed to per the law, they taught me every spell their knew, and even game me my own grimoire when I was just 6 years old and barely able to even read. Some time later a few weeks before my ninth birthday my parents and I were caught in a trap set by one of their first and closest friends in the city for money.
Their friend turned them over to the assassins who were to take them back to The Kingdom of Thaed to be presented before my grandfather. However when we were caught my mother turned me invisible and told me to run and not look back. My parents ran in the opposite direction she told me to run. I barely made it to the end of the street when I heard a cut off scream from behind me which drew my attention. When I turned I saw my mother stuck to a wall by a large spike of ice, a lone cloaked man holding his arm out towards her, and my father laying on the ground surrounded by a dozen slain men.
Seeing my parents in trouble I immediately ran back towards them, drawing the attention of the lone wizard. Seeing him alone, I focused on casting any spell that could hurt him, pouring all of my willpower into it I saw my fathers daggers rise into the air as the man began to approach me. In a flash the daggers were whirling around the man, cutting him all over his body before a blade stuck him in the heart and he dropped to the ground.
On that day I left Devlutte and returned to the main continent, and began to earn money by doing chores for farmers and townsfolk while I move around. Its been many years since my parents died, and I have yet to encounter a single assassin coming after me, but the routine of never staying in the same place for more than a couple months has stuck with me regardless of the threat to my life. Throughout my travels I have learned many more spells, and one day when I have become powerful enough to challenge an army I will return to The Kingdom of Thaed and avenge my parents.
Day 222
Day 221
unfinished
Day 220
The Guild found us a party of adventurers brave or stupid enough come along for the journey. They look to be a fresh bunch of warriors whose only fights have been with the Rous in the sewers. They've been given a few bunks below decks, they were going to be next to the Emperors men but the bastards were bitching so much we had to move them next to the rowers. The new lads were helpful on the ship, offering to swab the deck for us, hoist the sail, tighten the mast and all, but they clearly had no clue what they were in for, I suspect the greater experience with a ship the tree of them have is from tall tales told after a few steins of beer. Still, they're hard working boys, much more than those royals who've been out drinking all morning while we've been getting ready to sail.
We set off late this morning when the last of the royals got back to the ship drunk as their fathers. If the Emperor hadn't sent these men I would have left them behind, no need for useless drunks on The Misty Titan. Our course should see us ahead of the storm blowing in from the north by a day or so, with any luck we'll slip by it before tomorrow's dusk.
We sailed through clear seas today, the royals sobered up quick once they hurled their guts overboard, and I had them following my men's instructions to keep the sails in order. One of the royals got into a bit of a tiff with one the adventurers over not addressing him right, so I had the both of them cleaning barnacles off the hull with poles all day. It looks like the storms going to pass behind us, but we're preparing for the worst.
Day 219
The group of people who comprise the majority of the The Order of Rachelis's clergy. Rhaelites typically have a malformation of the skin that causes it to have intense light and dark patches from birth, as the first prophet of Rachelis, King Charles Delair Falymos Propheta did. In the time of its infancy, The Order of Rachelis consisted of but a few members lead by the first king of Burgdalin's son during the early years of his adult life before his father's passing. Rhaelites primarily inhabit The Theocracy of Rachelis, and Eagris, often living in churches or buildings owned by The Order of Rachelis.
Day 218
A species of giant rats that inhabit swamps, sewers, farms, forests and damp dark areas. They are a common pest that can grow to the size of a black bear, but rarely live long enough to do so. New adventurers are often tasked with slaying infestations of Rous because they are more a hindrance than a threat. Often times there will be at least one request for an extermination in a sewer or basement posted no matter where you go, with requests only increasing in larger cities.
Day 217
A group of dark skinned nomadic Humans who inhabit the dunes of Sadrust. They travel the dunes with their livestock to keep them from overgrazing the limited resources the deserts provide. These people are the decedents of the humans who came journeyed into the vacant deserts after the land was cursed by an ancient sorcerer as retribution for the slaughter of the Eiser. The land was cursed to with infertility and drought, until there is justice for the Eiser, but such retribution has yet to be seen, which has left the land desolate for thousands of years. After the curse fell the land quickly became devoid of life, leaving only the empty buildings of the Eiser to be buried beneath the sand.
Day 216
Day 215
A skulk of foxes that explore the material plane in search of historical importance, and fantastical knowledge for Aegrot's collection of knowledge. These foxes can at times be found wandering ancient cities and ruins in search of lost books. Should you make an offering of knowledge to one of these foxes, it is said that some time in the future they will find you in your time of need, and deliver something you need unto you.
Day 214
spell
Day 213
spell
Day 212
unfinished
Day 211
A category of golem created for the purpose of agricultural use doing menial labor like pulling weeds, shooing pests, watering crops, plowing fields, and planting seeds. These golems are a product created and sold by The Artifaction Society directly. They come in many varieties for different purposes, some have many legs, arms and hands, while others may not have any at all. Most farms will have one or two golems if they can afford them, but many still use biological labor for the majority of tasks instead.
These golems often use the sun for their power generation, and as such fall dormant when the sun sets. More advanced golems can run without external energy for many years, but to make golems capable of such feats requires highly advanced technical abilities, which has consequently resulted in fewer of these more efficient golems being created and sold. Simply golems will follow simple commands and cannot speak. The more advanced the golem is the more complex commands and some are even capable of speech and intelligent thought.
Day 210
The Empire of Burgdalin conducts a census every year with the aid of the The Order of Rachelis to gather information on their its population. The official reason for these census' is to gather information to make the process of bettering the Empire easier and more efficient, but in reality that is not all it is used for. During the process of taking the census hundreds of followers of Rachelis spread out across the Empire and gather information about the people living in the land. This information includes, what occupation someone is in, how many kids they have, their sex, their race, how much money they keep on hand, how much of a food supply they have, any disabilities or illnesses they have and specifically if they are cursed.
On of the cleric's primary duties is to locate Lycanthropes and capture them so that they can be executed and disposed of. The clerics that conduct the census are each equipped with a device that can determine if someone has Lycanthropy. These yearly checks pushes those with Lycanthropy to hide from the census collectors, which often means living on the run, or fleeing the Empires borders to a more friendly country like Devlutte or the northern regions of the continent like Sadrust or the Magical Exclusion Zone.
this is one of the reasons Vander is actively trying to get to Devlutte
Day 209
spell
Day 208
A gaseous species that inhabits The Crimson Fog. They appear to be invisible while still, but when they move through the mist or speak they glow a bright blue hue. These people were born from the fog when it was sprayed across the ocean and serve today as its guardians, keeping it alive and maintaining it's borders. The Taergas's society is driven through the need to protect their home The Crimson Fog so that it will continue to protect them, because without this blanket of the fog they believe that they would be slain by the massive beasts that attempt to invade their home.
These beasts are massive brown monsters whose faces will not show any sign of pain, even when they are sinking to their death. These terrible beasts who carry smaller monsters upon their backs that will attack all within sight with their terrifying roars and large rocks. These horrible beasts are non other than humans riding upon their ships, who have become entranced by the singing of the Taergas as they work to maintain their home.
Day 207
Not to be confused with Satyrs or centaurs, the Sephtiyrs are a race of humanoids that have been seen mixed with any Bovidae. The origins of these people's are possible some type of folklore.
There are two kinds. Primal and Noble. The Primal variation is most common. The race native to disparate. The noble variation is much newer, coming with the taming or teaching of these people. Both are quite separate in behavior amd looks. But, whatever you do, don't piss them off.
Noble are more, well, Noble. Their pelts are more time and fine. They speak easy and are cleaner.
Primal are rougher looking, speach is harsh and they have more animalistic features.
Day 206
spell
Day 205
A type of omnivorous creature that is found on the outskirts of the Magical Exclusion Zone that takes the form of a horned prey animal such as a deer, bison or moose. These beasts ancestors were that of the beast they appear to be, but after the creation of the Magical Exclusion Zone they began to change in response to the sudden change, and began to prey upon the members of their herd, rather than foliage. These beasts have sharp pointed front teeth and flat round molars in the rear. They typically will stick with the same herd for months, surviving on plants and building trust with the herd before they lure a member of the herd away to slaughter.
After they have killed a member of the herd they become more blood thirsty, and begin to kill members of the herd with a greater frequency. Despite originating in around the Magical Exclusion Zone these beasts have expanded deep into the central plains, and have become a common issue for farmers, as these formidable beasts break into farms to devour the livestock, and occasionally the farmers themselves. As such there are often requests for adventurers or the town guard to stake out a farm and slay the beasts. Rarely these beasts have been found to form into herds of their own, where every member is a Faudain, and will hunt in small packs.
Day 204
Sister to Celeste, Thamlin is the mother of Lunaris and the Dwarves. She has dominion over all land of the Material Plane, and is the creator of countless planets. Thamlin is just as devote to her followers as they are to her, often granting the faithful blessings and the ability to wield her power. To her first Dwarves she gifted the gifts of resilience, stoutness and extended life. Deep within the The Fractal Caverns there is an ancient temple devoted to her which is guarded by living stone guardian who have created a great barrier of crystals to protect the temple.
Day 203
A group of magical craftsmen that collaborate and research the nature of magic, and its applications. This organization spans much of the Empire and its sworn states, though it's membership is located most heavily in the eastern regions of the Empire. Members of The Artifaction Society typically went to The Grand Institute for Mystical Arts before joining, but anyone with sufficient magical ability and the proper certification may join.
Burgdalin invests quite heavily into promising members of The Artifaction Society because of their invaluable skills which can massively strengthen their military might. Members of The Artifaction Society typically do not have to present their work to the organization, and are free to do their work for whoever they please, which has resulted in a great number of nobles employing members of The Artifaction Society to create magical armor, weapons and items for them such as potions or a stove that will light itself upon command.
Day 202
spell
Day 201
An ancient library that exists in a demi-plane that lies outside of space and time which was created by the god of knowledge Aegrot. This library has entrances all across the Material Plane, that appear and disappear seemingly at random. Entry to the library is barred to any who cannot give an offering of wisdom which does not yet exist in the library, be it a grimoire, a method of harvesting plants or simply a poem. Those who have found themself in the library say that it contains a single librarian, though no one can ever seem to agree on what they look like. This ever-growing library contains the knowledge of countless generations, and is a heavily sought after location to visit by scholars who seek to expand their studies.
Throughout the library skeletons, corpses and ghosts can be found wandering its halls, looking for their next book to read. With their souls trapped within the demi-plane until they are freed, many ancient scholars simply possess or manipulate their own dead bodies so that they may continue their research, some going so far as to kill themselves long before the end of their natural lifespan, so that they need not worry about eating or sleeping.
Day 200
Day 199
unfinished
Day 198
The legal consumption of alcohol throughout Falyimoar is extremely varied with many states having different ages and requirements that must be met before one can drink alcohol. The Empire of Burgdalin's law states that humans must be at least 21 years of age before they can purchase alcohol, or consume it outside of their own home and without the presence of a parent or guardian.
Elves, Tieflings, Gnomes and most other races living in Burgdalin cannot purchase alcohol until they at least 21 years old. with the main exceptions being Dwarves and Dragonborn. Dwarves are naturally heavy drinkers with a high tolerance for alcohol, as such most Dwarves will begin drinking as young as 5 years old, because it does not have a substantial effect on them. Dragonborn can begin drinking at age 16.
The Theocracy of Rachelis bans the consumption of alcohol for recreational purposes outright. The only legal sale of alcohol within the region its for medicinal and religious purposes.
Devlutte is one of the most lax on alcohol consumption, but heavily taxes the sale of it. The drinking age for all humanoids in Devlutte is 16, with the only exceptions being Dwarves, Goblins and Kratins. Goblins and Kratins drinking age is lower in respect to when they reach maturity, and given how short their lives are in comparison to many other races. Within Devlutte the production of alcohol for commercial use requires a certification from The Wittebanes and a permit from the Devlutte Merchants Guild.
In Misteltal there is no formal legislation on the sale or consumption of alcohol, but culturally it is reserved those greater than 100 year, with those younger only being allowed partake in it during grand festivities.
Day 197
spell
Day 196
A rare type of cursed magical item that bonds to and replaces a person's eye, imbuing it a magical effect, such as the ability to Identify magical effects instantaneously, the ability to petrify anything that looks into the eye, and some have the ability to charm who gazes into their eyes. These eyes are exceptionally rare, and can only be obtained from the corpse of someone who the eye was bonded too, or by taking the eye out of them like you would a glass eye. It is unknown where these eyes came from, but they are suspected to be Divine Relics, gifted to the Gods chosen few.
Day 195
spell
Day 194
spell
Day 193
A religious sect that worships the 'titan', a fallen god whose body was left discarded on Astea during the War of the Stars. This sect lies deep within the northern reaches of The Catacombs of Aedrikz, through the spine into the skull. The followers of The Titan's Mind believe that the titan's mind still lives, through not in the traditional sense of the word. Unlike the followers of The Heart of the Titan who believe that the titan needs to be revived from death, the followers of The Titan's Mind believe that the titan's soul is fragmented and trapped, with the largest piece of it lying somewhere to the far east.
The Titan's Mind claim to have a fragment of the titan's soul, through which their leader can converse directly with the titan, and that through them the titan gives orders to its followers. The Titan's Mind is constantly at work to collect the spinal fluid of the titan, the conduit through which the titan's soul can be accessed. To speak to the titan, their leader submerges themselves in the titan's spinal fluid alongside the fragment of its soul, a process which puts them into a dreamlike state where they can communicate.
Day 192
A religious sect that worships the 'titan', a fallen god whose body was left discarded on Astea during the War of the Stars. Their organization lies deep within the The Catacombs of Aedrikz, laying claim to the arteries and heart of the titan's corpse. The titan's arteries serve as a means of transit throughout most of the body, with many rooms carved from its petrified flesh. When the titan was felled most of their blood was expelled from their body, spraying all across Falyimoar, causing many creatures that were once mundane to become powerful, and monstrous. The titan's blood is responsible for many strange phenomena across the land and sea, such as The Crimson Fog where his blood fell like rain, carried by the winds it still lingers in the eastern air as thick red fog, filled with unimaginable horrors empowered by the fog.
On the borders of The Crimson Fog lie scattered islands which are home to powerful beasts, and a rare mushroom called Blutpilz that is said to contain a concentrated form of The Crimson Fog. Deep within The Catacombs of Aedrikz lies the heart of the titan, where pools of liquid blood can still be found by those who search for them. The Heart of the Titan's goal is to ultimately resurrect the titan by gathering relics containing his power, and building him a new body. They believe that the world is unfit to exist in its current state, and needs the titan's judgment to cleanse it.
Day 191
A religious sect that worships the 'titan', a fallen god whose body was left discarded on Astea during the War of the Stars. Unlike The Heart of the Titan and the The Titan's Mind, The Titan's Bones has dominion over the skeleton and musculature of the titan's corpse. Unfortunately for them however, the majority of this space is solid stone, having petrified over thousands of years. The members of The Titan's Bones mainly work as miners, excavating the magically dense bone marrow ore. which can be smelted into an flexible yet durable metal which is dark red in color and called Heffemerron.
Lower purities of this metal can be found all throughout Devlutte in construction and tools because it is fairly cheep to smelt, though it requires the aid of many fire elementals forge. Pure Heffemerron is extremely valuable and expensive to produce, this is because of its high melting point, durability, and magical properties of enhancing spell effectiveness when casting, and dampens magical effected used on it, making it a highly sought after resource for the wealthy, nobles and Mages, who was to use it offensively and defensively.
Day 190
Day 189
spell
Day 188
spell
Day 187
Powerful (and typically quite old) spellcasters dedicated to the study of the arcane arts. Benevolent often ones counsel kings and queens, while evil ones rule themselves as tyrants, often pursuing Lichdom. Those who care not for the squabbles of the average person and choose sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an Archmage's abode typically has numerous magical wards and guardians to discourage interlopers.
The most ancient Archmages have watched as centuries flew by them, how magic evolved, and broke down, most of the Archmages who have lived for such a length while devoted to the study of the arcane possess powerful forbidden magic that has been lost to the majority of the world.
Day 186
Tomorrow we are to set off upon the Misty Titan in search of the lost vessel The Sirens Song near the coasts of The Crimson Fog. Its a risky endeavor, but should all go well and we find what ever the Emperor wants us to bring back from that sunk ship, we wont ever have to sail so close to the fog again. We would have left port today on account of the good weather, but those blast adventurers the guild assigned abandoned us when they heard out heading. The Guild said they'll find us some fighters by tomorrow, but if we don't get out ahead of the storms, we wont be able to see a dammed thing out on the sea, so we might as well risk it with the men the Emperor sent us. I don't trust them royal bastards one bit.
Day 185
A physically imposing and ruggedly built race that are born deep within the depths of The Fractal Caverns from stalagmites. When a Shaertoul is born they are alone, with no parents to guide them. Eventually after wandering the dark caverns with their stony body they will begin to feel the vibrations of Chromplipids silently shaking the ground beneath them. Drawn to this new impulse they search for its source, eventually finding their way to a Chromplipid city. Most Shaertoul stick around these cities for the first few decades of their lives, learning languages, traditions and cultures, while acting as guardians for the cities in exchange.
While growing into adulthood a Shaertoul's appearance will change dramatically, going from a fragile and rough to resilient and polished, with intricate carvings etched into their body that pulse with an otherworldly light. Once a Shaertoul has reached adulthood they join with a section of the city they have grown with, and depart with it to settle a new region of the caverns. These guardians can rarely be found journeying through The Fractal Caverns with a colony of Chromplipids riding upon their back.
Day 184
A uncommon type of enchanted boots that are crafted by The Leatherworkers Guild of The Fractal Caverns, that typically sell for around 630 GP a pair. A hefty sum for the average worker, but a worthwhile investment in the long run. These boots gradually heal the wearers feet and lower legs, making long days standing, walking an carrying things all the easier.
Day 183
A mysterious realm between planes that draws in unsuspecting souls, dead and alive, seemingly at random, snatching people from different times and locations, regardless if they could have naturally met otherwise. The Waylands appear to be a part of the Material Plane, but quickly after entering The Waylands gains an ever-growing sense that they are not in their old world. Time does not feel as though it passes here, and the sun in this realm doesn't move, but merely sits in the sky, shining down upon ground. Food here doesn't breakdown, the wind doesn't blow, the rain doesn't fall, the clouds never move, all that changes is the people who come to The Waylands. The Waylands themselves are composed of a constantly growing group of floating islands that orbit around a red star.
When a new island appears it often brings with it outsiders, who are first entering The Waylands. Those who have been sucked into The Waylands cannot truly perish nor age, nor need to eat nor breath; any injury they suffer will heal itself in just a few moments, making death not even an option of escape. That is not to say there is no danger within The Waylands. In fact there are a great many of dangers, from acidic swamps, hungry beasts, ancient creatures, and greatest of all, other people. It is unknown what will happen to you if you fall off one of the islands, as no one who ever did has returned, but it is suspected that they simply float through space forever. Though your body will always regenerate, you can still be harmed, and in effect tortured for great lengths of time.
Waylanders are people who have been forced to live in this bizarre realm. They come in all species, ages and genders, but what unites them are two things, the memory of the lives they once had, and the memories they can create. In this realm the only thing that breaks down is the mind, at first you are able to keep track of how long you have been their, you remember who you were before you got here, and the people you knew in your life, but after a while without your notice, those memories begin to fade. It begins with ordinary things, you might forget the word for something, or what someone looked like, but eventually you will forget who you even are, this makes having other people who remember who you are all the more important, so that they can remind you of things you have forgotten. Every person who comes into The Waylands knows one thing about it when they arrive, there is something they have to do to escape, but how one person might escape is different than how another might. Some must overcome some psychological trial, while other must achieve a great physical feat.
Day 182
An odd form of Lycanthropy that unlike others, has many forms they can turn into. Weremimics can appear as a normal humanoid at will regardless if they are shifted or not, and can change the shape of their body as they wish, so long as the form they transform into does not exceed the mass of their original form. Weremimics can also grow larger indefinitely as long as they continue to eat and produce a very sticky substance that can be used to trap their prey. While shifted into an object a Weremimic will be visually indistinguishable from an inanimate one until they move.
Day 181
All manner of being that lived in what became the Magical Exclusion Zone were irrevocably changed when the weapon was deployed. Magical creatures lost their powers, and many simple became mundane beasts who merely resembled their former body. Spirits who lingered in the Material Plane became bound to the objects, but unable to manifest themselves within the Magical Exclusion Zone they have almost no hope of escape in the near future. All life within the Magical Exclusion Zone has gone through rapid change over the years since the bomb dropped, plants and animals alike have had to adapt to their new environment or perish as many have.
Some predators who relied upon their magical abilities to hunt their prey have found themselves unable to sustain themselves, which has lead to many predators to become more omnivorous, though on the other side prey have found themselves in a suddenly much less hostile environment, which has lead to many prey developing a more carnivorous diet which takes advantage niche left behind by the former predators. Many humanoid races left the exclusion zone after the explosion, which has caused it to become a much more wild place, filled with wild beasts and thick vegetation which makes traversing its mountains a precarious and arduous task.
Day 180
A was a small city roughly 10 miles away from Bunda that was abandoned 56 years ago in the year 1320 by the remnants of its population after a plague of Inkblight wiped out most of its inhabitants. When the plague broke out the Inkblight quickly overtook the city in a matter of days, and soon became too widespread for the clerics of who lived there to handle. Not willing to risk the infection spreading to the capital King Phillip Delair Phries Enfer's father, King Ambrose Delair Phries Enfer, ordered for the quarantine of Freihao in hopes of staving off the epidemic.
Trade routes were closed and no-one was allowed in or out of the city for over a year without the accompaniment of a cleric who must cure them before they were allowed to travel away, which resulted in only the wealthy escaping the plague. Being sat atop a hill near the forest, Adora Lovat's home was isolated from the city, and consequently was not reached by the plague, as the Lovats lived off a small farm and scavenging in the woods for berries, mushrooms, wild vegetables and wild fruit. By 1328, Freihao was nearly abandoned except for the Lovats, with almost all of its inhabitants either having died, or fled.
Day 179
A mystical well that sits boarded up at the base of a hill outside Bunda, near the ruins of a city called Freihao abandoned by its inhabitants. To most this well simply appears as any other, but should you gaze into its depths you will become compelled to dive into them. Should you do so you will become engulfed in memories long buried within your mind, memories often better left forgotten. In the ruins of Freihao lives but one inhabitant, an old woman in a two story house that lies atop the hill near the well, which she has boarded up and claims that her twin sister drowned in, despite no one ever recovering a body from the well.
Day 178
A magical barrel that was crafted by a Dwarven farmer accidentally when he used vinegar he bought from a strange traveling Elven woman that carried a large jug with corks on all sides. The Pickle Barrel will pickle any object or creature placed within it over a period of 5 minutes, even if it could not normally become pickled.
Anything placed in The Pickle Barrel will become edible to any creature that could eat a normal pickle, even if the object is not normally edible.
Any creature placed within The Pickle Barrel will not perish when they become pickled, but will instead become wrinkly, soft and slippery, even when in a completely arid or wet environment; additionally they will constantly smell vaguely of vinegar.
A creature pickled by The Pickle Barrel can return to their original state with the use of Remove Curse.
Day 177
A Divine Relic gifted to Solaris by a mighty Phoenix, as a symbol of his dominion over it. The Phoenix Crown is said to have been lost somewhere on Phaedra during the War of the Stars, The Phoenix Crown is an ornate crown which is adorned with fiery gemstones that seem to flicker like the flames of a phoenix while radiating divine power which leaves behind a trail for expert mages. This trail has lead countless generations of mages and explores all across the continent, believing the one who claims the crown for themselves will be able to transcend the boundaries between life and death, and come all powerful.
Day 176
Goblins are a race of small humanoids that generally live much shorter lives that other humanoids, reaching adulthood around 9 years old and with an upper limit to their lifespan lying around 60 years of age. They can have a wide variety in skin tones, hair colors and textures, most often having reddish-orange or green skin with black or brown hair. Goblins were one of the first races to inhabit Phaedra, alongside the other Fae after the fall of the Eiser and rise of Humans across the continent. Unlike many of the other Fae who found permanent homes and established large territories for themselves, many Goblins were not able to do so and instead became a part of many Human and Dwarven cities as lower class citizens because they were well suited for manual labor in mines due to their small stature.
Despite this trend, there were a few groups of Goblins that managed to claim their own territory within Falyimoar with the aid of other goblinoids, such as Bugbears, Hobgoblins, and Varags. The land of the Goblins, Glondanis, is state united under a single name, but functions more as a collection of city-states that act independently. This division has resulted in a low quality of life for most that live in Glondanis, often pushing many to steal and kill just to survive. Many goblins do not live as second class or in Glondanis however, and instead form small villages throughout Falyimoar, and often live in conflict with other towns that are in the same area.
The Adventure's Guild in nearly every city and town will have a notice about exterminating Goblin dens before they can develop into villages, because they pose substantial risk to travelers. Some Goblin villages have managed to reach agreements with The Adventure's Guild for an armistice under the condition that travelers will not be harmed and that they not encroach on settles territory, but these agreements often fall apart soon after they are crafted. Goblin can usually be found in caves, abandoned towns and dense forests. Because of Goblins quick rise to adulthood it is not uncommon for there to be at least five generations of Goblins living together in a single village at once, but once the village's population grows too large the younger generations will leave their villages early in their lives and search out a new location to live
Day 175
unfinished
Day 174
So many Susans, hoards and hoards of Susans unfinished
Day 173
(say-dra-t-mur)
Ghostly serpents that live in the Ethereal Plane but frequently pass into the Material. These serpents are the spawn of Dendar the Night Serpent, a Primodial being who is as old as dreams themselves. To survive Saedratmers must travel through the veil between planes and implant themselves into the minds of their prey so that they may induce tormenting nightmares to feast upon. Consequently however, if a mortal sleeps through the night fully they will not remember their nightmare as the memory of it was devoured along side the anguish caused by it. If someone is waken from their slumber however they will remember their nightmare in its entirety, some of which are terrible enough to cause an impact that will stay with them for the rest of their lives.
For the most part, the Saedratmer remain unknown to most aside from Fey, who might encounter them directly within their mind while within a trance and have to fight them off, or face having their mind become consumed. These creatures are invisible to those who cannot see into the Ethereal Plane, and can only be harmed by non-physical attacks unless forced into the Material Plane.
Day 172
A brightly glowing nuclear blue liquor that is brewed from a lichen found on the walls of The Fractal Caverns. will become more detailed unfinished
Day 171
A mythical horn belonging to Moargrim, the god of undeath and decay, that can be used to siphon away life from fauna and flora, as well as to the raise the undead under the blowers command. Moargrim bestows each of their clerics with a replica of The Horn of Gleidon once they have become fully committed to their faith and become a Moargrimler. The Horn of Gleidon is said to sound like thousands of high-pitched distorted cries clashing with one another, distorting the message they are screaming. Replicas of The Horn of Gleidon only have a portion of the power possessed by the original, and as such can only command a few hundred undead at a time and cannot cause plants and animals to wither with its call.
Day 170
A magical hat that belonged to an ancient witch who was killed for her heinous acts against the people of Burgdalin. During her life this witch practiced the art of breathing live into the inanimate, and greatly advanced the field of Somaturgy (golem making). She would often animate simple objects that she used in her everyday life, such as her cloths, so that they may dress her, her hearth, so that it will light when she asks, and her hat, so that it may keep the sun from her eyes. As she grew in power so did her golems independence, until one day they could make choices of their own. After her death many of her creations lost their desire to live, and simply let themselves erode away, the oldest of them all however, the witches hat, wanted to live, to create, and to learn; To learn to be a witch.
With its creator laying dead beneath them, the hat drew upon the decades it had spent watching its creator raise the inanimate, and create new life, and breathed life back into the body of its creator, fleeing from those who had slain it. This body did not last long as the hat did not know how to keep it truly alive, and so it molded a new body from mud and stone around the bones of its creator, and began its journey to becoming a person, and create a true body of its own. Centuries later, this hat still wanders Falyimoar under the name Thalia (Thalia Delair Falymos) the name of her creator, following leads of the ancient magic of the Gods, so that they may learn from them, and how they created true life.
Day 169
A light-haired elven woman that was raised by the Sorahito as an orphan, after she was found as a child wandering alone through the ruins of Themvest, the capital city of the fallen Republic of Valstrom in 1061, just after the usurping of Archon Sirgeti Mongoc. She was taken in by the Sorahito, whom she lives with for just over 150 years before she first ventured away from the cliffs. For many years she travels around Misteltal and Falyimoar, but has yet to go back to the ruins of her homeland. In recent years she has come under the employ of a traveling merchant named Min, aiding them through protection, and the wisdom of an experienced traveler.
Day 168
A dark-haired Morihito woman who has been traveling around Falyimoar for roughly 150 years, but has long since lost count of how long it has been since she first left home. On her travels she has witnessed the rise and fall of kings, and has even served under them at some points. She is currently being employed as a hired hand to protect the merchant Min who has been traveling across The Kingdom of Galmoer to gather and sell their wares. Before working for Min, Briar Grithail had been employed as a guard working for the crown in Bunda for roughly thirty years, but eventually left for unknown reasons.
Day 167
fter charging through the snow at full charge for many days and nights, the majority of The Legion of Light arrived at Merire without issue, or Schmebulock. Whilst they were traveling after Schmebulock's disappearance, he reappeared two days later from the Astral Plane in the forests surrounding Schmidplung and retrieved his warhammer and dagger from the smithy. Finding himself abandoned he set off in the direction of Bunda, believing he may find them there. Along the way he found a Morihito who had be caught in the snow storms, and was on the brink of death. He approached the elf, poking them in the foot with a stick, which jostled them awake. Overcome with the feeling of a burning heat the elf attempted to free himself from his clothes, but was stopped by Schmebulock stuffing them in his bag of holding and using The Poprock to send himself to the Astral Plane.
Arriving in back in The Court of Eternal Judgment, which he found empty. Seeing the court members chairs were too high to reach (50 feet up) he looked around for a while, exploring the endless void he found himself in once again, only finding a control panel with an array of 13 buttons, one of which is colored red and under a glass cover. Looking for the most worn button he found one near the center and pressed it, which just turned off the lights in the room. He then pressed the least worn button which turned the lights back on. At this point he remembered he had a person in his bag of holding and dumped them out on the invisible floor before pressing a third button, which began sounding an alarm until he quickly pressed it again (this is their alarm to come back after a recess).
Schmebulock and the elf began hearing footsteps from all directions (even up, down and diagonals) that grew closer as they approached until they converged upon each of the floating pedestals, revealing the presence of 7 massive goat-like beings dressed in the clothing of The Legion of Light, as well as one other person who Schmebulock doesn't recognize who appears to have red hair. Hearing their approach Schmebulock attempted to hide behind the room control panel, but unwittingly hid on the side facing them, putting him in full view. 'What are you doing back here so soon? Have you captured them yet?' the central goat who is dressed as Ingra Harrik said to Schmebulock, to which he attempted to lie saying 'I am the electrician!', which they all very clearly saw as a lie. Staring into Schmebulock's eyes the goat dressed as Ingra Harrik teleported directly in front of Schmebulock's face and asked him again why he was here, to which he responded by kissing the goat (rolled a nat 20 or a charisma check again against the same goat as last time), and was astral projected alongside the elf into the back of The Legion of Light's wagon, seeing sleeping elves, a tiefling, and a bear being drawn by two warhorses with a ball of fire lighting their way.
As quick as they appearing in the wagon they were sucked back into the Astral Plane in front of the goats. Noticing the elfsicle standing beside Schmebulock, one of the goats (which look like rabbits dressed as different people to the elf) began questioning him about his affiliation with Schmebulock (elf was stubborn, wouldn't answer question properly, keep avoiding answering, got mind read instead and was sent back to the Material Plane). Addressing the goat who is dressed as Ingra Harrik, Schmebulock asked to be sent back to his companions alongside the elf, but for the elf to be half their height, so that the elf and Schmebulock would be the same height.
Arriving at Merire The Legion of Light found a village made of houses built into the massive trees that make up the forest that is inhabited by the Eskow, a race of small fur covered humanoids. At the front gates the party was asked a few questions by two guards wielding spears almost triple their height, such as where they coming from, why they were here, how many were in there party and how long they would be staying. After answering these questions Lucia asked if magic was legal here, to which the guard stood straight while looking past her, and gave a formulaic response that magic is legal here so long as they have permits, but then he approached her, laying his spear against the wagon so he could climb up it to whisper in her ear 'if no one sees something, did it happen? Follow the laws, and keep certain activities away from prying eyes and we wont have any problems', before hopping down and returning to his post.
Calling out to the wagon he spoke, 'There are some camp grounds and cabins off to the east along the edge of the forest that you are welcome to use. You are welcome in town so long as you don't cause trouble and may stay so long as you pay your keep. And so, The Legion of Light took their wagon over to clearing and began to make camp. Mere moments after they had finished their camp, with Vander cooking a meal, and the party resting around a fire, Schmebulock and the elf appeared out of nowhere, startling Angel, triggering there magic to run wild, and making it so just as they were going to yell as Schmebulock their words were instead replaced by vibrant pink bubbles.
Spotting a redheaded woman standing at a cabin roughly 150-feet away collecting firewood, Schmebulock decided he would try to spook the horses (one of which is Amelia) so that they would run away and trample her. In his attempt he slammed his warhammer into the wagon, shattering the rear axel, and failing to spook the horses. A brief argument broke out between Lucia and Schmebulock, which ended in Schmebulock agreeing to pay for the axel. He then walked over to the woman and asked is she needed any help, to which she asked him to fell a tree for her. Still bent on murdering this woman for some reason Schmebulock attempted to pushed the tree onto the woman with his final blow, but when he broke the final piece holding up the tree it fell down in such a way that it fell towards him. Seeing this Amelia charged towards him while still in the from of a warhorse in an attempt to push him out of the way, but failed, and was pinned to the ground by the tree as it landed on him, shattering his arm and pinning him to the ground as well. Taking heavy damage Amelia was forced out of her wildshape, as was seen by two druids who too returned to their natural forms and the redheaded woman.
Quickly there after Schmebulock and Amelia had Sleep cast on them, knocking them out as the redheaded woman and the druids ran towards town to get help. The rest of The Legion of Light who was not trapped under the tree rushed over and managed to push the tree off of Schmebulock just before the village clerics arrived. Once free from the tree Amelia rushed over to Schmebulock and began casting healing magic to heal his arm which had been shattered and dislocated. Just after she healed him partially the clerics from the village arrived along side the two druids, and began healing him, fixing his arm completely then stomping on it while holding his arm down to relocate it.
Once he was healed Amelia walked over to the druids and began questioning them. She learned that these two druids were elves named Peregrine and Briar who were guarding and traveling with a merchant named 'Min' that was going to depart for Bunda in a few days once the weather improved, that there were several bounties upon Amelia, notably, one by her parents for 500 platinum and the combination of several bounties totaling for around 5,000 platinum by the The Kingdom of Galmoer for the destruction of state property, arson, murder and various other crimes. Peregrine proposed since The Legion of Light was traveling to Bunda, that they might accompany them along their journey for added protection and entertainment, to which Amelia agreed.
Day 166
Not much is known about this dragonborn. There are many rumors about him, however. Some say he's lived as long as a true dragon, some say he's a god, others say he's not real.
Gridorial is very real. If desired, he can be found in the capitol, Auragos. He leads the royal guard as protector to the king. He's found guarding the walls despite his role, as his fierce fighting style and ever growing courage make him a great repellant for those seeking to cause harm.
If you ask him, fighting on the front lines is the perfect place to be.
(I'll make him a form soon)she never did
Day 165
Day 164
Day 163
The palace at the heart of Bunda, where the royal family of The Kingdom of Galmoer and their advisers reside. The palace grounds are conceived of four main buildings that are surrounds by a large stone wall. All of these buildings are for the use of nobility, two are dedicated to housing, each with their own garden, dining halls and kitchens while the third manor is for court affairs and official proceedings, such as balls. Each manor has a building hidden from view that is for the lodging of maids, butlers, chefs and servants. Across the estate there are barracks along the walls that house the royal guard, so that in the event of an emergency they can respond no matter its location. The housing manors occupy the north and southern wings of the estate while the the third manor is placed between the others against the eastern wall, featuring a large ball room near its entrance.
Day 162
A mysterious disease that primarily effects humanoids and gradually consumes its victims from the inside out over a lengthy period of time, often a year passes by before they are fully consumed. This disease devours the muscle and fat of its victims, usually beginning with the extremities, only leaving behind skin, bone and blood. Because of this victims of this disease typically loose their ability to walk and use their hands early on into its development, restricting their access to temples where a cleric might be able to heal them. Survivors of this disease rarely live for long, often due to their limited mobility. Consumption spreads rapidly in small and impoverished communities, sometimes wiping them out completely within a year.
Day 161
All throughout Falyimoar there are numerous kinds of healers, though most are clerics of Rachelis that reside within the The Theocracy of Rachelis that rely on spells bestowed upon them by their god to heal the wounded and ill. Recently however, in the Empire of Burdalin there has been a rise in non-clerical healers, that instead focus on utilizing non-nonmagical methods to preserve life. A prominent method that has been spreading amongst researchers of these methods is the utilization of Mage Hand to dislodge stuck objects from patients airways and to restart their heart after death by manually pumping it by squeezing it with Mage Hand. Currently this is an very new field that has had very few successes using these unconventional methods alone.
Day 160
A magical bag similar to a Bag of Holding in the sense that it connect to another plane to store things, however this bag is connected to its own Demiplane that only the assigned guild-member can open. These bags are loaned out by many guilds to high ranking adventurers, merchants and mages on the condition of a monthly fee of 50 gold, and that should they perish for longer that 10 minutes the bag will teleport to the nearest guildhall, where it will remain sealed until the end of the month. Should they be revived they can seek out this guild to retrieve their Guild Bag before their payment runs out, this collection period can be extended if you pay for the Guild Bag several months in advance. Failure to collect your assigned Guild Bag after death forfeits all objects, money and pets that may lie within the Guild Bag's Demiplane.
Day 159
Nomadic clerics of Moargrim, the god of death and decay. They almost always travel on their own while concealing their identities, only appearing in lands where great death in impending. Their duty is to gather the bodies of the dead, so that they may nourish the lands and give birth to new growth. To gather them the bodies together they blow into long horns that were given to them by Moargrim. These horns grant the clerics the ability to raise and command hundreds of undead at once, however these undead are not aggressive, and will not become so until the cleric demands it. Where and why they take these corpses in not known by many, as has remained a secret to all but the Moargrimlers themselves.
Day 158
Day 157
A party of adventurers in Devlutte that investigates strange unexplained phenomena that occur across the isles. The party is comprised of a cowardly Morihito ranger, his companion great dane that can speak with common (Shaggy and Scooby), though only with a speech impediment, a red-headed half-Tsukihito bard that has family ties to The Wittebanes (Daphne), a blond paladin who leads the party whilst always wearing an ascot (he has also multiclassed into artificer and likes to build elaborate traps) (Fred), and an Inquisitive Halfling rouge who has to wear thick glasses to see (Velma). Together this party of adventurers have begin to unravel the mysteries surrounding Devlutte's isles, and the very origin of their existence.
Day 156
A popular tavern and inn run by Kenku in Devlutte that has the Ravenloft Bar on a balcony that overlooks the center of the tavern. While this inn welcomes people of various forms, to gain access to the upper floors of the building you must be of avian decent. However, rumor is that with the right passcode the tavern keep will give you a drink that will turn you into a Kenku for an hour or so.
Day 155
During the War of the Stars an immensely powerful weapon of mass destruction was deployed by a unknown being, a weapon powerful enough to murder a gods true form. This weapon was used against Jötnar in his celestial plane while he puppeteered a mortal form on Phaedra as a means to sever the connection between his true form and his mortal body.
The Magical Exclusion Zone is an area in the Eisige Mountain Range just north of The Central Plains where there is a constant anti-magic field in affect, any spells, magical abilities, enchanted or curse items will loose their affects while within the confines of this region, making it a common safe haven for lycanthropes and other cursed individuals seeking asylum. Life in this place is much harsher than the rest of Falyimoar, but because of its natural barriers, it has also become one of the safes places in the world for the cursed and those trying to hide from prying eyes.
Day 154
Whenever this dagger leaves your hand it will return to its sheath at the end of your next turn, or until you use a bonus action to call it back. This daggers cannot return if it is being held by a creature or in an anti-magic field.
Day 153
A cursed coffee that is indistinguishable from an ordinary espresso, when drank this coffee causes the consumer to fall into a deep bout of depression. This ailment can last up to several years or just a few weeks, but unless dispelled the consumer will always have the possibility of a relapse occurring.
Day 152
A sentient race of toxic storm clouds that lives in the Astral Sea. These beings do not breath and feast on unsuspecting sailors of the Astral Sea. They are scavengers and hunters who will devour almost any organic material, which makes them ideal crew members for waste disposal and processing since they can excrete pure water in the form of localized rain. To hunt Space Clouds will electrocute or Paralyze their target with a lightning bolt before consuming them, dead or alive. When a Space Cloud dies their corpse destabilizes and explodes outwards like a balloon as a putrid, corrosive ichor. If a humanoid consumes a Space Cloud while it is still alive they will get an intense hallucinogenic trip while their organs liquify, and they perish.
Day 151
Day 150
spell
Day 149
A magical coin that appears as a single Gold Piece and is indistinguishable from a normal coin, except that when not exposed to the light, this coin will glow a faint golden yellow. To use this coin, flip it as a bonus action and call what face it will land on. If you call correctly you will gain a critical success on the next ability check, skill check or saving throw you make. If you call incorrectly you will suffer a critical failure on the next ability check, skill check or saving throw you make. You can use this coin a number of times equal to your Proficiency Bonus each day.
Day 148
A magical tomb that belonged to Yuklos Urbok, who lived in the northern regions of Falyimoar before The Splintering Schism. This tomb appears blank when viewed on its own, but when read whilst being lain upon novel or fantastical tomb of legend, the Tomb of Delving will draw moving images upon its pages with inscriptions that describe the scene being shown, mysteriously these inscriptions can be read by anyone, even those who do not know how to read any language. Before long the words and images on the page will being to change, incorporating the reader into its story. Once the reader realizes this their soul will be sucked from their body into The Tomb of Delving, leaving their body comatose. The only way to escape from the imprisonment within the tomb is to reach the end of the story, but should one perish within The Tomb of Delving the connection between their soul and body will be snipped, reasoning their soul to wander the Ethereal.
Day 147
A group of traveling performer who cover their faces with black and white makeup, and only wear black and white clothing. They perform story and actions silently and with seemingly nonexistent props; relying solely on their performance. Mysteriously they have been known to perform incredible feats, such as disappearing into a solid floor or wall, walking on air, and walking on walls and ceilings during their routines. They travel in several groups across Falyimoar, one such group reading the in the capital of Galmoer, Bunda.
Day 146
Day 145
Day 144
Day 143
Day 142
A magical flail that has a steel owl on the end. As an action you can command the owl to detach from its chain and fly. This owl acts independently on your turn in initiative and you can see through its eyes or command it telepathically to take a specific action using a bonus action.
Requires Attunement
Day 141
A rare wondrous item that resembles a chain snake. These chains cause any non-magical attacks against the user to be caught and redirected away unless their attack roll is lower than your AC. Once these chains have bonded to a host they will not leave their side until they perish or, or until someone casts Remove Curse upon the chains.
Day 140
A group of religious fanatics who worship Donfragor, an Ancient Frog Dragon who lives secluded in the dense marshes that lie off the Isle of Devlutte. Followers of Donfragor often live their entire lives sequestered within the marshes, capturing anywho wander into its depths as an offering to Donfragor. Through their offerings Donfragor will bestow them with a blessing of the bog, which will gradually transform their body until they resemble a frog-like humanoid, which are easy to confuse for a Bullywug.
Day 139
Dense thickets of strange twisting trees that grow seemingly at random in many forests all throughout Astea. They go almost as quickly as they come, appearing seemingly overnight, then disappearing a few days later, leaving no trace they had ever been there. These groves are often home to strange flora and fauna that at first glance do not feel as though they belong in this realm. Those that dare to venture into these mysterious groves often do not return, but those that do tell of spending weeks, months, years trapped inside of a strange land full of shifting terrain and living trees when only a short time had passed on the Material Plane.
Others tell of the opposite, saying they were only within this land for a day or so, but when they returned they found that weeks or months had passed while they were away. Within the Sylfwood Groves resides a place where the very grass you walk upon might rise up to eat you, the stones of a mountain might speak to you or the water you drink might offer you conversation, resides with in is a land of unspeakable wonders and perils, a land of the true fairies. In this place their is no sun, but a constant illumination as if a sun resided just beyond the horizon.
Travelers to this strange world say that while here it felt as if everything was incredibly vibrant, smells more intense, sound more precise, lights were brighter, shadows were deeper, colors more vivid, and it felt as though there desires were more intense and difficult to control, rising to the surface of their mind with ease. The environment of this realm seemed to transform in response to their emotions and serve to amplify them. The cheerful's path was full of adventure and whimsy, while the despondent's was full of peril and challenge. The path you bare in this realm is you own to travel, and yours to decide.
Day 138
An Ancient King of Phaedra who was driven mad by an insatiable greed for wealth after an expedition to slay an Ancient Dragon and capture its hoard. Not long after the expeditions success the once kind and generous king became cruel and consumed with avarice. He rose the taxes upon the land, plunging even the wealthy to the brink of poverty, crippling his kingdom in a matter of years, opening it up to invasion. While his villages burned, his castles crumbled and his people were slaughtered, he did nothing, for he could not bare to part with any amount of his vast wealth. But eventually the wars grew to close to his castle, hidden away in the lair of the dragon he slew, and to keep his hoard he resorted to using ancient ritual known as the Ceremony of Endless Night.
In the dead of night, Sudim snuck into the chamber of his only daughter and heir, and with the full moon above he drove his dagger through her temple, killing her instantly while he drank a deadly potion, breaking his soul free from his body so that it may escape into the now vacant skull of his daughter, and revive his body with an ethereal tether connecting it to his new phylactery carved from the skull of his child. However as his new body began to decay he envied the unchanging nature of his gold, and so he began to replace the bones of his new body with just that.
Once his bones were gold he began forging muscles, tendons, ligaments, everything he would need to create the perfect body for himself, even crafting a brain, despite it serving no purpose for him. Finally once he finished his body he began to ordain it with jewels and inferior metals. As the centuries went by he grew restless in his hoard, finding it increasing to small, and so he departed his perfect body in favor of a disposable one, and left his hoard for the first time in hundred of years. Though he was gone for only a few years when he returned with his pilfered riches he found thieves had snuck into his treasury and stolen from his hoard. In a fit of rage at this theft he cursed his hoard so that any who stole from him again should face the punishment of become a piece of his hoard, an eternal golden servant, who will serve at his every command.
Day 137
Deep in the woods of Disparate is a clan of Feral Gnomes. They behave like animals and tend to show and execute cannibalistic behavior towards fellow humanoids. They'll eat anything. But oddly enough, the one thing they will not eat is spiders and each other.
They act sophisticated within their own society and worship some odd Gnome with an oversized war hammer on the back of a Giant WolfSpider.
They never go more than 200 yards away from their home, so the people within the capitol are usually safe
Doom is the day those Gnomes expand their borders.
Day 136
A once elegant and brilliantly designed city of the elves, great architects and craftsman filled the elven city with life and excellence, but not long after the war it all changed.
Grimdrasil used to the capitol of the elves on Disparate, used to, because the entire population of the city has disappeared without a trace as a thick smog and forest has over taken a majority of the forest and it's surrounding. Vicious things lurk in the massive woods.
Anyone who's dared go in has yet to come out.
Whatever is in there, it does not take kindly to strangers.
Day 135
Those that survived the walls of The Crimson Fog tell of an island with an endless chasm carved into the center of its land with channels of the ocean pouring into it. The closer you get to this island the more you feel drawn to its go upon its shores and descend into The Great Abyss that lies with in its thick jungles. Within the the overgrown thicket there is a civilization that live off the land and sends explorers to explore The Great Abyss to discover the secrets of the ancient people who lived within its depths. The Great Abyss can by separated into seven layers, each with their own maladies and challenging ecology.
Every layer of The Great Abyss is subject to the 'curse', a magical barrier that causes explorers to suffer various injuries that grow with severity the deeper you descend. While you simply descend you will not be afflicted by the curse, only suffering its attacks if you attempt to ascend back up to the surface. At first the effects are minor, such as an upset stomach and a headache, but grow far more severe at lower levels, some depths causing the rapid expansion of ones blood vessels starting at the extremities, eventually causing death when the curse reaches the heart. Ascending slowly with frequent breaks can mitigate the effects of the curse, allowing one to escape should they be willing to make the trek. Alternatively teleportation is a viable way of ascending without suffering the effects of the curse, however some regions of The Great Abyss mysteriously block the usage of magic for unknown reasons.
Day 134
The weakened can be anyone who has lost hope, and has an immense desire for rescue or freedom, or someone who has been pushed to the point of loosing or almost loosing their connection to reality. Demons, Devils, Gods, Fey, powerful creatures and eldritch beings beyond description take advantage of this disconnection from reality to impress their will upon the weakened, sometimes without the target even consciously knowing. These beings often make offerings of the power to escape their figurative or literal shackles in exchange for something later on, often leaving what will be required vague or untold. Deals made in this manner often benefit the patron more than the weakened, requiring them to go to extreme lengths to fulfill their end of the bargain. Those who have been chosen by these beings often become renown, either for their generosity, or their cruelty. Some become great sages, known for their boundless wisdom, while others become religious leaders, or bring destruction to the world around them.
Day 133
A strange disease that gradually transforms the afflicted's bones into solid gold. Despite this they do not often suffer adverse effects from this disease until a few years after the blight has begun to spread through their body. Gilded Blight is most common amongst wizards, particularly those that practice Necromancy. How this disease spreads is unknown, but legends of its origins tell of an ancient king named Sudim who was driven made with the desire for wealth, going so far as to prolong his life so he may keep hold of his treasure. Soon enough simply having his hoard was not enough. He sought to become one with his hoard; gathering his hoard together he fused it to his soul into it, enriching his former body with gilded bones, ordained with massive gemstones, while cursing any who sought to steal from his hoard, to one day become one with it.
Day 132
The multiverse; a system overlapping and intersecting planes of existence. Where did it come from? None know for certain but some purport that the worlds began with an infinitesimal spark of existence in an infinite nothingness that grew into the first god, who forged the realms using the flames from the spark. Some believe this spark is still burning, ever growing. Many scholars claim to have found traces of an ancient message being sent through every plane regularly. Where this message is coming from is a curiosity to all, because it appears to originate from inside every plane, and outside of them all at the same time. Those who have attempted to brave the journey to the origin of this signal have found themself unsuccessful so far. All who have gotten close to the origin of the message have found themselves faced with a imposing luminescent tower. This tower occasionally disappears when not being observed, returning with dust on it that doesn't resemble that of its own environment.
Day 131
Following being cast into the Nine Hells as divine punishment, some souls manage to become Devils, while other become trapped as disembodied souls that will be consumed, be it by the Nine Hells itself or by its inhabitants. Devils, like Angels can rise from their damnation and change, should they become redeemed, except they can only rise to divinity if they perish on their home plane after being redeemed. In this case a mortal born soul will travel again through judgement once again, while a true Devil will travel through it for the first time, before finally arriving in the Upper Planes.
Day 130
Following ones death on the material plane and arriving in their gods domain, some gods will give the opportunity to the soul to become a celestial, or remain as a disembodied soul in their domain. Those that become celestials are almost the same as one born purely of a god's power, except unlike pure celestials, if they perish outside of their home plane their soul will become detached from their new body and pass through judgement once again. If they have become corrupted since their initial death they will be cast into damnation, often being sent to the Nine Hells where they will become a Devil or to The Abyss where they will become a Demon or be consumed. Ordinary Angels can also become Devils should they become corrupted before perishing outside their home plane, reforming in the Lower Planes, or if they are cast out by their creator.
Day 129
After someone dies their soul is released to journey to the Astral Sea and make their way to the City of Judgement, where their soul will be weighed any they will be cast into a plane befitting their weight. After passing through judgement there is a group of celestials representing various gods who escort souls to their particular planes. A worshipper of one of these gods will be able to tell innately which representative belongs to their god, and may choose to accompany the representative, or face judgement.
Day 128
A city of scholars and sailors built up on the back of an Ancient Dragon Turtle that is roughly the size of a large island. In return for harboring them, they supply the Ancient Dragon Turtle with sustenance, keeping it alive, and protect it from disease, parasites and attackers. The Ancient Dragon Turtle is known as Larkos the Gracious, reflecting their generous and forgiving nature. Many seek out a chance to learn from the wise Larkos, some traveling all across the world hoping for a chance to speak with about the ways of the world. The island upon Larkos' back is bountiful, with diverse ecology not found anywhere else on Astea. Larkos is tens of thousands of years old, and has seen the rise and fall of many civilizations throughout the millenniums.
Day 127
An Ancient Red Dragon that nests in the magma chamber of the volcano that Emberstead rests upon. Imid has caved out many chambers in the volcano to store his hoard, feed and spawn hatchlings, consequently increasing the volcanic activity in the area. The denizens of Emberstead pay tribute to Imid once per decade to revitalize the protective barrier that protects them from the volcanos frequent eruptions. These tributes come in the form of offerings of gold, jewels, knowledge, livestock, and under exteme circumstances, people.
Day 126
Across Astea there exists 6 gates to the Nine Hells that appear as great chasms filled with eternal flame, though many remain undiscovered by the inhabitants of Astea. According to the tales of sailors who escaped The Crimson Fog tell tales of one such chasm lying in wait behind its fog. This chasm is fabled to be one of the sources of The River Styx, which snakes its way all through the Nine Hells.
Day 125
Veilspinners are an species of ethereal arachnid-like beasts that maintain the barrier between the Material Plane, and the Astral Plane and Ethereal Plane. These beasts live on the borders of the Ethereal and Astral planes, spinning massive webs that occasionally catch wayward souls that have departed the Material Plane. Veilspinners occasionally pass into the Material Plane following after revived souls who were caught in their webs. When they pass over they appear to be translucent and emit a soft white glow.
Should you be attacked by one of these creatures while you still have your body they will appear to bite through your flesh without piercing it, but taking a piece of you soul in the process. To regain any taken pieces you must vanquish the veilspinner and eat it before it has a chance to digest your soul. Should your soul be entirely consumed in this manner, you cannot be revived or reincarnated, in the event that someone attempts to do so you body will revive, but it will be an empty husk that is vulnerable to possession by an otherworldly entity.
Day 124
A common soft wooded coniferous tree that grows all throughout Falyimoar. The needles from these trees can be made into syrup, and the sap of these trees can be used to make wood tar. After sudden cold snaps loud popping noises can be heard in forests of these trees, as their sap freezes suddenly and rapidly expands, occasionally causing these trees to explode.
Day 123
A mystical town rumored to be build upon the cliffs of an active volcano in the mountains south of the Central Plains, though no one has been able to find it for many years. Emberstead is a town built up out of the ruins of an ancient fortress that was abandoned long ago, yet the magical barrier that shields the town from the volcanos rath is still operational, but weakening. The citizens of this town mainly worship the Ancient Red Dragon Imid, who makes his den in the heart of the volcano. Every 10 years the townsfolk must make a sacrifice to Imid, in exchange he revitalizes the barrier that protects the town.
Day 122
A species of terrestrial mussels that live inside of abandoned or lost armor instead of a typical shell. When these mussels live inside of a full let of armor together they gradually learn how to move the armor as if by a person, eventually becoming capable of armed combat. Their progress is furthered quicker if the armor they inhabit is already possessed or enchanted to move. These mussels are most commonly found in warm humid climates, but have been observed to migrate in search of more suitable environments or for better hunting grounds.
Day 121
A sentient race of nearly humanoid people that resemble honey bees in both behavior and appearance. They have bug-like eyes, legs and wings, but an upper body similar to that of an elf, with long pointed ears and sharp facial features. These people typically gather in large colonies, ruled over by a lone queen, whom they will slaughter should she fall from grace. The Beekin often work together with farmers to cultivate crops, using the pollen they collect to create large amounts of honey, which they can then use or sell away. These people can be found all across Astea, most often living near farming towns and villages.
Day 120
A species of large grasshopper like insects that can become about the size of a Humans hand. They are present throughout the Central Planes, and are commonly considered a scourge upon the land that arises a few days after heavy rainfall in the warmer seasons, threatening to devour all they come in contact with, flesh and fiber alike. Often after heavy storms farmers and townsfolk will contact the nearest branch of The Adventure's Guild to file a request for extra hands fighting off the insects, or conscript traveling adventurers of mercenaries to their aid, rewarding them with payment, meals, shelter while their help.
Day 119
---- ---- -- --- -- ---- -- - ----- --- --- -- - -- -- -- -- -- ------ -- --- -- ----- --- ----- -- -- -- ----- ---- - - ---- -- - ----- --- ------- -- - ---- -- --- ----- - -- -- ----- --- ------ -- - -- -- ---- ---- ----- ----- ----- ---- ----- -- -
Day 118
The Gilded Dwarf is a smithy in the commercial district of Bunda that focuses primarily on decorative armaments for ceremonial use by the nobility of The Kingdom of Galmoer, though they will take work from anyone, so long as they can pay the price. For an additional fee many items can be enchanted with magical effects during the forging process, with the price often being lowered if you provide the materials required for the enchanting alongside your payment.
Day 117
Amaeris is the goddess of romantic love and became current goddess of war after Jötnar fell. Her followers, the Amaer, are known to be wandering nomads that will divine your romantic prospects through the eyes of their goddess. The elders of this group have been known to travel to the kings of mighty realms that are plotting to go to war and, bestow a prophecy upon them, either blessing their conquest or giving grave warning of their imminent downfall should they ignore the goddess' will.
Day 116
A popular cheese store amongst the nobles that is run by Feldgier Aboma and his two daughters. C'est Fromage makes its home near the center of Bunda on its main trade street between a bakery called Sugar Beat and a jewelry store called Autpfite Jewelers. A specialty dish of this store is its magical fondue, which never seems to go cold.
Day 115
Aria Shadowsong is a famous kobold bard that travels with The Stardust Trinity as the leader of The Longtails. Aria is a secondary vocalist and primary instrumentalist because of her magical instrument -Mouravertar- that can change form during her performance.
Day 114
Smumbeet is a bizarre iridescent plant that thrives in the depths of forested wetlands surrounding Beefton, where the air is heavy and carries a sense of unease. Smumbeet massive plant of intertwined networks that resembles a vibrant coral reef sprawled across the damp soil. The main body Smumbeet consists of thick, sinewy stalks with intricate tendrils that excrete a viscus glowing ooze from bulbous pulsating orbs, trapping anything that comes into contact with it. After dusk these bulbs illuminate the underbrush, shedding light unto your path, should you avoid overpowering their glow.
Day 113
A golden hued sweet grain that requires lower than average temperatures, lots of water and low light for optimal growth. These requirements limit the locations that this plant can grow to the colder regions of Falyimoar natively, such as The Wailing Steeps, The Eisige Mountain Range and The Fractal Caverns. When ground into flour, it produces a fine, fine powder that forms the basis of many local dishes, such as breads, pies, pastries and confections.
Day 112
Slyvie is a common pink flower that through a lengthy series of processes can be turned into an extremely potent poison, that when inhailed induces extreme halucinations, anxiety, and aggression. In small doses this poison known as 'Sorex' can be used to induce feeling if intense euphoria. relaxation and halucinations. This drug is highly addictive and quickly leads to dependency accompanied by extreme withdrawal symptoms. Because of its addictive nature it is one of the major products of crime syndicates, being especially popular in the underbellies of major cities.
Day 111
spell
Day 110
The Kingdom of Thaed is a state ruled over by King Varsi Shadobein a reclusive elven man that rarely journeys out from his castle atop the north eastern mountains. The Kingdom of Thaed is mainly known for its harsh winters and hazardous mountains, with very little about the people who live in this kingdom being known to outsiders, as those who journey to the kingdom seldom return.
Day 109
spell
Day 108
An extremely spicy and savory tuber most popular amongst humans, dwarves, tieflings and dragonborn. This tuber was supposedly created by Froma pulling one of her many pranks on the mortals who mistook this tuber its tamer cousin. Much to her dismay the dwarves who found this plant found its powerful flavor to be a great addition to their dishes; eventually becoming one of the most common ingredients in dwarven cooking as a whole ingredient or as a spice.
Day 107
An aloof creature that stalks its prey for days in search of new bones to add to its collection. Waiting for its moment to take its prey's bones. This creature collects bones to wear as armor, and to build a nest from stacked bones. These creatures start out life completely invisible to most, only being visible to the gifted few, but as they gather more bones they being wearing, making them appear as a poorly put together skeleton; built from the bones off all manner of creature. These beings have can pass through living matter as if it were not there, allowing them to snatch the bones directly out of creatures. Though they will rarely take all of your bones, much preferring to only take the few that they like.
Day 106
A dead chaos god of war that was worshipped predominantly by the Eiser, who believed him to be an ancient warrior that rose to divinity after their death in battle defending his home. It is not know how Jötnar perished for a second time, even to the other gods, only that his body fell to Phaedra with its eyes gouged out of his skull. Where his body fell is body fell to rest is fabled to be the origins of Devlutte's island chain.
Day 105
A circular city floating in the astral plane that contains a wellspring of wisdom at its center. This city is built upon the the severed eye of the dead god Jötnar, who perished during the reformation of Phaedra. This city is home to a large portion of the Nozama infrastructure, which employs much of the available workforce, as well as a large magic school that many mages from different realms attend.
Day 104
The first born son of Emperor Charles and heir the Burgian Empire. He is notorious throughout Eagris as an arrogant man who does not give any respect to anyone but his parents. He frequently goes out to bars and taverns and gets extremely drunk, which often leads to him getting into a conflict with another drunk. Whenever these fights happen any damage caused is billed to the Empire itself, however these charges rarely get paid. Emperor Charles has royal guards and a high ranked cleric that carries multiple diamonds accompany the prince at all times to prevent him from staying dead should he be slain, which has occurred a few times so far.
Whenever some kills or attacks the prince unprovoked they get charged with treason immediately and are sentenced to death, usually being dispatched by one of the prince's guards moments after the offense. The guards that accompany the prince are constantly being changed out because of an unwillingness to guard him, distain for the prince leading to them becoming a possible threat to the prince's safety.
Day 103
King Phillip Delair Phries Enfer rules over The Kingdom of Galmoer as their king, residing in the center of Bunda. He is often hailed as a wonderful ruler who is honest and trust. He became the heir to the throne after his older twin brother Teaf Delair Phries Enfer perished in a mysterious fire that collapsed down a portion of the castle. With Phillip being the next in line he inherited the throne in his brothers place. King Phillip Delair Phries Enfer has heavily invested into The Adventure's Guild, publicly stating that it is a means to supplement a standing army in the event of an attack on The Kingdom of Galmoer by other nations or monstrous forces.
Day 102
Princess Cosmin is the daughter of King Phillip Delair Phries Enfer and betrothed to Prince Emerce Delair Eagra Falymos whom she has never formally met. She is beloved by her people, and well know for her charitable and grounded nature. She has done great humanitarian work around The Kingdom of Galmoer, negotiating trade routes with distant villages, negotiated accessible housing for adventurers and a maintainable road system between cities.
Day 101
Recently the betrothal of Prince Emerce Delair Eagra Falymos of Burgdalin and Princess Cosmin Delair Phries Enfer of Galmoer was announced, along with the date of the wedding which will be held in the Eagris, the captial of Burgdalin on the 36th of Secundo (the last day of the second month, 66 days from the present in the campaign). The citizens of The Kingdom of Galmoer have not been very pleased with this announcement because they do not want their beloved princess to be taken away to wed the notorious Prince Emerce Delair Eagra Falymos. The princess has yet to embark on her journey to Eagris and has been traveling around The Kingdom of Galmoer to celebrate the Festival of the Sun's Rebirth with her citizens.
Day 100
Born to the god of light Lux and the goddess of the moon Celeste this goddess holds dominion over illusions, trickery, mischief and cheese. Froma loves to play tricks on mortals, but often her attempts were thwarted by her mother. One night while looking for a mortal to play tricks on she found a man who was drawing water from a well. To trick the man she shifted the moonlight slightly so that it was cast upon the surface of the water, making it appear that there was a large wheel of cheese lying in its depths. Immediately the man tossed a rope into the well and made his way down, only to find the well empty, and a transparent young girl standing at the top, laughing. Thus the tales of Froma tricking foolish men with wheels of cheese lead to cheesemakers making offerings to her, so that their cheese might become as wonderful as her illusions.
Day 99
Magical flowers made of frost, that when picked crystalize into an icy rose. These flowers are only known to bloom in The Field of Frozen Roses, and are said to contain fragments of the dead's' minds. What these flowers can be used for is not commonly known, but the Burgian Empire sends a platoon of soldiers out every year on the anniversary of the first assault to The Field of Frozen Roses to collect as many of these flowers as they can. The elves too send out their warriors to collect these roses, however they only harvest one for each elf that was lost in this field.
Day 98
This state is a member of the Burgian Empire and makes up the western reaches of The Howling Planes. Their population is mostly comprised of Humans, Half-Orcs and Tieflings. Tieflings make up a large portion of the non-religious management of this state, but are strictly banned from becoming clergy of any kind. The people of this region are known to be very welcoming to strangers, and you frequently hear people talking how they would like to visit this place, but you never seem to hear anyone ever talk about having been there. The healing powers of the clergy in the capital city of this country are said to be the best in the world, with the closest competition being in Eagris.
Day 97
Originally intended to be a recovery potion this ended up being a magical potion that can change the physical sex of most animals. The transformation happens over several hours and is an excruciatingly painful process that redistributes your muscle, fat and bone structure to transform you body into one of the sex opposite to your current. In this process most physical wounds will be healed, scars will disappear as they are absorbed back into the body, however this process will not replace missing limbs, eyes, phalanges etc. The person who took the potion has some control over how their new body will turn out but they can only influence it and not control it's outcome completely.
Additionally if a person desires to have this be a permanent change they must report to their local government for the purposes of tax collection, in the event they have not notified the proper authorities they will face punishment for tax evasion.
Day 96
Nesmist is a covered almost entirely by ice, with vast warm oceans beneath, warmed by superheated vents of the planet core. This planet has a narrow ring around it that is mostly comprised of small asteroids and dust. The average temperature of the surface sits around -10 degrees while the liquid oceans beneath sit around 50 - 70 degrees in the upper layers and well over the boiling point of water near the subterranean vents. This planet is home to millions of species, including some aquatic humanoid races.
Day 95
The official head of the state in Devlutte is a Dwarven man from Duranal named Vueko Valgok. He primarily handles the management of Devlutte's administration and acts as a negotiator between The Empire and Devlutte, negotiating trade, taxes and tariffs. Because of this Vueko is often in Eagris to speak before the courts and communicates with the elites of Devlutte using the Sending Stone Network while he is away.
Day 94
Requires Attunement
A mystical flute fabled to have been played by the legendary bard Aria Shadowsong as she traveled across the world with a circus. This magical instrument can change into any instrument you are proficient in, and allows you to cast two concentration spells at the same time, and make a Performance. While playing this instrument you have +2 to Performance.
A the beginning of each of your turns you must succeed a Performance or concentration check to maintain concentration on both spells.
Day 93
A tidally locked planet that has a thin strip of habitable land and orbits Solaris. The temperatures of the northern pole are often at or above 200° Fahrenheit, while the icy southern pole maintain temperatures of around -80°. Around the equator of this planet you can find arable and inhabited lands that have a near constant temperatures. The sun never sets on Umbris, and because of that crops can be grown and harvested year round, but the increased exposure to the sun in comparison to other planets leads the crops and animals of Umbris to have increasingly pigmented exteriors the closer they are to the northern pole. The only shade that is cast upon Umbris is during eclipses of the sun by one of Umbris's three moons.
At each pole of this planet there is a temple devoted to one of two gods, Solaris or Umbra (the god of shadows). The northern temple is devoted to Solaris, while the southern is devoted to Umbra. When one reaches one of these temples they will be faced with a series of trials designed to determine if they are capable and worthy of gaining the power of one of these gods.
Day 92
Undead can be created through several means, they can be summoned, conjured, raised or in some cases someone who is simple to unwilling to die they will return as a Ghost to fulfill their last desire, or as a Revenant get revenge against those that killed them. There are many types of undead in Falyimoar that vary greatly in appearance, intelligence and behavior with the most common being reanimated corpses and vampires.
Reanimated corpses come in many forms, such as zombies, ghouls, revenants, wights and skeletons. Zombies, ghouls and skeletons typically have to be raised from the dead by a necromancer while revenants and wights are raised though their determination for revenge, vanity or their desires that are so intense they cannot be quenched even by death.
The most powerful undead are Liches and Dracoliches, while the weakest are typically skeletons and zombies.
Day 91

Day 90
In the lands of Falyimoar gnomes are a peculiar race with one of the longer life spans of any humanoids on the continent surpassing the dwarves, and just falling short of the elves by a few hundred years. Gnomes take pride in enjoying their lives to the fullest. They tend to form into closely bonded communities amongst themselves, often living hundreds of years within the same group of gnomes. Gnomes tend to be light-hearted and kind, but to the dismay of those around them, they quite enjoy getting up to mischief and mayhem. Many gnomes will secretly pull small pranks on those around them, be it taking half of someone's socks, or loosening someone's shoe laces or belt as they walk by. Most gnomes wont cause you any lasting harm with their pranks, though there will always be exceptions to this rule.
There are also multiple types of gnomes that exist in Falyimoar, the native gnomes, such as the forest and rock gnomes, then there is another type, one from a distant land that none have traveled to in recent memory. There have only ever been a few gnomes of this type ever seen in Falyimoar, and currently there is only one known to reside there.
Day 89
This system is home to four inhabited planets, Astea; a mostly oceanic planet that has 6 large land masses, Umbris; a tidally locked planet that has a thin strip of habitable land, Krentir; a large planet with a dense hot atmosphere that orbits near to Solaris, and Nesmist; a planet covered entirely by its oceans that are filled with thriving life.
Aside from these planets there are eight others. Two gas giants, Fusio and Teando, five rocky planets, Wrac, Adonis, Heinale, Uther, Blau and one ice covered planet, Sinekia.
Day 88
An ancient fortress city built by the Eiser, to house them and stable rocs. All around the city their are facilities for housing massive birds and people. The outer wall of the city remains charred, thousands of years after the great forest was set ablaze in an attempt to flush out the last remnants of the Eiser who lived with in the city. In the present day this ancient fortress is completely abandoned, the only who step foot on its floors being the elves patrolling their borders.
Day 87
A small town in central Galmoer south of Bunda. This town is home to a population of gnomes who make their livings trading craft goods with traders that are making their way to Bunda to offload their goods in the markets. The buildings of this town are not often very large due to being inhabited by gnomes, consequently travelers do not often stay in town for very long because of how cramped they find it. However because of their deforestation there is ample clear ground around the town to camp out in that even has burn pits and some wooden cabins available for rent.
Day 86
Throughout Falyimoar many countries require spellcasters to have a license that certifies their permission to use magic within their borders. Most countries have a few laws banning the usage of certain magics such as those that are devastatingly powerful, or can be used for fraud, impersonation, or theft. In the empire of Burgdalin they have two different types of licenses, occupational and personal. Both come in the form of tiered licenses, starting at Novice(1) the tiers progress up to Archmage(9). -this denotes the highest level spell you are permitted to cast is-.
Small towns are often granted the ability to issue licenses to their inhabitants for the purposes of agriculture, husbandry, smithing, and other professions. They are not allowed issue licenses above adept(3), and any who have been issued a license as adept(3) must visit a city to have it verified by The Adventures Guild or the local city hall within 15 months of its issuing. -15 months with the Burgian Calendar equates to a year and a half-
Any person who is caught casting magic within Burgdalin without a license will be subject to investigation by The Grand Institute for Mystical Arts. If found guilty the accused will be be subject to various punishments depending upon the severity of their infringement. These punishments include but are not limited to lynching, execution, amputation of the hands or other appendages, removal of ones tongue or eyes, imprisonment, and mandatory enrollment to The Grand Institute for Mystical Arts or service in the Military.
In addition to the punishment the accused will be required to pay a fine. In order to receive a license you must either enroll in The Grand Institute for Mystical Arts, become the apprentice of spellcaster with at least license of at least mage(5), have it issued after an examination by The Adventures Guild or have it issued by your local town mayor for specific use cases. The licenses issued for students of The Grand Institute for Mystical Arts are the most highly respected, followed by those issued for apprentices and by a local governmental body, with the licenses issued by The Adventures Guild being the least respected by other spellcasters
Day 85
Cheese is primarily consumed by the denizens the central plains, and serves as a major export for The Theocracy of Rachelis. Hard cheeses are a particularly popular food amongst travelers because of its longevity and high calorie density, while softer cheeses are most popular in villages that farm cattle and amongst the aristocracy of large cities that can afford to have natural or magically created ice during the warmer months to keep it from spoiling.
Day 84
A small bird sized beast that has six wings that move rhythmically so that three wings are always up and down. These creatures appear to be made of an illuminous blue vapor that trails off of them, like the tail of a comet. They are solitary creatures that have never been observed gathering in groups larger than three while in the wild. When bound as a familiar these beasts make excellent loyal companions that will sustain themselves with very little upkeep, only requiring water and air to survive. The whole body of these beast is normally comprised of various gasses, but any part of its body can be changed to a solid state at will, allowing them to grasp onto objects.
Day 83
In the ancient past, when Falyimoar had a much colder and inhospitable temperament and bore the name Phaedra, a race of giant humanoids lived across all of Phaedra. Lead by their gods they waged frequents wars with one another, and giants took to building massive fortresses all across Phaedra. In their fight for conquest, a group of the southern giants tamed massive flying beasts, giving them rule over the skies. The remnants of these giants societies and the scares of their battle can be found all around the continent. Accompanying the disappearance of the giants came the rise of the smaller humanoid races. They came from distant lands across the sea, having out grown the resources of their old homes, they journeyed in search of a new place to call home. Finding a war torn but plentiful land these new peoples sought to end the conflict between the giants, by any means possible./p>
They quickly went to work creating settlements on the shores, which spread further inland with each passing year. Taking over the ruins of the fallen cities of the Eiser. As the years went on the Eiser's numbers dwindled as their gods began to favor peace over endless war. Because the Eiser's lives spent in constant war they could not go long without war breaking out again, incurring the wrath of their gods. Their cities fell one by one, reclaimed by the wilderness. While the last cities of the Eiser were falling Phaedra had become racked with plague, drought, famine and harsh winters.
Raised in a wasteland of ruin a human warrior arose amongst the people. Bent on finding a way to the chamber of the gods to seek their audience, and plead for them to restore the world, killing any who stood in the way of her reaching the chamber. Having fought her into the chamber where the gods are said to lie, she found it empty, determining the Gods had truly abandoned them. Enraged by this discovery she left their temple went out amongst the peoples of Phaedra, preaching of the gods abandonment. That the only way to return peace to their land is to vanquish the Gods and claim their power to use for the betterment of them all.
Day 82
Nozama is a massive interdimensional corporation that delivers magical items and abilities on behalf of powerful beings to the majority of planes. Any being with sufficient power may join this service by journeying to their headquarters in the Astral Plane to receive a sending stone and a magical tome that serves as a catalogue of all available items and their prices in real time, if an item is purchase and becomes out of stock it will be immediately shown that it is unavailable in the catalogue. All of the major gods received invitations to join this service and were given free sending stones and catalogues.
The workers that handle deliveries and of the ordered items will leave the item at a location that is specified in the order. The item may be delivered to any location that can be traveled to with Plane Shift The deliverers carry a Bag of Delivery that leads to a warehouse of goods in the astral plane so that they may retrieve the item just before they deliver it. Upon delivery the orderer will receive a notification through their sending stone of its completion. At any time a patrons order history can be viewed in the appendix of their catalogue.
The Bag of Delivery
A magical bag of a delivery worker of Nozama, the inter-planar delivery service. This bag leads to a warehouse of goods stored in the Astral Plane so that delivery workers may retrieve the item just before they deliver it. If this bag is ruptured or broken it will react in the same manner as a Bag of Holding
Day 81
An uncommon variant of petrification caused by the excessive consumption or usage of Chromatic Crystals and some other magical affects. This condition causes a colorful crystalline structure to grow over the afflicted's skin, growing denser every day until in completely covers their body. Once they have been completely encased they will be consumed by the crystals and their mind will be trapped inside. Any attempts to free them from the crystals once it has reach this stage will result in the shattering of their mind and soul into each crystal shard, effectively rendering them dead, except they will not appear in any afterlife or other plane after there death. Like the Chromatic Crystals that can cause this affliction the crystals created by it are edible, and may cause the consumer to experience certain beneficial affects.
Day 80
Contrary to the Children of the Stars, it was the Mistheli's plan to slay the children of Sun and Moon, and one day, eliminate the gods to take power and mold the world into a better place for the mortals who had to live in it. The Mistheli often come into conflict with The Cult of the Blind Sun over Divine Relics in there pursuit to obtain the power of the gods. Over hundreds of years of their shared existence thousands have perished in battle over these relics, and hundreds more have been caught in the crossfire. This constant back and forth has ultimately kept both the Mistheli and The Cult of the Blind Sun from reaching their potential. Recently however the skirmishes between these groups has been decreasing, the leaders of these groups have decided that with the appearance of the Sun Child and Moon Child, they should work together to reshape the world.
Day 79
A magical disease that when contracted you being to grow dark feathers on the inside of your body, and you will begin to cough up small balls of seeds, bones and fur. Once the disease has progressed far enough your bodies surfaces will invert, your skin will move to the inside of your body and the feathers that coat your body will moved to the outside, transforming you into a raven. When you transform you must succeed a DC 14 intelligence saving throw. On a success you will retain your current size, intelligence, charisma, and wisdom scores and your race will be changed to Kenku. On a failed save you will transform into a raven until dispelled.
Day 78
The symptoms of his disease begin within hours after exposure with dizziness and a tingling sensation across your entire body. After these symptoms set in your complexion will begin to darken, and your veins will start to become noticeably off color. Once this symptom has fully set in your blood will be as black as ink and as this as molasses. Old scars will reopen across your body, your eyes, ears and mouth will begin to uncontrollably pour out blood. The only known cure for this disease is the blessing of a priest. (Lesser Restoration)
Day 77
A mysterious white mushroom that grows on the sides of ships that have returned from near The Crimson Fog, overtaking the barnacles that had been growing there. This mushroom releases a strong iron like smell, and oozes a thick red liquid that resembles blood. When the ooze meets the water it dissolves into it, leaving a red trail behind the ships that have sailed to close to The Crimson Fog. The affects of consuming this plant are currently unknown as there are very few specimens that have reached the shore intact.
Day 76
The clan of the blood elves. These elves live in the north eastern reaches of Falyimoar in the mountains. The members of this clan live most of their lives in seclusion, with those who journey out preferring to live in secrecy, hiding their origins. These elves are the result of tens of generations of mages practicing the forbidden magics of Hemocraft and Necromancy, which has warped their minds and bodies. They have incredible control over their own blood-flow, allowing them to adapt to extreme environments much quicker than other races, at the cost of having to expend blood as a cost for their magics. Rather than using their own blood for this cost many Chihito choose to use the blood of other creatures, often using the blood from livestock that have been slaughtered already. An unfortunate downside of loosing to much of their own blood for the Chihito is that when this happens, they go into a frenzy where they will have overwhelming cravings to consume blood. To prevent this frenzy the Chihito have developed the ability to rapidly produce blood from digested blood. This leads to Chihito in societies that are not their own being feared and avoided, because of the fear that they will attack if they become to hungry.
Day 75
Divine Relics are relics, made by any of the gods, to release or store a large amount of power into an object. After spending long periods of time without using their powers to their full extent, the gods would have surges of overwhelming magical energy that could cause incomprehensible damage to themselves, the celestial plane they inhabit and the material plane. To prevent these calamities the gods have to use their power, by sharing it with their followers, or by condensing it into powerful objects. These objects can take on any form, from a diminutive pebble to a towering mountain. Because of the great range in how these object appear they can be difficult to identify or discover until their power is unleashed. Due to the nature of these relics they are most commonly created lesser know gods who need a way to vent off their power and by large gods looking to store their power so that they may retrieve when they are in need of it.
Day 74
unfinished
Day 73
Thousands of years ago, the three gods of the mortal skies were born to govern their domains. The Moon, the Sun, and the Stars. The Sun and the Moon quickly became enemies that would fight over who could rule the sky. Often they would orchestrate mortals to wage wars on their behalf, leading to periods of lasting darkness or light. The Stars, distant and impartial, did nothing but watch as the other gods squabbled for control of the skies.
The Stars, tired of the constant meaningless slaughter, demanded that the bloodshed must stop. It was time the two made peace, far to many had perished on their behalf, and the constant struggle for control caused to much chaos. The Moon and the Sun were reluctant at first, continuing to fight for a time, but possessing more control over the skies than the other two, they had no choice but to concede. They finally agreed, and with the help of the gods of the land and stars, they established balance to the land, replenishing life to the continent. This reformed land came to be called Phaedra.
After many years of peace, a woman named Mistheline snuck into the castle of the gods, slaughtered their disciples, and disappeared before dawn. Bewildered by the sudden attack the gods spent all of their effort on finding the culprit, but none was found. With their safety in jeopardy the gods came to the consensus that making a safe haven was the only way they had to be sure they would all be safe. But to prevent further deaths in their absence, the three gods in the sky devised a plan. Written into the stars in the language of the gods, '1,000 years shall pass, before two beings would descend to the land and defeat the adversary of the gods. The Child of the Sun, and the Child of the Moon. Should these children perish before defeating the adversary, they shall be born again after many centuries.'
The Stars began working on gathering a following of mortals soon after the shelter of the gods was finished, giving rise to the Children of the Stars, an order who knew that one day, it would be their job to guide the Sun Child and the Moon Child to safety.
Meanwhile, Mistheline had been growing a following of her own; the Mistheli. Contrary to the Children of the Stars, it was the Mistheli's mission to slay the children of Sun and Moon, and one day, eliminate the gods and take their power to mold the world into a better place for the mortals who had to live in it.
Day 72
A subterranean city of dwarves, gnomes and Chromps that opens out to western reaches of The Howling Planes. Duranal is best known through out Burgdalin for their magical tools and instruments as well as being one of the most industrialized in the whole of Falyimoar, with massive complexed for manufacturing built in the cavern walls. This city is heavily connected to the to The Fractal Caverns, with many tunnels both natural and manufactured finding their way to other dwarven cities in the depths.
Day 71
A 75 year old dwarven woman that is from the dwarven city Duranal. She is travelling with the party on a journey to Devlutte in search of her long lost father, who left The Fractal Caverns many years ago after her mother vanished in a cave collapse. Ingra has been following information trails looking for her father for the past few years. In her many travels she came across a magic cloak that transforms her into a bear. Most recently she found a clue that has led her to believe that her father is currently in Devlutte. After over hearing a group of adventures talking about traveling to Devlutte she quickly made her way into the party, and is now traveling with them to Devlutte.
Day 70
Party meets Silver (again)
Scmebulock leaves and heads towards Shmidplung alone while Vander and Angel sleep
Vander cooks fish that Silver caught, and they all head towards Shmidplung in the wagon, picking up Schmebulpck along the way
Party Finds Shmidplung and pays entrance fee
Party splits to go shopping/gather info
Party goes to market, Angel gets feather hair thing, Vander gets Black and white onyx pendant of two snakes going in an infinity sign and eating each others tails, and Silver gets animal stuff.
Schmebulock gets hammer repaired and new dagger, Angel gets back repaired and new clothes
Festival begins, hunters bring back beasts for a feast, town has dancing and bon fire, townsfolk and party follow the first star of a meteor shower to where it met the horizon, collecting Sunrod flowers along the way.
Party gives flowers and a cast of the daylight spell to a phoenix, who eats the offerings nods to Silver and flys into the air, disappearing it starlight. Leaving behind a collection of gifts. Silver receives the Sun Blade, Angel, Rune and Vander receive feats, Amelia and Lucia receive tbd, Schmebulock receives an immovable rod.
Day 69
A vibrant yellow fern that only blooms on day of the winter solstice, often growing beneath the snow and pushing its way through to the air. The flower of this fern is associated with the sun king Solaris, and is given as an offering to him in certain rituals. This flower can be dried and used in teas and salves to aid with the healing of wounds and to ward off infection.
Day 68
The official calendar used by the Burgian Empire. This calendar follows the a ten month cycle with each month having 36 or 37 days with odd number months have 37 days and even numbered days having 36 days. Every four years there is and extra day added to the calendar that is celebrated as an extra day at the end of the year.
Day 67
A religious group branching off from the Church of Solaris (a sun deity). Their primary belief is based around the idea that during solar eclipses, Solaris is temporarily 'blinded' and in this time he is vulnerable to attacks both from both the celestial and material. They believe that the church of Solaris is corrupt and that it need to be brought down. And what simpler way is there to crumbling a religious organization but to kill their god and replace it with one of your choice? Thus it is the mission of the Cult of the Blind Sun to travel to the celestial plane in which Solaris resides, and kill him.
During solar eclipses it is much easier for lesser beings to plane shift, or otherwise travel, into his plane and attempt to do him harm. While he is 'blinded', those who draw power from him will not be able to access most of their power if they solely draw their magic from Solaris or any celestials solely affiliated with the Sun.
Those afflicted with Lycanthropy will transform into their beast forms and have disadvantage on a DC 25 sanity check (Intelligence) if exposed to the shadow of the moon during the eclipse.
Day 66
This festival is celebrated with a feast hosted by the whole village, with most dishes including preserved foods such as jams, jellies, pickled foods, honeys, as well as a flavorful herb that blooms on the day of the winter solstice, making it an elusive ingredient that must be dried from the last year or picked just before the feast.
Quite a few villages make an event out of gathering this herb, rewarding whoever can gather the most before the feast is cooked with the first dish of the feast, and a gift from the lord of the village. After the feast when night falls, the villagers all gather together and watch for a fallen star. When the first star of the night falls they watch where it falls, then they light candles and lanterns, marching towards where the star fell. Once the stars stop falling they create a small shrine to Solaris, offering all of their light to the sun king, to aid in his revival.
Day 65
Celebrated through out Burgdalin this holiday celebrates the winter solstice as the last day of the year, and the dawning of new year, and a new sun. In their belief the god of the sun, Solaris, dies the end of each year, being reborn each year, bringing a brighter and warmer season with him. This belief is used as a means to explain the changing of the seasons, with a reborn Solaris who grows in strength, thus warming the world, with the fall and winter being his decay into old age before his rebirth. There are some who believe that on the night of the solstice, if you follow the path of the first fallen star to its lowest point you will find a mighty phoenix that nurtures Solaris through his infancy, and if you offer the phoenix a special object it will reward you with a boon for aiding it in its journey to revive the sun king Solaris.
Day 64
There are many diseases that plague the inhabitants of this continent. A few of the most well known diseases across Falyimoar are Cackle Fever, The Blue Death, Wirdholz, and Dragon Madness. These diseases are the most well known because they are known to affect most if not all humanoid races, and have decimated populations extremely quickly if not contained.
Cackle Fever
This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter.
Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of Exhaustion that can't be removed until the disease is cured.
The Blue Death
An disease that causes vibrant blue bruises to form all across the victims body, inside in out. These bruises then develop into large blisters that pop in the victims lungs and drowning them in pus.
Symptoms manifest 1d6 days after infection and gains 1 level of Exhaustion for every day survive with the disease that can't be removed until the disease is cured.
Wirdholz
A magical disease that gradually replaces the victims body with wood, until they become a wooden statue that is incapable of speech or movement, but is still alive and aware. This disease is transmitted through bodily fluids, or if you get cut by the wood of the victim.
Symptoms being to manifest 1d20 hours after infection, beginning as a thickening of the skin in the infected area, the disease spreads 1d4 inches across the victims body every day.
The spread of the disease can be stopped, but not reversed. Leaving victims with large wooden patches that have replaced their flesh and skin. Until the disease has fully infected the host they retain a full range of motion and can still feel the texture and weight of objects though they cannot feel pain in the affected areas.
Dragon Madness
Dragon madness, despite what its name suggests, can be contracted by nearly all sufficiently intelligent creatures. This disease causes the victim to obsessively collect a type of object that is valuable to the victim. The disease stems from a curse laid upon a greedy dragon, who sought to hoard all the worlds riches and hide them away.
This disease spreads when a someone touches what a carrier of the disease values most in their collection. They become overwhelmed with in insatiable desire to collect and gather previous objects, and become paranoid that someone might steal them at a rate proportional to the size of their hoard.
Symptoms begin to manifest minutes after infection, notably marked by sudden nausea, dizziness, and headache that subside after about an hour.
This disease is most commonly found in dragons because with their long life spans and immense power, there are not many who could stand to steal from their hoard.
There are only two known ways to cure someone of Dragon Madness, the first you have to kill them and cast reincarnation on them. And the second you have to destroy what it is they value most. This can be accomplished by someone else or by the person with the disease.
Day 63
In The Kingdom of Thaed there is an urban legend, spun from a serial killer that would prey on children. This man ran a local bakery on the city of Mulbury, by all accounts he was a trust worthy member of the community, who would often give away the days extra pastries to the children of the city, when their was only one child left in his shop he would feign that he had ran out of pastries to give them, and would tell them they could come wait in the back of his shop and that he would bake them a some fresh muffins to give them since they missed out.
Most of the time he would do just as he said, he would make them a few fresh muffins and send them on their way. However on moonless nights he would walk the child to their home, asking them about their room as they walked. After departing he would walk around, before returning to the child's home, breaking into their room and snatching them from their bed. He was eventually caught after killing tens of children and hung in the town center. But now, decades after his hanging, on moonless nights children have once again begun to disappear from their beds in the dead of night, with only a fresh muffin left in their place.
Day 62
A traveling circus with three conductors that work in tandem to perform stage performances, miraculous feats, and illusions. The first conductor, Rawn Cuebey controls a great many beasts which seem to manifest themselves upon his command, disappearing once again when be so pleases. The second conductor, Jet Rokhe, displays immense control over his environment, creating mesmerizing visuals that create a feeling as though you are amongst the stars, a mere speck of stardust floating through an expansive void, with the only object to affix your gaze upon being the performers. The third conductor, Drack Yogins, is a master of the acrobatic arts, leading his own troupe of acrobats to perform a multitude of routines one after the other.
This troupe seems to appear spontaneously, and would always stay in town for 6 days, suddenly disappearing along side many children from the town they were visiting, though these children were usually uncared for or lived in an orphanage, and would go unmissed by the townsfolk. The Circus would accept anyone who wished to join them, so long as they were willing learn to do labor for them until they found a permanent role in the circus. Many of those who join are street urchins and those looking to escape their circumstances
One such urchin being a young member of the Umihito whose parents would leave him upon the shores with an elderly friend of theirs while they traveled the seas of the Crimson Fog That was until his parents never returned, rumored to have been lost in the Crimson Fog. Their friend supported the young Astriel Sandon for as long as they could, but passed away when he was only 9 years old, joining The Stardust Trinity when he turned 11 years old. Quickly becoming an apprentice of Jet Rokhe due to his natural talent for the arcane arts.
Day 61
An empire covering a large amount of territory in Falyimoar. The empire consists of The Kingdom of Galmoer, The Kingdom of Phantonis, and The Theocracy of Rachelis. The former Kingdom of Burgdalin grew into this empire under the control of King Chuck Delair Falymos, The Last King of Burgdalin. Over a span of his 60 year this king managed to unify several kingdoms under his banner, crumbling several governments in his conquest.
This grand unification brought about a widespread revolution in the arcane by bringing many mages from all across the land to Eagris, leading to a standardization of the arcane arts and an increased interest in its uses. As the populations of mages in Eagris grew Emperor Chuck saw the opportunity to cultivate a generation of mages who would be loyal to the empire and support its people and military, thus he created The Grand Institute for Mystical Arts, allowing any proficient in spellcasting to come and study the arcane arts, so long as they swore upon a blood pact that they would serve the empire, or forfeit all of their arcane power. (this is in essence a patron - warlock kind of pact).
Day 60
The capital city of The Kingdom of Galmoer. This city is heavily fortified and has a castle in its center that houses the royal family. The nobility of Galmoer are generally liked by their people, with many members regularly going out amongst the citizens to hear their concerns, and using their funds to rectify as many issues as they can. In recent years many of the towns and cities throughout Galmoer have been reporting an increase in attacks against settlements by terrorist groups, animals, and monsters. This has resulted in King Phillip of Galmoer devoting immense funds towards the defense and reinforcements of his territories. Despite this his military is constantly overwhelmed by the ever growing frequent attacks, which has pushed him to hiring mercenaries in mass, simply seeking anyone who is willing to fight to protect the land.
Day 59
A large fern-like plant that grows to well over 5 feet tall that fills the southern forests of Falyimoar. This plant is locally used as a fire starter and twine when dried. Recently local blacksmiths have begun to add large amount of this plant into their forge because it strengthens their steel and gives it a particular and vibrant blue hue that serves as a kind of watermark for their works.
Day 58
spell
Day 57
A small magical shrub which has small seed pods that grow out of its stalk rather than flowering. When they reach maturity these seed pods resemble small lead beads and that when heated build immense pressure with in their body, and eventually exploded violently. These plants grow through out the Sadrust Desert, and uses the explosions of its pods to launch its seeds extremely far distances, some times making it as far as several miles away from the original plant. The seeds then become buried in the sand over time, and self fertilize, sprouting with even the slightest amount of moisture even after years without any, allowing them to go nearly extinct during a draught, only to bounce back years later.
Day 56
unfinished
Day 55
There are two people who wandered the lands of Disparate since its beginning, coming from a place called 'Devllute', but the locals aren't really sure on what that is anymore. One is an elf, the other is a half elf. What follows them is an oddly large cat, which makes the pair easy to spot. They wander near Trapik and are found usually at night, but never on a full moon.
According to local legend, they know more about the land than the king himself, who lives in The Capitol of Disparate. Due to this, people say it's worth it to talk to them. But, only if you can find them.
Day 54
A clan of dwarves that have adapted to extreme colds that live in a series of interconnected caverns that lie under the Eisige Mountain Range, with numerous cave outlets into the Central Planes, and the Sadrust Desert. The dwarves are best known for their magical tools and weapons, particularly their clothing, which is said to keep you warm even at the frozen peaks of the Gletscher -the tallest mountain in the Eisige Mountain Range-.
Day 53
A mysterious mountain in northern Falyimoar who's legend has lived on for generations, but who's true location has been lost to time. Ancient tales tell of a mountain who's summit holds great treasures for any who reach it, treasures so magnificent they will never want to leave. This mountains name comes from the legend surrounding it, which states that as you approach the summit at will begin to feel a confusion overcome you, your head will begin to ache, and your eyes will begin to water, if you push past these barriers you will begin to hear the wails of someone in pain, calling you further, with cries for help. For those who turn back the wailing will only grow louder and louder the further they flea, until it is all they can hear, If they survive, they return with wounds all across their body, as if someone had been in the flames of a great fire, without being scorched.
Day 52
This is an institute run and owned by the Empire of Burgdalin. Housing itself in the central districts of Eagris, this institute is a school where nobles and those with particularly high aptitudes for magic gather to study the arcane arts. This institution however only offers instruction in the following schools: Abjuration, Conjuration, Divination, Enchantment, and Transmutation, while outright banning the study of Necromancy, Chronurgy (time magic), and Graviturgy (gravity magic), and disallowing the practice or study of Illusion magic on institute grounds, but not strictily banning students from learning it elsewhere.
Day 51
Welcome to Sanic's, home of the Manics. Here at Sanic's you can enjoy our interdimensionally famous spicy abyssal chicken fries and shakes. Meat sticks so evilly spicy, you'll need to get an exorcism if you ever want to eat anything else.
Now while your feasting on you fiendish delights you can enjoy yourselves, and maybe earn a little pocket cash at our in-house fighting arena!
Don't want to fight in the ring? No problem you can make a bet on who you think will be victorious! Just sign up or place your bets with any waiter or waitress and you'll get your food fast and your slaughter even faster!
Posted at the bottom of every menu
Sanic's is not responsible for and cannot be held liable for any injury or death that occurs in within the grounds of their establishments in a court of law.
Day 50
A durable dark purplish-black plant that grows natively in what is believed to the head of the god that Devlutte was formed on. Being quite durable this plant is often used in the production of rope and other textiles. Additionally this plant is highly toxic, inducing extreme visual and auditory hallucinations, mania, fever, and in many cases, death when consumed. However when consumed is small quantities this plant is known to cause feelings relaxation, sleepiness, hunger, nausea, panic, anxiety, and a loss of fine motor function in ones extremities. These symptoms are believed to be related to where they are grown, as despite numerous attempts, these plants cannot be grown effectively outside of specific areas in Devlutte. When this plant is transplanted into new soil it will lighten in color, turning to a faint pinkish-white, rather than its natural deep purplish-black. Accompanying this loss of color comes a loss of affects, effectively turning it into a harmless plant.
Day 49
This stone has recharges at dawn and may be used once per day.
While holding this stone, you can force a creature within sight to make a DC16 wisdom saving throw, on a failed save they are sent to the astral plane. The target may choose to fail the save and be sent to the astral plane. If you send yourself to the astral plane the Poprock will recharge immediately but only allow you to return to your last location outside of the astral plane.
Day 48
Rox, a purple grain grown by farmers in the central planes, it is a distant relative if the grass that covers the prairies, which is a deep purple at the base that fades into a light pinkish hue. The domestic varieties of this grass are commonly used to make fine flour that can be used in various breads and confectionaries. This grain is a major commodity for the central planes, as it is easily stored and it is kept dry, making it especially popular in regions with harsh winters and amongst travelers.
Rox is known to be highly explosive under the right conditions
Day 47
Burgdalin has a juvenile network of sending stones, used sent simple information back and forth between remote outposts, as well as a local network of sending stones used for the protection of the royal family. Because of the inherent limit on how many words can be sent at a time, and the recharging time of the stones, it has become extremely important for messages to be sent in code, that is then written down my the recipient and deciphered.
A new neighboring territories have been attempting to build up networks of their own, but for most of them the labor and resources required to make anything but a small scale network is out of their grasp.
Day 46
After a couple minutes of gathering their items for the short wall. Led by Kaguya the group made it to the back of the cave uneventfully except for the occasional stubbed toe on piles of stones.
Kaguya: 'Now that were back here it should be dark enough that you can light a fire, just be careful to keep it from shining too far.'
Day 45
A bright pink and red grass that grows throughout Falyimoar, though particularly common around the nests of Red Dragons . This grass thrives in locations that have recently burned, sprouting new life after just a few weeks. Due to the nature of rising from the ashes of desolated lands this plant is often associated with the god of rebirth Lathander, as the phoenix grass brings new live to the land. Because of this connection with rebirth, phoenix grass is commonly used in salves, and healing potions, supposedly being particularly affective and healing burns.
Day 44
Day 43
Much of the uninhabited open expanse of the central planes is colloquially referred to as the howling planes. On quite nights in the planes a faint shrill note can be heard all across the grasslands, with a seemingly indistinguishable origin. Locals say that if you end up alone in the planes on one of these nights, you must be cautious of mysterious creatures that will stalk you through the night, lying in wait for you to bed down to strike. Many towns have mounted expeditions to seek out and slay these creatures, but no group has ever managed to find the creatures, let alone slay one. Those that have survived these creatures often have large scars covering their body, most commonly near their faces, necks and chests.
Day 42
The capital city of Burgdalin, this city was originally a farming town in the central planes of Falyimoar. Because of the vast reaches of arable planes surrounding the town and a river running near by, it quickly grew into a small city. To defend against invaders the city put up stone walls around its borders. Each time the population outgrew the city walls they would build another ring of walls, eventually ending up with 7 currently standing walls. Most of the walls that were built early on have since been demolished as they no longer served any purpose.
Day 41
A thick deep red fog that engulfs much the eastern coast lines. Some say that the fog is the edge of the world, and that if you sail into its walls you will fall into a different world, while others claim that it hide an ancient treasure from long before even the age of giants. Many brave, or perhaps foolhardy sailors have sailed into the fog, few have returned, fewer returned with their minds. Those that survived the fog tell of an island with a massive chasm taking up most of its land.
They say that when you get close to the island you feel drawn towards it, and compelled to descend into the great abyss that lies with in it. Once you enter its depth the calling from the chasm becomes so intense that it you attempt to turn back and climb your way back out, it feels as though your body is fighting your mind with every step you take, urging you to turn back and descend once again.
Day 40
Devlutte is one of the only cities on the whole of Falyimoar to stay lit up during the night, this is thanks to an invention made by the Arcane Smiths, a guild of artificers located with in the city. Many years ago, Devlutte went through a massive growth in size and commerce, this growth came not without its fair share of growing pains however.
In the early days when the city was first growing large crime was rampant, with gangs of thieves gathering together and extorting the unorganized merchants of the city. Realizing that this high crime rate would lead to a decline in trade with neighboring cities, the merchants of the city gathered together and formed into guilds as a means to better protect goods and merchants alike.
Following this change there was a noticeable change in how the gangs would operate, instead of simply extorting a merchant for 'protecting' them, they turned to heists, where they would break into warehouses at night under cover of darkness and steal as much as they could before slipping away into the night. After years of battling on and on with these groups of thieves, the Merchants Guild decided they needed a way to stop these break ins from happening, and so they hired a newly formed but quickly growing guild to find them a solution.
After months of development the Arcane Smiths had invented a way to light up large swaths of the city by illuminating the tops of special towers, making it just brighter that a full moons nights. These towers shine a constant light during the night, illuminating the sky so that darkness never falls on Devlutte.
Day 39
Schmebulock got drawn into the astral plane to be questioned about his involvement in the escape of the Gary while the rest of the party rushed after the trail of blood leading into the forest.
The rest if the party explored the fortress a little more, met a surgeon and researcher tiefling named Henry Phillip Phriends in an enchanted room hidden under a trapdoor and tricked him into believing they were new hires, found a frigid room full of hanging, skinned gutted and beheaded humanoids. A sewer system full of blood that links to the moat, a trail of bloody wolf-like footsteps leading out of the sewer system, up a ladder and out of the fortress into the woods, while crossing the draw bridge out the fortress the footsteps changed into human footsteps.
They then found a map of the compound that has a warning to beware of the flesh eating forest spirit and the crimson moon, letters with the royal sigil of King Phillip the 2nd of Galemoer stamped on them, and some gold in a magical safe Henry alerted the guards after finding the bodies of the guards that the party killed on their way in, now the party is rushing to get out of the fortress as the mist grows closer to the fortress and Henry is yelling to the other guards '7INTRUDERS! THE FIRE IS OUT! GET THE MEAT!'.
Day 38
The The Kingdom of Phantonis is a small country that is several hundred years old, being just a few hundred years older that The Kingdom of Burgdalin, that recently joined the Empire of Burgdalin. Phantonis is situated in the central-eastern region of Burgdalin and above The Kingdom of Galmoer which resides in the south-eastern region of Burgdalin. Their economy is based in agricultural trade with the Empire, contributing to well over half of their yearly GPD, with most of the remaining portion coming from traders traveling too and Devlutte.
Almost a century ago King Typhos of Phantonis besieged Mistletoe Valley under the claim that the elves had taken the far eastern reaches of Mistletoe Valley from The Kingdom of unjustly several hundred years ago. This siege lasted for a few years, destroying many elven villages in the process, coming to a halt after the elves beat back their attackers to the entrance of the pass and relinquished some territory outside of the valley in exchange for an armistice.
Day 37
Day 36
In their haste to find shelter from the rising moon Vander's father and aunt unknowingly entered into Mistletoe Valley, after spotting a small cave across The Field of Frozen Roses, rushing towards the cave the pair missed the approach of a young elven woman carrying a large backpack. Passing by The Field of Frozen Roses without entering it she approached them while waving to leave. Seeing that the sun had almost set they knew that they didn't have much time before they would transform and they both broke into a sprint for the cave. Seeing them suddenly charge into the pass the woman ran to intercept them while yelling in heavily accented common to 'Stop running! 'Wait!'.
Ignoring her they continued running, making it into the cave as the sunset, followed quickly by the elf.
Day 35
Vander's father grew up a farmer with is parents in the western reaches of the Burgian Empire. That was, until his family's secret was discovered. The village they had lived in for generations turned against them in a single night, burning their home to ashes and slaying those who stayed. The only two who made it out of the attack were Vander's father and his younger sister. Surviving off of what they could forage, while making sure hide from the full moon, they fled for months. Until they found themselves just about at the foot of The Ever Cliffs at the dawning of a full moon.
Day 34
After years of being denied access to the world outside the forest, Vander's mother was fed up with being stuck inside all her life, came up with plan to sneak out of the forest. She would sneak out the night of the full moon, during a ritual her clan performs when the moon is at its brightest. Almost all of the clan will gather for ritual, leading to a decrease of moon elves in the forest who might recognize her.
When the day of the full moon came she put her plan into action, she volunteered to join the guard on evening watch and snuck out after the changing of the guard just after nightfall. She headed east, toward the exit of the valley, passing though the ancient valley, scared by wars fought long ago. After about a months travel she had made it to the mouth of the valley, slowed by avoiding those sent after her and by letting her curiosity about the ancient ruins keep her from her travels. By the time she had made it to the mouth the next full moon was about to rise.
Day 33
Day 32
In the ancient past, when Falyimoar had a much colder and inhospitable temperament, a race of giant humanoids lived across all of Falyimoar. Lead by their gods and fueled by frequents wars with one another, these giants took to building massive fortresses all across Falyimoar to protect their cities. In their fight for conquest, a group of the southern giants tamed massive flying beasts, giving them rule over the skies.
The remnants of these giants societies and the scares of their battle can be found all around the continent. Accompanying the disappearance of the giants can the rise of the smaller humanoid races. They came across the sea, having out grown the resources of their old homes, they journeyed in search of a new place to call home. Finding a war torn but plentiful land these new peoples sought to end the conflict between the giants, by any means possible.
After a few generations in this new land, a human warrior arose amongst the people, bent on bringing peace, by killing the gods that ruled over Falyimoar
Day 31
The beast resemble typical wolves, though they are much larger and intelligent. They are known to stalk their prey for miles through out the forests trees all the while keeping themselves hidden, a common strategy of these wolves is to surround their prey in a circle and take turns charging in to make quick attacks before returning to the circle. They have typically have gray and black fur, and on average stand between two and three feet high while being about 5 feet long and weighing up to 300 pounds.
Day 30
The Timberwolf Woods are a filled with Timberwolves, and Giant Wolf Spiders, these woods border the northern regions of The Ever Cliffs and the central plains of Burgdalin. This forest is home to a Mycelite colony and is under their protection, all that enter should expect to be observed by this colony, though it rarely interacts with humanoids.
Day 29
Though most forms of magic are disapproved of by the Burgian Empire they allow its use in certain applications, such as in agriculture. Because of this it is not uncommon to find farmers using simple magics such as mold earth and shape water. Many traveling wizards and druids know of this more relaxed attitude towards magic and will often offer their services in exchange for crops or logging in town during their stay. This has lead to many traveling spellcasters to learn the Summon Rain and Plant Growth spells as a way of quickly gaining a place to stay during their travels.
Conjure Rain
1st-level Transmutation (ritual)
Casting time: 1 action
Range: 1 mile
Components: S, M (A burned twig doused in lake water)
Duration: 1 hour
Classes: Druid, Sorcerer, Wizard, Cleric
A wave of rainclouds rolls out from a point you can see within range, covering a cylinder up to 1 mile wide and 40 feet high. For the duration, light rain falls in this area, extinguishing unprotected flames, and you can cause harmless claps of thunder or flashes of lightning to emanate from the clouds.
The spell ends if you dismiss it (no action required), or if a wind of moderate or greater speed (at least 10 miles per hour) disperses the clouds.
Plant Growth
3rd-level Transmutation
Casting Time: 1 action or 8 hours
Range: 150 feet
Target: Plants within a specific area
Components: V S
Duration: Instantaneous
Classes: Bard, Druid, Ranger
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Day 28
The Kratins are a race of tiny rat like humanoids that live in burrows together all through out Falyimoar, with many clans taking up residency in the city Devlutte and in the capital of Burgdalin. They have quite short lives, reaching maturity around 2 - 3 years and only living into their early thirties on average. Most Kratins have loose skin that hangs off of them slightly that is covered by thin dark fur. They typically shun most forms of magic, only making exceptions for specific individuals with religious significance.
They worship the gods Solaris and Selûne and place a great amount of importance on the rising and setting of the sun and moon, holding festivals during eclipses and solstices. They believe the powers that be are intimately involved in their lives and not to be meddled with by mortals, for fear of disrupting the gods and incurring their wrath. Most religious observation is done in private in closed sanctums at noon, and on certain nights, when the sun or moon sits directly directly above the sanctum, casting their light inside through a large opening in the ceiling.
Day 27
The largest port city on Falyimoar, it is built on a the remains of a massive skeleton. It is not known what kind of creature this was but many believe that it is the remains of a god that fell in the material plane (god's corpses typically reside in the Astral Plane and the Astral Sea, making up the vast majority of these planes land masses). The city has prospered massively from the abundant natural resources on the island, and has become a massive cultural melding pot that has races from all over Fayimoar that call it home.
Devlutte is officially under the rule of the Burgian Empire, but in reality they function more as an independent city state that does trade with the empire. The empire does most of their trade with Devlutte through the 'Devlutte Merchants Guild' also know as DMG (damage), which is lead by the three major merchant families, the Blights, the Wittebanes and the Huntsmans.
Day 26
Massive goat/sheep like beings cloaked in your companion's attire and float aloft looking down at you quizzically as they murmur amongst themselves.
GOAT: 'Mortal, you make a compelling argument about what events lead to the unfortunate release of it and due to the circumstances in which it's escaped from out custody we have decided to allow you a chance to free yourself from all charges we could wage against you. You must capture it and bring them back here, should you manage to do this we will offer you a reward for your work, if not, we will summon you back here and dispose of you. We will give you a tool to aid in your capture of the criminal. What is it you require?'
Schmebulock: 'Will I keep this tool?'
GOAT: 'Perhaps. Should you do a good job we might let you keep it.'
Schmebulock: 'I would like some really powerful shackles to capture him, some gauntlets in case he fights back, and a bag to hold it all.'
Schmebulock: 'Bites his lip seductively at one of the goats dressed in Ingra's clothing, momentarily catching their attention, before they snapped back to their senses,'
GOAT: Flustered 'You-u may have two, which will you take?'
Schmebulock: 'Ill take the shackles and the bag of holding.'
Day 25
Magical clothing items can be crafted from the tanned hides of transformed lycanthropes and certain crystals. These magical clothes will augment the wearers physical appearance, behavior and in some cases will completely overrule the wearers will and mind. Causing them to become a mindless droving beast.
In order to obtain the hides of a lycanthrope you must skin them with a magical or silvered weapon/tool while they are alive, conscious, and transfigured or else they will untransfigure when they loose consciousness. Due to this it is preferred by those who hunt lycanthropes to capture them alive and sell them off to an appointed official so that they can be processed afterword.
Day 24
Taspcell is a moderately sized logging town that is surrounded by the forests of the Timberwolf Woods, that are rumored to contain ancient spirits that shift around the trees so to confuse and ward off trespassers. In last few years the empire has been increasing their lumber orders by several magnitudes, which has lead to the expedited culling of the trees at an unsustainable rate. Leading to a council being formed in the old town church as there has been an influx of laborers because of the increased demand from the empire.
Taspcell had been fairly peaceful for a long time, that was until the murders began. In the last few months the bodies of 7 townsfolk have been discovered, each missing their head, and all of their internal organs except the appendix.
Recently the town has been thrown into a state of disarray because of there murders. This has lead to some adventure being hired to investigate the murders. However shortly after they were hired there group attacked a local butcher and left him to bleed out in a local shop. Then they were seen going into the sewers, which were lit on fire soon after. Leading to more that half of the town being burned to ash. After getting most of the fires put out the town guard was sent to the inn the adventures were known to have been staying at to apprehend them and bring them to trial in front of the town council. When the guards arrived their were shocked to find that the adventures had returned to their rooms as if they had done nothing wrong and moved to arrest them. After hearing the guards orders to come with them the group fled through the window of their room and ran into the rest of the guards, and engaged in combat.
The dragonborn in the party charged up to a few of the guards, opened their mouth and spewed acid across them, maiming or four of the guards, next charged a half succubus, a half elf man and a bear, each of which killed more of the guards, next up was a rouge who ran up and stabbed some of the guards and a druid who ran towards the inn stables and turned into a horse. After a little more skirmishing with the guards everyone retreated to the stables, with the dwarf wearing the bear skin convulsing and lashing out as they pulled her into the wagon. The adventures were last seen as they disappeared into the forest, leaving about half of the town's guards slain.
Day 23
Common -> English
Infernal -> French
Abyssal -> Canadian French
Draconic -> Russian
Dwarven -> Scotts Gaelic
Elven -> Japanese
Gnomish -> German
Celestial -> Latin
Titanic -> Spanish
Halfling -> Irish
Day 22
A judicial court in the Astral Plane that is run by powerful otherworldly beings from the Ethereal Plane whose true forms are imperceptible to ordinary mortals of the material planes. This court serves to convict and sentence deities and powerful beings who would disrupt the balance between the Ethereal Plane and the Material Plane, and cause them to mix with one another. They also handle the crimes committed by beings of the Ethereal Plane in other planes.
Day 21
The 'Decay' is a consumable magic item, it is a fine scarlet powder that is water soluble. On flora the decay will cause the rapid deterioration of plant life, areas that the the decay has been used in can take several hundreds of years to recover naturally. It only takes a little bit of the decay touching a plant for it to begin withering, once the plant has withered they will often become animated, and attack animal life indiscriminately.
To create this weapon King Charles The Third, The Scarlet King had to go through a lengthy process of burning humans while driving a certain magical object through their heart before their die, thus binding their souls to the object, then suspending several of the 'soul stones' in a slimy goo in a sealed chamber while heating it to extreme temperatures and then finally crushing the resulting product into a fine powder.
He gained his title following The Splintering Schism, for his brutality, merciless slaughter of thousands of innocent people, and for his ultimate weapon, created from the souls of his victims.
Day 20
A massive sand covered desert that spans much of the north-western coast of Falyimoar. This region is home to the ruins of an ancient kingdom. The name of this kingdom has been lost to time along side the knowledge of what happened to the kingdom, however what has been discovered from the ruins of the kingdom suggests that they angered an ancient god and the kingdom fell as a result. The ruins of this ancient kingdoms cities have often peaked the interest of researchers and adventures alike. The dunes of Sadrust are well known for its hostile lightning storms that rise suddenly, sweeping across the land miles at a time. During these storms ancient ruins regularly become uncovered, which adds much needed cover for travelers, however weathered adventures and merchants will often warn against spending to long in these ruins, or venturing too deep into their depths.
Day 19
A large red wyrmling stood in front of the miners wagons, looking at the curiously. It slowly approached one of the miners that stood in front of the wagons, sniffing him before dragging its tongue across his face. Breaking the miner let out a scream that was quickly cut off as the dragon pounced on him, swallowing him whole.
Egret found his gaze fixed to the dragon as it spat out the mans charred bones in front of the miners. Unable to look away he started to walk backward, as the battle unfolded in front of him as if in slow motion. As the miners drew their weapons and tools, rushing the wyrmling with their weapons raised, Egret realized where he recognized some of these men from. They had been his guards from when he was little.
When they were still little Egret and Heron (Egret's best friend who go executed) would sneak out into the streets of Burgdalin to visit a small tavern where they would gamble away money that Egret's mother had given him in secret. Every night that they did this they would have to 'sneak' past Egret's guards. More often than not some of the guards would accompany him and Heron on their journeys through the city. Egret got away with it for a few years without repercussions. That was until the night before Egret's 10th birthday, his father had come to his room late into the night to leave a training sword for Egret's in his room so that when he woke up he would find in for him. However all the king found, was his son missing, and his guards away from their posts. Immediately the king raised the castle alarms to find the crown prince, and ordering for the capture of those who had taken him.
When the guards and Egret returned from their night of merry making and gambling they found the castle in shambles, immediately as they approached the castle all of Egret's guards were surrounded and taken away, Egret was brought to his father. He tried to plead with his father but if fell on deaf ears. His Father gave the order that the crown prince was not to be take or let outside of the castle grounds without his approval, indefinitely.
Until now Egret had never been able to find out definitively what had become of his guards, he had heard rumors that they had been executed or sent away to a distance village, both of which appeared to be false. For just a moment he had the thought that if he could make it to them, he might be able to help scare off the dragon, or at the very least give them a moment to escape, as recompense for what had happened to them as a result of his childishness. The wyrmling rose up on its rear legs, before dropping down on all fours with a crash as it let out the terrible sound of a wildly raging fire. Loud pops sounded out from the flames the poured over the guards. For a brief second Egret saw figures standing after the fire ceased. He felt an immense hope swell up inside him only for it come suddenly crashing down, along side the scorched remains of the men. As the bones crashed to the ground they exploded into dust, coating the road with piles of smoldering metal slag and a fine layer of dark soot.
Day 18
After a few days of gathering information, supplies and getting to know the terrain surrounding Scheirenstein, Egret decided that he would slip out of town with the miners that were heading up to the dragon's nest to collect quicklime. Sure in his plan he went to sleep early that night so that he could be up before the miners set out. Everything was going great, he woke up on time, he was able to sneak into one of the miners wagons roughly an hour before dawn, and he made it out of town totally undetected. Having made it well into the forest Egret figured it would not be long before he should sneak out of the wagon, deciding he would wait until the miners stopped for a break to hop out and make a run for it.
Just half an hour later the miners came to a sudden halt on the trail, and all of the miners fell silent, having prepared for this chance Egret burst out of the back of the wagon, Egret hesitated momentarily being blinded by the sun that shone in his eyes. He had a fleeting thought that it was odd none of the miners had looked in his direction even though he was quite a bit louder in his escape than he had intended. The thought left his mind as his feet hit the ground with a start, quickly looking around he noticed that all the miners seemed to be looking in the same direction, before darting into the forest. After crashing through about a hundred feet of dense trees he looked back and saw what had all of the miners transfixed.
Day 17
Already fleeing from the scattered corpses of humans and elves alike the militia would have been quickly flanked by the charging cavalry if not for the warriors of the Sorahito, flying down from their station high on the peaks they landed in The Field of Frozen Roses, inevitably resulting in some of the warriors and their rocs being added to the carnage. Hundreds of elves piled onto the massive avians and took to the skies in retreat as flaming balls and lighting were shot at them from the ground. They flew for hours to the ancient fortress city Belvenia to recuperate and devise their next move with the elders after this harrowing defeat.
After two long days of drawn out debates between the elders they came to a decision. They would station themselves here in the city and fight from the skies and walls. It would take about a week for the invaders to reach the fortress through the pass, all the while the Sorahito were performing aerial assaults on the army to dwindle their numbers, slow their march, and lead them to Belvenia. By the time the King Charles' forces had reached Belvenia they had lost about a third of their men and their food supplies had been greatly diminished.
Despite having lost so many men they still had more than double as many available fighters as the elves. Before King Charles launched an attack on the city he had his men prepare a weapon they had been keeping secret until now. A weapon that causes the very forest the elves hold so dear to wither and decay, only to rise back up and fight against them. The Decay.
Day 16
The clan of sky elves. These elves live atop the peaks The Ever Cliffs in massive ancient fortresses, built by the giants who used to inhabit the mountains. Fitting to their name the Sorahito spend much or their time in the skies, riding the descendants of rocs tamed by the giants, this has lead to the Sorahito developing a tolerance to the intense cold and thin air of extreme heights. As part of a coming of age ritual these elves each have to tame a roc, that they will then spend much of their life with. This is due in part to the lifespan of the rocs, who can life upwards of 500 years, making them near lifelong companions for the Sorahito.
Day 15
The clan of wood elves. These elves live in the the forests of Misteltal in large structures, grown out of living trees, and shaped with magic. These people are the most in touch with the forests of Misteltal, and are constantly wary of those who might disrupt the balance of their forest. Should a non-elf enter the forest the first to know will be the Morihito, who will dispatch warriors to stalk those whom entered. Should the person do something that would harm the forest the Morihito will engage them in battle to cause them to flee or to kill them.
Day 14
The clan of moon elves. These elves live in the central regions of Misteltal, and live through out the forests, often studying various forms of magic and nature. This clan typically comes into the most contact with shorter lived species, leading to these elves having a disproportionate amount of cultural exchange with other species than the other clans. These regular interactions with other species has had great affects on the magics and knowledge of the Tsukihito, leading to a small city of elves devoted studying foreign magics has formed within the very center of Misteltal, marked by a massive tower, built to sit well above the tree canopies and to raise the Tsukihito closer to the moon.
Day 13
The clan of dark elves (Drow). These elves live in the northern reaches Misteltal where the forests fade into the high mountain peaks. These peoples live in the thick forests and the deep caverns of the Ever Cliffs. Spending there long lives deep in the caverns, many of these these elves have developed a sensitivity to sunlight, and often venture out only during the night, relying of magical lights to guide their way.
Day 12
The clan of the sea elves. These elves live in the western reaches of Misteltal where the mountains part and open themselves to the ocean. Because of this clans long standing love for the seas they spend much of their lives in the water, living as one with the waves and befriending all manner of creatures that reside in its depths.
Day 11
This field just within the pass to Misteltal is the sight of the first major battle of The Splintering Schism. Filled with the frozen remains of both elves and humans this patch of land has been found filled with roses made of ice on the anniversary of the battle. These roses only seem to sprout from where the soldiers perished, with the roses melting away as the sun sets. As if the plants themselves remember the battle that took place here.
Day 10
The elven clans inhabited Mistletoe Valley as well as he Ever Cliffs long before the kingdom of Burgdalin had been established and humans spread across the continent the elves lived together in solitude, keeping away from the other races except for a coming of age journey where they would venture out into Falyimoar to experience what it was like to live amongst the shorter lived races. In this time Mistletoe Valley was called Misteltal, before its name was translated into common, and the elves of Misteltal lived in small villages that rarely interacted with one another.
Just a mere hundred and fifty years after the establishment of a small kingdom in central Falyimoar, the young elves that had journeyed out of the Valley began to return with stories of human armies that had been sweeping over the land lead by a powerful and cruel man.
He would capture towns and villages, everything from them then leaving them in ruin. Any that resisted were kept alive and forced to watch as all of their family members were gathered onto pyres and set ablaze while chained down to large metal platforms the armies had caries with them, scorched from frequent use.
Hearing of this impending danger the Elders of Misteltal gathered for the first time in hundreds of years, after lengthy discussions they decided their best option was to mount an offensive strike against the approaching armies. They gathered as many of the skilled hunters and warriors as could be spared and set out to the pass that connects Misteltal to the rest of Falyimoar.
They sent out groups of hunters to observe the army and to report back should they approach the pass. On multiple occasions the elves launched assaults against the army at night and harassed their supply caravans. These occasionally resulted in skirmishes that typically resulted in the retreat of the elves. After years of conquest the army finally made it to the pass into Misteltal, and prepared to cross through it.
Having lied in wait for King Charles the Third's army to arrive the elves stationed themselves on the cliffs of the pass, hiding themselves from view until the armies entered the pass, when they launched volley after volley of arrows, and sent stones rolling down the cliffs, wiping out the army.
Emboldened by their swift defeat of their foes they tossed caution to the wind and descended into the pass themselves, to ensure that their enemies had been vanquished. However as soon as they came to see the obliterated army they realized something was gravely wrong, the army they had heard of was a large military, with officers wearing special colors and soldiers in detailed armor. Contrary to what they had heard in their reports these soldiers appeared to be thin and weak, wearing what appeared to be scraped together armor with painted lines to give the appearance of intracity
The first cry came as abruptly as it faded. A young elf had approached one the men who had been shot with an arrow and brushed against the bare of his hand against the soldiers arm as he went to examine the corpse. It was cold, a cold a fresh corpse should not have, that felt this man had been left to freeze during the winter. In a instant the elf was dead. Frozen solid as he toppled over, shattering into icy shards as he crashed to the ground.
Breaking into a panic the elven militia broke apart fleeing in all directions, bumping into more corpses as they ran, causing a chain reaction that decimated about a third of their forces. Those that escaped what would come to be called The Field of Frozen Roses witnessed as an army several times as large as the one they had defeated strode out of the forest that borders the pass, appearing from a magical barrier that had been hiding them. Lead by a heavily armored man astride a horse in detailed armor leading a cavalry charge into the pass.
Day 9
In a tucked away region of Falyimoar lies Mistletoe Valley, home of the five elven clans. The valley is locked on all sides by mountains with only one lowland entrance, making any kind of travel to or from the valley a journey that could last months. Mistletoe Valley has a wide diversity in its ecosystem, supporting a massive forest with a multitude of microbiomes each with differing flora and fauna. The main intelligent species that live in this valley are the Elves and the Mycelites, both of which contribute to the maintenance and growth of the forest.
Day 8
Tumlburry is a small town hidden behind the everchanging dunes of the Sadrust (sad - rust) desert. Built around a natural oasis this town is often houses travelers and merchants on their way back from the coasts, and adventurers in search of long lost treasures hidden away beneath the sands.
Recently fewer and fewer traders have been coming back from the coast, those that have been returning tell tales of sandy thunderstorms that seems to follow them during their travels, with the sounds of thunder ringing out from the storm extremely frequently. Rumor has it that some adventures disturbed an ancient temple, drawing the ire of the gods, who have cursed the land until the desecration has been rectified.
Day 7
Day 6
What would one day in the distant future become the cult of the blind sun was formed by the firstborn son of King Charles Delair Terre, Crown Prince Egret Delair Falym. What began as a young prince rebelling against his fathers tyrannical ways soon became a fight for freedom and the protection of wilds.
After witnessing the beheading of his closest friend and squire on counts of sorcery and treason against the state by direct order of his father. Egret fled the kingdom and abandoned his title as the crown prince. Following the roads leading away from the capital. Half starved and soon to collapse of dehydration the young prince found refuge in a small town in the south-western woods of Falyimoar. Scheirenstein, a small mining town, unknown to the prince.
As the sun was reaching its rest, the young prince stumbled his way out from the woods, and up to the front of the town. Looking worse for wear from his arduous trek through the wilderness, the town guards brandished their weapons towards this unknown traveler, ordering him to approach they see the royal insignia emblazoned upon his cloak and immediately rush help him.
Identifying Egret as a part of the royal court the guards started taking him directly to the Lord of Scheirenstein. Realizing that knowledge of his disappearance could have already reached this town and he could be taken back to the capital, he refused to accompany them, much to their disapproval and told them he would visit the Lord in the morning, before departing they gave him a map of the surrounding area and pointed his way to the town inn. Telling him to stay clear of any areas marked with a bone or jagged stone.
Departing from the guards Egret thanked them for their help and once out of sight, quickly took his cloak and turned it inside out, so as to hide the insignia and keep his identity as secret as he could. Having made his way to the inn just after dusk, entering the crowded Egret was immediately hit with the sounds of half deaf miners sharing a meal after a long days work.
Exhausted himself from days of travel with little to no food and his only water being from creeks and small streams that were far from potable. Egret couldn't help himself from letting his guard down ordering far too much food for himself and drinking well past his limits. He couldn't remember quite how he had came to be in a room, but a just a few hours past sunrise he awoke to the sounds of horses totting on cobblestones and the unintelligible sounds of several men shouting over each other coming from outside his window.
Having made his way to the inn just after dusk, entering the crowded Egret was immediately hit with the sounds of half deaf miners sharing a meal after a long days work. Exhausted himself from days of travel with little to no food and his only water being from creeks and small streams that were far from potable. Egret couldn't help himself from letting his guard down ordering far too much food for himself and drinking well past his limits. He couldn't remember quite how he had came to be in a room, but a just a few hours past sunrise he awoke to the sounds of horses totting on cobblestones and the unintelligible sounds of several men shouting over each other coming from outside his window.
Dismissing the thought Egret decided he should get some food, and that he should assess his situation, and figure out what he was going to do from here. Worried that his father would send soldiers out to search for him, he decided that he should look around Scheirenstein, purchase supplies, and potentially skip town, and given that the Lord of Scheirenstein had likely been alerted to the presence of a member of the Royal Court visiting this town, he wouldn't have long in this town before going the risk of being identified and captured.
Day 5
Falyimoar (Fah-uhl-yi-mor) is one of 5 continents that populate the planet Astea and is commonly referred to as Burgdalin by the citizens of the Empire and some neighboring territories. Falyimoar is waterlocked on all sides with only small islands surrounding it. Legend tells of distance wildlands beyond the shores or Falyimoar with untold magics and riches to be found.
Many sailor and soldiers alike have attempted to brave the oceans surrounding the continent, but those that have survived leaving the safety of the shores tell of great storms and monsters in the deep, just waiting for them to approach before sucking their ship down to the bottom of the ocean, leaving hardly a ripple in the water. As if the ship had never been their at all.
Day 4
Awaking to his kingdom in chaos the King found himself face to face with a growling, raving beast that had broken into his chambers and murdered his defenders. Valiantly King Charles drew his blade that was forged by the greatest smiths in the kingdom and blessed by the leader of the church. With a single strike from his sword he felled the beast. Laying on the ground the beast shrank, its fur falling away and its body reshaping itself into what resembled a young man, a young man once familiar to King Charles Delair Terre.
His son lay in front of him motionless, killed by his fathers hand, with the sigil of the 'cult' engraved on his body. That night the full moon stained red with the blood of the beasts King Charles slew. On that fateful night the kind swore that he would do everything in his power to eradicate this scourge that had infected his land, slaughtered his people, and brought terror to his land. On that night, the ever-raging war on the lycanthropes began.
Day 3
The origins of the first Lycanthrope are not commonly know, but most in Burgdalin believe in the stories taught by the Church of the Burg. This doctrine stated that the lycanthropes progenitor was the leader of a 'cult' that sought to strike down the first King of Burgdalin and free the people from the shackles of the 'Holy King's' rule.
However before their plan could come to fruition a member of the 'cult' abandoned their ways, defecting, and fleeing to the protection of the kingdom with the news that there was to be an assassination attempt on the kings life. Enraged by this betrayal the 'cult's' leader made a deal with an unknown goddess that in exchange for the strength to cut down their foes, they would become servants of the wild and they would eliminate that would do it harm. The leader then launched an assault on Burgdalin's capital, which grew into a several week long unrelenting attack.
In this grueling siege the 'cult's' warriors fighting slowly became filled with ever-growing furry and bloodlust, they became more and more powerful as the days went by. Until the final night of the siege. The kingdoms army awoke to a the screaming of a child that was quickly silenced, it came from inside the city walls. As the full moon rose, it was seen as hundreds of large beasts climbed and flew over the walls, descending all they came across, slaughtering indiscriminately and seemingly unfazed by all manner of weaponry. Cries were heard from those that had managed to escape screaming as their bones cracked, snapping in to new shapes, skin tore weaving itself a new, deforming the afflicted into monstrous beasts, the same that had attacked them.
Day 2
There exist two types of Gods; those that were created through the beliefs of the peoples who believe in them, and those that rose to godhood through their own power.
Those who have come about through their followers belief gain their power though said belief and are subject to having their powers fade away should their followers dwindle.
Those that have forged their own divinity are subject to this affect as well but they will keep their innate power and will not fade away completely even if they are forgotten.
Day 1
spell name
Casting time:n
Range:Touch
Components:
Duration:
Classes:
Day 0