PDA

View Full Version : Project Ashilleon: A World for Tome of Battle, Path of War, Psionics, and Spheres of Power



Flinn_Furious
2015-08-21, 10:02 PM
Both the original Tome of Battle and Dreamscarred's new Path of War have had something of an established lore, but both were designed to be dropped into an existing campaign setting. I'd like to expand on that and create a setting that not only encourages these popular classes, but is built around them. I'd love to hear critiques and suggestions of all kinds.

To that end here is Ashilleon, a turbulent and fantastic place.


Design Goals
1) The setting should be focused primarily around Spheres of Power, Tome of Battle, and Path of War. Psionics will kind of take back seat to these features, separated from the campaign's center.

2) Monster races should have their own developed culture built around their species. This includes Elves, Goblins, Dragons, and Magical Beasts. Undead and evil outsiders aren't as prevalent a threat.

3) Every continent should be subject to it's own specific tone. One area is designed around gritty Dragon Age like fantasy, one is designed around romantic fantasy popularized by Mercedes Lackey, one is more of a traditional fantasy world, while the last is a more advanced steam punk setting.

4) Magic and wondrous items are the hard won rewards from ancient civilizations, not purchased from shops. There are a couple different systems to use in place of this, detailed below.

5) Races should have moderately equalized RP. This extends to all races.

6) In order to make combat more interesting, characters should be able to perform all their attacks and movement as part of the same action. They should be able to move, attack, move, attack, provided they have enough attacks and movement to make that possible. All other kinds of special attacks, such as Cleave, Whirlwind Attack, or Vital Strike should require two attacks to perform.

Here is just a quick write up of the campaign setting. Each of these will get more details further in the thread.


Overview

Ashilleon consists of three major continents and three pseudo continents. Valkyren is the largest and will probably be the center of most campaigns. It's consisted of over a dozen different city states, each one held in place by treaty and drastically different from all others. Population is considerably smaller than most other fantasy worlds, with the most populous state only containing 7000 people. It is also relatively underdeveloped. Goblin tribes, fey, and monsters inhabit almost sixty percent of the continent. The only common law spread out across Valkyren regards the Gladius and Regios, the most common names for those that learn disciplines and use Spheres respectively. Though most states have laws that restrict or empower them in some way, they're all allowed a degree of autonomy.

Fascias is the second largest continent and the most technologically advanced. Both Blade and Sphere magic are relatively rare there, with multipurposed gadgets and special equipment replacing them. Also known as the Frontier as the vast majority of it is unexplored and three major enterprises control much of it. In addition to the explorers, there are beings known as Strangers and Skinwalkers. Strangers arrived there thousands of years ago from the stars, but have long since regressed. Skinwalkers have existed there nearly as long and are the natives. A desert climate makes both water and food rare, with devices that produce either highly prized.

Kalvas is the third largest continent, but easily the most ambitious. A magocracy holds sway there, with the vast majority of lands held by a few liches who practice forgotten arcane magic. That said, even in Kalvas undeath is rare. Life is incredibly hard, with strange aberrations that rise from the dirt and devour hapless innocents. Heroes from this land are incredibly hardened individuals, often cursed or mutated by many of the dangers that permeate their existence. A peasant from Kalvas is equal to a warrior from some weaker land and a warrior from Kalvas is a terror to behold. Slavery is common, with painful tattoos that designate both purpose and ownership.

The Wilds exist in tandem Valkyren and it is here the Elflords hold sway, their powers even greater enough to alter reality. Bound by centuries of pacts, reputation, and magical geas provided by the Lawmakers, most elves live out every day as they did the previous year. Only Fey that manage to leave the Wilds through one of the Slips are free of these obligations. Many creatures, obsessed with living in a world without magical obligations, seek to live in Valkyren. Most Elflords see this as troubling and the solutions for dealing with it are varied.

Veleos is the smallest of all these lands and truly aren't lands at all. A series of matriarchal floating islands, it is a paradise compared to most places on the ground. Religous, sexual, and racial discrimination is non-existent. Schooling is provided for all citizens, food is plentiful, and people are placed in their positions by merit rather than birth. Silver clad Stringers and armor bound Sanctus keep people safe from whatever dangers might present themselves. The only true threat are the dragons and their kin, with the evil ones often launching raids.


Initiator Adjustment

In the world of Ashilleon disciplines are, for the most part, closely guarded secrets by the Martial Traditions that teach them. While some of these traditions are far more widespread, they all have a degree of personal pride and varying degrees of competitiveness with other traditions. While an Empyreal Guardian may have a friendly rivalry with a Scarlet Sentinel, they would instead actively work to destroy a Black Thorn Knight. This translates directly into how which disciplines an Initiator may learn.

When choosing which disciplines you may draw from, ignore the stated disciplines entirely. Instead you may choose any disciplines equal to half, rounded down, your initial number of disciplines. In addition, you may gain Martial Tradition without replacing one of your own chosen disciplines. For example, Stalkers know Broken Blade, Solar Wind, Steel Serpent, Thrashing Dragon, and Veiled Moon. Under this system, they disregard those and may instead choose Tempest Gale and Piercing Thunder, also choosing to join the Scarlet Sentinels and gain the Scarlet Throne discipline. This does limit the sheer number of disciplines characters may draw from, but creates a bigger bond between those of the same tradition.


Races

Human Variants- The vast majority of people living in Ashilleon are human, dwarven, goblin, or elven. That's not to say humans lack variety and that mostly comes out in their blood. This can result in horns, odd colored hair or skin, the occasional scale, strangely proportioned limbs, or even stranger features.

They have the standard human race, except with one of the following bonus features and ability score boosts.
Pure Human- You are completely ordinary, with no inhuman features or abilities.
Ability Score Bonus- Choose an additional +2 in a single ability score.
Special Abilities- Choose two favored classes.

Aberrant Blood- Strange and unknown creatures lay in your past.
Features- Grey or rubbery skin, wide smiles, lack of body hair, mental instability, eyes one bright solid color.
Ability Score Bonus- Either +2 Con or +2 Int.
Basic Ability- 60 ft of darkvision.
Special Abilities- Either constant Light Fortification (as per the armor enhancement) or a +1 bonus to all Will and Fortitude saves.

Aquatic Blood- You feel a strange connection to the sea.
Features- Gills, skin has an oily sheen, webbed toes or feet, pupils are pure black.
Ability Score Bonus- Either +2 Dex or +2 Wis.
Basic Ability- Breathe underwater.
Special Abilities- Gain 30 ft of swim speed or become able to talk to fish.

Boreal Blood- Your inhumane ancestors came from the savage north.
Features- More than 8 ft in height, large mouths and teeth, pale skin with bright blue veins, greasy hair.
Ability Score Bonus- Either +2 Str or +2 Con.
Basic Ability- Cold resistance 10.
Special Abilities- Either gain a +2 bonus to CMD or the Power Attack feat.

Celestial Blood- Angelic ancestors has blessed your bloodline with grace.
Features- Almost painfully attractive, the faint glimmer of a halo, shining eyes, a melodic voice.
Ability Score Bonus- +2 Con or +2 Cha
Basic Ability- 60 ft of Darkvision.
Special Abilities- Cast Daylight as a spell like ability once per day or your caster level is considered to be +1 when using either the Light or Life Spheres.

Draconic Blood- You are a scion of one of the most powerful creatures to ever walk the earth.
Features- Minor scales, a fanged mouth, horns, a commanding presence, clawed hands or feet.
Ability Score Bonus- +2 Str or +2 Cha
Basic Ability- +2 bonus on saves against paralysis, poison, and enchantment effects.
Special Abilities- Either gain two natural claw attacks or resistance against either cold, shock, fire, or acid damage.

Fey Blood- A mischievous Fey came through a Slip and encountered one of your ancestors.
Features- Pointed ears, an easy laugh, a pointed chin, a slight frame.
Ability Score Bonus- +2 Dex or +2 Wis
Basic Ability- 60 ft of Darkvision
Special Abilities- Either DR 1/Cold Iron or cast Minor Image 3/day as a spell like ability.

Fiendish Blood- Pure evil runs through your veins.
Features- Red or black skin, horns, clawed hands or cloven feet, a forked tongue.
Ability Score Bonus- +2 Cha or +2 Int
Basic Ability- Resistance 10 to fire
Special Abilities- Cast Darkness once per day as a spell like ability or your caster level is considered to be +1 when using the Destruction or War Spheres.

Goblin Blood- You are most likely the progeny of a human slave and one of the goblin warbands.
Features- Pale green skin, thin hair, enlarged canines, a deep voice, unnaturally ugly.
Ability Score Bonus- +2 Dex or +2 Con
Basic Ability- A +1 attack and +2 damage racial bonus on attack rolls against goblinoids.
Special Abilities- Either gain the Toughness feat or a +2 racial bonus on reflex saves.

Undead Blood- Though rare, a few of the more fleshy undead can produce offspring with a human mate.
Features- Blood red eyes, incredibly thin, pale skin, long fingers, a naturally disturbing stare.
Ability Score Bonus- +2 Con or +2 Int
Basic Ability- 60 ft darkvision
Special Abilities- Either constant Light Fortification (as per the armor enhancement) or gain fast healing 1 for 1 minute after drinking blood.

Elves- The elves of Ashilleon are slightly different and more powerful than the standard, due to living in the Wild. Use the stats for drow, except remove both Poison Use and Light Blindness. Also you may replace Dancing Lights, Faerie Fire, and Darkness with any other 0, 1st, and 2nd level spell respectively. These changes apply to all elves.

Dwarves- All Dwarves are highly resistant to magic and damage in all forms, gaining +1 Natural Armor and Spell resistance equal to 5 + their character level. This magic resistance also protects them from being mutated by the Veleos and becoming psionic. Dwarves born without this protection are considered duegar.

Skinwalkers- Though usually only prevalent on the wild plains of Fascias, some skinwalkers have left their tribes and started to explore the world. Ashilleon skinwalkers can assume their alternate forms as a swift action and can change shape any number of times per day. They also gain two bestial features instead of just one.

Strange Races- There are some odd races that exist all over the world. They are mostly limited to those areas, but are available as choices.
Valkyren- Blue (DSP)
Fascias- Android, Kasatha, Lashunta
Kalvas- Fetchling, Dhampir
Veleos- Kitsune, Vanara, Wyvaran


Alternatives to Magic

Unlike in most settings, traditional magic is not at the center of Ashilleon. Most arcane items still in existence were created by ancient civilizations. There are a few alternative systems DMs are encouraged to use. Some of these actually vary by continent. The most accepted method is that of Automatic Bonus Progression (http://www.d20pfsrd.com/gamemastering/other-rules/automatic-bonus-progression). Unfortunately, that systems removes much of the choice and wonder from magical items. Here are a few alternate methods.

Magic From the Ancients- Only the most powerful magical items have survived throughout the centuries and it is reasonable to assume high level adventurers have managed to accrue one or two of them. This can take the form of a Scaled Magic Item (http://www.d20pfsrd.com/gamemastering/other-rules/scaling-magic-items) or a piece of equipment from the old 3.5 Source book Weapons of Legacy. This particular system is loose, but there are a few guidelines to follow. A player should receive one such item every 6 levels, so they do not have more than three. If you do use a piece of equipment from Weapons of Legacy, remove all the feat requirements, power rituals, and penalties that come with those items.

Psionic Gear- Though Valkyren may be bereft of magic, Veleos is full of psionics who have either looted ruins or created some of the simpler items. Characters hailing from there may have appropriate WBL, but limited to purchasing Psionic Equipment (http://www.d20pfsrd.com/psionics-unleashed/equipment).

Tech Gear- Similar to the Psionic Gear option presented above, natives of Facias have access to powerful technology looted from crashed star ships and unique gear of their own creation. The have WBL, but are limited to Technological Equipment (http://www.d20pfsrd.com/equipment---final/technological-equipment), Firearms, an Alchemic Orb presented below.
Alchemic Orbs- The rare ingredients and time required to make these devices insures they remain rare, but they may still be purchased. Each one acts as a standard Potion, except it refills itself at the start of each day. Has the same cost of the potion used x10.
Enhanced Firearms- Guns made from rare materials and crafted by masters can have unique effects. You may purchase a firearm with one of the following magical enhancements: +1 through +5, Impervious, Cunning, Distance, Lucky, Merciful, Designated, Igniting, Stalking, Speed, and Nimble Shot. Guns cannot gain these enhancements unless they are created by them, though you may break your own gun down to halve the cost of it's enhancements for a new weapon.

Perfection Progression- Rather than the flat bonus of Automatic Bonus Progression, this allows for simply exceptional individuals. They gain the following bonuses.
Bonus Feats- They receive an additional bonus feat at every bonus feat level or may use Variant Multiclassing.
Ability Score Bonus- Every level they would receive a +1 bonus to a single ability score, they may gain a +2 bonus to a single ability score or a +1 bonus to two ability scores.
Class Perfection- They may receive the favored class bonuses for any race and gain them at double the normal rate.
Unbreakable- They receive a +1 bonus to all saves at 6th level. This increases to +2 at 12th level and +3 at 18th level.


Adjusting Tome of Battle Classes
Tome of Battle has three different classes and several prestige classes that work perfectly with the new Path of War material. Though the Disciplines aren't especially suited for transfer (*cough* White Raven Tactics *cough cough*), the classes themselves can bring their own unique flavor to Ashilleon.

Skill Conversions
Crusader- Concentration is completely gone, Balance and Jump are replaced with Acrobatics.
Swordsage- Balance, Jump, and Tumble are replaced with Acrobatics, Hide and Move Silently are replaced with Stealth, Concentration is completely gone, Listen is replaced with Perception.
Warblade- Balance, Jump, and Tumble are replaced with Acrobatics, Concentration is completely gone.

Class Conversions
Converting a class to Pathfinder requires no empty levels. Here are the alternate abilities granted to Crusaders, Swordsages, and Warblades.
Crusader
5th, Divine Providence- Choose two Spheres. When an enemy within 30 ft activates an ability from one of those two Spheres you may sacrifice a number of maneuvers whose total level equals the caster level of that ability to negate it. You may do this twice per day. At 7th, 9th, 11th, 14th, 15th, and 17th levels choose one of the following abilities.
Expanded Providence- Choose an additional two Spheres that function with Divine Providence. This may be taken up to three times.
Extended Providence- Increase the range of Divine Providence by 10 ft. This may be taken up to three times.
Sacrificial Providence- When using Divine Providence you may instead take damage to your delayed Steely Resolve pool. Every 5 points to that pool is equivalent to 1 caster level.
Smiting Providence- You may use Smite against an enemy whose ability you successfully negated the turn before. This does not count as a use of Smite.
Healing Providence- When you successfully negate an ability with Divine Providence you may heal yourself or an adjacent ally a number of hit points equal to the caster level negated as a reaction.
19th, Omniscient Providence- You may use Divine Providence against any Sphere, but doing so doubles the caster level required.

Swordsage
3rd, Dash- Increase your movement speed by 10 ft when not wearing medium or heavy armor or carrying a heavy load. At 14th and 18th level this movement bonus increases by an additional 10 ft.
6th, Mobile Strike- You may expend your AC Bonus and Discipline Focus until the end your next turn to gain the benefits of both Whirlwind Attack and Spring Attack. You may initiate a maneuver instead of making a regular attack during the Spring Attack and you may use a boost during the Whirlwind Attack.
At 11th level when using Mobile Strike you may attempt a Whirlwind Attack, including the additional boost.
At 13th level you may add 5 ft to your total range when making a Whirlwind Attack granted by Mobile Strike.
At 19th level once per day when using Whirlwind Attack granted by Mobile Strike instead of making an attack you may execute a maneuver that targets a single enemy.

Warblade
4th, Steel Muscles- When calculating your AC you may replace the Dexterity modifier bonus with a strength modifier bonus. At 10th and 18th level gain a +1 bonus to your natural armor.
8th, Physical Perfection- Gain a +2 bonus to your strength or dexterity score.
At 14th level gain a +2 bonus to your constitution score.
At 19th level gain a +2 bonus to either your dexterity, constitution, or strength score.
12th, Heavy Blades- All damage from critical attacks you inflict are treated as if the weapon you were wielding was one size larger than it actually is.

Flinn_Furious
2015-08-21, 10:06 PM
Valkyren

At a Glance- A Gladius unlimbers his sword, inspecting it for nicks before laying it down on a table in front of a Provin blacksmith. His ceremoniously bald head shining with sweat, the huge man hands it to a nearby apprentice before laying two blades down before the Gladius. One, a Provin sabre, is decorated with the extensive runes required by their text based faith. The second is Yindlefair greatsword, little more than a large chunk of sharpened metal. A roar draws both their attention, but it is only a Vilkin highborn riding atop her monstrous chimera. It's claws leave furrows on the cobbled road, but a recent treaty insured that any highborn on a Bronze Hunt remains unmolested. The Gladius grips the sabre as he stares at the offending beast, no doubt remembering a battle with one of it's kin, before settling and resuming his conversation with the blacksmith.


Beyond the individual history of each state, there is little in the ways of records that date back more than six hundred years. Their most significant event came just three hundred years ago. Though each state has a long and storied past, Valkyren as a whole has only been in two major wars, the First War and the Great War. The First War began the formation of the City States, turning barbaric clans into civilized governments. The Great War occurred around three hundred years after that, when each State declared war on each other. It went on for over two decades, resulting in a ten thousand deaths and the destruction of entire states. Things came to a head when goblin warbands attacked and overwhelmed two city states, trying to establish themselves as the dominant force on Valkyren.

One hastily signed treaty later and a coalition army met the goblins head on. It was small, but comprised almost entirely of veterans who had survived years of fighting. One bloody battle later and the peace accords were formally signed by surviving members of the city states. It's a little too intricate to go into much detail, but the basics were as follows. No actions can be taken against individuals for their part in the Great War. No city state shall direct military actions against another without the full support of every city state. No Gladius or Regios can be forced into serving any City State military. If any city state is subject to an unprovoked military attack, all states must attend to their defense.



While each city state has their own culture, there are a few constants that need mentioning. The first is pride. It varies, but almost every citizen has a great amount of proud in their home state. This has been the source of thousands of fights and no few killings. The second is perfection. If Valkyren had any kind of motto it would be "Anything worth doing is worth doing well." From the lowliest stablehand to the highest king, no one is satisfied with their current conditions and want to improve them. At least, everyone extols this virtue. It's considered common sense to strive to be better and anything less is worthless.

While most blooded have definite places in Valkyren culture, being pure human is considered an attractive quality in most states. The majority of nobility strive for this appearance, with some of the blooded even putting on rudimentary disguises such as hair dyes, eye lenses, or painfully removing offensive non-humane traits. Fortunately, the blooded nature of the vast majority of citizens causes most humanoid looking people to at least be moderately accepted. A monstrous humanoid may not be able to find a job or own property, but at the very least they will not be ran out of town or lynched.

The sole exceptions to this are Fey and Goblinoids. They are the two primary enemies recognized the vast majority of Valkyren. Some states make a show of diplomatic relations with the Fey, but the near constant nature of their attacks and occasionally humiliating tricks insure any official relations won't be established any time soon. Goblins receive a much harsher welcome, at least outside of the three Edge states. Slaying a goblin is not considered a crime and a few of the more xenophobic states even consider it a civic duty. It is also illegal to trade with the warbands, despite their powerful blades and battle cloaks. Any Gladius wielding such items will have a story of how he slew the original owner ready at all times, no matter how he obtained them.



Almost any deity from another setting can be worshiped in Valkyren, though the most popular options would probably be Norse or Greek. All in all, religion shouldn't take a major role in any Valkyren campaign. With Outsiders and Undead being rare at best, there isn't a need for a large number of clerics. Like most Regios, their presence isn't often a welcome one.



Valkyren is a setting designed around Spheres of Power and Path of War. Every class generated by those two sources each have their own specific places in Valkyren culture and a mythos that surround them. Stalkers aren't just people with shadow powers, they're known for them. Exhibiting those powers can be intimidating, inspiring, or even inconsequential. Martial Orders are also a constant in Valkyren life, with some orders doing their best to recruit any member while others are more discerning.

Spheres of Power Classes- Known as Regios, which roughly translates to Wielder of the Area of Gods, they are often feared and usually misunderstood. While 1 in 30 people can learn Blade Magic, only 1 in 200 can learn to manipulate Spheres. There are three types of Regios. Those that wander, looking for a others of their kind, to grow their own strength, or just adventure. Those that maintain positions in a nobles court or on call for the resident government. Finally there are those that dedicate themselves to a cause, protecting small towns, spreading religion, or hiring themselves out.
Armorist- Usually find themselves paired with or mistaken to be Gladisi. Most often mercenaries, army personnel, or high ranking Guards.
Elementalist- Sometimes called walking artillery, they can draw outrageous pay from some of the more militant states just to stand around looking dangerous.
Eliciters- Spoken of mostly in rumors, their mere presence can be outlawed. A few of the more unscrupulous hire their services to the highest bidder.
Fey Adept- As their name suggests, these Regios often come from the Wild or at least were trained by someone from there.
Hedgewitch- A few find places for themselves in towns along the Edge or in small shapes in some of the bigger cities, but most are very feared and with good cause.
Incanter- Often valued just as much for their minds as their powers, Incanters are some of the few Regios that are universally welcome.
Mageknight- Like the Armorist they are often mistaken for Gladisi, though their destructive nature doesn't lend itself to the Armorists more stable positions.
Shifter- A relatively new type of Regios brought to Valkyren by the recent Skinwalker travelers, they haven't been around long enough to garner a positive or negative reputation.
Soulweaver- They are the most feared of Regios, seen to be treading on the domain of gods, regardless if they practice necromancy or legitimate revival.
Symbiat- Symbiats use their psychic and physiologic abilities to remain hidden and rarely reveal their origins or purpose.

Path Of War/Tome of Battle Classes-
Stalker- Stalkers serve as elite thief takers, though some find comfortable work as highly paid huntmasters.
Warder- Primarily bodyguards their services are in high demand.
Warlord- Most nobility seek to train in this class, especially those seeking a military career.
Harbringer- These often dour Gladisi fight supernatural threats, though a few become bounty hunters.
Zealot- Gladisi who often grow up in church ran orphanages, they fight for the honor of their deities.
Mystic- Despite their scholarly bent, Mystics are often consummate adventurers, seeking out forgotten secrets.
Crusader- Whereas Zealots serve the militant branches of a the church, Crusaders simply model their code after their deities and spread the good word.
Swordsage- With their own practices being scarce, Swordsages are highly sought after as hired duelists or assassins.
Warblade- The most common conception of a Gladius is that of powerful wandering fighter, seeking the next great enemy. Warblades exemplify that conception.

Martial Traditions
One of the core concepts that Ashilleon is built around is the Tradition system introduced with Path of War. It adds flavor and a minor bonus to being an Initiator. In the world of Ashilleon, especially Valkyren, they create a kind of separate political climate, albeit a much smaller one. Every Tradition has some kind of relationship with the others. A Sultan of Beggars may find themselves at blows with an aristocratic Scarlet Sentinel, Cagebreakers may have a friendly rivalry with the Crashing Tempest Academy, and one of the Quills could be instructed to assist a Black Thorn Knight just as he was about to be overran by three Stained Glass Champions. It is possible to be unaffiliated and instead simply choose another discipline to access maneuvers from, but that would mean bowing out of an underground conflict by mysterious organizations constantly testing their strength against one another.



There are over two dozen city states in Valkyren, all with their customs and governance. I've only outlined ten below, but that should be more than enough to provide a setting.

The Grotto, Birthplace of Peace- Not a true city state, The Grotto is first mentioned because it is the only true center of Valkyren culture. Initially it was a city state known as Silverdale that was destroyed early on in the Great War, the Grotto became a meeting place for representatives of each of the city states after a document known as the Accords was signed there to establish peace. Since then it has grown exponentially, becoming a city in it's own right. Universities dot the area around it, each filled with nobility and the offspring of wealthy merchants. Ambassadors gather in the embassy district, signing individual accords while colorful birds fly over head, carrying messages all over Valkyren.

While the schools are kept properly patrolled, the Grotto itself can be fraught with danger. It is a rare ambassador that does not have at least one hired killer on the payroll. New delegates liken it to playing cards with vipers. Unfortunately, that is not the only danger presented there. Gladisi often use it as meeting ground, due to the lack of a heavy guard force. The epic struggles between these masters of blade magic is the stuff of legend, but it can often get dangerous for ordinary citizens.

Yindlefair, the Deadliest Edge- The largest of the three Edge states, Yindlefair is a place of dangerous barbarians, savage creatures, and even though it seems highly unlikely, some incredible cooking. Going back to an ancient tradition of meat from rare beasts giving warriors supernatural strength, it has evolved to the point where chef is a highly celebrated profession in every battle hall. Any hall that hosts a hunt is expected to provide food that is both invigorating and incredibly delicious. As such, the spice trade is very lucrative, with merchants willing to attempt the Edged Gully, a harsh valley that extends for miles, into the Fen are able to sell their wares at over five times the normal price.

Roughly speaking, Yindlefair is separated into two major areas. The first is a series of rugged mining and logging towns, each one usually having some sort of Gladius training school. The second is the Fen, where most of their chiefs reside in Battle Halls and organize forays into untamed Valkyren called hunts. These two areas are connected by three paths, Leaders Folly, the Edged Gully, and the Silverway. Leaders Folly is actually the safest, but takes twice as long as the both of the others put together. Silverway is actually an underground route and is the fastest. Initially a mithral mine, every one in ten travelers disappears, never to be heard from again. Edged Gully isn't much safer, but at least the primordial wolves that take wanderers are a known threat.

Provin, City of Runes- The original founders of Provin were shamanistic wanderers who believed in the power of runes or as they called it "The Word of the Spirits." While not every citizen shares that belief, it has long since became a second written language. Intricate tattoos may declare bonds of marriage, family, or even strong friendship. Runes are placed on objects to enhance their potency, on buildings to ward off danger, even on sails to bring a good catch. Outsiders are often boggled by the Provin's ability to read over seven hundred runes and decipher their meaning in just a glance. Their citizenship test involves being able to read these scratches and even decipher simple phrases. As only citizens may trade goods, foreign merchants often hire a poor citizen to "oversee" their shop.

Being a coastal town, Provin's main exports are their exquisitely crafted goods and fish. Though secular, their white marble buildings and prosperous businesses bring in quite a number of tourists and merchants. Provin is ruled by the Count or Countess of the bay, descendants of the original shaman leaders. They encourage new trade, but that does little to offset the standoffish nature of their people.

Vilkis, Doorway to the Wild- Most citizens in Valkyren believe they must go to the Edge in order to experience primordial nature. Indeed, they must only visit Vilkis. Located near Valkyren's center, it is almost entirely untamed forest, with small groves of nature loving foresters dotting the land around the capital. Vilkis itself is magnificent in it's own way, built on ancient ruins and reinforced with magic. A strict matriarchy, men become hunters, caretakers, or farmers. Women are celebrated in their unique culture through a tradition of limited Fey relations and Highborn women taming powerful beasts. These great monsters insure the safety of Vilkis and women take leadership positions as a result.

Vilkis is also the only city state with a strong relationship with the Elflords and treat all Fey as visitors rather than unwanted outsiders. In spite of the control the Highborn have over the forests, it can still be an incredibly dangerous place. Dire creatures are common place, as well as Fey monsters that wander in through Slips. Outside of the capital, most Vilkis citizens who don't live near the border have never seen an outsider and their misconceptions are a common joke among entertainers.

Carden, Domain of the Twin Kings- Originally two adjacent city states, both grew until they met on the boundary line. Rather than risk war, rulers of each state decided to become one, easily reaching the largest in all Valkyren. East Carden would be in charge of foreign affairs and the military, while West Carden would be in charge of domestic affairs and the economy. Centuries of interbred nobility and a rising criminal element turned what could have been a glorious combination of two cities into a cesspool of filth and blood. Recently, as in the past twenty years, a small cold war was had between the two sides and it resulted with the Merchant Council placing a puppet ruler on the West side while the recently risen Lord General staged a coup on the East side.

The poor are primarily kept in the Central District, with two very different types of nobility existing on either side of them. Incredibly loose laws and practically no Guards has made Central one of the most dangerous areas in Valkyren, all without giant monsters of any kind. Gangs may run rampant in the middle, but powerful Regios maintain magical protections in West Carden while East Carden has an incredibly high number of Gladisi. West Carden has access to several gold mines and a dozen fishing communities insures their coffers run deep. Older members of the nobility spend their coin on a variety of exotic interests while the younger are encouraged to sow their wild oats. East Carden nobles are almost universally Gladisi. Though the Accords forbids any mandatory military service for Gladisi, East Carden offers the magical support of West Carden's Regios and a noble title granted after ten years of service or some great task.

Durnatel, The Great Provider- Durnatel is a large southern state home to an ecological marvel. It has a dozen different variations of soil, allowing for virtually any crop to grow or animal to live on. Despite having little in the way of standing armed forces, they maintain security by providing over thirty percent of foodstuffs to eight different city states. Bandits are a consistent problem and many Gladius near completion of their training agrees to protect farmsteads in Durnatel for real world experience. There is very little actual government in Durnatel, with the vast majority of laws agreed on by the six wealthiest landowners.

One unexpected export they've recently started trading in is brides. A Durnatel woman is raised to be hardworking, skilled in household chores, able to read and write, subservient to her husband, and stern with children. Farmwork also keeps them in good shape while not reducing their curves. While reality doesn't always conform to fantasy, it's prevalent enough that men come from all over Valkyren with large sums of gold for a dowry. There are rumors of a group of bandits that skip that process entirely, stealing women and threatening to burn crops if a word is uttered.

Arkely, A Fortress of Blood- Rising from the remnants of two broken Edge cities, Arkely was granted statehood at the end Great War. Initially just a stone bulwark against a possible goblin invasion, Arkely grew as young Gladisi traveled there to train with those famous in the war. Eventually it became an entire city based around the Citadel. Any student must serve in the military, a position with zero consideration for their former lives. Yet most consider it worth it to draw on the centuries of bloody experience those soldiers bear.

As the legend goes a single Gladius rose above the rest and beat back the goblin hordes. He bore the crown of the bloody king and was made ruler of that state through strength alone. That is the legend that every member of the Citadel aspires to. Any Gladisi who has served at least ten years can take the crown once the old king has grown unfit to lead in battle. These veterans may sign on any man who agrees to follow them, providing that man has shed blood in defense of the Citadel. On crowning day each of these "armies" do mock battle with one another, overseen by the current king's old army. The leader whose army emerges victorious is crowned Blood King. Yes it is insane, incredibly dangerous, and prone to just as much cheating and backstabbing you might expect. Still, only the most cunning, strongest, and inspiring warrior wins.

Lindown, Library In Decay- One of the first casualties of the Great War, Lindown has always been a land of scholars and museums. Unfortunately, it also housed the only known school for training Regios and three adjacent city states saw it as too great a threat, destroying it before Lindown even declared war. Abandoned for decades, monsters took up residence, particularly of the serpentine variety, such as Medusae, Hydras, and a great variety of Naga. There are rumors that they intend to form their own state out of Lindowns wreckage and have an established government, but any who get close enough to verify that wind up dead. As it is, the only formally accepted leader in the region is a young duchess whose currently amassing a fortune granting scavenging rights as well as taxing any major finds.

The vast majority of Lindown is in ruin. Before the war it was highly developed, but the ravaging of three separate armies and of over a hundred Regios trying to defend themselves have given nature a chance to take back much the area. Now brave adventurers sell forgotten tomes, whose knowledge the Lindowners coveted rather than spread. A few of the more unscrupulous try to rob explorers as they leave with their prizes, but find themselves in a monster's gullet more often than not. One of the benefits of being granted scavenging rights is the ever changing reports of safe areas and monster movements.

Westwend, Valkyren's Port- While the concept of a navy is understandably pointless to a nation that has never been attacked by sea, they do understand the importance of resources. Westwend finds itself in the unique position of offering travel to and from the Frontier. This has quickly made them the richest city state in all of Valkyren. Their government is something of a unique plutocracy. Any citizen who has lived there for more than five years may buy themselves a year long seat in the Ministry. This grants them the power to speak on any issue brought forward, but actually voting costs more money, the amount of which is dependent on how many people are affected by the issue. All this money goes to pay civic workers and state projects. Citizens usually throw their lot behind a single Minister, who must at least try to include their interests or risk losing their donations to another Minister.

While their system of government is a little messy, Westwend itself is a fantastic locale. Skinwalkers walk open through the streets, adventurers from all over Valkyren converge to either purchase technological goods or travel to Fascias itself, and over seven different breweries insure the city itself could drown in ale. Press ganged drunkards are common, which is why any new arrival who intends to stay should join a guild immediately. Any who bear a guild pin is exempt from both taxation by the government (their guild usually takes care of that) and from being forced into servitude on any vessel that intends to dock there again.

Anstiros, Islands of Paradise- A small group of islands just off the coast, Anstiros is unique in that it lacks much of the turbulence effecting the mainland. There are dozens of resorts for wealthy tourists, with exotic entertainers, hotsprings, delicacies from even across the globe, and every personal need serviced. Small fishing and diving villages see little of the money brought in from these places, though they do enjoy the high level of protection brought by them. A few of the wealthiest even maintain entire mansions for vacation, buying land for an unheard amount of gold.

Unfortunately, multiple sharks are swift approaching these hapless tourists. Pirates, once just an occasional nuisance, have begun to band together in a small fleet just waiting for the proper moment to strike. In addition, a recent earthquake has awakened a long dormant scylla. Rather than assume her usual habits of catching and eating entire ships of people, she's instead decided to make a bid for genuine power amongst the land walkers. To that end she's formed a militant group of intelligent and violent sea creatures.



While the most prevalent threats in the city states may come from offended Gladisi or powerful nobles, out in the Primordial it is different. So called that because it has apparently never seen the touch of civilization, when states referred to as the Edge, people are referring to the line between the domain of man and the Primordial. Goblin Warbands wander it, Wild Slips are a constant, dire beasts roam in entire packs, and even stranger creatures exist beyond that.

Goblin Warbands- Conflict with the city states have painted Warbands as individual squadrons within a main army. That could not be further from the truth. They exist as nomads out of necessity, as the Primordial does not take kindly towards established permanent homes. Goblin is a bit of a misnomer, as it includes a few creatures that don't exactly fall into that subtype. Each Warband has their own system of honor and traditions, though few are truly virtuous. What makes them especially dangerous is the nature of their physiology. Any child born to any goblinoid mother is a goblin and they conceive and birth in 6 months. A goblins lifespan is around 17 to twenty years. However, what makes them truly dangerous is their ability to evolve.

After a goblin has received a reasonable amount of experience (two class levels), they undergo a month long metamorphosis into a hobgoblin. From there they must reach much higher than average to become a bugbear (six class levels) though they have more control over their change by then. Immediately changing brings an easy increase in strength and toughness, but the longer they wait the more powerful their bugbear form will be. They can gain bugbear variant traits and even the advanced, dire, or fiendish templates depending on how long they wait. Legends tell of a single hobgoblin who will lead the Bands to their promised land after becoming their most powerful warrior, essentially gaining the Mighty template after changing at level 15.

A number of other moderately intelligent creatures have allied themselves with the goblins. Trolls and ogres, offshoots of the old Primordial rulers, join Warbands out of common pack mentality. This is even something of a status symbol, as only the most powerful Warbands can keep these creatures satisfyingly fed and drunk. Hags also join Warbands for their own inscrutable ends. This is something of a double edged sword as they provide powerful magic, but free goblins are leery of traveling with a hag and they tend towards manipulation.

Fey- To know how the Fey affects Valkyren as an enemy, you must know how they function. Every Fey belongs to a different court, ruled by an Elflord. Each one has a different attitude towards humanity and they are all covered in depth below, but for now we'll focus on the ones attacking people. Slips bring these creatures in and most go completely chaotic immediately, no longer ruled by the magical geas laid on every Fey in the Wild. There are two lands in the Wild, the Lands of Light and the Lands of Dark, each with six Elflords apiece. Light Fey may play tricks, but they aren't usually dangerous and are often well deserved. Dark Fey kill and torture people on a whim.

Balor is the king of all dark and twisted Fey, such as Grimstalkers and Nuckelavee. He sends them en masse through Slips, wholly intent on ruining any chance of peace. Bres delights in trickery and pain, offering great favor for tales of betrayal by Lurkers in the Light and Fossegrim. Morrigan concerns herself with battle, amassing entire armies of Svartalfar and Redcaps. Nemain plays a more subtle game, infiltrating mortal society with Bogeymen and Spring-Heeled Jacks. Babd is the only of the Dark Fey that does not concern herself with the mortal plain, instead holding constant council with a trio of Norns. Unfortunately, her Leanan Sidhe who is currently in charge of day to day affairs, does not feel the same, maintaining a small force of Spriggans and Quicklings in the mortal realm.

Primordial Beasts- These are the stuff of legend, powerful creatures that can swallow men whole. To turn any ordinary animal into a Primordial, apply the Dire and Simple Class Template (Barbarian, Ranger, Monk, or Rogue). Most magical beasts are considered Primordials, though the most common are Basilisks, Bulettes, Chimeras, Cockatrices, Gorgons, Griffons, Harridans, Hippogriffs, Hydras, Manticores, Owlbears, Phase Spiders, Perytons, Winter Wolves, Worgs, Corbys, Harpys, Lamia, Maenads, Minotaurs, and Sahuagin.

Evil Within- Monsters can come in human form as well. The most prevalent are presented below and may be present in virtually any city state.

Primordial worshipers believe humanity stole this land from it's rightful inhabitants, the savage creatures that regularly eat people. Occasionally led by an intelligent primordial such as a Lamia or Winter Wolf, they find small spots of Primordial woods and sacrifice people to the creatures within. It's members are usually crazed woodsman, obsessed with the powerful killing machines.

The Blue Card Society is small group that is making ploys at grabbing the leadership of several city states. Whether they wish to establish an Empire or simply rule from the shadows remains to be seen, but they control several Ministers in Westwend, a trusted veteran in Arkely, a powerful landowner in Durnatel, and a famed warrior chief in Yindlefair. They are fans of sending assassins and have no mercy for anyone that wishes to intrude on their plans.

The Onyx Legion is a growing group of warriors that are bandits more often than mercenaries. They are consisted entirely of Gladisi and their creed states that Initiators are simply more worthy than anyone else. Many a young Gladius has been seduced by the money, fearsome reputation, and free discipline instruction of the Legion. Though they only number forty members now, that number is growing fast and they're already the largest organization of initiators outside the martial traditions.

Kalvas has recently discovered that a civilized land exists beyond the Primordial north where their ships landed. Every undead ruler has sent various infiltrators to discover weaknesses and probe them for a possible invasion. These spies, usually being undead or aberrations, have little stopping them as Valkyrens are unprepared for dopplegangers or vampires.

Flinn_Furious
2015-08-21, 10:55 PM
Fascias the Frontier

At a Glance- A small hooded figure used the distraction of a nearby cart, it's wheels caked with dust, to dart across the near empty street, keeping her eyes on a group of toughs watching the road. Due to her size and dress one might assume she was simply an urchin girl, trying to remain safe in a lawless burg. That is, unless you saw the flash of silvery metal handle slide it's way back into her belt. Hurrying down the alleyway, she checks her six and removes the ragged hood. A large figure stands at the other end of the alley, their robes curiously altered with an extra set of sleeves. Without saying a word, she draws a knife and begins to sketch a map into the rough dirt at her feet. Complete a few minutes later, the hooded figure hands her a needle vial filled with some glowing orange goop. Sound from the alleyway's entrance causes her to turn her head, only to just miss the hooded figure disappear into thin air. Her nose compresses, her ears grow, and she sprouts grey downy fur. With a twitch of her sensitive mouse nose, the Skinwalker detects no threats. Satisfied with yet another successful deal, she pockets the vial and continues on her way.


There are two distinctive histories in Fascias, one told by the new arrivals and the other has been told by Skinwalker shamans for over a millennia. Colonization of Fascias occurred just fifteen years ago when boats first landed there. There was heavy debate over whether it would become a new city state or just an addition of Westwend, their port of origin. This debate was settled by Brookman, Smith and Sons, and Lady Vesen, who all financed the expedition. Their town is technically just a trading post, despite having over two thousand inhabitants. While that alleviated the worry over whether their Brightown would be at war with Westwend or taxed into poverty, it gave those three people unprecedented control.

The true beginning of Fascias' history began much, much earlier. History from that time has never been quite clear, but over forty starships fell from space and crash landed on Fascias. The people inside those ships, consisting primarily of Lashunta, Kasatha, and Androids lost most of their advanced society in just three generations. Now they war over the relics in the area known as the Iron Hills. Heavily splintered by time and violence, little remains of these once starfaring people.



Colonizers- Fascias isn't called the Frontier for nothing. While food and water remain scarce, the area is full of precious metals and dozens of small mining communities have sprung in a very short amount of time. Relations with the natives can be rough, with skirmishes and raids occurring often. Unique minerals practically jump out of the dirt, prompting the alchemist's guild of Westwend to open a chapter house in Brightown. It became a haven for brilliant young inventors, whose ability to manipulate the higher found technology insures their guild's continued prosperity. It's gotten to the point where the Brightown branch is pushing to be named the master house, as it makes the most money and has more than double the number of members.

Skinwalkers- There sixteen different tribes of Skinwalkers, two for each lycanthropic heritage. They all worship a different guardian totem, each totem following either the Right or Left Path. A misconception is that one is good or evil. Skinwalkers don't measure themselves or their Totems by this scale. Instead, they see morality in terms of, for lack of a better word, Fate. Though Totems can provide a Path to ideal Fates, the choice is ultimately left to the seeker. One whose Path is that of a murderer should be killed or stopped, but not because his actions are considered evil. It is simply one or more peoples whose chosen Fate is that of providing protection or justice intervening against someone of an opposite Fate, in this instance a man whose Fate is to cull the weak.

Outlanders- An umbrella term for the races that live in the Iron Hills, they were once star travelers who have fallen to various stages of barbarism. Each race has their own culture and way of coping. Androids, the race with the fewest numbers, remain inscrutable, even to themselves. They live individual existences, with no traditional homes or consistent traditions. One might emulate humans, while another searches for lost technology, while a third creates a sanctuary for prairie dogs. Kasatha, originally a strictly matriarchal race, have devolved into a sort of gender based cold war. In both tribes either males or females hold absolute power, treating the opposite gender like slaves. This war has done little to stunt their violent tendencies towards other races and most frontiersman tell tales of four armed monsters. Lastly, the Lashunta have managed to eke out something of a positive culture. Using ancient terraforming devices they create and live in oases, only leaving to hunt or scout potential threats. A few of their younger members have begun questioning these rules, but that is always the case with youth.



Fascias is a land of advanced technology, both old and new. It is often the core of adventures in the Frontier, with strange alien beasts or even more terrifying constructs. Explorers brave the Iron Hills by the dozens in search of artifacts worth their weight in gold and more. Alchemists have managed to reverse engineer two of the greatest inventions, firearms and Orbs. Guns are becoming an everyday part of civil defense while Orbs can provide an incredible edge in almost any situation, especially in a world without consistent magical items.

Older technology still gets brought in from time to time, though it's use is nowhere near as widespread. Despite the potential of these devices, people who commonly use them are considered a danger to those around them. This viewpoint is not without good cause, especially since twelve people were accidentally vaporized by a small silver ball. Citizens of Brightown have been requesting a ban on these objects, but the organizaitions in charge of the town refuse to let such potential of profits slip through their fingers.



There are five major regions in Fascias, though much of it is still unexplored.

The True Expanse- Named by Brightown explorers, a sparse desert where the majority of humans have settled. Attacks by wandering Aberrations are rare, with bandits are for more relevant problem. Headhunters, specially trained gunslingers, are tasked with defeating these bandits. Some are even Gladisi, proficient in the Solar Wind, Tempest Gale, and Broken Blade disciplines. Life in the Expanse is hard, but often rewarding. Even common miners can become wealthy overnight by discovering a vein of precious metals and children digging through the dirt can discover the newest technological wonder. At least, that's how life is described in the adverts with the reality for more stark. Still, wages are good, few people are without work, and entertainment is cheap.

The Grasslands- Located west of the Expanse, most explorers don't make it far even though both food and water are more plentiful. Dangerous aberrations stalk the area and it normally takes a Skinwalker guide to navigate it safely. Tiger, Crocodile, Bat, and Rat clans live in the Grasslands. Tiger totems follow the Right Path of Dominance and the Left Path of Solitary. Crocodile totems follow the Right Path of Protection and the Left Path of Wisdom. Bat totems follow the Right Path of Retribution and the Left Path of Cunning. Rat totems follow the Right Path of Thievery and the Left Path of Servitude.

Spearpoint Coast- A stretch of thickly wooded coastland located far northwest of the Expanse. It is one of the few places in Fascias where life is vibrant and survival is not often a struggle. There are dark rumors amongst the Skinwalker inhabitants of a strange people that live in caverns and abduct the unwary, but village elders are swift to lay that blame on other tribes. Bear, Boar, Shark, and Wolf live in Spearpoint. Bear totems follow the Right Path of Justice and the Left Path of Balance. Boar totems follow the Right Path of Strength and the Left Path of Construction. Shark totems follow the Right Path of Loyalty and the Left Path of Freedom. Wolf totems follow the Right Path of Healing and the Left Path of Hunting.

The Iron Hills- This is the location of either an exodus, accident, or attack by travelers from the stars. It is also where the vast majority of advanced technology comes from, though shards and perhaps even other ships have landed elsewhere in Fascias. As the Kasatha, Lashunta, and Android inhabitants adapt to this world they begin learning new skills, with some recent generations even becoming Gladisi or Regios. The Iron Hills are home to far more than just these few races. A strain of aberrations can be traced back there and they've long since spread across Fascias. Even the topography is strange, with some jungle environments interspersed with calm highlands or rain starved desert.

The Grey Hive- Just as the alien races have begun to adapt, so have the aberrations. One of their more members became a Regios early on, boring a series of caves set into steep canyons located south of the Expanse. More intelligent monsters, such as Cloakers and Evil Eyes, have begun to gather there in mass. They've even begin creating a twisted parallel to normal culture, with taverns served by tentacled bartenders, laws that ignore murder and punish wearing certain types of metal rings, and leaders consisting of the people who killed the last set of leaders. No human has ever been to the Grey Hive and lived to tell the tale, but so far their plans don't seem to include any sort of invasion.

Flinn_Furious
2015-08-21, 10:56 PM
Kalvas

At A Glance- One by one both movement and color came back to the man's skin, the draught of lifelessness he had taken slowly wearing off. A corpulent and well dressed young man moved down the line of supposed corpses while inspecting them, unaware the hidden killer. Son of the former baron who had risen to his state by providing Xelekilvas hundreds of bodies, the offspring was proving worse than his father. Rather than taking the old or sickly, he'd starting killing the most attractive and athletic with poison in order to make more appealing undead. Tonight retribution would finally have a say and the thousands he killed for personal profit would be avenged. Standing before him the baron scoffed at the heavily scarred corpse in front of him, ready to order it incinerated when the body rose up and wrapped it's hands around the noble's thick neck. One snap of powerful muscles broke another stranglehold the Deathborn had over this land.


Like all truly awful pits of despair, Kalvas was once a beautiful place and home to the kind of magic that made life not only easy, but enjoyable. There was no great cataclysm that brought this paradise to an end, only time. It started small, just a reduction in birth rates for those capable of magic. In just a few generations much of it's infrastructure began to fail without wizards to maintain it and what was a grand republic became a conservative magocracy. For a civilization that was at the height of power for over two thousand years, it took just a hundred and fifty for it to fall. Eventually their last leaders, fearing Kalvas would be utterly destroyed without magic, made the ultimate sacrifice and became eternal undead guardians. At least, that was their intent and they maintained it for over three hundred years before becoming true tyrants. The militaristic ghost Xelekilvas, the forlorn lich Brusche, and the power hungry vampire Helven.

Now these three powerful undead rule their nation with an iron fist all intent on bringing it back to greatness and they don't care how many people die to accomplish that goal. Failed undead experiments wander the country side, preying on the poor who lack the means to protect themselves. Dark Regios gather in covens, drawn by the ancient magic and often seduced by the power over life and death. Mutated plants, once the primary food source of the ancient Kalvans, have declared war on humanity. In all this there are just a few heroes, cynical men and women who know they can never truly save their homeland, but fight on anyway.



Common people living in Kalvas are the same as every other, accept with a few key details depending on their terrain. Those living in the land of Xelekilvas are deeply patriotic in public, with those fortunate enough to grow strong hoping to land a spot leading undead troops. Those living in the lands of Brusche are most at risk of being attacked by undead monsters as the powerful spellcaster discards them in pursuit of his inscrutable goals. Those living in the lands of Helven can often expect a life of slavery, with the most physically attractive being turned into her personal spawn. Happiness is a rare commodity, as is hope that anything will change.

For uncommon people, life takes a little different bent. Gladisi will quickly find themselves recruited by one of the Deathborn or approached by a resistance group. Regardless, their lives get bloody at a very young age. Regios, if not inducted into a coven or burned by people who blame all magic for their woes, are hunted by the Deathborn who see Sphere magic as the cause of Kalvas fall.



There are four primary domains in Kalvas.

Land of Xelekilvas- A ghost and evocater, Xelekilvas seeks nothing less than control over the entire world. To that end his domain is mass filled with weaker undead, such as zombies and skeletons. Most people join his regime in some way, either by producing propaganda or serving in the military. These are practically the only ways to stay safe, as laws prohibit non-military from wielding weapons. Bandits take heavy advantage of this, forcibly taking anything not already stolen by tax collectors. Xelekilvas also has a hard limit on how large a settlement can grow, insuring his people remain divided.

Land of Brusche- This thickly wooded mountainous terrain is hard to farm, with most people living nomadic lifestyles following various herds. Though there is little in the way of government restrictions, Brusche's domain has it's own set of dangers. The lich produces dozens of undead monsters a year, keeping only a few under his control and letting the rest grow free. These creatures roam the woods and establish lairs, devouring any unfortunate soul who happens upon them. Gladisi and Regios born there spend their lives hunting from the period between age fifteen and thirty. After that a small dragon medallion appears in their pocket or bag, as if by magic. Those who bear this medallion are some of the most dangerous warriors in the world.

Land of Helven- If there is any true bastion of civilization in Kalvas, it lies in Helven. Croache is a massive city that dominates the landscape, with all citizens living there or growing food to support the people that live there. People are assigned their jobs at the age of sixteen by one of Helven's vampiric servitors and they toil in them all their lives. The only way out is by appealing to the Satisfaction offices, a government ran program that provides free entertainment. It's workers make more money, but usually sell drugs or their bodies. A few of the most skilled become actors and musicians. Some of the most physically attractive citizens find themselves as Helven's vampire spawn consorts or else given to her servitors as prizes. Gladisi either find themselves turned into servitors or become gladiators.

The Unwritten Forest- One of Kalvas's last great wizards led a community dedicated to serving the planet. It's people lived in harmony with the peaceful plant creatures he grew, creating a paradise on earth. When that wizard finally died after living more than six hundred years, he made all the inhabitants promise to live in peace. That peace lasted for a few hundred years, but when civil war broke out all across Kalvas that land did not remain untouched. Racial tensions between two incompatible peoples blew into a full grown war, with the human inhabitants killing and eating the living flora. This has embittered the current treant elders against humanity for centuries and now any person that wanders into that forest is lucky if they escape with their lives.

Flinn_Furious
2015-08-21, 10:58 PM
Veleos

At a Glance- The Sanctus swung her shield upward, bashing the kobold into the sky. At her side a Mind Healer was assisting an elderly woman, his psionic powers keeping her from going into shock. A Stringer kept an easy tune, diverting the dragon's attention and leading it away from the small group of civilians. Her fingers plucked the lute with ease and though she was sweating bullets, there was no misphaps with the song magic she was wielding. Behind the Sanctus a Warlock was gathering more and more magical energy and preparing to launch it towards the dragon. His silver torque marked him as a Petitioner, someone working for the crown to reduce a prison sentence. With a grin, he unleashed a massive fireball at the green dragon, knowing that bringing down such a creature meant more than a dozen years knocked off his sentence.


Celestial blooded and normal humanity make up more than eighty percent of the island's population, with dwarves and various draconic humanoids making up the last twenty percent. Their culture is almost universally a bright and cheerful one, with no obvious discrimination based on race, sexual preferences, religion, or appearances. Of course some people still feel this way, but they don't speak of it in public for fear of being shunned. The Crown, always worn by a Queen, provides education, transportation, medicine, and protection in exchange for modest taxes. The economy is managed by the Merchant Tribune, whose six members consist of the Kin Elders.

Average citizens in Veleos, that is people who aren't nobility, Initiators, or Mages, all have similar last names based on either their own profession or the profession of their parents if they're not of age. The six most common are Forgekin, Crafterkin, Farmerkin, Songkin, Masonkin, and Fisherkin. Nobles always state their first names followed by whichever house they belong to. Initiators and magi usually choose a more fanciful last name after graduating whichever program trained them, usually along the lines of Icewalker or Goldspark. Dwarves pick traditional dwarven names, though they may change them when they became adults. Draconic races usually have names based on how high in their evolutionary chart they're in, with kobolds having simple one syllable names like Cur and actual dragons having names Farlexxelieven.

Gender is also a bit more fluid in Veleos and is a matter of choice. That said, there is a strong advantage to being female. While actually stating that one gender is superior is considered in bad taste, many women do feel that way. Mostly, this is due to the ratio between the two, with eight girls being born for every boy. As their culture developed, leadership and combat positions were naturally given to women as they were expendable in terms of maintaining birth rates. This has mostly declined in recent years, though women usually pursue men romantically and most noble families always insure at least one male scion remains at safe at home.

Dwarves have a more traditional society, though one with no noble lines beyond that of the king's. That said, even dwarven princes and princesses must work to feed themselves, though most become militarily ranked at a young age. Most of their culture is strongly dwarven, with miners, warriors with axes or hammers, master smiths, and a long tradition of becoming very drunk at the earliest opportunity. They trade with the outside world for things they cannot make themselves, though most human inhabitants in Veleos find them dirty and rude. Though some dragons attack dwarves for their vast riches, they will still trade with any that approach peacefully, and dozens of powerful metallic and chromatic dragons owe the dwarves more than one favor.

Dragons have something of a different biological bent in Ashilleon. Every time a dragon couple lays a new nest, only one of the creatures hatched is an actual dragon. The rest are lesser draconic creatures, such as kobolds, drakes, half-dragons, or pseudodragons. These lesser creatures spend their lives serving their higher sibling, often with entire generations serving the same dragon. Chromatics treat them as slaves and often trade with other Chromatics like they were collectibles. Metallic dragons treat them as noble followers, providing both shelter and protection in reward for their service. If a dragon dies, their followers will either find another dragon to serve or seek sanctuary in Gnarlpeak, the only town inhabited by their kind.

People in Veleos also view initiators, mages, bards, and psychics differently. An initiator almost universally joins the guard, becoming a Sanctus. There aren't enough who don't to warrant their own name. Bards are similar and there a dozens colleges that train them in various arts. While they still practice Sphere magic, it is considered to come from their sound rather than sheer magic. A Stringer is often seen as a special agent, healer, bodyguard, or half dozen other things depending on how their college trained them. Those with psionic talents are rare, but vital to Veleos. Psychics investigate crimes and those with strong transportation powers can carry the rich or desperate from island to island. Finally, mages have four different classifications. Evokers are trained in battle spheres, such as Destruction and Telekinesis. Conjurers are trained in support spheres, such as Alteration and Conjuration. Shapers are trained in quality of life spheres, such as Weather or Life. Finally, Warlocks are simple Magi who aren't regulated by the crown.



Veleos is comprised of six major floating islands, with the human centric Trinity, wild forest Ashgarn, the dwarven mountains of Krell, and the badlands of Nilris.

The Trinity- These are the three major islands that makeup humanities place in Veleos. Bulwark, though the smallest, is easily the most important. It is almost entirely filled with manors, universities, and the castle. It is where decisions are made, nobles reside in their ancestral homes, and every Sanctus, Stringer, Psion, and Mage is trained for the Guard. The Queen holds court in the dead center of the castle, constantly listening to the troubles of her people while various her eight advisers keep track of the resources at her disposal. Parties, feasts, dances, other celebrations are held often. Rather than the rich wasting money, this is seen as a necessary release for people who give their all assisting everyone in Veleos.

The second island, Farmhold, is exactly what the name suggests. It's where the vast majority of food is grown or in the case animals, raised. Every village with more than fifteen people has at least one Sanctus or a Stringer, with a strong network of these agents supporting those with little crown assistance. They have a festival for every season, usually with great feasts and dancing. They also value hard work and family more than anything else. Every village runs their government however they wish, though usually with some sort of representative council.

Lastly there is Lisken, a far more modernized and urban. There are three great cities in Lisken, Calsoon, Marvenus, and Phis. Calsoon is a pleasure destination and a popular place for nobles to try and outwit each other. It has six different Bard colleges, the most in any one city, and the all feature either stealth or deception as part of the curriculum. In addition to nobles sending spies after one another, Calsoon is also the only place in Veleos where prostitution is legal. Marvenus is an industry giant, with dozens of factories producing most of the metalwork in Veleos. There are a few more specialty shops and a fairly rampant gang problem. Phis falls somewhere between the two in terms of industry and entertainment. It's defining feature are the antiquated anti-male laws that forbid them from joining the military, owning property, and insure any marital wealth is held by the wife.

Ashgarn- Though there are few dragons on every decent sized island, Ashgarn is something of their homeland. This massive forest island is in the direct center of Veleos, with the Trinity on the left side and Krell and Nilris to it's right. There's no established government, just a series of dragons that send agents after each other, unwilling to openly attack. With how long it's been going on, this conflict is more of a game than an actual war, where the winner is decided by who has the largest hoard or most followers. Ashgarn is also home to Gnarlpeak, a large settlement of draconic races that exist apart from the greater dragons. Monsters and large forest creatures make up the rest of Ashgarn's population, most making nests in the ancient ruins that came before Veleos was a floating continent.

Krell- Essentially a big floating rock, the true wonders of Krell exist far below it's surface. Dwarves toil in their subterranean kingdom, producing unparalleled craft and mining tunnels that go on for leagues in every direction. Unfortunately, they're not the only inhabitants. Colonies of giant insects and arachnids also call Krell home. Though these two factions have fought for centuries, it only takes a single queen for the insects to survive. More important than even the safety of their kingdom is it's prosperity. Nobles in Veleos will pay outrageous prices for even a smith's rejected weapon and dragons will hand over huge mounds of gold for more choice gems or armaments for their followers.

Nilris- Even with their dangers, Ashgarn and Krell are truly wondrous places. Nilris does not hold to this formula. Whatever event caused Veleos to lift into the sky clearly originate from Nilris and traveler, draconic or otherwise, is safe there. For Nilris is where giants call home. Clans of these creatures fight over dwindling food sources and are far more likely to devour adventurers than parley with them. Ancient ruins, still brimming with magic, dot Nilris's landscape and it these that draw the foolhardy. With money gained from powerful magitech it is even possible to purchase a noble title and many current noble proudly tell stories of that same origin, glossing over the parts where their ancestor wet her pants listening to giants devour a slower ally.

Flinn_Furious
2015-08-21, 10:59 PM
The Wilds

At a Glance- Each of the two elves, one bedecked in silver and the other obsidian, stared across the battlefield. With a plaintive look the silver knight began sobbing, but his voice rang out with strength. "Levelar the Poisonous! For your actions upon the body of my sister I shall see your lifeblood on my lance!" The darkened knight raised his visor and mouthed a goodbye. "Ephereos, you self-righteous dastard! Your sister danced at the end of my lance and now your corpse shall do the same." As one, the two knights charged each other. With a small sigh of despair the black knight simply dropped his lance and hunched forward. A head of pure steel punched through his chest and as if their puppeteer had abandoned his strings, the two knights fell to the ground and the silver raced toward the black. He gave a loud undulating cry as he cradled his lovers corpse, all because of some idiotic fight their ancestors had a thousand years ago.


All inhabitants of the Wild are Fey, though elves are the most numerous. They are ruled by eight different Elflords who control different parts of the Wilds, all tied together with the natural world. They all rule different types of Fey, but elves serve each one. One of the most powerful magics in the Wild is the geas, which prevents all Fey from lying or reneging on a deal. While initially this was to balance their naturally chaotic nature, it has gotten to the point where they're forced to perform the same actions over and over again. Some of the more powerful geas can even transcend the people who enacted them to afflict their descendants. This is why the mortal plane is such an appealing place, as those restrictive geas cease to function there.

Right now, Fey are divided into three ideological groups that transcend the Elflords that rule over them. The first see nothing wrong with the Wilds and wish to continue living there, finding comfort in the repetition and stability. The second see the Mortal Plane as an ideal place to vacation or even take up permanent residence. The third wish for Fey to rule over both planes, either killing or enslaving humanity. Fortunately the last group is the smallest, though their number is growing.



There are ten different Elflords who rule over the Wilds. They are separated by the Light and the Dark, natures dichotomy as a thing that fundamentally gives life and takes it away.

Lugh, Lord of Light- Lugh honors virtue and courage over all else, granting wisdom to young heroes and rewards to any that return. His people live in somewhat modernized forest, with paved roads, castles with shining pennants, and inns ran by good natured keepers. It is an idealic life, but also one fraught with danger. Geas make words said in the heat of battle and sacred oaths equally strong. More than a few young knights have become feared warriors as they take on more and more dangerous quests, all to forget an old promise to remain pure.

Dagda, Lord of the Forge- Dagda is the keeper of both Fey craftmanship and magic. His workshops produce beautiful works of art, though most fey only ask for blades and armor. Despite being a Light Fey he does not feel beholden to them and will work the forge for any of his siblings. Morrigan may pass Brigid, who came to pick up an exquisite harp, only to request a new spear for a promising warlord. His domain are simple grasslands, but ones bursting with harvest. Every inhabitant is a crafter of some sort, whether in wood, stone, cotton, leather, or glass. It is not uncommon for a traveler to ask a farmer for directions, only to marvel at that farmer's hoe or even her hat.

Boann, Lady of Rivers- Though she bears a modest name, Boann is also considered the mother of the Wilds as Nuada is the father. She is somewhat mischievous and has great control over magic. An ally of Brigid, explorers must travel her vast collection of rivers to visit Brigid's beautiful paradise, a challenge that has seen more than one villain drowned at the bottom of a lake. Her people are somewhat matriarchal, as Nuada's are patriarchal, a trend that causes some of the more rebellious young men to take up a life adventuring which Boann approves of. Though allied with both Nuada and Brigid, she bares no true animosity toward the Dark Fey, knowing that they are the true source of balance.

Nuada, Lord of Blades- If there is truly any king among the Elflords, it is Nuada. His terrain is the largest and though similar to Lughs, far less idealistic. People there know their place and are slightly xenophobic, untrustworthy of outsiders. Most treat Slips as an unwanted nuisance, rather than a gateway to paradise. Every citizen has some training with weapons and has served some time in the army, forming a military that is feared across the Wilds and gives Nuada no small amount of authority. Though he himself is impartial, his people still remember the unwarranted attack by Balor and Bres, giving all Fey that belong to them a frosty treatment if not outright violence.

Brigid, Lady of Music- Said to have created the concept of singing itself by listening to the winds, Brigid's lands are the most beautiful in all the Wild and her people the most gentle. They live in absolute harmony with nature, relying on captivated warriors and powerful forest creatures for protection. Despite her message of beauty, Brigid is actually the most warlike of the Light Fey and she firmly believes Dark Fey are an illness to be purged rather than balancing counterweight. While most Fey under her do not serve in battle, she still brings the most capable healers, bards, cooks, and scouts in the form of small forest creatures.

Balor, Lord of Monsters- Only the most twisted and dark Fey serve Balor, as he is the only unconditionally evil Elflord. Despite what a few elven pacifists claim, he is not tortured by his monstrous appearance or feel jealous of his brethren with their places in the sunlight. It is not envy that fuels his rage, only madness. His people live in vast underground caverns and elves born there are still beautiful to behold, but in an almost painful way, like a diamond that blinds those who peer too closely. The only true law is that the strong rule, regardless of their origins. Surprisingly, this makes Balor's lands some of the most welcoming to adventurers, provided they prove their strength.

Bres, Lord of Betrayal- Originally the Lord of Light, Bres is impossibly beautiful and cunning. When Nuada resumed leadership of the Wilds after gaining a substitute arm, Bres pretended to graciously return his crown while plotting with Balor in secret. The subsequent civil war marked the landscape of the Wild for centuries. When Nuada's grandson Lugh defeated Bres, he was granted the title of Lord of Light. Since then, Bres and his people have been forced into a relatively small patch of swamplands. There is much beauty in that place, but it always hides hidden dangers. In fact, an old Valkyren folk story of two children lured in by a gingerbread house actually took place in Bres's domain.

Morrigan, Lady of Death- One of the oldest and most powerful Fey, Morrigan rarely takes a side on the forces of Light or Darkness. She remains in her mountaintop temples, rarely sending out agents to either escort the spirits of powerful dead Fey or pay witness to great massacres. Those beholden to her are often just as inscrutable, only taking an interest when death is involved. Many are great warriors or assassins, while others are peacekeepers sent to comfort the living, and a few are both. If there is one act she cannot stand it is the creation of undead and many of her followers will go to great lengths to stop them.

Nemain, Lady of Battle- Also called the Lady of the Ocean, Chaos, and Trickery, her people provoke all kinds of trouble. Nemain does not maintain any great armed forces except an armada of pirates, instead focusing on creating conflict rather than participating in it. Many of her agents are proficient in illusion, assassination, and sabotage, going to any lengths to start a war. She has something of a rivalry with Brigid, whose agents neutralized her own during the conflict between Balor and Nuada. Her islands are always a place of conflict, the savage raiders she employs attacking each other if there aren't any available innocents to wage war on.

Babd, Lady of Fate- Though called one of the Dark Fey, it is a classification the old crone has no need of. She also has no true lands, just a desolate patch of barren rock where her great tower resides. Few Fey under her command are not Norns and they either serve her minor physical requirements or are sent out into the world to insure certain events come to pass. A few dozen Leanan are said to serve her by selecting and supporting those with great destinies, though their leader has much greater designs. Babd has not given any sign that shows or cares. Any brave Fey who has lived a long enough life and passes three great trials may ask her any question and receive a true answer. After that, they are given a year and a day to live before immediately dropping dead.



While rules for playing an elf are stated above, every Elf born in one of the Elflord's domains has a few constant features that are detailed below.

Light Elves
Features- Golden skin, dark hair, silver or grey eyes.
Ability Score Adjustments- +2 Strength, +2 Charisma, -2 Wisdom
Spell Like Abilities- Can cast resistance, mirror strike, and bladed dash, once each per day, using your total character level as caster level.

Forge Elves
Features- Dark or dusky skin, brown hair, pupils like gems.
Ability Score Adjustments- +2 Constitution, +2 Wisdom, -2 Dexterity
Spell Like Abilities- Can cast mending, stone fist, and masterwork transformation, once each per day, using your total character level as caster level.

Blade Elves
Features- Grey or pale skin, light hair, vibrant eyes.
Ability Score Adjustments- +2 Strength, +2 Intelligence, -2 Charisma
Spell Like Abilities- Can cast mage hand, magic weapon, and hollow blades, once each per day, using your total character level as caster level.

Music Elves
Features- Copper or golden skin, impossibly colored hair, neon eyes.
Ability Score Adjustments- +2 Dexterity, +2 Charisma, -2 Strength
Spell Like Abilities- Can cast ghost sound, peacebond, and cure moderate wounds, once each per day, using your total character level as caster level.

River Elves
Features- Pale skin, black hair, dark eyes.
Ability Score Adjustments- +2 Dexterity, +Wisdom, -2 Constitution
Spell Like Abilities- Can cast create water, hydraulic push, and aboleth's lung, once each per day, using your total character level as caster level.

Monster Elves
Features- Minor disfigurements, heterochromia, black or grey skin, white hair.
Ability Score Adjustments- +2 Constitution, +2 Intelligence, -2 Charisma
Spell Like Abilities- Can cast bleed, corrosive touch, and whip of spiders, once each per day, using your total character level as caster level.

Betrayal Elves
Features- As standard elves.
Ability Score Adjustments- +2 Dexterity, +2 Charisma, -2 Wisdom
Spell Like Abilities- Can cast enhanced diplomacy, bungle, and disguise other, once each per day, using your total character level as caster level.

Battle Elves
Features- Green or blue skin skin, pallid hair, dark eyes.
Ability Score Adjustments- +2 Strength, +2 Wisdom, -2 Charisma
Spell Like Abilities- Can cast daze, unprepared combatant, and sonic scream, once each per day, using your total character level as caster level.

Death Elves
Features- Black or white skin, red hair, bright solid eye color.
Ability Score Adjustments- +2 Dexterity, +2 Wisdom, -2 Intelligence
Spell Like Abilities- Can cast stabilize, detect undead, and inflict moderate wounds, once each per day, using your total character level as caster level.

Fate Elves
Features- Purple or dark skin, blonde hair, eyes appear sightless.
Ability Score Adjustments- +2 Constitution, +2 Wisdom, -2 Strength
Spell Like Abilities- Can cast guidance, doom, and align weapon, once each per day, using your total character level as caster level.

Flinn_Furious
2015-08-21, 11:00 PM
Other Variant Rules

Ashilleon is a campaign setting designed for players to try out new things and live in a genuine fantasy world, rather than a broad map filled with places to sell loot and dungeons to gain loot. Presented here are just a few optional rules for players in Ashilleon.

Duels
Dueling is a time honored tradition among nobles and accomplished warriors. It is a way to honorably and usually legally settle arguments. Among Gladisi, these duels take something of a different tone. Duels are usually fought over insults, as ways to showcase the talents of those involved, or simply to see who is the stronger fighter. They are serious business. Usually the rules state either only one discipline may be used or each maneuver used may only come from a single discipline. Another popular ruling is that only a single maneuver may be used, with no other attacks. Usually the victor is whomever dealt the most damage.

One of the most common rules involve the stakes. Gladisi will bet certain disciples, contracts, their favored weapons, or to follow the lead of the victor. Any Gladius who reneges on a duel will find their names disgraced and only the most desperate or villainous willing to employ them.

Combat Stamina
This is another rule that specifically encourages blade magic. In it, every character with an initiator level gains the Combat Stamina feat for free. While this is an easy boost to martial characters, it comes with the following caveat. Using any maneuver costs stamina equal to the level of maneuver used. However, whenever you would recover maneuvers, you also recover the same number of stamina points. Not only does this make maneuver based combat more interesting, it also encourages initiators to use lower level maneuvers and work up to their bigger attacks.

Reputation and Fame
One of the biggest aspects surrounding Ashilleon is that you're not the average adventurer. You have abilities the average fighter simply does not, something that sets you apart from the majority of the world, whether that's blade magic, sphere magic, or even psionic magic. Any Gladius can make a name for themselves by being heroic. Their abilities aren't very useful outside of a fight, so most do what comes naturally. For any Gladius or Regios, their Sphere of Influence is always limited to the city state where most of their fame was gained. Unless they reach Fame 20, than it extends to all neighboring city states. After that, someones Fame must reach 50 before they are known throughout Valkyren.

Flinn_Furious
2015-08-21, 11:02 PM
Signature Equipment- Most Gladisi belong to a specific martial Tradition. Each of those traditions have more to offer than just their teachings. They also have weapons and armor specific to the styles they represent. Many of these are templates that can only be applied to one of the disciplines signature weapons or armor. Every template costs an additional 2000 gold to be added to a single weapon or armor. In addition to the regular effects, bearing a tradition focused piece of equipment grants a +2 bonus on charisma skill checks against those in the same tradition.

The Quills- May only be applied to light armor. Gain a +1 deflection bonus against attacks made by cursed characters.

Servants of the Secret Hymm- May be applied to any Sleeping Goddess weapon. Any time you bring a creature to 0 hitpoints with this weapon, gain 1 power point.

Lords of the Wheel- May be applied to any medium armor. While in a Riven Hourglass stance, move at full speed.

Cagebreaker Brotherhood- May be applied to any Elemental Flux weapon. When using a Strike that lists more than one elemental version, you may gain the additional effects of two elements. This does not increase the base damage and if you do so more than once per day, this weapon gains the broken condition.

Lens Maker Society- May be applied to any Mithral Current weapon. This weapon counts as silver for the purposes of overcoming damage reduction. When used with a Mithral Current Strike it counts as an Aligned weapon for the purposes of overcoming damage reduction.

Stained Glass- May be applied to any armor made of metal or studded leather. This armor is instead may of glass and when in a Shattered Mirror stance it is considered impervious.

Reverents of the Lance- May be applied to any any Piercing Thunder weapon. This weapon deals +1d6 damage against charging foes if an attack is readied against them.

Acolytes of the Arrow- May be applied to any non-thrown ranged weapon. This weapon is considered to be a club if a one-handed ranged weapon or a quarterstaff if a two-handed ranged weapon. Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, and Improved Critical also apply to the melee version of this weapon if gained for the ranged version.

Loyal Order of the Branded Waerloch- May be applied to any Eternal Guardian weapon. Gain a +2 bonus on intimidate checks and checks against fear effects when wielding this weapon.

Descendants of the Golden Council- May be applied to any armor. Any ally within 5 ft counts as adjacent for the purposes of Teamwork feats and Golden Lion maneuvers, though the total number of allies effected cannot exceed eight.

Crashing Tempest Academy- May be applied to any object. When you wield this object you are considered to have the Improved Improvised Weapon feat and it counts as a light weapon for the purposes of Thrashing Dragon stances, so long as it's initial damage is 1d6 or less.

Cirque de la Fumee- May be applied to any piece of ammunition. Any ammunition with this template cannot break and counts as a regular weapon for the purposes of other enhancements. It is also considered a weapon of the Tempest Gale discipline. This weapon may be thrown with a range increment of thirty feet and always deals 1d6 damage with a x2 critical.

Ordre Des Repas Exotiques- May be applied to any Steel Serpent weapon. Any poison applied with this weapon deals +1d6 damage in addition to it's normal effects.

Black Thorn Knights- May be applied to any armor. This special spiked armor deals 1d8 piercing damage with a 19-20x2 critical. It also deals +2 damage on a charge used with a Black Seraph maneuver or stance.

Bloody Fangs- May be applied to any light or medium armor. Increase the length of your charge by 10 ft when in a Primal Fury stance.

Defenders of the Realm- May be applied to any shield. Gain a +1 bonus on attack and damage rolls when using a shield bash.

Empyreal Guardians- May be applied to any Silver Crane weapon. Gain a +2 bonus CMB against evil outsiders and undead.

Scarlet Sentinels- May be applied to any Scarlet Throne weapon. Increase your critical range by +1 when targeting a creature you've made a successful Sense Motive checks against the previous turn. This stacks with all other sources of critical range improvements.

Wayward Path- May be applied to any Veiled Moon weapon. So long as the CR of the targeted enemy does not exceed your HD by 3 or more, this weapon is considered to have the Ghost Touch enhancement. If a Veiled Moon stance or maneuver grants the Ghost Touch enhancement, this weapon instead deals +1d6 force damage to ephemeral targets.