Entangled Souls world illustration - High Fantasy theme
High Fantasy

Entangled Souls

N
Njord

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.
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Sword of Wounding
RareWeapon (Martial Melee Weapons)
Sword of Wounding
Weight3.00 lb.

Description

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Details
TypeWeapon
CategoryMartial Melee Weapons
RarityRare
Weight3.00 lb.
Cost0 Gold Pieces
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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