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 |
Mage Hand
Conjuration•Cantrip

Description
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
Spell Details
Level | 0 |
Range | 30 |