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Animaria Preview
Animaria Preview
Preview
Credits Inspiration and Thanks To The Original Knights of Baron:
Chad Archibald, Tristan Davis, Gianni Filippin, Raph
Based on the world created by Gadzinski, Jake Langedijk, Tom Zarzeczny, Kirk McCallum,
Thomas M Gofton Paul Carrero, Ryan Abram, Evann Gentry, Rob Duschenese,
Jesse Drenters, Chris O’Rourke, Brian Ancliffe, Matt
Drawing on further development by Jamieson, Michael Newell, Patrick Carter, Jacques Fortin,
Christopher L. Zweerman, Hande Barutçuoglu, Devin Wilson, Morgan Bessy, Jayson Cassavettes, Dave Cassaro, Renee
Adam Petkovic, Kyle Van Dyke, and Ben Robinson Golden, James Golden, Tim Wadleigh, Ben Wadleigh, Phill
Mullis, Sean Domroes, Michael Bonello, Jenn Talbot, Ashley
Design & Writing Ty-Robbins, Martin Uus, Mark Paralovous, Josh Crawford,
Game Design: Tommy Gofton, Devin Wilson, Ben McKay, Stasia Bowerbank, Gerrard Murphy, Tyler
Adam Petkovic, and Kyle Van Dyke White, Chris Masci, Adam Garcia, Jason Oosterveld, Paul
Additional Design Support: Aron Murch, Ben Robinson, Zoeller, Ed Mocherie, Fern Jasper-Fayer, Erin Kelleher, Paul
Ed Greenwood, Elisa Teague, Walsh, Aaron Slavinski, Justin Marshall, Laura Marshall, Jeff
Kate MacFarlane, Keith Baker, Samuel Skelhorn Mahood, Michael Edwards, Jack Lichfield and James Poirier.
Creative Writing: Jaym Gates, Devin Wilson
Editing: Adam Petkovic Special thanks to everyone who played and lived this world
in person at The Round Table in Guelph, Ontario, Canada as
Artwork well as the players, special guests and viewers on the Twitch
Interior Character Illustrations: channel Six Sides of Gaming! Special thanks to all our
Ryan Valle, Steven Bellshaw, Michael Gauss Kickstarter backers, players at Gen Con, Origins and other
Creature Illustrations: Zoe Amaral conventions over the years. Without all of your continued
Landscapes: Elizer Morcillos, Yarro Studios, Josh Derksen support this world would have been just a dream. Thanks
Faction Icons: Chad Rowe to team Lynnvander for the patience in allowing this project
Items: Steven Bellshaw, Aron Murch to become something in our catalog! Finally, thanks to our
Cartography: Josh Derksen, Chris Feres anime-loving friends Austin Marks, Kendra Dubois, Patrick
Graphic Design & Layout: Josh Derksen Diaz, and Ryan LaBrie, who helped shape Animaria to be the
best it could be!
The Pillars of Power, The World of Animaria, and all events, characters, places,
maps, etc. are © Thomas M Gofton. All Rights Reserved. © Lynnvander
Studios 2023. 32 Essex St, Guelph, ON, Canada N1H 3K8.
www.Lynnvander.rocks
Cosmic Mana
Cosmic mana serves as the power source for those who
The Veil wield arcane magic on Animaria, such as wizards. These
(Ethereal Chronomancy) spellcasters have the ability to convert the ambient cosmic
energies around them into a raw magical force, which they
harness to cast spells. Cosmic mana is versatile and allows
for the creation of inanimate materials, such as minerals,
gasses, and chemical compounds.
Convergence Mana
In contrast, casters of primal magic draw upon convergence
mana. This mana type is created by Animaria itself as it
processes cosmic mana. It is the life force that sustains all
Psionics living creatures on the planet. Primal spellcasters, like druids
and rangers, tap into this energy source to empower their
spells and manipulate the natural world.
Divine Magic
For those who seek to wield divine magic, it's a matter of
faith and conviction. These spellcasters, primarily clerics, use
their own souls as conduits to transform convergence mana
into divine spells. This ability is made possible through the
influence of the Veil on the energy of one’s soul, allowing
Aioessence such strong mental and spiritual belief to manifest as magic.
(Anti-Magic)
Clarion Mana
Clarion mana occupies a unique space between cosmic mana
and convergence mana and is exclusive to renika. Unlike
the other forms of mana, clarion mana can be harnessed by
spellcasters of all disciplines. This allows them to make use of
renika as components, foci, and mana storage.
Pure Renika
Pure renika is a highly prized commodity, safeguarded
zealously by the Heliacal Prime Theocracy. This substance
constitutes the very core of Animaria and plays a pivotal
role in shaping the planet, distributing mana through its
leylines, and facilitating the creation of convergence mana.
It is the source of life itself. It is understandable then, why
turning this substance into a powder and combining it with
other metals to form renik steel or forcing it to condense
into crystals to create flying ships, can be seen as somewhat
controversial.
Renika Crystals
The tumultuous events known as the Maelstrom that formed
the sky continent of Alyssia led to the shattering of renika
on the Veil's surface, a temporal barrier that envelops
Animaria. These renika fragments, much like seeds, began to
grow and multiply, albeit in uncontrolled conditions. Exposed
to open sky however, and wildly growing haphazardly, the
renika coating the bottom of the Alyssian islands is equally
as much of a danger to the inhabitants of the islands as
it is a necessity to keep the lands aloft.
Ingenious scholars came up with the idea of therefore
mining the very substance that kept their islands aloft.
Doing so proved dangerous as the disruption of the mana
flows could result in chaotic magical surges, not to mention
the possibility of deteriorating the buoyancy of the floating
islands. The key was moderation. The renika needed to
be mined just enough so the mana disruption could be
contained, and the islands could be kept still.
The Lunalian Council set their best enchanters to study the
renika, and learned how to magically alter and condense the
pure renika into a crystal form, granting actual control over
its moderation of mana. Renika crystals, like pure renika,
retain the unique property of being lighter than air, the mana
flowing through them changing their density by an extreme
factor. Now however, the magical energy stored within could
be tapped and used as a fuel source or to power sunfire
cannons, actively consuming the energy and functioning
as an engine, then waiting for it to recharge, which now
happened much faster in this crystallized form.
Magnetism
By utilizing the mind to repel and attract
matter, psionics in Animaria operates much like
generating and controlling magnetic fields.
Electricity in Animaria
Aioessence functions similarly to electricity. While electrical energy is
possible in Animaria, mana acts as a resistor and prevents it from being
reliable, especially in mana-rich environments. Aioessence does not have
this problem, and in fact benefits from high concentrations of mana.
Mana-Withering
When a creature is exposed to renik, the convergence mana
coursing through them withers away along with their life
essence. Some hardy folk can resist this for a time, but
anyone who weaves magic is exceptionally vulnerable to the
withering degradation.
Soulforged
During the myriad of experiments performed by Iltherian
renik smiths, it was discovered that constructs and other
mechanical devices can be infused with a renik-bonded soul
to become animated and powered by aioessence through
the soul's manipulation. Such creations do require mana to
fuel the aioessence generation but offer incredible power
and unique capabilities in the form of technological marvels
called the Soulforged.
None of these Soulforged have been as widely feared as
the renik constructs. Massive hulks of renik steel animated
by an Iltherian soul and powered by renika furnaces.
These war machines plague the nightmares of magic
weavers across Animaria.
Mindfulness You gain proficiency with smith’s tools and tinker’s tools. If
3rd-level Esper feature you already have one or both of these proficiencies, you can
choose other types of artisan’s tools instead.
You have learned to regain some of your mental capacity You also gain proficiency in the Investigation and
through introspection. Once per day when you finish a short Perception skills, as well as with improvised weapons.
rest, you can regain a number of cognition points equal to
your Intelligence modifier (minimum 1). Standing Shadow
2nd-level Mindcrafter feature
Bend Light
While focusing on this principle, you can create vectors to
reflect light as a momentary distraction. As a reaction, you
can choose a creature you can see within your influence
range that needs to make a Constitution saving throw to
maintain its concentration, and give it disadvantage on that
save.
Oculus Unleash
d8 Benefit
1 You gain advantage on the next weapon attack you
make before the end of your next turn.
2 The target or your missed attack can’t take reactions
until the start of its next turn.
3 You gain the benefits of the Dodge action until the
start of your next turn.
4 The target of your missed attack is knocked prone.
5 You can make a second attack as part of the same
Attack action at a different target within the reach
or range of the weapon you just attacked with. The
second target must be within 30 feet of the original
target.
6 You can immediately move up to 15 feet without
provoking opportunity attacks.
7 You have advantage on the next saving throw you
make before the start of your next turn.
8 You gain 1d8 + your Dexterity modifier temporary
hit points (minimum of +1).
Oculus Sensor!
3rd-level Evil Eye feature
Oculus Overwhelm
Suffered Condition Exchanged Effect
Petrified Paralyzed
Paralyzed Stunned
Stunned Blinded
Blinded Restrained
Restrained Delayed
Feat
Delayed Frightened
Tactician
As an expert on battlefield tactics and military techniques,
Frightened Deafened you can use your Intelligence modifier instead of your
Dexterity modifier for your initiative rolls. You also gain the
following benefits:
Deafened Prone
• When initiative is rolled, you can have any two allied
Prone Pushed 5 feet away from
creatures you can see that can hear you swap initiative
what knocked you prone.
rolls, or you can swap your initiative with an allied
creature you can see that can hear you.
Oculus Ascendancy! • You can take the Help action in combat to aid an allied
13th-level Evil Eye feature creature you can see that can hear you. The creature also
gains temporary hit points equal to your level + your
Your luck begins to rub off on others, or your Evil Eye’s Intelligence modifier (minimum of +1). Once a creature
influence grows. When a creature within 30 feet of you gains these temporary hit points, it can’t do so again until
misses with a weapon attack roll, you can roll on the Fail it finishes a long rest.
Forward table and grant it the benefit listed. In addition, • As a bonus action, you can designate an allied creature
whenever you roll on the Fail Forward table, you can roll the you can see that can hear you to perform one action. The
die twice and choose which of the two benefits you gain. If creature can choose to use its reaction at the end of your
you roll the same result twice, you can choose any benefit on turn to take the Attack (one weapon attack only), Dodge,
the table. or Use an Item action. Once an allied creature uses this
reaction, it can’t do so again until it finishes a long rest.
Oculus Ultima! You can use the benefits of this feat a number of times
17th-level Evil Eye feature total equal to your proficiency bonus, and regain all
expended uses after finishing a long rest.
Your failures are so spectacular that they come full circle,
or your “Evil Eye” has grown to its ultimate potential.
When making a weapon attack roll with a finesse or ranged
weapon, you can treat a d20 roll of 1 as a 20, turning the
miss into a critical hit.
Expression Unhindered
Situated as a distinct walled district within Locke,
Aethergarde Bastion is a striking architectural marvel among
the rest of the city. The bastion's green-tinged stone walls
rise tall and imposing, adorned with watchtowers and defen-
sive structures strategically placed to safeguard its cherished
residents. However, these fortifications do more than protect;
they also bear witness to a unique architectural style that
blends the remnants of former crushing uniformity with the
unrestrained explosion of creativity.
Within Aethergarde's walls, the buildings themselves are
canvases upon which the renik knights' aesthetic preferences
are painted. The once-repressed artistic spirit flourishes,
mingling defensive elements like parapets and reinforced
doors with wild and expressive forms of architectural
artistry, all done without the use of magic. As one traverses
the bastion's cobbled streets, they are met with a visual
tapestry that tells the story of a people breaking free from the
bonds of oppression. Each building is a work of art in itself,
showcasing the diversity of styles, colors, and designs that
reflect the uniqueness of its creator.
Beyond its artistic charm, Aethergarde Bastion thrives with
a deep sense of camaraderie and shared purpose among its
inhabitants. Their collective focus centers on the principles
of freedom and resistance against the oppressive shadow
of the Iltherian Empire. Daily life within Aethergarde is a
fixture of community support, where residents rally together
to help one another rebuild their lives after escaping tyranny.
Vocational training and educational initiatives are common,
The World of Imaria aimed at integrating newcomers into the world outside the
Iltherians. Residents gather in communal spaces adorned
with colorful murals and sculptures, celebrating their
newfound freedom and unity. It's a place where talents are
nurtured, and dreams are given room to flourish.
Meggmok Actions
Gargantuan Monstrosity (Titan) (Celestial after Final Form), Unaligned Multiattack. The meggmok makes two Claw attacks.
Armor Class 18 (natural armor) Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21
Hit Points 294 (19d20 + 95) (4d6 + 7) slashing damage.
Speed 50 ft., climb 50 ft.; fly 50 ft. (After Radiant Rebirth)
Colossal Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one
STR DEX CON INT WIS CHA target. Hit: 33 (4d12 + 7) piercing damage. If the target is a creature, it is
25 (+7) 12 (+1) 21 (+5) 11 (+0) 15 (+2) 9 (-1) grappled (escape DC 20). Until this grapple ends, the target is restrained,
and the meggmok can't bite another target.
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