Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Wednesday, October 24, 2018

Innate Magic People Part 13

Our last artist is David Keen. His style mixes the magical and the mundane, extremely well
In Ahneria, nearly everyone can cast a little bit of magic, but some people can cast full-on spells. I decided it would be fun to detail out a set of NPCs based on the first level spells. As I said in the previous article, these are people who are somewhat common, but might have gained notoriety or fame based on their abilities.

These NPCs form an ongoing set of articlesThis is the thirteenth and final article in this series, and covers the final ninth level spells. These spells are so powerful, that anyone who can use them innately will likely cause a lot of crazy things to happen before they can control their power. These are the type of people that could define entire settings, worlds, or beyond. Obviously, some of these folks aren't going to be found on Ahneria anymore.

Nestariel of Merilwen
Spell: Power Word Heal (PHB pg. 266)
One day, everyone in the world of Nephoria stopped dying. Wounds healed, poisons were neutralized, even those who had withered and grown old felt their strength return to them. Attempts at harvesting crops or slaughtering livestock failed to kill the plants and animals, but people suddenly felt no need to eat. Or sleep. Or drink. Overnight, the world changed immensely. Though hesitant at first, after a full year had passed, ranchers released their herds, war had become all but pointless, and the population exploded. With nobody dying, there were suddenly a lot more people. But since nobody needed to be fed or cared for anymore, the land could suddenly house many more people.

Deep in the Daeralda forests, an elven child named Nestariel of Merilwen had been born with incredible power. Their simple presence in the world had eased all suffering, stopped death, eased hunger and exhaustion, and restored the vitality of the elderly. The elven clan of Merilwen hid the child, unsure what would happen if the world learned of their existence. Though many people were satisfied to never die, many rulers were losing control of their subjects. Without the fear of death or starvation to keep the lower classes subservient, they were hoping to find someone to blame for their misfortune. The wise clan of Merilwen decided to raise the child ignorant to their own powers, fated to try to fit into this strange new world like everyone else.

For 750 years, nobody died. Eventually, humanoids had filled every corner of the world. Stone or ice buildings became the only viable option, and plants grew tall and strong between and within the structures. Animals and humanoids lived in harmony, with no need to eat to survive. Most people stopped aging in their first century, and after that retained an healthy elderly glow. There was much wisdom and art, little quarreling, and powerful concordance among all beings. The only one who seemed to be getting older and older was Nestariel of Merilwen. Their body hurt, their eyesight faded. They became frail and sluggish, and finally, they died. And suddenly, everyone in the world became extremely hungry for the first time in centuries.

Shīyu Mot
Spell: Power Word Kill (PHB pg. 266)
Shīyu Mot wanders the world, looking for comfort and fearing his past. He passes as a mute person, taking small kindnesses from those who give him shelter or sustenance. His eyes are deep wells of sorrow, and he never stays in one place too long. For eventually, as they always do, someone finds him. Sometimes they seek to kill him, sometimes they demand he come back to Gliros and lead their people. To either request, he flees, but if they pursue he leads them to a place far from civilization. Then, with a single word, he kills them.

Shīyu began life as a slave. From a young age, he was in chains, forced to work back-breaking labor and serve the wealthy of the country of Gliros. It was not long before the pain and fear of his daily torture made his powers manifest. Always a quiet child, he was surprised when the taskmaster who made him yelp in pain suddenly dropped dead. When questioned what he had done, his meager excuse made the guard captain die on the spot. Unsure of his own powers and actions, Shīyu grabbed the keys and ran, shouting anyone who stood in his way to death.

The king of Gliros, a cruel man known as Kgosi Yijun, immediately put out a bounty on the child. Shīyu became known as the harbinger of death, and murdered every soldier and bounty hunter that tried to eliminate him. Eventually, frustrated by the constant attempts on his life, he slaughtered his way into the royal castle and slew every person there. The commoners, free of Yijun’s oppressive reign, declared Shīyu their leader and took up arms in his name. He became known as the Reaper, but by the time the country had fallen, Shīyu had vanished. Now, those who seek him out wish to get revenge for old blood, or hope that he might return and become the leader of the greatest military force in history.

Ain't no grave can hold me now
Vaiva Dalton
Spell: Prismatic Wall (PHB pg. 267)
As Vaiva Dalton died at the hands of the assassins of Lanari, she swore that the Gethins, the royal family of Lanari, would be visited by seven plagues, the likes of which had never been seen upon the world of Sastroa. What Vaiva did not say, or perhaps she too was unaware, was that the plagues would not only visit the country of Lanari but the entire world. The consequences that followed were far beyond anything the Gethins could have imagined, or indeed the entire world expected.

The world began to suffer terrible heat waves, destroying crops and livestock and causing sea levels to rise. The heat became worse and worse, until the League of Ailill Wizards summoned forth a powerful blizzard to cool the planet. But the snow of the blizzard quickly turned into rain that was infused with acid. Buildings of stone and steel, spared by the heat, began to rust and melt away. Citizens began hiding in caverns, the wealthy built magical bunkers to protect themselves. The Druids of Mazinri Forest banded together and began purifying the rain, turning the terrible acid into normal water. But the skies were not done yet. The natural storm suddenly began spraying down lightning, killing anyone who hadn’t taken shelter from the acid rain. Food became scarce, and few people were able to survive.Finally, a faction of wizards known as the Brotherhood of Ammon finished their plan to erect a barrier around the surface of the world, blocking out the devastating storms once and for all. People began to emerge, and rebuild their lives. And for a few years, people believed the worst was over, despite the fact that only three plagues had occurred.

But soon those with weak constitutions began to die prematurely, and people realized that the air within the barrier had become poisonous. Clerics of the Holy Order of Naomne finally broke the barrier, releasing the poison outward. But the massive air pressure that had been building up in the bubble suddenly caused the world to plunge into winter, forcing the Sorcerers of Cináed to enact a ritual that brought warmth back to the world. The entire planet was now wracked with storms, and the sun barely shone through the clouds. This made things all the worse when the entire planet’s population turned to stone, only undone when sunlight touched them. It was centuries before enough druids had become un-petrified that they could calm the skies and restore the population. However, shortly after the world expected to return to normal, the final plague struck. Half of the world vanished in an instant, the other half went completely blind. With no way of dispelling this magic, the world has been locked in this dark, hellish state since then. Each day, hope dies a bit more, and the name of Vaiva Dalton is spoken on hushed lips and fearful tongues.

Manas Kamon
Spell: Psychic Scream (XGtE pg. 163)
Long ago, there was a terrible apocalypse that visited upon the world of Shigur Fos. Manas Kamon, a metallurgist with a booming laugh and a kind heart, had been arrested by King Adil the Just. King Adil had decreed that anyone who helped the barbaric Bandit Lord Waltraud should be put to death, after the widespread genocide caused by Waltraud’s bandit hordes. It was discovered that Manas had been supplying weapons to the bandits, though he had simply thought he was providing swords and armor for knights and hunters. The bandits had tricked him, and now, by King Adil’s decree, he was to be put to death. He pleaded for his life, claiming his family would die without his labor, but the knights of King Adil responded by slaying his wife Masuma before his eyes. Manas let out a terrible scream, so loud and long that it could be heard across the entire world.

Those who heard this scream felt it pierce their minds for only a brief instant before they died. Even Manas, who was unaware of his own power, was slain by this mighty wail. Entire cities dropped dead, ships suddenly began to steer along currents without their crews, and even Lord Waltraud was stricken down by its mighty power. There was no escaping the scream, except for those rare few creatures who had already shielded their minds from such assault, and those to simple-minded to comprehend the overwhelming pain it contained. The world became a dark and silent place, save for the growls and barks of the animals that had been spared a sudden and terrible death.

However, some people managed to survive. The Warlocks of Jespa, long practiced in speaking to eldritch horrors, were untouched. Sphinxes summoned from other planes of existence resurrected their masters, if only to honor contracts they had made to guard their possessions. The few liches existing on Shigur Fos began to bring people back to life, if only to ensure their phylacteries were filled with souls. Civilization was now in ruins, and a new world of natural dangers and unclaimed riches had begun.

I want to be a Queen of the Animals
Themisa
Spell: Shapechange (PHB pg. 274)
In times long past, the known world was threatened by Oswald, a barbaric warlord who promised to conquer every civilization known to man. His warriors were strong, and well-fed on both meat and the gory tales of victory for the Gods of the tribe. They believed by eating animals, they gained their strength, and fought harder and longer against their foes. The warriors of Oswald were indeed a force to be reckoned with, and swept over any inhabited land they could find. However, that all changed one day.

The Warlord was taking his personal bathing time away from his servants and concubines, when a rabbit snuck into view. Oswald, swift with both axe and bow, nocked and arrow and fired at the beast, hoping to claim an evening snack for himself. To his surprise, however, the animal transformed into a beautiful woman. He was transfixed, and called out to her, but she turned into a mole and fled underground before he could react. From that day on, the barbarian was changed. He forbade the eating of meat, in fear that one of his hunters might see his love before he did and steal her away from him. The warriors, confused by this new change in their deeply-held traditions, revolted and the army was weakened from the inside. This allowed the Oscal Empire to finally make their move, and struck back with their full force.

Once the dust had settled, General Fulton of the Oscal Empire was visited by a mysterious hawk. The beast transformed into a beautiful woman, thanked him for his actions, then turned back and flew away. The General was shocked, even more so when he learned the truth about the revolt within the barbarian ranks. He brought this tale back to Empress Min-Ji, and the legend of the Goddess of Animals was born. Since then, even to this day, it is considered wise practice to not kill more animals than absolutely necessary, and to whisper a prayer of forgiveness to Themisa when you do so.

Amihan Tondra
Spell: Storm of Vengeance (PHB pg. 279)
When Amihan Tondra was born, terrible storms were already brewing. His parents, Varsha and Barak, were fortunate enough to live in a sturdy home, but there was no stopping the torrents of hail, rain, lightning, and wind that assaulted their town. The child seemed to draw the storms to himself, and before long they moved out of Snorus town and to the larger city of Oblia. But the storms continued, only now with more casualties. And the storms hadn’t even left Snorus town, only slowly expanded until both settlements were within its radius. The more the family moved, the larger the storm became, until it covered nearly a quarter of the world.

Of course, such a storm upset the natural balance of weather quite a bit. Around the world, people were dying in droves, forced into buildings or caverns, depending on their wealth. But even the sturdiest of structures couldn’t stop the massive hailstones and acid rain that pummeled them from the skies. The weather pounded at the very foundations of civilizations, destroying the walls and buildings that kept them safe from the monsters of the wilderness. Before long, most of the civilized races had descended into the dark caverns beneath the surface, praying to their Gods that the weather would soon cease.

Fortunately for the world, Amihan, Varsha, and Barak were eventually slain by the very weather they kept attempting to escape. The storms took years to settle, however, and the skies were still turbulent for some time. Finally, after about a decade of hiding, the peals of thunder ceased, the skies brightened, and humanoids of all kinds began to risk emerging from beneath the ground. Some chose to stay, unwilling to trust the skies ever again. But those who found purchase in this new, washed-clean land tried their best to restore some of the civilization they had lost. The monsters still roamed the land, of course, and the task ahead of them is great. But slowly, they are recovering.

Ito Miku
Spell: Time Stop (PHB pg. 283)
When Ito Miku turned 18, she vanished into thin air. Her family and friends were distraught, and began to search for her. However, they didn’t get far before they heard the news. Every evil lord, every domineering queen, every single slave-owner, and every orcish and goblin warlord had been assassinated, all at once, at the same moment Miku had disappeared. Some were stabbed through by hundreds of blades that were formerly held by the very guards protecting them. Some were suddenly teleported into lava, monster dens, or deadly traps. Miku’s family was confused and distraught, but decided to keep their suspicions secret when they found a huge pile of gold coins in their basement.

At the zenith of her coming-of-age, Miku discovered that time around her had stopped. She tried in vain to get her family to listen to her cries, to make anything move again, to hear another human voice. It was all in vain. She went on a tantrum, knocking over market stalls and kicking time-frozen buckets. However, she soon realized that there was nothing she could do to change her fate, and carefully, sorrowfully, replaced everything she had disturbed. She sent several years wandering, safe in her frozen time from monsters and natural dangers. She explored the known world, then traveled beyond that to places too dangerous to visit for most.

As she entered her later years, Miku realized that her life, despite her explorations, had little meaning. She hadn’t loved. She couldn’t lose anything or face challenges. She revisited her old village, and sadly reflected on her life. That’s when she realized there was one last thing she could do. She went around the nearby countries, slaying any tyrants and slavers she could find. With little real-world experience, she didn’t realize that the political turmoil she might cause would be worse than the rule of a tyrannical lord, but that didn’t stop her righteous crusade. She also stole a small amount of gold from each one, bringing it back to her family’s home as consolation for her tantrum and disappearance. Her final act was to visit the explorer-queen Isra vi Andoles, famous for mapping the known world. She anonymously left her journal, which detailed safe passages to dangerous parts of the world, at his feet. She then found a quiet place to die, which kicked off the most tumultuous and exciting era of exploration and revolution the world had ever seen.

Bucket is in the background of this shot
Bucket
Spell: True Polymorph (PHB pg. 283)
Bucket was crafted with little love or regard by a blacksmith named Gobán Blake in the city of Maglesh. Gobán was filling orders of buckets for the local meadery, and completely failed to notice that one particular metal container was slightly more magical than the rest. Bucket could not speak, hear, or even see. It simply knew it existed, and pondered this thought for some time. It had no way to understand the world around it, and little care for those who picked it up, filled it with mead or grain, and swung its handle. It could feel the weight of its contents, and the grinding of its handle on its sides as it swung, and over time these small discomforts provided both a sense of annoyance and loneliness to Bucket. Bucket wanted to find out who was swinging the handle! Who was filling and emptying it! And perhaps, then, it could be a bit less alone.

Bucket waited patiently for someone to pick it up and fill it. At the moment its handle lifted, it reached out to the thing holding the handle, trying desperately to communicate. And for a moment, Bucket was successful. It could feel the life within the creature holding it, A living breathing thing that it could be with. And at that moment, the thing holding Bucket turned into a bucket themselves, and Bucket took on the form of the thing. Bucket was suddenly filled with strange thoughts it had never had before, images that it couldn’t stop thinking, sounds it couldn’t stop hearing, and strange limbs that weren’t handle-like at all. Bucket was so confused, it didn’t realize this body required air to breathe, and the townsfolk later found a pile of clothing next to two unusually similar buckets. They assumed the boy who was carrying Bucket had gone off somewhere naked, but he was never seen or heard from again.

Meanwhile, Bucket began to realize what had happened. It had turned into another life-form, one with many more senses (and bodily needs) than itself. It waited patiently until another creature touched it, and tried again. This time, Bucket’s body was slightly different, but it quickly figured out how to breathe before the body died. Bucket began running around, touching things to change them into buckets. Each of these buckets were just as sentient as the original, and soon Bucket and its allies were stealing bodies and turning all sorts of things into Buckets. A plague of buckets swept across the land, forcing several armies to try and stop these strange bucket warriors. They seemed only to wish to make more buckets. The world fought back, but after a few decades the entire world had been transformed into buckets, a planet covered in nothing but dirt and buckets. And now they are all that is left, and each Bucket wallows in its dark, silent misery, waiting for someone to come along and pick them up.

Zdravko Tasios
Spell: True Resurrection (PHB pg. 284)
The world of Hozira had experienced a tumultuous few centuries. The elven wizards of Zeelin had tried to divide the planet (literally), the warlords of Savas had risen up and nearly conquered all of Zeelin, and the lich lord Yudogo had slain hundreds before she was stopped. Such times produced great heroes, many strong and noble warriors, and kind-hearted wizards who stopped these evildoers at every turn. Time after time, the forces of evil were held at bay, and the successful heroes lived happily ever after, dying at ripe old ages.

However, in a small unimportant town called Ulun, a young boy named Zdravko Tasios was born. In his youth, he was visited by a seer, who told him he would shape the fate of the entire world of Hozira. Zdravko laughed, since he was nothing but a simple farmhand, and planned to take over his father’s farm when he came of age. And sure enough, his life was simple, full of love and labor, and when his time came, he passed on to the next life. He died believing that the seer must have been wrong, but satisfied that he had provided a fine life for his wife, children, and grandchildren.

But the moment Zdravko died, his innate magic ability activated. Suddenly, every single person on Hozira who hadn’t died of old age in the past 200 years was brought back to life, hale and healthy. The wizards of Zeelin, the warlords of Savas, the lich lord Yudogo, and many more. The world was swept with terror as the villains from legend and story came to life, with nary a hero in sight to stop them. Those few heroes that had died tragic deaths were returned as well, but were so scattered that without their allies, they fell once again to those who had bested them before. The world suddenly had to handle an assault the likes of which they had never seen before. If they will survive is for time to tell.

Zilya Dabria
Spell: Weird (PHB pg. 288)
Zilya Dabria was a famous bounty hunter known as the Lady of Nightmares. She could cause someone’s worst fear to manifest into reality, terrifying her victims, sometimes even to death. She lived her life surrounded by other people’s nightmares, and they obeyed her every command. Her strength grew day by day, and before long she could summon the worst fears of any creature within hundreds of yards. She realized she could demand whatever she wanted, and before long became the de facto ruler of Pagrax city, where she lived.

However, the nightmares began to take on a life of their own. The newly-branded “City of Bad Dreams” was no longer ruled by one woman, but now a menagerie of terrifying aberrations crawling through its twisted streets. Even Zilya, once lauded for her mastery of these illusions, had vanished, perhaps in hiding from the terrors she had herself created. The streets were empty except for the sounds of flesh-rending claws stalking the night. Windows were boarded shut, houses abandoned, businesses empty. People fled, but the monsters kept following them, further and further away from the city.

Soon, the monsters had spread to everywhere in the world that people lived. Those who didn’t know about Zilya and the City of Bad Dreams tried to fight back, but they couldn’t bring their swords or bows to bear on the things that scared them most. The nightmares swarmed city after city, country after country, tearing people apart with their hands of those they loved and feared most. Now, only a few people remain, hiding against the ever-stalking nightmares. Their goal is to find Zilya and kill her, ending the incessant terror the world has succumbed to.

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AO
Spell: Wish (PHB pg. 288)
Mr. and Mrs. Owen, from Pataskala, Ohio, were expecting a child, a boy. They had selected the name Andrew, after Mr. Owen’s favorite baseball player from his youth. Mrs. Owen had heard many horror stories about pregnancy and the strange behaviors and cravings it brought about in the human body, but her term had been incredibly easy so far. The child was quiet, and seemed to be growing quite healthily. Eventually, the time came to birth the child, and the happy couple were whisked off to the nearby Mount Carmel hospital. The doctors predicted a smooth and easy delivery, and Mrs. Owen went into labor. Andrew Owen was born a healthy baby boy, whose first desire was for the strange, bright new world he had been thrust into to stop existing. And so it did.

Andrew Owen drifted in nothingness. He was not hungry, for his belly filled with food when he desired it. He was not cold, for his skin was warmed at a thought. Images and sounds flashed through his mind. Who were the men in bright white robes, with green and blue skin, ringed in burning light? Who was the voice who had spoken to him, comforted him, while he was in the womb? Why were they gone? Why did he exist? Andrew grew, like all humans do, and he pondered these thoughts and more. As he did, images of them flashed before his eyes, and he realized that he could control these images. They had mass, and warmth. They were his thoughts, made real. He began experimenting, creating creatures like himself, like the strange men, like the comforting voice.

He watched as the creatures he made became independent. He made a strong male voice, warm and reassuring, that represented light. He made a wispy elderly voice, cold and hollow, to control the darkness. These two fought endlessly, and Andrew was pleased. He decided to give them the power to create as well, and they began to build a multiverse. There were people in white robes ringed in light, which Andrew called angels. There were comforting voices, called Gods. And there were people who looked just like Andrew. There were people who looked a bit different than Andrew. They laughed, grew, lived, and died. Gods made them, or sometimes Andrew lent a hand. They filled Andrew’s creation, and he watched them with utter and total fascination.

Andrew decided to call himself AO, though he barely knew why. Once he had reached an old age, he wished to stop aging, and he did. He wished for somewhere high up, a mountain, where he could view all of his creation. And here he sits, watching his grand experiments, creating new multiverses at will, attempting different combinations of gods and sciences, trying out new forms of matter and magic, and forever consumed by his simple curiosity. For all his power, he cannot see the future, and his experiments may never cease as he tinkers endlessly with the multiverses. He is AO, creator of all. He sits on his mountain, unsure of what he is searching for but endlessly searching nonetheless. And so it shall be, for all eternity.

And that's it! That's every spell! Yeah!

I'm thinking about putting these NPCs into a huge PDF for posterity's sake. It's much easier to search through a PDF than it is to scour through articles.

Thanks for reading!

Wednesday, October 10, 2018

Innate Magic People Part 12

This week's artist is Viktor Titov, aka Hamsterfly. Another great artist that has influenced my games since the very beginning.
In Ahneria, nearly everyone can cast a little bit of magic, but some people can cast full-on spells. I decided it would be fun to detail out a set of NPCs based on the first level spells. As I said in the previous article, these are people who are somewhat common, but might have gained notoriety or fame based on their abilities.

These NPCs form an ongoing set of articlesThis is the twelfth in this series, and covers eighth and ninth level spells. These spells are so powerful, that anyone who can use them innately will likely cause a lot of crazy things to happen before they can control their power. These are the type of people that could define entire settings, worlds, or beyond. Obviously, some of these folks aren't going to be found on Ahneria anymore.

Veltari Casvir
Spell: Maze (PHB pg. 258)
In a minor demiplane in a distant pocket of the multiverse, a settlement called Errus has formed where there was once nothing but a towering maze of wood and stone. The walls of the maze have been torn down and re-purposed into buildings, businesses, and homes for those who seek out this remote plane. And because of its remoteness, Errus has become something of a safe haven for those who are being pursued by forces beyond their ability to handle. The city is full of thieves, murderers, and villains who obtained a copy of the portal key that lead them to this place.

The first portal key, and indeed the maze itself, was created by a tiefling of Baphomet, Veltari Casvir. She never knew her parents, as her earliest memories were of wandering the maze alone, trapped by her own incredible power. But the young girl eventually met a planar explorer, a male elf named Zinwarin Erydark who sought out the strangest and rarest of places. Zinwarin helped Veltari forge a key that would bring him back to this place, as he immediately saw the value of having a plane with no other entrances or exits. Veltari only wished to see her friend once more, but ended up with a whole host of interplanar refugees appearing at her door, willing to build a life away from prying eyes.

Now, Veltari has grown into the matron of the small town of Errus, and her powers have grown immensely. She can banish people to the far reaches of her maze, forcing them to wander until they starve to death or find their way back to the settlement. She does so whenever one of the vagabonds in her town breaks one of her rules, which mostly relate to ensuring nobody steals from or kills each other. She has also learned how to deny admittance to any who seek to enter, but always allows mortals in hopes of someday meeting Zinwarin again. However, agents of justice and law, such as Gods and their angels, are strictly forbidden from entering. As of yet, no angel has managed to break Veltari’s seal and bring the criminals within to justice, but the bounty is high and conspiracies to get past her wards are abundant.

Kahoku Noe
Spell: Mighty Fortress (XGtE pg. 161)
Many cities in the world of Ioshoa are sprawling, but none compare to the city-country of Nasun. Long ago, a man known only as Kahoku Noe spent his life constructing castles across a huge plot of land, linked by short hallways and surrounded by small courtyards. The massive network of fortresses are maintained to this day by invisible hands, known as the Ghosts of Kahoku. Floors are swept, masonry repaired, and torches kept lit. These tireless servants have continued their work long after Kahoku’s death.

Long ago, while he was alive, someone must have lived in these fortresses. Otherwise, why make them? But the stone structures destroyed any hope of farming the land, and humanoids haven’t been able to live there for as long as anyone can remember. Rather, the small courtyards keep their share of vermin and birds, which in turn are hunted by pack animals that lie within the long-abandoned halls. Creatures that don’t require food, such as constructs, undead, and magical beings have also made refuge here, causing the castles to be quite dangerous.

Nasun is a ghost-land, a blight on the natural world. However, rumors have persisted of the supposed treasures of Kahoku, kept deep in his domain. Adventurers delve deep into the winding passages, many starving to death before they find anything within the long, immaculate halls. Others are fortunate enough to run into the monsters that stalk the halls, which slay the treasure-seekers before lack of food can. Maps have surfaced of many of the castles, but any marking left on the masonry to mark direction is quickly cleaned or erased. Navigation is nearly impossible. The outer edges, however, have been made the homes of several humanoid tribes, most of whom allow adventurers past them to seek their deaths. Other tribes attack, claiming Nasun to be their sacred home, or they simply attack to kill and eat their foes. The guards of Nasun are savage and unpredictable, much like the city-country itself. And the secrets of Nasun are still being held tightly.

Great rogue art (ignore gun)
Feruza Valiyava
Spell: Mind Blank (PHB pg. 259)
When Feruza Valiyava was born, her parents submitted her to the Church of Usnos, God of Law, for a routine check to see if she was possessed, cursed, or otherwise evil. Though the Church performed these rites frequently for newborns, they had never encountered a being who simply could not be tested. Every divination came back blank, every portent hollow. The child was passed further and further up the chain, until the High Priest begged Usnos itself for guidance. Usnos saw the child, its mind guarded by magic stronger than even the Gods, and determined its destiny was far greater than the toils of the earth. Feruza was taken into the Domains of Law, granted immortality and high honors, and began her training as a mediator and diplomat of Justice.

For millennia, Feruza served as an arbitrator for the Gods of Law. In the multiverse, the Gods of Law oversee the courts and prisons for any extraplanar being who seeks the relief of Justice. Feruza was assigned to the highest courts, meant to resolve the disputes of powerful fiends and terrible angels, because her inability to be swayed by their magics made her the ideal leverage for the law. She oversaw disputes between influential factions, unruly demigods, and even some actual deities. Though her wisdom was highly respected across the multiverse, the servants of Chaos were irritated that a being existed that could defy their trickery.

Tensions built, until one day when Feruza was found slain, her immortality stripped and her life taken. The Gods of Law tried to hold court, but the forces of Chaos were delighting in the fall of their foe and refused to submit to judgement. Without the ability to know who had committed such a heinous crime, the Gods of Chaos were held in contempt of Justice, and war broke out. The small world that Feruza was born on was the first major casualty, but many more have followed since. To this day, both sides believe there will be no end to the fighting. The Gods of Chaos no longer have to submit to Law, and the Gods of Law are now fully convinced the Gods of Chaos used Feruza’s death to spark a revolution. The multiverse is tearing itself apart, as the forces of Order and Madness try to destroy one another.

Samael Raiden
Spell: Power Word Stun (PHB pg. 267)
Samael Raiden is a man who can get whatever he wants. In his presence, people collapse, are stricken with fear, or find their bodies ignore their desperate commands. He kills those who oppose him, takes what he pleases, and moves on. Kingdom after kingdom has placed a hefty price on his head, but no warrior or assassin can get close enough to him to deal the killing blow. Even if they remain undetected, they freeze when they come within sight of him.

His haggard appearance has caused the commoners to believe he is some kind of God of Fear, or a terrible fiend. In truth, he was born mortal like anyone else. His parents treated him poorly, and he often fantasized on taking revenge against them. He discovered his powers, and committed his first murders, on the day he found his parents frozen in fear when he arrived home. Since then, he has been wandering the land, trying to figure out what he wants to do with his immeasurable power. The protests of armed guards and bounty hunters have done little to dissuade him that the world is out to get him.

The Council of Kings has since called an emergency meeting to discuss what to do about this person who completely defies their rule. Some suggest using blind assassins, others believe the effect is based on proximity and want to hire the legendary bowman Siiv Nal Kasar. Only Lady Sumati, from the kingdom of Renui, has spoken up about discovering the motivations of this mysterious killer. She believes he is looking for something, or someone, and hopes to find a messenger that can bypass Samael’s power and actually talk to him.

Saulè Willka
Spell: Sunburst (PHB pg. 279)
Saulè Willka, the Hero of Sunlight, once walked the lands of Ayoria. She was likened to a holy beacon, filling the air around her with light so blinding that it is said she never truly experienced night. Saulè carried her light to the farthest reaches of the world, filling the tunnels of the underdark with radiant glory, destroying the monsters that once lived deep below. Drow, Duergar, Oozes, and even more terrible, aberrant creatures were wiped out, granting the foundation for a long-lasting peace among the gnomes and dwarves that colonized the underground.

However, an infection not completely destroyed often returns with even greater strength. Deep in the recesses of the underdark, oozes had remained, and began to multiply over many years. Even after the death of Saulè, while dwarves rebuilt their mighty fortresses, the oozes stayed in the shadows and bided their time. While gnomes mined the earth and crafted new inventions, the oozes quietly multiplied, surviving on small creatures in the deepest parts of the caverns they stalked. And finally, their waiting was over.

Pouring through a small portal came their lord and master, Jubilex. The demon lord commanded the oozes to rise up and strike, overtaking small settlements at first, then larger. Now guided by a perverse intelligence, the meager oozes became bloodthirsty and swarmed city after city. The dwarven lords have put up a valiant fight, but the oozes are endless. A call has gone out to adventurers of all kinds, hoping beyond hope that someone will answer their plea for help. Otherwise, the work of the Hero of Sunlight might have all been in vain.

Hey, it's that guy from the first pic! He's looking better
Aatos Prymysl
Spell: Telepathy (PHB pg. 281)
When Tammaro Mislav was born, he cried without pause for nearly 9 months. His parents, unsure how to help, took the babe to every cleric they could think of, hoping to ease Tammaro’s ailment. But the child was perfectly healthy, and eventually the crying stopped. He grew up a surprisingly quiet child, always seeming to be lost in his own thoughts, often missing or ignoring words spoken to him. It wasn’t until he was about 10 years of age that he began speaking in earnest, and at that time he realized there was something strange and unique about him.

The voices that had echoed in his head his entire life were not simply his brain or random words. They were the thoughts of all those around him, broadcast constantly into his mind. He learned to slowly expand the reach of his power, until he could hear the entire city of Cloulia at once. This level of information drove him into isolation and depression. There were so many problems, so many miscommunications, that he could fix. But every time he tried to tell someone a solution, they became scared of the information he knew. Tammaro realized he was alone in his power, and tried to shut himself off from the world.

However, the thoughts still flowed into his head unbidden. Slowly, he realized he could speak back to them, just whispers at first, but eventually able to disguise his “voice” to match the person’s own inner monologue. He tried to fix things again, but just made them worse and worse. He expanded his range into the next kingdom, trying to put a stop to a war brewing. However, the conflict became even more vicious than before. Tammaro realized that he couldn’t fix people, but in his loneliness, couldn’t stop reaching out an speaking to them either. The people of the kingdom began to speak of Miatos, the God of Dark Thoughts, a voice spouting intrusive thoughts into certain people’s heads. The superstitions continue to this day, and Tammaro is still out there, though nobody knows where he resides. They just hear his whispers in their mind.

Tasi Manami
Spell: Tsunami (PHB pg. 284)
Opria was a normal world until the tyrannical Tasi Manami appeared. Queen Manami of the Ucri’na archipelago carried her army across the ocean with her own power, then demolished any port city she found with water until her warriors could clean up the rest. She was godlike in her power, and eventually even inland cities fell to the rising tide of her power. She created water so rapidly and in such great quantities that the entire world saw shrinking coastlines and cities left underwater. This, in addition to the relentless weather caused by the mass ecological change.

Eventually, to Queen Manami’s dismay, there was little left to conquer. People had fled to the mountains, where they remained protected by the natural rocky barriers, or built ships strong enough to withstand the harshest of weather. It’s unknown how or where it happened, but Queen Manami died somewhere, alone and starving despite her ambition. Legends and rumors of the Dark Queen of the waves still echo across the endless seas of Oodonis.

Now, those who survived are stuck aboard their peaks or arks, desperately low on supplies. Fish are plentiful, but fresh water is in rare supply. Those who have the magic necessary to purify it are in high demand, if they can find the people demanding the service. Meanwhile, Triton and Merfolk tribes are picking through the ruins of the not-so-ancient civilizations left underwater by the rising ocean. The market for gold and jewels from dead cities is growing, and pure water is becoming a currency of its own.

Ji-u Evren
Spell: Astral Projection (PHB pg. 215)
The mist-walker. The plane-hopper. Ji-u Evren has wandered the whole of the multiverse for their entire life, gathering strange items and knowledge for their research purposes. They wish to map the entire astral sea, a task which some scholars would call impossible. However, Ji-u has been jumping into the misty expanse since they were a child, always only just escaping the clutches of a Githyanki war band or hungry Astral Dreadnought. The chance to find ancient relics, speak to the wise Berbalangs, or encounter a new kind of astral portal is what Ji-u lives for.

Of course, these forays are all possible because of the wizards that keep track of Ji-u’s body while they explore. The Takia Cabal, a powerful group of wizards on the planet Aidia, are eager to learn more about the multiverse, and feed and protect Ji-u with their lives. They have an agreement with the astral explorer: no bringing back living things, and no revealing the world of Aidia to any powerful beings they might encounter. And technically, Ji-u didn’t break either of these rules when they returned with the flesh of a dead God in tow. But since that day, things have only gone downhill for Aidia.

Ji-u had no way of knowing the flesh belonged to the God Olujmi, only recently deceased in the Great War of Elysium. Olujmi’s brother, Thekla, was a God of War, and had been scouring the planes to find Olujmi’s final resting place. To discover the body desecrated on a small, unassuming planet was too much for the angry God, and Thekla descended to the surface of Aidia and began killing all he saw. This incurred the wrath of Theia, the patron Goddess of Aidia, who struck back and inadvertently caused more destruction. A holy apocalypse is brewing on Aidia, and Ji-u and the Takia Cabal need to find a way to set it right.

350 pounds of world-conquering warlord
Cyrus Tal’at
Spell: Foresight (PHB pg. 243)
If you knew the name Cyrus Tal’at, you probably knew it as the moniker of the King’s greatest champion, the best fighter alive, the untouchable man. Despite serving only a short span of duty, Lord Tal’at was notorious for his skill in combat of all stripes, able to dodge or even catch arrows, sidestep spells, and deliver deadly blows to his foes in a single, effortless strike. He fought man, demon, and dragon alike with no more than his trusty dagger Valkyrie, and no other weapon was necessary. But that was long ago, and although his name still echoes in the halls of great warriors, Lord Tal’at disappeared into history well before his time.

The truth to his power was built in the fact that Cyrus Tal’at did not experience time the same way most others did. He perceived time ever-so-slightly faster than those around him, making him constantly interrupt people as a child. However, with a good memory and intense physical training, he was finally able to apply his disjointed perception to combat, rising quickly in the ranks of the King’s army. As he grew, his vision moved farther and farther forward in time. At first, dodging swords was a task that required his full concentration. By the end of his tenure, he was seeing hours into the future, memorizing his every move and fully playing out fights before they even started. But eventually, the strain of living in one time and seeing in another became too much to handle. When he left the army and disappeared, he was already seeing days ahead of where his body was.

Fortunately, he found a monastery that would take him in. He became well-known for predicting bandit attacks weeks in advance, and became known as Cyprus the Seer. But as his vision drifted further from his body, living his life became unbearably difficult. He had to remain motionless much of the time, being fed and changed like a child by monks. He was still able to predict events, but he had become helpless in the process. His eyes constantly darted, as if seeking something beyond the veil for normal mortals. Then, one day, he predicted the end of the world. It was only a few years away, he said. There was fire, screams, and death. Then, he died. The monks were left to prepare, to find the cause of this vision and raise heroes to try to prevent this terrible future foreseen by Cyrus Tal’at.

Belenos
Spell: Gate (PHB pg. 243)
As far as anyone knows, there has never been a world like Crosaire. Known as the Crossroads of the multiverse, there is something for everyone and anything. Need a baby Grey Render for a breeder or collector? Someone in Crosaire has it. Have an incredibly rare cursed historical weapon that glows? Someone in Crosaire wants it. Every life form imaginable and unimaginable can be seen traversing the walkways and markets, even the avatars of the Gods of Justice and Law that rule the planet.

The way Crosaire became a crossroads for all is a tale shrouded in much mystery, but throughout the many retellings, the basic facts are consistent. There was a young God Belenos that believed the multiverse would be better if interconnected, to allow advancement and progress at an accelerated rate. This initially almost destroyed the entirety of Crosaire, but the other gods and goddesses stepped in and created some semblance of order, and Belenos was cast from the pantheon to live and die as a mortal. However, here the story splits. Some tell it that Belenos was treated as an outcast, shunned from village to city until he disguised himself, and became a monk in a peaceful temple. Some say Belenos was still treated like a God, visiting towns and cities, and creating his own temples. It’s hard to know for sure whom is correct.

Over time, the many linked worlds began to coincide peacefully, for the most part. There were some conflicts, such as the elemental feud of 564, which lasted a few years and decimated a few cities, but those who now inhabited Crosaire rebuilt. The Gods of Law and Justice stepped in to protect the world, and keep the forces of the lower planes form overtaking it. But Crosaire has grown into a thriving, world-wide metropolis, with hideouts and markets for every type of creature and good imaginable.

Vijaya Shakti
Spell: Invulnerability (XGtE pg. 160)
Long ago, far too long to be known in any history book of man, a warrior was born. Her name was Vijaya Shakti, a girl raised in a culture of great warriors. At a young age, she was already skilled with blade and bow, and was one of the few women to take ranks at the front of the great army of Tayea. Vijaya fought relentlessly, without mercy for her foes, and alongside her companions, slaughtered any who stood in her way. She was given great honor, and raised to the rank of a captain among the army. However, at the Battle at Jandre Coast, she was struck by hundreds of enemy arrows, and declared dead by the priests of Tayea.

But, a few weeks later, she returned to her home, unharmed. Her family was shocked and grateful, but also a bit afraid. What had happened? Vijaya could not explain it. She simply woke back up, whole and healthy. She survived the trip back through the freezing mountains with barely any clothing, and had fought off wolves and bears with nothing but rocks. Their bites and claws did nothing to harm her. Vijaya was brought before the Lord of Tayea, and granted special honors and the position of General. She continued to fight, never taking a single scratch, sometimes destroying entire battalions of foes simply because she never tired or slowed her assault. And she remained as ruggedly fair as the day she had fallen, as her age seemed frozen in time as well. The people of Tayea took it as a sign of the Gods’ favor, and after a few centuries she took the throne with little resistance.

However, as is the fate of many worlds, eventually the planet Vijaya lived on met its end at the hands of a demonic cult bent on the world’s destruction. Vijaya watched as her planet, her people, and her home were consumed by demons, leaving the world a tortured hellscape. Just one woman, even immortal and impervious, could not stop the onslaught. When the planet imploded in an abyssal eruption, Vijaya was sent flying into space, but still she couldn’t die. She drifted for longer than any mortal mind could comprehend, mourning the loss of her world. She sees nothing but inky darkness, and has little hope of finding a new world to live on. However, the Gods have long memories, and some still remember the warrior who could not die. The Warrior Gods who she once served may yet come to her aid once more.

Triumph is his middle name
Dalia Kore
Spell: Imprisonment (PHB pg. 252)
The planet known as Iatran was under attack. An Elder God, a being of unimaginable power and terror, was headed their way, bent on consuming the planet and ending the lives of all who inhabited it. The world looked to the legendary archmage Rangi Leander for guidance, but he toiled without success on a solution. Time was running out. However, merely days before the eldritch terror arrived, a child was discovered with great magical power, and brought to Rangi. The archmage decided to use the child, known as Dalia Kore, as a conduit to save the world.

As the Elder God descended, Rangi enacted a ritual that caused the entire planet to disappear, robbing the monster of its meal. All that remained was a small red gemstone, inside which the entire planet slumbered in a time-stopping stasis. Rangi and Dalia had saved Iatran, but now the gemstone was long deserted, hurtling through space without purpose. Eventually it landed on the planet Ealinx, where it was discovered by a roving group of adventurers.

The gemstone was set into a fine necklace meant for a young princess, and none knew about the planet that slumbered within for many years. However, the eldritch being was unsatisfied, and cultists began to appear across Ealinx, heeding their dark master’s call to claim the ruby necklace. The necklace, passed down for generations, was finally inspected by the court wizard Dáire, who realized the significance of the jewel. To save his world, he fled to the outer planes, where he continues to hide and evade the murderous cultists intent on sacrificing the world within the gemstone.

Saint Sipho The Healer
Spell: Mass Heal (PHB pg. 258)
Few know of the ancient race of Terronians, creatures as large as planets and similarly shaped. With crater-like eyes and ancient intelligence, they lived peacefully among the stars, communicating via telepathy and subsisting off of the energy released by nearby suns. They had no interest in ruling the universe, they simply wandered from star to star, leaving their old home before the eventual supernova and black hole that would inevitably form. They passed eons this way, tending to the suns and leading nomadic lives, until they quietly disappeared into the annals of history. To this day, they are considered legend and superstition among star travelers.

However, the Terronians did not vanish. They simply hid. To astronomers and travelers today, they simply appear as planets, coated in a thick layer of soil and vegetation. Long ago, they scattered into hiding for unknown reasons, and since then many have remained barren and inert, simply waiting for the telepathic call that would bring them back together. However, some ended up just the right distance from a sun, with just the right vegetation, to support life. And life came, either by the hand of Gods or Mortals. A few of these worlds are now inhabited, though the creatures living there have no idea what lies deep beneath their planet’s surface.

One such Terronian, called Zakaa Sem by its people, was colonized during its slumber. But the enterprising civilizations upon Zakaa Sem grew quickly, and before long much of the surface had been stripped away by mining, construction, and wars. Slowly, Zakaa Sem’s flesh was revealed, and then breached, and commoditized by the people living on it. Zakaa Sem was dying, and many people began to realize that killing the being they lived on would result in their own deaths as well. The bishop of Azros known as Saint Sipho The Healer poured his powerful magic into the planet, healing its wounds and resetting the damage done. However, the effort of healing such a massive creature cost Saint Sipho his life, and now world leaders are acting quickly to ensure Zakaa Sem is taken care of and not exploited once more.

Stroke of a Brush
Spell: Mass Polymorph (XGtE pg. 160)
Once upon a time, the world of Krackaw was like any other. Humans were growing their civilizations, elves hunted in their forest sanctuaries, dwarves toiled beneath the earth, and a multitude of other races swam through the chaos or avoided the trouble brought on by the ruling races. But now, Krackaw is ruled by animals, who keep the simple humanoid races in cages. The birds, lords of the sky, act as the nobility of the world, as they are literally and figuratively far above the common bestial masses.

This came about not long ago, when a Tabaxi hunter named Stroke of a Brush wanted revenge for being treated poorly when she was captured by humans. Unlike many of her people, she was unable to escape the slave trade as it grew across the world. Brush wished deep inside herself for the power to gain revenge on those who had wronged her, and in an instant she changed the world. Brush and her clan, those of the Misty Lakes, were transformed into small felines and able to easily escape through the bars. However, there was hardly a need to escape. The humans guarding them had begun barking and rolling on the ground, while the guard dogs desperately tried to grab keys and spears with their clumsy paws. Brush had got her wish, and the clan escaped.

The world had changed forever. Across the planet, animals inhabited by humanoids found themselves unable to speak properly, perform their jobs and chores, and wear clothing. There was mass panic, and many of them nearly died out. Even worse off were the animals in humanoid bodies. Deprived of their claws and fangs, many starved, or got sick when they tried to eat their usual food. Slowly, things settled down, and order was once again restored. Those who had been transformed into birds set up a system of communication to confirm the situation, which grew into a powerful messaging tool that gave them great power. Birds soon controlled the flow of information, and they slowly subjugated the rest of the people-turned-animals. Now, things are running smoothly, but for only so long as the birds claim they are working on a way to give people back their bodies. In truth, they have no leads and fear for what might come next.

Please make sure to check out the artist!
Eli of Jedoriin
Spell: Meteor Swarm (PHB pg. 259)
Long ago, the great prophet Vegar spoke of a birth that would herald the end of the world. The child would be born of an affair, in a port city during a full moon. For decades, women all along the coast of Jedoriin moved into the country to give birth, often even if they had been faithful to their lovers. A wives’ tale spread, that the salty air of the sea wasn’t good for a newborn anyway, and if it meant the prophecy would never be fulfilled, all the better. Soon, the prophet’s words faded into legend, but the practice of leaving the coast to give birth carried on across the continent.

Nearly a century later, the royal family of the port city of Ealia was embroiled in scandal. The crown prince Elias of Jedoriin, just a few years from his coronation, was discovered to be sleeping with his maidservant Makeda. Despite the fact that he was betrothed to Princess Asphora, Makeda was now pregnant with his child, which was what had caused the entire investigation. The scandal had split the family, and several of the Prince’s close friends and cousins stuck up for his love. They snuck Makeda out of the castle, sequestering her in a safe house near the docks of the city. King Jedrian was furious, but was unable to locate the maid before she gave birth. By the light of the full moon, she birthed a baby boy, who she christened Eli.

The prophecy had been fulfilled. Spiraling out of the sky, hundreds of massive meteors struck the city of Ealia, erasing it in an instant. But it didn’t stop there. Much of the coast of Jedoriin was destroyed, leaving the countries along its border decimated and without access to their trade routes. Rocks fell from the sky in endless droves, like the tears of a hateful God lamenting the birth and death of IIII. The dust from the impacts grew into clouds that blotted out the sun, and the rain turned as thick as silt all across the world. Crops refused to grow, livestock died in droves, and people starved. Those who remained in their castles guarded their food jealously, but eventually the hordes of starving commoners broke inside and ended their reign. Civilizations fell, even as the meteors finally came to an end. Those who survived retreated deep underground or into the relative safety of the Feywild and Shadowfell. It would be many millennia before they could emerge, and by then the very landscape of the world will be changed forever.

We're so close to the finish line. Next week - the final countdown, ending with the most powerful spell of all. Wish.

Thanks for reading!

Wednesday, September 26, 2018

Innate Magic People Part 11

This week's artist is Stu Harrington, an up-and-coming artist with a lot of cool works! Some of them are based on existing universes, so I tried to get those with a more generic theme for this article.
In Ahneria, nearly everyone can cast a little bit of magic, but some people can cast full-on spells. I decided it would be fun to detail out a set of NPCs based on the first level spells. As I said in the previous article, these are people who are somewhat common, but might have gained notoriety or fame based on their abilities.

These NPCs form an ongoing set of articlesThis is the eleventh in this series, and covers the first half of the eighth-level spells. These spells are so powerful, that anyone who can use them innately will likely cause a lot of crazy things to happen before they can control their power. These are the type of people that could define entire settings, worlds, or beyond.

Mara Dazi
Spell: Abi-Dalzim's Horrid Wilting (XGtE pg. 150)
Her name is whispered in the streets of every city of the world, Mara the dust-bringer, Mara the Desiccated, Mara sand-drinker. Not long ago, she appeared in Uscios, the largest port city in the world, demanding fealty or death. Not a week later, the city had been turned into a dry, crumbling ruin. The country it was in had been reduced to a desert. No life remained that she did not will to survive. Those who swore their lives to her were spared, forced to serve her hand and foot. They were allowed to drink water, though never in front of Mara Dazi. The sight disgusted her.

The loss of dozens of shipping routes and millions of gold worth of provisions dealt a blow to the countries surrounding the Bay of Glea. They gathered together to wipe out this terrifying threat, but one by one their lands were reduced to scorching deserts. Meanwhile, Mara’s cadre of servants continued to grow, until the small nomadic band of warriors became an army in its own right. Those who were spared the desert’s wrath were forced to join their group as well, providing food and services for Mara’s war efforts.

The news of this terrible catastrophe has finally reached the ears of King Alric, Lord of Oturis, the greatest military bastion on the Northern shores. The Sand-Drinker plans to spread across the continent of Gleatiir, taking out Oturis and claiming the whole of the continent for herself. But even if she is stopped, the damage may be too late. The scorched sands have already begun to alter the climate of the continent, or perhaps the world. The snow that frosts the walls of Oturis has already begun to recede, and King Alric is worried that this is not the result of an early Spring, but a sign of the coming of Mara the Desiccated.

Rois Ashvin
Spell: Animal Shapes (PHB pg. 212)
The islands of Imelix are difficult to find. Located in a vast ocean of storms and sea monsters, it is rare for outsiders to survive the trip to find the islands. However, those who do are rewarded with a sight that would leave scholars in tears: ancient ruins, perfectly preserved, with millennia of history carved into their walls. They have not been destroyed by war or erased by vandals. They lie in the eye of the great storm that surrounds them, untouched by rain and foul weather. The only occupants seem to be the numerous animals that occupy the islands. Those who built the ruins seemed to have vanished suddenly and permanently.

The story of this mystery goes back thousands of years, when the people of the Imelix islands still lived happy lives on their small islands. They sailed, fished, built, shared stories, and never dared to pass through the wall of storms that surrounded their society. But one day, a boat washed ashore. Its passenger had black skin and white hair, thin ears and a starved, skeletal figure. The people of the islands took him in, but noticed a rash of disappearances happening in the village harboring him. Unable to communicate with him, they killed him. And at that moment, the people of every island were transformed into every manner of animal. It’s unknown if the stranger had anything to do with the kidnappings, but he was certainly responsible for the abandonment of the ruins.

Recently, rumors have begun to fly in ports around the world that the ten-thousand-year storm might finally be coming to an end. The mystery of the islands of Imelix will finally be open to the world, and those who can decipher the ancient mystery might discover the ancient treasure of the people of the island - a vault filled with priceless gems, gold, and history.

Ab-chillies, demigod of abs
Bora Jin
Spell: Antimagic Field (PHB pg. 213)
Everyone still speaks about the day the magic died, even though it happened over a decade ago. The world changed into an apocalyptic landscape overnight, with protection spells failing, experiments going awry, and magically-restrained monsters breaking their bonds. All across the continent of Hislura, cities and homes were pillaged, wizards were gathered and interrogated, and chaos ruled for the first time in one thousand years. Finally, a scholar named Felix Gaos discovered a prophecy that foretold of this tragedy, but was lost to time with great consequence. All signs pointed to a child born at the zenith of the fall of magic.

To Tikva Jin, her child Bora was perfect, even if she could no longer use any of her spells of healing as soon as her child came into this world. Their home in the great city of Atoris, along the coast of Hislura darkened with the loss of magic. Tikva knew that a call had gone out to find a child born at the moment of the magical collapse, and fled with her progeny. She established her family in a new city, Daphith, and claimed her child had been born a few days before the incident. This small town had never heard of the prophecy, and thought the end of magic was caused by a greater demon or archdevil. After a fruitless search, the world slowly adjusted to the lack of magic in it, and young Bora was allowed to grow up like any other child.

As Bora grew up, they always felt somewhat strange. Despite the world losing all its magic, the child had occasional flashes of arcane power, coinciding with mysterious magical recurrences all over the world. Magic mechanisms long-dead would spring to life for a brief moment, potions would glow mysteriously for a few seconds, and someone reading a spellbook might accidentally set off a fireball spell. After great pressure, Tikva revealed the truth to her child: Bora might indeed be the reason magic left the world. Now, they must face the reality that a small emotional outburst might be enough to reignite the arcane flame of the world, with the potential to cause a second great catastrophe in their time.

Jacinth Wayson
Spell: Antipathy/Sympathy (PHB pg. 214)
Jacinth Wayson is only seven and already has the perfect life. In her lavish castle, everyone loves her, adores her, and will do anything for her. Five of her maids fought over who would help Jacinth pick out a dress, and her three fathers obey every whim she has, from asking for a pet deer, to creating a garden out of candy and sweets. Everyone she meets when she walks through town greets her and wishes her well, and not one person who has met her has ever had a bad thought about Jacinth.

In fact, she is so beloved that her protectors are beginning to fear for her safety. Not that anyone would harm her, of course. The more she is seen walking amongst people, the more people want to follow her and protect her. And the greater their desire to protect her, the more cult-like factions spring up around her, leading to infighting between the members of her following. The opportunity to get close to Jacinth leads to bloody and vicious politics, with backstabbing and even war. Jacinth barely understands, only becoming sad whenever a friend dies. No one in her service lets her stay sad for very long, however, and her attention is constantly vied for.

As Jacinth’s following grows, so does the tension among the nations surrounding her homeland of Klosia. The political unrest in Klosia has caused several nations to attack the borders, but they invariably surrender when Jacinth appears before them. Troops swear fealty to their new queen, then return to their homes and slaughter those who disagree with them. Jacinth never sees this, though. Nobody would dare upset her with stories of bloodshed and violence. All they want to do is to keep her happy, to love her, to protect her. Forever.

Kalypso Runi
Spell: Clone (PHB pg. 222)
In the large country of Ubul, The Masked are elites that rule over every branch of government and power-filled entity that exists, from the Teqen mountains to the Emon coast thousands of miles away. The Masked run the largest companies, the churches, and guilds, not to mention the underworld and black markets as well. Everyone in this upper echelon wears a unique, distinguishing mask that displays different animals and emotions, from the pleasant to the grotesque and disturbing. They have an iron grip on the machinations of Ubul.

The commoners, or the Unmasked, are treated as lessers in society, filling the roles as workers, makers, laborers. They don’t have any power against The Masked, and uprisings are quickly silenced by Masked warriors. The Masked make all of the decisions, and rumor has it they can all communicate telepathically. Never once has a member of the Masked cracked, given in to the Unmasked, or defected. The only times they speak to The Unmasked are to hand down instructions or sentencing for a crime.

What the Unmasked don’t know is The Masked is comprised of one person and their impressive collection of clones. Every Masked wears the same face beneath their disguise, hence the need for varied masks. Kalypso Runi has been ruling over Ubul for years, and has finally expanded to fill all the roles of importance in the expansive country. Their next step is to take over the world, and share their totalitarian way of life across the map. They have already started making bids for power in the villages of the Teqen mountains, and extending their reach from the ports along the Emon coast. 

The dead start to walk in their masquerade...
Sabiya Kiwid
Spell: Control Weather (PHB pg. 228)
They call it the Age of Calamity. For 700 years storms raged, destroying the world as it was known. Coastal cities were wiped off the map, followed by inland cities, followed by mountainous societies, until there was no place on the planet that was safe from the surging wind and torrential rain. Countries were disbanded, law and order fell, and those who survived the first assault found terribly few other places they could settle down. Even among the safest havens in the world, there was little hope. The Underdark flooded, the deep-sea societies of sea elves and Tritons were wracked with terrible currents, even the highest peaks of the Cubreon mountains were struck by rogue lightning and the occasional tornado.

The communities that survived became masters of reading the wind, trying to stay just a few steps ahead of the storms. Among them was an elven woman named Sabiya Kiwid, who seemed to be able to guide her clan to safety with great reliability. She was known as Sabiya the Wind-Wise, but her true nature was never revealed, even to her. The truth is, she was not only able to understand the winds but also command them, and every minor emotions acted as a butterfly effect that set the world into catastrophic disequilibrium. In fact, the Age of Calamity came to a close when Sabiya finally passed away, allowing the ecosystem to no longer be subject to her whims.

The world had irrevocably changed. There were no great civilizations any more, just groups of nomads digging through the wreckage and hoping to survive. Even the harshest of jungles and the sturdiest of mountains had been ground into compost by centuries of unrelenting rain. The land was flat, barren, and flooded. People were drawn to the deep waters, where fish still spawned and could provide food. And there, they found deep wells of wrecked structures and ruins, waiting to be plundered for any magic or metal that had been left behind from the previous age. These pockets of dead civilizations were the only thing giving society hope, with the uncertain promise that the skeletons of the old world could form the foundation for a new one.

Nalzar Vruan
Spell: Demiplane (PHB pg. 231)
Many people dismissed the diviners and their portents when they claimed the world was about to come to an end. But when the giant meteor began to fill the sky, the people of Vennris began panicking. Day after day, it got larger, and the world lamented its fate with screams and sobs. When the rock was the only thing in sight where the stars normally lay, the world was enveloped in a cold darkness. People thought the world was lost to the rock, but no one had died. There was much confusion amongst the Vennrisians, but nothing had been destroyed.

After a few more days, people realized they had been saved from the meteor - but doomed to a worse fate. There was no more sun, no more stars, maybe even no more moon. Just darkness and cold. In the passing years, millions of people were lost to the lack of warmth from the sun. Crops died, and the survivors were forced underground, battling for their lives in the Underdark. The Upworlders began to colonize closer to the core, which provided warmth, and utilized magic to grow plants and keep some animals for sustenance. It was a difficult life, but the planet hadn’t been destroyed.

The cause of the new atmosphere was accidentally due to Nalzar Vruan, a young drow who had a soft spot for the surface. He had been exploring nearby waterfalls and surface caves, and wished that this beautiful world would not be destroyed. The darkness was sudden and overwhelming to him, and he believed that Lolth had chosen to punish him because of his selfish wish. Now, even though he is still alive, no one can live on the beautiful surface of this wonderful place, all because of him and his selfish desires.

Nerissa
Spell: Dominate Monster (PHB pg. 235)
Nerissa, born on a ship with limited food, was abandoned to the Ezeth Ocean as a baby, but did not drown. She was rescued by a young Kraken, who reached out to her and introduced himself telepathically as C’thurix. The two became fast friends, and C’thurix helped Nerissa find food, air, and drinkable water. C’thurix was so astonished that a human would abandon their child so freely that he tracked down the boat Nerissa was from and broke it into pieces, eating all of the people on board, which pleased Nerissa.

As she grew up, Nerissa and C’thurix traveled the world, meeting other Krakens in other seas. She was acknowledged by more and more kraken, and gained their trust, gathering an army of the terrible beasts. By the time she was a teenager, she was organizing kraken attacks throughout the Nine Green Seas of Strataligüs. She had memorized every port city and the major ship traffic coming in and out of the areas, and directed her kraken friends to feast on the juiciest passenger-filled ships. Word spread among the titans of the sea, and soon all kraken were guided by her for all things, and she revelled helping her friends take revenge on the land dwellers that abandoned her.

Kraken attacks all across the nine seas became more and more rampant, and people started to fear for their lives, and suggest some other form of travel might be a better solution to sacrificing their lives to the depths of the green seas. Magical vehicles that could skim just above the surface of the water were tested over the ocean, and never seen or heard from again. The Ezeth Ocean is extremely perilous, and the many trade routes and passenger ships that were established in the area are now destroyed, leaving many without food and commerce.

The face when you can't contain the power inside you
Cullodina Moss
Spell: Earthquake (PHB pg. 236)
The world of Daylenia constantly feels like it is about to fall apart. Houses, both sturdy and fragile, fall to the constant tremors that occur almost every moment. Animals initially panicked, but since this has been happening for over 20 years, they have been adjusting slowly to not panic from the tremors. People have also begun to adapt, building flexible houses and buildings that are not swayed by the constant tremors. Life has carried forward.

These tremors do not startle Cullodina Moss. She has lived with them all her life, and has noticed she feels more nervous whenever the stronger earth-shakes happen. Once, she saw a boy she thought was cute, causing her heart to pound, then the earth shook violently, the boy was almost killed by falling rocks. That was when she realized the earth shook with her. With every beat of her heart, the earth murmurs along.

Since her painful discovery, Cullodina has tried to live as calm a life as possible. She has traveled to a few different monasteries to try and learn to control her heartbeat, and practice mindful meditation to prevent anyone else from harm from this dangerous and deadly gift the gods bestowed upon her. She doesn’t dare try to end her life, as the resulting fright might tear the world apart.

Synar Leith
Spell: Feeblemind (PHB pg. 237)
Legend has it the river Styx has overflowed its banks a few times, when the number of dead souls from the material plane is higher than usual. This was only a superstition, until after the War of Seven Ways, where millions were been slain in battle, and even more died from lack of adequate provisions due to the blockade created by the Jistras and the Dibes. After the massacre at the Lupux Falls, some if the villagers in the surrounding area began to act in a most unbecoming way. They wandered around in a daze, unable to talk or do anything but seek food. More and more succumbed to this curse of stupidity, and the locals blamed the war for raising the River Styx up to the material plane.

Soon, this curse spread to the army of Lycrea, allowing them to be decimated entirely by the Jistrasi Army. The Jistras soldiers noted that the Lycrean warriors just wandered around flinging weapons at anything, moaning incoherently and unable to protect themselves or fight with spells. When the Jistrasi army started to contract this curse, General Innys tried in vain to prevent his soldiers from succumbing to it. Soon, the victors of the War of Seven Ways were ripe for conquering, their soldiers turned to dullards.

However, the root of this curse can be traced back to a single man. Synar Leith, a wandering hermit, brings those who would fight to their proverbial knees by cursing them with incredible amounts of stupidity. He believes that he is the River Styx personified, an emissary of the lord of Hades, sent to prolong the war and make it bloodier and deadlier than any before it. The river will rise, perhaps so much that it will overtake Olympus and grant his master victory against the Gods of Good.

Fayanna Tasse
Spell: Glibness (PHB pg. 245)
Fayanna Tasse never wanted to rule the world, but she does. She managed to get a chance to make a few suggestions on how to improve the monarchy, and surprisingly, King Credon listened. She jokingly mentioned that she could rule better than the king to his top adviser, Laila Abninger, and next thing she knew, Laila planned a coup that overthrew the King. Now, Fayanna has moved from lowly kitchen maid in the palace to Supreme Empress, all before the age of 15. Her decisions are law, and people listen to and believe every word she says.

She realized she was special at a young age, when she was joking with a childhood friend. “The sky, it’s so orange right now,” she said in jest. Eliott, her friend, rapidly agreed. Fayanna always thought Eliott had been joking with her right back, but the next incident proved that there was some strange magic at work. While walking through the market, she was feeling rather hungry, but didn’t have any money. Going up to a stall selling fruit, Fayanna told the merchant that the durian was free. “Of course! It’s free young lady,” and he handed her the fruit, no questions asked. Fayanna realized she had some strange ability beyond that of her peers.

As Supreme Empress, Fayanna travels the world to deliver speeches and try to make things better for people. She informed slavers that free people work harder and better, and they agreed. The slave trade came to a grinding halt. She informed the wealthiest merchants that they should invest their earnings into their employees, not their own flights of fancy. Suddenly, everyone was much wealthier, and the economy exploded. In this world, whatever Supreme Empress Fayanna says, goes. The people obey her without a second thought. And there haven’t been any problems… yet.

For crazy magic people, remember to make them look really weird
Cyram Malakai
Spell: Holy Aura (PHB pg. 251)
Once upon a time, the world was plagued by unending hordes of undead. The land was covered in darkness, and the people feared for their lives and afterlives, afraid to die and come back to harm their loved ones. On the darkest day, when the sun was blotted out by the moon, a walking angel appeared. With magnificent golden pale wings, the angel banished the undead into the ground for forever and a day, “but no longer,” he warned.

That “angel” was a mortal, but was still the child of a fallen angel, and he called himself Cyram Malakai. He soared over every land in the world, banishing swarms of ghouls and ghasts to rest in their graves, and rendering the world safe from these horrific creatures. Slowly, people returned to the light, and rebuilt their society. Cyram Malakai became a legendary hero, joining the pantheon of Gods worshiped in nearly every culture. The time of darkness was over, the undead menace was gone.

The legend of Cyram was carried on for over a millennia. That is, until one day, when an undead creature was found in a dark tomb deep below the surface of the world. The zombie was no threat, but the legends said the undead were gone for good. No church had practiced the art of fighting undead for centuries. Since then, more and more undead have begun appearing, and the menace seems to be returning. As the world is slowly enveloped by darkness once again, those who remember the legend of the angel pray for his return to bring the light back to the world.

Ryoko Kaliyah
Spell: Illusory Dragon (XGtE pg. 157)
Ryoko Kaliyah, The Dragon Queen, has ruled over the lands of Oria for nearly a hundred years. She gets both her name and her longevity from her half-dragon nature, causing her normally long elven lifespan to extend monumentally longer. She appears only in her middle ages, despite her century-long rule. However, the comparisons to dragonkind don’t just end at her lifespan and appearance. She rules like a draconic tyrant, and has an ancient black dragon named Qiangxin constantly by her side to defend her.

Her greatest victory was conquering the dragons themselves. 700 years ago, when she was a mere Warlord, she and Qiangxin began a campaign of slaughter to wipe out dragons from the world of Eosura. Beginning in the lands of Oria, she systematically found and killed every dragon she could get her blade into. Dragons had long plagued the nations of man, and Ryoko was hailed as the hero who had tamed the mighty beast Qiangxin and turned him against the scaled tyrants. It took centuries, but finally Ryoko completed her quest, and returned to Oria to receive ceremonies of the highest honors from King Yorge.

But when she arrived, Ryoko and Qiangxin destroyed the castle of King Yorge and took over the country. With no dragons left to oppose her, and the only one left by her side, she faced little opposition to taking the throne. Many commoners even supported her conquest, believing a hero who had rid them of the dragons would be fair and just compared to a scheming political king. But for the hundred years that followed, the people quickly learned that Ryoko was merely planning to run the country of Oria into the ground to meet her further ambition: conquering the entire world.

Keme Chanan
Spell: Incendiary Cloud (PHB pg. 253)
Some dark wizards have been known to belch forth clouds of flies or gouts of flame when confronted with a foe. Keme Chanan, however, is far more dangerous and powerful than such trifling summoners. His eyes burn with a deep fire, smoke curls around his lips, and his skin shifts like living magma. Some wizards and sorcerers becomes quite invested in their magic, but Keme has become consumed by it. Those who face him in battle risk the loss of their entire country, not just their lives.

It happened once before, in fact. When Keme was undergoing training to control his magic, he unleashed a mountain of fire and smoke so great that the sky was darkened over the city of Obune where he lived. The spell he cast rung out with a terrible thunder, rupturing the ear drums of all those within 5 miles of the city. The air became thick with smog and choking embers, descending on the city with terrible speed. Those who had heard the sound stumbled from their homes, only to be immolated in a hail of fire. Animals died, crops were blighted, and the city was left in ruins. Only Keme survived, but for the next several years the color of the sky itself was tainted by the chemicals in the air, an effect seen across the globe.

Keme stumbled from the burning wreckage of the city, bringing his burning cloud of ash with him across the country he once called home. He sought some meaning to his suffering, some way to understand the gravity of the loss he had just experienced, but the thought of losing everything drove him mad. Now, the world is simply an empty answer to the question he cannot comprehend, ready to fall at his will. The magic has completely consumed his body and mind, and the lords of the known world are quickly convening to put a stop to this disaster.

Again, please check out Stu Harrington!
Bron Dolan
Spell: Maddening Darkness (XGtE pg. 160)
It was a day like any other when the darkness came. The air turned black as pitch, and the world suddenly turned blind. Even those who could see in darkness were robbed of their sight. Civilizations crumbled, people screamed out into the dark for those they knew. They clung to food and weapons, unsure how long either would last. And even worse were the whispers. Everyone could hear them, but nobody could tell where they were coming from. People began going mad trying to find the source of the voices, or from losing their sight. The world of Plasuin became blank and hollow.

During this time, two groups rose to prominence. The first were the monsters who could sense vibrations or heat from the air. No longer kept at bay by the sun, the surface was flooded with Grimlocks, Umber Hulks, and Oozes. Those who had managed to cling to power or establish refugee groups all eventually fell beneath the assault of the monsters. The surface became a deadly place, and even cities were torn asunder by blind, burrowing monsters that no longer had any reason to shy away from the flesh of humanity.

The other group was the Xigh Cabal of Warlocks, who had trained their minds and vision for such events as this. They were the ones who discovered Bron Dolan, the child whose birth coincided with the maddening darkness. Nearly a decade after the air went black, they abducted and sacrificed the young boy to bring the sun back. And, to the relief of all of the world, it worked. The monsters retreated back into the earth, and the time of darkness was over. But countless civilizations had fallen, refugees were sparse and starving, or driven completely mad. The Cabal has the opportunity to become a political powerhouse like Plasuin has never seen, and they have their work cut out for them.

That's all for now! Next time, we'll finish up the 8th-level spells and get into the 9th-level spells. Oh boy!

Thanks for reading!