This week's artist is Viktor Titov, aka Hamsterfly. Another great artist that has influenced my games since the very beginning. |
These NPCs form an ongoing set of articles. This 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.
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.
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) |
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.
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.
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 |
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.
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.
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 |
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.
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.
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 |
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.
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.
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.
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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.
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