The world of Terra has lengthy recorded history that is separated into 3 periods of time each representing the state of the world for that time. The period of separation was the time before the races had been able to traverse the world, a time when for each race the world was a much smaller place. This period is the longest lasting for tens of thousands of years. The period of separation was ended when the Anzu created the first ships able to traverse the world nearly three thousand years ago.
While the first meeting of the races were seemingly peaceful it was not long before conflicts began to pop up all across the world this was the period of war. During this time relationships between the races were formed and destroyed, again and again. This is when the first of mixed ancestry were born, a tumultuous time with only brief moments of peace spattered throughout the hundreds of years it lasted. The period of war came to a climax with a roughly 100 year long constant war that ended on the newly discovered continent of Nimbus. Here the four races clashed with magic so violent that it ripped the continent apart creating the floating islands we see now, and nearly destroyed the entire world of Terra. It was only thanks to the appearance of the Guards of Anord, four ageless dragons, that the destruction was contained to Nimbus. After this wanton destruction and loss of life it was the blossoming youth of the world that took the reigns and created a world that would know peace.
With the ending of the global war, the world of Terra entered the period of unity. During this time the various races began to rebuild their cultures together as many countries became integrated. Eventually more and more countries began forming treaties and a world government swiftly developed to keep things civil. This world government, known as the Global Peace Commission, has been the leading force ever since, establishing Terra as we know it. This time of relative peace is when the secrets of the titans began to be shared and unraveled, their dungeons explored, their stories recorded and their truth shard. As these discoveries propelled arcane knowledge forward, scientific advancement sprinted to keep up creating a seamless fusion of the two that exists as the backbone of life in Terra and has been for centuries.
It’s now the modern era in the world of Terra and while the GPC still controls the world, preventing large scale wars between multiple countries, chaos still festers within smaller pockets. Civil wars, political revolutions, economic disparity, and social inequities are becoming rampant in smaller nations which are already endangered by the growing threat of monstrosities throughout the world. This modern era is on the brink of major change as the chaos threatens to spread and overwhelm the peace of Terra. Luckily there are champions in the world who pushed back the chaos during global war and new heroes will do so again in this period of change.
The World
The world of Terra is divided into 6 regions, a northern, eastern, western, and southern continents and two poles, with 5 oceans separating each region from one another by seeming infinite gallons of seawater. Each of the continents is the originating home of one of the four core races. The continents have a multitude of safe zones, either naturally occurring or manufactured areas where monsters are rarely seen. These safe zones are where sapients tend to congregate and build their cities. Outside of these safe zones is known as The Wilds, this is where the creatures of Terra reign supreme any who live or even just travel through the wilds must be constantly vigilant in case of monster attacks.
The two poles are known as the Ignus region and the Nimbus region. While the Nimbus region has become inhabited over the past dozen decades, the Ignus region remains an unexplored region in the center of a swirling sea of lava and surrounded by a column of steam that touches the heavens, caused by a massive waterspout in center essentially becomes an umbrella of water, doming the entire land mass and immediately vaporizing upon contact with the lava sea. While this appearance is common knowledge it is only through satellite imaging that it has become so, since traversing the lava sea and passing through wall of steam has proven impossible as of yet.
The Nimbus region for much of history was wreathed in sacred uncertainty as hints of it could witnessed from the edges of all the continents. The Nimbus region is comprised of a floating archipelago, that sits 6000 meters in the air above an island sided vortex of water. The entirety of the Nimbus region is a safe zone where the only native creatures there non-hostile flying beasts. It also holds major significance as its settlement was the first achievement of the unified races. This is why it is the central hub for the world government, where the Grand Judiciary, Lower Council and High Council each meet. It has also become metropolitan nexus with many large magnificent cities and shopping centers scattered across the islands which one can travel to and from with a system of massive gondola lifts. Nimbus has two titans within it area, the titan Alius that sit on the highest of the islands with the capital city of the world built around them, and the titan Agor, who stands at the bottom of the ocean below them. This region is full of natural and manufactured beauty, it is held up as the shining jewel of Terra.
Icy but far from barren with trees so massive their leafs manage to take in the sun above the heavy storm cloud, these trees are known as frost giants and are so massive they harbor entire ecosystems of small creatures within them. This continent is best known for these massive trees and the similarly massive mammoths that roam the land stand at anywhere between 60 and 100m tall. These mammoths traverse the icy fields in packs of 2 or 3 snatching up any organic matter, they huddle around these huge trees goring past the icy bark with their tusks and snatching up the nutritious sap and scurrying creatures.
Those who live in Niflheim live in underground ground cities, or within the trunks of the frost giants, like the ancestral goblins. Fortunate for these cities and the hundreds of creatures living inside of these giant trees are made of a unique cellulose variant that acts like light fibre allowing the xylem and phloem of these trees to transfer an incredible amount of light and heat down supporting the cities and ecosystems linked of them. While only a recent development there are those who live above ground. They survive from within massive glass like domes made of ice. These domes have crystal columns protruding from the center that reach as high as the frost giants to provide light during the weeks of sunless storming.
In the center of Niflheim stands a relatively small mountain peak at the top of which is the titan Jorul. From his hollow eyes are endless waterfalls of boiling water creating the only rivers that flow on the continent. These boiling rivers melt their way past the layers of ice and even flow through underground caverns that manage to reach all frost giants on the continent as the primary source of their water. This tearful titan doesn’t only provide nearly all of the water for the frost giants as these underground rivers are also the primary source of water for the cities of Niflheim.
The breezy isles of Neberu are a chain of massive islands, that while only ranging from moderately temperate to tropical climates, have drastically different environments. Many are full of tropical fauna, some deciduous forests, rocky plains, and even a few with small desert like areas. The Neberu isles is the homeland of the anzu, and because of their incredibly early adoption of short range sailing technology there are anzu with strikingly similar cultures spread throughout the entirety of the island chain. People in Neberu isles used to live in smaller coastal fishing cities that were halfway built on ships near port. While those floating cities still exist they are no longer metropolitan centers they still hold great cultural significance for even those who live in the more modern cities.
Once only traversable via sea or air travel the islands of Neberu are now linked via a floating rail system which allows people to travel by train from island to island. The islands are also linked every 9 years for only 3 weeks the ocean recedes and reveals the full continent as each of the islands are but large plateaus across this single continent sitting at least 2000m above the continents ground level. During this time we see that the cliff sides of these large plateaus are riddled with holes. These holes are the source of Neberu’s drinking water as there are no rivers to fill their few lakes. These holes lead to a series of caverns that sit upon massive magma pools which act like ovens that when water rushes in, is immediately vaporized. Due to the unique maze like caverns the steam is guided into different pockets condensing and becoming large underground lakes that are used for freshwater and some even over filling create bubbling lakes on the surface.
Like most of the other continents, there are three of the 12 great titans can be found in Neberu. Ishmar, can be found in the center most island of the chain, Vitam rests at the coast of the island nearest to the Nimbus region, and Kisma stands on an island nearest the Ignus region seemingly staring from her forested home into the fiery wastes of Ignus.
A standing contradiction, Gehenna is a complicated mix of lush greenery and molten rivers of destruction. Along the coast there are verdant fields and forests but as you progress inland the grass beneath turns to stone and sand, the air becomes hotter, harder to breath with every step closer to the massive singular point at the center of the continent. This a grand volcanic mountain at the top of which is the great titan Vesh who constantly spews lava from her open mouth and coughs up clouds of soot that lightly covers every inch of Gehenna. It’s because of this massive volcanic titan that the continent even has the tropical climate and vegetation as it should be as frozen over as Niflheim, but the radiating heat of Vesh does not permit ice to fall on this land. The soot she coughs also enriches the soil that’s just far enough away to experience the warming protection of her without being baked into hard clays.
The original inhabitants of Gehenna were the humans and they built cities followed the rivers which flowed in from the ocean eventually getting far enough inland that the heat just evaporates it way making room for more water to rush in. This inverse river system is caused by unique elevation shifts of Gehenna that seem as though the continent itself is a solidified wave caused by a rock dropped in the center, causing a peak at the center point where Vesh sits, as the elevation falls rapidly the farther you one goes from her, until the land starts to slowly climb again until reaching the coast which is a ring of freshwater that along its board is a wall of porous rock that the rest of the worlds ocean filters through creating this ring of drinkable water. As the tides push more water into the freshwater ring it rises cresting over the coast sending rushing streams of water inland. Thanks to the consistent source of tidally linked fresh water that fills the forests of Gehenna, cities, towns and minuscule villages are scattered throughout the entirety of the forests.
There are two other great titans in Gehenna, which while equal in stature seem less impacting to the climate than Vesh. These titans are Mavet and Veraque. Veraque sits impaled near the Nimbus Coast and Mavet seems to be mid stride near the Ignus coast heading toward Vesh. Around these two great titans are the two largest cities in Gehenna and two of the largest in all of Terra. While these are more extravagant than the other cities on Gehenna they all do share a modern industrial sensibility that makes use of their naturally rich soil to fill their cement cities with more vegetation than it would seem possible.
Last but not least is Aztlan, the continent to the west. It boasts the greatest amount of livable space and the most varied climate of all the regions, with its central range being securely temperate, outside of mountain tops, the northern coast experiencing a full range of seasons, and the southern coast experiencing a semi tropical climate. The majority of the environment consists of grassy fields with intermittent deciduous forest, and the world's largest mountain range that stretches from the northern coast to the southern coast in a pseudo crescent shape causing the world’s largest lake to form within its bend.
That is Lake Parime, which has a slight opening to the ocean though typically irrelevant as it’s merely a small river that leads to a waterfall only a few meters above the ocean. Except that every 9 years the tides rise just enough and tons of brackish water fills in causing an ecological upheaval as the fresh water fish and algae fight back against this salty invasion. The algae lumines in response as they begin to absorb the salt and the underwater creatures swim in tandem creating a vortex of shining colors glowing brightly, eventually collecting the salt water into a silvery pool be-speckled with varied glowing in the center. Until the algae and underwater fauna filter away the salt and tides recede.
Like most other regions Aztlan has three greater titans within its borders. Gran, who stands near the northern coast, seemingly holding up a massive cliff that despite its precarious appearance has become one of the larger city areas in Aztlan with parts of the city sitting in the rocks of the cliff and other parts below. Another of the great titans is Sar who sits partially coiled blocking a path through a ravine near the Ignus coast with its massive head resting on the plains mouth agape. A medium sized city has also developed here near its head and despite its average size every year hundreds of thousands of people come to participate in the Festival of Fear, in which participants rush into Sar’s mouth and compete to see who finds the greatest treasure within. Many find nothing, some find gems, others the heads of monsters within. The last of the great titan is known as the mother Terra. She is the largest of all titans with her body comprising the majority of the mountain range that traverses Aztlans. It is her sleeping body which curves to create lake Parime.
The Titans
Throughout the world of Terra there are found stone giants known as titans, these are the creators of our world. There are hundreds of lesser titans and only 12 greater titans. The greater titan hold within their massive frames magical dungeons that hold the truths of creation, and magical treasures beyond compare. Through explorations of these titan dungeons the sapient races managed to learn about the creation of their gods, and their world.
Space and time each exist in 4 dimensions, the first three dimensions hold space, and the last one hold time. Before we understood physics however we knew these dimensions as realms, as explained in the titan dungeons. The 4th is known as the realm of Mortalis, where the sapients exist, where thought becomes action. The 5th is known as the realm of Vicharan where the titans reside and thoughts become refined. The 6th is the realm of Tasi, where all thoughts, all consciousness, all power originates, where sapients and titans are all one.
What started as one limitless expanse of potential in Tasi shaped itself into creation and chaos. Creation took the form of ideas known as titans and chaos took the form of Anord. For a seemingly endless amount of time the titans attempted to create life but no matter what they tried Anord always found, corrupted, and consumed their creations. Though this wasn’t done with malice as there is no intent behind their power only true, endless, and natural entrapy. In order to stop Anord’s power the titans all banded together to imprison it in Mortalis. They waited until it was consuming one of their creations, at that moment Anord’s essence briefly enters the realm of Mortalis and the titans in that moment created a world around it. Sealing it in this world using stone husks in their own visage to keep too much of Anord’s corruption from leaking into the universe. This world became Terra a prison for Anord and a home for the new creations of the titans.
The Lesser Titans
Hundreds upon hundreds of lesser titans fill the lands and seas of Terra. Like the great titans, they represent an aspect of the natural world with many being named from information found in titan dungeons, but even more being nameless witnesses to the world around them. The nameless are seen as a subcategory within that of the lesser titans, believed to be weaker due to their seemingly absent dominion. As more expeditions are made into the ever changing and shifting titan dungeons new information is constantly found, more lesser titans are named.
Just as the dungeons shift and change so do the titans themselves some forming and others crumbling as concepts and ideas are born. Even more remarkable than the birth of a lesser titan is the ascension of a mortal, when they become the purest representation of an idea and lose all other attachment they ascend leaving behind only a stony husk that takes the form of their true self. Even these titans born and manifested have their stories and truths hidden throughout the Titan dungeons.
The Greater Titans
There are 12 great titans in the world of Terra Magia, they are the embodiment of natural forces that are instrumental to existence itself. The great titans are categorized into four groups of three with each group representing one of the four schools of magic. These categorizations came from Veritas tablets found within the titans just over two thousand years prior, which became the basis for the magic writing found in Terra today though most would not understand this ancient variant now. These etchings became not only the basis for our magic writing but the entire core of Terra’s magic understanding giving name to a force that all sapients had known since their conception but never comprehended.
Aside from their immense stature, and magic etchings, another differentiation between the greater titans and the lesser titans is that within the greater titans there are incredible dungeons where insurmountable power, wealth and danger can be found. While monster avoid getting too close to the titans especially greater titans, within these dungeons are swarms of some of the most ferocious monsters in all of Terra, luckily they seem unable to escape. The treasure found in these dungeons vary greatly with some finding weapons of incomparable quality, magic of overwhelming power, hoards of wealth, and some even find a source of other worldly wisdom.
Gran is the titan of strength and will, regardless of what form it might take, that which gives strength is found through Gran. He stands 1269 meter tall seemingly lifting a massive cliff, keeping it from crashing to the ground, because of this the city which surround this massive titan see him as not just a source of strength but as a guardian who uses his strength to protect. Gran has the body of a man with the limbs of a horse, and the head of a goat. In his open maw, is a smooth featureless face believed to be his true face. His titan dungeon is a physically and mentally exhaustive test of strength.
Tenent of the Stone bound Vow: Gran’s Vow: You vow to use your power to help any who lack the abilities you do. Always putting yourself in the front line to protect others. Never running away from a fight while others are still in danger.
1st Vow:
Gran’s Roar: Using a major action you let out a powerful roar, any enemies
within 15m make an average Mental Fortitude check lowering their Power by
1 per degree of failure.
2nd Vow:
Invoke Gran to request his blessing, gain +3 Power for 3 rounds, can only be
done once per day.
Gran’s Roar is raised to a hard mental fort check
3rd Vow
Gran’s Rebuke: Spend 3HP to deal 1d8 damage per Pwr of your target.
Agor is the titan of the dark and knowledge unknown, called the king of the currents by all who voyage on the seas. It’s believed that within him is all the lost knowledge of the world. He stands at the bottom of the sea below the floating islands of Nimbus. From the sea floor he screams toward the sky with an island consuming whirlpool swirling down into his gaping maw. These endless gallons flow out through his tentacle that extend from his back outward in every direction for miles. This flow creates the currents of the ocean. By his feet lay thousands of ruined ships that attempted to enter his dungeon as his dungeon is the most perilous to enter, with the only opening being the center of the whirlpool inside his open mouth. Agor stands 2460m high and appears as a man made of tentacles, draped in a cape of mile long stone tentacles that come from his own body.
Blessings of the Stonebound Vow: Vow to always seek out the mysteries of life and beyond. You must take every opportunity to seek out the unknown. Lying is utterly unacceptable.
1st Vow:
Knowledge Forgotten: As a major action you can offer up to Agor a
memory in exchange for the answer to any question you have. The
memory and offered has to be proportionate to the answer requested.
2nd Vow:
Invoke Agor to gain +3 Intuition for 3 rounds, can only be done once per
day.
You always know when someone is lying to you.
3rd Vow:
Thought Siphon: Costs 3HP, can pull a thought out of a target forcefully,
dealing 4d8 damage if they fail a hard mental fort check.
Vesh is the titan of passion, her passion powers the willfulness of all living on Terra. Her exact height is an uncertainty as with your brother (Jorul) she is partially engulfed in the mountain whose peak she protrudes from, but what is visible reaches 1430m. She appears from the top of the mountain in the center of Gehenna, clawing her way out from within it declaring herself with a roar that erupts once per day. From Vesh’s open mouth falls endless lava and bursts of soot. She has a horned brow and a river of lava as hair that falls over her spiked spine. The area around this great titan is so full of her passion that anyone not in a protective armor bursts into flames hot enough to melt steel. Her titan dungeon is said to be a molten hellscape that few have survived.
Tenents of the Stonebound Vow: You are committed unleashing your fiery
wrath upon the loathsome and impudent. Honor bound to confront any who
disrespect the titans.
1st Vow:
Heated Rebuttal: When you take damage you can use a reaction to deal
fire damage to your attacker. Equal to half the damage they dealt you.
2nd Vow
Invoke Vesh to gain +3 Power for 3 rounds, can only be done once per
day.
Immune to fire damage, and Burn ailment.
3rd Vow
Ignition: For 3HP you body ignites in a furious flame that grants a bonus
1d10 fire damage, with 2 severity burn and allows the user to absorb fire
damage to heal for what it would have injured you. You can keep burn for
as long as you like but you take 2HP damage every turn.
The mother Terra is the titan of life, birth and Parenthood, she is seen as an embodiment of the very world that shares her name. She’s the largest of all titans as her laying frame makes up the entirety of a mountain range spanning roughly 3,000km, making her the only titan that can be seen from space. Since her sleeping body bisects the region of Aztlan any who wish to travel by land are required to either pass over her or through her dungeon path. Like all other titan dungeons that of the mother Terra can be incredibly fruitful or incredibly harrowing, as it’s believed that mother Terra judges everyone who enters her and any she deems good find their way through within less than a day, those she’s sees as evil can be lost for weeks, months, maybe even years, and those that she finds worthy are sent through a trial to her heart.
Blessings of the Stonebound Vow: You swear an oath of protection toward the innocent and vulnerable. You are obligated to do everything in your power to takecare of children and lead them toward their best life whenever possible.
1st Vow:
Mother’s Whispers: As a major action you can make an intimidation check against your enemies or a persuasion check against your allies (only one per use). If you’re average intimidation check is successful the enemy hears the voice of their greatest maternal figure or Terra herself deride them for their bad behavior dealing d4s equal to your intimidation as damage. If against an ally they hear positive affirmations that heal for d4s equal to your persuasion. Can be defended with a mental fort check. If failed then can not be done to that same target again on the same day.
2nd Vow:
Invoke Terra to gain +3 Influence for 3 rounds, can only be done once full rest. +2 to bluff checks.
3rd Vow:
Sacrificial Renewal: For 3HP as a major action you generate a field around yourself that stretches out 10m in every direction. While in this field enemies must make a hard willpower check to avoid taking 6d4 damage. This damage can be distributed to allies in the field as healing.
Ish’mar is the titan of creativity and imagination. Artists, scientists, inventors, crafters, they all revere Ish’mar as they are the great muse of creation. Neither feminine nor masculine, their features are soft, relaxed, and ape like as they lay on their back in the field, with their arms up under their head and their legs laid one over the other with their many monkey like tails spread out and some wrapped around them like a blanket. They’re 1300 meters long and 400 meters high, their tails creating massive arches. All around Ish'mar is an area of bountiful peace, they’re the only great titan that the monsters do not avoid instead the beasts and even the monsters that surround Ish’mar are incredibly docile. While no city is built on or around Ish’mar, there is an annual event where millions of artists, craftsmen and musicians gather to share their work with one another, for one week the area around Ish’mar the most joyous party anywhere in the world. The festival of Ish’mar has never been officially orchestrated, but every year during the same time people return.
Blessings of the Stonebound Vow: Your oath is simply to never sweat the small stuff, and live life to in search of revelry and joy. always allow creativity to flourish, by harnessing your own or fostering that of others.
1st Vow:
Calming Melody: As a major action you begin to sing, whistle, hum or otherwise play a hymn to Ishmar. Requires a minor action to maintain once active. This generates a 6 meter radius field around you that forces everyone to make an average willpower check if failed then they can not take any violent action, if they do they take 2 severity of exhaustion.
2nd Vow:
Invoke Ish’mar to gain +3 influence for 3 rounds, can only be done once per day.
Immune to fear and mind controlling effects.
3rd Vow:
The Overwhelming Muse: For 3HP you act as a conduit for Ish’mars creativity, which causes them to take 2d6 radiation damage and if they fail a hard mental fort check they’re frozen in possibility for 2 turns unable to take action until the start of their third turn
Jorul is the titan of pain and sacrifice. The only great titan found in the region of Niflheim. He sits curled at the top of the largest mountain in that region providing the only source of natural drinking water through his tears, that flow forth boiling and spread out into the underground rivers and lakes found all across Niflheim. Just like Vesh, Jorul is estimated to be 1430m tall and is partially enveloped by the mountain, while in his curled seated position. Standing dutifully below him is a small battalion of lesser titans (15m tall each) who are seemingly pledging themselves, with heads bowed, to him. From time to time, with seemingly no pattern, Jorul’s tears dry up and the region holds an emergency battle tournament in order to find a champion who can pass Jorul’s dungeon allowing his tears to flow again.
Blessings of the Stonebound Vow: Pain and sacrifice are the only means by which this world will grow and develop. Your vow to Jorul is to be the bearer of this so that others do not. Regardless of the personal cost if someone makes a sincere request of you, then you must attempt to complete it.
1st Vow:
Sacrificial pain: Can as a reaction take damage (your choice how much) that nearby (4 meters) allies would have taken. On your next attack that damage is added as bonus radiation damage. 1 radiation damage per vp and 2 radiation damage per hp you lost.
2nd Vow:
Invoke Jorul to gain +3 endurance for 3 rounds, can only be done once per day.
No longer requires sleep (no exhaustion gained) but abilities that require full rest require you to at least sit and rest, meditating, sleeping, doing a crossword, playing an easy video, anything that isn’t strenuous.
3rd Vow:
Tomb of Tears: If an ally is harmed you can as a reaction make an average endurance check, costs 3HP, enemy is trapped in casing of water they take 2d6 damage per round as they suffocate and they can’t move. (major action, must keep using up a major action to maintain but does not cost extra hp).
Vitam is the titan of the forest and the wilderness. The area she resides in is an overgrown forest with foliage from all known climates. The city built around her is not spared from this overgrowth as numerous attempts have been made to clear away excess and built over it, still without fail it all grows back within days over top of anything that was built in its way so the people have adapted the natural infrastructure of the area into the city’s design. Vitam can be found sitting with her hands together in front of her, palms up and open, at the center of which is a tree that she seems to be personally nursing. At the base of this tree is an archway that is the entrance to her titan dungeon. Like all other titans, Vitam is vaguely sapient appearance to her torso that is connected to the body of a dear like a centaur, antlers up her back in the shape of wings and antlers that create a crown on her head.
Blessings of the Stonebound Vow: Nature is your ward, and you are charged with its relentless protection. You are honor bound to confront any who wish to do harm in excess to the lands of Terra.
1st Vow:
Vitam’s Stag: As a major action you pray for Vitam’s drawing forth the overgrowth to consume you, casting itself as your armor that matches Vitam herself, with a trident staff that lasts 1 minute. The armor offer +3AR and the trident deals 3d8 +End piercing damage. Once per round you can temporarily reduce your Endurance by 1 to empower your armor increasing either the AR by 1 or the damage by 1 damage dice. When you deactivate the armor you regain your lost Endurance and take 1d6 Piercing damage for every point of Endurance returned.
2nd Vow:
Invoke Vitam to gain +3 Endurance for 3 rounds, can only be done once per day.
If exposed to sunshine during a quick rest you can heal 100% VP.
3rd Vow:
Overgrowth’s Judgment: For the cost of 3HP can select up to 3 individuals (not yourself) and they receive 1d4 healing or damage, at your discretion, per point of endurance you have.
The titan of death Mavet is often feared despite his benevolent nature. While he is the titan of death it is believed that this a role he fulfills out of necessity and with compassion, allowing those he can to hold on long enough to say their goodbyes. His body is a traditional sapient shape with four wings, the stone of which is nearly translucent. The entirety of Mavet’s form is comprised of stone hands latching together, bending and contorting to create his visage. He stands at a staggering 3,000m seemingly frozen mid step toward Vesh who despite the size difference looks down upon him from her mountain perch. There is a moderately sized city constructed between his feet and many travel here to pay respect to their lost loved ones in the shadow of Mavet. Those who make this pilgrimage claim that from afar they are able to see Mavet’s many hands moving and shifting constantly, though most believe this to be caused by the mirage effects of the heat in Gehenna, still others believe that his hands move and shift causing the annual wailing of Mavet. Once per year the residents of this city experience the world rumbling beneath their feet as a loud wailing emits from Mavet, which, while impossible to ignore, has never been reported to cause harm to anyone and is seen as Mavet weeping for the lives he’s taken.
Blessings of the Stonebound Vow: As a disciple of Mavet you are tasked with shepherding death, consoling those whose time has come and taking down the undeserving who escaped Mavet’s grasps.
1st Vow:
Sight of Death: As a major action you can call to Mavet to show you how to lead others to their death. Requires an average investigation check. If successful you are able to see your enemy wounded on the verge of death a glimpse into their possible future as you can attempt to recreate those wounds. This grants you a +3 to hit the enemy you chose.
2nd Vow:
Invoke Mavet to gain +3 logic for 3 rounds, can only be done once per day.
Your character can be kept alive for 3 rounds with full access to their stats and abilities after reaching 0hp. During this time if damage is taken set a stat of your choosing to 0 until full rest when it's returned.
3rd Vow:
Mavet’s Bargain: As a major action for the cost of 3HP you and take opposing average Logic checks as you each plead your cases for why you should continue to live while the other does not the person with the least degrees of success takes 5d12 damage.
Sar the titan of fear, they revel in the power that fear can create, how it can motivate people forward or imprison them. Sar has a moose-like body with 6 legs, and 3 humanoid heads that have a mane of serpents which grow down its back becoming a long tangle of stone snakes that act as a massive tail. Sar stands almost completely blocking a ravine leading to the Ignus pole of Aztlan. They’re almost 5000m long and about 3000m tall, making travel through the ravine unlikely, at least for most of history. Sar’s snake head mane protrudes out from the rest of the body with the mouths open wide enough to consume an entire home. Through these open maws in how you enter Sar’s dungeon.
Blessings of the Stonebound Vow: You must vow to never repress your own fears and instead embrace them. It is your duty to become a master of fear, let it power you and use it
to make your enemies fall before fear itself.
1st Vow:
Mark of Fear: As major action you mark an enemy as the sole victim of your
relentless onslaught, so long as no damaging action is targeted at another
character, the marked character is afflicted with +2 severity fear every turn that they
are attacked.
2nd Vow:
Invoke Sar to gain +3 Swiftness for 3 rounds, can only be done once per day.
Gain a +1 to hit for every 2 severity of fear on the target character and yourself.
3rd Vow:
Aura of Sar: Can as a major action spend 3HP to consume fear. You are cloaked in
an aura that changes you into the visage of sar. for every severity of fear you
consume you gain 1 extra damage dice to your next attack. can consumer fear
from any source including self.
Kisma is the titan of fate, and the overseer of the future. Found deep in a forest in Neberu, while the half-mile radius around her is as safe as the area around any other titan the rest of the forest is filled with an overwhelming number of spell specters that are as likely to heal as they are to eradicate. Though harrowing those who manage to pass this forest are able to attempt the even more terrifying titan dungeon found within Kisma. Like all titan dungeon Kisma’s is full of incredible treasures but only a lucky few manage to impress her enough to be rewarded with her greatest treasure, the future. These lucky few are shown all of their possible futures and allowed to pick which future will be theirs. Kisma stands 4200m tall with dozens of arms protruding from her torso wrapping around herself to create an armored appearance. Around her waist the arms spiral around with hands open and a stone web shooting out creating a large dress that cages the path to her. Once every nine years Kisma emits a soft soothing hum that calms all beasts in the forests that surround her and for a few hours gives those who wish to change their fates a chance to reach her dungeon and prove themselves to her. Hundreds of people show up but only a handful ever leave and almost none of them have ever received Kisma’s blessing.
Tenents of the Stonebound Vow: You must vow to guide all who Kisma deems as worthy from falling down the wrong path. To intervene just enough to push them into their best future without overriding their will. By guiding these few you are guiding the world itself to a better future. This is the purpose of all disciples of Kisma.
1st Vow:
Fickle Fates: Can at any time take a failed roll and save it for later. Can save 1 failed roll per 2 logic. These saved failed rolls can replace any new successful rolls at the GM’s discretion.
2nd Vow:
Invoke Kisma to gain +3 logic for 3 rounds, can only be done once per day.
Can spend 1 full round attempting a hard logic check to scrub 1 saved fail roll.
3rd Vow:
Fractured Fate: As a reaction you can spend 3HP to twist the strings of fate causing a target’s successful roll to fail. The target can choose to accept this new fate or they can resist this and succeed anyway but receiving instead 4d8 radiation damage.
Vareq is the titan of empathy, compassion and truth. Their 2700m standing body is sapient with two horned heads, but with a singular form from the abdomen down as the arms of each head tries to pull one another apart by their horns. Each half of their torso has distinct stone wings, one pristine and feathered, the other bony with rocky ripped meat and nearly no feathers. Deep within them is a monument to justice and understanding, an abandoned ancient courthouse, seemingly built by no one, that linked all who entered it allowing for immediate understanding of truth between all parties. While the world government has abandoned this and rejects any verdicts found through this method there are still many who wade into the dangers of their titan dungeon to determine the truth when all other options seem impossible. This house of truths is the only known permanent structure to ever be found within a titan and even though the path to it is never the same all who reach the center of Vareq’s dungeon will always find this structure. It not only acts as a the ultimate court but also provides protection from the monsters within the dungeon.
Blessings of the Stonebound Vow: You must vow to see past the lies of the world and find an unambiguous truth. You have to become an unbiased judge willing to accept the truth of all parties and find the truth that lies between them all. The world is gray but you can’t be.
1st Vow:
An Empath’s Knowledge: As a major action you can make an Judge Intent roll to
link yourself to an enemy gaining 1 advantage to attacking that individual. Can only
affect one target at a time.
2nd Vow:
Invoke Veraq to gain +3 Intuition for 3 rounds, can only be done once per day.
Empath’s Knowledge full understanding of a character’s thoughts if you succeed up to a hard Influence check. Also allowing advantage to bluffing, blocking and dodging the selected target.
3rd Vow:
Anguished Reaping: Your target is forced to feel the pain of the abused in the world, as a major action pay 3HP to deal 2d8 damage the target must make a hard mental fortitude check, if failed they take another 2d8 as the pain they caused to others if brought back on to them.
Ullius is the titan of loneliness and the absence, the embodiment of the disconnect between ourselves and what has always been and will be. They are a bridge to the Tasi realm, where all life energy returns after death. They stand as a symbol of disconnection and solitude but even more they are what isn’t, the missing piece, the unrequited love of existence. Ullius sits at the apex of our world, on Nimbus, their form partially hidden beneath a cloak of faces, their own visage having the face shoulders and arms of lion but with body of a sapient. The faces on Ullius’ cloak are from hundreds of different races, new and old, known and unknown. Some look like the sapient races but off, others appear like the faces of monsters. This cloak surrounds Ullius in a shadow so thick that no light can pierce it, a darkness so vast it seems all of existence could be lost within. Any who enter simply find themselves in the dungeon of Ullius. The stories of this titan dungeon vary wildly, with the only similarity being a certainty from those who return that while inside they were someone or something else.
Blessings of the Stonebound Vow: Those who bind themselves to Ullius are burdened not by a vow but by a curse. A curse that forces them to experience the veil and the absence like no only ullius does. Forced to witness the souls that could not find their way to Ullius after being touched by Mavet.
1st Vow:
Veiled Step: As a minor you can make an average Swiftness check to step into the veil, allowing you to move up to half your usual movement without physical hindrance as you disappeared from the Mortalis realm. Can not go through walls and locked doors. When out of combat max of one min.
2nd Vow:
Invoke Ullius to gain +3 Swiftness for 3 rounds, can only be done once per day.
Veiled step can go through walls if successful as a hard Swiftness check. When out of combat max 1 min time.
3rd Vow:
Vanquishing Veil: 3HP as major action, cause a distortion in your dimension that flutters toward your target they must make a hard dodge check to avoid full damage. If they succeed roll a 1d4 assigning each to a limb. That limb is wrapped in the distortion temporarily removing it from our realm, this causes the target to take 2d8 radiation damage, and can not use that limb. If failed the target takes 4d8 damage and are banished for 3 rounds, reappearing in the same location at end of their third round.