Introduction
Seven Hells was, for as long back as you can recall, always just a small outpost out in the wilds. Well, outpost is a bit of a glamorous word I guess; its really just a single inn with a lot of room for tents. The tale goes that there was a traveling merchant named Mack who noticed that the site made for a common crossroads for other merchants traveling between larger settlements, so he seized the moment and set up shop. He's still there till this day, catering to the needs of traders, travelers, and others on the road. Sort of like a truck stop, to use a phrase from The Old World. No one ever saw much prospect in setting up an actual town there, but that all changed a year ago when The Labyrinth appeared.
It was one hell of a storm, the night that the entrance rose from the ground like a metallic demon out of hell. You admittedly can't see much of it from the surface - mostly the entrance, clearly of Old World make - and at first no one really knew what the hell it was. The phenomena alone was enough for all the bigger political entities around Seven Hells to send their best and brightest in to investigate it, though. Wasn't long after that the scholars learned just how big this thing must be…and that it's probably full of relics from The Old World. While whats in there isn't certain, what is known is this place will go from boonies to booming at a pretty shocking pace as scholars, merchants, adventurers, and representatives from all over start pouring in.
You are members of the newly established Explorer's Guild of Seven Hells. You've been sent here, or raised up to the challenge yourself, to be one of the first to enter The Labyrinth. As members of the Guild, you also have a stake in the development of Seven Hells as it morphs from an outpost to a major city. Are you up for the task?
Campaign Details
Seven Hells will be a 13th Age campaign using a custom setting. The campaign will largely be inspired by the Etrian Odyssey series, and fill focus largely on the exploring labyrinth itself, as well as developing the town of Seven Hells into a proper city.
You all didn't just stroll into Seven Hells one day and decide to start adventuring together. You've applied (or someone applied for you), been vetted, and selected for this by the appointed head of the newly chartered Seven Hell's Explorer's Guild, Lilith Vai.
Characters should start at level 1 with standard character creation, using 28 point buy. Some notes however:
- Your characters had assistance getting this opportunity, give some thought to from who and why when distributing your Icon relationships.
- Icons won't operate as RAW, but selecting them helps define about who your character is, and what they stand for.
- Make sure to give some thought to your One Unique Thing and your Backgrounds, cause they play into the above as well.
Player Characters
City Building Rules + Progress
Making Magic Items
Seven Hells NPCs
Expanded Metaphysics Info
Carolyn's Videologs
Setting Details
It’s common knowledge to the people of Gaia, that long ago, there was a greater race on their world. Ruins and relics of their era can be found all over the world, and folks even know what they looked like from the artworks they left behind. What’s not known, is why they aren’t here today. That’s something that’s puzzled scholars for ages. Written and oral history simply starts at a period when these people of old were no longer around. People refer to anything created by these people to be of the Old World, and the actual people are referred to as the First Men.
Gaia as it is today, is a world of magic on the verge of industrial revolution. Most sapient beings are capable of using magic, and the main conduit for doing so is drawing from the latent energies generated by Spirits. Spirits are everywhere, though they typically reside on another layer of reality known as the Spirit Realm.
Metaphysics and religious practices on Gaia are similar to those of animism, drawing a lot of similarities to Native American and East Asian mythology. Spirits are sapient - but extremely listful and whimsical - beings who embody a natural element. While they are capable of entering the physical realm, few spirits are powerful enough to maintain a corporeal form for an extended period of time. It is likewise possible for denizens of the physical world to venture into the Spiritual Realm through ritual or other means.
Oral and written history as it is generally begins with creationist myths - that the gods of old were extremely powerful spirits, and they created intelligent life as it is on Gaia in their image. While details from the genesis of life might different from culture to culture, and race to race, one part they all converge on is the tales of Ragnarok - an ancient battle where The Gods waged war against an ancient evil. They ultimately defeated this evil, but doing so cost them their lives.
The best evidence that there is some elements of truth to these tales, is that corporeal remains befitting of these Gods can be found, scattered across the world. Shamans and spiritual leaders consider these remains the last parting gifts from the Old Gods to their creations, and from them magical artifacts are forged.
After Ragnarok, and the death of the Old Gods, life went on. However, the death of the Old Gods left a huge void in the hierarchy of the Spirit Realm, and consequences of that void have been felt ever since. Several great spirits rose to power, declaring themselves New Gods, entering the corporeal realm. However, time showed that these New Gods were not capable of the same feats as those who came before them, and the children of the Old Gods have been successfully able to thwart these beings and their influence since the start of time. Very few of these ‘New Gods’ play a significant role in global politics.
Kho’Tah - The Paragon of Flame
Domains: Fire, Battle, The Hunt
Progenitor of: The Khin
Description: It is said that in life, Kho’Tah was a being of whose physical appearance was like looking into a living flame; each person who gazed upon the corporeal form of Kho’Tah saw a different figure (and sex for that matter), heard a different voice, described different mannerisms and body language. In artwork, Kho’Tah is usually depicted as a large cat of prey; some depictions make Kho’Tah more humanoid than animistic, as well. |
Hlífrún - The Bastion's Keeper
Domains: Ice, Knowledge, Education
Progenitor of: The Curators
Description: Hlifrún’s corporeal form was one of a giant, arctic turtle. Tales of old like to describe him as a wise old mentor, old as Gaia itself, and ever thirsting for new knowledge and tales. Among the Old Gods, Hlifrún was the one most active in the affairs of mortals. He created The Curators, and with their assistance constructed a monolithic library to house all the world’s knowledge. This library would in time come to be known as The Bastion. |
Oki and Wyrundir - The Sun and Moon
Domains: Shared - Nature, Song & Dance, Art, Oki- The Moon Wyrundir - The Sun
Progenitor of: The Leshen
Description: The tales of Oki and Wyrundir are arguably the most well known, and easily the most accurately retained from the times before written history. This is largely because their tales are whimsical and comical; they tell of a wispy, ethereal owl with a mischievous side (Oki), and a colossal, bark-skinned wolf with a very deadpan personality. (Wyrundir) traveling the world, shaping the land - forests, mountains, rivers, oceans - as their personal canvas. Despite their differences, these two were the best of friends - the only thing they would ever agree on though was their love of song, dance, and art. In modern times, their tales are revered in the same light as say, Shakespeare's works |
Bjosondoff - “Uncle Coin” or Master of Caravans
Domains: Stone, Commerce, Craftsmanship
Progenitor of: The Trolls
Description: Much like Hlifrún, legends speak of Bjosondoff - a craggy, earthen bear who traveled on two legs, carrying a walking stick in one hand, and a never-ending stein of beer in the other - being very involved in the affairs of mortals. Rather than shape the land, Bjosondoff was an inventor. He taught how others to shape the natural world, how to farm it, and created the concept of trade and currency. |
Nerrivik - The Eternal Storm
Domains: Wind + Thunder, The Ocean, Travel
Progenitor of: The Merfolk
Description: While Bjosondoff might have been a god of commerce, all sailors agree that Nerrivik, the great leviathan of the seas, was the better trader. Nerrivik believed the seas belonged to her, and her merfolk children. Those who wished to cross her waters without paying a tribute would be met with all her fury and might. These rituals and tributes are carried out even to this day, as sailors are a superstitious lot, and would rather not tempt fate. |
Yxodsi - The Weaver of Fate
Domains: Death, Fertility, Karma
Progenitor of: The Wanderers
Description: To most, Yxodsi is a reminder of one’s own mortality. Described as a giant spider whose web contains the souls of every living being on the planet, Yxodsi was said to be a benevolent caretaker who, when mortals met their end, would judge one’s life and decide their fate. For those she deemed just, she would ensure their souls were reintroduced to the cycle of rebirth. For those she deemed unjust, she would banish to The Spirit Realm. For those she felt had met an unfair end, and their tasks were not yet done…well, she had other plans. |
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The Khin
Attribute Boost: +2 Str OR +2 Int
Racial Power: Survival of the Fittest: At the start of each battle, roll initiative twice and choose the result you want.
Champion Feat: If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it’s the start of the battle).
Much like their creator, the Khin come in countless variations and sizes. On the whole though, they are humanoids with mammalian characteristics. Given they were created by a god of battle and sport, they are a highly competitive race. On the whole, their temperaments are very similar to humans and their history is one with countless wars, dynasties and warlords.
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Curators
Attribute Boost: +2 Con OR +2 Cha
Racial Power: Surprising: Once per battle, subtract one from the natural result of one of your own d20 rolls.
Champion Feat: You gain an additional use of surprising each battle, but you can only use it to affect a nearby ally’s d20 roll.
It’s not entirely clear to today’s scholars why The Curators look the way they do. Rather than being beings of flesh and blood, The Curators are a race of magical automations that closely resemble The First Men. Hlífrún, for whatever reason, chose to shape them this way, and any indication as to why has been lost to the ages. These beings live very long lives, are highly durable, and were created originally to help Hlífrún build and manage The Bastion. Hlífrún was also benevolent enough to give them a way of reproducing - the method of doing so highly suggests that Curators are actually elemental spirits bound to a corporeal shell.
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Leshen
Attribute Boost: +2 Dex OR +2 Cha
Small: Leshens have a +2 AC bonus against opportunity attacks.
Racial Power: Evasive:Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty
Champion Feat: The enemy’s reroll when you use evasive takes a –5 penalty instead
The Leshen are a race of lithe, bark-skinned humanoids who are known for their elaborate, always adorned masks (a tradition born out of the fact they all look very, very similar to one another ). Leshen are one of the shorter races of Gaia, as they rarely are taller than four feet tall. Despite the fact they are always masked, Leshen are known for being very expressive with their emotions and being extreme extroverts. Much like Curators, Leshen are a long lived race with unusual reproduction methods.
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Trolls
Attribute Boost: +2 Con OR +2 Wis
Racial Power: That Bearly Hurt: Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one! Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet to sneer at their attack and recover.
Champion Feat: If the escalation die is 2+ when you use That Bearly Hurt, the recovery is free.
Trolls, are, well, best described an asexual race of bipedal, intelligent bears. No one really knows where they come from (the longest running joke in history is they just grow out of rocks), as they just one day wander out of the wilderness, fully grown, and void of any memory of the past or sense of identity. They tend to cling to whatever culture they find first, and wrap their identity around that.
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Merfolk
Attribute Boost: +2 Dex OR +2 Int
Magical Amphibian: Merfolk can magically morph their fins and tail into legs, or vice versa back into half-fish form, with a full-round action. They can move and fight in water as well as a flying creature can in open air when they are in their half-fish form.
Racial Power: Sharkbait: Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
Champion Feat: Instead of being dazed, the target of your Sharkbait ability is weakened until the end of your next turn.
Merfolk, physically, are probably better described as fishmen; they are pale, damp-skinned humanoids who have physical characteristics akin to large ocean predators. Most have shark or orca-like features, though it’s not unheard of for some tribes to have traits from more colorful or exotic sealife. While Merfolk are capable of life on land, most of their kind prefer to live in their ancestral, ocean homes. It’s only been in more recent times that many tribes have started to start settling landside (usually along the coast), and it's becoming more common to see members of their race further inland.
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The Wanderers
Attribute Boost: +2 Str OR +2 Wis
Racial Power: Never Say Die: Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On an 11+, instead of falling unconscious, you stay on your feet and can heal using a recovery. Add the recovery hit points to 0 hp to determine your hp total.
Champion Feat: If you roll a 16+ on your Never Say Die save, you gain an additional standard action during your next turn.
It’s said in ancient times that when Yxodsi judged that one had died with a large regret, as victim of a terrible crime, or with an important task left undone, she’d give them a choice: be born way better off in their next life, or become a Wanderer. Wanderers, sometimes also called ‘Returners’, are a clan of undead, skeletal warriors of justice. Their numbers are extremely few, as they are not immortal and are rarely…created. There’s a lot of questions even among their own kind about their existence, as if The Old Gods are dead, why do they continue to return?
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The Demon Tribes
Attribute Boost: +2 Str OR +2 Dex
Racial Power: Lethal: Once per battle, reroll a melee attack and use the roll you prefer as the result
Champion Feat: If the lethal attack reroll is a natural 16+, you can use lethal again later this battle.
Demons, as the Old Races have dubbed them, to the uninitiated might be mistaken for an odd Khin tribe with reptilian, rather than mammalian, features. This race was birthed by an unnatural union between one of the Dragon Lords, and a New God that dubbed itself The Demon King (see Icons). As mentioned in the Icons section, recent wars have gone poorly for The Demon King, and a sizable population of Demons was subjugated as recent as twenty years ago. These individuals are…tolerated by the political entities around them, for now.
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Zooves
Attribute Boost: +2 Dex OR +2 Wis
Small: Zooves have a +2 AC bonus against opportunity attacks.
Racial Power: Slippery: Zooves gain a +5 bonus to disengage checks.
Champion Feat: Once per battle when you successfully disengage from an enemy, you may make a basic melee attack against that enemy at a +5 bonus.
In the eyes of most, Zooves are stupid, weak and cowardly creatures. They are only truly dangerous in large numbers. Whatever New God birthed them clearly must have fumbled and then left the miserable sods to their own fate. They are considered harmless enough that many of them have even been able to integrate into the society of other races - never with an important position, mind you, but they are there. Observant folks have started to note that they might not be as dumb as people once thought. While they might not be book smart, they show an uncanny knack for learning tasks quickly, above average problem solving skills, naturally gifted navigators, and can become quite skilled ambush hunters.
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Jin Empire: The Crimson Empress
Usual Location: The Imperial Palace of the Jin Empire
Common Knowledge: The Khin, as a race, have a very violent history with many royal lines. The Crimson Empress hails from the most recent of these lines, and arguably the most stable in
recent history. She came to power under recently, however, as her father passed away.
The Jin Empire: The Empire encompasses most of the eastern half of the continent, and its citizens are predominantly Khin. Religion is strong in the empire, with beliefs that are similar to Shinto ; while all spirits are recognized, the Khin hold Fire Spirits in the highest regard and most official shrines and holidays revolve around Kho’Tah.
Allies: Things have changed a lot politically since the last war against the Demons. Historically, The Shilac Federation and Mistek Collective were on bad terms with the Jin - who they viewed as oppressive and too greedy to expand - but nowadays the three are different. The Empress holds The Head Librarian and the Count iin high regards. The High Commander and The Elder Shaman were not fond of her forefathers, but they are willing to give the daughter a shot.
Enemies: The Thieve’s Guild are a constant thorn in the side for The Jin, and she does not trust the Khan, but neither really can be called enemies of the Empire when compared to The Demon King, the Elder Dragons and the Swarmlord
History: A hundred years ago, The Jin Empire made an aggressive front to try to annex the entire continent. This sparked all out war between the Mistek Collective, The Shilac Federation, and the various other parties in the region. The Demon King used this as an opportunity to make an assault on the whole region, resulting in a fifty year war. Ultimately, the late Crimson Emperor managed to unite the various factions under a single banner, and they ended the war swiftly after.
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Mistek Collective: The Head Librarian
Usual Location: The Bastion
Common Knowledge: The Head Librarian is an elected official, but the election process is more akin to the selection of the next pope than a democratic republic. Their role is more akin to a president or a prime minister than an absolute monarch. The current librarian, in this time of laxed aggression, has been very assertive to push for increased colonization and exploration of the domains outside the reach of the Jin Empire and The Shilac Federation. Also interesting note, the current Head Librarian is the first Troll to be elected into the position.
The Mistek Collective: Times have long changed since the age of the Old Gods, and while The Bastion originally was no more than a library, today it is a powerful city-state with its own formidable military force. While the original population was entirely Curators, the ages attracted scholars of all walks of life to create a secular, quasi-republic. The Mistek Collective is much more scientifically advanced than its peers, largely due to a strong, cultural desire for understanding The First Men.
Allies: Not needing to worry about attempted invasions from The Shilac Federation and The Jin Empire have been very fruitful for The Mistek Collective. They also are on good terms with The Thieves Guild, as these dastardly rogues are of great use for gathering artifacts of the lost ages.
Enemies: The Mistek Collective has much more beef with The Elder Dragon Lords than with the creations of the New Gods.
History: The current head of the Mistek Collective, like all Trolls, just strolled out from the icy mountains one day and right into The Bastion. He adapted well to the scholarly life there, and in time took up interest in the politics of the Collective. His election was a heated topic amongst the collective, however, since some believe his election was largely a political stunt (historically, the Head Librarian is has always been a Curator, Leshen or Khin.) Others wonder if he was, from his arrival in The Bastion, unfairly groomed for the position by nature of being a Troll. None can deny, however, that he is devoted to the cause of further expanding The Bastion’s wealth of knowledge, and protecting it from those that would cause it harm.
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The Shilac Federation: The Count
Usual Location: The Castle of the Grove - the capital of the Shilac Federation
Common Knowledge: The current Count of The Shilac Federation is of House Xochitl. He is what Leshens would consider elderly, having held the position for the majority of his adult life; he has outlived the last three Emperors of The Jin, and two Head Librarians. Personality wise, he is oft called ‘Of the Sun and Moon’ - a Leshen phrase meaning he is the most jovial and welcoming of friends and guests, but also vicious, cold and cunning toward his political adversaries. His stances on The Demon Clans have caused some more recent kerfuffles with The Jin Empire and The Mistek Collective, but he realized he’s a bit of a lame duck this late into his life and position, and the true fate of those stances will come down to his successor.
The Shilac Federation: Contrary to first impressions, Leshens are not tree hugging, forest dwelling pacifics. They have the same drive for industrial and political gain as any other race, and are not afraid to use violence to achieve it. If one would compare The Jin Empire to the warring states eras of China and Japan, then you can compare The Shilac Federation to rival noble houses of Europe. The Count is a title behested to the head of the ruling house, and their duties are akin to those of a king.
Allies: Historically, The Jin Empire and The Shilac Federation have flip-flopped between being at war or allies with one another for ages. Peace is stable for now, at least. The Mistek Collective has traditionally not taken sides in this conflict, so The Shilac Federation has always been close trade allies with them. The Count also has, for the last few years, tried to befriend the Khan of the Demon Clans.
Enemies: The Demon King has forever been the largest enemy of The Shilac Federation. This is largely due to the fact that The Demon King’s domain shares a border with The Shilac Federation.
History: The current Count is in an interesting position, as he has no heirs. The long years of war claimed the lives of all his children, leaving just those of his siblings behind. He has publically declared he would appoint the title to a son or daughter of any of the great houses of the Federation, meaning it could be one of his nieces, nephews, or a child of another house. While this likely won’t lead to civil war, it has sparked a bit of an arms race from the different houses to present a worthy heir to The Count before his time on this mortal coil is up.
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The Under Justice
Usual Location: The Head Office - headquarters of The Wanderers. It’s literally a giant skull.
Common Knowledge: The Under Justice is a rank given to the eldest Wanderer at any given time. Turn over on the position is rare, as while Wanderers are not immortal by any means, they live for a really, really long time. Their mission statement is to direct their kind to serve the realm the best they can, thwarting injustice while trying to stay impartial to larger political bodies.
The Wanderers: Truth be told, The Wanderers scare the bejesus out of most folk. They are, in the end, animated skeletons, and more than a bit spooky to look at. That said, the common folk appreciate what they do for the realm, as Wanderers are entities that have been brought back from death to serve as justice incarnate. They are wholly benevolent beings, and they are generally welcome wherever they tread.
Allies: While the Jin Empire, The Shilac Federation, and The Mistek Collective permit them to enter and deliver their lands and help quell monster, bandit, and organized crime problems. They are a bit scrutinous of The Wanderers when they are in larger cities though, and usually attach a local law enforcement unit to them.
Enemies: No brainer here, they hate The Thieves Guild more than ANYTHING. Though The Demon King and The Swarmlord are close seconds.
History: Surprisingly little is known about The Under Justice, except to Wanderers themselves.
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The Khan
Usual Location: The Great Expanse - the huge, unsettled area west of The Shilac Federation
Common Knowledge: Most people consider tribes led by The Khan to be brutal savages. This isn’t entirely inaccurate, as they are nomadic hunter-gatherers, and composed of several violent tribes not unlike Great Houses of The Shilac Federation. In the last war, when it was clear that the forces of The Demon King were going to be defeated, the larger demonic host pulled back to their own lands, using these tribesmen as a distractive force. Once the host left, however, their will to fight…vanished. The Khan was the one amongst them that arose as a leader and approached the other races with terms of surrender, hoping to plead for peace.
The Demon Tribes: Calling these folks ‘Demons’ is a bit of a misnomer, as Demons are a broad category of beings and come in many shapes and sizes. While scholars aren’t quite sure what the origin of this breed of demon is, what is clear is that they aren’t as naturally evil or vicious as other breeds. More popular theories is that they were originally captured Khin who were twisted to their current state, perhaps as an experiment or in the effort to develop a ritual to ‘corrupt’ one into being loyal to The Demon King.
Allies: While the Khan’s peace treaty was accepted, mostly out of pity, the Demon Clans have few allies. They are a young race, have shown that they are susceptible to demonic influence, are numerous in numbers, and capable warriors. The Shilac Federation has been most generous to them, and are working with The Elder Shaman to find a way to break them from whatever influence The Demon King has over them. This is largely because they wish to use their tribes as a buffer. The Mistek Collective finds this deplorable and socially unjust, so they have pitched in to help try to integrate these tribes into greater society and give them some independence.
Enemies: The Demon King and The Elder Dragon Lords are at the top of The Khan’s hit list. Revenge is on the menu. He is also wary of The Crimson Empress and The Under Justice. The Empress, for he knows most common folk of the Jin Empire view his kind as abominations and potential slave labor at best. The Under Justice, he fears more as a potential enemy. The Wanderers as a whole have had little say in how ‘evil’ his kind is, which could very quickly influence their fate.
History: The Khan was simply the strongest warrior of his tribe, and one of their warlords. As The Demon King’s influence waned, and his kinfolk awoke from the terrible bloodlust that had overcome them, he was simply in the right place, and right position, to help reign them all in. For now, his goals are simply the survival of his people and establishing a place for them in this realm.
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The Thieve’s Guild
Usual Location: LOL LIKE YOU’D KNOW
Common Knowledge: The Thieve’s Guild is a HUGE organization. From wandering bandits, to city slicker gangs, to pirates of the high seas, they are a large organization with many leaders and sizable influence over the region. They uphold a strict code of conduct, especially concerning the treatment of those they steal from, and those who breach it are punished internally.
Allies & Enemies: They are simultaneously enemies and allies with most government bodies. While they are criminals, they do their best to police themselves and criminals who do not uphold by their standards, and some of the things they are capable of are handy to more public entities (largely spying).
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The Elder Shaman
Usual Location: The Great Tree
Common Knowledge: The Elder Shaman is a spiritual leader for all of the living world. Their task is primarily to help maintain a healthy relationship between the denizens of the Spirit World, and the physical one.
Allies: While The Elder Shaman tries to stay politically neutral, they have never been very fond of The Mistek Collective’s obsession with ruins of old. The Elder Shaman is one of the strongest allies the Khan has as well, and has done a great amount to help spread word that these people are victims and not to be feared.
Enemies: The Elder Shaman does not categorize all beings related to the New Gods as naturally evil, even The Demon King. The Swarmlord is the being that The Elder Shaman wishes to thwart the most due to its insatiable hunger.
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The Demon King
Usual Location: The Demon King’s…castle? No one really knows.
Common Knowledge: Demons, according to any shaman or spirit you inquire about this, are created when a malevolent spirit crosses into the physical realm and takes on a living being (usually an evil person) as a host. Their creation is a natural occurrence, and has a chance to happen anywhere. Most of them, however, are independent entities that maybe haunt an area. They rarely work together…which is what makes The Demon King so scary.
Allies: The Elder Dragon Lords, and that’s about it.
Enemies: EVERYONE ELSE
History: For as long as there has been history, there has been a Demon King. Their domain, how they amassed an army this long, and their motives have forever been a mystery. Any expedition into The Demon King’s domain has failed terribly. All that is known is that every few centuries, The Demon King is bound to attack.
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The Elder Dragon Lords
Usual Location: The far corners of the world, far out of reach of most mortals
Common Knowledge: The Dragons were the first intelligent life on Gaia, crafted nothing other than natural selection and evolution. They are long lived, intelligent and powerful creatures, yet cannot interact with The Spirit Realm at all (meaning, they can’t use magic). While they rarely interact with “lesser races”, they have their own grudges, agendas, and an elusive end game.
Allies: The Demon King, for sure. It is suspected that they indirectly aid all the New Gods and their creations.
Enemies: The Elder Dragons have a deep rooted envy and hatred for the races born to The Old Gods. No one really knows why, but The Elder Shamans have always claimed it must be that they feel jilted for being forsaken by the spiritual half of the world.
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The Morrigan / The Raven / The Zoof Queen
Usual Location - The Labyrinth
Common Knowledge: DUN DUN DUUUUUUN
Allies & Enemies: Most the other races aren't really sure what the The Morrigan's intentions are. It's only very recently that Zooves had started spreading his banner, trying to establish a foothold on the fringes between The Jin Empire and the Mistek Collective. What is clear though, is that their large numbers could pose a serious threat to the countrysides of the region. This has left pretty much every political body around them to view them as an enemy…for now.
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Tsavi's Potion Shop
Healing Potions
Basic: Recovery +1d8 HP - 50 GP
Greater: Recovery +2d8 HP - 80 GP
Elemental Resistance Potions
Give you Resist+16 of an element, 80 GP each
She is working on PSIONIC and CORRUPTION potions, but could use some help!
Oils
Effects last for one battle
+1 Oils - 80 GP
+2 Oils - 120 GP
Elemental Oils: Rather than give flat bonuses, gives the item elemental damage for a battle - 100 GP
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