Things from my setting

Beefermatic

Adventurer
Ok tonight I bring you a revisiting of my setting. User Beefermatic created Hyperboreans, powerful warriors who gained powers through spiritual growth (Enemies, Allies, and Ideas for Sidereals, Eternals, and above). His template is great and well done. For my setting I changed the cards on the table though: as the Elder Mythos / Helioeides of my setting are a separate and parallel system, so are the Hyperboreans from me. While in Beefermatic setting they are an expanding empire that assimilates various cultures, in my setting they are a terrorist group that does not even reach ten thousand members (of which only a hundred above 1000 HD). Their degree of power gain was even if not in some cases higher than that of normal deities. They are a brutal group who want to eliminate the gods to replace them, and they do so in the fastest and most brutal way possible. If this leads to the deaths of billions of innocent people (like killing a Time Lord by collapsing a universe with all its inhabitants) it doesn't matter to them in the least. The only thing is that a dirty deity is dead. Although they are so few (compared to an entire multiverse), they are extremely feared by the gods (for a more than fair reason since my template makes them god killer) and there have been many wars in the past with even Highlord coalitions to annihilate the empire of the Hyperboreans and exterminate them but without succeeding completely. It will greatly reduce the number and destroyed their empire, certain, but they never completely erased them. In fact, their story in my setting is very similar to that of the Sith from Star Wars: a group of dissidents with the current order of things that grows into a large empire that rules over multiple universes only to be crushed by multiple coalitions, to disperse into small groups that are difficult to trace.
Small clarification if you ever use it: DO NOT repeat DO NOT put a Hyperborean against your players if they are gods and he has more perfection bonus than them divine rank (especially if the Hyperborean is above 500 HD). The poor player will be slaughtered very badly with almost no chance of fighting back. Conversely, if your players are Hyperboreans expect that almost any Immortal will end up in the meat grinder and many fights will become useless. That said, the template is deliberately broken. It is actually an exterminator of gods. :)

Spike them
Poke them
Taunt and provoke them
Laugh and tease them
Mess with their heads
Score them
Gore them
Skin them and wear them
Burn them
Grill them
Rattle their bones
Bite them
Eat them
Torture and beat them
Maim them kill them
Cut of their heads
Slay them
Flay them
Kick them and roll them
Dance on their graves
Cos now they're dead!

Ode to the massacre of the immortals. Hyperborean Empire. Approximately ATW 23455

Hyperborean Code:
  • A battle of any kind is a battle regardless, I'll give my best.​
  • There is honor in a death in battle, but my companions would suffer, I can withdraw from a lost battle, but only after my companions have withdrawn.​
  • I will not accept to absorb Quintessence and become a "Divinity", they are cowards who have chosen the easy way to a false power that depends on others.​
  • Once an oath is made, my honor requires me to keep it, even if I can interpret it however I want if it is not formulated well.​

Hyperboreans template

Gained: Hyperborean is a template that can be applied to any being hereafter referred to as the "base creature". The creature's type and size remain unchanged, however it gains the "Augmented" subtype.

-Hit Dice: The base creature gain max Hit Points, at 30 HD their base Hit Dice become d20s, at 120 HD their Hit Dice change to d100s, at 200 HD and every 100 HD thereafter their hit point multiplier increases by +1 (ie: a being with 200 HD of Spiritual Strength would have x2 health, 300 HD would have x3, and so on..), at 480 HD their base HD increases to d1000s. At 1000 HD, their hit point Multiplier increases from +1 per 100 HD, to +10 per 100 HD (1000 HD being would have x100 hp) this is retroactive. At 2000 HD their hit point multiplier increases to +1/4 their total hit dice (2000 HD would have x500 hp). Finally at 10.000 HD their base HD increases to d10.000s.

-Senses: At 30 HD the base creature's senses increase x3. At 60 HD the sense multiplier increase to x10. At 120 HD the creature gains Cosmic Consciousness that extend to the borders of the current Layer they inhabit. At 160 HD this increase to the Plane they inhabit. At 240 HD this increase to the current Dimension they inhabit. At 480 HD this increase to the current Universe they inhabit. While outside an Universe (like in the Pleroma) the Cosmic Consciousness is limited to 50 billion lightyears in radius centered on the Hyperborean.

-Speed: At 30 HD the base creature's speed increases by x3. At 120 HD the speed multiplier increases to x10 and they gain standard Starflight with a speed of 3d20 days to reach any point in the Kosmos. At 480 HD they become Superluminal. At 2000 HD their Starflight increases to 1d3 minutes, on par with a Time Lord. At 10.000 HD they gain Space Folding.

Space Folding (Ex)

The creature is able to fold space to instantly travel to any point in the universe at any time, this effectively makes the creature occupy all spaces for all positive benefits or effects, and not occupy any space that would be considered non beneficial. Essentially allowing the creature to target a foe without being able to be targeted itself. Only other creature with space-folding can target this creature.

-BaB: A Hyperborean has BaB equal to her HD, despite any class BaB or racial BaB.

-Spellcasting: A Hyperborean caster level, for all, is equal to her total Hit Die + Perfection Bonus unless is higher.

Armor Class
-Deflection and Insight: The base creature gains a Deflection bonus to their AC equal to their Charisma Modifier and an Insight bonus equal to their Wisdom Modifier.

-Perfection Bonus: They also gain a +1 Perfection bonus to their AC for every 5 HD.

-Cosmic String (Ex): A Hyperborean with 120 HD gains the Cosmic String Cosmic Ability as a bonus ability withouth the need to meet its prerequisite. A Hyperborean can be permanent killed everywhere (unlike Sidereals), but only by entities with divine rank or perfection bonus equal or higher than her perfection bonus. She reform instantly (like the Eternals) in the same spot if not killed by entities with divine rank or perfection bonus equal or higher than her perfection bonus.

-Natural Armor Bonus: The base creature gains an amount of Natural Armor bonus that varies depending on how naturally tough they are (this replace the base natural armor of the creature, if lessere). If the base creature has little or no natural armor normally, they gain 1/4th their HD in Nat AC. If the base being is naturally scaly or tough, they gain 1/2 their HD in Nat AC. If the base creature naturally has heavy armor plating or is incredibly tough to hurt, they gain Nat AC equal to their Hit Dice.

-Butcher of the gods (Ex): A Hyperborean of 2.000 HD gain immunity to Abrogate and Evil Eye unless generated by a Time Lord or equivalent.

Special Attacks:

-Aura: This work like the divine aura with the following difference: The aura is range close with HD 1-14, Medium with HD 15-84, Long with HD 85-244 and extreme with 245+ HD. The save DC is 10 + the hyperborean Charisma modifier + the perfection bonus.

-Integrated Class Features: The base creature gains class features equal to ½ her racial HD (for creature with only 1 racial HD, no Integrated Class Features).

-Spell Like Abilities: At 10th HD, they gain Limited Wish 1/day (CL= 10 + Hit Dice + perfection bonus), at 30 HD this improved to Wish 1/day, and at 120 HD this improved to Wish at-will. At 240 HD they gain Alter Reality as the Sidereals ability.

-Prana Blast (Su): Treated as an "Effect" power, the base creature begins to be able to manipulate it's own life force to assault it's foes. The base creature radiates an aura of bright light (color of your choice) that can be extinguished at will. Initially it deals 1d3 divine damage per HD of the base creature, though it does not destroy magic barriers, and dazzles targets that fail a DC 10 + ½ HD + their Perfection bonus save for 1 round, and manifests as a single Effect type power of the Hyperborean choosing (ray, blast, strike, touch, etc), every 10 HD he gains an additional attack form and it grows in strength as per the Effect list in the Ascension handbook (each power grows in strength as if it were selected one more time). At 30 HD, it is treated as an Uncanny Effect with the Hyperborean gaining access to all Effect type attack forms and dazzles targets for a number of rounds equal to the dice damage done and the -1 to attack rolls and sight based perception is replaced with a minus equal to the Hyperborean's Perfection modifier (and any Divine bonus they may also have) and also affects the armor class of an opponent reducing dodge and Dex based AC equal to the Perfection and Divine Bonus of the Hyperborean to a maximum of the opponent's total dodge and dex based armor bonus (Treat the range increment as if they were an equal leveled Deity and with a divine rank equal to its perfection bonus). At 60 HD the damage increase to d10's. At 120 HD the damage increase to d20's. At 480 HD the damage increase to d100's. At 1.000 HD the damage increase to d1000's. At 10.000 HD the damage increase to d10.000's.

-Terminus (Ex): A Hyperborean count her perfection bonus as divine rank for overcome the Cosmic String. A Hyperborean of 500 HD, ignore the Transmortality Trascendental ability of enemy if her perfection bonus is equal or greater than her opponent divine rank. When a Hyperborean kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.

Special Abilities:
-Ageless (Ex): The base creature at 15 HD takes no penalty to her physical ability scores from advanced age. If she is already taking such penalties, they are removed at this time. The base creature stop aging and gains immune to aging affect. An Hyperborean can live forever. They do not need to breathe, eat or sleep.

-Damage Reduction (Ex): The base creature gains DR/— equal to ½ its HD. At 30 HD this increases to equal its HD. At 120 HD DR is increased to 10xHD, and at 1000 HD to 1000xHD (1,000,000 at 1000 HD).

-Perfection (Ex): The base creature gains a Perfection Bonus equal to 1/5 his HD on AC, Attack Rolls, all Checks, DCs, Initiative, Saves, and SR. At 480 HD the Hyperborean gains a single ability between Elusion, Invincibility or Sophism based on their character concept as they learn to tap into the higher reality of true Perfection.

-Purity of Body (Ex): A Hyperborean is immune to disease and poison.

-God Hunter (Var): A Hyperborean of 20 HD gains the Deicide portfolio using her Perfection bonus as Divine Rank for calculate when they gain the powers but unlike the normal Deicide portfolio in which the bonus are obtained at minimum rank, the bonus are obtained at maximum rank (8 rank for Lesser Deity, 16 for Greater Deity, 48 for First One, etc.). At 500 HD this increase to double Deicide portfolio.

-Might (Ex): A Hyperborean of 60 HD deals d10's for base damage dice of all melee, ranged weapon, natural weapon, and unarmed attacks with virtual size categories, and their damage dice cannot go below this dice but they cannot deal more dice than their HD (Ie: a dagger wielded by a Hyperborean with 60 HD and 500 Str would deal 60d10 damage). An Hyperborean of 160 HD increase the d10's to d20's. An Hyperborean of 480 HD increase the d20's to d100's. An Hyperborean of 1000 HD increase the d100's to d1000's. An Hyperborean of 10.000 HD increase the d1000's to d10.000's.

-Mythic (Ex): A Hyperborean has Mythic Power (X/day, Surge +Y) and counts as a X-rank Mythic creature. A Hyperborean can use any of their spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. They can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. X his equal to the Perfection bonus of the Hyperborean and Y is the Surge suitable for the rank.

-Spell Resistance (Ex): Gain an SR equal to 10 + HD + Their Perfection Bonus. At 300 HD they become immune to non-epic spells (unless the Hyperborean want to suffer the effect).

-Adaption (Ex): At 30 HD the base creature's form has grown tough enough to survive the test of space and time. They gain resistance* to Terrestrial Hazards: Volcano High temperatures, Arctic Freezing Temperatures, Sea Trench Pressures, Lightning Storms, etc. At 80 HD they gain immunity to Terrestrial Hazards and resistance to Stellar Hazards: Surface of the Sun, Outer Space, Extreme Pressure Environments (Planetary/Stellar cores), Heavy Gravity, Cosmic Storms, etc. At 160 HD they gain immunity to Stellar Hazards and resistance to Dimensional Hazards: Black Holes, Worm Holes, Quasars, Gamma Rays, Time Storms, etc. At 480 HD they gain immunity to Dimensional Hazards and resistance to Universal Hazards: Big Bang (planck) effects, Tears in Reality, Cosmic Cysts, Star Plagues, Collapsing Space, etc and to the effects of the Pleroma Space. At 1000 HD they gain immunity to Universal Hazards, to the effects of the Pleroma Space and resistance to Multiversal Hazards: Probability Crack, Logic Paradox, Anti-Maxim, etc. At 10.000 HD they gain immunity to Multiversal Hazards.

*Resistance is different from immunity and the GM’s is the judge to how they are affected by a given phenomenon (to give an example, Sidereals are resistant but not immune to Dimensional Hazard: a black hole might be used to imprison a sidereal with the high EMF essentially functioning as dead-magic zones)..

-Antimagic Resistance (Ex): At 20 HD the Hyperborean gains immunity to antimagic effects (like antimagic field) and can freely cast spell, spell-like abilities and use supernatural abilities but non-epic items or magic (spells of 9th-level or below) even when used by an Hyperborean are affected by anti-magic.

-Divine Power: The base creature gains 1 Divine Ability for every 5 HD it has (Treat the range increment as if they were an equal leveled Deity and with a divine rank equal to its perfection bonus) and every time they gains a HD/level they can change feats with divine abilities with a ratio of 6:1.

-Multifaceted: At 30 HD a Hyperborean is considered to have effectively mastered mortal and epic techniques and gains Mutifaceted as a bonus Divine Ability.

-Cosmic Power: Once the base creature has used Spiritual Strength for 120 HD, they gain a single Cosmic Ability of their choice and every time they gains a HD/level they can change divine abilities with cosmic abilities with a ratio of 6:1.

-Transcendent Power: At 480 HD, they gain a single Transcendental Ability of their choice and every time they gains a HD/level they can change divine abilities with cosmic abilities or transcendental abilities with a ratio of 36:6:1.

-Omnific Power: At 2000 HD, they gain a single Omnific Power of their choice and every time they gains a HD/level they can change divine abilities with omnific abilities with a ratio of 200:1.

-Metempiric Power: At 10.000 HD, they gain a single Metempiric Power of their choice and every time they gains a HD/level they can change divine abilities with metempiric abilities with a ratio of 2000:1.

-Saves: The base creature adds it's Perfection bonus to all Saving Throws.

-Abilities: Add +2 to all ability scores for every 5 HD the base creature possesses.

-Skills: The base creature gains it's Perfection bonus to all Skills
Oh snap! I like it! Thanks for the shout out brother!
 

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Obly99

Adventurer
I precede the question that someone will ask me: ATW stands for After Time War, a colossal war waged at the beginning of the Multiverse in which Time Lord and High Lord battled for the throne of the Supreme Being not knowing that it was already occupied. It was a devastating war in which the power of time travel was abused: entire universes were annihilated even before they existed by an enimy Eternal that decided to eliminate a rival before it became a problem. Think of it as a Cosmic War but with the Eternals and Supernals in place of the Sidereals, in a titanic orgy of blood, destruction and Omnific powers. It was stopped by the Supreme Being of my setting just before the Multiverse collapsed on itself: putting those who decided to bow down in line and annihilating or sealing anyone who did not. Since then there have been very heavy laws and limits on time travel in my setting: anyone who dares to use Transtemporal without the permission of the Supreme Being or its representative is hunted by trained teams of Anomalies to be eliminated. But some mortals survived the war themselves, and they remembered the contempt, arrogance, thirst for power and ignorance of the gods: the ancestors of the Hyperboreans, who never forgot the wickedness of the Immortals.
 
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Beefermatic

Adventurer
I precede the question that someone will ask me: ATW stands for After Time War, a colossal war waged at the beginning of the Multiverse in which Time Lord and High Lord battled for the throne of the Supreme Being not knowing that it was already occupied. It was a devastating war in which the power of time travel was abused: entire universes were annihilated even before they existed by an enimy Eternal that decided to eliminate a rival before it became a problem. Think of it as a Cosmic War but with the Eternals and Supernals in place of the Sidereals, in a titanic orgy of blood, destruction and Omnific powers. It was stopped by the Supreme Being of my setting just before the Multiverse collapsed on itself: putting those who decided to bow down in line and annihilating or sealing anyone who did not. Since then there have been very heavy laws and limits on time travel in my setting: anyone who dares to use Transtemporal without the permission of the Supreme Being or its representative is hunted by trained teams of Anomalies to be eliminated. But some mortals survived the war themselves, and they remembered the contempt, arrogance, thirst for power and ignorance of the gods: the ancestors of the Hyperboreans, who never forgot the wickedness of the Immortals.
Wow that's intense man, that's a hell of a storyline. Do the Hyperboreans of your campaign plan on usurping the Supreme Being?
 

Obly99

Adventurer
Wow that's intense man, that's a hell of a storyline. Do the Hyperboreans of your campaign plan on usurping the Supreme Being?
Yes, they see the system as corrupt at its root: the base itself must be destroyed to build something new. The secret itself is that their origin was organized by the Supreme Being himself who, seeing the fallacy of the deities, decided to prepare the ground for mortals. Mortals, when they no longer need the gods to be protected, then he will leave his throne without batting an eye for the mortal who will have to lead the Multiverse into a new era. For now he is keeping an eye on some less violent and peaceful groups of hyperboreans to see if the right one is among them. The last emperor and first Hyperborean (the equivalent of Ultimate in my setting) instead is in Akasha to meditate and train after his assault against the Supreme Beign during the fall of the empire failed miserably. The Supreme Being, not considering him a threat, lets him wander around the library until he bothers no one. If no one worthy of mortals appears, he will instead leave the throne to his daughter (for now a simple First One, sooner or later I will put her on the site.
 
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Obly99

Adventurer
A bit of info on my setting (which unfortunately I am not very proud of): let's take the cat out of the bag, I am the Supreme Being and the Supreme Being is me, approx. Let's clarify: I created my setting years ago when I was still quite new to the game and I took everything in the manual as gold standard (what I said in this post would never have crossed my mind then [Really really big barely divine star snake?]).
CREATING A SUPREME BEING
There is no Supreme Being Template. The supreme being is merely an extension of the Games Master and as such requires no stats.
I interpreted this writing at the time as the Supreme Being is the PC of the Game Master. What cemented the fact was that I tried to have my players meet one of the Aspect of the Supreme Being to see how they would react. If he didn't like it, then I would have avoided putting it back in the future and probably would have created a separate Supreme Being like Tychen for Beefermatic. My players liked it. Since then it has been more or less official. The Supreme Being itself does not exist, its various aspects exist which are fragments of personality and concepts (read my PCs from past campaigns, with each aspect they represent linked to their personality, history and powers) and with the players like Omega. I can literally control everything in my story ... except them. That bunch of madmen who are trying to dig new definitions of the Chaotic alignment (mainly Chaotic Random, Chaotic Chaotic, or Chaotic Stupid) more than once have totally derailed any plan for me. They met Alpha (CE Aspect of Arrogance, Chaos, Madness and Pride), Lisk (CG Aspect of Good, Death and Regret), and Pandora (NG Aspect of Hope).
The fact that I favor Hyperboreans is partly due to the manual as well.
THE END TIMES
The End Times, is known by many names: the Apocalypse, Armageddon, the Day of Reckoning, Doomsday, the End of Days, Ragnarok. But all ultimately prophesise a war that will herald the death of the gods and the ascension of mankind. In a way it could also be seen as a metaphor for when mortals no longer need gods, with their 'ascension' more a case of them guiding their own destiny. Immortals of course, take steps to delay their eventual doom and prolong their existence. But at best they can only postpone the inevitable, not avoid it.

In fact I would favor them even without them as I see the divinity as failures from the base having to depend on other creatures and sources (the quintessence) and as soon as they take them off you go down like a sack of potatoes. True power only works when it is truly yours. Then comes the fact that 99% of them are bloodthirsty psychopaths which makes me evaluate whether to give way to a Supreme Being not me, I should perhaps leave it to Gea, the daughter of the Lisk Aspect (she is a First One with Double Death/Earth/Good/Life Portfolios). Below the image i use for Aravoth (the Akashic Library) for roll20.
 

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Beefermatic

Adventurer
A bit of info on my setting (which unfortunately I am not very proud of): let's take the cat out of the bag, I am the Supreme Being and the Supreme Being is me, approx. Let's clarify: I created my setting years ago when I was still quite new to the game and I took everything in the manual as gold standard (what I said in this post would never have crossed my mind then [Really really big barely divine star snake?]).
CREATING A SUPREME BEING
There is no Supreme Being Template. The supreme being is merely an extension of the Games Master and as such requires no stats.
I interpreted this writing at the time as the Supreme Being is the PC of the Game Master. What cemented the fact was that I tried to have my players meet one of the Aspect of the Supreme Being to see how they would react. If he didn't like it, then I would have avoided putting it back in the future and probably would have created a separate Supreme Being like Tychen for Beefermatic. My players liked it. Since then it has been more or less official. The Supreme Being itself does not exist, its various aspects exist which are fragments of personality and concepts (read my PCs from past campaigns, with each aspect they represent linked to their personality, history and powers) and with the players like Omega. I can literally control everything in my story ... except them. That bunch of madmen who are trying to dig new definitions of the Chaotic alignment (mainly Chaotic Random, Chaotic Chaotic, or Chaotic Stupid) more than once have totally derailed any plan for me. They met Alpha (CE Aspect of Arrogance, Chaos, Madness and Pride), Lisk (CG Aspect of Good, Magic, Death and Regret), and Pandora (NG Aspect of Hope).
The fact that I favor Hyperboreans is partly due to the manual as well.
THE END TIMES
The End Times, is known by many names: the Apocalypse, Armageddon, the Day of Reckoning, Doomsday, the End of Days, Ragnarok. But all ultimately prophesise a war that will herald the death of the gods and the ascension of mankind. In a way it could also be seen as a metaphor for when mortals no longer need gods, with their 'ascension' more a case of them guiding their own destiny. Immortals of course, take steps to delay their eventual doom and prolong their existence. But at best they can only postpone the inevitable, not avoid it.

In fact I would favor them even without them as I see the divinity as failures from the base having to depend on other creatures and sources (the quintessence) and as soon as they take them off you go down like a sack of potatoes. True power only works when it is truly yours. Then comes the fact that 99% of them are bloodthirsty psychopaths which makes me evaluate whether to give way to a Supreme Being not me, I should perhaps leave it to Gea, the daughter of the Lisk Aspect (she is a First One with Double Death/Earth/Good/Life Portfolios). Below the image i use for Aravoth (the Akashic Library) for roll20.
That's pretty bad ass man. I like that. I, for myself, always try to take me the DM out of the mix in terms of being The Supreme Being, but I like the way you have that set-up, that sounds cool.

If you're the Supreme Being though, should Aravoth not simply be like a Google search bar and your house? Lol jk 😜.

All jokes aside i do kind of subscribe to your description of immortality just postponing the inevitable. Even for timelords, one batshit highlord, one full on attack by Hyperborea or one passing chomp from Xochipactl is all it'll take to end you permanently.
 

Obly99

Adventurer
If you're the Supreme Being though, should Aravoth not simply be like a Google search bar and your house? Lol jk 😜.
Aravoth is my computer archive ;)
All jokes aside i do kind of subscribe to your description of immortality just postponing the inevitable. Even for timelords, one batshit highlord, one full on attack by Hyperborea or one passing chomp from Xochipactl is all it'll take to end you permanently.
Moral of the story, there is always a bigger fish than before. My players have already encountered two entities above "me". At the end of time (in the truest sense of the word, they traveled into the future at the end of time), when nothing exists anymore, neither universe, nor Aravoth, nor Supreme Being, in an infinite dark plain, they found Pandora who looked after a small hearth of hope while above she loomed Gleypir, a Taiji dragon (Great x50 - Great Wyrm plus unique abilities which are an automatic end of the setting making it more of an environment/event than a real monster) who had obliterated the universe with the demise of the Supreme Being. A small metaphor of my hope that even if I die I hope that someone picks up my work and doesn't leave my creations forgotten (I'm melodramatic sometimes). The other they have yet to meet is Death. Not the death aspect, but Death with a capital D. Another metaphor that even if I also control everything inside the setting, and for now I have harnessed it and control it, it is older than me and I too will be reaped in the end.
 

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Beefermatic

Adventurer
Aravoth is my computer archive ;)

Moral of the story, there is always a bigger fish than before. My players have already encountered two entities above "me". At the end of time (in the truest sense of the word, they traveled into the future at the end of time), when nothing exists anymore, neither universe, nor Aravoth, nor Supreme Being, in an infinite dark plain, they found Pandora who looked after a small hearth of hope while above she loomed Gleypir, a Taiji dragon (Great x50 - Great Wyrm plus unique abilities which are an automatic end of the setting making it more of an environment/event than a real monster) who had obliterated the universe with the demise of the Supreme Being. A small metaphor of my hope that even if I die I hope that someone picks up my work and doesn't leave my creations forgotten (I'm melodramatic sometimes). The other they have yet to meet is Death. Not the death aspect, but Death with a capital D. Another metaphor that even if I also control everything inside the setting, and for now I have harnessed it and control it, it is older than me and I too will be reaped in the end.
I love that taiji dragon picture btw
 

Beefermatic

Adventurer
Aravoth is my computer archive ;)

Moral of the story, there is always a bigger fish than before. My players have already encountered two entities above "me". At the end of time (in the truest sense of the word, they traveled into the future at the end of time), when nothing exists anymore, neither universe, nor Aravoth, nor Supreme Being, in an infinite dark plain, they found Pandora who looked after a small hearth of hope while above she loomed Gleypir, a Taiji dragon (Great x50 - Great Wyrm plus unique abilities which are an automatic end of the setting making it more of an environment/event than a real monster) who had obliterated the universe with the demise of the Supreme Being. A small metaphor of my hope that even if I die I hope that someone picks up my work and doesn't leave my creations forgotten (I'm melodramatic sometimes). The other they have yet to meet is Death. Not the death aspect, but Death with a capital D. Another metaphor that even if I also control everything inside the setting, and for now I have harnessed it and control it, it is older than me and I too will be reaped in the end.
I dont necessarily think you're being overdramatic, these are important questions to ask and if you're intellectualizing these deep philosophical concepts like God, infinity, life, and death, statting them out even, you inevitably will start asking yourself some tough questions or come to some deep answers, if you're a thinking man at least. 🤔
 



Bootlebat

Explorer
Aravoth is my computer archive ;)

Moral of the story, there is always a bigger fish than before. My players have already encountered two entities above "me". At the end of time (in the truest sense of the word, they traveled into the future at the end of time), when nothing exists anymore, neither universe, nor Aravoth, nor Supreme Being, in an infinite dark plain, they found Pandora who looked after a small hearth of hope while above she loomed Gleypir, a Taiji dragon (Great x50 - Great Wyrm plus unique abilities which are an automatic end of the setting making it more of an environment/event than a real monster) who had obliterated the universe with the demise of the Supreme Being. A small metaphor of my hope that even if I die I hope that someone picks up my work and doesn't leave my creations forgotten (I'm melodramatic sometimes). The other they have yet to meet is Death. Not the death aspect, but Death with a capital D. Another metaphor that even if I also control everything inside the setting, and for now I have harnessed it and control it, it is older than me and I too will be reaped in the end.
Are both of them considered Supernal level?
 

Obly99

Adventurer
Are both of them considered Supernal level?
No they are at the Ultras level. Actual Gleypir does not exist, being created only at the end of time. It is a Taiji Dragon augmented to Xona-Titanic and Great x50 - Great Wyrm and with the following abilities:
Greatx50-Great Wyrm Taiji (Nothingness) Dragon
Beyond Alignment
Unsizable (Xonna-Titanic) Poly-Existential Eschatolic Dragon
Init
Always goes at the end of the Round, but knows all of fate and plans accordingly; Senses Keen Senses, Nth Sense; Perception –;
AC –, touch –, flat-footed – (– Oblivion, – Stillness, – Nothingness)
hp Has no Hp/ 77,000d10,000 x one hundred thousand (– hp/ 7,700,000,000,000 hp)
Space – (987108816369 Light Years/5,80284x10^25 miles/5,211934550423e+15 feet);
Instrument of the End (Ex)
Gleypir is released by the Supreme Being at the End of Time for destroy everything, Akasha included. Gleypir's abilities ignore any immunity a creature possesses and it is totally immune to everything unless the Sepreme Being specifies otherwise.
Supreme Abrogate (Ex)
Gleypir Abrogates all abilitis from all target in existance.
Supreme Nullification (Ex)
Gleypir annihilates all Normal, Divine, Cosmic, Transcendental, Omnific, and Metempiric Abilities of it’s enemies.
Wings of Shattered Reality (Ex)
The Taiji Dragon’s wings do not work like other Eschatolic Dragon’s wings as it cannot make actions that require movement. It’s fractal wings stretch like smears of darkness ever longer, infinitely, into the vast void of creation, and instead apply a plethora of effects to the Timestream it currently effects. Beings within range suddenly find physics no longer make sense, the parameters of this effect are up to the GM, examples of what Taiji’s wings can do are as follows: Immunities work in reverse (they become vulnerability), a stacking exhaustion penalty of -770 per round to all saves checks and rolls, exits are traps leading deeper into the dragon’s maw, beings find themselves unable to fall, teleport effect bring the person back from where he was trying to move, damage heals the dragon if it is somehow able to be struck, healing damages it, the universe becomes like a catacomb with endless pathways and seeming exits and ways away from the Taiji with nothing working.

Death on the other hand, its Aspect is a Highlord of rank 20 while his true being has no statistics.
 

Obly99

Adventurer
(Immortality)
"The chapter on deific ranks is notably lacking in anything describing the process for moving up the ranks. If you gain enough quintessence, do you automatically go up to the next rank, or are there Greater Deities with more than 120 Hit Dice? If it's the former, what happens if there isn't any place in the cosmos for a new Sidereal, who are the personifications of planar layers, entire planes, or even dimensions. If a Greater God goes to 121 Hit Dice, does that mean that a new planar layer is created? Don't look for the answer in the book, because you won't find it. At least, I haven't yet."

1. You automatically go up the next rank (after the initial tests and trials to become a deity and gain your portfolios).

2. You can have greater deities with more than 120 Hit Dice because you can have Levels gained from XP. But for the most part I suggest staying within the guidelines I mentioned (81-120 HD for Greater Gods for instance) because of game balance.

3. You would create a new layer for the plane you became (on becoming a cosmic god). Slaying a cosmic deity would destroy that layer / plane / dimension / universe. The birth of a new new cosmic deity would create a new layer / plane / dimension / universe.

4. A greater god cannot go to 121 HD from quintessence without becoming an Elder One. However they could go to Level 121 via levels gained with XP and still be a Greater God. Divinity is based on quintessence - not levels. The Hit Dice ranges given are suggestions primarily based around game balance.

Hope that helps.

This is the comment of Upper_Krust.
In my setting is present the Divine Tribulation. While in the normal situation when you accumulate enough Quintessence to go from one grade to another you do it automatically in my setting it is not always the case.
From mortal to immortal (Hero Deity)
From immortal to Deity (Lesser Deity)
From Deity to Sidereal (Elder One)
From Sidereal to Eternal (Demiurge Stage I)
From Eternal to True Eternal (Time Lord)

In those moments a Celestial Tribulation is unleashed. The immortal in question must outlive and overcome it. If he fails: either he dies or at best he stays at his rank and his Quintessence is reset to his minimum for his rank forcing him to start accumulating it again. If a creature intervenes to aid the immortal who is trying to ascend, the tribulation automatically fails and will try to kill the defiler and the aided immortal. They are part of the order of the universe itself and originated in Aravoth.
 
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Obly99

Adventurer
Alpha

Alignment: CE

Domains: Chaos, Evil, Knowledge, Luck, Madness, Trickery

Subdomain: Corruption, Curse, Deception, Fate, Insanity, Memory, Truth, Whimsy

Favored Weapon: stick with a d20 at its end (treat as a wooden stack)

Holy Symbol: d20

Temples: Dungeons

Alpha

CE Medium fey (chaotic, extradimensional)

Init +20; Senses blindsight 120 ft., darkvision 120 ft., low-light vision, true seeing; Perception +56

Aura cloak of chaos (DC 40), divine (500 ft., DC 32), joke (500 ft., DC 52)

Defense

AC 49, touch 47, flat-footed 34 (+6 divine, +16 deflection, +14 Dex, +1 dodge, +2 natural)

hp 1.160 [2.320 in divine realm] (40d20+360); regeneration 30 (cold iron, epic and good)

Fort +32, Ref +44, Will +40; +4 vs. bardic performance, language–dependent, and sonic

Defensive Abilities blur, fortification 25%, freedom of movement; DR 20/cold iron, epic and good; Immune ability damage, ability drain, charm effects, compulsion effects, death effects, energy drain, mind-affecting, petrification, polymorph; Resist acid 30, cold 30, fire 30; SR 42

Offense

Speed 120 ft., fly 240 ft. (good)

Melee alpha stick +41/+41/+36/+31/+26 (1d4+12/19-20 plus warpwave)

Special Attacks alter reality (DC 32+spell level), bardic performance (Swift action; 58 round/day; DC 42; adoring fan, embarrassing satire, fascinate (7 people), frightening tune, incite unreliability, inspire greatness (6d10) (4 people), inspire heroics +12, mass suggestion, song of clumsiness, soothing performance, suggestion), circus of madness, gags

Spell-like Abilities (CL 46th, concentration +68)

Constant—blur, cloak of chaos (DC 40, self only), freedom of movement, haste, tongues, true seeing

At will—dimension door

3/day—quickened mass suggestion (DC 32)

1/day—summon fey (any CR 20 encounter, 9th level), summon The rabbit inside the hat (see below, 9th level)

Statistics

Str 26, Dex 38, Con 28, Int 30, Wis 31, Cha 46

Base Atk +20; CMB +41 (+65 dirty trick); CMD 75 (77 vs. dirty trick)

Feats Agile Maneuver, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Dirty Fighting Specialization, Dirty Trick Master, Greater Dirty Trick, Improved Critical (wooden stack), Improved Dirty TrickB, Lasting Performance, Maneuver Master (Dirty Trick) [use in place of attack], Quicken SLA (mass suggestion), Weapon Finess

Epic Feats Epic Inspiration x2, Haunting Music, Master of Maneuver (Dirty Trick) [use HD instead of BaB), Music of the Gods, Silent Music, Stellar Music

Skills All skills 49 + ability modifier; +10 Bluff, Disguise, Sleight of Hand, and Stealth skill checks

Languages Abyssal, Common, Celestial, Draconic, Infernal, 45 others, telepathy 300 ft., tongues

SQ dirty trickster, integrate class feature (Bard (Fey Prankster) 20 but no spellcasting), hammerspace, jack of all trade, maven, master of mischief 3/day, mischievous talent, no breath, versatile performance (Act; Bluff, Diplomacy, Disguise, Escape Artist, Sense Motive, Martial Performance (wooden stack))

Ecology

Environment any

Organization unique

Treasure Variable

Special Abilities

Cosmic Abilities

• Counterattack (Su)

COUNTER ATTACK (Su) [Alpha unique ability]

A prank in retaliation.

Benefit: You can make one dirty trick combat maneuver against any opponent who successfully hit you. This combat maneuver happen after the attack of the foe hit you.

Chaos Portfolio Traits (Demi-Deity)

Hostile Environment (Lawful): -6 competence penalty on all die rolls while within a Lawful aligned environment.

Axiomatic Vulnerability(Ex): Suffer 50% extra damage from lawful aligned attacks and spells.

•Transmutation Immunity (Ex): You are immune to transmutation based attacks.

•Scion of Chaos (Ex): +6 competence bonus on attack rolls, damage rolls and armor class within a chaos aligned local,

•Improved Summoning (Chaos): Chaos aligned creatures summoned have 50% more HD.

•Taint of Chaos (Su): Healing 50% effect vs. your attacks except in lawful aligned locale.

Madness Portfolio Traits (Demi-Deity)

Lemming’s Wisdom (Ex): -6 competence penalty to wisdom.

•Shield of Madness (Ex): You are immune to mind-affecting effects.

•Scion of Secrets (Ex): +6 competence bonus on attack rolls, damage rolls and armor class against opponents with a lower Wis. score than you.

•Improved Summoning (Aberrations/Fey): Aberrations and Fey summoned have 50% more HD.

•Instrument of Madness (Su): Immunities against your mind-affecting attacks only 50% effective.

Alter Reality (Su)
Alpha is not bound to the normal reality and can rewrite it. Once per round, as a standard action, Alpha can duplicate the effect of any spell of a level equal to 9 or lower. Other use of this ability are GM’s discretion.

Bardic Performance

  • Song of Clumsiness (Su): A fey prankster can use this performance to cause enemies within 30 feet that can hear her to suffer seemingly random mishaps. Any enemy in this area that draws a weapon or retrieves an item from a backpack or similar container immediately drops it, and falls prone the first time it enters a square of difficult terrain during its turn. A creature can negate a specific effect with a successful Reflex saving throw (DC = 10 + half the fey prankster’s bard level + her Charisma modifier), but an enemy must attempt a separate save for each potential effect during the song of clumsiness (for example, if it draws multiple weapons). Song of clumsiness is an enchantment (compulsion), mind-affecting ability that relies on audible components.​

  • Incite Unreliability (Su): A fey prankster can use her performance to manipulate a single target into fighting erratically or haphazardly, as though affected by lesser confusion. To be affected, the target must be within 30 feet and able to hear the fey prankster’s performance. The effect persists for as long as the target can hear the performance. A target that succeeds at a Will saving throw (DC = 10 + half the fey prankster’s bard level + her Charisma modifier) negates the effect and becomes immune to incite unreliability from the same fey prankster for 24 hours. Incite unreliability is an enchantment (compulsion), mind-affecting ability that relies on audible components.​

  • Embarrassing Satire (Su): At 8th level, a fey prankster’s powerful satire raises painful blisters and ugly boils on the face of her target. The fey prankster selects one target within 30 feet to become sickened from the uncomfortable facial boils. The sickened effect continues for as long as the target is within 30 feet and the fey prankster continues the performance, though the boils remain for 1 day afterward. Embarrassing satire is a language-dependent, mind-affecting ability that relies on audible components.​
Circus of Madness (Su)
Alpha can summon a big top tent as a swift action. The dimensions of the tent are up to Alpha but can be no larger than 80 ft. high x 100 ft. wide. This Tent will last for 1 full week before disappearing without a trace. The inside of this tent has ample food for an adventuring party, places to sleep, and a plethora of lions, bears, elephants, funhouse traps, pitfalls, mirror mazes, games, and crowds of people; the specifics are up to Alpha. The tend count as Alpha divine realm. All of these are illusions and considered mind-affecting affects, Alpha can at any given time alter the appearance of the illusory creatures inside giving the animals either red glowing eyes or turning them skeletal, and making the crowds translucent and iridescent. Alpha may direct the creatures in the circus in any way he sees fit and any damage done by illusory creatures is considered nonlethal and only does the base damage of the animal with no Strength modifier, all illusory animals have 1/50th Alpha's base hp but otherwise work exactly like animals of their type. The crowds may not attack but cheer gleefully when opponents are hit and boo or gasp when the illusory animals are struck. Attacks made on the crowd make any illusory person hit immediately disappear. Flaming rings and other funhouse traps do no damage and require a Will Save 52 to avoid being shaken for 2d6 rounds, a successful save negates this effect. Mirror mazes work exactly as the Maze spell at CL 40th. Pitfalls are added to the tent at creation and once placed cannot be moved, but can, however, be covered up, pitfalls do 4d6 nonlethal damage (DC 30 Reflex negates the trap) and puts enemies into a mirror maze. Alpha is considered to have no limit on how many gags he can do per day while inside the Tent of Horrors. The Circus of Madness has a hardness of 1 and 100 hp but is flammable and takes double damage from fire attacks. Alpha can have a maximum of 19 animals, 16 traps, and only one mirror maze. Creatures with True Seeing, or that are immune to mind-affecting effects see those as illusion and take ½ the damage from the animal and have +4 to the save against the trap and Intelligence check for exit the maze. To creatures without true seeing, or not immune to mind-affecting affects; things inside the Circus of Madness seem perfectly real; they can see, smell, hear, touch, and taste anything inside as if it were real. If all traps are discharged, and all illusory animals are killed, the tent begins to lose hp at a rate of 10 per round until it disappears without a trace.

Gags
All save DCs are equal to 52.

Confetti Blast (Su): As a standard action, Alpha can shoot a confetti popper at a foe with a range of 5 ft. If the hit is successful it is treated exactly as a Flare spell, dazzling the target for 1 round with no save. Alpha can use his hammerspace ability to produce the requisite confetti popper.

Creepy Grin (Sp): As a standard action, Alpha can use Slow as a spell-like ability, with a caster level of 40th. This is a mind-affecting fear effect.

Discarded Banana Peel (Ex): As an immediate action, Alpha can throw a banana peel at a single creature that is moving from one square to another, under its own power and while touching the ground. Alpha makes a ranged touch attack against the target, with a range increment of 10 ft. If the attack hits, the enemy falls prone and ends their move. Alpha can use his hammerspace ability to produce the requisite banana peel.

Exploding Cigar (Su): As an immediate action, Alpha can stop an enemy within 5 ft. from attacking and offer them an exploding cigar. The target makes a Sense Motive check against Alpha Bluff check. If Alpha win the target immediately ends his turn and at the start of Alpha next turn he take 5d6 damage (half bludgeoning/half fire). If Alpha lose he become the target of the attack and is considered flat-footed. Alpha can use his hammerspace ability to produce the requisite explosive cigar.

Fake Magic (Su): Alpha can pretend to cast a spell by spending one turn concentrating. At the start of his next turn he cast a spell that lets out a loud bang and a sheet of paper comes out of his hand that says "BANG!". All enemies who have a line of sight make a Sense Motive check against Alpha Bluff check. Those who fail the check no longer see Alpha as a threat and will pay attention else wear while those who succeed are left uninfected.

Jack in the Box (Su): As a standard action, Alpha can create a cleverly disguised jack in the box that lasts for 40 minutes. The box is nearly invisible, taking on the general characteristics of whatever is around it. Creatures must make a Perception check DC 35 to avoid it's effect. When enemies come within 5 ft. of the box it springs out and confuses enemies as per the spell Lesser Confusion with no save. Alpha can use his hammerspace ability to produce the requisite jack in the box.

Pie Toss (Ex): As a standard action, Alpha can throw a cream pie at a single creature with discernable eyes. Alpha makes a ranged touch attack with a range increment of 10 ft. If the attack hits, the enemy is rendered blind until it takes a standard action to wipe off the cream. Alpha can use his hammerspace ability to produce the requisite cream pie.

Seltzer Splash (Su): As a standard action, Alpha can shoot seltzer water at a single creature within 10 ft. with a ranged touch attack from a lapel flower at Alpha's behest, dealing 6d6 acid damage and dazzling it for 16 rounds. The acid damage deals ½ it's initial damage on the following round for 1 round. Alpha can use his hammerspace ability to produce the requisite seltzer water.

Squeaky Hammer (Su): Alpha must declare that he is using this ability before he makes his attack roll (thus, a failed attack roll ruins the attempt). Alpha can confuse a foe damaged by his squeaky hammer for 16 rounds. A successful Fortitude save negates. Alpha can use his hammerspace ability to produce the requisite squeaky hammer. A squeaky hammer is identical to a warhammer, except that it deals nonlethal damage. Unlike most nonlethal weapons, the wielder of a squeaky hammer take a -4 penalty on attack rolls in order to deal lethal damage.

Unicycle Ride (Ex): Alpha can use a move action to mount a unicycle and either juggle clubs or hold a quarterstaff for balance. He can maintain this for 16 rounds. After this period of time, Alpha must make an acrobatic check each round, DC 10 for the first check, with the DC increasing by 2 each round. Failure means that Alpha falls off and end up prone. While riding his unicycle like this, he can make flurries of blows with a quarterstaff or thrown clubs as a monk of 20th level. Dismounting is a free action. Alpha can use his hammerspace ability to produce the requisite unicycle, club, or quarterstaff, with a separate use of hammerspace to produce each item.

Hammerspace (Su)
As a free action 16 times per round, Alpha may magically produce items for his other abilities, as specified in the descriptions of the individual abilities. This ability can be used even when it isn't Alpha's turn.

Joke (Su)
Alpha mere presence can spark a party. Wherever he walks his musical theme (https://www.youtube. com/watch?v=_zCiYBhs0Uw) accompanies him. Anyone within 500 feet who fails a DC 52 Will save loses any immunity to mind-affecting effects, charm effects, and compulsion effects, and start dance like for an irresistible dance spell as they laughs uncontrollably. A creature affected by a mind-affecting effect while within this aura remains affected even after leaving Alpha’s Joke aura. Creatures that fail their save are effect until they are no longer within the aura and for 1d4+1 rounds thereafter. Creatures that succeed at this saving throw are immune to this ability for 24 hours. The save DC is Charisma-based.


Dirty Fighting Specialist (Combat)

You know how to fight dirty, and aren’t afraid to do so.

Prerequisite: Greater Dirty Trick.

Benefit: You can reduce the length of the dirty trick’s effects in order to increase their severity: for every 2 rounds by which you reduce the duration of the effect, you can impose an additional condition on the target. All conditions added in this way are removed by a single standard action.

This decision must be made when the dirty trick combat maneuver is performed, after rolling to determine the duration of the effect. It cannot be made later. If this would reduce the duration to less than 1 round, you cannot use this ability.

Additionally, whenever you successfully perform a dirty trick combat maneuver, if the result of your combat maneuver check exceeded the target’s CMD by 5 or more, you may choose to inflict one of the following conditions, instead of the normal options: confused or fatigued

blinded, confused (if 5 or more), dazzled (dazed), deafened, entangled (pinned), fatigued (if 5 or more, exhausted), shaken (frightened), or sickened (nauseated).


Alpha stick is a +5 anarchic wooden stack that deal bludgeoning damage instead of piercing and deliver a warpwave effect on a succes sful hit.

Warpwave

The target can resist the warpwave’s effects with a DC 36 Fortitude save (40 with a critical hit).

See Table below for a list of possible effects caused by a warpwave.

Table: Warpwave Effects

d20Warpwave effect

1 Target takes 2 Strength damage.

2 Target takes 2 Dexterity damage.

3 Target takes 2 Constitution damage.

4 Target takes 2 Intelligence damage.

5 Target takes 2 Wisdom damage.

6 Target takes 2 Charisma damage.

7 Target gains 1 negative level.

8 Target is blinded or deafened for 1d4 rounds.

9 Target is confused for 1d4 rounds.

10 Target is entangled by filaments of energy for 1d4 rounds.

11 Target becomes fatigued (or exhausted if already fatigued).

12 Target becomes nauseated for 1d4 rounds.

13 Target is stunned for 1d4 rounds.

14 Target is sickened for 1d4 rounds.

15 Target is staggered for 1d4 rounds.

16 Target gains 4d6 temporary hit points.

17 Target is affected by a heal spell (CL = 20).

18 Target is turned to stone.

19 Target is affected by baleful polymorph (CL = 20).

20 Portions of target’s body burst with energy of a random type (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target.




The Rabbit inside the Hat CR 20 “All wizards have a rabbit inside their top hat, don't they?”

Daikaiju Rabbit

N Colossal magical beast (kaiju)

Init +26; Senses darkvision 600 ft., low-light vision; Perception +41

DEFENSE

AC 44, touch 8, flat-footed 38 (+5 Dex, +1 dodge, +36 natural, -8 size)

hp 656 (32d10+480) fast healing 30

Fort +33, Ref +23, Will +16

Defensive Abilities ferocity, recovery; DR 20/epic; Immune ability damage, ability drain, death effects, disease, energy drain, and fear; Resist acid 30, cold 30, electricity 30, negative energy 30, sonic 30

OFFENSE

Speed 350 ft.

Melee bite +42 (8d6+25)

Special Attack crush (6d6+25, DC 41), earthquake, ferocity, hurl foe, trample (8d6+25, DC 43)

Space 50 ft.; Reach 50 ft.

STATISTICS

Str 44, Dex 20, Con 40, Int 3, Wis 22, Cha 15

Base Atk +32; CMB +57; CMD 73

Feats Acrobatic Steps, Combat Reflexes, Dodge, Greater Spring Attack, Greater Vital Strike, Improved Initiative, Improved Spring Attack, Improved Vital Strike, Mobility, Nimble Moves, Power Attack, Run, Spring Attack, Vicious Spring Attack, Vital Strike, Weapon Focus (bite)

Skills +5 Acrobatics (+133 when jumping), Perception +41

SQ massive

Earthquake (Ex)
As a standard action a daikaiju can generate an earthquake centered on itself, as a 30th level caster.
 

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