time jump record - history and lore
2024 Fall Time Jump (15 year jump)
Source: https://docs.google.com/document/d/18TPbfDFkXv59tJ0cit1_xiLi709EgAYE9vJ40d4k6S4/edit?usp=sharing
Status: ok 63459 chars. Characters: 63179.
Time Jump 2024-2025 (15 year jump)
Year 16,419-7A
Table of Contents:
NEW Polar North Political Map 2024-2025
NEW Western Sea Political Map 2024-2025
NEW CROWN Influence Levels and Current Local Leaders 2024-2025
Morganti’s Healing and Spirits Hope:
Wild Forests Stilling:
Totem Animal Spirit Interactions and Blackspires Trials:
Deparia Retreat:
Shadowlands Takeover:
Dagedrask, Atone, and the Council of Eight Hands:
Shagaoath, Abarantari, and the Consorts of Shaoagon:
Eruin, the Wandering Keep:
Infernals Consolidation, Kaya’s Death, and Uber Ton Duo’s Torment:
Emergence of the Nation of Khufalden:
Geb’s Rule of the Western Reach:
Last Isles Outreach and Diplomacy:
Political Shifts and Organizational Troubles:
Dragon Behavior and Interactions:
Nightmare Insanity Shades:
NEW Link to the Bestiary Doc for this Season 2024
Current new and persisting game world effects (variations from Rule Book descriptions):
Totem Animal Spirits:
Nightmare Insanity Shades:
HragNaliKin’s Legacy of Healing
Death Interactions for this Season
Corruption Counters and Other Corruption Effects:
Shadowlands World Effects:
Final Rules Changes for the 2024-2025 season-
Extra Maps
Bonus- Playlist 2024-2025
* NEW Roekron Political Map 2024-2025
* NEW Polar North Political Map 2024-2025
* NEW Western Sea Political Map 2024-2025
* NEW CROWN Influence Levels and Current Local Leaders 2024-2025
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Morganti’s Healing and Spirits Hope:
A dramatic shift has occurred in Roekron surrounding the interaction and prevalence of Morganti weapons and ways to deal with the damage they cause. As was hoped by many, with the sacrifice of the Tools of HragNaliKin at Hragnors Forge and subsequent sealing off of the Morganti plane from this one, the world has entered into a new period of healing and hope for people across the land. Legendary items are now able to shift previously career ending wounds to much more manageable effects, and if one is fortunate enough to be able to sacrifice a Hammer of Hragnor’s Keep, one can completely remove a damage or loss of limb. These profound changes to the fabric of the world have shifted entire political regions and caused Morganti items to become quite rare in the world now. Almost never encountered, due to their extreme value as collectors items, these weapons are now mostly found only in archives and throne rooms, where they might be used in ceremonial arts, but not in common battle. As a result there has been in an increase in the research and development of other weapons of permanence. While Astamori remains very difficult to create, it is rumored that a few of these type of items have been made by certain governments who are keeping the work secret. More common are encounters with Agantine and Ristarwa, both of which seem to have become more common in general. The Agantine effect is believed to be closely associated with Necromatic rituals, haunts, and a pact with death. How this works isn’t common knowledge, but many believe this interaction dates back to a barter or riddle effect that death once was known for. Whatever the method, Agantine weapons, always in the form of some kind of sustained blessing or manifestation of ones internal power, not a true metal type, now occur regularly, particularly in relation to Dagedrask and Shagaoath. Ristarwa’s prominence is a bit more bizarre. Apparently, certain Cha Oath who used to work for the Rising Star are now making alliances with all kinds of Roekron governments and being hired to work as weapons suppliers. Since the Ristarwa weapons wear out after about a week or so, this provides them with an endless need for their talents.
Another bright spot in the process to remove Morganti from the world has been the successful acquiring and then subsequent disassembly of Merigrads Reaper, one of the most feared and deadly items in Roekron. The glaive, made famous by the Carakwaith Bones who used it in many fearsome ways, was most notable for its ability to make spells unpreventable, something every powerful Elder Sorcerer dreams of being able to accomplish. This exceedingly dangerous item was taken upon Bones death and given to Melissa the Scald of Pinnacle. It was noticed to be corrupting her over time, and in a dangerous altercation she managed to get the item to Electra Bosium before she did too much harm to her friends. Electra was the keeper of the item for centuries, and it was believed that it had not affected her much. But perhaps, due to her interactions with the Box of a Thousand Wonders or perhaps something else, Electra seemed to be unwilling to destroy the item now that doing so should be fairly easy. It is believed that Sigusmund, Arch Mage of Pinnacle provoked her somehow, and that she then began a short lived war with Temnor, calling out Eteri Odril of CROWN to some kind of duel and making grand claims about his intentions towards her. This international incident was quelled when Sigusmund and Eteri realized that the glaive she was wielding was in fact a fake, and the real item was a wand she had hidden on her person. They were able to steal the wand (with some help from Electra, who apparently wasn’t completely out of her mind after all), and then Sigusmund commenced to disenchant the item using pacts he has with some of the the items home planes. The arduous process is said to have caused Sigusmund to die in more ways than one, and he is now only holding on due to Divine Intervention, he has become lost within his own mind, and cannot continue as a teacher at Pinnacle School. He is said to be being taken care of in his final years there and Pinnacle is now looking for a new Storm Magic Teacher.
Wild Forests Stilling:
Just as the great dragon assault on Pinnacle ended the forests seemed to calm as well. For decades the forests had been expanding across the land and people had discovered passing into a forest caused them to become lost in the Wild Wood, a place usually only encountered in Einion. Now however, this effect has ended, and forests have returned to their usual placid nature. Each has a unique flora and fauna again, and entering into the woods no longer causes one to become lost for years at a time. While this has been a helpful and welcome change to many who must enter the forest, for those who learned to navigate the Wild Wood, it means they can no longer travel between distant forests in a days time. There are some rumors that this effect still exists in certain pockets of certain forests, but this has not been confirmed. Some believe this to be more a product of the psionic effects forests have and that it is confusing people who enter within them. However, forest are no longer generating a static psionic field, as they did in the past. Instead, they seem quite mundane. The only forest that still shows signs of any psionic traits is the actual Wildwood at the heart of Einion. Here, as before, travelers become lost for days that seem like years, or for years that seem like days. This is the only location that psionic pools are sometimes still encountered, though they are increasingly rare.
Totem Animal Spirit Interactions and Blackspires Trials:
With the emergence of an ancient prophecy foretold by the shamans centuries in the past, the Totem Animal Spirits have awakened in Blackspire. Within these lands, if an animal is killed, its spirit will emerge and observe the one who has taken its life, deciding if the act was done for need or for want. Those who are judged as worthy are blessed with the service of this spirit entering an item crafted from the body of the dead animal, which lasts for the rest of the month in which the item was made. Those judged to be negligent become haunted by the animal spirit which will begin to follow those who have committed this act of dishonor to animal kind.
This age of change and spiritual awakening has been overseen by Krirob Muproft Hugi Stormkin, one of those who successfully completed the trial of the Doors of Primal Fire and then was voted in by the masses of all the Blackspire Clans. The period he oversaw was one of the most tumultuous of Blackspires recent history, as it battled with itself to not completely revert into a fractured group of tribal nations again. Wars were fought between various tribal regions as well as Shamans vs Wildguards, and the newly accepted Darkspike Tribe, now allied with the rest of the nation against Infernals and other demon driven cultures. During this period Krirob crafted new cultural traditions based on the old and ancient ones to give structure to the quickly devolving region. The first law, based on ancient tribal cultural rules, states that if you are encountering a new group, if you intend violence, you must state your grievances. This law has caused many combats that could have been deadly to be solved through many alternate routes. The second law, also based on ancient burial rites, states that when you find someone honoring a dead animal spirit, it is disrespectful to attack them (places where people are honoring the spirits are sacred). The last of these laws to remain relevant in Blackspire involves the barter system deeply ingrained in many of the tribes customs. This law states that gifts, trades, and sacrifices are to be respected (it is dishonorable to ignore someone's gift, trade, or sacrifice). These laws have become the touchstones of Blackspire culture as the nation has begun to recover from their internal conflicts. To break any of these laws, as a member of a Blackspire tribe or group would cause the immediate loss of honor, regardless of the region one finds themselves in. Even after Krirob’s rule ended seven years ago, the culture and practices held during his rule have persisted to this day, transforming many of the tribes conflicts into understanding of cultural differences and rights.
Deparia Retreat:
It did not take long for Athemenon Deparia culture to collapse once their capital city went into a rebellion. Apparently, much of the power structures that the Dapar Krula utilize relied on magical chains of command. These chains forced a magical being to take actions for the Dapar Krula and that being would then use its magical powers of influence to control others, and the chain would continue. But this system was flawed in that towards the bottom of the chain, the common people were ruled through simple fear of the many magical beings that might destroy them. As pieces of these chains were broken, many groups became free down the line, and huge sections of the nation moved into open rebellion. The final straw was the living Dapar Krula humans, who are the most numerous. All very old at this point, having a very low fertility rate, most were dying out. Only the undead Dapar Krula wished to remain, and this conflict between the two groups proved to be untenable. In the end, Athemenon Deparia retreated from Roekron, heading south towards their homeland. It is said that some of the Undead Dapar Krula remained behind, wandering and setting up secret strongholds in hidden parts of the world, waiting for an opportunity to punish the people of this world for their humiliating defeat. If so, one does not relish the future confrontations with these patient individuals.
Regardless of if some remain, most of Roekron is happy to see the group finally take their leave of this land. Vastly reduced in numbers, it seems there was little else they could do but take to the seas. We are all hopeful that they do not return in the near future and that those that did stay in Roekron are deterred by the knowledge of the psionic forces still at play in parts of the world.
Shadowlands Takeover:
Unfortunately, the retreat of Athemenon Deparia coincided with the massive expansion of the Shadowlands in Dsesnor and Sorikonia, giving them little respite from the torments and danger in their lands. Early on, numerous powerful entities were seen to emerge from the Temple of Minimoto near Mist Lake and aided in keeping the roads and cities clear for the people of Dsesnor. These beings were powerful item spirits that have remained in this world as some kind of guardian haunts. The beings were assisted by ancestor spirits as well, and this allowed Dsesnor to get a foothold before things got really bad. Soon, all of Dsesnor was becoming full Shadowlands, something that has never happened in the history of Dsesnor. With the aid of numerous other nations, the road and cities were reclaimed and fought for, and now, cities remain free of the Shadowlands effects that poison the air, ensnare the land, and corrupt the spirit. Roads, however, are not so safe. Usually, along any road, any one Shadowlands effect will be observed by those traveling it, and all travelers take great caution to not become drawn off the main thoroughfares. For once one strays too far from the road, all the Shadowlands horrors come into play and few survive for long in the strange fog and infected air that surround them. Armies of Taken Folk led by Shadowlands Commanders crisscross the lands now. Numerous powerful demons blockade roads regularly, with Azazor, a powerful Skull Warrior that mana drains instead of dealing damage, leading many of these attacks. Zuthrus, a Cave Troll like being that seems to be immune to most attacks is also commonly encountered, though due to his low intelligence, he is sometimes not as dangerous as he might be. Telinari is one of the most problematic of these Shadowlands demons, as she seems to be able blend in and appear as a friendly ally, until she turns on the party, and seems to be unable to be harmed in many situations. Okreni is also very problematic, as this small goblin demon multiplies whenever it is dropped, though the copies do not appear in the same encounter at all, but rather, somewhere nearby. Thousands of these demons are believed to have been created now, and getting rid of them seems hopeless. Sobashake was a horrific problem for many years, as his power to corrupt plants and animals to his will and use them as spies and assassins had most of the nation on its knees until a band of adventures led by Ryoshi, Iris, and several others successfully assassinated him with a one time use jade spear. This single acts brought back hope, defiance, and faith to many of the people of Dsesnor.
Most feared, however, are Yarikain, a being of silver slime that feeds on magic, Kullindrin, a being that collects bones from those it kills and adds them to itself, and of course, The Prince, a Black Dragon, believed to be Morganti in nature.
Needless to say, Dsesnor and Sorikonia are on the brink of collapse. They expended a great deal of their resources defending against Athemenon Deparia, and now that the Shadowlands has taken over, they are completely worn out. Fortunately Oriri and the Grey Isles have come to their aid, and are helping prop up the flagging nations for as long as possible. One saving grace appears to be that the Shadowlands cannot extend beyond Dsesnor and Sorikonia currently. There are many who believe that Andionion is at risk, as it has encountered a Shadowlands like effect in the past. Currently, the elven ancestor worshippers have not experienced anything like this, but are keeping a watchful eye on developments that might suggest this.
Dagedrask, Atone, and the Council of Eight Hands:
While one major threat to the south is replaced by another, an older and more local threat awakens as a major behemoth in the north. Taking on the mantle of the ancient cultural goals of Dagdeoth, Dagedrask seems to be quite popular with many of a more evil bent and has been recruiting demons, undead, trolls, giants, ogres, and many displaced groups. Powerful and well connected, Dagedrask is extremely resilient, deploying massive armies and powerful legions with a variety of skill sets and objectives. Their major military presence combined with the covert and extremely debilitating attacks by their spies, often called the Hidden Fishers or Barbs, due to the small fish hooks they employ, makes the Dagedrask one of the most concerning groups on the current political scene. Seemingly well funded (having a large amount of territory in the polar north, Dagedrask is poised to make a major invasion into numerous countries soon.
Also a major problem wherever Dagderask is concerned is Atone, the avatar of the Dagdemar in some form, as he is believed to be. Atone appears to have been toying with opponents in the past, as he used only a simple broadsword before, but has now upgraded his weapon substantially. While many believed he would manifest a Morganti version of his sword, it appears he has instead unlocked the Agantine variation that his crusaders sometimes use, but he has this effect on all the time. His form of Agantine is much more punishing however. Rather than a single Agantine death being caused by the weapon, each Red Stone that the person pulls in that pull gives them an Agantine death. This has made Atone far more feared on the battlefield, allowing him to carve out huge areas of control, along with his Crusaders who also seem to have unlocked a similar effect, though it is only usable a limited number of times. Atone seems to be oddly distant from Uber Ton Duo, his old ally from the Infernals. The two used to be found fighting together at times, but now the interactions that have been noted seem strained in some way.
Most interesting as a development with the Dagderask is the discovery of the Council of Eight Hands, a very secretive and barely spoken of organization that appears to be the powerhouse behind most of Dagderask’s success. Feared and almost never mentioned directly in the north, the Council of the Eight Hands seems to be some kind of group of individuals with powerful connections to Dagdemar. Those that cross them, or indeed, even mention them, soon disappear as their ability to deal with almost any infiltration operation is unparalleled.
Shagaoath, Abarantari, and the Consorts of Shaoagon:
Experiencing a similar renaissance of power and influence, Shagaoath has risen to prominence, apparently making some kind of non-aggression pact with Dagedrask for the time being. Adding Shagaoth to the mix of conflicts in the north has serious upset the balance of power in the region. Initially, soldiers in the region experienced the priests of Shagaoath as being more potent and powerful, but this was not considered a major issue. But soon, thousands of troops began to pour out of the small region Shagaoath had held onto. These new troops were highly suited to combat against opponents using magic, and at first this seemed to be foolhardy since the Dapar Krula shut down many magical troops. But as the years passed in became clear that Shagaoath had been playing a long game in this war. The nation rolled out a whole new force of highly magically driven units and across the region of their territory, new calls to war and to worship rang out. It was not long before the first Consorts of Shagaoath were encountered; powerful fighters with an ability to use magic spellstrikes in armor and that feed off of magical attacks. These fighters combined with the Commander Priests and High Zealots now increased ability to kill anyone using conjures in their encounters, made for a deadly push across the nearby nations lands. Soon new beasts joined the fray, with the strange Saber Serpents augmenting mages around them, and hordes of Cave Trolls shielded from spells marching across the mountains. Illionass, Narohaim, Dagedmain, and Odilathen all opposed Shagaoath and might have succeeded had Abarantari, the avatar of the queen herself not joined the war. Similar to Atone in her affect and abilities, Abarantari appears to be a projection of the demon queen herself, and can be in many places at once, suggesting true godhood from the infamous lady. Opponents cannot use conjures in encounters with Abarantari, and all active Elder Sorcery spells and fields rupture and are consumed by her, feeding her power, and being permanently lost by those she encounters. It is unclear how deep this power goes, but at least the lady in this form is not unkillable. Similarly to Atone, she remains fragile, though deadly. Most who see her on the battlefield make a hasty retreat.
Shagaoath has had some interesting encounters lately with two notable Cha Oath, who go by Kapshinaril and Subdeliph. Both of these infamous fighters have faced the Avatar of Shagaoath personally and in these fights she seems quite different. More of a true self, she seems to tangle with them in a vicious and wild manner, both sides sticking strictly to weaponed combat, with special weapons they power themselves, both the Cha Oath using their Ristarwa weapons and Abarantari welding what all believe to be a Starbright Astamori sword. How Shagaoath creates this weapon from herself is beyond our speculation, and it is assumed she cannot do so in her normal form or she would, but needless to say, it is a harrowing thought. In both instances, she bloodied and drove off the attackers, but not without taking some wounds herself, wounds which healed slowly over the years she has been encountered. This gives us some hope that the Cha Oath may again face her and bring down this terrible foe.
Eruin, the Wandering Keep:
Going through a very trying period just before the Pinnacle Dragon War, Eruin, now called Eruin The Wander, has changed dramatically and is credited with keeping Illionass from falling to either Dagedrask or Shagaoath. Adopting the form of keep, this large stone edifice glides across Illionass from battle to battle, offering fortifications in the sky and on the ground, changing his form at will, but always to suit the needs of those who defend Illionass. He is sometimes encountered within the keep, which seems populated with numerous Moriplates, as one in particular who introduces himself as “Warren, the Innkeeper.” “Warren” as he seems to prefer when in this form, listens to the problems of those who come to him, and asks if there is any way he can help. Often, those who seek him out find they leave far more refreshed and sure of themselves than before. Eruin, the Wandering Keep has stopped dozens of invasions as his field of general fear and unease routes most living troops, and even undead appear to give pause when confronted by him. He is a great boon to Illionass and to CROWN in general in the north.
Infernals Consolidation, Kaya’s Death, and Uber Ton Duo’s Torment:
During this time period the Infernal armies appear to have become somewhat disorganized in their aims and goals, which has been welcome to most. As Dagedrask expanded around them, the Infernals shrank and while they did attempt to take over many lands, succeeded with none. They are still a menace, but mostly to Svodlun and Stonehammer who have invested a great deal in fighting them back. Serikarver Di Mave is still a major juggernaut, unstoppable when she appears, but those encounters have become far more rare. Epicrari Von Squi has also been seen less, which is very appealing to most, as any who have run into him do not often remember the encounter as it happened, nor do they retain their ability to explain the situation. Both of these named demons seem to haphazardly be in charge, with Uber Ton Duo leading very rarely in the beginning, and becoming completely isolated by the end. To better understand this development, it is critical to first consider the death of Kaya Gothang, who tragically passed on due to some bizarre twist in reality which caused her to be killed by her own guard, Ricardo Morelli, a Rank Nine Warrior of the Elder Goddess. Apparently Kaya was experiencing a looping of time and being in multiple places at once, as well as alternate timelines. Many scholars believe that this was signs of the first steps of achieving a new god like status and that had she survived she would have become much like Atone or Abarantari, but for Randwin. Unfortunately, she passed on due to this collision of realities. This led to Ricardo, the aforementioned Warrior of the Elder Goddess, deciding to go on a quest of redemption which luckily placed him directly in the path of Uber Ton Duo. Not wasting any time, he charged the demon and was killed several times by him, something many scholars believe was intentionally done by Uber Ton Duo, given that he must have known that to do so would likely bring down the wrath of a thousand voices, the numerous angels that come when a Warrior of the Elder Goddess finally passes on. Sure enough, shortly after the battle, fifty-two angels, all of various eras of Elder Goddess worship through thousands of years descended upon Uber Ton Duo, but surprisingly, he was largely unharmed by them. While they seem to be able to harry, delay, counter, and delay him, no real harm came to him in this conflict, and shortly after many of the angels chose heroes in the area to guard indefinitely, looking out for more attacks by Uber Ton Duo. It is said that Uber Ton Duo is never encountered now without at least one Angel thwarting whatever he is attempting. Which has been referred to as Uber Ton Duos Torment. How bad this is for him is hotly debated. He has corrupted and bent to his will at least fourteen of these Angels who also remain in the world, operating as his eyes and ears across the region, and tangling with other divine beings. These dark angels are referred to as the Maelstrom Herrolds, and are perhaps what Uber Ton Duo was hoping to create all along. The few encounters philosophers have had with Priestesses of the Elder Goddess about this topic have been of little use, as most priestesses state that the Elder Goddess wants it to be this way, and she is all powerful. Most find this answer lacking. A better source seems to be the few guardian angels that have remained attached to heroes in the Illionass region, who have, when asked about this specific issue of why the Elder Goddess would allow such a thing, have answered cryptically, “Do you feel the thunder of a torrent's blast? Do you recognize his tired face? The world is full of golden grace and children’s timeless work, And we are but laborers in the fields we’ve tread too long…Sing of the music that one cannot find but sounds in the dark. Bring forth the unbridled silver light, that burns bright with a single spark.”
Emergence of the Nation of Khufalden:
A somewhat unforeseen development has been the emergence of a new nation from the remnants of what was once the bandit lands east of Garendel. This new nation was originally just a band of fighters who mercilessly killed anyone and everything they fought. Heavily warrior driven, this group soon dominated the entire region and is now led by Cor Press Khufalden, the king of the region. Though he appears human, he is certainly not. Whether he is some kind of minor deity or a demonic host, many have theories. He is extremely clever and fast, and employs troops unlike many the land has seen before. His legions of what appear to be mutants and were-creatures have given many pause. These vicious soldiers systematically kill everything and everyone they run into who is not part of their group. Generally considered a chaotic and evil nation, most give it a wide berth, not even attempting to contend the border with the nation if they can help it. What Cor Press intends and what his goals are are untested. Most seem to believe that Cor Press is seeking to expand his control into all the bandit lands of the world, and indeed factions of his appear in almost every wild area of the map. But some believe he is more easily understood by other means. Milton, of Pinnacles security detail, seems to have had the most popular quote on this issue. “For some people, they want to win, and winning often comes with a cost. Cor Press is all in. Now the bet it to us.”
Geb’s Rule of the Western Reach:
A somewhat less militaristic behemoth has awakened to the south with the sounds of waves against prows and numerous unfurling of sails. The nation of Geb has exploded in control and influence across the region, filling in and taking over much of what Hostor could not hold. Either through purchase or scams, Geb has acquired all the islands around its tiny capital, and has even gone so far as to take Vesi from Hostor. Not directly hostile, Geb retains a seat in CROWN, but does not attend meeting much, which has become quite common in Roekron lately. Geb’s powerful ships have adapted to the needs of such a massive control range, with a few being outfitted with stolen cloud elemental balloons, allowing them to take the place of Pinnacles famous Sky Chariots. These grand vessels are still rare, as defending them against attackers in the sky is something many warriors are not used to. Still, many Geb ships employ an emergency Skysail, which can lift the ship out of the water and allow it to glide safely for up to an hour if need be. This has allowed Geb to combat the powerful hold on maritime commerce that merfolk have commanded for thousands of years. Being able to leave the water completely at times has become a strategy for dodging attacks on the hull of the ship, as has enchanting the hull with alchemy effects and curses. Geb has become a powerful force all across the south now, and raids forces far to the south and west, tangling with Rising Star Factions and Wizard Trade Order armadas. Still considered vastly corrupt and easily bribed, Geb somehow maintains an overall forward momentum towards the good of Roekron. Most consider Geb to be neutral with some good and evil taking over from time to time, but some strong hand moves them from behind the scenes, and that hand seems to have powerful motivations. We can only hope that those motives end up being ones that protect us all, rather than sell us all to the highest bidder.
An interesting development that has aided Geb in its influence and distribution of goods has been the Whistlepoint Moon Market. Believed to be a highly fae associated effect, the city of Whistlepoint, in Blackspire, seems to migrate across the continent into two other existing locations, Geb’s capital city, and The Tomb of the Restless outside of the Sleeping Keep in Illonass. The entire city seems to vanish from Blackspire on the full moon, and merge with Geb’s capital from midnight to midnight. The same happens again on the new moon but in the other direction, landing the city alongside the haunted graveyard that some say has a connection to the demon Shabarax. Many believe that the city is indeed in both places, yet one cannot move between the locations until the merge ends at midnight and Whistlepoint returns to its original location. This has allowed for major transportation opportunities that shipping companies take advantage of by staging their goods near these locations if the timing is good for the transport. In this way, Geb’s reach has grown long indeed.
Last Isles Outreach and Diplomacy:
An interesting development of Gebs grand expansion has been their influence into the west. Overtaking many of the numerous lingering Rising Star Factions there, they now operate numerous pitched battles and conflicts for control of the Last Isles, and have formed a weak alliance with the merfolk of the Coral Deep, a powerful force which controls most of the underwater politics of the region. This truce has allowed for greater control and ease of travel into the region. Many suspect that The Coral Deep may petition for acceptance into CROWN this year, and so numerous diplomatic trips have been made at great peril, into the Western Reaches. This extremely dangerous area is known to be hostile to those who cast Storm spells and is notorious for causing ships to become lost due to displacement type effects. Geb appears to have found some kind of solution to this problem, at least partially, and these recent trips have had many scholars curious, as the amount of resources and wealth recovered from the region and the amount of new flora and fauna described does not match previous accounts. Most consider this to be due to exaggeration by pirates, but some are intrigued as to what this means for the region.
Regardless, it is a welcome change from the numerous attacks out of the west that Pinnacle has been used to. With Geb controlling this region, allied with the merfolk, there are far less raids by enemy ships along the Hostor coasts. This would be all good, except that Geb insists on being paid for their work keeping the shores free of enemies and levies taxes and fees to Hostor, something they cannot currently afford. Many worry this relationship may develop into a protection racket and that Hostor will be cut off from assistance from other nations, and this is perhaps why Pinnacle seeks to make alliances with the Coral Deep as well, ensuring they do not become completely dependent on Geb.
Perhaps relating to this interaction, Einion seems to be breaking ground on a mage school of its own called Raxe’Faradrim. This odd project is rumored to involve assistance from the Cha Oath and seems to focus around the Hunter aspect of Oreme and the Weaver aspect of Vairë. The new school, which is built on the eastern side of the mountains known as The Spires, is largely constructed of interlocking trees with structure anchored within. Condial Traycor seemed delighted to finally have a large-scale project to undertake, but as is the case with most Elven designs, it won’t be completed for another century. Regardless, the school is up and running and just beginning to consider taking on students. Electra Bosium is said to have added security systems to the school, and has agreed to send students there, so many see this as a way of ensuring Geb cannot cut off access to mage training at Pinnacle, in case that becomes their goal.
Political Shifts and Organizational Troubles:
The Free Republics have not done well in these past years. Fractures have appeared in the systems of governance and many groups now consider themselves to be loners, going their own way and keeping their own council. Nations have become far more nationalistic and few groups agree on what the overall course for Roekron should be. Countries find themselves becoming increasingly authoritarian and isolationist, relying solely on themselves and their own resources. While this is better than turning on each other, it still lacks the vision of a unified and organized government that can make decisions for the whole of the region. CROWN still exists and attempts to organize meetings and functions, but the meeting hall in Amir is never full, and few votes are ever meaningful. Stepping in as a surrogate of a centralized government is The Ladies of the Night Watch. Traditionally a group that just trained law enforcement for Amir, this group, led by a much more animated and energetic Electra Bosium, has branches in every capital city of CROWN now, and serves in a function much the same as the Silver Service used to. Ladies of the Night Watch are now one of the most trusted of law enforcement groups, and are brought in as adjudicators for local issues that might be biased or corrupt. Still heavily influenced by their skill to distract and resolve issues in novel ways, The Ladies of the Night Watch are given a wide tollerance for their jurisdiction and methods. Most do not involve themselves in local politics or small crimes, but focus instead on national criminal organizations, smuggling, black markets, and illegal undead.
This shift by the Night Watch has been met with an almost equal and opposite shift by the Priestesses of the Elder Goddess in the opposite direction. Gaining tremendous power and influence over these past years, the Priestesses of the Elder Goddess began to fill in for CROWN when governments began to fail. Consequently, many Priestesses now work as clerks, mayors, and judges, across Roekron, and wield a tremendous amount of power because of this. Unfortunately, that power has not been used to advance the needs of women and non-males, but rather, to advance the reach and scope of dominance that the Elder Goddess religion has on government groups. It is rare in any city that an Elder Goddess Priestesses is not a critical piece of the functioning government and requires donations and deals to be made to ensure her Warriors of the Elder Goddess bodyguards stay protecting the city and the aristocracy. This sad turn of events seems to have left many of the women and non-males in need behind, advancing some to position of fame, fortune, or rulership, and yet those individuals fail to return the favor, instead hoarding their new found positions and advancing only programs that seem to make them even more powerful and integral to the future. One hopes that there is some grand plan at play to advance the needs of the many, but currently those with the means and the time do not seem to have the will.
Dragon Behavior and Interactions:
A most mysterious development has been the dramatic shift in dragon behavior of these past years. Immediately following the Dragon War with Pinnacle, Dragons seemed to become far more calm and even helpful. Encounters with dragons became frequent and often welcomed, as the majestic ancient ones removed curses, healed plagues, and exorcized large areas of undead. It was a time of beauty and abundance, but it was short lived. Within just a few years, dragons began to disappear. Far fewer encounters with them were reported, and those that were became much less involved, seeming to grow more cold and aloof. In under a decade, dragons seemed to retreat from society and leave the Roekron area for parts unknown. Several mages and scholars attempted to ask the dragons what this behavior was about, but most seemed unwilling to talk about it or so cryptic that it was useless to speculate. Currently, dragons are quite rare, and when encountered are usually treated as one might a passing thunderstorm; get under some cover and wait for it to pass, and then carry on with your day. Dragons almost never approach people anymore, and only interact with people if those people seek them out. Once they do, the dragon may decide to eat the person, vanish them from the world, or simply listen to them chatter, but regardless of the mood, dragons take no direct action on the world in regards to its politics or direction. They remain aloof from local conflicts and demonic corruption of regions, religious wars, or any changes to the general landscape of humanity. Perhaps they are involved in a much more serious endeavor or purpose, but whatever that might be, they are not telling us.
Nightmare Insanity Shades:
Perhaps the most strange and unexpected development of late has been quite recent encounters with the strange and sometimes terrifying Shades that seem to be becoming far more common in the world, preying on citizens and heroes alike. At first these beings were thought to be some kind of new undead threat from a powerful necromancer, but as their nature and behavior was studied in more depth, it became quite clear that they are in fact Nightmares, of the type we have encountered for years now, yet somehow far more numerous if less dangerous. These smaller cousins of their gargantuan relatives seem to be caused by people’s insanity and manifest into the world whenever someone gains a lasting insanity, copying all the abilities and traits of the person they emerge from and taking on a form that relates to the insanity the person receives. Insanities can still be cured the usual way, which also removes the Nightmare Insanity Shade from the world, but this process takes a month, during which time the shade can grow to terrifying proportions and power. Since no one can truly defeat it but the one who manifests it, most choose to hunt down the Shade immediately, usually with the help of some nearby adventurers who can assist in tracking and cornering the being before it kills its creator. Shades that successfully kill their creators have been known to become independent, attaching themselves to whomever they meet next, who becomes their new source, completely unbeknownst to them. This turn of events has thrown many off their balance, leaving numerous life mage guilds working overtime to cure insanities faster and faster, and spells to do this at a more rapid speed have been in high demand. When asked to comment on the subject, Laura Whitelocks was reported to say, “There was a path through this wood that I could have walked once, but now that way is forever lost to me. Kaya would have been the other, and now she is gone. The fractured way is the truth of the blade and the source of the madness. The way is shut, but the hinges cannot hold without aid. I am not the first to see it. Magic is not a language but poetry. It is the music of the universe gently vibrating in the endless expanse… What we cannot touch with the formed, we grasp with the unwritten. What we cannot hold, but understand, we find spoken on the winds unbidden…
here you find your answer.”
________________
NEW Link to the Bestiary Doc for this Season 2024
Current new and persisting game world effects (variations from Rule Book descriptions):
Totem Animal Spirits:
If an animal is killed in Blackspire territory, its spirit will emerge (in a 20 count, as wisping) and will observe. This being has all the abilities of the animal it was, plus Minor Undead. (Update: (5/15/25) these haunts are stationary until killed, and wait to observe the treatment of their body by the one who killed them. If they are not treated well by the end of the encounter they become mobile and hunt that person. They also hunt the person who drops them while a huant and becomes mobile for that purpose only if dropped while a haunt.) It will assess how the one who killed it is behaving towards its body, and if the person is doing their best to use every part of it for a good purpose, it will enchant some part of the pieces being collected (it’s choice), and this item will become a Magic Item for the rest of that month (ends on the last day of whatever month they were created in), which grants a limited ability that either the animal had in life, or an ability relating to the animals totem purpose. Generally speaking, Hunter levels equal to the BR of the animal are required for this to work successfully. The items are only Tier 1, but stop working if someone already has one. This effect does not track if they are being used, but rather if they are owned by the same person. If traded away, or given to another person, you could acquire a new one safely.
Nightmare Insanity Shades:
Stats as the being they come from, plus Specter. All have the ability to cast freeform ES which is always a Ray form and can do almost anything to an opponent within the encounter they are in but any effects are 95% of the time completely temporary, returning everything to normal at the end of each encounter (rolled at the end, not for each effect, but for if the entire encounters effects are actually real!).
* Solving Nightmares: Solving a Nightmare can usually only be done if the person who is the source of the Nightmare can be located and convinced to confront their Nightmare. Any attempt to destroy it in other ways will cause it to be gone for a while, but not truely solved (as a Haunt). Solving the Nightmare usually requires defeating it, either by combat, riddles, or some deep understanding of it (the Nightmare determines if it has been defeated). Once defeated, the source of the Nightmare must agree to have the Nightmare and two other party members of their choice (other than themself) pull a stone from the Death Bag (each). When they do, they must state something about the person who is the source of the Nightmare that they believe is true about them but that they may not want to hear. The source of the Nightmare must accept this about themself (it then becomes a Trait of that character), and accept the stone (which is added to their next pull only). If they decide to refuse any of these truths or stones, the Nightmare will vanish and escalate somewhere else. If they show any pronounced emotion during the declaration of truths and taking of stones, the Nightmare will also vanish and escalate (this is judged by the Nightmare).
HragNaliKin’s Legacy of Healing
* -Legendary items can “move Morganti damage” as if they were the Tools of HragNaliKin (this is a Ritual, and allows a Morganti effect on a person to be transformed into another effect of equal severity, as long as this is done while the sun is still up the day that the damage was done).
* -Morganti items that are exorcised with someone with a legendary item leave the world unscarred.
* -Whenever a magic item is destroyed it becomes a were-creature and then seals a hole in the wounded earth.
* -Shattered magic items stay broken and then if left shattered fade into the world in one year, healing it.
* -Daggers of Stonehammer become able to be sacrificed to summon the Tools of Hrag-Nali-Kin for one encounter!
* -The Hammer of Hragnor’s Keep is functional again, and can be Sacrificed from the world to remove a Morganti damage or stat loss from someone. The wielder Deboosts Morganti damage while it is being wielded. It has the additional Flaws: “User does not cap fire damage. If user is killed by fire, they Auto-Rebirth (this is forced).”
Death Interactions for this Season
* THE BLOODY HANDS CARD:
* If you pull at least 5 red stones you gain a rank 1 standard ability of your choice for the day (you must have seen that ability used in the encounter you were killed in).
* THE GOLDEN HORSE CARD:
* When you pull for death and are Bound to someone you do not love, you are effectively exorcised.
The Contract with Death Upon Defeat of the Guruthos Angalungwe
* “Darkness Finds No Home”
* -Morganti Spirits cannot be crafted into items. Existing Morganti remains, but no more can be made.
* “The Hunger Encounters a Wall.”
* -Morganti spirits cannot cross into this world. The access is closed.
* “There Is Music In The Ocean.”
* This effect is Psionic and as far as is understood imprinted at Sky Mirror lake just after the Fae Days this year (2025). The effect seems to have triggered off of the permanent death of a Seer (person with Oracle) who died in a vision assisting another person who was defeating demons that were nightmare shades. The effect has two parts. First (1) when someone with Oracle from training or backstory (not an item or blessing) pulls from the death bag, they may cast a Psionic Snap Cast that affects the people or encounter in which they died. The duration of the effect is a number of sessions on that league equal to the red stones pulled on that death. Second (2) whenever someone PD’s, their haunt appears in the Inn and though it cannot speak, it can listen to the party as they acknowledge the sacrifice and friendship this person offered to the group. The haunt can give away its world possessions at this time if it so wishes, and then, it speaks a boon. This effect is Psionic as well, and targets the party or situation around their death. If the person who is PDing also has Oracle, the effect is lasting (may last past the year). If the person does not have Oracle, the effect will last for a maximum of the rest of the year. All effects and results are adjudicated by the GM but usually only affect the league they emerge in.
* Flaws:
* “A Moment Forgotten Spills into Many”
* -Pulling one black stone costs you a session.
* “Self Destruction Carries It’s Own Weight.”
* -Killing yourself causes you to pull an additional stone on that pull.
* “Memory Lost Reflects The Honor of Knowing”
* -Pulling a black stone drains you of an honor for the next encounter. Pulling one again on your next pull makes that honor loss last the day.
* “The Tide Cannot Recede Until It’s Time”
* -Deaths do not clear in a day until you pull a black stone.
* “The Pull Beyond Finds No Celestials”
* -Any pull from the Death Bag that results in pulling more than 15 stones cannot get Divine Intervention. Instead, someone who knew the deceased must perform a song or poem about this person as a sacrifice to Death who grants the Intervention based not on the number of Red Stones pulled but on the energy sacrificed in this ritual and the quality of the performance. The person who performs the ritual permanently loses 1 Red Stone from their future pulls (counts as gone, pulls +1 stone on all pulls and counts first Red Stone as clear). Until this ritual is performed, the person cannot be brought back to life, reanimated, etc.
* “Divine Interventions Three Questions”:
* Whenever a character gets Divine Intervention they must choose one of three Flaws.
* “Repeat” A situation around the event that killed you this time becomes inevitable. the effect happens to them again whenever a GM chosen condition is met that they are made aware of “whenever you take fire damage while you are down, also take 5 individual martial arts damage.” They are Vulnerable to the effect which is Unpreventable, and bypasses Immunity.
* “Intervene” You become incapable of all divine powered abilities (including DI abilities) and gain Strong Soul. More red stones equals Thick Soul, and fewer Agantine.
* “Death” Death is unpreventable, and you are Vulnerable to it (if something would kill you, it does). Note that this means you no longer Cap Damage, though you can be Immune.
*
* The Sands In Deaths Hand:
* Once characters get Divine Intervention
* they gain Agantine Deaths any time they pull a black stone (for each black stone). A player may opt to lose a level for each instead of gaining the Agantine Deaths.
* “Loves Lasting Effect:”
* Characters expressing romantic and familial love.
* People that are in love and can express this
* only pull 9 stones (minus 1 stone) from the death bag, and always seem to have a red stone that they have pulled as the tenth every time.
* are incapable of killing each other.
* People that are in commitment relationship (such as married),
* can detect and remove mental effects, binding, and allure on each other by touch (must detect it before removing it).
* are Bound to down players you are in a commitment relationship with, and their allies in the encounter.
* People with dependant children (who are not of mature age and are dependent on them for their shelter, livelihood, etc.),
* can sense when their child dies and pulls from the Death Bag and may choose to pull for them instead, taking all the effects, etc.
* are Inept at dealing damage to beings on the ground.
Corruption Counters and Other Corruption Effects:
The chart for the effects of shadowlands corruption counters and how one would go about removing them.
Amount of counters chart:
(1) Inept at honor costs on abilities.
(2) you are resistant to healing.
(5) Incapable of spending honor on abilities and Inept at spiritual abilities
(10) Cannot be resurrected!
(15) You are Chi corrupted and your honor is in flux!
Removal Processes: There are multiple ways to remove a Corruption Counter the foremost of which is through the use of honor as the shadowlands is the representation of the dishonorable actions of all of Dsesnor. All of these commonly used methods only remove a singular corruption counter.
(1)-Method one is to pay a base honor.
(2)-The second method is through the use of Harakiri and paying an honor for the day .
(3)-The last method is through the use of Jade which cleanses the spirit, a piece of jade roughly 4 lb is required for this process and once the process is completed the jade’s power is used up and it is rendered destroyed. This process can be done as a 20 count ritual in combat and can also be performed on others.(Jade is currently 100 gold a pound due to a shortage caused by the Daparia invasion and now Shadowlands control)
Chi Corruption: Your Chi being corrupted is a status that can be applied to you for various durations by various shadowlands creatures and effects, it can sometimes be dealt with prematurely most commonly by cleansing oneself with Jade. Mechanically Chi Corrupted people cannot spend Honor or Mana and are incapable of spiritual abilities.
Shadowlands World Effects:
The passive effects that preside in the shadowlands or are often present there and sometimes in lesser forms in other areas that are corrupted. Mainly the Shadowlands possesses its own unique overlay that causes spells to have extra negative side effects for non-native people and creatures. Other things that appear in this section are things that tend to happen to people who enter or any other known interfaces with the material world and ect.
(1) The Overlay: All spells including Elder Sorcery costs and additional mana to cast! All standard spells and conjures cause the caster to take 1 damage and infect which causes them to gain a Corruption Counter.
(2) Interactions with the Divine: Any and all divine effects and abilities fail while in combat and are only active/usable when there is no combat in the encounter.
(3) The Infectious Air: If you are healed with non-magical healing you lose 1 hp (this is venom), these counters clear when you leave the Shadowlands. (Updated 6/2/25)
(4) The Unending Dead: At the end of each encounter every dead creature gets up as a zombie unless their head is cut off or they have been cleansed with jade in the encounter.
(5) Terrain Features: The shadowlands is predominantly barren of most things generally associated with Roekronian biomes and climates but it does have its own versions of them. The most common effects of this terrain is nasty spike vine/thorn-like plants that seem to be scattered everywhere. Mechanically how this works is if any players are ever touching a patch of dirt on the ground that limb takes Snare and then a damage every 20 count. This can be stopped by hacking the leg or with a torch by burning the plant off, while you are burning the vine its effect pauses.
(6) Sacred Jade: Jade is a type of stone most commonly found in Dsesnor and Sorikonia this stone has a very heavy spiritual significance and can shelter and cleanse peoples spirits, a natural counter to the corruption of the shadowlands. All shadowlands undead take boosted holy magic damage from Jade, however jade weapons are practically impossible to make as the stone is rather fragile. Jade also burns any shadowlands creature that touches it, and they generally would not willingly do so.
(7) The Prince’s Palace: There is a place in the shadowlands that is known as the Prince’s Castle/Palace and it draws all spirits in the realm towards it to be used for dark and evil purposes by the palace's denizens. Anyone who wisps in the shadowlands is drawn there and unless their wisp is instantly intercepted will essentially PD.
(8) The Sunless Land: The skies in the shadowlands are always dark grey and dusty/cloudy however it is not completely dark everywhere as there is always some ephemeral light from every which way. Mechanically that means that everywhere in the shadowlands is shade and there is no sunlight anywhere for any effects that care about such things.
Final Rules Changes for the 2024-2025 season-
Ward Changes:
-Ward can only target one specific type of attack “Burning Touch,” “Charm” , “weapon damage” etc. and like Disable Ray, once set for the encounter, cannot be changed.
-Ward must be used immediately after you tag the item and call it (“Invoke Ward. .. “Warded Burning Touch!”(Updated 6/2/25)
Accuracy Changes:
-Accuracy is now faster. Once you count up to 5 (while Stationary) you may remain stationary to Invoke Accuracy again and immediately make a warded attack. Note that this is also a nerf to Accuracy because you can no longer “hold” the Accuracy state, but must call “Invoke Accuracy” just before the attack you are making.
-Accuracy only works on Standard Skills and Strikes (Fireball Strike and Duel for example).
Blessing from Life Mage:
-Abilities from the source cannot stack (as Skill Share rules- a person can only have one effect on them from this ability).
-We are modifying the abilities on the Divine Chart to make them more fair [Skillshare (healing only), Resistance to Death (while up only- you still drop from the attack), Familiar (Random animal type only), etc]
Speed:
-This ability now reads “Escape: (while at the edge of the field only). After you remain out-of-game for a 10 count, you must re-enter by calling “Entering” and counting to 5.
-This ability also gives you Fast.
Fast:
-Fast usable once per encounter to reenter.
Rules Interpretation:
-Disallow modifying non-strike attacks with Skills by interpreting “Attack” on Skills to refer only to Strikes.
Modifying Skills and Spells:
No Change. You cannot modify across types.
Honor:
-Honor has been combined with mana into one stat. Honor costs are interpreted to read as “Spiritual Mana” costs. Any cost that requires an honor now can be paid with a mana, or a Spiritual Mana. Gained honor is simply Spiritual Mana Charges (like Red Mana Charges, or Blue Mana Charges, that refresh each encounter). If you die due to Honor loss, this is just a mana drain death (but you should see the GM for effects on your pull, as you may have to pull extra stones. Negative base honor drops your base mana now.
Bow Out:
-You must actually bow to your opponent to Bow Out.
-Ninja Duel allows you to Alternate Convoke to pay its Bow Out cost.
Disable:
-Disable has been reverted to be Disruption, and hits innate Standard abilities (this is far easier to remember and respond to).
Giant Strength
-It works on thrown attacks and boulders (two handed throw for 5 UB), and a custom bow with custom arrows designed for someone with Giant Strength could be made to also allow this boost if a GM wants to allow this.
-Giant Strength allows for all weapons to be able to be used to Invoke AV0 with just one hand (as Improved Strength use to).
Avoid;
-No change.
Level Stacking:
-All instances of Talented, @lvl, and Expertise that are NOT from the base 15 classes or the core rules, are changed to read “+5 lvls, +10 lvls, and +20 lvls” respectively.
Informant:
-Only allows you to remain Out of Game for the first 20 count of the encounter at which point you must swap to the usual Hidden mode. Note that since Informant says it allows you to use “Careful Planning” to do this, you still must remain on your side of the field.
Scouting
-keeping the change that Scouting does not detect moving Hidden players. (UPDATE 2/16/25 - Scouting detects a Stealthing player who is within 10 feet of you).
Storytelling
-Storytelling recovers a lost session for one person you are telling the story to AND for the storyteller. A person may only recover one session per day this way (though the Storyteller may recover more). The sessions need to be lost that day to be recoverable, and those listening to the story must remain in character for the entire story and must be able to comment meaningfully about the story at the end. The Storyteller must have had his ability and have been present when the character lost their session. A group of people can all regain their session lost at once, but if this is attempted, the GM selects the topic the story must cover. Cumulative Cost per day to use.
Partial Humanoid Sash Change
-the sash that Centaurs wear which was previously called a “Partial Humanoid” sash has been revised to be a “Partial Animal” sash. You only wear this sash if you have more limbs than normal (like wings, a prehensile appendage, or other body structure differences that are obvious. If only your head looks like an animal, you do not wear this sash. Trolls no longer qualify for this sash, though demons do.
Spring 2025 Updates-
Improved strength makes natural attacks gain Improved Armor Piercing.
Common Undead Abilities Chart Update:
* 5. Animate Dead (one use per Encounter only).
* 20. Temp Charm (no mana, Tier limited).
SUMMER 2025 Updates-
-Hide and Stealth (usable in full sunlight etc.)
-Scouting (sees moving hidden people who are within 10 feet).
-Advanced Smell (does not need to move around the player, just be within 10 feet for a 20 count).
New changes-
-Diving (this ability can now be used in shallow water as well).
-Ward (does not need to be used immediately after tagging the item).
-Acidic blood (instantly shatters the item)
-Peacekeeper and Courtier (level in these now is uses per encounter not per person but per statement. Peacekeeper used this way is used just after a statement you want to check the truth of only, and Courtier is used just before you say something you want to be well received).
-Performing Arts (holds the targets attention for a 20 count unless they are directly acted upon. Uses per encounter like Peacekeeper and Courtier)
-Brace prevents the next damaging attacking instead of having a maximum amount in can prevent.
-Both abilities from pretraining classes are Mana per encounter (not Gifted).
Shadowlands World Effect Updated (6/2/25)
(3) The Infectious Air: If you are healed with non-magical healing you lose 1 hp (this is venom), these counters clear when you leave the Shadowlands.
Backstory Mod Change (for the summer we are testing only getting a Backstory at character creation. Then at R1, when you train your class you pick two new mods slips. If you are a Warrior, you pick two from the warriors bag. If you are a mage, two from the mage bag. If a semi, you may choose which bags you wish to pull each of your slips from. You keep one slip and return the other. Repeat this process when you train your R3 class as well).
6/8/25- Also, Club League has approved the change that capping damage when you drop is now an Immunity.
6/8/25- Rupture Mark now removes all preventions (including caps).
6/8/25 Honor as a stat has been reverted to last year system while we brainstorm tweaks to fix it (but the agreement that the current system needs to go is strong enough to revert immediately).
6/8/25 Backstory or Mod effects that state “hands” of beings do not react to weapon hands anymore. They only interact with actual hands of players and Touches.
6/20/25
Jumpstart now means: begin this effect and it takes the normal time it takes
IE: “jumpstart instant exorcism” is now: “jumpstart 20 count exorcism”
If you jumpstart an attack it is interruptable by anyone (including self)
Add line of text to exorcism: if being is down they are vulnerable to this
Very high int: immune to class should become resist instead
Immune in open zone becomes deboosg open zone
Shielded keyword: “Resistant to being interrupted.”
Shadow order: jumpstart exorcism change to: jumpstart 20 count exorcism (down only)
Extra Maps