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 |

HP Range10 - 45 (Avg: 28)
AC14
XP100
Details
Size | Medium |
Type | Monstrosity |
CR | 0.5 |
XP | 100 |
Languages | None |
Defenses
Armor Class | 14 |
HP Range | 10 - 45 (Avg: 28) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Antennae
The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.