Orenthys world illustration - Fantasy theme
Fantasy

Orenthys

O
Orenthys

Shattered by ancient wars and abandoned by lost gods, Orenthys offers countless paths. Become an Arcanist, Warlord, beast bonded Tamer, or Blacksmith whose blades shape kings. Even a miner’s pickaxe may sway empires. Journey across five vast continents with divine ruins, arcane storms, living guilds, and clashing kingdoms. Bind spirits, tame beasts, explore forbidden lands, challenge monstrous horrors, or command mighty armies. In Orenthys, even the smallest soul can change the world’s destiny.


Author's Note: 🚨 ⚔️ IMPORTANT FOR ALL PLAYERS! ⚔️ 🚨 👉 Before you begin = Check your character sheet carefully, no matter which character you chose. 🚨YOU MUST START IN THE CORRECT LORE LINKED LOCATION TO PRESERVE THE STORY FLOW.🚨 🚫 Skipping this will break immersion and disrupt the world narrative. ✨ If you create your own character, you are free to choose any starting location you wish. ✨ It is recommended you create your own character, or choose the featured characters to help you explore and understand Orenthys more easily. Some regions may present extra challenges and dangers proceed with caution! 🧬 Playable Lineages: Emberkin, Aetherials, Drow, Halflings, Dwarves, Orcs, Humans, and more each with deep lore and unique traits. 🗺️ Continents: Five massive continents, each with distinct climates, cultures, and mysteries. 🏰 Capitals & Cities: Dozens of capitals and landmark towns with layered guild halls, faction quests, and local legends. 📌 Points of Interest: Dynamic POIs with hidden loot, local monsters, quest boards, and interactive elements. 🔥 Guild Systems: Fully rank based guilds with progression, ranks, NPC quest chains, and faction alliances. 🎭 Factions: Rival guilds, mercenary bands, resistance cells, and dark cults influencing the world’s politics. 🗡️ Combat: Rank-based monster ecosystems, wilderness areas, random loot tables, dungeon mini bosses, and regional hazards. 🌌 Magic: Custom spells, rune-based rituals, dream-magic, demon pacts, astral prophecy woven seamlessly into the setting. 🛠️ Items: Hundreds of unique weapons, armors, relics, and craftable resources for players to discover. ⚖️ Choices: Moral dilemmas, branching outcomes, and consequences that ripple through kingdoms. 🚪 Expansions:Modular to support new POIs, new factions, and new story arcs over time. ✨ Orenthys is a living world ✨
Played710 times
Cloned8 times
Created
14 days ago
Last Updated
4 days ago
VisibilityPublic
Pipes of the Sewers
UncommonGear (Wondrous Items)
Pipes of the Sewers
Weight2.00 lb.

Description

You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.

Details
TypeGear
CategoryWondrous Items
RarityUncommon
Weight2.00 lb.
Cost0 Gold
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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