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Behin Batean Atlas: Other Realms

7 days ago
40 min read

THE UNIVERSE

The structure of the Behin Batean Universe can be complex. The best way to imagine it is to think of the connected realms as a web. The mortal realm is the center of the web with spindles branching off into the realms of the gods, the realms of the dead, and the manufactures realms. The ties that bind the mortal realm to the realms of the dead make up the Astral Plane- a multi-dimensional realm in which characters in different paths can see one another but cannot interact. Characters in the Astral Plane may also interact with those in the Mortal Realm and in the realms of the dead. Surrounding the web of the realms is the Void- the absence of dimension that provides a backdrop for the several other dimensions. 

THE VOID

The Void was created when the beings Time and Place were born simultaneously 10 Billion Years before the birth of the Mortal Beings. For the first billion years, Time and Place wove the fabric of their realm from the hostile materials of exploding stars. With those materials, the two beings created angels and demons which would follow through on the creation of the universe with some giving birth to the Lords of Creation. During the first billion years of the Void, the being Being became unable to control her powers leading to Place working with the angels and demons to siphon some of Being's powers and erasing her memory to convince her she was a demon.

At around for six billion years in the Void, the young Lords of Creation waged a war against the Angels and Demons of the Void. The war created bi-products in the form of pocket universes and portals to new dimensions; so when the Lords of Creation failed to defeat their superiors, they entered one of the portals and created the Mortal Realm. After the departure of the Lords of Creation, Place gave titles to the angels and demons to protect the realm and the multiverse from invasive beings with half of his creations tasked with defending the Void from invasion and the other half tasked with entering through the portals to other universes and keeping watch on the creatures of other realms.

At about ten billion years in the Void, the Lords of Creation living in the Mortal Realm invited four angels/demons to enter the mortal realm to help then limit the power of the new mortal races from destroying the dimension. In response, those four demons left the Void and (with the exception of the de-powered Being- known in her angel form as Death) were never seen in the Void again.

The Void is a vastly empty space with only relatively microscopic matter floating in the dark emptiness of space. Small pockets of matter glowing with several possible colors of light drift aimlessly in the darkness of the realm with seemingly infinite boundaries. Neither time nor space exist in the realm, meaning character traits such as Initiative and Speed are irrelevant during encounters in this realm. In the event of an encounter hear, each character decides how they will spend their turn before committing to their decision. Once each character has made their decision, the DM has all of the actions occur simultaneously as a single-turn round.

ASTRAL PLANE

     After the defeat of the Three Demons at the end of the First Age, Death created the Astral Plane as a middle world between the land of the living and the lands of the gods and of the dead. The Astral Plane is an exact replica of the mortal realm- with the exception that it is under constant darkness with the stars of all realms illuminating the sky. The souls of the dead of all worlds first enter this realm- then those souls granted entrance to other realms may find entrance elsewhere. Therefore, the realm is filled with the wandering souls of the dead- including mortals and animals- and is also home to a number of fiend races. All forms of arcana work in the Astral Plane. Nature in the Astral Plane consists of the ghosts of deceased animals and plants based on their location on the Mortal realm.

MORTAL REALM

     After the defeat in the war against the angels and demons, the Lords of Creation entered one of the pocket doors into a new dimension and created the mortal realm. Here, after several billion years of work, the Lords of Creation established a solar system with life on one of the planets there. On that planet, the Lords of Creation built several plates on the surface of the planet that would support mostly salt-water seas and oceans with some land. They created living things there- including the mortal races which are responsible for the name of the realm. The Mortal Realm is where the majority of campaigns takes place- though some characters in a campaign in the Mortal Realm may find themselves in other realms.

Arcana in the Mortal Realm consists of magic which the mortal races created. Any character of any race can practice any other race's magic, but books containing magic are segregated by race. Magic from the mortal races is divided into three categories: dances, songs, and spells (the latter of which includes rituals). A player of a character of a specific race may chose one dance from their race's list of dances to add as a free power while making their character sheet. For more information on the geography of the mortal realm, see the Behin Batean Atlas: the Mortal Realm

DIVINE REALMS

The Demon of Death created the Divine Realms to separate gods and mortals to give the gods their own realms. As a result, the gods crafted their realms into new homes-each with their own unique appearance. Mortal characters may enter realms of the gods, but must have a Spirit guide them through the realm.


ANGA

Anga is the land of the gods of humans. The realm is a fast territory centered around an infinite river that flows through alush oasis surrounded by an impenetrable desert. Within the foliage of the oasis stand several palaces for the gods. Those who enter the realm must do so via river boat. When they enter the realm, they arrive on their boat on the river. Only human spells work in Anga. The ruling monarch of Anga is Nyeupe- goddess of day.

     Plant life includes cattail, amaranth, sea rush, camelthorn, swamp sawgrass, morning glory, date palm, papyrus, cotton, cereals, sugarcane, beans, oil seed crops, groundnuts, date palms, sycamore,  carob, acacia, and papyrus reeds. Fauna include giraffes, hippopotamuses, crocodiles, ostriches, elephants, white rhinoceroses, gerenuk,  weasel, gerbil, shrew, toad, butterfly, vultures, eagles, hawks, falcons, owls, storks, flamingoes,  herons, egrets, pelicans, quail, sunbirds golden orioles, goose, duck, shearwater, lapwing, curlew, bunting, cobra, false smooth snake, horned viper, crocodiles, soft shell turtle, tilapia, sheep, goats, pigs, ducks, geese, and pigeons.


DUJIAOSHOU

Dujiaoshou is the land of the gods of the elves. This land exists in a lush valley surrounded by snow-capped mountains. To enter Dukiaoshou, a character must be true neutral in alignment and may enter through meditation. Only elven spells work in Dujiaoshou. The ruling monarch of Dujiaoshou is Tongyi- god of unity.

Plant life includes hardwood, bamboo, palm, sal trees, wild celery, woodland poppy, knotweed, orchid, rhododendron, rice, and millet. Fauna include fox, tiger, clouded leopard, rhinoceros, elephant, marbled cat, pangolin, red panda, snow leopard, wolf, pit vipers, monitor lizards, tortoise, gecko, agamid lizard, pheasant, stork, minivet, cuckoos, flycatchers, warblers, catfish, minnow, snowtrout, beetle, moth, cricket, tarantulas, jumping spider, scorpion, centipede, snail, yak, cattle, pigs, chickens, and duck.


GANIDEN

Ganiden​ is the land of the gods of half-elves. The realm consists of orchard farmlands surrounded by desert on three sides and a sea on the fourth a river flows into the sea from the opposite direction via the surrounding desert. Stone temples and buildings rest at the center of the farms and characters may enter the realm through the lock on the desert side of the river. Only those characters of true good alignment can enter the realm. Only half-elf spells work in Ganiden. Ganiden is the only divine realm without a reigning monarch. Instead, those born in the realm elect leadership into a republic with an elected official elected from among the gods of the realm.

Flora includes snaketongue, catchfly, smartweed, warrior bean, date palm, wheat, barley, millet, rye, emmer, sesame, olive, flax, peas, fig, pomegranate, apple, pistachio, and dates. Fauna includes moth, dugong, jerboa, mouse, gerbil, hedgehog, bat, blue whale, humpback whale, dolphin, caracal, wildcat, leopard, mongoose, jackal, fox, gazelle, oryx, ostrich, grebe, shearwater, tropicbird, cormorant, pelican, heron, egret, ibis, stork, flamingo, swan, osprey, kite, vulture, eagle, kestrel, falcon, quail, crane, bustard, plover, lapwing, plover, sandpiper, gull, tern, dove, pigeon, cuckoo, parakeet, owl, swift, king-fisher, bee-eater, lark, martin, pipit, bulbul, thrush, warbler, flycatcher, wheateater, shrike, crow, bunting, sparrow, chicken, goat/sheep, cattle, and horse.


GANO'AMAGADEYASDU

Gado’amagadeyasdu is the realm of the gods of the drow. The realm exists within a large canyon along a central flowing river. On the cliffs above, an infinite grassland exists on one side and an infinite forest on the other. In between is fertile soil where residents live inside of small hills with vast farmlands occupying the available land. To enter here, travelers must do so via riverboat and arrive on the river. Only drow spells work in Gado’amagadeyasdu. The ruling monarch of Gado’amagadeyasdu is Selu- god of agriculture.

Flora includes bugbane, chokeberry, false aster, brome, clover, bedstraw, pennywort, mallow, amaranth, orchid, loosestrife, false aloe, watermillfoil, pondweed, senna, goldenrod, nettle, blackhaw, mudmidget, oak, elm, maize, beans, squash, and sunflower. Fauna includes bat, mouse, vole, squirrel, chipmonk, groundhog, chipmonk, beaver, gopher, mole, rabbit, possum, raccoon, fox, coyote, otter, skunk, bobcat, deer, wolf, black bear, mountain lion, goose, duck, woodpecker, wild turkey, toad, treefrog, salamander, skink, box turtle, snapping turtle, kingsnake, garter snake, water snake, rattler snake, cottonmouth, and turkey.


MENDIA

Mendia is the land of the gods of dwarves. This​ realm exists on a large island surrounded by a massive expanse of ocean. On the island, cool air compliments the dark green grasses surrounding the central volcano of the island. Several black-stone mountains dot the countryside and the beaches are filled with black sand and large waves that crash onto the soft shores. To enter this realm, a character must ask Ortzador- god of travellers- to grant them entrance through becoming drunk on mead and blowing a musical horn. Only dwarven spells work in Mendia. The ruling monarch of Mendia is Tximista- god of thunder.

Flora includes bentgrass, birch, bellflower, juniper, fern, butterwort, willow, saxifrage, mountain-ash, starwort, blueberry, barley, rye, oats, wheat, millet, linseed, horsebeans, peas, cabbage, and onion. Fauna include fox, mink, mice, rats, rabbits, reindeer, polar bears, seals, whales, dolphins, catshark, hake, skate, moth, bunting, duck, petrel, goose, auk, gull, loon, plover, puffin, shearwater, cattle, chicken, goat/sheep, and horse/pony.


MOEMOEA

Moemoea​ is the realm of the gods of halflings. This realm exists within volcanic caves with several tunnels going deep in the mountain. The massive network of caves includes small rivers and large spaces where residents have small gardens and large thatched huts. To enter this realm, a character must first pass through the Astral Plane and receive permission from Aniwaniwa to enter the realm. Only halfling spells work in Moemoea. The ruling monarch of Moemoea is Puia- goddess of volcanoes.

Flora includes koa, ohi'a, allamanda, lily, anthurium, ginger, canna, cigar flower, coral plant, croton, crown flower, primrose, fuschia, gardenia, hibiscus, morning glory, orchid, banana, pineapple, sugarcane, and taro. Fauna include seal, bat, heron, egret, teal, quail, firgatebird, goose, hawk, owl, finch, pheasant, albatross, duck, plover, dove, sandpiper, pigs, and chickens.


NEBE

Nebe is the ​land of the gods of gnomes. The realm is a large island with several castles and hill forts dotting the rolling, grassy hills. Surrounding the island is an infinite sea. To reach Nebe, characters must do so on a sea-faring vessel and arrive in the harbor of the island in the realm. Only gnome spells work in Nebe. The ruling monarch of Nebe is Tayasz- god of spring.

Flora includes pine, oak, birch, hornbeam, beech, spruce, hollyhock, goat grass, ground elder, woodrough, thistle, hackberry, saffron, dogwood, smoketree, hawthorn, bedstraw, starfruit, spurge laurel, silverberry, sea holly, myrtle spurge, herb of grace, cherry, iris, walnut, larch, spring snowflake, crabapple, daffodill, poplar, aspen, wild pear, azalea, willow, lilac, tulip, wayfaring tree, periwinkle, barley, rye, oats, wheat, millet, linseed, horsebeans, peas, cabbage, and onion. Fauna include fox, marten, mouflon, roe deer, wildcat, wild pig, mouse, jerboa, ground squirrel, bison, shag, elk, owl, partridge, duck, stork, goose, perch, pike, sterlet, sturgeon, chicken, goat/sheep, and pony.


POPOK

Popok is the land of the gods of fairies.​ This realm consists of a large central island with several atolls surrounding it within a vast and endless sea. Several buildings exist among the jungle of the main island with huts dotting the atolls. Several sailboats whirl around the sea and characters enter the realm through flying at night and enter the realm in the skies above the main island. Only fairy spells work in Popok. Popok is populated by divine pirates on the atolls and warchiefs on the main island. The goddess Idu- guardian of children- resides in the realm, but does not rule it.

Flora of the realm includes corpse lilly, pitcher plant, javanica, eucalyptus, jasmine, orchid, titan arum, kauri, mangrove palm, rosewood, rice, rubber, cassava, tea, clove, nutmeg, and black pepper. Fauna include orangutan, long-nosed monkey, rhinocerous, tiger, elephant, leopard, anoa, babirusa, macaque, tarsier, loris, langur, black bear, starling, plover, maleo, monitor lizard, legless salamander, crocodile, water monitor, arowana, goby, butterfly, giant bee, mollusc, crab, shrimp, chicken, pigs, and water buffalo.


URQU

Urqu is the land of the gods of goblins. ​The realm consists of gold-covered temple complexes rising above gold-paved roads. A vast jungle surrounds the realm and a central highway leads into the city. Characters wishing to gain entrance to the realm must do so by walking a mountain road at night and appear in the realm along the central road. Only goblin spells work in Urqu. The ruling monarch of Urqu is Inti- god of the sun.

Flora includes totora, tola, yareta, shrubs, vanilla, sarsaparilla, saffron, quebracho tree, pineapple, potato, tobacco, cacao, tomato, peppers, quinoa, rubber tree, manioc, peanut, and sweet potato. Fauna include vicuna, cougars, wolves, foxes, deer, chinchilla, opossums, rats, squirrels, mice, rabbits, bats, tapir, sloth, armadillo, anteaters, porcupine, catfish, pike, Condors, eagles, egrets, flamingo, owls, partridges, coots, geese, finches, woodpeckers, tarantula, rattlesnake, flies, mosquitos, butterflies, llama, alpaca, and guinea pig.

REALMS OF THE DEAD

When mortal beings die, their souls travel to the land of the dead of the continent on which they died- unless a specific deity personally harvests the character's soul and takes them to a different realm (such as a divine realm or a different realm of the dead). Living characters can enter realms of the dead through arcane or religious methods and occasionally, spirits in realms of the dead can enter the mortal realm again- such as on certain holidays (like Mid-Autumn).


AFTERLIFE REALMS OF ALIAANZA'NCHI

Ukanda wa Mbuga , Land of the Innocent Dead

When a mortal being dies on the continent of Aliaanza'nchi, they meet the Wavunaji (Deities of the Afterlife) in the Astral Plane who weight the character's heart against a feather. Any character with a Good Alignment enters the realm of Ukanda wa Mbuga- a land under a purple, night sky defined by a vast grassland with lush animal and plant life in the darkness. Only Human Spells work in Ukanda wa Mbuga. Yin and Nesir (Half-Elf deities of Death and the Afterlife) are the monarchs of this realm.

Flora includes lily, orchid, aloe vera, custard-apple, hanza, mahogany, tropic grass, tamarisk, shittah tree, baobab tree while fauna include mountain giant, water buffalo, civet, golden cat, wolf, leopard, python, rat, weasel, mongoose, mamba, duiker, hyrax, cheetah, chimpanzee, eland, peacock, crocodile, elephant, viper, giraffe, beetle, zebra, kudu, pangolin, hippopotamus, lion, rhinoceros, unicorn, okapi, river hog, antelope, jackal, hyena, hornbill, warthog, wildebeest, dove, heron, egret, ibis, stork, goose, duck, hawk, vulture, eagle, falcon, francolin, guineafowl, flufftail, crake, courser, lapwing, sandpiper, tern, gull, parrot, turaco, cuckoo, owl, nightjar, swift, kingfisher, bee-eater, roller, woodhoopo, hornbill, barbet, honeyguide, woodpecker, lark, swallow, wagtail, pipit, bulbul, thrush, cisticola, warbler, flycatcher, wattle-eye, babbler, chickadee, sunbird, oriole, shrike, starling, weaver, waxbill, indigobird, and canary.

Jangwa, Land of the Guilty Dead

The Realm of the Guilty is a dark jungle occupied by wooden masks hung from the jungle trees peering towards outsiders with eyes made from foggy lights of green, purple, and red. Characters with an Evil Alignment who die in Aliaanza'nchi enter this realm after the weighting of their heart. Only Human Spells work in Jangwa. Ugoniwa (Human deity of Magic) is the monarch of this realm. Flora includes raffia palm, saptree, and bulletwood.

Animals include water buffalo, civet, golden cat, wolf, warg, hellhound, leopard, python, rat, giant rat, weasel, mongoose, mamba, duiker, bonobo, hyrax, cheetah, chimpanzee, eland, peacock, phoenix, crocodile, elephant, olifant, gorilla, viper, giraffe, beetle, zebra, kudu, pangolin, hippopotamus, lion, griffon, rhinoceros, unicorn, okapi, river hog, antelope, jackal, chupacabre, hyena, hornbill, warthog, lichen, lovebird, dove, bat, killer bat, heron, egret, ibis, stork, goose, duck, hawk, giant hawk, fury, vulture, wyvern, eagle, roc, falcon, giant falcon, hippogryph, francolin, guineafowl, flufftail, crake, courser, lapwing, sandpiper, tern, gull, parrot, turaco, cuckoo, owl, giant owl, nightjar, swift, kingfisher, bee-eater, roller, woodhoopo, hornbill, barbet, honeyguide, woodpecker, lark, swallow, wagtail, pipit, bulbul, thrush, cisticola, warbler, flycatcher, wattle-eye, babbler, chickadee, sunbird, oriole, shrike, starling, weaver, waxbill, indigobird, and canary.


AFTERLIFE REALMS OF ZEZEN

Ohorezko, Land of the Honorable Dead

When a character dies committing an act of honor (self-sacrifice), their spirit enters Ohorezko- the Land of the Honorable Dead. This realm exists within a massive banquet hall where the souls of enemies who once fought in the mortal realm sit as friends enjoying a never ending feast to fellowship. There are often feats of athletics, such as wrestling and boxing between courses of the meal and there is an endless supply of food and drink. Only Dwarf and Gnome Spells work in Ohorezko. Poesia (Dwarven deity of Wisdom) and Sutondo (Dwarven deity of the Home) are the monarchs of this realm.

Flora includes willow, birch, juniper, crowberry, bilberry, bearberry, cowberry, poppy, wintergreen, cottongrass, dandelion, and moss. Fauna includes caribou, muskox, polar bear, wolf, fox, hare, lemming, narwhal, humpback whale, orca, seal, cod, salmon, char, halibut, rose fish, seawolf, ptarmigan, raven, eagle, falcon, owl, wheateater, eider, auk, bunting, cormorant, gull, fulmar, phalarope, merganser, diver, duck, and puffin.

Desohoragarria, Land of the Dishonorable Dead

When a character dies a dishonorable death (selfish), their spirit goes to Desohoragarria- the Land of the Dishonorable Dead. This realm exists within a frozen wasteland covered in fog and ice. Only Dwarven and Gnome Spells work in Desohoragarria. Heriotza (Dwarven deity of Death) is the monarch of this realm. Flora includes moss, liverwort, hair grass, and pearlwort. Fauna includes penguin, seal, sea lion, blue whale, sperm whale, snailfish, cod, eelpout, hagfish, lamprey, skate, pearlfish, horsefish, sculpin, triplefin, flounder, toothfish, silverfish, krill, squid, kraken, urchin, salp, sponge, albatros, petrel, skua, gull, and tern.


AFTERLIFE REALMS OF SI

Mortals who die in the continent of Si regenerate into a new life form somewhere on the continent.


AFTERLIFE REALMS OF THE OCEAN OF PEACE

Pararaiha, Land of the Terrestrial Dead

The souls of characters who die on land in the Ocean of Peace (such as on an island) travel to Pararaiha- the Land of the Terrestrial Dead. The Terrestrial land of the dead consists of a red rock wilderness that spans an infinite distance in all directions under a kaleidoscope sky. Only Halfling Spells work in Pararaiha. Marama (Halfling goddess of the Sun) is the monarch of this realm. Flora includes oak, mulga, grevillea, and spinifex.

Fauna includes possum, squirrel, platypus, echidna, mole, bandicoot, bilbie, wombat, koala, kangaroo, wallaby, dingo, fox, hare, emu, cassowary, malleefowl, brush-turkey, toad, frog, giant frog, tree frog, crocodile, fierce snake, brown snake, tiger snake, python, blind snake, thorny devil, gecko, bearded dragon, frill-necked lizard, monitor lizard, fire drake, goanna, blue-tongued lizard, arowana, lungfish, salamanderfish, lamprey, herring, catfish, rainbowfish, gudgeon, cod, barramundi, perch, beetle, weevilant, fire ant, grasshopper, funnel-web spider, earthworm, wyrm, crayfish, cockatoo, galah, kingfisher, passerine, magpie, thornbill, pardalote, honeyeater, treecreeper, lyrebird, bowerbird, bee, wasp, moth, fly, and mosquito.

Motu, Land of the Nautical Dead

The souls of those who die at sea in the Ocean of Peace (such as on ships or from drowning) travel to Motu- Land of the Nautical Dead. Motu consists of several tiny desert atolls surrounded by an endless and inescapable ocean under a hot, yellow sun. Only Halfling Spells work in Motu. Wheke (Halfling god of the Sea) is the monarch of of this realm. Flora includes palm, poisontree, and ka tree.

Fauna includes anchovy, angelfish, barracuda, bonefish, butterflyfish, cardinalfish, eel, screaming eel, damselfish, frogfish, goatfish, goby, grouper, lizardfish, marlin, needlefish, parrotfish, pufferfish, ray, sardine, scorpionfish, reef shark, tiger shark, whale shark, snapper, squirrelfish, surgeonfish, triggerfish, tuna, wrasses, seal, sperm whale, sea monster, beaked whale, dolphin, orca, sea turtle, continent turtle, sea snake, duck, goose, pheasant, phoenix, grebe, pigoen, rail, plover, sandpiper, skua, auk, gull, tern, albatross, petrel, booby, egret, eagle, roc, flycatcher, thrush, honeyeater, waxbill, pipit, finch, tanager, bat, and killer bat.


AFTERLIFE REALMS OF ULINAWI

Anudaduhi, Land of the Remembered Dead

The souls of those who die in Ulinawi first go to Anudaduhi- the Land of the Remembered Dead. The Land of the Remembered consists of hundreds of brightly colored step pyramids inside a massive cave with painted skull balloons floating throughout and several rivers and canals separating the sectors of the realm. Yellow, orange, and gold lights illuminate the dimension filled with the animated skeletons of the remembered. Only Drow Spells work in Anudaduhi. Anudadisdi (Drow spirit of the Remembered Dead) is the monarch of this realm.

Flora includes agave, amaranth, artillery plant, basil, beardtongue, begonia, nightshade, lily, ballmoss, burhead, mint, butterwort, cattail, lettuce, daisy, sunflower, thistle, duckweed, goatweed, hornwort, indigo, hurricane-grass, bamboo, dropseed, goose grass, paintbrush, mallow, milkweed, morning glory, orchid, periwinkle, poinsettia, clover, poppy, sage, sedge, snakewort, spiderflower, spurge, waterlily, and hibiscus. Fauna includes possum, armadillo, porcupine, squirrel, tapir, vole, shrew, ocelot, wall lizard, skink, iguana, crocodile, rattlesnake, boa, bat, snake-bird, flamingo, macaw, parakeet, owl, hummingbird, and flycatcher.

Uwagewisuhi, Land of the Forgotten Dead

When characters in the mortal realm no longer remember the names of the souls of those in Anudaduhi, those souls travel to Uwagewisuhi- the Land of the Forgotten Dead. The Land of the Forgotten exists inside of a dark and damp cave where there is little light and no bright colors on the several thousand stone pyramids. Only Drow Spells work in Uwagewisuhi. Gugewisdi (Drow spirit of the Forgotten Dead) is the monarch of this realm.

Flora includes tulip tree, lipsticktree, breadfruit, acacia, cannonball tree, dandelion, maize, coconut, mango, blackjack, passionfruit, passionflower, bracken, selfheal, yarrow, sowthistle, periwinkle, foxglove, orchid, clover, daisy, hyacinth, lily, cattail, plantain, nightshade, fig, mangrove, mint, balsa, papaya, hibiscus, littlebell, cacao, impatien, rain tree, screwpine, milkweed, parsley, cotton, morning glory, knotweed, pokeweed, water lettuce, bramble, pineapple, cashew, firebush, hawksbeard, tasstleflower, walking palm, jungle flame, paintbrush, spleenwort, ginger, starfruit, provision tree, shrimp plant, fern, joyweed, spleenwort, blueheart, spiderwort, poinsettia, polka dot plant, banana, guava, scarlet-star, tamarillo, pagoda flower, sunset bells, flamingo flower, kapok tree, jacaranda, lancewood, milk tree, rose apple, royal palm, rubber tree, tamarind, soursop, and senna. Fauna includes capuchin, howler monkey, sloth, coatli, tayra, tapir, jaguar, deer, anteater, ocelot, cougar, tree frog, glassfrog, giant frog, toad, anole, iguana, fire drake, boa, coral snake, viper, salamander, caiman, crocodile, bat, killer bat, hummingbird, macaw, quetzal, butterfly, and moth.


AFTERLIFE REALMS OF HATTUN

Wallawalla, Land of the Royal Dead

The souls of those who die in Hattun that have royal lineage travel to Wallawalla- the Land of the Royal Dead. This realm rests on the mountaintops of cloud forests high in the sky, surrounded by rainforest. Stone temples and thatched huts occupy the landscape above the clouds. Only Goblin Spells work in Wallawalla. Inti (Goblin deity of the Sun) is the monarch of Wallawalla.

Flora includes palm tree, pineapple, spurge, peacock flower, heliconia, cannonball tree, ayahuasca, mallow, mahogany, myrtle, orchid, bedstraw while fauna include beetle, jaguar, black bear, woolly monkey, rat,  armadillo, anteater, sloth, marmoset, tamarin, capuchin, squirrel monkey, night monkey, titi, saki, howler monkey, spider monkey, porcupine, chinchilla, guinea pig, capybara, mouse, shrew, ocelot, cougar, fox, wolf, raccoon, coati, weasel, river otter, skunk, tapir, peccary, llama, deer, possum, caiman, anaconda, frog, tree frog, salamander, bat, rhea, tinamous, screamer, duck, goose, teal, guan, curassow, quail, flamingo, grebe, pigeon, dove, cuckoo, oilbird, potoo, nightjar, swift, hummingbird, rail, coot, plover, lapwing, sandpiper, jaeger, gull, tern, albatross, petrel, shearwater, booby, heron, egret, bittern, ibis, vulture, hawk, kite, owl, trogon, motmot, kingfisher, jacamar, puffbird, barbet, toucan, woodpecker, falcon, parakeet, parrot, antbird, antpitta, tapaculo, woodcreeper, flycatcher, cotinga, manakin, tityra, vireo, jay, swallow, wren, gnatcatcher, thrush, pipit, tanager, sparrow, cardinal, warbler, troupial, finch, and euphonia.

Wanay, Land of the Peasant Dead

The souls of those who die in Hattun without royal lineage travel to Wanay- Land of the Peasant Dead. The afterlife of the peasant dead consists of a river-side village of stilt-supported thatched huts within a jungle enclosure. The sky is eternally dark and the jungle is thick and overgrown. Only Goblin Spells work in Wanay. Killa (Goblin goddess of the Moon) is the monarch of this realm.

Flora includes palm tree, pineapple, spurge, peacock flower, heliconia, cannonball tree, ayahuasca, mallow, mahogany, myrtle, orchid, and bedstraw. Fauna include wolf, hellhound, warg, fox, jaguar, cougar, ocelot, anteater, sloth, armadillo, coati, river otter, tapir, peccary, deer, capybara, howler monkey, capuchin, squirrel monkey, marmoset, tamarin, anaconda, caiman, crocodile, marsh turtle, box turtle, tortoise, worm lizard, iguana, fire drake, ground lizard, gekko, whiptail, spectacled lizard, skink, blind snake, ground snake, coral snake, viper, birdeater spider, thrip, rhea, tetra, catfish, piranha, pirarucu, frog, giant frog, tree frog, bat, killer bat, parrot, toucan, trogon, flamingo, duck, vulture, wyvern, hawk, giant hawk, fury, eagle, roc, owl, giant owl, swan, and hummingbird.

MANUFACTURED REALMS

PRISON REALMS

Prison realms are pocket universes within tangible objects. Any who use one of the objects that contains a demon becomes possessed by the demon inside the item- with the exception of a half-demon using any of them. Any character that uses an empty prison realm object to imprison the object's target demon enters the realm with the demon. Their spirit then remains inside and their physical body dies.

The Ancient Blade

Yingua- elven god of rage- crafted a meteorite sword infused with cherry wood to make a sword capable of imprisoning the demon Hunger. Inside of the blade, this realm takes the form of a mountain hot spring surrounded by fog and snow so cold that any- even the Hunger demon- would die from exposure for venturing too far from the spring.

The Great Peace Belt

     The Great Peacemaker- a powerful warlock and father of a slain half-demon created this realm to imprison Civil War. It's object is a belt made from purple and white beads. Inside of the belt, the realm takes the form of a longhouse with a single hearth and inescapable doors.

The Pumice Stone

     A powerful fairy wizard imprisoned the demon Plague inside of an exploding volcano and a small hand--sized volcanic stone broke away from the eruption to become the prison realm. Inside of the rock, the realm takes the form of a volcanic cave without entrance or exit.

The Golden Box

     A half-elf cleric ordered the construction of a golden box made from melted statues and jewelry of half-elf gods by order of the Tier 8 character Place. The half-elves constructed the box to imprison the demon Death. Inside of the box, the realm takes the form of a large temple complex surrounded by inescapable walls.



SANCTUARY REALMS

Sanctuary realms are pocket universes with access to and from the mortal realm exclusively. Those born in these realms are born as Tier 1 characters but start at Level 5. A character cannot die in these realms though, thus earning the name "sanctuary" realm. No spells work in sanctuary realms and demons cannot enter.


Santos

Half-Dwarves in the early Third Age created this realm out of necessity when an island volcano erupted and warlocks on the island hastily crafted a realm to protect the fleeing residents. Any arcana works in Santos. Residents of the realm include only half-dwarves who descend from the original settlers of the establishment of the realm along with sailors lost at sea whom the half-dwarves rescued and brought to their realm. The realm takes the form of a crescent island with one large circular island in the bay and several small atolls. A clear, protective shell surrounds the realm and beyond lies the ocean depths with sea life swimming just beyond the shell. Those born in Santos have the added ability to breath underwater. Monarchs rule Santos with lineage going all the way back to the original king of the island city-state that erupted and from where the residents of the realm were from. Santos dynasties are listed below:

Tavros Dynasty: 800-1550 Third Age

Lykos Dynasty: 1550-2450 Third Age

Chrysos Dynasty: 2450-3450 Third Age

Tapeinos Dynasty: 3450-4000 Third Age

Plant life in Santos includes olive, fig, oleander, pine, eucalyptus, pomegranate, wheat, barley, rye, and grape. Animal life includes wall lizard, mantis, sheep/goat, cattle, pony/horse, chicken, angelfish, flamefish, trumpetfish, thresher shark, blenny, butterflyfish, cardinalfish, catshark, burrfish, eel, screaming eel, goby, grouper, hake, herring, hogfish, killifish, lizardfish, stingray, minnow, parrotfish, pipefish, reef shark, tuna, manatee, merfolk, gray whale, blue whale, sperm whale, sea monster, squid, kraken, finch, quail, shearwater, kestrel, falcon, buzzard, gull, dove, owl, swift, crow, swallow, warbler, wheat-eater, sparrow, bat, pegasus, bee, and cicada.


Ilti'ah

A tribe of South Snow Elf women waged war against the dwarven god of war Gerra early in the Third Age, and forced Tximista to intervene. Tximista created a separate realm where the elven women could live and over time the realm's queens granted sanctuary to women across mortal races in need of safety from danger. Any arcana works in Ilti'ah. Women of every race may reside in Ilti'ah- along with some divine women and primordial women, but no demon- regardless of sex- may enter the realm. The realm takes the form of an small island in a pine rainforest. A central city rests on the island surrounded by farmland and forests. Surrounding the island is an endless sea. Queens rule Ilti'ah with the royal line dating all the way back to the original warlord that fought Gerra in the mortal realm. Iltia'ah queens are listed below:

Queen Bei'ai: 500-1200 Third Age

Queen Ma: 1200-1800 Third Age

Queen Mo Yao: 1800-2600 Third Age

Queen Yuyin: 2600-3200 Third Age

Queen Suspireh: 3200-3950 Third Age

Queen Keremet: 3950 Third Age-

Plant Life includes elderberry, lily, lady fern, alder, birch, deer fern, hackberry, dogwood, juniper, sword fern, rhododendron, oak, ash, peony, fir, spruce, pine, hemlock, beardtongue, licorice fern, buckthorn, rose, aspen, cottonwood, willow, maple, yew, apple, potato, wheat, cherry, hops, grape, pear, mint, peas, raspberry, blueberry, nectarine, apricot, asparagus, onion, and lentil. Animal life includes black bear, lynx, cougar, coyote, elk, hare, beaver, mountain goat, deer, wolf, raccoon, skunk, shrew, mole, squirrel, mouse, muskrat, marmot, bat, porcupine, otter, skink, kingsnake, cattle, seal, orca, painted turtle, trout, salmon, goose, quail, grouse, grebe, dove, swift, hummingbird, plover, sandpiper, auklet, gull, loon, shearwater, heron, hawk, giant hawk, owl, giant owl, woodpecker, flycatcher, wren, sparrow, blackbird, warbler, bunting, robin, chickadee, jay, eagle, and roc.


The Warehouse

The Warehouse is where mortal beings store powerful items deemed too dangerous for the mortal realm. Emperor Setioa created the first warehouse realm during his campaign across Western Si upon locating powerful half-elf artifacts. Each warehouse has one entrance in the mortal realm- typically located in a major city. The first warehouse entrance existed in the East Obsidian Peninsula before Otsoan Republic officials moved the doorway to Miseer. While only one open door exists at a time, characters can unlock closed doors by exposing a door to arcane sunlight. Within the realms, each realm appears as a single floor in a museum. Staircases allow characters to move from one warehouse realm to another; and from each realm, a character can leave through that location's mortal realm doorway.

All arcana works in this realm. From the days of the First Warehouse to the Seventh Warehouse, clerics of the monarch that controlled the Warehouse oversaw management of the realm. Beginning with the Eighth Warehouse, a council of regents independent of mortal realm governments oversee the Warehouse Realm. One "Head of Security" is chosen with each new Warehouse Realm that acts as a representative among the regents. Each Head of Security only serves to defend their floor of the Warehouse and may hire any number of Warehouse Agents to help protect their floor of the realm. Each floor of the Warehouse only consists of artifacts from their iteration of the realm with floors placed in descending order (meaning the tenth floor is below the ninth floor). A list of iterations of the Warehouse with artifacts follows:

First Warehouse: East Obsidian Peninsula, Southern Zezen (Setioan Empire: 1650-1750 TA)

Eastern Black Dwarf Room

- House of Tiles (Two story building): East Obsidian Peninsula, Southern Zezen; Second Age. Ability: Any character or creature that starts a turn inside of structure take 1d8+5 ongoing Fire damage

- Bronze Bull (Hollow bronze, life-size bull sculpture): Zezen Island, Eastern Mediator Sea; 1st Century Third Age. Ability: Any character or creature that starts a turn inside of structure take 1d6+5 ongoing Psych damage

- Wooden Pony (Twenty foot-tall, hollow wooden pony sculpture): White Mountain Peninsula, Southwest Si; 8th Century Third Age. Ability: Infinite number of characters can fit inside.

- Ilti'ah Lamellar Armor (Scale armor dress): Ilti'ah Realm; 11th Century Third Age. Ability: Scale armor defense, leather armor weight

- Ceramic Lion (Clay vase with lion effigy): East Obsidian Peninsula, Southern Zezen; 13th Century Third Age. Ability: Wielder may summon a lion as a companion

- Bust of the Father of History (Marble bust): East Obsidian Peninsula, Southern Zezen; 16th Century Third Age. Ability: Any character that touches the item gains 1d4 History which lasts one day.

Mountain Half-Elf Room

- Arrowhead of the Old Men (Flint arrowhead): White Mountain Peninsula, Southwest Si; First Age. Ability: Str/Dex Attack +3; Dmg 1d10+3

- House on Fork Hill (Mudbrick home): White Mountain Peninsula, Southwest Si; Second Age. Ability: Any character that touches the walls get trapped inside the wall

- Sphinx Gate (Stone gateway): White Mountain Peninsula, Southwest Si; 8th Century Third Age. Ability: Any character that touches the bust gains 1d4 Insight which lasts one day.

- Tomb of Marhyb (150 ft tall mausoleum): White Mountain Peninsula, Southwest Si; 16th Century Third Age. Ability: Any character that walks through the structure gains 1d4 Diplomacy which lasts one day

Coastal Half-Elf Room

- Cave Lovers (Stone carving of two figures): Eastern Mediator Sea Coast, Southwest Si; Second Age. Ability: Any character that touches the item will make whoever they touch after fall deeply in love with them which lasts for one week

- Pillar of Salt (Salt carving of a half-elf woman): Eastern Mediator Sea Coast, Southwest Si; Second Age. Ability: Any character that touches the item will turn into a salt statue

- Horn of the King of Salvation (Musical Horn): Eastern Mediator Sea Coast, Southwest Si; 9th Century, Third Age. Ability: Cha Attack vs Fortification/Gate; Dmg 1d12

- Crown of the King of Heirlooms (Golden crown): Eastern Mediator Sea Coast, Southwest Si; 13th Century, Third Age. Ability: +1d4 Diplomacy

Delta Half-Elf Room

- Figuring of Nesir (Bone carving of a goddess): Miseer, Northern Aliaanza'nchi; Second Age. [Daily] Ability: Any character who touches the item regains 1d12+4 HP

- King Shephmenon (Reanimated skeleton of a half-elf king inside a stone sarcophagus): Miseer, Northern Aliaanza'nchi; Second Age. Tier 3; Level 1 Skeleton Creature

- Pyramid of the Temple Builder (220 ft tall granite pyramid): Miseer, Northern Aliaanza'nchi; Second Age. Ability: Any character who walks through the structure gains 1d6+1 Dungeoneering which lasts one day

- Stela of the Gatekeeper (Stone tablet): Miseer, Northern Aliaanza'nchi; Second Age. Ability: Any character who touches the item can travel to a target realm of the dead

- Crown of the Warrior King (Cobra-shaped crown): Miseer, Northern Aliaanza'nchi; 3rd Century, First Age. Ability: Wearer gains +1 Initiative

- Temple of Southern Sanctuary (Stone temple): Miseer, Northern Aliaanza'nchi; 7th Century, First Age. Ability: Any character who walks through the structure gains 1d4 Will Defense which lasts one day

- Bust of the Lady of Two Lands (Limestone bust): Miseer, Northern Aliaanza'nchi; 7th Century, First Age. Ability: Any female character touches the object gains 1d4 Diplomacy which lasts one day

Twin River Half-Elf Room

- Bronze Head of a King (Bronze bust): Twin Rivers, Southwest Si; Second Age. Ability: Any character touches the object gains 1d6+1 Diplomacy which lasts one day

- Gateway of the City of Languages (50ft tall gate): Twin Rivers, Southwest Si; Second Age. Ability: Any character walks through the structure gains the ability to speak any mortal language which lasts one day

Second Warehouse: Miseer, Northern Aliaanza'nchi (Otsoan Republic: 1750-1850 TA)

Otsoa Room

- The Iceman (Reanimated White Walker): Alpine Mountains, Central Zezen; Second Age. Tier 3, Level 1 White Walker

- Giant of Mount Proof (Mountain Giant): Fractured Island, Central Mediator Sea; 10th Century, Third Age. Tier 2, Level 5 Mountain Giant

- Figure of the Toxic Lion (Bronze Statuette): Central Obsidian Peninsula, Southern Zezen; 11th Century, Third Age. Ability: Any character who touches the item takes 1d4+5 ongoing poison damage

Territorial Room

- Cave Fresco (Painted cave wall): West Obsidian Peninsula, Southern Zezen; First Age. Ability: Touching the item unleashes a herd of wild animals

- Parakeet Mosaic (Tile mosaic): East Obsidian Peninsula, Southern Zezen; 18th Century, Third Age. Ability: Touching the item unleashes a flock of parakeets

- Elephant Coins (100 silver coins in a chest): Outstretched Mountains, Northern Aliaanza'nchi; 18th Century, Third Age. Ability: Whenever a character touches any coin, an elephant emerges as a companion of the character.

- Asp Statuette (Wooden snake statuette): Miseer, Northern Aliaanza'nchi; 20th Century, Third Age. Ability: Any character that touches the item takes 1d4+5 ongoing venom damage

Third Warehouse: Central Obsidian Peninsula, Southern Zezen (Otsoan Empire: 1850-2400 TA)

Republic Room

- Bust of the First Black Knight (Ebony bust): Central Obsidian Peninsula, Southern Zezen; 14th Century, Third Age. Ability: Any character who touches the item gains 1d4 Will Defense which lasts one day

- Temple of Bilatzea (Marble Shrine): Central Obsidian Peninsula, Southern Zezen; 19th Century, Third Age. Ability: Any character who touches the item gains 1d4+2 Fortitude Defense which lasts one day

- Armband of a Warrior (Bronze armband): Oak Hills, Western Zezen; Second Age. Ability: Any character who wears the armband becomes a Tier 3, Level 1 Fighter

- Statue of the Great Explorer (Marble statue of a dwarf): Huckleberry Mountains, Western Zezen; 17th Century, Third Age. Ability: Any character that touches the item gains 1d4 Perception which lasts one day

Imperial Room

- Stone Calendar (13ft tall stone temple): East Spessartite Island, Spessartite Islands; Second Age. Ability: Any character that walks through the temple gains 1d6+1 Arcana which lasts one day

- Seated Thinkers (Stone carvings of two dwarves): Close River, Eastern Zezen; Second Age. Ability: Any character that touches the item gains 1d6+1 Insight which lasts one day

- Temple to Tximista (Granite temple): Windy Plateau, Northern Aliaanza'nchi; 14th Century, Third Age. Ability: Any character that walks through the temple gains the ability to add 9 ongoing lightning damage to any attack which lasts one day

Fourth Warehouse: Running River, Eastern Zezen (First Jin Empire: 2400-2500TA)

* Single Room

- Hearth of the Great Hunt (Hearth): Running River, Eastern Zezen; Second Age. Ability: Touching the item unleashes a herd of phantom deer

- Ghoul Mass Grave (Cavernous mausoleum): Running River, Eastern Zezen; Second Age. Ability: Ten Tier 2; Level 1 gnome ghouls

- Snow Elf Crown (Gold crown): Spear River, Eastern Zezen; 21st Century, Third Age. Ability: Any character that wears the item gains 1d4 Diplomacy

Fifth Warehouse: East Obsidian Peninsula, Southern Zezen (East Otsoan Empire: 2500-3100 TA)

* Single Room

- Assembly of Armarria (Temple complex): East Obsidian Peninsula, Southern Zezen; 14th Century, Third Age. Ability: Any character who walks through the structure gains 1d4 Diplomacy which lasts one day

- Shield of the Bull King (Heavy shield): White Mountain Peninsula, Southwest Si; 18th Century, Third Age. Ability: User can choose to take damage deal to an adjacent ally.

Sixth Warehouse: South Peace Mountains, Southeast Si (Sihat Empire: 3100-3200 TA)

* Single Room

- Plain of Jars (Several jars containing wraiths): South Peace Mountains, Southeast Si; Second Age. Ability: Each jar: Tier 2; Level 1 wraith

- Ghouls of the Cave (Fairy ghouls in a tomb): South Peace Mountains, Southeast Si; Second Age. Ability: Ten Tier 2; Level 1 fairy ghouls

- Dress of a Snake Priestess (Silk dress): South Peace Mountains, Southeast Si; 31st Century, Third Age. Ability: Wearer is immune to ongoing venom/poison damage

- Statuette of a Prophet (Statuette of a Wood Elf man): South Peace Mountains, Southeast Si; 35th Century, Third Age. Ability: Any character that touches the item gains 1d4 Insight which lasts one day

Seventh Warehouse: Black Dragon Hills, Eastern Si (Second Jin Empire: 3200-3400 TA)

North Snow Elf Room

- Deer Stones (Gravestones with deer carvings): Northern Desert, Northern Si; 8th Century, Third Age: Ability: Touching each item unleashes a phantom deer

- Horse Archer Statuette (Statuette of a mounted archer): Northern Desert, Northern Si; 19th Century, Third Age. Ability: Any character that touches the item gains 1d4 Dex attack which lasts one day

- Moving Petroglyphs (Sandstone carvings): Northern Desert, Northern Si; 26th Century, Third Age. Ability: Any character that touches the item is trapped inside the stone

- Statue of a Seated Prophet (Statue of a seated elf): Northern Desert, Northern Si; 30th Century, Third Age. Ability: Any character that touches the item becomes two characters; one Lawful Alignment and one Chaotic Alignment. Touching the item a second time reunifies the character

Hill Elf Room

- Skeleton of an Ancient Reptile (Massive Fossil): Northern Desert, Northern Si; Zero Age. Ability: Reanimated skeleton of a Tyrannic Lizard

- Bone Arrowhead (Bone arrowhead): Yellow River, Eastern Si; Second Age. Ability: Att: Str/Dex +2; Dmg: 1d8+2

- Bronze Wine Vessel (Bronze Vase): Yellow River, Eastern Si; 3rd Century, First Age. Ability: Contains infinite wine

- Oracle Bones (Burnt bone fragments): Yellow River, Eastern Si; 5th Century, Third Age. Ability: Any character that touches the item gains 1d4 Initiative which lasts one day

- Sword of Kings (Bronze Shortsword): Yellow River, Eastern Si; 10th Century, Third Age. Ability: Att: Cha +1; Dmg: 1d6+1

- Jade Dragon (Jade statue of a dragon): Yellow River, Eastern Si; 16th Century, Third Age. Ability: Touching the item unleashes a Tier 2; Level 1 dragon

- Terracotta Warriors (One thousand life-size clay elven fighters): Yellow River, Eastern Si; 5th Century, Third Age. Ability: Any character that touches the figures may use them as companions- Tier 1, Level 1 Elven Fighter- which lasts for one day

- Bronze Oil Lamp (Bronze lamp): Basin of the Mummies, Central Si; 5th Century, Third Age. Ability: Contains a crossroads devil that grants three wishes to any character that touches the lamp

- Sphinx Bowl (Sphinx shaped vase): Yellow River, Eastern Si; 23rd Century, Third Age. Ability: Touching the item unleashes a Tier 2; Level 1 sphinx

- Tomb Gate (Stone gate): Valley of the Unicorns, Central Si; 26th Century, Third Age. Ability: Any character may walk through the structure to enter a target afterlife realm

- Longmen Caves (Stone temple complex): Yellow River, Eastern Si; 27th Century, Third Age. Ability: Any character that walks through the complex gains 1d4 Insight which lasts one day

- Eastern Grove Academy (University campus): Yellow River, Eastern Si; 29th Century, Third Age. Ability: Any character that walks through the complex gains 1d4 Insight which lasts one day

South Snow Elf Room

- Ilti'ah Lamellar Armor (Scale armor dress): Ilti'ah Realm; 11th Century Third Age. Ability: Scale armor defense, leather armor weight

- Relief of a Warrior (Elven fighter relief): Centaur Plateau, Southwest Si; 15th Century Third Age. Ability: Any character that touches the figure may use them as a companion- Tier 1, Level 1 Elven Fighter, Mounted on Warmblood Horse- which lasts for one day

- Royal Earrings (Gold Earrings): Fortress Mountains, Central Si; 19th Century, Third Age. Ability: Any character that touches the item gains 1d4 Diplomacy which lasts one day

- Statue of a Setioan Soldier (Statue of a dwarven fighter): Fortress Mountains, Central Si; 20th Century, Third Age. Ability: Any character that touches the figure may use them as a companion- Tier 1, Level 1 Dwarven Fighter- which lasts for one day

- Gnome Gates (Stone Gateway): Drinking Cup Mountains, Eastern Zezen; 23rd Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Fortitude which lasts one day

- Statue of the Charismatic King (Statue of an elven warlord): Forty Women Steppe, Central Si; 29th Century, Third Age. Ability: Any character that touches the figure gains 1d4 Diplomacy which lasts one day

- Lion Pillar (Pillar with two lions): Maternal River, Southern Si; 27th Century, Third Age. Ability: Any character that touches the item may summon a lion as a companion which lasts one day

- Gold Offerings (Gold coins): Swift River, Southern Si; 21st Century, Third Age. Ability: Any character that touches the figure gains 1d4 Religion which lasts one day

- Statue of a Prince Without a Crown (Statue of a dwarven man): East Obsidian Peninsula, Southern Zezen; 18th Century, Third Age. Ability: Any character that touches the item loses 1d4 Diplomacy which lasts one day

- Astrolabe (Hand-held mechanical device): Twin Rivers, Southwest Si; 30th Century, Third Age. Ability: Any character that touches the item gains 1d4 Arcana which lasts one day

Eight Warehouse: Nose River, Central Zezen (Central Red Dwarf Empire: 3400-3500 TA)

Red Dwarf Room

- Figure of a Woman (small statuette of a dwarven woman): Pine Mountains, Central Zezen; First Age. Ability: Any character that touches the item becomes mute which lasts for three days

- Cave of Ghouls (Mausoleum with two dozen ghouls): Pine Mountains, Central Zezen; 8th Century, Third Age. Ability: Contains twenty-four Tier 2, Level 1 ghouls

- Barrow Grave (Mausoleum containing a wight): Pine Mountains, Central Zezen; 10th Century, Third Age. Ability: Contains a Tier 2, Level 1 wight

- Smithy of the Mountains (Blacksmith shop): Pine Mountains, Central Zezen; 21st Century, Third Age. Ability: Contains an infinite number of shortswords

- The Sword of Revenge (Steel shortsword): Central Obsidian Peninsula, Southern Zezen; 21st Century, Third Age. Ability: The character who wields the item and all allies may have an ambush round at the start of combat encounters

- Tomb of the King of the People (20ft tall, granate tomb): Central Obsidian Peninsula, Southern Zezen; 26th Centry; Third Age. Ability: Any character that walks through the structure gains 1d4 Dungeoneering which lasts one day

Orange Dwarf Room

- Oak Carving of Poesia (Oak statuette of a god): Nose River, Western Zezen; Second Age. Ability: Any character that touches the item gains 1d6 Insight

- Stone Tomb (Stone mausoleum containing a windego): Nose River, Western Zezen; Second Age. Ability: Contains a Tier 3, Level 1 Windego

- Mead Beakers (Clay beakers): Nose River, Western Zezen; 1st Century, Third Age. Ability: Any character that drinks from one of the beakers gains 1d4 Religion which lasts one day

- The Curved Sword (Curved longsword): Nose River, Western Zezen; 3rd Century, Third Age. Ability: Any character that touches the item takes all damage dealt to other within the last day

- Tapestry of the Red-Beard Duke (Woven tapestry): Nose River, Western Zezen; 27th Century, Third Age. Ability: Any character that touches the item gains 1d4 Diplomacy which lasts one day

West Mountain Gnome Room

- Figure of a Woman (small statuette of a dwarven woman): Sediment River, Central Zezen; First Age. Ability: Any character that touches the item becomes mute which lasts for three days

- Helmet of the Warrior Minotaur (Bronze helmet): Sediment River, Central Zezen; 8th Century, Third Age. Ability: Any character that wears the item becomes a Tier 2, Level 1 Minotaur

- Crown of the Gnome King (Gold crown): Sediment River, Central Zezen; 8th Century, Third Age. Ability: Any character that wears the crown gains 1d4 Will Defense

- Stature of the King of the Old City (Stone sculpture of a gnome man): Sediment River, Central Zezen; 29th Century, Third Age. Ability: Any character that touches the item gains 1d4 Diplomacy which lasts one day

Ninth Warehouse: Wavy Sea Coast, Southern Zezen/Southwest Si (Turuk Empire 3500-3650 TA)

Zezen Room

- Engraving of a West Mountain Gnome King (Stone relief): Wooden Mountains, Southern Zezen; 31st Century, Third Age. Ability: Any character that touches the item gains 1d4 Diplomacy which lasts one day

- Wall of the City of the Victorious Princess (Section of a stone wall): East Obsidian Peninsula, Southern Zezen; 30th Century, Third Age. Ability: Any character that touches the item gains 1d4 Fortitude Defense which lasts one day

- Temple of Amak (Stone temple): East Obsidian Peninsula, Southern Zezen; 30th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Religion which lasts one day

Aliaanza'nchi Room

- Scented Walls from the Holy Land (Reliefs of myrrh trees on walls): Coast of the Gulf of Little Fire, Northern Aliaanza'nchi; 5th Century, Third Age. Ability: Walls emit pleasant smelling aroma

- Column of a King (Stone column): Coast of the Gulf of Little Fire, Northern Aliaanza'nchi; 5th Century, Third Age. Ability: Any character that walks touches the structure gains 1d4 Diplomacy which lasts one day

- The Golden Donkey (Dwarven script book): Northern Mountains, Northern Aliaanza'nchi; 22nd Century, Third Age. Ability: Any character that touches the item turns into a donkey which lasts for one day

- Arch of the Divisive Emperor (Marble archway): Outstretched Mountains, Northern Aliaanza'nchi; 22nd Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Initiative which lasts one day

- Great Temple of the Caravan City (Temple complex): Northern Mountains, Northern Aliaanza'nchi; 27th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Religion which lasts one day

- Mounted Warrior on a Bowl (Pottery shard with a mounted warrior): Miseer, Northern Aliaanza'nchi; 31st Century, Third Age. Ability: Any character that touches the item may invoke a Tier 1, Level 1 mounted [warmblood horse] half-elf fighter as a companion

- Temple to a Warlord (Stone temple): Northern Mountains, Northern Aliaanza'nchi; 32nd Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Diplomacy which lasts one day

- Statue of a Thinker (Stone statue of a half-elf): West Obsidian Peninsula, Southern Zezen; 32nd Century, Third Age. Any character that touches the item gains 1d4 Insight which lasts one day

- Temple of the Desert (Mud brick temple): Outstretched Mountains, Northern Aliaanza'nchi; 32nd Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Religion which lasts one day

- Statue of a Historian (Stone statue of a half-elf): Northern Mountains, Northern Aliaanza'nchi; 34th Century, Third Age. Any character that touches the item gains 1d4 History which lasts one day

- Painted Mummies of the Wealthy Dead (Mausoleum with 100 animated skeletons): Miseer, Northern Aliaanza'nchi; 19th Century, Third Age. Ability: Contains 100 Tier 2, Level 1 skeletons

- The Great Library (Large library complex): Miseer, Northern Aliaanza'nchi; 18th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 History which lasts one day

Si Room

- Dam of the Valley (Granate dam): South Dune Sea, Southwest Si; 28th Century, Third Age. Ability: Contains infinite water

- Great Temple of the South Dune Sea (Temple complex): South Dune Sea, Southwest Si; 28th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Religion which lasts one day

- Flag of the Warlord Empire (Flag): White Mountain Peninsula, Southwest Si; 30th Century, Third Age. Ability: Target all enemies within 5 squares; Att Cha vs Will; Effect: Targets become temporary companions to character which lasts one day

- Castle of the Dwarven Paladins (Castle Complex): River of Descent, Southwest Si; 31st Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Religion which lasts one day

- Carpet of Cavalry (Woven carpet): Miseer, Northern Aliaanza'nchi; 33rd Century, Third Age. Ability: Any character that touches the item may invoke 100 Tier 1, Level 1 mounted [warmblood horse] half-elf fighters as a companions which last one day

Tenth Warehouse: Elephant River, Southern Si (Tea Lands: 3650-3750 TA)

* Single Room

- Cave of Histories (Carvings in rock shelter walls): Southern Hills, Southern Si; Second Age. Ability: Any character that walks through the structure gains 1d6 History which lasts one day

- Seal of the Master of Animals (Clay Seal): Swift River, Southern Si; Second Age. Ability: Any character that walks touches the item gains 1d6 Nature which lasts one day

- Falcon Altar (Falcon-shaped altar): Teak Hills, Southern Si; 10th Century, Third Age. Ability: Any character that wears the item becomes a Tier 2, Level 1 Giant Falcon

- Figure of a Wood Elf Warrior (Stone relief): Teak Hills, Southern Si; 15th Century, Third Age. Ability: Any character that touches the item may invoke a Tier 1, Level 1 elf fighter as a companions which last one day

- Relief of a Royal Family (Brass relief): Elephant River, Southern Si; 18th Century, Third Age. Ability: Any character that touches the item gains 1d4 Diplomacy which lasts one day

- Meditating Prophet (Stone relief of an elven man): Teak Hills, Southern Si; 23rd Century, Third Age. Ability: Any character that touches the item gains 1d4 Will Defense which lasts one day

- Eternal Temple (Temple complex): Swift River, Southern Si; 27th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Religion which lasts one day

- Sun Temple (Stone temple): Winter Mountains, Southern Si; 28th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Religion which lasts one day

- Elephant Stables (Stables complex): Southern Hills, Southern Si; 34th Century, Third Age. Ability: Any character that walks through the structure may have an elephant as a mount

- Great Fort (Stone fortress complex): Swift River, Southern Si; 35th Century, Third Age. Ability: Any character that touches the item gains 1d4 Will Defense which lasts one day

- Shrine of the Hill (Stone Temple): Winter Mountains, Southern Si; 35th Century, Third Age. Ability: Any character that walks through the structure may travel to a target divine realm

- Arcane Temple (Stone temple): Swift River, Southern Si; 35th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Arcana which lasts one day

Eleventh Warehouse: Spear River, Eastern Zezen (Otvud Empire: 3750-3850 TA)

Gnome Room

- Temple of the Gatherer of the Otvud Gnomes (Large Temple): Spear River, Eastern Zezen; 35th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Diplomacy which lasts one day

- Bust of the Terrible King (Marble bust): Spear River, Eastern Zezen; 36th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Intimidate which lasts one day

- Robe of the False Prince (Wool robe): Spear River, Eastern Zezen; 37th Century, Third Age. Ability: Any character that wears the item can once per round make one enemy attack an ally of the enemy with a basic melee or ranged attack

- Crown of the Man Who Would Be King (Gold crown): Spear River, Eastern Zezen; 37th Century, Third Age. Ability: Any character that wears the item gains +1 Diplomacy

- Armor of the Great King (Plate armor): Spear River, Eastern Zezen; 37th Century, Third Age. Ability: Any character that wears the item is immune to opportunity attacks

- Winter Palace (Palace complex): Spear River, Eastern Zezen; 38th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Diplomacy which lasts one day

Drow Room

- Clan Shawl (Wood, patterned blanket): Isles of the Besieged, Northern Ulinawi; Second Age. Ability: Any character that wears the item gains +2 History

- Frozen Lingonberries (Frozen berries): Big River, Northern Ulinawi; 36th Century, Third Age. Ability: Any character that eats the berries is immune to ongoing Cold Damage which lasts one day

- Iceman of the Snow Drow (White Walker): Spring Mountains, Northern Ulinawi; 37th Century, Third Age. Ability: Tier 2, Level 1 Drow White Walker

- High Kick Ball (Leather ball): Three Knuckles Peninsula, Northern Ulinawi; 37th Century, Third Age. Ability: Any character that touches the item gains 1d4 Athletics which lasts for one day

Twelfth Warehouse: East Spessartite Island, Spessartite Islands (Labana Empire: 3850-3920 TA)

Zezen Room

- Red Dwarf Masked Helm (Steel Helm): East Spessartite Island, Spessartite Islands; 25th Century, Third Age. Ability: Any character that wears the item gains +1 Intimidate

- Census Book (Large book in Dwarven script): East Spessartite Island, Spessartite Islands; 31st Century, Third Age. Ability: Any character that uses the book can locate any target character in the mortal realm

- Armor of the Usurper (Plate Armor): East Spessartite Island, Spessartite Islands; 37th Century, Third Age. Ability: Any character that wears the item must make a basic melee attack against at least one adjacent ally per round

- Sword of the Glorious Warlord (Longsword): East Spessartite Island, Spessartite Islands; 39th Century, Third Age. Ability: Att Cha vs Int; Dmg 1d6+1

Aliaanza'nchi Room

- Skull of the Baby of the Mine (Infant mortal skull): River of Universal Heart, Southern Aliaanza'nchi; First Age. Ability: Any character that wields the item can speak any mortal language

- Petroglyphs of the Desert (Stones with animal carvings): Miseer River, Northern Aliaanza'nchi; Second Age. Ability: Any character that touches the items releases phantom giraffes and antelope

- Terracotta Statuettes (Ten statuettes of human men and women): Black River, Central Aliaanca'nchi; 6th Century, Third Age. Ability: Animated statuettes that speak Human

- Prince Smiting His Enemies (Relief of a human warlord): Miseer River, Northern Aliaanza'nchi; 21st Century, Third Age. Ability: Any character that touches the item gains +1 Cha Att which lasts one day

- Royal Bell (Brass bell): Black River, Central Aliaanca'nchi; 30th Century, Third Age. Ability: Any character that rings the bell gains 1d4 Diplomacy which lasts one day

- Golden Rhinocerous of the Eagle Fortress (Gold rhino statuette): River of Universal Heart, Southern Aliaanza'nchi; 30th Century, Third Age. Ability: Any character that touches the item invokes a rhinocerous that the character can use as a companion [mount if the character is appropriate size]

- Statue of the Phantom Ship Captain (Stone statue of a dwarven man): Cape of Hope, Southern Aliaanza'nchi; 35th Century, Third Age. Ability: Any character that touches the item summons a Tier 2, Level 1 dwarven wraith

- Fortress of the Valley (Brick fortress complex): Lake of Victory, Eastern Aliaanza'nchi; 35th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Fortitude Defense

- Throne Hall on the Hill (Palace complex): Miseer River, Northern Aliaanza'nchi; 37th Century, Third Age. Ability: Any character that walks through the structure gains their choice of either 1d4 Religion or 1d4 Diplomacy

- Telescope of the Orange Dwarf Explorer (Handheld telescope): Cape of Hope, Southern Aliaanza'nchi; 37th Century, Third Age. Ability: Any character that uses the item gains +1 Perception

Si Room

- Statue of a Fairy King (Stone statue of a fairy warlord): Fairy Peninsula, Southeast Si; 34th Century, Third Age. Ability: Any character that touches the item takes 1d4+5 ongoing poison damage

- Elephant Column Brackets (Stone statuettes): Swift River, Southern Si; 36th Century, Third Age. Ability: Any character that touches the items gains 1d4 Athletics which lasts one day

- Bronze Portrait of the Naval Warlord (SBronze Relief of a fairy warlord): Fairy Peninsula, Southeast Si; 36th Century, Third Age. Ability: Any character that touches the item gains 1d4 Perception which lasts one day

- Scale Masked Helm (Steel helm): Eastern Hills, Southern Si; 37th Century, Third Age. Ability: Any character that wears the item gains +1 AC

- Warlord's Palace (Fortress complex): Winter Mountains, Central Si; 39th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Fortitude Defense which lasts one day

Ocean of Peace Room

- Continent Turtle Skeleton (Skeleton of a continent turtle): Great Koraha Coast, Southern Ocean of Peace; Second Age. Ability: Tier 3, Level 1 Continent Turtle Skeleton

- Ancient Spear Thrower (Wooden device): Great Sandy Desert, Southern Ocean of Peace; Second Age. Ability: Allows a character to throw javelins at full distance without distance penalty

- Stone Bird (Echidna statuette): Great Jungle Island, Central Ocean of Peace; 5th Century, Third Age. Ability: Any character that touches the item may transform into a target bird which lasts for one day

- Fire Halfling Corvette (Corvette ship): Cannibal Isles, Central Ocean of Peace; 30th Century, Third Age. Ability: Any sailors on the vessel gain +1 Perception while on board

- Halfling Hill Fort (Fortress complex): North Woodland Island, Southern Ocean of Peace; 35th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Fortitude Defense which lasts one day

- Feathered Royal Sash (Feather sash): Fire Isles, Northern Ocean of Peace; 35th Century, Third Age. Ability: Any character that wears the item gains +1 Diplomacy

Ulinawi Room

- Red Dwarf Wights (Cemetery Complex): New Island, Eastern Ulinawi; 11th Century, Third Age. Ability: Contains 10 Tier 2, Level 1 dwarf wights

- Stuccato of a Jester God (Stone relief): Peninsula of Confusion, Southern Ulinawi; 28th Century, Third Age. Ability: Any character that touches the item gains 1d4+3 Arcana which lasts one day

- Jabalina Naval Fort (Small fort): White Peninsula, Eastern Ulinawi; 37th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Fortitude Defense which lasts one day

- Severed Head of a Pirate King (Severed dwarved head): Smooth River, Eastern Ulinawi; 37th Century, Third Age. Ability: Any character that wields the item gains +1 Intimidate

- Woodland Fortress (Fortress complex): Eastern Mountains, Eastern Ulinawi; 38th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Fortitude Defense which lasts one day

Hattun Room

- Animal Effigy Wooden Chair (Carved wooden chair): Southwest Goblin Island, Goblin Sea; 33rd Century, Third Age. Ability: Any character that sits on the chair animates the object as a rideable mount [states equal to Racing Horse]

- Hellhound of the Txahal Explorer (Hellhound): Southwest Goblin Island, Goblin Sea; 33rd Century, Third Age. Ability: Tier 2, Level 1 Hellhound

Thirteenth Warehouse: Canoe River, Central Ulinawi (Larrunana Republic: 3920-4000 TA)

Larrunana Room

- Black Draw (Stone arrowpoint): Red River, Western Ulinawi; 2nd Age. Ability: Att Str/Dex+2; Damage 1d6+2

- Mound of the Sun (Earthen mound): Father of Waters, Central Ulinawi; 28th Century, Third Age. Ability: Any character that scales through the structure gains 1d4 Dungeoneering which lasts one day

- Red Willow Village (Mud brick housing complex): Red River, Western Ulinawi; 32nd Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Fortitude Defense which lasts one day

- Helm of the Untxi Explorer (Steel helm): Red Canyon, Western Ulinawi; 36th Century, Third Age. Ability: Any character that wears the item gains +1 Perception

- The Beakhead (Frigate class ship): Eastern Mountains, Eastern Ulinawi; 37th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Will Defense which lasts one day

- Severed Snake Banner (Flag): Eastern Mountains, Eastern Ulinawi; 38th Century, Third Age. Ability: Any ally adjacent to the character wielding the item gains +1 Will Defense

- Warcoat of the Great General (Wool coat): Heel River, Eastern Ulinawi; 38th Century, Third Age. Ability: Any ally adjacent to the character wearing the item is immune to ongoing Cold Damage

- Slave Ship (Frigate class ship): Heel River, Eastern Ulinawi; 38th Century, Third Age. Ability: Contains a Tier 2, Level 1 Soul-eater

- Coat of the Adventurous Drow Mother (Wool blanket): Canoe River, Central Ulinawi; 39th Century, Third Age. Ability: Any ally adjacent to the character wearing the item gains +1 Perception

- Usdagalu Coat (Wool Blanket): Eastern Mountains, Eastern Ulinawi; 39th Century, Third Age. Ability: Any ally adjacent to the character wielding the item drops to 0 Will Defense

- Freedmen's Meetinghouse (Brick house): Eastern Mountains, Eastern Ulinawi; 39th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 History which lasts one day

- Hat of the Civil War Steward (Top hat): Good River, Eastern Ulinawi; 39th Century, Third Age. Ability: Ability: Any character that wears the item gains +1 Diplomacy

- Boots of the Rough Rider Steward (Riding boots): Eastern Mountains, Eastern Ulinawi; 39th Century, Third Age. Ability: Any character that wears the item gains +1 Nature

Territorial Room

- Stone Pillar (Stone pillar): Violent Atolls, Northern Ocean of Peace; 29th Century, Third Age. Ability: Any character that touches the item releases a Tier 2, Level 1 poltergeist

- Fire Halfling Corvette (Corvette ship): Chicken Isles, Central Ocean of Peace; 30th Century, Third Age. Ability: Any sailors on the vessel gain +1 Perception while on board

- Devil's Tower (Watchtower): Eastern Goblin Island, Goblin Sea; 38th Century, Third Age. Ability: Any character that walks through the structure enters the Void

- Otvud Gnome Temple (Small temple): Isles of the Besieged, Northern Ulinawi; 38th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Religion which lasts one day

- Untxi Plaza (Palace complex): North Fairy Islands, Western Ocean of Peace; 38th Century, Third Age. Ability: Any character that walks through the structure gains 1d4 Intimidate which lasts one day



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