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 |
Shillelagh
Transmutation•Cantrip

Description
The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Spell Details
Level | 0 |
Range | 1 |