Entangled Souls world illustration - High Fantasy theme
High Fantasy

Entangled Souls

N
Njord

Consciousness may be shared or preserved: Integration is permanent; death is optional.


Author's Note: Step into Armiron, where consciousness is currency and your Φ shapes destinies. Ancient forests murmur with sentient thought; city‑minds pulse with shared memory. Will you defend individuality as a Severant or surrender self to the Integrated? Every ritual, every alliance tests the price of unity—and the meaning of free will. MAJOR FACTIONS • Severants (preserve selfhood; mnemonic rituals) • Integrated (shared minds; empathy at cost of freedom) • Liminal Court (arbiters of balance; secret agendas) KEY FACTS & FEATURES • 45 distinct locales: from the silent anti‑Φ sanctuaries of the Thoughtless Hall to the humming chaos of the Fracture Docks. • 8 boss encounters: Keeper of the Ash Gate, Decayed Guardian, Harbinger of Doom, and more. • Φ mechanics: measure or manipulate Φ to merge minds, erase pain, amplify collective power—or defend against forced integration. • Moral axis: isolation vs unity, with complex shades in between. PLAYSTYLE OPTIONS • Intrigue & Investigation: infiltrate the Red Ledger House, decode inverted sigils, unearth Court plots. • Exploration & Survival: brave the Ash Gate’s realm of regret; gather ancient stones, wind‑whispers, sky‑tears. • Combat & Ritual: wield Φ‑imbued blades, duel Decayed Guardians, perform healing or shattering rites. • Roleplay & Philosophy: debate free will vs determinism, parley with a god‑mind, decide who controls consciousness. GM TIP Start with Generate Areas and Generate Points of Interest switched off to ensure the campaign doesn't drift off into generic fantasy story-telling that doesn't relate to free will and consciousness.
Played32 times
Cloned0 times
Created
19 days ago
Last Updated
1 days ago
VisibilityPublic
Robe of Useful Items
UncommonGear (Wondrous Items)
Robe of Useful Items
Weight1.00 lb.

Description

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger Bullseye lantern (filled and lit) Steel mirror 10-foot pole Hempen rope (50 feet, coiled) Sack In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly. | d100 | Patch | |---|---| | 01-08 | Bag of 100 gp | | 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp | | 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself | | 23-30 | 10 gems worth 100 gp each | | 31-44 | Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags | | 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you | | 60-68 | 4 potions of healing | | 69-75 | Rowboat (12 feet long) | | 76-83 | Spell scroll containing one spell of 1st to 3rd level | | 84-90 | 2 mastiffs | | 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach | | 97-100 | Portable ram |

Details
TypeGear
CategoryWondrous Items
RarityUncommon
Weight1.00 lb.
Cost0 Gold Pieces
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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