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 Range3 - 24 (Avg: 14)
AC15
XP50
Details
Size | Medium |
Type | Humanoid |
CR | 0.25 |
XP | 50 |
Languages | Elvish, Undercommon |
Defenses
Armor Class | 15 |
HP Range | 3 - 24 (Avg: 14) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Hand Crossbow
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.