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Kickstarter

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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!

Additional gratitude to the wonderful friends at Navegante


Entertainment for their use of Greak: Memories of Azur and
their story to be a part of Animarian lore! We appreciate you
in every way! Thank you - (and go check their video games
out - trust us - you won’t be disappointed).

Product Identity: The following items are hereby identified as Product


Identity, as defined in the Open Game License version 1.0a, Section 1(e), and
are not Open Game Content: All trademarks, registered trademarks, proper
nouns (characters, deities, locations, etc., as well as all adjectives, names,
titles, and descriptive terms derived from proper nouns), artworks, charac-
ters, dialogue, locations, organizations, plots, storylines, and trade dress.
(Elements that have previously been designated as Open Game Content, or
are exclusively derived from previous Open Game Content, or that are in the
public domain are not included in this declaration.

Greak ® Copyright © 2020 Navegante Entertainment. All rights reserved.

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

2 Imaria: The Pillars of Power Kickstarter Preview


This document is a Kickstarter Preview
Foreword
The designs, mechanics, and/or statistics presented in this preview
It was in my youth that I first conceived the world of (An)
may require further development, playtesting, and/or quality
Imaria, though I had no clue that it would grow to be the control. The visual design shown in this preview is also not final.
wonder it has become. Before I realized what gaming was, I
could only re-watch the 1981 film Excalibur so many times
to sate my craze for the Arthurian legend and my wild imagi-
nation beyond that.
Oddly enough, the actor that played King Leondegrance
in Excalibur ended up being one of Star Trek’s greatest
What’s In This Preview?
captains: Picard. I had become a HUGE Stewart fan by This preview is only a small part of a much larger world
coincidence, so becoming a Trekkie was fate’s promise. of Animaria. The complete book goes deeper into the
This was crucial to the introduction of my gaming life knowledge of the setting, its themes, and its mechanics. This
because it was at the local Star Trek fan club that I met setting book preview covers the following:
the friend who introduced me to the game that changed • A detailed breakdown of Animaria’s Pillars of Power
me profoundly. As this friend and I sat across from each • The zayan-kuu half-demon, one of the new peoples
other at a local diner where we ate poutine (this is Canada, • The Esper, an all-new class
remember?), he asked me, “You ever played Dungeons & • The Evil Eye, a new Rogue subclass
Dragons?” Then he pulled a book out from his backpack, • The Tactician feat
and I couldn’t tell if it was puberty or prophecy, but I failed • Thalagrantus’ Chronal Audit, a new 3rd-level spell
my save. • The Tome of Hyperfixation, a new magic item
From that moment onward, and pretty much every day • Aethergarde Bastion, one of the important locations in
after that for the entire summer of grade 8 we played this Animaria
Dungeons & Dragons game until we were face first, asleep, • The meggmok, one of the new Animarian monsters
in piles of dice. The only stressor in life each night was
whether we gained a level or not. We were the quintessen- This is Animaria, a world primed and ready for you to
tial teenage nerds hanging out in mom’s basement and I explore and make your own. Our home is now yours to do
wouldn’t change those memories for anything. with as you please. The only important thing to remember
During school I was scribbling Krymarish on pages when is to have fun!
I should have been working on my grades. Something that
hindered my later academic life. I have no regrets though;
those choices literally set me on my path. (An)Imaria took a
good 30+ years to build, so I can legitimately say I put much
more than half my life into it. And not just my own, but also
What Will Be In The
the lives of all my friends who I called my chosen family.
A motley crew who sat in my musty basement with me,
Finished Book?
creating (An)Imaria. They are the spirit of my inspiration. • 10 continents, each with cultures, civilizations, and
They are my muse and I love them more than they will ever adventure locations
know. • Over 30 new playable peoples, which are themed after and
Nowadays I make a living off filmmaking, board game linked to the world of Animaria
production and design, operating a few medieval themed • Over 20 new subclasses, based on archetypes represented
game cafes around my hometown as well as traveling to in the setting
conventions all over the world as a professional or a guest. • New spells themed after the setting
To cap it all off, I stream with an amazing crew on Twitch • New magic items and aioessence inventions developed in
and YouTube, RPGs mainly set within the (An)Imaria realms! this world
Welcome to Animaria, where there are as many powers to • New monsters
wield as there are battles to fight, where mana is mightier • Many quest hooks to jumpstart your adventures in the
than the sword, and yet no magic is safe. campaign setting
• New feats, factions, backgrounds, optional rules, a vehicle
builder, and much more

Imaria: The Pillars of Power Kickstarter Preview 3


Mana
Pillars of Power All magic in Animaria originates from the twin

in Animaria mana stars the world orbits. The mana stars


radiate magical power known as cosmic mana, the naturally
Though mana is the driving force behind most of Animaria's occurring energy of the space between worlds, which perme-
supernatural elements, it is not the only form of mystical ates all of existence and allows for the creation of physical
energy found in the world. Indeed, it is but one of four pillars matter. Animaria is able to take in cosmic mana through its
of power allowing its people to overcome mundanity: Mana, atmosphere, where it is processed by every living thing in
the Veil, psionics, and aioessence. the world, converting it to what is known as convergence
mana. Convergence mana is filtered through the world and
allows for the existence of life.
Animaria, akin to a living organism, has a core composed
of a unique magical ore called renika. This renika core acts
as the world's heart, absorbing cosmic mana from the stars
through the earth and its various life cycles. It then trans-
Mana forms this cosmic mana into a more tangible form known as
convergence mana. Once converted, Animaria channels this
convergence mana through a network of vein-like leylines
that traverse the world through massive underground
tunnels or unseen through the open air. This nourishes and
fuels all living things, be they plant, animal, or sentient
being.

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.

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Renika
Renika is a remarkable substance that bears resemblance to
lapis-lazuli but with a distinct property – it absorbs cosmic
mana. As it absorbs this energy, a golden crust gradually
forms on its surface. This process purifies the cosmic mana,
transforming it into convergence mana. When renika is fully
encrusted in gold, it reaches a state of equilibrium where
it continually absorbs cosmic mana and emits convergence
mana. During this state, a rare form of mana exists within
the renika known as clarion mana.

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.

Imaria: The Pillars of Power Kickstarter Preview 5


The Veil Temporal Tempests
Like a massive ethereal strainer wrapped Like any delicate balance, the Veil can be disrupted. When
around the world, the Veil functions as a mesh the Veil experiences turmoil, such as through despoiling
of sorts. Cosmic mana from the suns slowly seeps through of time, extraplanar corruption, or some other chaos, the
the Veil to Animaria, the captured by-products congealing disrupted energy unleashes itself upon Animaria in the form
within its layers to form the Dreamrealms, a plane of fully of a temporal tempest. These violent supernatural storms are
spiritual existence formed of the residual essence of the orig- derivative of the Veil bleeding into the world. Wind whips
inal component planes. It is timeless, an eternity where time with whispers of bygone words, thunder booms with the
does not alter. As such, the Veil keeps Animaria locked out pounding of psychic blasts, fog swirls with visages of the
of time, and its mesh acts as a web of epochs, each strand deceased, and visions of both the past and future become
correlating to various individual causes and effects in time. temporary reality.
While it is undeniably ethereal, the Veil still possesses a
physical existence within Animaria consisting of several Dreamrealms
essences all congealed together to create one chaotic swirl of The Dreamrealms consist of three realms, composed of the
chronomantic, soul, and psychic energy. It is not uncommon remnants of the Border Ethereal, Feywild, and Shadowfell.
for this physicality to exert itself upon the world during They are not separate as they were before the Veil, however.
tumultuous moments when time, minds, and emotions are Rather, they all exist within the Dreamrealms at once.
widely in flux.
For the denizens of Animaria, the Veil is more than just The Gray
a passive boundary. Some among them find themselves Known to the premordians as "Ephyr", the Gray functions
attuned to its mystical frequencies, sensing the Veil's subtle much the same way as the Border Ethereal did before
touch as it permeates their very beings. In these individuals, the Veil, though it is considered part of the Veil and
the boundaries between the corporeal and the ethereal blur, Dreamrealms. The Gray acts as a filter that overlaps with the
offering glimpses where imagination and time intermingle. Veil and the material world of Animaria. It's a place where
Others, however, embark on a journey of mastery, seeking spirits and ethereal entities can interact with reality.
to harness the Veil's potential and manipulate it to their will.
Regardless of their approach, those who manipulate the
Veil’s energy find themselves able to subtly yet profoundly
affect time, souls, and the minds of others.

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The Fantasy Worlds of Destiny
Known to the premordians as "Ima'jhinn, Realm of Over the ages as mortals have dreamed and shaped the
Phantasmi", the Fantasy functions similarly to the Feywild of Dreamrealms, entire realms constructed of their subcon-
old, including the memory loss and time warping. However, scious ideas have taken form. From the yarn forests of
the Fantasy is wholly different from the Feywild. Woolgather Weald to the delectable Sundae Stream, these
When mortals dream, their consciousness enters the realms function in a different reality from the rest of
Fantasy and conjures psychic projections called "dreams" Animaria.
within the plane. While these projections are harmless to the It is also sometimes possible for mortals to achieve
dreamers, they are very real to denizens within the Fantasy. lucid dreaming and shape their own demiplane within the
Creatures of the fey sometimes influence these dreams for Dreamrealms. This is usually quite difficult and requires
good or ill. intense practice and focus. It is incredibly uncommon but
The Fantasy is a surreal kaleidoscopic assortment of left- not unheard of, and almost exclusively found within the
over psychic energy formulating dreamscapes inhabited by Dreamworld rather than the Nightmare. Alternatively, if one
fey creatures as well as beings conjured from mortal dreams. were to physically transport themselves to the Dreamrealms,
Those who dare to actually traverse it in their physical they could manifest their own conjurations and demiplane
waking forms bear witness to a land in which the laws of through sheer force of will. Such acts are generally seen as
reality are warped by the subconscious thoughts of all those folly by anyone other than the most experienced sages.
who slumber. The most famous of these demiplanes is Kronos, the base
of operations for the Temporal Mystics. Each of the slum-
The Nightmare bering elder dragons also have their own demiplanes where
Known to the premordians as "Nymberos, Realm of they work their hidden plans.
Terrostri", the Nightmare is a grim shadow of the Fantasy. It
functions similarly to how the Shadowfell did before the Veil, Threats in the Veil
including the Shadowfell despair. However, there is a signifi- Occasionally, beings will latch onto the consciousness of
cant difference between the Nightmare and the Shadowfell. a dreaming mortal and possess their body on the material
Mortals filled with fear and torment may find their plane. Such occurrences are rare, but almost always devas-
consciousness dragged into the Nightmare to experience tating to anyone caught in the vicinity.
their worst terrors given form. In regions where anguish Sometimes, where the Veil is thin, a crossing can manifest
grips the populace, the collective psionic despair has been which connects the Material Plane to the Veil. Such cross-
known to call forth the Nightmare, encroaching upon the ings, dubbed “starryeyes” after the mage who discovered
unfortunate minds struggling to sleep. The Nightmare can them, can be used by either side to enter into the other plane
also manifest wherever the Veil grows thin, either through and often cause the mortal realm around them to mirror the
ethereal damage or mana dead zones. This is often accompa- Dreamrealms. These crossings are usually closed by agents
nied by temporal tempests. of the Temporal Mystics, but often not before chaos is sewn
Those who walk the Dreamrealms must take care not to from the reality-warping energy and creatures passing back
stray from the known paths. Unwary wanderers may find and forth through them.
themselves separated from their physical bodies, becoming
lost souls forever trapped within the twisted psionic hells- Souls and the Afterlife
capes of the Nightmare. When a mortal perishes, the soul within their body exits into
The Nightmare is composed of dark shadows and uniden- the Veil to join with its energies. From here, their essence
tifiable silhouettes, only taking proper form when a mortal can be contacted by those with the power to do so, but it is
consciousness is enveloped by its dark tendrils, whether not so much an afterlife as it is a stream of remnant souls
this be through sleep or physical visitation. The form the and consciousness.
Nightmare takes is always derivative of the subconscious Unfulfilled souls, those with unfinished business, can
fears or trauma of those within it, and often traps those sometimes retain a semblance of their former selves within
experiencing it within the terrifying scene unless they can the Nightmare. These tormented spirits seek a way back to the
muster the positivity and willpower to escape. mortal realm, often causing havoc and terror along the way.

Imaria: The Pillars of Power Kickstarter Preview 7


Psionics Beyond the Physical
Supernatural power that emanates from the While it is true that psychic influence is exceedingly
mind is known as psionics. Through intense uncommon, there is another sinister reason those who
concentration and discipline, one can influence psychic wield these powers remain hidden to the populace. They are
energy to exert their will upon the physical world. Doing hunted. Some psychic influencers have discovered how to
so consumes the natural energy of the psychic influencer, utilize the connection between their own soul and the Veil to
requiring a well-honed body as well as mind. The amount tap into the psychic energy contained within the Veil itself.
of energy necessary to perform a psionic feat is usually as By doing this, they have access to a much greater amount of
much as would be lost to do the task by mundane means. energy to fuel their psionics, but at the cost of deteriorating
Due to the extreme difficulty in manifesting the iron will the Veil. Despite many psychic influencers being unaware
needed to develop psionic power and the taxing of one's of this additional source of power or its side effects, those
own bodily energy this form of energy manipulation is rare that seek to protect the Veil generally regard all psionics
in Animaria. Even in areas where mana is scarce, such as as a threat to everything they hold dear. As such, psychic
Phaelan's Republic, psionics is something only heard about influencers often band together in secret to keep themselves
in whispers on the street. Animaria is no stranger to the protected from agents sent by the Temporal Mystics and
horrible effects of psychic influence, however. The continent other Veil defenders.
of Tensire suffered a malignant psionic plague for centuries The fears held by Veil protectors aren't exactly unfounded
due to a psychic blast of cataclysmic proportions, and the either. Entities which seek the downfall of the Veil have
latent psychic energy welled up within the Veil is a source of sought to cultivate those with psionic talent, either through
constant intrigue by those who wander within it. deception or like-mindedness. The Eternal Eclipse is partic-
Psionics often manifest as telekinetic influence, allowing ularly interested in fostering the power of disenfranchised
individuals to move objects from a distance, propel their psychic influencers in an effort to weaken the Veil for their
bodies beyond normal limits, and shape psychic energy into overlords.
various forms. Much can be achieved through psionic disci-
pline which onlookers may attribute as magic. Yet psionics is Psionics vs. Clairvoyance
wholly different from mana weaving. In fact, mana functions While many assume that mastery of psionics also allows for
as static towards psychic influence. It is incredibly difficult to telepathic reading of minds and foretelling the future like
focus on both weaving mana as well as influencing psychic some divination spells, these specific powers originate from
energy, as both require completely different styles of disci- the Veil instead. Those who utilize psychic power who are
pline. Thus it is uncommon for both to be in use at the same able to perform such supernatural feats without the use of
time, but not unheard of. spellcraft may not necessarily realize it, but their ability to do
so is derived from their connection to the Veil and the mental
essence within.

Magnetism
By utilizing the mind to repel and attract
matter, psionics in Animaria operates much like
generating and controlling magnetic fields.

8 Imaria: The Pillars of Power Kickstarter Preview


Imaria: The Pillars of Power Kickstarter Preview 9
Aioessence were wiped out before their research could yield any results
The newest form of energy to appear on by the Iltherians and their perfected aioessence conductor,
Animaria, aioessence is often referred to renik steel.
colloquially as "anti-mana" as it is an energy that The innovations of aioessence technology has had a
can only be formed by breaking down and draining profound impact, particularly in the realm of New Iltheria,
mana. Once formed, aioessence can only be utilized where it has not only improved the lives of its citizens but
through the bonding of one's soul to its essence by a also forged formidable instruments of warfare. This has
lethally intense procedure straining both body and mind. given rise to two distinct views among aioessence
Once successfully bonded, an aioessence wielder uses their wielders: one that sees magic as merely fuel and
very soul to fuel their power. The discharge is then stripped another that aspires to balance the two conflicting
from the wielder and ejected to the Veil, adding to the Veil's powers in harmony.
structure. In this way, the utilization of aioessence relies
upon the Veil in order to functionally exist.
Unlike mana, aioessence cannot be woven into magic.
Instead, it can be channeled through a conductive substance
to provide raw power. This power can be used to disrupt
mana, reinforce the body of a bonded soul, and even
concentrated into energy blasts. These uses are seen widely
practiced among those that wield aioessence such as the
renik knights, but there is also an additional use of the
energy which is less commonly seen. With proper implemen-
tation and engineering, the raw power provided by aioes-
sence can function as energy for various mechanisms. This
power still requires a bonded soul to be utilized however,
meaning aioessence users must act as catalysts for any and
all aioessence-fueled technology.
The only known substance that can act as a conductor
for aioessence is an alloy crafted from chemically-treated
renika mixed with other metals. During the Hundred Year
Eclipse, a secret group of premordians attempted to create
something that could reverse the mana absorption trait of
renika to be used as a deadly weapon against the Lunar
Hordes. However, these experiments only yielded a toxic
metal they called "blightsteel". The poison radiating
from this creation was lethal to both premordians
and lunar invaders, and so was deemed too
dangerous to be used. The project was sealed
away and those who had performed the research
took their discoveries to the grave. Unbeknownst to
the premordians, without the interwoven ethereal energies
of the Veil to unite soul and aioessence, a substance capable
of conducting aioessence could not be perfected.
Centuries later, well after the Veil had been risen, the
elves of Crystalfellen had resumed this research. They
sought to understand all that renika had to offer, including
its more profane capabilities. Unfortunately for them, they

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.

10 Imaria: The Pillars of Power Kickstarter Preview


Renik Steel The Temporal Mystics, studying renik in the aftermath of
A special alloy made from a mix of chemicals, metals, and the fall of the Empire, have claimed that careful use of the
ground renika crystals, renik steel has a unique property: alloy can actually help balance ecosystems in places over-
it can counteract magical effects. Normally, magic works abundant with magic, and say that doing so may actually
by absorbing mana and then releasing it back into the strengthen the Veil, which they claim is a priority to prevent
environment for future use. However, renik steel disrupts some future cataclysm. Alternatively, someone absent
this process, essentially burning all the captured magic into mindedly bringing renik into a location with delicate magical
aioessence energy. balance might inadvertently find themselves trapped there,
or create a magical dead-zone, whether by chance, or on
purpose.
Finally, of course, the Iltherian Empire used renik steel
in its efforts to destroy magic, while their successors in
New Iltheria only use it to process magic into fuel for their
industrial lifestyle. The former empire’s uncouth use of this
alloy across Animarian history has tainted most study of
it, with many who use or research it outside of New Iltheria
often suspected to be old imperial sympathizers.

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.

Imaria: The Pillars of Power Kickstarter Preview 11


Zayan-Kuu Half-Demons imprint, such as Tensire or Phaelan's Republic.
The zayan-kuu, or "half-demons", are divided into descen- Zayan-kuu show all the variation of humans, from the
dant bloodlines, each with its own history, strengths, and palest to the darkest skin, their hair long and silky or
motivations. They may have a range of powers or abilities, proudly rampant in thick curls. Because descendant blood-
but every member of that descendant bloodline shares lines do not follow genetics, some vary wildly even within
certain dominant traits and abilities. close generations.
Their name comes from an evolution of the term "Tzyaen's Your zayan-kuu character has the following traits:
Coup", which was used to describe the Elder Dragon Creature Type. You are a Humanoid. You are also consid-
Tzyaen's ritual that altered the demonic lunar invaders' ered a zayan-kuu for any prerequisite or effect that requires
forms into that of these descendant bloodlines so many ages you to be a zayan-kuu.
ago. However, there are few these days who know the true Speed. Your walking speed is 30 feet.
origins of the zayan-kuu, even among the humans. Stories Spirit of Mana. You know one cantrip of your choice
of their history vary in accuracy and color. Regardless of from the druid or sorcerer spell list. Intelligence, Wisdom, or
their true origins, however, the zayan-kuu are raised with an Charisma is your spellcasting ability for this cantrip (choose
understanding that they are champions the land has chosen when you select this people).
to lead their people. Some crack under this pressure and Descendant Bloodline. Each zayan-kuu comes from a
leave their homes, uninterested in the mantle of leadership, specific magical bloodline, one of which is presented in this
while others thrive in this pressure. Rather than relying preview: The Dewisk.
upon genetics, the descendant bloodlines are determined by
the land where a zayan-kuu is born. The original portals
conjured by the Lunar Hordes left an imprint upon the lands
they formed upon and the mana surging through the area.
These regional imprints determine which descendant blood-
line a newly born zayan-kuu becomes. This has led to a
more cooperative mindset between the various houses, as it
is not uncommon for a bloodline to find its heir in someone
else’s family.
Most of the zayan-kuu appear, at first glance, to be normal
humans. They are, however, manifestations of mana, and
their appearance and skills often reflect that. They are iden-
tified by a lack of irises in their eyes, and their sclera have
a very faint white glow. There are only so many zayan-kuu
souls, meaning there can only ever be a fixed amount of
zayan-kuu upon Animaria. Just as the lunar invaders’
souls would return to the moons upon their death, so too
would the zayan-kuu souls. However, with the barrier
of the Veil in place, the zayan-kuu souls cannot return
to the moons. Thus, these wayward souls travel the
strands of destiny within the Veil to be reborn in the
body of a newborn human, granting their powers to
that body. Should a zayan-kuu be killed by a renik
weapon, however, their soul is severed permanently,
actively reducing the total of zayan-kuu that can exist
in Animaria. If a zayan-kuu gives birth while there are
no available souls, the child is born as a human. This
also occurs if a zayan-kuu gives birth in a region with no

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Dewisk Curse of the Dewisk. When you regain hit points via
The Dewisk originate from Dravaynia, although their magic, such as the cure wounds spell or drinking a potion of
ancestral home lies in ruins within the Glasslands. Viewed healing, the number of hit points you regain is reduced by 1
as fatalistic and gloomy, they are nonetheless resiliently (minimum 1). Whenever you roll Hit Dice to regain hit
determined. Their descendant bloodline has been cursed by points, reduce the result of each Hit Die by 1 (minimum 1).
the cataclysm which caused the Glasslands, leaving them in As you grow more experienced, your body begins to become
a state of constant decay. more skeletal in nature. At 9th level, you additionally sense
As they age, the Dewisk slowly become pale-skinned and as Undead to spells and other effects that detect the Undead
gaunt, their flesh wasting away until they're nothing but a creature type, though you are still a Humanoid.
literal walking, talking skeleton. Towards the end of their Touch of Death. You can cast the inflict wounds spell with
life, they travel to the Catacombs of Transcendence, nested this trait. Once you cast the spell with this trait, you can’t do
deep within the Glasslands, and take their place among so again until you finish a long rest. You can also cast the
their ancestors as a skeletal statue. During this final act, spell using any spell slots you have of 1st level or higher.
the consciousness of the Dewisk is transcended into a new Intelligence, Wisdom, or Charisma is your spellcasting
spiritual form within the Dreamworld, and the soul passes ability for this spell when you cast it with this trait (choose
on into the Veil. when you select this people).
Despite this curse, most Dewisk have embraced their
existence between life and death, creating a sect of the Dyad
religion out of balancing the light and dark.
While the curse upon their lineage causes the Dewisk to
resist healing magic, they are capable of absorbing the power
of undeath into themselves. Additionally, they no longer have
need for food, drink, breathing, or sleep. This allows them to
be incredibly efficient, and they are oftentimes bored when
traveling among others who require regular sleep. Some of the
more fanatical members of the descendant bloodline make use
of this excess time to practice their final pose for when they
join their ancestors at the end of their life.
The Dewisk are unusual in that many of them leave their
family to serve as guardians and knight errants in the rest
of Animaria, renouncing their birthright. Collectively, these
members of the descendant bloodline have adopted the
surname of Dewisken to represent taking them-
selves out of the line of succession.
Size. You are Medium.
Darkvision. You can see in dim light within
60 feet of you as if it were bright light and in
darkness as if it were dim light. You discern colors in
that darkness only as shades of gray.
Deathly Lineage. Due to your deathly existence,
you gain the following benefits:
• You don’t need to eat, drink, sleep, or breathe.
• During a long rest, you must remain mostly
motionless, performing only light activity such
as reading, talking, or standing watch. You are
still conscious during this time.
• You have proficiency in the Intimidation skill.
• When you take necrotic damage, you can use a
reaction to take no damage and instead regain a
number of hit points equal to half the necrotic
damage dealt (rounded down). Once you use this
trait, you can’t use it again until you finish a long
rest.

Imaria: The Pillars of Power Kickstarter Preview 13


Esper
In the realm of Animaria, where the weaving of mana emerge, their abilities become invaluable in confronting
reigns supreme, there exists a clandestine group of indi- the remnants of the oppressive regime. However, the world
viduals known as the espers. These enigmatic few have remains largely oblivious to the presence of espers, for
forsaken the external distractions of the world, choosing they shroud themselves in shadows, silently maneuvering
instead to embark on an introspective journey to unlock through the intricacies of society. The weight of their abilities
the immense power dwelling within their own minds. With and the responsibility they bear compel them to keep
unwavering dedication, they delve deep into the recesses their true potential veiled. It is within the solitude of their
of their psyches, unraveling the mysteries of the self before meditations and the unity of their clandestine brotherhoods
venturing forth to confront the challenges that await them. that they find solace and protection from those who seek to
Espers are a rarity, hidden away from prying eyes, and exploit or extinguish their extraordinary gifts.
they cloak the nature of their abilities in secrecy. Like silent
observers, they watch the ebb and flow of the world, care-
fully honing their inner strength, and mastering the potential
that lies dormant within them. It is through their psychic
prowess that they manifest their extraordinary capabilities,
defying the limitations of the physical realm and wielding an
unparalleled control over the world around them.
These masters of the mind possess an innate ability
to seize command over the fabric of reality itself. With
focused concentration and an iron will, they manipulate
psychic energy to bend the elements, propel themselves
beyond mortal limits, and shape the very essence of exis-
tence. Telekinetic forces become their playthings as they
effortlessly move objects with a mere thought, while
their bodies transcend the boundaries of mundane
capability, evoking awe and disbelief in those
fortunate enough to witness their power.
The path of an esper diverges from
traditional magical practices as they are the
conduits of pure psychic energy, untouched
by the currents of mana that flow through the
world. It is this stark contrast that sets them apart,
their abilities often mistaken for magic by those who
lack insight into the depths of their mastery.
In the chaotic aftermath of the Iltherian Empire's
fall, however, espers may play a crucial role in
shaping the world's future. As the balance
of power shifts and new threats

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Creating an Esper
The path of the esper unfolds as a journey of self-discovery
Class Features
and self-mastery, where the mind becomes a potent instru- As an esper, you gain the following class features.
ment capable of reshaping reality itself. When creating an
esper, reflect upon the circumstances that propelled you Hit Points
towards embracing the psionic arts. What drew you to this Hit Dice: 1d8 per esper level
mysterious practice? Was it an innate calling, an encounter Hit Points at 1st level: 8 + your Constitution modifier
with a psionic mentor, or an unexplained manifestation of Hit Points at higher levels: 1d8 (or 5) + your Constitution
power that set you on this extraordinary journey? Were you modifier per esper level after 1st
self-taught, honing your abilities through countless hours
of solitary meditation and experimentation? Or did you have Proficiencies
the privilege of a mentor—a seasoned esper—who guided Armor: Light armor
you through the labyrinthine realm of the mind? If you did Weapons: Simple weapons, shortswords, scimitars,
have a teacher, explore the dynamics of your relationship. hand crossbows, nets
Is it one of utmost respect, a bond forged through shared Tools: None
understanding, or perhaps tinged with conflict and unspoken Saving Throws: Constitution, Intelligence
secrets? Skills: Choose two skills from Acrobatics, Deception,
As you emerge from the shadows, consider also why you Investigation, Medicine, Nature, Perception, and
returned to the world from your secluded hideaway. Did you Sleight of Hand
leave loved ones or cherished aspirations behind when you
embarked on your arduous studies? Is your journey driven Equipment
by a thirst for vengeance, a desire to protect others from You start with the following equipment, in addition to the
the malevolent forces that threaten to exploit the power you equipment provided to you by your background:
wield, or a profound yearning to uncover the truth behind • (a) a light crossbow and 20 bolts or (b) 20 darts
the enigma of psionics? Whatever your motivations may be, • leather armor, and any simple weapon
they shape the trajectory of your path and add depth to your • (a) a dungeoneer’s pack or (b) a scholar’s pack
character's story.

The Esper Mind Warrior


Level Proficiency Features Principles Influence 1st-level Esper feature
Bonus Known Range
1st +2 Mind Warrior, Psionics, Ethos 2 20 ft. You make use of your psionic prowess to direct your
2nd +2 Ethos Feature 4 20 ft. attacks. When you attack with a weapon, you can use your
3rd +2 Mindfulness 5 20 ft. Intelligence modifier, instead of Strength or Dexterity, for the
attack and damage rolls.
4th +2 Ability Score Improvement 6 20 ft.
Pet Rock. You can use an action to telekinetically throw a
5th +3 Ethos Feature 8 30 ft.
rock or other small object weighing no more than half your
6th +3 Extra Attack 9 30 ft.
proficiency bonus (rounded down) in pounds that you carry
7th +3 Strenuous Recovery 10 30 ft. on your person. You make a ranged weapon attack with a
8th +3 Ability Score Improvement 11 30 ft. range of 60 feet. You are proficient with it, and you add your
9th +4 Expanded Consciousness 12 40 ft. Intelligence modifier to its attack and damage rolls. On a
10th +4 - 13 40 ft. hit, the target takes bludgeoning damage equal to 2d4 for
11th +4 Ethos Feature 15 40 ft. every pound the object weighs (minimum 2d4 bludgeoning
16 40 ft. damage). The object then telekinetically returns to you, if able.
12th +4 Ability Score Improvement
13th +5 Determination 17 50 ft.
14th +5 Burnout 18 50 ft.
15th +5 - 19 50 ft.
16th +5 Ability Score Improvement 20 50 ft.
17th +6 Ethos Feature 21 50 ft.
18th +6 Resolute Focus 22 60 ft.
19th +6 Ability Score Improvement 23 60 ft.
20th +6 Reality Reset 24 60 ft.

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Psionics Some of your principles require your target to make a
1st-level Esper feature saving throw to resist the feature’s effects. The saving throw
DC is calculated as follows:
As a manipulator of psionics, you can master and use
psionic principles. As a bonus action on your turn, you can Principle save DC = 8 + your proficiency bonus +
begin focusing on a known principle until your focus ends. your Intelligence modifier
You may focus on a maximum number of principles equal to
your proficiency bonus. You can’t focus on the same prin- At 6th level, the damage you deal with your features and
ciple more than once at any one time, unless the principle's principles ignores resistance and immunity to nonmagical
description states otherwise. damage.
Beginning focus on a principle requires a bonus action and
it lasts for 1 minute. If you lose focus on a principle for any Focus. You must maintain focus to manifest the effects of
reason, you can’t focus on it again until after the end of your your principles. You can end focus on a specific principle at
next turn. any time (no action required), unless it is a taxing principle,
Principle Tiers. A principle has a tier, which represents its which requires an action. If a feature or effect would prevent
complexity to the esper. Principles are between 1st and 4th you from concentrating on a spell, you also can’t focus on a
tier, and you gain access to different principles based on your principle.
Ethos choice at 2nd level. Normal activity, such as moving and attacking, doesn’t
Taxing Principles. Some principles are considered taxing interfere with focus. The following factors can break focus:
on the mind. You can only focus on one taxing principle at a • Casting a spell or using a feature that requires concen-
time. Additionally, a taxing principle continuously requires a tration. As mana acts as static to psionic focus, you lose
bonus action to maintain your focus on each of your turns. If focus on all principles if you cast a spell or use a feature
you choose to use your bonus action for anything other than that requires concentration.
to maintain your focus, you lose focus on the taxing prin- • Taking damage. Whenever you take damage equal to
ciple. If you lose focus on a taxing principle for any reason, or greater than five times your proficiency bonus, or any
you can’t focus on it again for 1 minute. psychic damage, while you are focusing on a principle,
Influence Range. Some principles have a dynamic range you must make a Constitution check to maintain your
that changes as you gain certain esper levels. This is shown focus. The DC equals 10 + the number of principles you
in the Influence Range column of the Esper table. are focusing on. On a failed check, you lose focus on the
Using mental energy to maintain focus is arduous on the highest tier principle you are focusing on. Any ties are
mind. Your mental capacity for doing so is represented by a dealt with at random. If you take damage from multiple
number of cognition points. You have a number of cognition sources, such as an arrow and a dragon’s breath, you
points equal to your esper level + your Intelligence modifier make a separate Constitution check for each source of
(minimum of +1). damage.
You can spend these points to fuel various principles, • Being incapacitated or killed. You lose focus on all
which each cost 1 cognition point to begin to focus on. You principles if you are incapacitated or if you die.
start with the two principles shown below, which are counted • Being charmed or frightened. If you are charmed or
towards your total number of principles known. When you frightened at the start of your turn, you must make a
gain certain esper levels, you gain additional principles of Constitution check to maintain your focus. The DC equals
your choice, as shown in the Principles Known column of the 10 + the number of rounds you have been charmed
Esper table. or frightened. On a failed check, you lose focus on the
When you spend a cognition point, it is unavailable until highest tier principle you are focusing on. Any ties are
you finish a long rest, at the end of which your mind is dealt with at random.
refreshed and you regain all spent cognition points.

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Minor Telekinesis
While focusing on this principle, you gain an additional
Ethos
object interaction on your turn that you can use to manipu- These ethos define the various ways an esper learns to
late an object, open an unlocked door or container, stow or control the power of their psionics. This can take many forms
retrieve an item from an open container, or pour the contents depending on how the esper chooses to hone their mental
out of a vial. The object you are interacting with must be acuity and psychic potential.
within your influence range at all times, and can’t weigh
more than a number of pounds equal to your proficiency
bonus. As normal, you can't use this object interaction to
Shadow Stander
activate or use a magic item. Shadow standers harness their psionic abilities to manipu-
late matter itself. While other espers focus on honing their
Telekinetic Push mental powers for various purposes, the shadow stander
While focusing on this principle, you can use an action to delves into the realm of creation, wielding their psychic
create one of the following effects at a point you can see energy to shape and control physical substances. With
within your influence range: their remarkable control over matter, they are capable of
• One Medium or smaller creature that you choose must constructing intricate puppets known as standing shadows,
succeed on a Strength saving throw or be telekinetically and their telekinetic prowess allows them to manipulate
pushed 5 feet away from you. A creature can willingly fail objects in unique and fascinating ways.
this save. At the core of the shadow stander's abilities lies their
• One object that you choose that isn't being worn or mastery over standing shadows. These are puppet-like
carried, and that weighs no more than a number of constructs formed from a combination of raw materials and
pounds equal to your proficiency bonus, is telekinetically imbued with psionic energy. Through their sheer force of
pushed 5 feet away from you. will, the shadow stander can manipulate these standing
At 9th level, the creature or object is pushed up to 10 shadows, commanding them to move, interact, and perform
feet away from you, and at 17th level, the creature or tasks as extensions of themselves. The exact appearance
object is pushed up to 15 feet away from you. and capabilities of these constructs may vary from shadow
stander to shadow stander, reflecting their individual
creativity and preferences.
Ethos In addition to their prowess in creating and controlling
2nd-level Esper feature standing shadows, shadow standers possess a unique
affinity for manipulating objects using their telekinetic
You choose a psionic ethos: shadow stander, psychokinetic, abilities. They can exert their psychic energy to move,
or void ronin, each of which is detailed at the end of the levitate, and reshape items in creative and unexpected ways.
class description. A psionic ethos is a rigid set of mental With a mere thought, they can telekinetically manipulate the
exercises that allows an esper to manifest psionic power. objects they carry or interact with, allowing for a wide range
Each ethos specializes in a specific approach to psionics. of practical and strategic applications.
Your choice grants you unique features at 2nd level and
again at 5th, 11th, and 17th level. Shadow Stander Proficiencies
2nd-level Shadow Stander feature

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

As a bonus action, you can target a group of objects not


being worn or carried that fill a cube with a number of feet
up to your proficiency bonus within your influence range,
and use them to create a standing shadow (minimum

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2-foot-cube). A standing shadow counts as a Construct Discorporate
creature as well as a Medium object, and has an AC based While focusing on this principle, your standing shadow can
off of the material that primarily makes up its construction, move through a space as narrow as 1 inch wide without
as referenced in the Standing Shadow Material table below. squeezing and can move up, down, and across vertical
A standing shadow can’t be primarily made out of mithral surfaces without using extra movement. It can’t end its
or adamantine. If it is forced to make an ability check or a movement on a vertical surface.
saving throw, treat all its ability scores as equal to your own.
Instead of having hit points, when the standing shadow Get Over There
takes damage, you must make a Constitution check to main- While focusing on this principle, when you take the Attack
tain your focus on it as if it was a principle. The DC equals 4 action on your turn, you can replace one of your attacks to
+ the number of times any standing shadow you create has psionically animate and lash rope or chains toward a crea-
taken damage before your next short or long rest. On a failed ture. The rope or chain and target must both be within your
check, the standing shadow breaks apart, and you can’t influence range. Make a melee weapon attack against the
create a new one until after the end of your next turn. target, treating the rope or chain as an improvised weapon.
The standing shadow shares your walking speed and If the attack hits, the creature takes 1d4 + your Intelligence
actions, splitting them up between both you and it. For modifier bludgeoning damage. If you have created an
example, if your walking speed was 30 feet, you could standing shadow and the creature is Large or smaller, you
choose to move 10 feet and your standing shadow to move push the creature up to 10 feet towards your standing
the remaining 20 feet. If you are a spellcaster, a standing shadow.
shadow can't cast a spell for you from its position. If you are This principle’s damage increases by 1d4 when your esper
able to make multiple attacks with the Attack action, you can level reaches 5th level (2d4), 11th level (3d4), and 17th
choose to have the standing shadow make melee weapon level (4d4). Additionally, when your esper level reaches
attacks with a reach of 5 feet in place of one or all of your 11th level, you push the creature up to 15 feet towards your
attacks. The standing shadow uses your Intelligence modifier standing shadow.
and proficiency bonus for its attack rolls, and deals 1d8 +
your Intelligence modifier force damage on a hit. Insidious Insertion
You psionically animate caltrops to fling towards a creature.
Standing Shadow Material The caltrops and target must both be within your influence
Substance AC range. The target must succeed on a Dexterity saving throw
Cloth, paper, rope 11 or take 1d4 piercing damage and have the caltrops embed
Crystal, glass, ice 13 into its body. For every 10 feet the creature travels while
Wood, bone 15
the caltrops are embedded, it takes 1d4 piercing damage.
The creature can avoid this damage by spending 2 feet of
Stone 17
movement for every 1 foot it moves.
Iron, steel 19
When you lose focus on this principle, the caltrops harm-
lessly fall to the ground.

Adept Principles of Shadow Mental Mend


Standing You target an object you can see within your influence range.
2nd-level Mindcrafter feature Any breaks or tears in the object are telekinetically held
together for as long as you are focusing on this principle. As
You have unlocked the secrets of shadow standing, gaining long as a break or tear is no larger than a number of feet in
access to the set of 1st-tier principles offered by your ethos. any dimension equal to your Intelligence modifier (minimum
When you gain additional principles, you can choose from 1 foot), you hold it together with psionics, leaving no trace
the following options. of the former damage. When you lose focus on this principle,
the exact same breaks or tears in the object return.
Centered Defense This principle can physically hold together a broken magic
Taxing item or Construct creature, but can’t restore magic or hit
points to such an object or creature.
While focusing on this principle, your amalgamation can
gain the benefit of the Dodge action at the end of each of
your turns, so long as it didn’t make more than one attack
on your last turn.

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Potent Slam Psychokinetic
Taxing Psychokinetics are the unparalleled masters of telekinetic
manipulation, dominating reality by psionically manifesting
While focusing on this principle, once on each of your turns vectors. With their minds as the conduit, they exert control
when your standing shadow hits a creature, you can force over the very fabric of existence, defying physical limitations
that creature to make a Strength saving throw. On a failed to reshape the world around them. Through their rigorous
save, the creature is pushed 5 feet away from your standing training and unwavering focus, they have honed their minds
shadow and knocked prone. to become conduits of pure psychic energy.
When you reach 9th level in this class, the creature is With but a thought, Psychokinetics can move objects of
pushed up to 10 feet away from your standing shadow, immense size and weight, their mastery over telekinesis
and when you reach 17th level in this class, the creature is defying the laws of physics. They bend and twist vectors,
pushed up to 15 feet away from your standing shadow. directing forces with precision to accomplish remarkable
feats. Whether it be lifting entire structures effortlessly or
Telekinetic Trickery redirecting projectiles mid-flight, their abilities are a marvel
While focusing on this principle, when you make a Dexterity to behold.
(Sleight of Hand) check, you can choose to use your In battle, Psychokinetics use their telekinetic prowess to
Intelligence modifier instead. Additionally, when you use immobilize opponents, suspending them mid-air, or manip-
an object from the Adventuring Gear section that requires a ulating their movements to render them helpless. They can
saving throw, such as caltrops, ball bearings, or putting out create powerful barriers, shield allies, and even alter the
alchemist’s fire, you can choose to use your Principle save DC trajectory of enemy attacks, turning the tides of combat in
in place of the save DC listed in the object. their favor. Their precise control over vectors allows them to
disarm foes, snatch weapons from a distance, and disrupt
Trapping Slam magical energies with ease.
Taxing
Psychokinetic Proficiencies
While focusing on this principle, once on each of your turns 2nd-level Psychokinetic feature
when your standing shadow hits a Large or smaller creature,
you can force that creature to make a Strength saving throw. You gain proficiency with the Athletics and Acrobatics skills.
A Large creature has advantage on this saving throw. On a If you already have one or both of these proficiencies, you
failed save, the target is restrained by discharged parts of the can choose other skills instead.
standing shadow until you lose focus on this principle. On You also gain proficiency with shields.
a successful save, the discharged parts are destroyed, and
you must make a Constitution check to maintain your focus Adept Principles of Psychokinetics
on the standing shadow as if it just took damage. A creature 2nd-level Psychokinetic feature
restrained by the discharged parts or one that can touch the
creature can use its action to make a Strength check against You have unlocked the secrets of psychokinetics, gaining
your principle save DC. On a successful check, the target is access to the set of principles offered by your ethos. When
freed. you learn additional principles, you choose from the
following options.

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.

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Feedback Pulse Void Ronin
Taxing As guardians of the mind and the blade, the Void Ronins
are not mere warriors but also seekers of knowledge.
While focusing on this principle, you can elicit a pulse of Their secluded sanctuaries serve as centers of learning and
feedback to your enemies’ motion. When a creature within contemplation, where ancient tomes and psionic artifacts
your influence range willingly moves at least 5 feet, you are carefully studied and preserved. Within these hidden
can force it to make a Constitution saving throw. On a failed enclaves, they unravel the mysteries of psionics and seek to
save, it takes 1d6 force damage. unlock the full potential of their bodies and minds.
This principle’s damage increases by 1d6 when your esper Trained from a young age in clandestine organizations
level reaches 5th level (2d6), 11th level (3d6), and 17th hidden away in the most remote corners of Animaria, the
level (4d6). Void Ronins undergo rigorous mental and physical discipline.
They learn to tap into the vast reservoirs of psionic energy
Gravity Field within themselves, forging a connection between their minds
While focusing on this principle, you generate psionic pres- and their weapons. Through intense concentration and medi-
sure all around you. At the start of each of your turns, each tation, they can manifest their thoughts into telekinetic force,
creature of your choice that you can see within your influ- manipulating their weapons with sheer mental willpower.
ence range must succeed on a Strength saving throw or drop This ability not only grants them unmatched precision and
one object it is holding. On a successful save, the creature is speed in combat but also allows them to wield heavier and
immune to this principle until the end of your next turn. more protective armor than their brethren.
Void Ronins are a formidable force on the battlefield, their
Guide or Avoid telekinetic prowess elevating their martial skills to a level
While focusing on this principle, you can subtly manipulate rarely seen in the world. They can deflect incoming attacks,
weapon attacks. As a reaction, you can add or subtract your redirect the trajectory of their strikes mid-swing, and bolster
proficiency bonus from a weapon attack you can see within their defenses with invisible barriers of psionic energy. Their
your influence range. You make this decision after the attack duels are a mesmerizing dance of mind and steel, as they
is rolled, but before the outcome is determined. anticipate and counter their opponents' moves with uncanny
accuracy. When the Void Ronins unleash their full potential,
Kinetic Resonance they become a whirlwind of telekinetic power, striking with
While focusing on this principle, your attacks deliver a supernatural force.
telekinetic impact. Once on your turn when you hit a target
with a weapon attack, it must succeed on a Strength saving
throw or be pushed horizontally the number of feet listed in Void Armaments
your Telekinetic Push principle in a direction of your choice. 2nd-level Void Ronin feature
Objects automatically fail this saving throw.
You acquire the training necessary to effectively arm yourself
Lift or Fall for battle. You gain proficiency with medium armor, shields,
While focusing on this principle, you can subtly manipulate and martial weapons.
a creature's movement. As a reaction, you can choose a crea-
ture you can see beginning to walk, jump, or climb within Adept Principles of the Void
your influence range, and add or subtract the number of feet 2nd-level Void Ronin feature
listed in your Telekinetic Push principle from its movement.
You have unlocked the secrets of the void, gaining access
Psychic Wind to the set of 1st-tier principles offered by your ethos. When
While focusing on this principle, psionic wind torrents you gain additional principles, you can choose from the
around you. You have half cover against ranged weapon following options.
attacks.
Battle Fog
Reverse Polarity While focusing on this principle, you gain +1 bonus to AC.
While focusing on this principle, you fall at a rate of 60 feet
per round. If you land while still focusing on this principle, Flurry of Objects
you take no falling damage and can land on your feet. While focusing on this principle, an area of chaotic
telekinetic force manifests around you with a radius that is
equal to the number of feet listed in your Telekinetic Push

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principle. If there is at least 10 pounds of loose objects in the Reduce Impact
area, they wildly fly about within it, dealing 1d4 bludgeoning When you begin focusing on this principle, select one type of
damage to any creature that enters the area for the first damage from force or thunder. When you take damage of the
time on a turn or starts its turn there. Alternatively, you can chosen type, you reduce that damage by a number equal to
provide 10 pounds worth of objects you are carrying when your proficiency bonus while focusing on this principle. You
you begin focusing on this principle. can use this principle twice, selecting a different damage type
This principle’s damage increases by 1d4 when your esper each time. For the purpose of maintaining your focus, each
level reaches 5th level (2d4), 11th level (3d4), and 17th use of this principle counts as its own principle.
level (4d4). In addition, you can designate creatures within
the area who are unaffected by this principle when your Soul Shield
esper level reaches 11th level. When you begin focusing on this principle, and at the start
of each of your turns while focusing on this principle, you
Hit the Mark gain a number of temporary hit points equal to your profi-
Taxing ciency bonus. You lose any remaining temporary hit points
when you lose focus on this principle.
While focusing on this principle, you gain advantage on the
first weapon attack you make on each of your turns. Telekinetic Attraction
Taxing
Kinetic Strike
While focusing on this principle, once on each of your turns When you begin focusing on this principle, and each turn
when you hit a creature with a weapon attack, you gain a when you use a bonus action to maintain focus on it, you
bonus equal to your proficiency bonus to one of the attack’s can target one creature you can see within your influence
damage rolls. range. On the start of that creature’s turn, it must make a
Strength saving throw. On a failed save, the only direction
Limit Break the creature can move is towards you, and it has disadvan-
When you begin focusing on this principle, select one type tage on attack rolls against any creature other than you. On
of damage from bludgeoning, piercing, or slashing. You gain a successful save, it treats any movement that isn’t towards
resistance to the selected damage type while focusing on this you as difficult terrain. If an affected creature leaves your
principle. You can use this principle three times, selecting a influence range, the effect on the creature ends.
different damage type each time. For the purpose of main-
taining your focus, each use of this principle counts as its
own principle.

Imaria: The Pillars of Power Kickstarter Preview 21


Evil Eye Rogue hidden, mysterious power. They'll swear by it, showcasing a
supposed magical eye hidden under an eyepatch or clutching
While many rogues are highly-skilled specialists who rely a body part in theatrical agony, trying to convince anyone
on their expertise to accomplish their tasks, some find who'll listen. Wielding dramatic pseudonyms giving life to
themselves achieving victory through sheer luck. They may their supposed magical prowess, they embark on quests that
not be the most skilled, but their fortune swings the balance blur the lines between reality and illusion, all in pursuit of
in their favor often enough for them to accomplish even the impossible.
the most improbable of tasks. This luck, however, can twist
their perception, leading them to believe they possess a Oculus Unleash!
3rd-level Evil Eye feature

Lady Luck, or the latent power of your “Evil Eye”, smiles


upon you, allowing even your failures to result in sequences
of events that lead to circumstances of coincidental benefit.
When you miss a weapon attack roll, you can choose to roll
on the Oculus Unleash table, gaining the benefit referenced
below.
You can use this feature a number of times equal to
your proficiency bonus, regaining all expended uses after
finishing a short or long rest.

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

Your absurd luck, or the extrasensory


perception of your “Evil Eye”, allows you
to react even when the enemy gets the
drop on you. If you are surprised at the
beginning of combat and aren’t incapaci-
tated, you can choose to not be surprised.
Once you use this feature, you can’t use
it again until you finish a long rest.

22 Imaria: The Pillars of Power Kickstarter Preview


Oculus Overwhelm!
9th-level Evil Eye feature

You have learned not to leave everything to chance, or to


succumb to your Evil Eye’s influence if necessary. When you
suffer a condition on the Oculus Overwhelm table below, you
can use a reaction just before the condition takes full effect.
You are able to just barely move yourself to a slightly more
advantageous position, and instead gain the condition or
suffer the effect listed in the Exchanged Effect column on the
table.

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.

Imaria: The Pillars of Power Kickstarter Preview 23


Spell Magic Item
Thalagrantus’ Chronal Audit
3rd-level divination

Casting Time: 1 Action


Range: 30 feet
Components: S, M (an hourglass or timepiece embedded
with a sapphire, worth at least 150 gp)
Duration: Instantaneous
You channel the essence of the Sapphire Elder Dragon of
Time to affect one creature’s timeline within range. The
target must make a Charisma saving throw, taking 4d6
psychic damage on a failed save, or half as much damage on
a successful one. On a failed save, you can also choose to
either unveil or collapse the creature’s timeline. If you choose
to unveil its timeline, you learn what spells, if any, are Tome of Hyperfixation
currently affecting it and the number of magic items, if any, Wondrous item, rare
worn or carried by it. If you choose to collapse its timeline,
the creature becomes delayed until the end of its next turn. This appears to be an ordinary leather-bound book with no
At Higher Levels. If you cast this spell with a spell slot title or inscription on its cover. However, upon opening the
of 4th level or higher, the damage increases by 1d6 for book, it seems to have an infinite number of pages, each
each slot level above 3rd. If you cast this spell with a spell filled with different pieces of knowledge.
slot of 5th level or higher, you can choose to cast it as a This tome contains boundless meticulous information on a
bonus action. variety of subjects.
You can choose a skill or tool and spend 10 minutes

Conditions reading the relevant section of the tome to gain proficiency in


that skill or tool. If you are already proficient in the chosen
skill or tool, you add double your proficiency bonus when
you make an ability check using the chosen skill or tool,
Quickened instead of your normal proficiency bonus. If you already add
A quickened creature gains an additional action on each of double your proficiency bonus when you make an ability
its turns. That action can be used only to take the Attack check using the chosen skill or tool, you instead gain advan-
action (one weapon attack only). A creature may take the tage on all ability checks using the chosen skill or tool.
Dash, Disengage, Hide, or Use an Object action as a bonus Once you have used the tome in this way, it can't be used
action. again until the next dawn.
Cursed. This tome is cursed. An identify spell reveals the
tome's true nature. If you use the tome, you are cursed until
Delayed you are targeted by a remove curse spell or similar magic. As
A delayed creature has its speed reduced by 10 feet. On long as you are cursed, you can't use the tome again, and
its turn, it can take either an action or a bonus action, not find yourself completely obsessed with the currently chosen
both. A creature that would be able to make multiple attacks skill or tool. You are reluctant to do anything that doesn't
(such as with the Extra Attack feature, or Multiattack action) involve it, and when you make an ability check that doesn't
makes one less attack during its turn (minimum 1). use the chosen skill or tool, you must roll a d4 and subtract
the result from the ability check. This cursed obsession can
also lead to reckless behavior, a lack of concern for personal
Withered safety, and an insatiable desire for new information about
When a withered creature would regain hit points, it instead the skill or tool. Any benefits gained from the tome are lost
gains temporary hit points equal to the amount of hit points when the curse is broken.
it would have regained. Any effect a withered creature uses
to cause another creature to make a saving throw, has the DC
of that saving throw reduced by 2.

24 Imaria: The Pillars of Power Kickstarter Preview


Aethergarde Bastion
In the vibrant trade city of Locke, nestled at the eastern
mouth of the Uoglu straight, there stands a fortress of great
importance - Aethergarde Bastion. This fortified stronghold
stands not only as a formidable fortress but as a living
testament to the resilience and creativity of its inhabitants. It
has become a sanctuary for refugees who managed to escape
the clutches of the oppressive Iltherian Empire. Founded by
the renik knight Adira of Wolvesget, the bastion's walls are
reinforced with the resilient anti-magic renik steel, providing
a secure haven for those seeking respite from their tumul-
tuous past.

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.

Imaria: The Pillars of Power Kickstarter Preview 25


Controversial Foundation Adira’s Legacy
Aethergarde has not had an easy journey in Krymaris. Renik Adira's journey to founding Aethergarde Bastion is a testa-
knights, due to lingering distrust from the ongoing conflict, ment to her unwavering dedication to the cause of justice.
have had to work diligently to earn the acceptance of the Once a member of the original Iltherian mercenaries known
local populace. Their efforts, however, have not been in vain. simply as "8," she became deeply disturbed by the Empire's
By actively infiltrating the remnants of the Iltherian Empire brutal actions under Emperor Bravensca's rule. Even while
and acting as spies, the renik knights of Aethergarde have serving in the high command, Adira secretly worked to
gained the trust of the Resistance, a group determined to undermine the imperial agenda, contributing to critical
oust the Iltherian oppressors from these lands. successes such as the rescue of Prince Loholt Lynnvander
Locke, a city under the jurisdiction of the powerful during the fall of Vandoria.
Merchant's League, holds a unique position on the continent. After the Empire's collapse and the fragmentation of its
It is not governed by any specific nation but instead operates forces across Krymaris, Adira continued her mission by
as a thriving hub of trade and commerce. This status has infiltrating the disorganized ranks of the renik knights
led to a willingness to offer asylum to the Aethergarde renik loyal to the remaining warlords. It was during this time that
knights in exchange for their role as peacekeepers within the Adira made a pivotal discovery regarding aioessence and
trade city. Through this arrangement, the bastion acquires the Veil, the temporal barrier that envelops Animaria. She
the necessary resources and supplies to sustain itself found that the utilization of aioessence released a discharge
securely, all while fostering economic ties with the city. that fortified the Veil. This revelation fueled Adira's deter-
The Market Rulers of Locke have established a set of mination to use her abilities for the betterment of Animaria.
agreements that outline rules and protocols governing the With newfound purpose, she established Aethergard
ethical use of magical powers and spells. These guidelines Bastion and introduced a fresh set of aioessence ideals to
emphasize the protection of non-magical beings and prohibit the world. These ideals centered on preserving the Veil,
certain destructive magical practices. The primary objective seeking harmony between magic and anti-magic forces, and
of these agreements is to mitigate the devastating conse- harnessing aioessence as a power for positivity.
quences of magical conflict and promote responsible magic
usage within Locke. Enforcing these agreements falls under
the purview of the Aethergarde, a fact that sparks contro-
A New Order
versy among many Krymaris inhabitants. Aethergarde Bastion serves as a crucial training ground for
renik knights who wish to embrace a more balanced and
equitable approach to their powers, free from the oppressive
dogma of Iltheria. This fortress has also inspired similar
outposts in other regions, with the most renowned being
located in the Merchant's League city of Trifalcon, the largest
trading hub in Animaria. From these sanctuaries, new gener-
ations of renik knight adventurers emerge, carrying Adira's
vision of a brighter future for Animaria into the world.

26 Imaria: The Pillars of Power Kickstarter Preview


Meggmok
An immense reptilian creature with crests of feathers
interspersed with its hardened granite scales.
The meggmok terrorize the Shikarn Steppes, consuming
anything that gets in their path with impunity. They are
greatly feared and respected by the hobgoblins that live
there, who see hunting the beasts as one of the greatest
challenges a warrior can aspire to. The meggmok are the
product left behind in an incursion by the Lunar Hordes.
Inside their blood, a powerful celestial presence lies dormant,
awaiting its host's demise. A meggmok on the brink of death
will erupt in radiant flame, breaking away its rocky hide to
give way to the glowing angelic beast beneath.

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.

Saving Throws Con +10, Wis +7 Legendary Actions


Skills Perception +7 The meggmok can take 3 legendary actions, choosing from the options
Damage Resistances necrotic, radiant (After Final Form) below. Only one legendary action option can be used at a time and only at
Condition Immunities charmed the end of another creature's turn. The meggmok regains spent legendary
Senses darkvision 60 ft., passive Perception 17 actions at the start of its turn.
Languages understands Celestial but can’t speak
Challenge 14 (11,500 XP) Claw. The meggmok makes one Claw attack.
Proficiency Bonus +5
Rampage (Costs 2 Actions). The meggmok moves up to its speed. Each
Final Form (Recharges after a Short or Long Rest). If the meggmok time it enters a Huge or smaller creature's space during this move, the
would be reduced to 0 hit points, its current hit point total instead resets creature must make a DC 20 Strength saving throw. A creature takes 16
to 185 hit points, its creature type becomes Celestial, it grows massive (3d10) bludgeoning damage, is pushed 20 feet away from the meggmok
feathered wings that give it a flying speed of 50 feet, it gains resistance to in a random direction, and falls prone on a failed save, or takes half as
necrotic and radiant damage, and it neutralizes any poison or disease much damage, is pushed 10 feet away from the meggmok in a random
affecting it. Additionally, the meggmok can now use the options in the direction, and is not knocked prone on a successful one. If the meggmok
“Extra Legendary Actions” section for 1 hour. Award a party an additional enters the space of a creature more than once during this action, it is
11,500 XP (23,000 XP total) for defeating the meggmok after its Final Form affected only once.
activates. At the end of the hour, it transforms back into its previous form
with no memory of having its Final Form activate. Extra Legendary Actions
Gleaming Maw. The meggmok causes a creature it is grappling to
Magic Resistance. The meggmok has advantage on saving throws take 14 (4d6) radiant damage.
against spells and other magical effects.
Celestial Bellow (Costs 3 Actions). The meggmok roars with magical
Powerful Jaws. While the meggmok is grappling a Huge or larger radiance. Each creature within 90 feet of it must succeed on a DC 20
creature, it can move at regular speed. Constitution saving throw or take 21 (6d6) radiant damage and be
stunned until the end of its next turn.
Legendary Resistance (3/Day). If the meggmok fails a saving throw, it
can choose to succeed instead.

Imaria: The Pillars of Power Kickstarter Preview 27


Welcome to the
World of Animaria
Unleash your power in a time-woven realm of psionics,
mana, and anti-magic! This book provides the details needed
to participate in a 5e game set in the world of Animaria.

Animaria is an anime inspired 5e-compatible setting guide infused


with unique gameplay that will revitalize your Fifth Edition gaming.
It is set in a realm based around four Pillars of Power: ethereal
chronomancy, psionics, mana, and the anti-magic known as aioes-
sence. Together, these powers shape a vibrant and extensive world,
cut off from extraplanar forces by a net of temporal energy known
as the Veil. Here, you'll find a thriving and expansive world infused
with captivating gameplay elements, such as godless realms, magic
vs anti-magic, chronomancy, anthropomorphic peoples, technology
like black powder and airships, and the intense connectivity
between manipulating destiny and the promise of fate.

Animaria has distinctive feats, items, and monsters, sixteen new


spells, an overhauled inspiration system, vehicle builder, and
other augmentations, and over 20 subclasses, two for each class,
designed around favorite anime tropes and archetypes. But that's
not all! Animaria introduces three new classes - the anti-magic
Renik Knight, temporal Magical Guardians, and the reality-warping
Espers. Whether you want to charge into battle wielding the
awe-striking power of aioessence, transform yourself to protect the
Veil from nightmare incursions, or manifest standing shadows to
fight for you, the possibilities are endless!

Envision a winged elven monk, harnessing chronomantic energies


to morph into a stylish time-altering form, effortlessly sidestepping
a speeding bullet. Simultaneously, a goblin evil eye rogue taps
into her magical eye’s “dark power”, miraculously causing her
slinging repeating flintlocks to find their mark, even after initially
missing their target. Meanwhile, a 'lupine' wolf sorcerer deftly
spins the threads of karmic chance to defy fate itself, only to watch
in astonishment as their magic is absorbed by the mana-thirsty
energy sword of a renik knight. Imagine the scene as an orcish titan
barbarian slowly approaches a fort's imposing wall, covering their
body in armored bone and muscle before delivering a thunderous
swing that shatters it, clearing the path for her allies. But just as
victory seems assured, a two-tailed fox magically transforms with
the power of time manipulation to touch the rubble and seamlessly
restore the wall to its former state. All of these fantastical feats and
more come to life within the mesmerizing world of Animaria.

Grab your dice, record initiative (prepare to have it tampered with


by a Bard of the College of the Idlemaster) and get ready for an
adventure worthy of time itself!

www.Lynnvander.rocks

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