
Fantasy
Averon is a world forged from dichotomies light and shadow, structure and entropy, renewal and decay. Its very essence flows with ley-threads, channels of mana that suffuse mountains, rivers, and cities sculpted from living stone. Here, magic is not a discipline; it is the breath of life. Across ages, civilizations have flourished in harmony with the Ley — until ambition unraveled the weave. Now, Averon exists on the brink, kept whole only by a decaying magical defense: the Veil.
Author's Note: Hey, I’m the creator — you can call me Alexein.
This world is something I build in my free time, mostly for the joy of it, it's a world i have been building for about a couple of months lorewise.
If you have feedback, ideas, or just want to talk about what you experienced,
feel free to add me on Discord: Alexein9
I hope Averon helps you ease your mind, even for a little while.
Now — welcome in.
🧭 What You Need to Know
Averon is a living world — vast, ancient, and in flux. You’re stepping into a land built on leyline magic, fractured history, and shifting alliances. This is not just a setting. It’s a world that will remember you.
Magic is everywhere, but not all who wield it are wise.
The Veil is fragile — and watching.
Factions rule through banners, not thrones.
You begin in one of the Nine Sigil Cities Inn. Each is alive.
🎭 What You’ll Create
You’ll shape a character that belongs in Averon — flawed, driven, magical or not.
🕯️ How We Play Suggestions
Narrative-driven: Describe your intent — not just “I hit.”
Choices change things: Cities remember. NPCs evolve.
Failure is valid: Sometimes, survival is the story.
Magic is layered: Discover new combinations, schools, rituals.
🗺️ The World is Evolving
This is a work in progress. You’re invited to shape it.
Invent a tavern or creature
Suggest mechanics, spells, factions
Journal your story — and leave echoes for others
💬 Final Words Before You Begin
You’re not the chosen one.
But you might become someone who matters.
Pick a table.
Pick your scars.
Let Averon speak.
Played | 10 times |
Cloned | 1 times |
Created | 6 days ago |
Last Updated | 6 days ago |
Visibility | Public |

HP Range60 - 60 (Avg: 60)
AC14
XP700
Description
Bramblekins are semi-plant creatures with bark-marrow hybrid tissues, dwelling in the Thornwild's fractured ley groves. They are nomadic scavengers known for their defensive entanglement abilities and seed-based divination rituals.
Details
Size | Medium |
Type | Plant |
CR | 3 |
XP | 700 |
Languages | Sylvan |
Defenses
Armor Class | 14 |
HP Range | 60 - 60 (Avg: 60) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Seedburst Divination
The Bramblekin scatters glowing seeds in a 10-foot radius. Allies in the area gain advantage on their next Wisdom (Perception) or Intelligence (Investigation) check within 1 minute as the seeds reveal hidden truths.
Thorn Whip
Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 13 Strength saving throw or be pulled 10 feet closer and restrained by entangling thorns until the end of its next turn.