Heroic Roleplaying in a World of Swords, Sorcery, and Steam

I’d like to introduce Aetrimonde, a TTRPG I’ve been designing with heavy inspiration from the houserules my group used back in our Dungeons and Dragons 4e days. I’m not ready to publish Aetrimonde yet, but I’m opening up this blog to discuss its design principles, mechanics, and systems.

  • Today, continuing with Ipki Chainbreaker, goblin Inquisitor, we’re going to go over Ipki’s choices of skills, perk, and feat.

    Skills

    Ipki gets Religion as a trained skill from her class (natural for a Divine class) and the following preferred skills to choose from:

    • From the Inquisitor class: Deception, Insight, Perception, Religion, Society, Subterfuge.
    • From the Unclaimed Reaches culture: Endurance, Nature.
    • From the Unionist stratum: Intimidate, Persuasion.

    As a side note, I think this might be the first sample character with no overlaps in their preferred skills.

    To represent her concept as a hardline abolitionist, I want Ipki to have the Intimidate and Society skills as two of her choices from the preferred list: she knows how to put fear of Deum Radiant into the hearts of slavers, whether in person or through a campaign of social pressure.

    However, as an Inquisitor, Ipki also needs to be able to work from the shadows: unlike a Paladin or Crusader, she can’t just march into a slave camp and start smiting. In order to infiltrate, sabotage, and undermine a batch of slavers, I’m also going to give her Deception and Subterfuge, from the preferred list, and Stealth as her one unrestricted choice.

    Ipki’s trained skills will be:

    • Deception (CHA): +6
    • Intimidate (CHA): +6
    • Religion (INT): +1
    • Society (INT): +1
    • Stealth (GRA): +3
    • Subterfuge (DEX): +3

    That +1 Religion is going to be interesting: it means that Ipki won’t necessarily know a lot about her own faith (although I would definitely give favor to many Religion checks related to Deum Radiant). Ipki will be strong in her faith, but not well-tutored: she knows in her heart what Deum Radiant asks of her, but perhaps can’t put it into words, and certainly won’t be winning any formal theological debates.

    Perk

    As a firebrand slave liberator, I think the natural perk for Ipki is Fame. Specifically, Ipki will be famed among Goblin Abolitionists. (Referring, to be clear, to abolitionists working to end goblin slavery, not abolitionists who are themselves goblins.)

    Feat

    As per usual, feats available to Ipki fall into familiar categories that improve ancestry or class features, or specific kinds of power. As an Inquisitor, Ipki has access to Doctrine feats that are available to Divine classes.

    Devout Prayers is a fairly standard feat: it allows Ipki to add her expertise bonus to certain kinds of power. Ipki really wants to hit with her powers, so that she can apply their recoverable effects, so adding expertise to attack rolls is more valuable than doing so for damage rolls. She would want to pick the Wrath keyword, which encompasses all of the powers she has chosen so far.

    Improved Goblin Discretion would allow Ipki to use Goblin Discretion defensively, when she is missed by an attack rather than when she misses. This is useful as a way for her to get out of the way of a sudden, unexpected attack, or set up to flank an attacker.

    Ipki also has access to a few ancestry feats shared between Undersized ancestries (goblin and halfling in the Core Rulebook, although I have some others that didn’t make the cut…) and representing the benefits of their small size: Beneath Notice allows her to remain unseen at the start of a fight, which is useful for a character who wants to avoid drawing attention.

    Surprise and Fear allows Ipki to apply recoverable effects during a surprise round and not worry that they will wear off before combat properly starts. This would be more useful if Ipki had some powers that applied recoverable effects to several enemies; perhaps it will be a good choice at a later level. (Author’s Note: Surprise and Fear is one of three feats whose names form a reference to a certain comedy sketch…)

    Brilliant Denunciation is a Denunciation feat, a group of Inquisitor-specific feats that cause recoverable effects to multiply on Denounced targets. This one applies an additional dazzled condition, which would be redundant for Blinding Bolt (since it already blinds), but would add utility to Burning Bolt and Peal of Thunder.

    As the final feat I’m going to preview here, Radiant Exemplar is an Exemplar feat, available to any Divine class but requiring that a character worship a specific deity. The CRB contains a couple of Exemplar feats for each of the faiths in the book; unsurprisingly, Deum Radiant’s Exemplar feats revolve around light. Radiant Exemplar gives Ipki access to a long-lasting, hands-free, no-concentration light source, which is a comparatively rare thing. And, the light can be improved with additional effects by a successive feat…

    Of these options, I think that the most appropriate to Ipki’s character concept is Surprise and Fear, so I’ll be going with that. But several of these feats are useful enough that I’d probably be picking them up as Ipki gained levels.

    Up Next

    The next post on Ipki will tie her together: we’ll pick out some equipment, and then fill out some values on her character sheet. Stay tuned!

  • If this post is taking a while to load, or you have a large chunk of whitespace in it, not to worry! It’s because today’s post features a map of Aetrimonde, in what may be overly high resolution.


    It’s going to be a short post today, although I’ll mention a few pieces of worldbuilding that I’ve worked into the map:

    • Perhaps most noticeable is the in-world title of the map, marking it as the product of the cartographers Everson, Courtland, and Wye, of the City of Waystone, in the Kingdom of Waystone. This is not some amateurish map, no: it’s the work of professional cartographers successful enough to have established premises, and who offer a guarantee of accuracy (the “Bonded” in “Bonded Cartographers.”)
    • Also of note is the compass rose in the bottom-left corner, and the two latitude-longitude lines extending from it: these are the equator and the Waystone Meridian, marking 0 degrees of latitude and longitude, respectively. If it’s becoming apparent that the City of Waystone is important to cartography, good! Waystone is Aetrimonde’s largest mercantile and naval power, and Aetrimonde’s map-makers adopted the Waystone Meridian as their longitudinal datum because the most accurate charts were commissioned by Waystone’s Admiralty.
    • Finally, I’ll point out the evocative names of the major bodies of water on this map: The Storm-Wracked and Restless Seas, the Gulf of Lost Hopes, and Stormbreak Bay. Aetrimonde’s oceans are rough and risky to sail, and they got names reflecting that. Aetrimonde’s jet streams travel the same direction as Earth’s (west-to-east), and most storms travel the same direction. The west coast of the continent is battered by storms, with Stormbreak Bay being a rare safe body of water, shielded by the island to its west. The Restless Sea is likewise shielded by the bulk of the continent, but still occasionally gets hit by bad storms out of the east…and the Gulf of Lost Hopes is named for the many voyages that successfully navigated the southern cape, let down their guard, and were struck by a freak storm that crossed overland.

    Now, is this the extent of the world of Aetrimonde? Definitely not: there’s the entire southern hemisphere and the opposite side of the northern still uncharted. It’s tricky to sail out that far from shore…but Aetrimonde’s naval technology continues to improve, and if a GM wants to invent another continent and run a campaign centered on an expedition into the unknown, more power to them!

  • Today, I’m going to be picking up after my brief hiatus by covering some of the goblins appearing in the Bestiary, specifically goblins that might appear in the Unclaimed Reaches.

    Goblins are a staple of RPGs, where they usually appear as weak low-level enemies that the PCs can mow down in droves. While there are a few goblins fitting this role in the Bestiary, I’m attempting to be a bit more nuanced with them. I confess to being a little uncomfortable with the use of always-evil intelligent creatures in RPGs (which I suppose puts me in good company; Tolkien’s struggle to reconcile the evil nature of orcs with his belief in free will has its own Wikipedia page). So, have a look at some of the more interesting and developed goblins that the Bestiary presents…for PCs to mow down in droves, if that’s what your campaign needs.


    Goblin Raider

    The tribal goblins of the Unclaimed Reaches aren’t all hostile: some of them have an uneasy coexistence with the settlers moving in from the north. But surviving in the Reaches is hard enough that when push comes to shove, most tribal goblins will resort to raiding soft targets for supplies. Goblin Raiders are the “professional” warrior class among tribal goblins, and they are no mindless rabble or ravening horde: they’re cautious, clever, even tactical…although their favored tactics revolve around running away to fight another day.

    The Goblin Raider is a Skirmisher: mobile, evasive, but not particularly sturdy or hard-hitting. In fact, this is almost an archetypal Skirmisher: the Raider has both melee and ranged attacks, of roughly equal effectiveness, and it has multiple options to let it get out of an inconvenient position.

    Nimble Strike allows the Raider to get an extra square of safe movement in, to either push through enemy lines and attack a high-priority PC, or to attack, disengage, and then retreat all in one turn.

    Goblin Discretion (as seen with Ipki Chainbreaker) allows a second square of safe movement after making an attack and missing: combined with Nimble Strike, this lets the Raider step safely in, attack, and if the attack doesn’t work out, make a hasty retreat.

    Goblin Unsoothsayer

    Being the smallest intelligent people in Aetrimonde, goblins are forced to rely more on trickery than brute force. Even their magicians, who certainly aren’t held back by their small stature, tend to use illusion and subterfuge more than directly offensive magics. The Goblin Unsoothsayer has two tricks in its repertoire, both of them based on Spiritual powers available to PCs. (And the Unsoothsayer itself is, lorewise, similar to the Shaman class for PCs.)

    Misstep forces a PC not just to use up its reaction (which can mess with some PCs’ clever tricks), but to move in a chosen direction. This isn’t ordinary forced movement, which is generally safe for the creature being forced to move: it requires the target to use an action and actually move…which provokes opportune strikes. Using it on a PC already surrounded by a bunch of the Unsoothsayer’s allies can be really nasty…

    And it only gets worse when coupled with Misplacement, which swaps an enemy with an ally, and makes it easy to get a PC abruptly surrounded by goblins. As a bonus, it can also abruptly put a goblin in the middle of the PCs…

    With these two tricks combined, the Unsoothsayer can cause some serious havoc, and it makes for an excellent way to upset a group of PCs who have well-planned tactics revolving around positioning, forcing them to think on their feet.

    Goblin Alchemist

    The Goblin Alchemist is a Shooter, an enemy focused on ranged combat, with a variety of attacks and a nasty trick up its sleeve for the PCs to interact with. I’ve presented a few monsters with telegraphed attacks; this is another variation on the same concept, in which a creature gradually powers up an attack until it becomes a pressing threat to deal with.

    Unlike virtually all creatures in the Bestiary, the Alchemist lacks at-will actions or attacks, other than its pathetically weak Dagger attack. Instead, it carries an ample supply of alchemical volatiles, which function exactly like they would for the PCs. The nine flasks that the Alchemist carries are enough to see the Alchemist through any but the most drawn-out encounters even throwing one every round. (And if the PCs manage to defeat the Alchemist before it gets through all of its volatiles, that’s some extra loot they can claim…).

    The focus on volatiles makes the Alchemist a very flexible enemy; the volatiles presented in its statblock provide plenty of repeated damage coupled with control effects, but they can be swapped out for others to tailor an enemy for a specific encounter: it would be trivial to give a Goblin Alchemist access to Alchemical Shine, for making the PCs into brightly-glowing targets in a pitch-black cave, or Fragmentation Grenades for raw damage.

    However, the Alchemist’s real gimmick is its Volatile Improvisation action, allowing it to strap several volatiles together into a single large bomb. There is no limit on how big a bomb this can create: left to its own devices for many rounds, an Alchemist could conceivably strap together all nine of its volatiles, creating a monster of an explosion dealing 3d6 + 3d4 + 3 immediate damage, plus quite a bit of repeated damage, in a blast 5 (an area 11 squares across…). Bringing a Goblin Alchemist down quickly is therefore a high priority for the PCs.

    Fortunately, Volatile Improvisation has a built-in way to do that: if the Alchemist takes as little as 6 damage (1/4 of its maximum hit points, enough to break its concentration), it drops and detonates its own bomb. This could be quite the deterrent for a PC attacking it in melee, but a well-placed shot from range could do it safely, and the damage from the explosion can further soften the Alchemist up.


    In my next Bestiary post, I’m planning to show off a few of the monsters created by goblin alchemy: some of them are still used as beasts of war, while others have escaped into the wild and bred true.

  • Today, as I return from an impromptu hiatus, we’ll be looking at a handful of powers for Ipki, our goblin Inquisitor of Deum Radiant. My poll results say that you would like to give her Wrath powers, which…actually fits quite well with Deum Radiant, so thanks for making this easy!


    Power Objectives

    The Inquisitor class makes Ipki really good at locking down Anathema (abhorrent creatures like demons and undead) using recoverable conditions, and allows her to also declare a single enemy temporarily Anathema. To play to these strengths, we should give her a combination of powers causing recoverable conditions and affecting Anathema.

    Recoverable powers mostly break down into three broad categories:

    • Making an enemy less dangerous.
    • Making an enemy easier to harm.
    • Causing repeated damage.

    Ipki has enough power choices that she can cover all of these bases, and have a power that just deals bonus damage to Anathema.

    Powers

    Divine Wrath powers have a lot of similarities to Arcane powers: they involve calling down the wrath of the gods, in the form of destructive energies. Wrath powers invoke searing fire, deafening thunder, blinding light, and bolts of retributive lightning. Most Wrath powers are long-ranged, which suits Inquisitors like Ipki just fine: they’re fragile enough that they don’t want to be anywhere near close combat.

    Burning Bolt is likely to be Ipki’s mainstay attack: it’s usable as a normal attack, deals solid base damage, and is one of a very few lesser powers that cause a recoverable effect. It makes for an excellent opener against an Anathema, or a creature Ipki has denounced, since her Conviction feature makes it incredibly hard for these creatures to shake off the repeated damage. Ipki can then follow up with other powers while the Anathema burns, reapplying Burning Bolt as necessary.

    Holy Blast gives Ipki an area attack, and while it doesn’t do a whole lot of base damage, it does deal additional damage to Anathema: it can be used to make a solid attack against a single Anathema or an enemy Ipki has Denounced while also dealing some scratch damage to other enemies around it; or, if Ipki and her party have run up against a whole bunch of Anathema, it can be a effective crowd-clearer.

    Blinding Bolt is a nasty control power by itself, because it inflicts one of the nastiest of Aetrimonde’s standard conditions. (Blinded: a creature that is blinded is flatfooted, cannot see, cannot take opportune actions or reactions, and becomes helpless if it is also deafened. All creatures have total concealment from a blinded creature.) It also synergizes incredibly well with Conviction: blinding an enemy drastically handicaps it, and if it is Anathema or Denounced, Ipki can expect to keep it blinded for several turns with a single greater power use.

    Peal of Thunder is a powerful area attack with the added benefit of staggering creatures in the center of the blast: like Blinding Bolt, this synergizes with Inquisitor class features, although staggering an enemy (Staggered: a creature that is staggered is flatfooted and cannot take actions when it is not its turn) is not nearly as potent an effect as blinding them. This is useful to help allies attack a single high-value target, while also helping to clear out the chaff from around them.

    Abilities

    As can be seen from these powers, Ipki will want high Charisma, followed by high Wisdom. She may also want some Strength: Divine melee powers (which I haven’t gotten into here) make use of Strength and Wisdom, so if Ipki wants to later pick up an option to be able to handle a little bit of melee, that Strength will come in handy.

    Ipki has Dexterity, Constitution, and Charisma as favored abilities from her heritage. It is a no-brainer to pay 6 points for +3 Charisma, and boost it to +4; she will also pay 3 points each to get +2 Wisdom and Strength.

    As an aside, high Charisma is actually a bit less necessary for Ipki than it would be for the other sample characters seen so far: as a goblin, Ipki is Undersized, and because of that small size she gains an effective +1 bonus to attack rolls vs. AC and Poise against a lot of creatures. (She gains a +1 bonus against regular Medium-sized creatures, and doesn’t suffer a -1 penalty against Small creatures as most PCs would.) This wouldn’t entirely make up for having only +3 Charisma, but if we were short on ability points (like if Ipki didn’t have Charisma as a favored ability) I might have gone for it.

    For her remaining scores, we have some options: I envision Ipki as more sneaky than she is brawny, so I’m going to lean into that and boost her Dexterity rather than her Constitution. I’d also like her to have decent Grace and Cunning, but with only 1 ability point of 13 remaining, that will mean having negative Constitution or Intelligence. Inquisitors are fragile enough I don’t feel great about negative Constitution, so I’m going to drop Intelligence, and have Ipki be clever but not smart: if I were playing her, I’d have her come up with good ideas in the moment, but have issues planning ahead.

    Ipki’s finished abilities will be:

    +2 STR+1 DEX+1 CUN+2 WIS
    +0 CON+1 GRA-1 INT+4 CHA

    Up next, we’ll be picking out Ipki’s skills, perk, and feat. Stay tuned!

  • Today, I’m going into more detail about the Unclaimed Reaches, homeland of Ipki Chainbreaker, the goblin Inquisitor who I’m building as a fourth sample character. The Unclaimed Reaches aren’t one of Aetrimonde’s major polities (in fact, they’re not even a minor polity…), so they won’t be getting the full two-parter treatment like the Dwarven Federation and Caras Elvaren. But there’s plenty of material here to flesh out Ipki’s background…

    As a reminder, there’s a poll up to determine what kind of Divine magic Ipki will be using. If you haven’t voted yet, let me know your preference now!


    Geography

    The Unclaimed Reaches stretch from the southern borders of Waystone and Caras Elvaren, all the way to the southern tip of the continent. Most of the Reaches is arid prairie, with the exception of a few mountain ranges, which are instead arid and rocky. The soil is moist enough for some crops near rivers, but for the most part the land is better suited to ranching than farming. The land grows drier and less fertile toward the south, partly from mere reasons of climate, but also because of the ecological devastation surrounding the ruins of Gobol Karn.

    History

    As the name helpfully explains, the Reaches are unclaimed by any major or minor polity, for the simple reason that there isn’t much of anything worth claiming. Which isn’t to say that the Reaches are a wasteland: they just aren’t productive enough for any of the major polities to have put in the work to settle and build them up. The soil is just a little too poor and too arid to make for good farming, the mineral resources are too dispersed and low-grade, and what timber there is is sparse and slow-growing.

    The Reaches were settled slowly and haphazardly over time, and mostly by people who were fleeing somewhere else and didn’t have any ties back home. This led the Reaches to become a patchwork of tiny, isolated villages, without much in the way of roads or other infrastructure tying them together. The only towns worth speaking of formed near mineral deposits or stands of timber, and lasted only as long as the resources did before turning back into ghost towns once the deposits were mined out or the timber clear-cut.

    While there are still no serious plans for the major polities to annex the Reaches, the invention of the railroad and the semaphore have allowed mercantile concerns to take a more active hand in the region in recent years. During the Wars of Steel and Smoke, the Kingdom of Waystone constructed a railway line into the northern Reaches for logistical purposes (and to deter southwestern expansion by the Novan Imperium…). After the wars, the railway was sold off cheaply to Coastal and Southern Rail, which now makes a tidy profit carrying livestock, ore and timber from the northern Reaches to Waystone’s markets, and some manufactured goods back. As a monopoly, Waystone and Southern charges whatever rates the market will bear–meaning that the Reaches’ small ranchers, miners and loggers see very little of the benefit from selling their product in parts north–but larger conglomerates, based in Waystone and other major polities, can negotiate for bulk rates, and as such have been buying up land and setting up business in the northern Reaches for some years now.

    Political Situation and Current Events

    Most of the Unclaimed Reaches has no politics beyond the extremely local level: outlying villages and small towns aren’t well-connected enough to have common political interests. There is some political activity in the northern Reaches, particularly around Hayward’s Point, where the rail line from Waystone ends. Here, there are efforts at putting together some kind of cohesive political entity that can counterbalance the economic power of the railway and other foreign interests–efforts that said interests spend a fair amount of money thwarting.

    Further south, the situation is more dire: villages and towns are even more sparse, and by and large they must stand or fall on their own. The southern Reaches are at the mercy of raids by goblin tribes and outlaw gangs alike–and in recent years, there has been a rise in foreign “robber barons” employing mercenaries to forcibly seize control of productive land, creating company towns where the locals’ only options are to work for the company at pitiful wages, or be turfed out with only what they can carry with them. In many cases, the distinction between robber baron and outlaw gang is very narrow…and there are rumors out of the far south of the Reaches that some robber barons aren’t content with just wage slavery.

    One industry only possible in the lawless southern Reaches is Karnish tomb-robbing: the ruins of Gobol Karn and its outposts are rumored to still contain some of the ancient goblins’ alchemical secrets, even after centuries. And indeed, every once in a while some expedition or band of adventurers comes back from the ruins with some scrap of papyrus, sample of alchemical goo, or unnatural hybrid animal that proves valuable to scholars. (Plus, well-preserved goblin cultural artifacts fetch a good price to the right kind of collector…) So, the expeditions continue, and a few Reacher towns on the routes to and from the ruins do a healthy trade in supplies for adventurers planning to risk their lives in pursuit of treasure.


    Adventure Hooks

    • (A classic, with apologies to Akira Kurosawa…) A contact, old friend, or distant relative of one of the PCs sends them a desperate plea: their village in the Unclaimed Reaches is being extorted by bandits, and it won’t be long before they can’t keep up the payments. They need some adventurers willing to train the village militia and help take on the bandits.
    • The PCs are contracted by a merchant house to guard a caravan that will carry supplies and workers to their mine in the southern Reaches, and bring back the load of ore mined there. The merchant house’s factor neglected to mention that these “workers” would be wearing manacles. Are the PCs daring and clever enough to take on the entire mining camp full of slavers, and the robber baron backing them, or will they have to content themselves with merely freeing the slaves from the caravan?
    • A prospector staggers back to Hayward’s Point bruised and bloodied, and before falling into a coma recounts how he dug into what turned out to be a sealed, intact Karnish ruin…unleashing some kind of creature that had been sealed in there. Shortly after, farmers from outlying steads begin fleeing into town or going missing, with the survivors telling tales of strange creatures. It might be time for a good old-fashioned monster hunt…

    Campaign Hooks

    • The PCs resolve to build the Unclaimed Reaches, or at least a part of it, into an actually prosperous, free, and safe nation. Needless to say, this will require them to fend off bandits, make peace with the local goblin tribes, break the power of foreign interests…and do all of this while retaining the support of the Reacher locals that they’re nominally doing this for.
  • For a quick change of pace (to hopefully help with some writer’s block…), I’m going to go over some of the advice that the GMH gives to help GMs insert treasure and monetary rewards into an adventure.

    In the meantime, don’t forget that I’ve got a poll up that will determine which kind of Divine magic Ipki Chainbreaker will specialize in! (Currently leading: Wrath, consisting of rays of searing light and lightning bolts from the heavens.) If you’d like to see something in particular, go make your voice heard!


    Treasure Value

    Aetrimonde’s game balance assumes that characters will accumulate wealth, and turn it into useful magical items, at a certain rate. The calculation is easy: during an adventure where they gain a level, characters should receive treasure roughly equal to their EV during that level. So a level 8 character, whose EV is 180, should gain roughly 180gp of treasure by the time they attain level 9.

    This assumption means that characters of a certain level should have roughly a certain amount of wealth, in the form of coin, magical items, and various other useful equipment:

    LevelWealthLevelWealthLevelWealth
    010071010142470
    120081180152750
    231091360163050
    3430101550173370
    4560111750183710
    5700121970194070
    6850132210204450

    When placing treasure into an adventure, you may wish to keep the PCs’ current wealth relative to this target in mind: this is one area where different approaches can drastically change the tone of a campaign.

    Reversion to the Mean

    One way to handle treasure is to adjust how much you hand out to account for the PCs’ fortunes relative to their level: if they’ve recently blown a bunch of money carousing, or paid a lot of bribes to avoid fighting, or bought a bunch of consumables like potions and volatiles that they then used up, you may want to place more than the usual treasure into their next adventure to bring them back up. And, on the flip side, if your players are fond of looting everything down to the doors from the dungeons they venture through, and are therefore flush with cash, you might cut down a little bit on the rewards you place (or even provide opportunities to spend gold…) until their wealth is back in line with expectations.

    Savvy players, if they catch you doing this, may start to feel that there isn’t much point in seeking out money, or saving it, if you’re just going to top off their coffers regardless. This works for some kinds of campaigns and PCs, and not for others: a story about mercenaries going from job to job, always looking for paying work, loses some of its punch if the players notice that they never actually have to worry about money.

    Laissez-Faire

    The other approach to treasure is to simply hand it out at the suggested rate, and then let PCs do what they will with it. If they blow their money on ale at the tavern, give it away as alms, or spend it on potions and volatiles that they then use up, it’s gone for good and they won’t be getting it back unless they can scrounge up some extra loot to sell, negotiate for higher pay from an employer, or engage in a little entrepreneurial thievery.

    Laissez-faire treasure adds a bit of grit to a campaign by placing the PCs under more of a resource constraint. Done well, this encourages them to spend money wisely and seek out opportunities to earn rewards, but it can also encourage players to go through a dungeon stripping it of its furnishings down to the wall sconces…which detracts from the tone of a serious campaign about saving the world from an ultimate evil.

    Placing Treasures

    Because it takes 10 XP to gain a level, the absolute simplest way to place treasure into an adventure is to calculate the amount of treasure that the PCs would collectively gain in a level, divide it by 10, and place that much treasure as a reward for each XP-granting encounter. That has two drawbacks, though: it’s boring, getting a predictable amount of treasure along with each XP, and it also limits opportunities to give out magical items as treasure (because even the cheapest magical item runs more than you would give out for even a huge encounter granting 3 XP).

    To improve on this, you can still start by breaking the total amount of treasure for the level into 10 equal parts–but then, scatter the parts unevenly throughout one level’s worth of adventure. Some encounters, even XP-granting ones, don’t need to have treasure in them; instead, place bigger treasures (containing magical items where possible!) in climactic encounters, and scatter a few small treasures around the rest of the adventure.

    To provide a simple example, suppose that the plan for a one-level adventure involves:

    • Three combat encounters granting 1 XP each.
    • A puzzle granting 1 XP.
    • A complicated skill encounter granting 2 XP.
    • A social encounter requiring a lot of roleplaying, granting 1 XP.
    • A climactic boss fight granting 3 XP.

    With the treasure for this adventure divided into 10 chunks, one way to break it up would be to place one chunk each on one of the small combat encounters, the puzzle, the skill encounter, and the social encounter…and all of the remaining six on the boss fight.

    To add a little more variety and verisimilitude to your treasure allocations, you might want to slightly adjust the values of each of the ten chunks by moving a few gp between them here and there: this avoids having several treasures of exactly the same value. You might also hold back one chunk (removing it from the boss fight) and keep it as a “floating” treasure that you can award if the PCs do something unexpected and deserving of a reward (and if not, it can go right back into the boss fight treasure).


    Up Next

    I’ll be picking back up next time with another Gazetteer post on the Unclaimed Reaches of Ipki Chainbreaker’s backstory. And if you haven’t voted in the poll to determine what kind of Divine magic Ipki will specialize in, go do that now!

  • In today’s post, I’m going to go into more detail about the deity Deum Radiant and the Illuminate Society, one of the many sects within this deity’s faith. Both of these concepts were introduced in my recent post on Ipki Chainbreaker, goblin Inquisitor.

    This content won’t be a part of the CRB when it releases, although there will be an extremely brief summary of Deum Radiant’s principles and creed. I’m reserving this more detailed content for a supplement focused on Divine characters, and the approach I’ll likely take is to cover the basics of a deity’s “generic” faith, symbol, and creed, and then discuss a handful of sects representing variations on the generic faith: one orthodox, one heterodox, and one heretical.

    The Illuminate Society is a heterodox sect…


    The Faith of Deum Radiant

    Deum Radiant is a god of light, truth, and hope. Its followers include investigators, reformers, philanthropists, and the oppressed and downtrodden who hope for better days to come.

    Symbol and Creed of the Faith of Deum Radiant

    The symbol of Deum Radiant is a flaming torch or shining lantern. The most common creed adopted by anointed priests of Deum Radiant is “Spread hope. Uncover truth. Act righteously.” Variations on this creed include:

    • Mortalkind cannot thrive in darkness, literal or metaphorical. Light brings hope and unveils the misdeeds of the wicked.
    • Lies and secrecy seldom have any benefits; the truth shall set you free.
    • Light is most needed in the darkness, where it shines brightest. It is the duty of the faithful to bring light into dark places.

    The Illuminate Society

    Many worshippers of Deum Radiant follow a personal faith, without a priesthood or formal temples. The Illuminate Society is a movement rather than a church, attracting driven individuals from the faith who have chosen to dedicate themselves to fighting injustice and suffering.

    Members of the Society, more than any other sect of Deum Radiant, put their ideals into action: the Illuminates outright deny that the law can prevent them from doing what they believe is right. The Society plants itself in opposition to tyranny, injustice, and oppression, and it engages readily in direct action. Its adherents’ tactics start with nonviolent protest, but when that fails to inspire change, they escalate rapidly to incitement of riots and uprisings, attacks on corrupt politicians and judges, and outright insurrection against what they consider illegitimate authority. The Society’s less rebellious actions include advocating for the expansion of the right to vote in Waystone and the Novan Imperium, and working to stamp out the slave trade, which is already banned in Aetrimonde’s major polities but persists in some minor polities and lawless regions.

    Many sects have been declared heretical for actions that were less inconvenient to secular authorities. The Illuminate Society is officially considered merely heterodox, for three reasons. Firstly, the Society’s direct actions are mostly against targets that Aetrimonde’s major polities consider acceptable, like despotic city-states in the Cession and sorcerous overlords hiding out in the Frigid Wastes (although the Society does regularly have “disagreements” with the Victovan and Sanctean governments). Secondly, the Society does not preach: it draws converts mainly from the faithful of other sects of Deum Radiant, and attracts them by, essentially, doing exactly what many worshippers of Deum Radiant wish they could. And finally, the orthodox sects of Deum Radiant defend it against every attempt to declare it heretical: while they might not outwardly support it, the uncomfortable truth is that the Society merely puts into practice the creed of Deum Radiant, without the reservations or compromises that orthodox sects have. To declare the Society heretical would go against their own faith…and would likely drive converts to the Society anyways.

    Unlike many religious orders, the Illuminate Society does not give any special preference or privilege to empowered priests. Chapters of the Society are just as likely to be led by philanthropists or social workers as by clerics, and many of the Society’s direct actions against slavers and despots are executed by mundane soldiers with no divine magic. That said, the Society does attract many Crusaders, and a number of Inquisitors who, aside from holding their fellow Illuminates to necessarily strict ethical standards, also perform covert actions on behalf of the Society.

    Symbol and Tenets of the Illuminate Society

    The holy symbol specific to the Illuminate Society is a torch encircled by a band of darkness, with rays of light which pierce through the ring. Creeds of anointed priests among the Society often contain one of the following variations:

    • Do what is right, without reservation or compromise.
    • If the law forbids ethical action, then it has no just foundation and can rightly be ignored.

    Up Next

    As you can see, Ipki Chainbreaker, the liberator of slaves, is a perfectly typical member of the Illuminate Society…maybe even a little on the moderate side. I’ll be following this up with another post fleshing out the other part of Ipki’s background: the Unclaimed Reaches from whence she hails.

  • All right, after a few weeks’ delay, I’m moving ahead with the Inquisitor sample character I started previously. The poll I set up in that post has produced a tie between a human belonging to a nameless Mystery Cult, and a goblin belonging to the Illuminate Society. To break the tie, I’m going with the more interesting ancestry, that being Goblin. So without further ado, I present Ipki Chainbreaker, goblin Inquisitor, member of the Illuminate Society, and worshipper of Deum Radiant.

    Ancestry: Goblin

    I think the general idea of a goblin is going to be familiar to many an RPG player: generally speaking, goblins in fantasy media are scrawny, cowardly, cunning, and generically evil. I think that there are interesting things to be done with goblins–you may already have read my Gazetteer post on their ancestral homeland–and so I decided early on to “promote” them to a PC ancestry. Here’s how goblins are described in the CRB:

    Goblins are the smallest intelligent people on Kaern, and most have slender frames and a hunched posture making them look even smaller. However, goblins possess a wiry strength that makes them dangerous—especially when underestimated. Many goblins of both genders are completely hairless; when a goblin does have hair, it is generally black or a very dark brown. Goblins have skin tones that range from red-brown to gray, and strangely-proportioned bodies, with arms that reach past their knees. They also have alarmingly wide mouths and an assortment of sharp, mismatched teeth. While goblins grow quickly, and are physically mature by the age of 12, they do not reach mental maturity until 18 to 20 years old.

    Goblins have pronounced psychological differences compared to humans, likely due to their small size placing them at a physical disadvantage compared to those of larger ancestry. They tend to be uncomfortable when alone and most confident in large, like-minded groups, making them susceptible to groupthink and rabblerousing. They are also twitchy—even paranoid—and constantly ready to flee, hide, or duck behind cover at signs of danger.

    I’ve designed goblins to naturally fit into the Lovable Coward trope (warning: TVTropes link). They’re small and weak, and they know it, and are therefore ready to flee when events turn against them. At the same time, they know that they’re stronger in numbers, and so are capable of surprising feats of loyalty in defense of friends and allies.

    And I’ve done my best to represent these traits in goblin ancestry features, presented here:

    Horde Mentality gives goblins a sizeable increase in accuracy when attacking someone in melee with an ally. The goblin doesn’t have to be there in melee with them: they can shoot, cast spells, or just throw things and still benefit from this feature.

    Low-Light Vision is a familiar feature (and in fact, I think every one of the sample characters thus far has had it…I swear there are ancestries without it, I just haven’t gotten to them yet!).

    Undersized is a novel feature, although like Low-Light Vision it’s shared by multiple ancestries. And to explain how it works I will need to briefly detour into how Aetrimonde handles size: aside from determining the space they take up in a battle, creatures gain a +1 bonus to attack rolls, AC, and Poise against creatures larger than they are, but suffer a -1 penalty to Brawn against such creatures. It is also harder to push larger creatures around or knock them prone. By counting as one size smaller (Small instead of Medium), goblins gain these bonuses (and penalties…) against Medium creatures, and Small creatures fighting a goblin don’t gain these bonuses. Combined with the reduction in carrying capacity, Undersized is a mixed bag, but usually a net positive.

    Finally, the goblin ancestry power Goblin Discretion lets them move a very short distance safely after completely missing with an attack. While 1 square may not sound like much, this is enough to get a goblin out of melee range so that they can flee further, or around a corner so that they can take cover and hide. It can also be used with powers allowing a goblin to make multiple attacks (fairly common among Martial powers), letting the goblin reposition between attacks.

    Culture: The Unclaimed Reaches

    Ipki the inquisitor hails from the Unclaimed Reaches, a Western-themed region between the ruins of Gobol Karn and the borders of civilization. It is resource-poor and lawless, populated by ranchers, prospectors, bandits, and robber barons.

    Faith: The Illuminate Society

    I haven’t talked about faith for my other sample characters, because it doesn’t have a lot of impact for non-Divine characters (by which I mean: pick what feels flavorful!). But for an Inquisitor, this deserves at least as much consideration as culture and stratum.

    The Illuminate Society is a sect that worships Deum Radiant, the god of light…and more importantly to the Society, also the god of truth and hope. The Society is a crusading sect, but their crusade is a social one: its lay members are reformers, activists, and muckrakers, who devote their lives to shedding light on social ills and putting an end to them. An anointed priest of the Illuminate Society, however, is someone who goes into the darkness bringing the light with them: they are liberators of slaves, scourges of tyrants.

    And an inquisitor of the Illuminate Society is someone who sneaks into dark places, hunting the evils that lurk therein…

    Stratum: Unionist

    With that in mind, I want to tie Ipki’s backstory to the Unclaimed Reaches’ robber barons. In a lawless region like the Reaches, the wealthy and powerful can afford to skirt the civilized world’s laws against slavery, passing it off as indentured servitude. Mines and factories run by the Reaches’ robber barons often use forced labor “recruited” from goblin tribes and impoverished frontier towns alike.

    Enter Ipki: an “indentured worker” who learned the teachings of Deum Radiant from a fellow worker and took the creed to heart. Ipki spread a message of hope and resistance among her fellow slaves, ultimately uniting them in an uprising that ousted the overseers of their mine and seized the means of production for the workers.

    Ipki now roams the Unclaimed Reaches freeing slaves and preaching a message of solidarity among fellow workers. As a “lowly” goblin, she can easily pass beneath notice to infiltrate the ranks of enslaved workers…and as an anointed priest of Deum Radiant, she is a natural rallying point for the oppressed and discontented.

    Up Next

    I’m doing things in a different order building Ipki than I have with past sample characters. And part of this is to create an opportunity for you readers to have more input here! For the next post on Ipki, we’ll be picking out abilities, feats, and powers–but the kind of powers will be up to you! Vote in the poll below to make your preference known:

  • Before I get back to building the latest Inquisitor sample character (and if you haven’t already voted on their ancestry and faith, go do that now!), I’m putting up this one last post related to faith and religion in Aetrimonde. Today, I’m talking about the heavenly realm!

    …Which means it’s going to be a short post, because despite the best efforts of Aetrimonde’s planar explorers, there simply isn’t that much known about it.


    Where Faerie and the Underworld are fairly easy planes to visit, the Heavenly Realm is quite difficult to reach. This is partly because crossings to the Heavenly Realm are rare: they occur only in places that have seen singular acts of genuine faith, and as such, they tend to wind up with shrines and temples built on top of them, with priests who tend to want to vet anyone using their temple to go and explore heaven. Complicating this is the fact that crossings to the Heavenly Realms are harder to actually use, as though universally closed off by the Seal Planar Crossing ritual.

    That said, a scarce few expeditions to the Heavenly Realm have succeeded and returned, and while some of the early ones were clearly pushing a doctrinal agenda in their recountings, there have emerged a few commonalities…many of which raise more questions than they answer.

    • The Heavenly Realm is an apparently infinite expanse: it has a perfectly flat ground made of an utterly invulnerable substance variously described as alabaster, white opal, and mother-of-pearl, and is suffused by a constant white light emanating from no particular source and leaving no shadows. There are no bodies of water and no plant or animal life; between that, the unsettling lighting, and the lack of a horizon, the plane is actually one of the more hostile to mortals, for both logistical and psychological reasons.
    • The plane’s only native inhabitants are angels, most of whom are so intent on various ineffable tasks that they pay no attention to mortals. The rare few that so much as acknowledge mortals can often be persuaded to provide food, water, and other supplies from unknown sources, but they seldom answer questions about matters of theology and when they do, the answers are uniquely unhelpful.
    • The only landmarks in the Heavenly Realm are scattered monolithic structures, ranging from the size of towers to the size of cities or mountains, which later accounts describe as having the quality of machinery but without any visible means of function or operation.1 There is an apparent center to the plane, a region densely packed with these structures2 and in which all recorded planar crossings from the material world are located
    • Some of the structures appear to be in a state of disrepair; others are tended by angels who may or may not be operating them. It’s unclear what the angels’ interactions with the machinery serves to accomplish, since for the most part their actions consist of flying to an unremarkable part of the structure, staring intently at it for a moment, and then briefly laying a hand on a spot indistinguishable from any other before flying off again.
    • Some of the structures appear to be off-limits to mortals, as attempting to enter draws first a polite rebuff from nearby angels, and then (as one unwisely persistent expedition discovered) an forceful response from angels that descend in rapidly increasing numbers on intruders. However, there are other structures where mortals are tolerated, which is to say mostly ignored.
    • Geography in the Heavenly Realm works familiarly to mortals: directions and distances are consistent, meaning that it can actually be mapped! What isn’t consistent is time: the subjective time experienced by mortals is increasingly compressed as they move further from the plane’s center, such that what seems a day to them passes as months or years in the mortal world. (One early expedition, initially thought lost, was devastated to learn that in the subjective month that they spent exploring the outer reaches of the plane, more than two centuries had passed.)

    Up Next

    There is of course one exception to the prevailing conditions of the Heavenly Realm, which is the Pit of Hell. But, I’m saving that for a later post series…perhaps for Aetrimonde’s second Halloween!


    1. Earlier accounts, from before Aetrimonde’s industrial revolution, focus solely on the monolithic size and scale of the structures. More recent accounts compare various features of the structures to pistons, boilers, ducting, and other familiar mechanical components, although they note that the parts have not actually been observed to function as such. ↩︎
    2. “Densely” here meaning that the structures are separated by mere miles. ↩︎
  • Following on from its mentions in my previous post, today I’m going into detail about the “antechamber to the afterlife,” the Underworld. This is another of the alternate planes of existence that overlaps Aetrimonde; for more details on Aetrimonde’s cosmology, see this other previous post.


    Aetrimondean cosmologists often treat Faerie and the Underworld as related planes. Like Faerie, the Underworld is relatively easy to reach, it has fractal topology in place of geometry, and it is hypothesized to be a genius loci that enforces a form of narrative causality. Adventurers who take this as an indication that the Underworld can be approached in the same way as Faerie rapidly learn their mistake, or die, for the Underworld is a far less forgiving plane to visit: it is a dreadful plane of existence, in the sense that everything about it seems purpose-built to inspire dread.

    Planar crossings to the Underworld arise in places associated with terror, madness, and death, such as graveyards, insane asylums, and the sites of massacres. They are relatively stable, only vanishing if the nature of their surroundings is altered to remove the source of dread, but generally unmarked. It is possible to stray into one accidentally, but given that they occur in unsettling places, it is difficult to do so ignorantly.

    Terrain and Conditions

    This contrast between Faerie and the Underworld is immediately apparent just from surface appearances: where Faerie is rife with dramatic landmarks, scenic vistas, and quaint villages, the Underworld can only be described as bleak and dreary. The plane has a day and night cycle, but its days are consistently overcast and gloomy, with a side of fog and drizzling rain, punctuated with ominous thunderstorms. There is no sun during the days, merely an omnipresent grey illumination. What plant life exists is pale and stunted, and the waters are stagnant, brackish, and tainted.

    It is possible, if only barely, for mortals to eke out an existence in the Underworld. The immediate problem faced by those optimistic mortals intending to settle the Underworld is growing food and finding clean water for sustenance, but beyond that obstacle lurks a subtler one: mortals simply were not made to live in a place like the Underworld, and it inevitably wears on them psychologically. While it might be fine to visit, the lack of sunlight, the perpetual gloom, and the absence of green growing things all combine to drive mortals to ennui, followed by madness, in the long-term.

    Inhabitants

    The Underworld has three kinds of inhabitants, who appear completely unrelated to each other, and largely ignore each other.

    Shades and the River of Souls

    First, there are the shades of the dead: when a mortal dies, the important parts of their soul1 transmigrate into the Underworld, becoming a shade. Shades appear as a silvery, translucent reflection of how the living person saw themselves in life: typically younger than they were when they died, and in possession of personal effects that they were attached to, like favorite articles of clothing, weapons, and so on.

    While they remember who they were in life, shades are almost completely passive and apathetic, perhaps not even self-aware: left to their own devices, shades wander listlessly but persistently through the Underworld towards a fixed point that draws them all. The crowds of shades grow denser as they approach this destination, and their silvery, shimmery appearance can cause a procession of shades to be mistaken for a stream or river from a distance. The processions of shades are thus collectively called the River of Souls, and they serve as a kind of landmark.

    It isn’t known what lies at the end of the River of Souls, although the Pantheonic faith, for one, would say that it leads to the true afterlife. There is a point where all the River’s known tributaries have joined together, but the River continues far beyond that point. Many explorers have tried to follow the River in search of answers to their theological and cosmological questions, but there is a danger in this: as shades proceed along the river, they feel the call of whatever lies at its end. Follow it too far, and even living mortals will hear this call…and join the procession. Successive expeditions, using ever more sophisticated protective wards, have managed to follow the procession further and further over the years, but pushing the envelope of what is possible is risky, and many of these expeditions never return.

    Resurrecting the dead–not raising them as undead, but truly returning a dead person to life–invariably requires retrieving their shade. The Pantheonic sects known to perform resurrections (on rare occasions and for only the gravest of reasons) have ways of doing this without actually paying a visit to the Underworld. Vitalists–the scientists, alchemists and magicians aiming to replicate the temples’ closely held secrets–are generally forced to enter the Underworld, dowse out the desired shade (or just pick one at random, sometimes), and magically bind and contain it for transport back to the material world and installation in a new body. Indeed, vitalism is in enough demand that there is a small industry in undertaking such tasks, for a sizeable fee…

    The Gravelords and their Courts

    The second group of the Underworld’s inhabitants are the Gravelords and their courts. Each Gravelord is a being of great magical power, with some capacity to pull shades from the River of Souls and grant them a degree of awareness and self-direction. This allows the Gravelords to create their own personalized afterlives, filled with whatever shades they find worthy of expending their magic on.

    The various Gravelords prefer different traits in shades and induct them into their courts for different purposes. Some are warlords, with ambitions to conquer the Underworld and even the material world, and they pick out shades of great warriors and soldiers. Others are collectors or scavengers, who seek out the shades of famous and powerful people in order to learn the secrets they took to their graves, or just to have interesting company. And some (largely of mortal origins) have simply decided that they weren’t done living, and continue to live it up in the Underworld in the company of any shades who feel the same.

    It isn’t known who the first Gravelords were; when the first mortals entered the Underworld to explore, the Gravelords of their time described predecessors from whom they had inherited, won, or usurped their positions. Among the minority current Gravelords whose origins are actually known are some shades who inherited the position and a source of power from older Gravelords, several formerly mortal necromancers, an ancient vampire, an extraordinarily powerful ghoul, and a dragon who hoards the shades of the wealthy and powerful. But most Gravelords hide their origins, and some of them are difficult even to describe: among the stranger Gravelords are a female giantess who calls herself a “dead muse,” a living shadow, and a collectively intelligent swarm of locusts.

    Monsters

    Finally, the Underworld also contains what can only be called monsters. Many of them are undead, or at least resemble undead (ghouls may have originated from the Underworld, although it’s not clear). Others, which explorers of the Underworld have taken to calling “slashers,” resemble mortals, of the most sadistically violent and violently insane persuasions. And some are simply animalistic: great savage wolves, bloodsucking giant bats, and maneating spiders are in abundance throughout the Underworld. These different varieties have one trait in common: they are seemingly designed to inspire dread and terror in mortal visitors.

    The Underworld’s monsters utterly ignore the shades of the dead in the River of Souls, and while they are known to attack the courts of the Gravelords, they appear only to do so when no actual mortals are nearby. And when mortals are nearby, they know it: these monsters have an uncanny ability to pick up on a mortal presence and home in on it. The only saving grace to be had is that they apparently don’t aim to kill interloping mortals as much as horrify and psychologically torment them: Underworld monsters have been observed to toy with their prey, picking off the members of an expedition one by one over days rather than wiping them out in one confrontation, even when it appears that would be trivial for them. They are even known to purposefully leave survivors, though never without a few psychological scars in addition to the physical ones.

    The Genius Mori Hypothesis

    Like Faerie, the Underworld is hypothesized to have, or be, a genius loci. This would likely be a popular hypothesis just based on the behavior of its monsters, but what really clinches it is the nature of its fractal topography. Faerie’s fractal topography is relatively firm and settled: new ways through Faerie are discovered all the time, but always in ways that make it at least plausible that they were just previously overlooked–and once discovered, they seldom close.

    Not so in the Underworld. New connections open up all the time around mortals visiting the Underworld, and often in places that they could not possibly have been beforehand. A cave system will turn out to have one cavern full of hundreds of zombies, which somehow went undetected for weeks before they abruptly burst out in the middle of the night; an abandoned manor will turn out to have a secret passage, allowing a slasher to make it inside, even after an expedition spent hours searching and fortifying it. Even worse, connections that mortals are counting on will close, generally at the worst possible moment. A small creek will flood and turn into a morass just in time to trap a bunch of mortals fleeing from some horrible monster, or a mountain pass will suffer an avalanche and trap them with dwindling food supplies.

    Both behaviors are extensions of a truism coined by the earliest explorers of the Underworld: no matter how bad it seems, it’ll always get worse. The Underworld’s narrative causality (and genius loci, if it has one) isn’t concerned with telling a tale of heroism and nobility: it will settle for a tragedy, if that’s all it can get, but ultimately, it wants to tell a horror story. Events unfold in the Underworld in a manner calculated to traumatize mortals: they will be made to witness steadily escalating scenes of horror and make ever more terrible decisions, until either they snap under the pressure, or give up and flee. Either outcome serves the interests of the Underworld, which seems to desire that mortals view it with reverent dread.

    Plot Hooks

    You can always use denizens of the Underworld as enemies in an encounter, but the slow-burn, dread-based nature of the Underworld lends itself better to longer-term usage, such as adventures or entire campaigns that revolve around it.

    Adventure Hooks

    • A bedraggled, half-crazed adventurer bursts into the inn where the PCs are staying, raving incoherently about the “creature” following them. Upon questioning, the few lucid answers they can give suggest that the adventurer narrowly survived a doomed expedition to the Underworld…and that something else came back with them…
    • The PCs have recently lost an ally (a fellow PC or a close NPC ally), and have decided to have them resurrected by a vitalist, despite the risks. This, of course, necessitates a trip to the Underworld to dowse out their shade before it gets too far down the River of Souls.
    • A representative of a Gravelord makes one of the PCs an offer: in exchange for riches or a favor now, the Gravelord demands their service after their death. Of course, the Gravelords are often impatient, and this offer carries no guarantee of a natural death…

    Campaign Hooks

    • One of the Gravelords has become ascendant, and is assembling an army of shades, undead, slashers, and other denizens of the Underworld to invade the mortal plane. It is up to the PCs to organize a defense and ultimately overthrow this Gravelord.
    • For an unusual campaign, the PCs begin the game as shades in the service of a Gravelord (or are killed in a hopeless battle early in the campaign and fished from the River of Souls), and must earn their freedom and resolve their unfinished mortal business. For added fun, the nature of shades can allow the PCs to “respawn” when killed.

    1. The Intellectus, housing memory, knowledge, and skills, and the Spiritus, housing beliefs, morals, and ethics. The Animus, or life-force, which houses instinct and motivation, is left behind and is often what animates undead. ↩︎