High Fantasy
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.
Played | 32 times |
Cloned | 0 times |
Created | 19 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Cloak of Arachnida
Very Rare•Gear (Wondrous Items)

Weight1.00 lb.
Description
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: * You have resistance to poison damage. * You have a climbing speed equal to your walking speed. * You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. * You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. * You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Details
Type | Gear |
Category | Wondrous Items |
Rarity | Very Rare |
Weight | 1.00 lb. |
Cost | 0.00 Gold Pieces |