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Realms: Path to Immortality

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Realms: Path to Immortality

6th Realm Publishing

Welcome the Realms: Path to Immortality


Realms
Combat beta Test. I would like to thank you for
The Path to Immortality your time and effort in testing out the combat
system. Below you will find a detailed description
By of the combat system which will allow you to put
Jason Howe together how combat is done. Also you will see
that we have the Weapon and Armor system
included in this test. The weapon and armor
system will allow those brave souls to create their
own weapons and armor and even adjust those
seen in the character template section.

Our goal in this Beta test is to see how


combat flows. We are looking for problem areas
and things that are mechanically broken. With
your feedback we can fine tune the way combat
flows. Please speak freely about how you like and
dislike the system and how you feel it can be
improved. Please feel free to mock up different
scenarios and tell us how they play out.

Following this Beta Test will be Races


and then Empowered Abilities. We ask that you
please do not share this document outside of your
gaming group and that you don’t post this
REALMS document on line. This Beta test is a private test
© 2011 Jason Howe, Augusta, GA
and testing itself should not be broadcasted on
any media.
All rights reserved. No part of this book may be reproduced or transmitted in

any form or by any means without written permission from the author.

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Realms: Path to Immortality
Lexicon Realm Gates – Ancient Gates built to travel to the 5 realms
of existence
Realms – the current 5 realms not including the Immortal
Avatar Level (AL) – the level of the connection with the City
ancestors of the One Race Red Mountain– an ancient tyrannical kingdom
Avatar Traits – blessings bestowed to an empowered from Stranger – a term to refer to mysterious people whom are
the ancestors of the One Race hard to remember
Damage Reduction (DR) – resistance against damage Tass – ambient energy infused in a naturally grown object
Focus Level (FL) – the level of access into a focus such as plants or crystals (never creatures)
Heal Cycle (HC) – the amount of health healed each cycle Techno Script – the language of those who follow the
Hit points (HP) – the amount of health in the body direction of science
Power Cycle (PC) – the amount of Power healed each cycle Ultra-Science – the practice of manipulating the laws of
Power Pool (PP) – the amount of power in the body reality through Science
Void – a force of utter oblivion
Ancients – the Champions that had been granted
Empowerment from the Immortal directly Akronis – Immortal of Elemental
Avatar – the Avatar is the inner connection with a higher Anakira – Immortal of Essence
understanding of one’s self Ansari – Immortal of Light
Crystallum – a physical form of the raw power of existence Cye – Immortal of Nano-Technology
Direction – the three types of technologies designs used in Da Cruel – Immortal of Chemistry
society and also the three types of Powers the Empowered Gurenbu – Immortal of Enhancement
use Gynduel – Immortal of Order
Empowered – direct descendants from the Ancients born Joteeces – Immortal of Cybernetics
with a strong connection to the Avatar
Focus – the different types of aspects found within each Kromos – Immortal of Shadow
direction of power used by the Empowered Lord Thrash – Immortal of Quantum Physic
Immortal City – the Ancient capital of the One Realm Noelle – Immortal of Nature
Immortal Palace – the home of the Immortals located in Ollum – Immortal of Life
the Immortal City Rahod – Immortal of Chaos
Immortal Script – the language of One Race Sibra – Immortal of Bio Mechanics
Immortals – Ancient leaders of the One Race and the Visias – Immortal of Necromancy
Immortal City and the One Realm
Inner Path – the practice of influencing reality with
willpower
Magi Script – the language of those who follow the
direction of Magick
Magick – the practice of manipulating the primal nature of
reality
Major Focus – the Empowered strongest type of power of
their direction
Minor Focus – the Empowered lesser abilities of their
direction
One Death – the final gift form the Avatar that prevents
the Empowered from permanently dying
One Race – the ancestors of everyone to and including the
Immortals
One Realm – the original form of the current realms and
Immortal City
Path Script – the language of those who follow the
direction of the Inner path

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Setting
Introduction

Welcome to Realms: Path to


History
Immortality an Omni-genre setting, which
ranges from primal tribal communities all the
In the beginning there was a single
way to the Sci-Fi city in the sky. Unlike many
world in the vastness of the universe and on
other Table top RPG’s Realms, is designed for
this world lived a single race that held dominion
the more advance players and Storytellers/GM.
over the planet. As this race grew so did its
Don’t be alarmed when you look through this
understanding of the forces that make up the
book for the classical everyday stuff. It’s not
universes inner workings. In time this race
there on purpose; we here at the 6th Realm
developed the means to command these forces
Publishing Company don’t want to follow the
and ultimately form the basis for the
same cookie cutter settings. We like the Odd
technologies that would be used for countless
and unusually style that brings flavor to
future generations. This race is referred to as
everyone’s games. Realms: Path to Immortality
"The First Race" and their mastery over the
is a game of danger with intrigue around every
forces known as Magick, the Inner Path and
corner. The Realms are filed with many
Ultra-Science allowed them to create great
different races, each with the freedom to
works that put our modern wonders to shame.
explore and choose their own direction in life.
For centuries The First Race thrived creating
Many might think that one race would never do
nations that rose like the sun at dawn, taking
that, but what you must remember is that no
over and developing the previously untouched
race is tied to one aspect of life and can choose
landscapes that formed many of the nations.
to support a different way of looking at things
from what traditional mythology has set for
them. This is a reality once ruled by great and The Immortals
powerful Immortals, they brought balance and
peace but they also brought great horror and Thousands of years had come and gone
destruction. The Immortals disappeared in an since the dawn of time. It was at the start of the
unknown event. Their words still whisper in the decent of the world when countries warred
ears of those graced with their powers. Many against each other when 15 children were born
have attempted to take control of the realms who seem different than any others of the First
for themselves in the Immortals absence. Those Race. Scattered around the world these
of you born empowered have come of age, and children grew up seeing the world in a different
it’s time for your story to be told. How will it be way. Many seem troubled and others seem
written? enlightened, each showing a different
understanding on reality and how it worked.
This understanding allowed them to excel over
one aspect of reality more than others. As they
reached maturity they started to show signs of
control over the aspect of reality they
understood. The children for their own reasons
set out on their own to right the wrongs of their

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lives. Some sought out revenge and other authority. They were handpicked by the
attempted to put own the wicked and unjust. Immortals and then endowed a small amount of
Upon their victories they each discovered they power from the Immortal that chose them. This
were heroes in the eyes of their people. The process is called the Empowerment, the
people called them the Transcended ones and Immortals created an item that would allow
many sought after them to help other around them to bestow a piece of their power into
the world. The Transcended soon became those they deemed worth. This object was
legendary among world. These Transcended called the Rune Tablet on it was the high and
ones, soon started to gather together to defeat low rune of each aspect of power every
larger foes. It was in a great battle did they Immortal had control over. The Immortals
discover that they had mastered each one of broke their gift of power into two pieces in the
their aspects of reality to the point they have image of a rune. This rune was a mark so that
become Immortal themselves. With their new the Immortals knew how far advanced the
found Immortality the all gathered together to person was on the understanding of their
form a single nation to rule the whole world in aspect of reality. This tablet through the aid of
peace justice and honor. The Transcended call the Immortal allowed them to focus their own
this new nation the Immortal nation, and built aspect of power into a form of knowledge need
the largest city ever know to govern the world. to control their aspect of reality. This started
The City was named the Immortal City which the selected person with a deeper connect with
spanned over 100 miles at its widest point. This their own avatar. The Avatar is the connection
was the beginning of the Age of the Immortals of understanding between reality and the
and end of Age of the First Race. control over it. Everything living and undead in
reality has an avatar which allows them to exist
The Ancients in reality. This connection can be small as “I
exist” or can be expanded with the
After the last assault on the Immortal Empowerment process to a level which one
city it because clear that the Immortals need to could say “I am can control the shadows in
spread their control further out so that no one reality”. Each Ancient was trained by their
could raise another force against the Immortal Immortal they severed or a trainer that the
City or another Immortal. Immortals knew it Immortal saw fit to explain their ways. The
would be a monolithic task to protect ancients focus their powers in the aspect of the
themselves or the city from one location. The Immortal they served and then taught the ways
Immortals created in their name the Ancients. of the others Immortals of their direction to
The Ancients are charged with task of governing broaden their abilities. The shared knowledge
over lands and maintaining peace. This job of the other aspect never exceeds those who
came with a great responsibility that if lax or taught as the Immortals designed the
failed in their actions the Immortal they severed Empowerment to be.
would quickly be confront them by person. The
Immortals knowing that this job would require The Immortals keep to themselves over
only the best of the best that follow their the next 400 years allowing the new races to
ideology must have a power to back up their flourish on their own guided by the Ancients.
The Immortals rarely made any appearances in

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the public eye and when they did was only to did not server any Immortal but still was
help heal the wound between them and the empowered with abilities. Where their abilities
other races. The true victim of the Immortal came from to this day is still unknown. Many
wars was the First Race who no longer existed say that the Immortals blended their powers to
because of the Immortals. The Immortals live create these other Ancients and other speculate
each day knowing that they are the last of their that there are others like the Immortals who for
own kind, so they came together and put their unknown reasons are not spoke about in
differences aside. The Immortals meet up to history. There has never been any proof that
debate peace among each other in the either ideology is right.
Immortal City. The Immortal entered their
capital building called Immortal Palace were The Mirr Falest Realm
they alone in the palace debated the terms of
peace. This meeting went on for days and into This Realm is filled with endless jungles
weeks but after 3 months there was just and dark rain forests. Huge rivers rip through
silence. After only a week of silence the the landscape snaking around narrow jagged
Ancients of the Immortals enter the Immortal mountains cliffs. The sounds of life fill the air
Palace only to find the Immortals were gone like the endless mists that float around the
without a trace. The Ancients in the absent of trees. From huge predators to calm and recluse
the Immortals declared that the Immortal city creatures, fill the dense landscapes. Lush colors
was to be closed until the Immortals return. The paint the fauna like a huge mosaic. Civilizations
Ancients took over control of the government rise up from the forests growing like spires of
officially as the Age of Immortals came to a stone and metal, from huge castles and spire to
close. factories and skyscrapers. Beware there is a
darkness lurking in the bushes of Mirr Falest, a
The Empowered plague of madness has infected parts of the
Realm. The blighted land and its people seek to
spread the madness to feed their psychotic
The Empowered are those who are
descendants to the Ancients and have an hunger. The realm of Mirr Falest is full of life
unnatural understanding for the Avatar. and wonders just waiting to be explored.
Without the Ancients in power or the Immortals Herrick – is a very traditional culture.
the Empowered have no one to show them how As a society they are hundreds of years behind
to grasp their own powers and rely themselves many others, their choice of technology is also
to discover how far they can connect with the very retro to the time of Immortals. However,
Avatar. Unlike the Ancients the Empowered are do not let the style fool you. For their bite is
born and don’t discover their abilities until sharp and dangerous.
sometime later in life. Some Empowered have
even gone a whole life time without even The ruling power of Herrick is a political
knowing they were empowered. But one thing group called Citizens of the Immortals (CI), who
that puzzles event the Empowered is those who are attempting to return the social structure to
have powers but not from any Immortal known. the way the Immortals had it set up. This
History show that there where Ancients who political ideology is very popular and well

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accepted within Herrick as it has little to no ventures have turned up wonders that have
crime thanks to an unbending judicial system. brought great awe and horror with evidence
that there is much more lower levels with a
The Political ideology is set up as a class system depth that might be never know. The library has
in which the high-class citizens have more
Immortal technology for defenses, which have
responsibility than the lower class. The process been proven to be undefeated by any attempts
of changing class is relatively simple: by merely to assault the library. There is an order of
studying and obtaining certification, then people who protect the interior of Jahoda,
applying for a new job one will elevate one’s called the Librarians who are treated as the
status. This is all done without a face-to-face questioned authority within Jahoda. They are
contact to prevent discrimination. separate from the government system as a
Within the capital city the entire standalone system that only job is to protect
government system is contained in a single the building and the knowledge it holds, the
building; this is Jahoda, the capital city library, people’s safety comes later in priority.
which is the center to how all forms of Recently found was newly printed
education are taught. Jahoda also houses the documents that had untold facts about recent
entire government system for all of Herrick. All events that happen within Herrick which caused
certified forms of education start here and the a huge uproar in civil distress. After the distress
students and teachers are housed within
of the event, the government sent in teams into
Jahoda, which has its own living quarters that the depth of the library to discover how a
can house 100’s of thousands of people. The document was printed. After weeks of
teachers and students stay at Jahoda until they dangerous encounters with unknown creatures
have completed their own choice of education that call Jahoda home, they discover that
from which they then go back to their homes something at the bottom of the library was
and work their jobs they have earned. At any printing everything that has ever been written
time, a citizen of Herrick may request to be re- and then filing it away somewhere in the
educated into a new field of study if they have depths. However, since no one maintains the
earned enough credits from working a current lower levels there is no way to know where
or previous job status. such documents are being put by the device. It
The History of Jahoda, is somewhat is thought that there could be documents that
clouded, as for the building itself predates the are historical documents, which put many
country. The Jahoda a library so old no one others in a very bad light if the Immortals ever
knows who built it. Its size is massive and not all took back control of the Realms.
of the building has been mapped out or been The Nether – was once a potential
explored. The build is 20 stories high and no colony of the 5th Realm Nation that became
one knows how many are below the ground.
corrupted by an unknown force of madness.
However, efforts are being set into place to Now the land is heavily mutated band of races
dwell into the depths of the library. The upper bound in a horde like structure devoted to
levels are up to 2-3 miles wide at parts and a madness. Psychotic madness moves through
few of the upper lower levels have been their minds and lands like the wind. The land
mapped out at over 4-6 miles. The first few

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was corrupted with the blight of madness, torturous woman treats her own people as
making the food and livestock produce horrid things to be made to suffer. A master of Magick
mutations. The people who live in the Nether Dark Pathos, she rules from a dark and
are insane and have banded together to form a monstrous citadel called Psychosis.
nation of madness. The origins of the corruption
steam back to the 2nd colony sent to shores of Many attempts have been made to
the Nether where they discover the original start an open communications with the Nether
colony collapsed and was destroyed by insanity. government all attempts have failed. Many
By the time, the 2nd colonist discovered the governments are still willing to talk with the
news it was too late for them. No other colonist Nether and find a way to live in harmony. The
wherever sent into the land by the 5th Realm Nether always returns the sign of peace with a
surge of raids on that countries land, some
Nation.
believe it is because the Nether see it as a sign
Over the years, the colonists continued of weakness to be exploited. Many independent
to live in their lives in the madness growing into groups have attempted to Study the ways and
their own empire. Over the years, the Nether customs of the Nether to better understand
Empire has been destructive to the neighboring them. Studies have shown little information due
countries. Raiding the lands and kidnapping the high death rates. Things they have recorded
people, slowly they grew in size and power. are they have their own language which entails
Neighboring countries fell to the armies of grunts a face and hand jesters for the lower
madness growing their land base until they class people. No one has ever attempted to
reached the sea. The jungles and rain forest decode this speech but there are some people
where stripped for their resources and strip within the Nether that still have the ability to
mines to rape the earth. The land became raw speak other languages or retain their original
and twisted causing nonnative storms and language whom are mostly upper class society.
unnatural events. Creatures and people roam Even the outward appearance of the nature of
the landscape looking for prey, looking for the their nations brings a false image of
weakest thing they can eat. Cannibalism is uncontrollable madness and lack of intelligence.
common in the nether and sometimes the only The truth is very different; those who can retain
way they eat for months until the raiding the ability use a common language are normally
parties come back with spoils from other lands. those who do all the thinking. The Nether has
designed their technology style and
Shocking enough the Nether does have advancements.
a capital city and form of what they call
government. Due to the psychotic nature of the The Nether colonies have been sent out
nature of their people, no other country or across realms, which is only possible because
government big or small will dare to ally the Nether holds one the 5 Realm Gates in Mirr
themselves with the Nether. Ruled by a true Falest. The Nether has held territories only
Psychotic called Crimi who alone is more insane because they are able to keep a standing army.
that anyone known in the Realms. She is a Eternally violent the soldiers of the Nether are
Hiveling that takes fear deeper into the minds even more discipline and destructive then most
of her people more than her enemies do. This armies. Even thou they are insane the somehow

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have a military that is holds title as a super of nature and its wrath. This element of danger
power in the Realms. keeps almost all enemies out except for one,
the Nether
Nishiyama – Is a tropical nation a jewel
of ecological society because of the advances in The Nether has held a strong interest in
organic technology. Nearly all technology used the lands of Nishiyama. No real reason has ever
in Nishiyama is organic technology. In been stated on why the Nether want the land
Nishiyama, the jungles are more lush and dense so bad but some believe it is for access to the
than anywhere else in all of the Mirr Falest Crystallum beneath Sakalla. Nishiyama is far
Realm. At the heart of the jungle of Nishiyama from defenseless from the endless assaults
is a legendary Capital Sakalla the oldest tree city from the Nether. The Nether normally small
in all the Realms. Sakalla is an ancient tree 12 groups of soldiers regularly assaulting the
miles wide and over 60 miles tall and houses borders attempting to gain a foot hold in
the whole population of the capital city of Nishiyama. Nishiyama military are always on
Nishiyama. high alert for the forces of Nether coming
across the border and deal with them with
There are many different wonder of
great prodigious.
Sakalla, from its ambient energy that fuels any
type of technology to the Crystallum caverns in The Nation of Nishiyama is a Monarchy,
its base. It is rumored that the world’s largest which is ruled by a council of royal families. In
Crystallum deposit, this fact has never been Nishiyama, over twenty different Royal Families
proven due to the devote laws which prevents sit on and off the Royal Council. Each family has
any exploration of the ground beneath the tree. a representative who keeps a residence in
What has been proven is the ambient energy of Sakalla as the voice of the family. Nishiyama
Sakalla has made dramatic changes in plant life hold the royal families as highly respected and
of the jungle. More than 40% of the plant life is honored people. However, if a family happens
self-aware and will protect the country from to somehow become corrupted or lose all face
forces with ill intent at a level of deadly force. with the people of their territory they can be
There are trees that will strangle you in your removed from the Royal line and replaced with
sleep and bushes that will attempt to eat you another family who has earned the respect of
alive. Flowers that spit acids and roots that will the people. This is done in a territory event such
attempt to impale you. Everyone in Nishiyama as challenges or elections which ever the people
knows that the jungle is alive and can kill you decide.
especial if you are intent is ill to Nishiyama.
Recknor – is one of the largest tribal
The People of Nishiyama are very aware countries in all the realms. The only country
of the danger of the jungle and normally keep with a standing Elder Council comprised from
out. Most travel done between cities is on each clan within the whole tribe. Recknor is
carved roads through falling giant trees and tree held as a very welcoming country with nearly no
top rope bridge systems. Travel by air is rare enemies. Recknor normally hosts local peace
and normally reserved for royal families and treaties between countries of Mirr Falest due to
VIPs. Invaders who dare to enter the lands of its very calm and neutral standings with most
Nishiyama quickly find themselves at the mercy other countries.

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Recknor is a country who works closely with the normally feeds off the aquatic animals but has
animals of the realms of all types. The Majority been known to attack on land as well. Dragons
of animal trainers and trappers come from in the jungles of Recknor are quite pleasant to
Recknor. This is because the location, which watch but they can quickly turn out to be a
Recknor sits on, is the most animal populated nightmare if their clutch of eggs is ever in
area in all the realms. Within the jungles of danger. Its only rival in the jungle is the Recknor
Recknor, there are more types and species of Drake, a much smaller and meaner beast.
animals then people per square feet by a 3 to 1 Recknor Drakes are the top aerial predator in
ratio. Recknor people learn early to live the whole jungle. Only reaching a top size of 14
alongside animals and not the other way feet, they can easily take down anything in the
around. It is common to see a woman making air they wish. Drakes normally stay near ancient
animal sounds at a creature to express trees and cliff of mountains and hunt birds and
dominance when children are in danger from tree top creatures. These Drakes are more
predators. The leading cause of death among aggressive than other drakes in the realms and
the people of Recknor is tourist, as a very big are easily provoked due to the strong territorial
tourist attraction for animal lovers Recknor sees nature. The saying is “Tree tops are the Drakes
nearly 80% of their economy from tourist. domain and the waterfalls are the Dragons and
However, tourists are quick seen as ignorant to Recknor is allowed to live in the middle.”
the ways of the jungle and normally get
themselves or others hurt if not killed due to Recknor is the home to the Legendary
Sky Riders an Ancient order of warriors of the
animal attacks.
Sky Guard who by hand train wild Drakes and
The biggest attraction of Recknor is the Dragons to be mounts and friends. Sky Riders
hunting. Hunters from all around the Realms are one of the only groups of people who have
come to Recknor to seek out the biggest and been able to walk up to a Recknor Drake and
meanest beasts to hunt. Home over nearly 200 not have their head ripped from their bodies.
deadly predators and 100’s more big game They have even been able to spend the day
animals there is never a shortage of things to watching over Recknor Dragon eggs. The Drakes
hunt. Recknor welcomes the hunters because and Dragons of Recknor treat any Sky Rider
the land is overly fertile which causes all births differently than anyone else in the Realms,
to take half the time and normally produce some say it’s because they have the blood of
twice as much offspring. Drakes and Dragons in their vanes, other
believe they understand them on a primal level.
The most famous animals in Recknor Neither point has been ever proven. Sky Riders
are the nationally protected Dragons and are born from those who descents of the
Drakes. In Recknor, a Dragon can grow up to Ancient Sky Guards and normally have a natural
200 feet in length and move faster in the jungle love for the beasts even from birth.
then a bird. Dragons of Recknor are very quiet
and reclusive. One of the few Dragons of the Runeforth – are descendants of the
Realms that doesn’t fly, yet it can transverse great smiths and engineers of the Immortal city.
nearly any form of terrain by making itself The Runeforth hold the greatest respect for
lighter like flying dragons. The Recknor Dragon those who forge and design. From factories of

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all type, the country prides itself on its great Then before the child is out of childhood, they
working class. Some say that the children of are put into an apprenticeship to a worker
Runeforth are forged not born. Many outside normally their own parent or relative. By the
companies outsource their factory work to this time they are a young adult they are full
great nation because of the high quality of educated in their field of work and could rival
factory workers and quick production. any seasoned worker outside Runeforth.

The Runeforth are the only holders of Rune Metal Mines, the legendary metal
detailed documents handed down from that is wielded by the Empowered, and
generation to generation about the most Runeforth hold the only known mine. It is
complex Immortal Technology. Immortal known as the Trinity mine, which has all three
Technology is the design the Immortals used to directions throughout the mine. The Trinity
blend Magick, Ultra-Science, and Inner Path into Mine is over 20 miles wide and has over 300
a working technological design used solely in miles of tunnels is still in production. Rune
the Immortal City. This technology called Metal veins are very uncommon the Realms,
Immortal Technology is highly sought after and and highly sought after but not just for the Rune
extremely hard to make. The time it takes to Metal but the other materials it attracts.
build a common car is one-tenth the time it Between two veins of rune metal, other metal
takes to build a crummy Immortal Technology veins are seen from iron to gold. However,
based car. When the Immortal city was when two different directions run parallel to
abandoned, the smiths and engineers took each other rarer metals start to form such as
these documents to protect the realm from plutonium or titanium. However, when three
such advance technology and have passed it on different veins pass each other at the same time
to their descendant with the understanding that Crystallum is normally found along with super
these documents could destroy the Realm if rare metals. These quantities are not abundant
they happen to get into the wrong hands. Some even when found but there is still enough mine
designs have been release but only after left to be mined that it will make huge profit for
someone has learned it on their own, all other the Runeforth.
documents are highly guarded and are ready to
be destroyed it need be. Some other countries have attempted
to size the mines and over through the
Technology of the Immortal is government but all met the same fate. The
something that each child of the Runeforth Rune Guardians, a Mechanized Robotic Military
learns quickly how to use and repair. Most of (MRM) the only military force the Runeforth
the technology used in Runeforth is technology have ever had or need. The MRM, are 10-20ft
based on the multidirectional technology and robotic suites of armor, which some can swim
not the actual technology itself. Many people others can fly and they all can fight like
attempt to reveries engineer this technology. monsters. Children all over the Realms know of
None has been successful because Runeforth the MRM because Giant fighting robots are
keeps trade secrets. Growing up in Runeforth is cool… The MRM, are held up as the one and
has its downside. Children are put into school only line of defense for the whole country and
early where they learn safety and obedience. the people and government do not tolerate any

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form of failure. Even a local bartender will not The Naval fleet roams the sea normally
serve an alcoholic drink to a MRM warrior if monitoring the trade routes, country boards, or
they are on duty. Too them that could cost escorting the luxury cruise liner.
them their business, life, or even country, which
The people of the Aquantic are very in
is not worth a shot of whiskey.
touch with the environmental and are skilled in
The Raclen Odems Realm nautical work. Most children learn how to sail a
ship before they become a young adult. Over
Tropical islands and deserts fill the half the population is skilled fishing via boat or
lands of Raclen Odems. This endless tropical diving and most own a boat or two. Everyone in
Realm is the home to some of the unique the Realm knows that if you are looking for a
cultures and marine life. Home to largest navel good captain Aquantic is where too looking. The
fleets in the entire Realms, and the largest people of Aquantic also are very aware of how
populations of pirates. Amazing coral reefs litter to maintain their natural resources. It is
the beaches making it one of the sought after common for cretin fish to be taken off the
vacation destinations. Huge amounts of resorts market by the people before the government
and vacations location have grown in Raclen even hints at the idea. The concept of pollution
Odems but with it so has the dangers of easy or waste is far from a common term, most
prey for criminals. With dangerous seas and people from Aquantic use everything they get
mystical islands, Raclen Odems mysteries never and reuse things in different ways until it could
seem to end. not be used anymore. When an item is no
longer useable by the owner, it is passed on to a
The Aquantic- the only nation that has
communal store for reuse. When an item has
no land the Aquantic Nation has floating cities
no reuse it is then taken to the recycling system
in the Aquan Ocean that make up it country.
where Inner Path engines break the item down
With over three hundred different floating
into raw materials to be used for other things.
cities, the Aquantic Nation holds a tight
communications on each city’s location. This Within the Aquan Ocean, there are
radar system is so advanced using Inner Path cities that have sunken down to the bottom of
technology it can pick up the location of person the ocean. The Aquantic people see these cities
floating up to a 20 yards. as cursed cities and will never touch anything or
anyone from them. Many cities sunk because of
Because the Aquantic nation holds
war, weather, or mechanical malfunction, but
control of the entire Aquan Ocean, all trade that
no matter what or how the city sunk the
moves from port to port will always pass
survivors are outcast from society. Many people
through Aquantic boarders. Pirates comb the
have attempted to recover the salvage of the
trade routes, looking for easy and easy mark.
cities but quickly discover that the marine life at
These pirates might be nearly everywhere but
the bottom can be more troublesome then it is
they are no match for the naval force of the
worth. Some pirates have also sought out
Aquantic military, the largest naval fleet in any
sunken cities to make homes for themselves
Realm. From massive destroyers to
and their treasures. These sunken cities hold
submarines, each one is highly trained and
unknown treasures and wonders, but some
never gives quarters when dealing with pirates.

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Realms: Path to Immortality

hold dark secrets and horrible nightmares that buried somewhere in a cursed tomb in the
should remain forgotten. Harena desert by the rebelling faction. Since
then the desert has started to move and never
The outcasts of sunken cities quickly stop. Rivers and Oasis’s move as the sands wills
find themselves living outside the law or the
it. Some believe that the desert is controlled by
ocean, picking up new lives elsewhere. This is the murdered princess. Rivers have disappeared
why the Aquan Ocean has the highest over night only to be found diverted by the
population of pirates than any other waters. dunes 50 to 60 miles away. This makes water
The pirates of Aquantic are normally only the most valuable item of trade in the Endless
looking for ways to make money from selling Sands kingdom.
items, and rarely take prisoners (unless they
need a wife/husband or a plaything). There are The Endless Sands kingdom is ruled by
few scattered islands throughout the Aquan an Ancient Royal family. This family has been
Ocean and there pirates towns can be found. ruling over the desert since the Gate Wars. The
They use these stationary locations as a way to Royal family has survived every war history to
maintain an order among each other’s. It was and including its on civil war, which Aquantic
the first pirates of the Aquan Oceans that broke away and formed their own government.
created the pirates laws that are still used to It is said that even the void could not remove
this day. the Royal Family of the Endless Sands from
power nor would the people let it. Loyalty to
Endless Sands – a desert nation of the royal family is very strong because the royal
nomadic people, in the Harena desert the family holds the safety of their people just as
largest desert in Raclen Odems. Unlike most high. The government of the Endless Sands
deserts, the Harena desert has unique qualities. serves the people not the Royal Family first and
The Sand of the Harena holds the same basic
this has been the way since the beginning.
qualities as water allowing things to float on
them, and during the day, the sand is stable Many people would think that the
enough for travel by foot. However, when the endless Sands would have some sort of Naval
sun sets the sands cool and take on the Fleet that rides the sands. The Royal Family
characteristics of quicksand, which makes life understands the concept of Sand based navy
and travel hard in the Desert. Cities float on the but decided to go with a quicker response style.
sands and move slowly over the dunes as The Endless Sands Air Force was the choice of
currents of the sands move across the desert. the Royal Family because it was quicker and
All cities have been designed for this type of would discourage enemies more than a slower
environment and are maintain by Ultra-Science force. The response time of the Air Force is less
devices to help keep the cities from capsizing than 3 minutes no matter the location in the
into the sands. vast Harena desert. The Royal Family is not total
air based military they do have a ground force
The reason for the sands movement is of Tanks and soldiers which are prepared for
the Ancient civil war that divided the country the natures of sands. All soldiers are trained to
into two nations the Aquantic and the Endless survive the night in the middle of the desert
Sands. During the war the Royal family’s without any aid. They are also trained how to
daughter was murdered and her body was

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Realms: Path to Immortality

read the sands to predict the next event in the Relentless kept the disorderly under control.
flows of the desert then use it to the advantage. However, shortly into the years Gygis became
overwhelm with power and used his people to
The Order of Magick – is the largest take more from others in the name of the Order
group of islands in the whole Raclen Odems
of Magick.
realm. This set of archipelago that span over
1000 miles in length, and are the home to one Zeal watched as Gygis began to over
of the greatest super powers in the entire shadow the Order as its new leader. Zeal would
Realm the Order of Magick. The Order of not let his Order be taken over by such a greedy
Magick is leader in groups that strictly pro- slimily little Gribble. Zeal setup an event in
magick. Each island is home to a tower, which which Le Croix would witness the acts of Gygis.
stretches high enough to see all the beaches. However, Gygis was already aware of Zeal’s
These towers are the home to Empowered plan and had one of his own. At the center of a
rulers who command over the people of the Realm Gate Le Croix was hosting a grand event
Island. The Towers themselves are magickal in honor of Gygis for his great new trade routes
devices that assault up to 100 miles from the across the Realms. During the event, Zeal had
coast of the island it protects. This device is the another Walker Clan member who was to
same straight as any large cannon on a naval disclose the grossly disfigured amounts of the
ship. It has been proven to sink an aircraft trade funds and the plans to over throw Le
carrier with a single strike. The Islands of the Croix. As Zeal approached with the Walker Clan
archipelagos are not large by themselves the member Gygis reacted as though he was
largest only spanning 50 miles from beach to greeting a lost brother. However, as he began
beach. The number of islands makes up for the his false joy Zeal watch him wink at the clan
size, with over 1000 islands total and only 750 member who then attempted to assassinate Le
of them large enough to hold a community. The Croix. Gygis detained the assassin with deadly
smaller islands are normally used for farming or force and then turned on Zeal as the assassin
ecological preservation. accomplice to the treason. LeCroix hands were
tied and had to sentence Zeal to death.
The Order of Magick was formed by Le Unknown to Gygis, Le Croix held Zeal’s word
Croix, a philosopher of the ancient arts of more than Gygis.
Magick, with high ambition Le Croix built his
nation piece by piece in the Raclen Odems. LeCroix had Zeal’s death faked and now
With aid from Gygis, the leader of the Walker keeps Zeal disgusted as a servant to himself.
Clan a roaming nation of Travelers and Zeal the Zeal to this day is publicly known to be dead,
general of Relentless an independent army of but is working to clear his name and prove
high moral values. The Order of Magick was not Gygis guilt. After the assassination attempt,
a great bully whom sought out to control the Gygis moved to have the military force
entire realm, but one that was to sow everyone Relentless disbanded in fear of relation of Zeal’s
else that there was a better way, and that way death. In replacement to the military Gygis put
was the Orders way. At the start of order all the Orders military into a new military force
everything seem balanced Walker Clan keep directly controlled by Gygis himself.
imports and exports under control and

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Realms: Path to Immortality

The Democratic Nation of Information within each home and business. Therefore, if
(DNI) – is located in a remote section of islands the capital would to fall it would sad but not
that surround a volcano island known as the bring down the whole country because it would
Slumbering Dragon the largest dormant volcano not disrupt government.
in the whole realm. Many people visit the island
for a retreat from the confines of the status The whole country is founded by people
quo. DNI is the only nation that does not have like hackers, mind scanners, mystical oracles.
currency and is not generally open the public Each one is a type of person who gains
either. Written permission must be granted to unauthorized access to a computer or device,
government for visiting the island. Small groups mystical secured item, or even someone own
come in throughout the year as tourist but only mind and take information that belonging to
the very wealthy can afford to pay for the somebody else. What they do with this
paperwork. Other who wishes live among the information is up to them person. They call
islands takes 4-7 years to apply and normally a themselves the liberators of knowledge and the
people protect them as heroes of the people.
hefty amount of money.
The high society of people in DNI make their
Those who live in the country have country secure and prosper; they are also the
government issued jobs and tend to them daily. people who inform other of what is happening
The Government system is a closed circuit in the realm for their own people and other
system of devices, which everyone is given a countries people. It is understood if you
voice to discuss matters and vote on laws. To attempt to hide information in DNI from the
the people of DNI everyone is their own people, you are declaring war on yourself by
Politian. DNI is proud of it non-monetary your own neighbors and which never ends good
market which allows everyone to enjoy results.
everything. The rule is as long as you are
working in good standings then you may The country itself is protected by a huge
acquire an item of desire. However, if you lose coral reef and slew of sea beast that make naval
you good standing you will stripped of transportation too dangerous. During the
everything thing you own and must work back morning, a thick mist covers over the islands
that good standing. Here there laws put in place until mid-morning and there are no light towers
to prevent hording of material or items and a to guide the ships to safety. Many governments
law of unused items but be returned. This keeps have sought out to attack the nation but quickly
the population happy for the most part. find it hard to pin down a circle of islands that
have tunnels to each other. Throughout the
The Capital is built on top of the islands are old lava tubes from the center
volcano and the islands are surrounded by a island, which connect to every other island and
huge coral reef nearly 5 miles wide. The Capital are normally used for transportation between
city is well guarded by an array of weapons that the islands. In times of conflicts, they can be
prevent any airborne attacks while a highly only defense the people of DNI have. The
complex network of tunnels covers the rest of liberators of knowledge are very capable of
the volcano. The true defense is the fact the defending themselves but use of Hi-Tech cross
capital is not where the government held but direction weapons and Empowered personnel.

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Realms: Path to Immortality

Many countries do not acknowledge the The Chama Baccan nation does not
existence of this nation, while other bands recognizes a single form of government because
travel to and from DNI. it makes the people feel restricted. There are no
true rules or laws of land and anything really
Chama Baccan – is located on a long
goes but when there is a problem like a killing
stretch of mountains spiking out the ocean or stealing, they are dealt with just as if they
creating an alluring beaches and waterfalls. The deal with national defense. Here in Chama
land stretches around to form the largest Baccan the mob rules and when the mob is
lagoon known. The beauty of the land is clear against someone they normally die. Activists are
but the people of the land are another story. normally the people who start mobs and are
Chama Baccan is unlike any other country in seen as leaders from the outside. No one
Raclen Odems. Chama Baccan is known as the activist has ever rallied the entire nation alone
Hippy Nation to others but a utopia to their and it said by other nations that it will be the
own people. end of the Chama Baccan as they know it if such
Chama Baccan is a nation who believes a person did pull the whole nation together.
they are living a utopia way of life, dressing in Within the nation are islands and
togas and indulging in pleasure at every resorts, which are used to pull more people to
moment. They throw off the status quo as their new age lifestyle. These retreats are seen
unending lie forced down the throats of the
as only for the youth as any desire of physical or
youth. Chama Baccan believes in living as a free psychological can be acquired. Everyone is
spirit and doing anything they desire. Drugs run welcome except those of old age. In Chama
rampant throughout their society as dose- Baccan, old age is seen waste of life and should
transmitted disease. However, the people of be snuffed out. To the people of Chama Baccan
Chama Baccan hold the highest pharmaceutical the elderly are a downer and are only out to
cures for what ills them. take over and control their way of life with the
Nearly all illegal drugs made in the status quo. Elderly are normally banished or
realms today are made here first. This drug killed by the mob. Some even have great
dealer utopia feels that new ideas are never ceremonies about someone meeting their end
bad; they just have some bad side effects of life.
sometimes. The majority of nations who deal People who live in Chama Baccan do as
with this nation treat them, as young naive they want when then want too, but do respect
children, and other do not even recognize them a barter system. Many outsiders find it very
as a nation at all. Only when someone under
easy to trade with Chama Baccan because
estimates them do they show their teeth. Even someone somewhere has something you want
being a peace and love society, they do use the or want something you have. Either way a trade
mob mentality to rally a military faster than any
is able to be made. Trade and pleasures is not
other nation. This mob can very but the the only thing that lures people to their shores.
enemies but always seem to defend the people Many people running form the law fined shelter
or defeat the enemy. here and hid in the horde of the population.
With the lack of technology throughout the land

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Realms: Path to Immortality

makes even harder to find the same person Wuatauga is the direct linage from Black Skin,
twice. which is why he wields his ancestor’s weapon
and reason for his black as the night skin.
Darkness does hide in the backdrop of
Chama Baccan. There are growing cults and This Great nation holds over 7
groups of people whom recently have had killed territories in the southwestern region of the
people in mass numbers. The murderous groups Rarr Lidthem Realm. Each province of the Black
have been growing in alarming rates and Axe Tribe has a Grand Chieftain whom works as
rumors have be going around in the last 30-40 a council to Wuatauga. Every able body person
years of small Void cults forming which the of the Black Axe Tribe services in the army and
people don’t seem to think is a bad thing. Other is trained to fight before they start a normal
nation worried that Chama Baccan is going job. The true strength of the Black Axe Tribe
implode on them very soon and bring back the military is the numbers. Their numbers are out
Void wars in full force. match nearly any other military force making
them one of the super powers. In addition, the
The Rarr Lidthem Realm soldiers of the military are the most creative
and bravest of all soldiers known. It has
This Realm is made of endless horizons
documented that a single soldier of the Black
of mountain to never ending dark forest.
Axe Tribe took a large rocks and shoved them
Lumbering monsters roam the forest floors
down the barrel of an air ship cannon after
while giant predators stalk the mountains.
being catapulted to the ship 2000 feet into the
Animals here are larger and more aggressive
air and took out the air ship by himself.
than in any other realm. Some say it is because
of the people are larger and meaner so the The population of The Black Axe Tribe is
animals became larger and meaner to survive. the heaviest populated nation in history and the
In Rarr Lidthem the creatures are not, the only majority of the population is Orcas. Orcs are
danger that lurks around every corner the wind seen as the true warriors and other races are
and ice are just as dangerous. Ancient trees seen as just allies on the battlefield. The Black
lurch over the dark forest and vast mountain Axe Tribe accepts other races as citizens but see
ranges lay in silent once holding nations long Orcs as superior race to the rest. Every Orc
gone. understands that those who are not Orcs are
not as great of warriors as they are but are
Black Axe Tribe – Deep in the heart of
needed to make a country in the Realms
The Rarr Lidthem Realm is a nation that burns
survive.
the night with glowing embers with forges
across their lands. The mountains ranges The Black Axe Tribe is known for its vast
appear to have molten lava flowing between cities that span around mountains and even
them, yet the glowing lights are from the into the mountains. Many people’s homes
people of the Black Axe Tribe. The Black Axe either are carved from the side of the mountain
Tribe is direct descendants of the Red Mountain or are preexisting caves of the mountains. At
people. Lead by the Empowered named night, the cities get their warmth from the
Wuatauga the legendary war chief of the Black countless forges throughout the cities. Forges
Axe Tribe and wielder of the Iconic Black Axe. are a necessity in the tribal life here, used for

16
Realms: Path to Immortality

cooking, heating homes, as well as smelting The Doden government is known all across the
metals. Even though citizens are trained in the realms as an adolescent nation that has a lot of
art of war they due hold trade skill as noble growing up too to do. The nation is only 70
profession especial those who make weapons. years old and only formed after small clans of
The artistic talents of weapon smiths are the tree cities came together to defend themselves
stars of the Black Axe Tribe. form invaders. Many nations have attempted to
create lines of communications with the Doden
Many nations look down at The Black Forest nation but each has been meet with
Axe Tribe as racists who are breed from a long strong dislike of outside governments. The only
line of Warmongers. They have made a name nation that has been able to open up relations
for themselves as troublemakers and monsters. with Doden has been the Black Axe Tribe and
Few nations will even allow trade routes with that was only done by an arranged marriage.
the Black Axe Tribe, while others have shut all Doden does not clamed any form of
forms diplomacy with them. Many countries government, expressing itself as a nation and
have requested the Black Axe Tribe to nothing else. Doden does have representatives
dismantle their country into smaller countries but no defined leader. Most decisions are made
under the guidance of the 5th Realm Nation. in a large local group of people who are directly
The countries that brought up the 5th Realm
affected by the events.
Nation idea are now parts of the 7 territories of
the Black Axe Tribe. This was Wuatauga form of As a young nation, Doden has a host of
diplomacy on the issue of his country split and problems, from organized crime, black markets,
ruled by some other nation form another realm. and a huge poverty level. The Black Axe Tribe
has been aiding the young nation by sending
Doden – is a large forest of ancient security and other forms of aid to help them
trees reaching up to 300 feet tall. The forest is grow into a strong nation. The biggest issue that
thick and dense, wildlife here are large and Doden has is a growing terrorist problem. These
dangerous. The forests of Doden are home to terrorist have the own view and ideology but
some of the most dangerous creatures in Rarr none ever seem to direct any attacks at Doden
Lidthem. The people of Doden have but the other nations that Doden has to deal
domesticated the giant tree spiders as pack with excluding the Black Axe Tribe. The Doden
animals and mounts while harvesting their silk police force is small and unable to stand up the
for trade. The giant tree spiders make great problems of Doden as whole and normally just
livestock as well due to their ability to live in the acts like a figurehead of prosperity, which is a
tops of the trees where the people of Doden known lie to the people. However, any person
have setup their cities. The People of Doden are in Doden will say that the crime and poverty is
the first to tell anyone that life on the forest not the big problem but the attempts of outside
floor is impossible due to the large dragons, government influence on their people and if it
raging giant bears, and the relentless packs of was not for the Black Axe Tribe, they would be
huge wolves. Even great hunters still hunt from some sheep in the herd of the 5th Realm
the trees only going on the floor once a prey Nation.
has been killed and then returning up the trees
before the next predator arrives.

17
Realms: Path to Immortality

Doden does have a growing market and no zombie has been born since before the
system which allows them to keep the Direction Wars. Many attempts have been
governments head above water and that is the made to trick the Rotten Throne into believing
Slave and Silk market. These two exports are that the descendant was born but each was
the largest in all the realms. Doden Silk is seen meet with morbid fate. Within the Rotting
as some of the strongest spider web silk made Throne is an ancient order of necromancers
and is used throughout the realms as top whose origins are clouded in mysteries. These
quality material. The Slave market is very similar necromancers are referred to as the Grand
as well; Doden slaves are normally hard workers Necromancers, and are the only ones who know
and alluring women. Each one has a special how to prove the bloodline of the Rotting
quality or trade that Doden is well known Throne. The Grand Necromancers are seen as
training slaves before selling them off into the untouchables and are highly respected by the
Realms. The Markets are the greatest income royal families. They aid as council to the royal
the nation has and is welcome by all citizens. families while holding the title as acting figure
heads while the royal family is not available.
The Rotting Throne – is the largest
medieval country super power in history The Grand Necromancers are not the
located in the southern dark forests of Rarr only honored title in the Rotten Throne. With
Lidthem. It was during the end of the Realm the ranks of the military, there are elite knights
Wars four commanders of the Dead Moon Tribe who call themselves The Ivory Shield. The Ivory
escaped to The Rarr Lidthem Realm to form a Shield is not only an honor title but also code of
new nation. The Rotten Throne was formed, it honor and way of life. Those who reach the title
goal was to reach out to those undead who display acts of chivalry in their every action, and
were being repressed or discriminated because loyalty to the royal family even to the final
of them being undead. A huge propaganda death. They believe in a code of Respect, Honor,
campaign was put into motion to rally more and and Justice which must be maintained at all
more to join the Rotten Throne as a safe haven times even against the royal families orders if
from oppression. It was not long before the need be done. The Knights of the Ivory Shield
kingdom grew so large that it was split into four pelage their loyalty to the Rotting Throne as
kingdoms. The original keep which started as Elite soldiers. Among the nation of raciest,
the capital of the Rotten Throne was kept as the these knights rise above racism and attempt to
center of all four kingdoms but no one kingdom show their own people tolerance for the living.
holds the throne for themselves it is reserved As an unpopular idea the knights are still held as
for the descendant of the royal bloodline from great warriors with respect but seen as soft in
the Dead Moon Tribe. the heart for the lesser races of the living

The Royal bloodlines are very important The Grand Necromancers and Ivory
to the Rotten Throne because it is said that the Shield do not work well together. Many times
Ancient race of zombies who became now the the two groups find themselves at opposite
Necrobots would resurface to take over as the ends on issues The Ivory Shield as the
true rulers of the undead people. This prophecy protectors and the Grand Necromancers as the
dates back to the time of the first Necrobots stand in leaders of the people has come to spats

18
Realms: Path to Immortality

and nearly arms over issues. This has happen so Many people who have been to Theissan will
many times that the Grand Necromancers openly say that cooking is one of best in
formed a third elite group for aggressive anywhere. Here cooks are seen as royalty and
actions, they were titled Ebon Blades. The Ebon cooking an art form. It is said the Theissan cooks
Blades are undead warriors who are are Empowered in the kitchen. Many people
permanently enhanced beyond normal limits. come for the good food and quite but Theissan
They are trained in the mindset that the threat has even more to offer then that. In Theissan,
to the kingdoms must be defeated and loyalty there are hot springs, which warm many parts
to the kingdom outweighs their own life. The of the land allowing rare crops to be grown. The
Ebon Blades are trained in harsh conditions and springs are very soothing as well and some have
brutal beatings, the call it forging the body. The even added with health recovery. Many people
mentality of Ebon Blades is that of chained of Theissan swear by the healing qualities of the
beast controlled by the Grand Necromancers. water and studies have proven them right. The
While chained up they become controlled and hot springs do increase the quality of health and
calm but once unleashed the blood the enemy repairs damages to the body. Latest studies
will flow like a raging river. The Ivory Shield sees proven that consuming the water will extend
them as monsters, which are unneeded and life spans by 25-50%. The one down side to the
should be put down, because they only springs is that it only works once; after the body
promote violence and destruction among the has been healed, it will repeat the effect twice.
people.
Theissan is the most advance
Theissan – is located in the high altitude government, built on a seasonal government
of the western mountains that is nearly system. Theissan has a growing economy and
impossible to access not by air. Snow and winds no deficit, which places them as one of the few
fill the landscape nearly all year round. Theissan prospering countries. This is done by their
known as the nation of solitude, many people unique government system which they call it a
come seeking a new life and uncorrupt tri-party cycle system, where three political
government. In Theissan, many find that quite parties cycle through the local level regional
life style and grow to love the country. Its level and national level. Each level has five parts
remote land prevents many invaders from ever to them, which are Legislation, Education,
reaching the enormous country walls, which are Security, Research and Development, Health.
at full height of 1000 feet. Theissan placed this Each party places government official
wall 1000’s of years ago when the great committees in one of the 5 sections at each
snowstorm raged across Rarr Lidthem to level then cycling them out with another parties
prevent avalanches from over taking small committee after 125 days. The Committee then
towns and villages. Since then Theissan have descend to the next lower level until they reach
used the wall to ward off invaders and even the bottom which is local level at which they
once a flood when the snow melted one brief are cycled back up to the national level and
year. repeat the process. This system has been
successful for over 300 years, and seems to
In this reclusive culture is amazing keep political corruption to a low level.
foods that have started sonnets and poems.

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Realms: Path to Immortality

Many nations see Theissan as quite designed entombs a prisoner indefinitely if


country, which is not truly worth more than necessary.
some temporary healing water and some snow.
The location of Theissan also leaves the country The Country of White Highlands is not
only a city to bury the dead and to hide from
isolated from the reset of Rarr Lidthem, which
put them at a military disadvantage for necromancers. It is also has a resort for those
reinforcements. Smaller groups see Theissan as who do not find pleasures of the living. White
place to build a better empire but each invader Highlands is the only place in all the realms,
is met with a thick wall and large soldiers, who which has resort for the undead. Here the
do not take kindly to people attempting to undead are pampered to their desires and find
disrupt the peace they have built. As quite true relaxation.
Theissan is there are more allies ready to In White Highlands, there is a burial
protect them then there are enemies site. This site is publicly known but not open to
attempting to take over the country. the public. This is called the Ancients Tomb,
White Highlands – is the smallest here lays those empowered whom have been
nation in all the Realms. The White Highlands is permanently placed in death. Either way the
a single city nation located in the upper most tomb is keep as secret to protect the
part of the Rarr Lidthem Realm. The home to Empowered from outside influences. When an
Empowered has been slain and has the chance
the last resting place to great heroes and rich,
the city is the largest cemetery, and highly of coming back, they are placed here under
respected by nearly all nations. The White elite guards until they are revived on their own
Highlands are elaborate design crypts and or by allies. Very few governments are aware of
tombs each ranging prices from a king’s ransom such a place and even fewer empowered speak
to the farmer lifesavings. The city has a group of about it if they even know of it. This crypt was
elite handpicked guardians whom pledge their put in place because of deal made back during
the Direction Wars to an empowered that lost
life to protect the graves.
her friends in combat while defending the
The people of White Highlands are very country from physical attack. The bodies of her
welcoming to all and accommodate to any friends still lay waiting on her return.
cultural needs when someone enters the final
resting place. This is a time-honored profession Within the culture of the White
of the White Highlands, and the art of burial is Highlands, there is an ancient tradition of
passed down from generation to generation. consuming the flesh of those buried. To this
day, this cannibal like action is still practiced
The taboo of the city is the biggest law, a total
ban on necromancy and powers of controlling and only with those who have reached status of
the dead. Animated dead is not the only major great honors. This tradition had recently caused
a problem with the Rotten Throne. The honor
problems of the country, the second biggest
crime is grave robbers. In the White Highlands, consuming tradition was denied when the
all criminals found guilty in a court of law are Rotting Throne presented a recently slain prince
sentenced to a set timeframe in the Stone Wall whom died in battle. However, the White
Prison. Stone Wall Prison is the only prison Highlands denied the tradition because of the
prince was an empowered of Necromancy who

20
Realms: Path to Immortality

was known as the Bone reaper. The Prince died someone died because of psychotic family
before charges of war crimes and immoral acts member or a tragedy happen and the family
where proven. After his dead, the evidence killed themselves because of it. Many tales
proved he was guilty but due to his death, come from the factories about monstrous
nothing was done. killers. People say it was the curse of the
Torcaso Swamp other says it was exposure over
The Rotten Throne was greatly time to the swamp gases. It is because of these
disgraced by The White Highlands and declared stories did Awyson go from a boom nation to a
war against them. White Highlands is not a
poverty-stricken land.
nation of armies nor does it have the ability to
meet a super power on the battlefield. The The Government of Awyson did nothing
greatest ally of the White Highlands, the 5th in the way of protecting their people from the
Realm Nation came to the nation’s aid. The swamp gases or the people who ran around
Rotten Throne nation battled for only a few killing in madness. Awyson was known as the
months before backing down from the 5th union country. This is because the factory union
Realm Nation. White Highlands still honors the workers that controlled the government. In the
slain from the Rotten Throne even though they government system of Awyson, only those who
have banned all contact with White Highlands. worked in factories could vote and those who
control the factors controlled Awyson. The
The Humal Fortre Realm Factory owners pushed the problems of people
under the rug and continued to pump more and
Ancient swamps and vast wetlands flow
more gases from the swamps without regards
around the land. Cultures flourish in the
for safety. At the factory closest to the Torcaso
mystery and secrets, others cultures control the
Swamp was the first to have a major
flow of civilization. Wars bath the swamps with
breakdown. Gases flooded the factory and
blood and horrors haunt the tales in taverns.
poured into a local town. Within hours, reports
Dark creatures lure prey into the murky waters
of violence broke out and soon they had a full-
only to be prey to something else.
blown psychotic riot on their hands. The
Awyson – is a nation on the edge of the Government attempted to cover up the event
Torcaso Swamps, home to large swamp gas by having the town leveled and those survivors
factories and dark tales. Dark tales flow through permanently silenced. People started to
these lands because of the constant recluse question what happen and none where
people spread out among the land. Plantations, believing it was explosion.
mansions, and villas cover the countryside.
It was not long after the factory break
Many of the homes are still in use by families
down did Awyson dark and eerie cover up
who have been living there for generations,
started to resurface. Soon Factory workers
while other homes have been vacant for longer
started to go missing and families were turning
than many can remember. One thing that is
up murdered in their homes. Child went lost
remembered is what caused those homes to be
nearly every day and strange sighting keep
vacant. Horror stories are rampant in Awyson,
being reported. The people of Awyson blamed
nearly every town and city has one or more
the outsiders who came to work the factories
places of dark tales. Some were where

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Realms: Path to Immortality

and the outsiders blamed the government of by lashings. Nlax lives in the willow swamps
Awyson for their lack of safety. The fight got so home to the willow-o-wisps and other mystical
bad that a whole city lynched every outsider creatures.
publicly. Soon after the lynching’s unions, all
The willow swamps are known for its
across Awyson started to remove outsiders
from their ranks for their safety and the exotic creatures but also for it contestant
factories. Other countries stated to find the hidden nature. Nearly the whole year round,
resources elsewhere causing Awyson to lose day or night a thick fog flows across the swamp.
export. The Factory owners came together and No one has ever truly figure why the fog never
outlawed hiring outsiders in Awyson and those disperses, but times it might thin out for a brief
who did would face fatal ends. Factories started view up to about 30 feet away but never any
to shut down due to lack of workers and the further. The people who live in Nlax are
lack of exports. Companies went out of business reclusive in nature and who are not are treated
and towns started to become empty, the Gas as troublemakers by the law. Nlax has many
boom was over and Awyson lay quite for laws that protect its people from visitors, but
another 70 years. they do not shun those from the outside as
other nations do. Nlax has been host to many
Recently Awyson had been the target of international events though out history and has
a media fad, “spooky places” a television show even hosted a war with other nations, as they
had brought the horror of Awyson to light. The like to call it. Nlax people are quickly trained on
people of Awyson seem to be the reclusive how to navigate the fog without sight and they
weirdo’s now are being portrayed as the stars rarely train others with this ability as it is held as
of the show. Many people of Awyson are honor among its people. Other nations call Nlax
attempting to cash in on this new fad, but the the silent nation and say always watch out for
elders who still remember the Gas boom worry the quite ones. Nlax during its last war lured the
that the horrors will just get worse. Outsiders enemy deep into hits boarders and reports say
are not welcome in the lands of Awyson. Many that solders started to go missing in large
tavern keepers will quickly tell an adventure or numbers and by the time, the enemy had
wonderer that in the morning they should be on retreated to safety nearly all of their troops
their way before it is too late. went missing without a single assault made.

Nlax – is a mystical nation that Nlax has a dual national government


shrouded in secrets. Here people are quite and system where two parties hold power based on
are hard to find. Even the most skill trackers the time of the year. During the high year, the
find it hard to locate a city in Nlax without a ruling government is rule by the Pillars of
local guide. The common people are called the Willows. The Pillars of the Willows is upper class
Wisps in respect to the willow-o-wisps that are society based on the belief that those of higher
native to the land. The commoner is to be seen status have a responsibility to protect those
but not heard, those are to be heard are the who are lesser. This party is mostly made up of
uncommon known as the willows, which are Empowered and those who hold high titles.
guards and royalty and such. It is illegal for a During the low year, the Followers of the Wisps
commoner to speak to an outsider punishable take control of the government. The Followers

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Realms: Path to Immortality

of the Wisps hold the ideology that everyone of banking systems are setup in Hannayeal due to
higher status cannot see the problems of the the extremely lack banking systems and tax
lesser and need to be guided by the lesser. This codes. This makes the citizens for the most part
party is mostly made up of popular people of quite wealthy. Poverty in this country is nearly
the Wisps social class. The Followers of the nonexistent and unemployment is unheard of
Wisps normally is the party that deals with anywhere in Hannayeal. Many people come to
social issues of the people of Nlax while the Hannayeal to get a piece of the great wealth of
Pillars of the Willows deal with the economics the nation. Other merely seeks the unending
of the country. Above both parties is the Royal adventure that flows through the cities.
family, who oversees the structure of the
government and make final decisions on all Other Countries have attempted to take
matters. The Royal family is the only part of the Hannayeal over thinking it would be easy for
government that deals with matters outside the anyone to just walk in and claim the land.
Hannayeal does not have the military to hold up
country.
against another country but where they lack in
Hannayeal – is the country that never military they make up in allies. The largest ally
sleeps. This central port town is the only sky they hold is the 5th Realm Nation who has time
friendly port city. Here Sky ships fill the air and and time again has sent troops and to fight to
swamp boats cover the land. In the Country protect Hannayeal. Many countries keep the
Hannayeal, all trade passes through its lands peace with Hannayeal or feel the wrath of not
due the fact that its middle point to anywhere the 5th Realm Nation but the banning of all
else. Markets and trade districts fill the streets imports and exports by Hannayeal. Many
of every city people from all lands and realms countries see this as their ultimate weapons
cross here and bring their tales of adventure. and they are not shy about using it.
Some say that in Hannayeal, you must keep
your feet on the ground and wits about you or Hannayeal is not without its own
you will end up in an adventure willing or not. political problems. Within the capital city, many
Due to the massive trading networking, going radical political groups fight for control of the
through the countries the cost of food and government through elections and political
board is extremely more expensive than policies. The dangers of assassination are quite
elsewhere in Humal Fortre. Citizens of higher than normal political leaders in other
Hannayeal will anyone who ask that the cost of governments. Even more extreme radical
trade. groups have popped up recently which are
attempting to take small towns and cities but
In the Humal Fortre realm, Hannayeal are meeting heavy resistance form the
sets all the market prices. Every morning Hannayeal government. Almost all radical
market keepers watch and wait for the new groups agree that the government thinks it is
listings of the market prices. As the sun sets on all-powerful and act in with that mentality.
the Capital city of Hannayeal, the black market Every group has its own version of how this
prices are secretly sent out to crooks of Humal should be dealt with be it a political massacre or
Fortre. Even criminals understand and respect a total reformation of the country. Hannayeal
the market system of Hannayeal. Most of the

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Realms: Path to Immortality

deals with these groups in one simple way were not around anymore the law must still be
“Have them killed on site”. held up. The people of Hutko Ztos agreed never
to enter those cities again and put in measure
Hutko Ztos – a vase and open land that would prevent other form doing the same.
spanning from frozen wetlands in the north.
Hutko Ztos is home to some of the most primal The Ancient Empowered settled and
cultures, known as the primitive melting pot. looked over the cities as agreed for the
The culture varies from region to region but one punishment of the law. This was not agreed by
thing stays the same, the people do not trust the people Hutko Ztos and they staged the
any form of technology be it magick, inner path, death of each Ancient Empowered. This
or Ultra-Science. This country is one of the most assassination was more than successful it
hostel places for empowered to live as prevent hundreds of thousands of death as it
Empowered, because they are seen as evils and set a message to other Ancients that they could
hunted down and killed on site. The Malign not just walk in to Hutko Ztos and take over.
Stalkers are the people who are trained and are From that day since any empowered found
skilled in hunting down and killing Empowered. within Hutko Ztos is killed on site. Because of
The reasons for the peoples dislike for the what was discovered in, the forbidden cities still
Empowered steam all the way back to the haunt the people of Hutko Ztos. From
Immortal and the things they left in the lands of generation to generation, they are taught not to
Hutko Ztos. trust the Immortal or their technology and the
Empowered are the people corrupted by the
Hutko Ztos has a dark past left by the Immortals for evil deeds.
Immortals and home to the famous forbidden
cities, these cities are locked down and close by The People of Hutko Ztos keep their
rule of the Immortals. The forbidden cities were boarders closed and watch them with never
used by the Immortals when they were altering closing eyes. Deep in the heart of Hutko Ztos
the races. The factories are long gone but a few lays bog like no other. It is thought it is to be
cities still are intact. The Immortal placed a law where those who did not make the
forbidding anyone to enter the cities. The transformation from the one race to the 30 and
Immortals closed the cities because the those who did not mental survive the
explosives might still go off killing innocent transitions. This bog is called the bog of
people. The people knew that the cities evil and betrayal. Many different groups have requested
since the law forbidding access to them people access to the bog for research. Each time the
saw the Immortals as heroes. However, once a request was and will always be denied. This
group broke the law and discovered the horror land is consider forbidden land and none shall
what really happen to the first group’s people dare disturb it or feels the wrath of Hutko Ztos.
who were put through the cities. The people This has only been tested once and that person
Hutko Ztos attempted to share this information no longer lives in any realm of existence.
with the rest of the Realms but the Ancient
Empowered descended on the country. This Iron Nation –a peaceful nation based
onslaught was say to be punishment for on moral and inner peace. This calm demeanor
breaking Immortal Law even the Immortals has set this nation apart from others as a nation
of peace and the people of the Iron Nation

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Realms: Path to Immortality

reflect that in their daily lives. Located in who attempted to take land found that even
wetlands valley of the south, the Iron Nation is the local farm maiden is well equipped with
home to a large population of people who work dealing with raiders. The Iron Nation has a daily
the lands mostly growing rice. The Iron Nation is exercise each citizen practices to keep in shape.
one of the largest farming countries in Humal This is a form of hand-to-hand combat, which
Fortre, feeding nearly 50% or more of the total allows them to use things around them to gain
Realm population. Historically the Iron Nation advantage over the enemy and prevent them
was once the Council of Thought a country of from continuing to fight. However, this fighting
likeminded people who strove to move forward style is not lethal in any way and always allows
as a single existence instead of a group of the enemy to escape with their dignity. Only
nations or races. The Council of Thought was one time before did the Iron Nation ever
once the leaders in social engineering and declare war on another nation and it was only
economic development. because it was the last resort to end the
conflict. The Iron Nation has a small elite force
Iron Nation is the home to some of the known as the Warriors of Ruin. This quiet and
most advance and intelligent schools of hidden faction is kept in a dojo far away from
philosophy. Education is the key to the nation’s anyone. There the Warriors of Ruin train
ability of peace. Each child is educated by a relentlessly on how to destroy the enemy
single teach in the ways of life and horrors of without leaving any disturbance to thing around
ignorance. During their studies, they find them. They are cold callous warriors who do not
themselves learning everything from political feel nor care; stripped of emotions and morals
history to social economics. The second stage of they work to protect the Iron Nation as their
education is one that humbles the student. This final and only weapon. This faction of the
is where they serve as assistant to someone
government is not checked nor under any
they have no understanding or contact with, control it is left up a strict code of rules which
many kids are moved hundreds of miles to they are bound my loyalty to the country. Their
someone home where they live and learn about
numbers are unknown and only the highest
strangers and customs from people outside government officials know of the location and
their communities. After the second stage, they
how to contact them.
are returned home to their families and start
the final stage they call the beginning. This The Telif Framh Realm
stage is where they teach their families what
they learned and how that makes them a better In the grasslands monster roam from
person. In addition, while during this stage they savannah to prairie, but the true dangers are
choose a lifestyle or trade of their own choosing not in the creatures that roam land but the
to learn and master it. Culturally speaking the nations that control them. Massive city nations
Iron Nation is more advanced than any other rip from grass, haunted by overzealous
nation in any realm. Country moral is always countries. Callous kingdoms and heartless
high and people seem to live longer fuller lives. empires prey on the weak. Wars wage on from
each coroner of Telif Framh, but hidden within
Many countries have seen the Iron the raging nations lay untouched history of
Nation as a weak and easy prey, each invader

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Realms: Path to Immortality

people long forgotten their secrets lay silent in assaults ever known since the war of the
the shadows of monstrous civilizations. Immortals. Over a half of a million Nether
soldiers assaulted the Capital of the 5th Realm
Fifth Realm Nation (5RN) – is the Nation. This Assault was only designed to show
nation at the center of Telif Framh realm and
Fifth that he is can be touched and should
the largest nation in all the realms. This nation watch what he does. The 5th Realm Nation
is known to all others countries as the “Big recoiled from this violation of security only to
Brother” nation. The 5th Realm Nation started be reinforced by an international company
at the end of the Void Wars as union of small called Bright View who gave Fifth the cross
nations who rallied behind the one called Fifth, direction technology he needed to reinforce his
a charismatic Nymph who saw a potential in union. This came at simple cost as being the
unified country. Fifth went to the central company that supplies the 5th Realm Nation
nations of Telif Framh and convinced each one with almost all its technology and for their
to join a union of nations to help combat
products to be spread across all the realms.
against the going Void cults. This formed the
currently known land of the 5th Realm Nation. It was shortly after the reconstruction
Those who join the nation found a strong bond of their military and country did the 5th Realm
and great ally with each other. This started nation start is campaign of unified nations over
prosperity among those nations. It was not long this time Fifth was prepared for Crimi. Multiple
after the end of the Void Wars did those nations attempts were made by the Nether to bring
found themselves calling their own people, the down the campaign but each attempt was
people of the 5th Realm Nation. Fifth took this defeated. The Nether retreated from assaults to
ideology of a one-nation realm across to other the campaign, while other nations attempted to
realms attempting to have others join in the stop the endless march of unity each one
union of nations. finding harder said than done. Fifth was proud
of the campaign, country after country join
In the other realms Fifth was not well willingly to the 5th Realm Nation. The Conflict
known and his charisma did not aid him as well of Paga and Mairdul showed Fifth true colors
as it did in Telif Framh. Quickly he was faced and with the help of a bribe the 5th Realm
with other nations who did not like a unified Nation pushed Mairdul out of the fight and in to
group. The great antagonist was the Nether a trade embargo.
lead by Crimi who was a part an earlier colonial
expedition that Fifth sent out during the Void Other Nations around the realms saw
Wars to seek out new lands if needed. Crimi this action and left the union. Each stating that
well familiar with the ways of the 5th Realm they could not follow a union who pushed
Nation stated that she would never join a group around the little person who was getting beat
of idiots who talk everything out until it goes up by bully nation. The 5th Realm Nation stated
away or smashes until it does not exist it would honor the standing of those nations
anymore. Fifth was unprepared for such an that left with protection until they could protect
enemy, which he made from Crimi by adding themselves. Some believe that the 5th Realm
another nation she was attempted to overtake. Nation is surprising the development of these
The Nether launched one of the greatest countries to hold them under their rule even if

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Realms: Path to Immortality

by police action. The 5th Realm Nation has may choose to continue service or enter into
grown in size and power almost dwarfing others civilian services. Most graduates continue in
as the greatest Supper power nation in history the field they were educated in at school.
since the Obsidian Kingdom.
The Laws of Reality have one of the
Laws of Reality – the survivors of the most advance militaries known. They are the
Council of Thought who believed more in the only country that has fully automated military
Inner Path than anyone else in all the realms force that is remotely controlled by field offices.
did. Those survivors formed the Laws of Reality Most people call them gamers as for it nearly
who preach a doctrine of how the directions of identical similarities to video games. Those who
Ultra-Science and Magick are just distorted uses join the military join as officers are given
of Inner Path. The Government of the Laws of automaton soldiers to command and through
Reality has banned all forms of non-Inner Path, their training build their ability in combat to
based technology or education. This ban has those who are already in the services.
filtered into the cultural view of races as well
making those who excel in Inner Path to be In the Civilian side of country, the
those of higher society than others do. This robotic system is much more lax. Many things in
doctrine has fermented into a hatred for those the Laws of Reality are done by automatons but
who are empowered in other directions. Those only those jobs that many believe to be lesser
positions such as taking out the trash or
who are Empowered in other directions are
seen as the lowest forms of scum and are cleaning the streets. The people of this country
persecuted to death. Those who are outside the have a strong sense of entitlement about them
Inner Path community avoid this country at all and many people outside the country see their
everyday complaints as the same as a bratty
costs.
child.
The Laws of Reality are the most
advance Inner Path base country in all the 5 However, pushing through the endless
Propaganda is a group of techno terrorists who
realms. Almost anyone who is anyone within
the Inner Path community sees the Laws of are attempting to show the masses that the
Reality as the zenith of education. With over 10 Inner Paths are not flawless but slowly
different colleges devoted to the advancement destroying their people. They call themselves
of Inner Path, they lead the way in new Common Sense factor. They have been caught
developments of racial and traditional going door to door attempting to convert
technology. Unlike other countries, Laws of people from believing that Inner Path is the
ultimate path. They have broken in to
Reality force all citizens to be educated and
trained in the ways of Inner Path. By adult age, government facilities stealing documents that
a citizen is skilled in a field of work related to a prove that many of the Medias claims of
failures in other directions were the act of Inner
field of Inner Path from alchemy to surgical
procedures to waste management and social Path actions not others.
economics. This education is called Laws of Mairdul – is located on the eastern
Reality Civil services, which for a minimum of 5 grasslands of Telif Framh home to the darkest
years after graduating from school the person and unyielding lands. In Mairdul pollution is

27
Realms: Path to Immortality

very high from constant waste being illegally broken the government into a shadow of what
dumped from Paga, the over populated it was before. Old government buildings and
neighboring country from the north. Mairdul is empty cities cover the countryside. Even the
nearly unlivable due to the pollution, crops do over whelming poverty has turned away nearly
not grow well, and livestock are sickly from the all forms of Crime. This is due to the lack of any
endless smog of Paga. This country has been profit even criminals could come up with. The
like this for hundreds of years. The government mentality of the country is worthless people
of Mairdul as made many attempts at cleaning and worthless land. This worthless mentality
up the environment but all attempts have been has been reason that the 5th Realm Nation no
overwhelming. longer monitors any activity with the dying
nation.
The pollution problem, which started
centuries ago, started a war between Mairdul Unknown to those outside of Mairdul
and Paga. The war was short lived as Paga recently and unknown benefactor has been
pulled the 5th Realm Nation into the fight. The smuggling in resources into the general
5th Realm Nation for untold reasoning sided population. Some rumors have it that the
with Paga in the war and put an end to the fight benefactor has been even delivering weapons
with military action. The pollution got worse in of mass destruction along with military arms to
which Mairdul blamed the 5th Realm Nation for build a good size military. Since no one in the
being blind on Mairdul claims of abuse by Paga. realm monitors the inside of the country, these
The 5th Realm Nation saw the allegations of rumors fall the wayside. Mairdul has rumors
dismissing the claims as an insult towards the that the drop in population is not because of
union of nations and placed a trade embargo on people dying but by those people going to a city
them until they would recant their claims of underground. The truth is that the City
abuse. The 5th Realm Nation hold the Embargos underground is real and is a great compound
on all traffic in and out of the nation but the that the people of Mairdul have been hiding.
other nations of the Realms declared that the Those who know the truth say that only strong
5th Realm Nation must protect the nation until were sent to start building the city and will
it can rebuild itself to be a functioning nation, return for the weak. The people call this Ultionis
which the 5RN agreed. However, it was made and if rumors are true, the full potential of such
clear that no nation can help them rebuild, the a military force is unfathomable. The 5th Realm
only group that has been granted access has Nation does not believe this rumor could be
been the White Heart Society who brings health true in anyway and that this dying nation could
related supplies to the people. pull off such a feat without drawing any
attention.
Disease and plagues run rampant
throughout the countryside’s, which known as Paga – An urban Nation filled with
the festering country somehow keeps surviving. apartment and skyscrapers. The land in Paga is
The population of Mairdul has since the war all developed leaving no countryside. Farmer
slow went down; many people die young due to use hydroponics warehouses and cattle
the pollution. The Economy of Mairdul no ranchers use barn like structures with grazing
longer has any form of currency, which has roofs. In Paga, society grew out so fast it now

28
Realms: Path to Immortality

grows up into high-rises and skyscrapers. Ultra- hour grace period which the contact can be
Science was the liberator to the nation’s great removed or allow the contract to run for their
population boom that occurred centuries ago. lives. Each contact has a set period to be met
Due to the lack of open land, Paga deals in more before the contact becomes invalid. While
commercial business than any other type. within that scope, the Assassin can open attack
and kill someone without prosecution from the
Some nations and countries have states law. Paga does not allow outside laws to
and within these states are different types of interfere with their country, which means that
cities and so on, but in Paga the City Nation as no government may come in, and arrest
its referred to there are no states or territories, anyone. Companies come and go in days; some
there are no cities only districts. Each district is of the stronger companies have even setup
based on the business it does, commercial, minor districts within their place of business. It
industrial, and residential. The districts are is for people to live and work in the same
scattered around the nation and then building as it is to increase production and
categorized under a direction such as,
prevent people from skipping out on work.
northwest commercial district or the eastern
residential district. Each district has layers Conflicts between companies are
ranging from 10 to 200 each being a level of common and can get quite violent. When
society and quality of life. The higher the Companies fight, they cause heavy collateral
number the better things get. Paga is model of damage. Many companies take the term hostel
Ultra-Science evolution, from multi-level take over as a chance to eradicate the smaller
highway to light based walkways. company by lethal force. Each company has the
ability to maintain their own security force. The
Paga is known for its great business allowed weapon the security force is allowed to
laws, which is because of the little amount of have on hand by law is anything that does not
laws for business to follow. With the law, each disrupt trade of those outside of the event in
business is allowed to create laws within its only which the weapon is needed. Which means if
place of business as long as it does not hinder you or the person the weapon is being used on
the law of the land. The Law of the Land states is the only ones being effect then it legal but
that no one person can be enslaved against bombs that blow up someone else building are
their will, no one person can knowingly illegal. The law in Paga is just a figurehead of
interrupt business, murder is only illegal when society just so that businesses look innocent on
not in self-defense or contracted through the the surface. The law enforce moment has not
proper channels of government. Murder be a power figure in 100’s of years.
Contracts, which are quite expensive, are only
accessible to businesses or government The people who live in Paga know that
employers. These contracts are given out to the business is dog eat dog business and are not
bounty hunter companies every day where at naive to the rules of how companies are run in
the local exchange they wait for the next Paga. Those who live here call it the hardest life
posting. Base on the value willing to pay anyone can live. Criminals Flock to this country
depends on how many hunters pick up the job to hide out to avoid being prosecuted by their
or how fast they do it. Each contract has 48 own governments.

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Realms: Path to Immortality

Vadzar- The most scientifically brought up on charges, they are taken strait to
advanced nation, this nation has the highest a judge and the evidence is show to which the
technological culture with the highest judge makes a decision on if the subject is
education. As a whole, the nation has the guilty. If so, the punishment is deviled in 24
lowest crime rate as well as hostility. Vadzar has hours. There are times when a retrial is given
not been to war in 7,000 years. Their military but that only extend the judgment by 1 week
force is almost the smallest standing force in all after that the verdict is final.
the Realms. However, they really do not have a
great need for it since they fall under the Some people within Vadzar are total
protection of the 5RN, the capital city of Edisto; against the government propaganda that is
it is the main frame of the city of the society. shoved down everyone throat. These Rebels are
The culture there sees numbers, logic and something that is rare and hard to find.
systems, not people, fairness and cultures. However, once someone enters into the world
Racism does not exist in this county and those of the rebels they discover that the rebels are
who display it are treated as a criminal. Vadzar more numerous than the government lets the
does not have enemies in the form of countries public known. The government runs media
or nations, but radical factions. Their biggest seems like a joke and uninformed or only
threat is from the Doom Strikers who see informed on what Vadzar wants the public to
know. In just about any lifestyle, have small
Vadzar as a major rival to their goals.
groups of people who are setting up rebel
Vadzar power starts in the classroom factions to fight back the untouchable out of
with children. There the doctrine of their control government. Yet common groups are
people is shoved deep into the young minds only a few people who only talk trash about the
teaching them how the government is all- government in back rooms. Other younger
powerful and not to be questioned. The fear is groups with no direction make plans to graffiti
instilled so much that by the time the child get government buildings to spread a message to
out of school and into the world, none would the public. The government allows these events
ever disobey the government. They are taught to happen and then cover them up to allow the
the government works on a balance of power public to vent their displeasures as they follow
system no one political group or government back line with the government. However, there
official is immune to any law. Any other is one group lead by one leader who is
government department can take it upon attempting to unite the rebels but this group is
themselves to place some sort of punishment hidden from all view only heard in passing and
on another person. Every head official goes rumors.
through a hard and strict patriotic testing
before holding any office to prove that the Factions
candidate will hold the good of the country
In the five realms, there are many
before their own benefit.
different nations from primitive tribes to
The second lesson learned is the Legal advanced metropolises. Within these nations
system in Vadzar is fast and punishment are are factions who live behind the line of being a
given no time to wait. When someone is government. Factions range from small band of

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Realms: Path to Immortality

rebels to Realm wide originations. Some formed Within the ranks rose Gygis who saw a different
advanced companies while other keeps hidden view of the power the Clan held. Syfrett saw the
from the law of the land. Many see factions as young Gygis rise in the ranks at nearly alarming
small sidekicks riding on the coat tails of greater rates and keep his eye out for him. During trade
nations, others see them as people who will not route attack, Syfrett was killed in action
let go of the past, and some say they are just a defending women and children by a group of
pest that needs to be dealt with. Whichever is unknown raiders. The Walker Clan and other
true for the faction are just as powerful as nations held the largest memorial services in
nations in their own way. With no territories of history.
their own to speak of they are free to move
with ease unlike nations who are grounded to a Gygis took over the Clan and joined the
location. Factions are normally smaller than Order of Magick as their ruling nation. Syfrett
their counter parts due to the lack of land to call dead and the control the Clan in the hands of
their own. Most factions are small populations Gygis things changed. Gygis pushed the Clan
because they recruit their people instead of into high gear on turning a profit no matter
having people born into the faction. what morals were broken. Soon after Gygis to
over the Walker Clan lost 2/3rds of its members
Walker Clan – was formed during the during the changes within the Walker Clan.
reformation of the realms and was the first Most Travelers found other groups to work for
Travel Nation created. However, due the nature and if not they work for themselves, while
of Travelers the walker Clan held small pocket others join other nations. Those Travelers will
locations called embassies with other nations tell you that Gygis would sell his avatar if he
across all realms. The Capital city was placed could turn a profit.
with the archipelagos of the Order of Magick.
This location was selected because the Order of After the assassination attempt on
Magick and Walker Clan had open relationship LeCroix the Walker Clan was charged with the
defense of the Order of Magick. Gygis has shift
from forming the Order of Magick.
the Clan into a heavy mercenary system
Syfrett the leader of the Walker Clan as without morals. The Walker Clan is not one that
the first to cross all the realms and return bring is highly skilled but seen as just stand in
his people together. The Clan was ordered to military. Their only advantage is their quick
map out all 5 realms by Syfrett and created mobility with the ability to summon up a group
trade routes with diplomatic lines of of soldiers within seconds in a fight and leave
communication with nations across realms. This just as fast.
action placed the Walker Clan in high standings
with nearly all open countries throughout the Nexus – is an ancient group of assassins
Realms. Many other nations held the Walker who work in such secrecy that even they do not
know who is at the top of their own
Clan as the key to inter-realm trades and placed
them local embassies as the hub to the other organization. Historical Nexus was mere legend,
realms. This was a great honor for the Walker their existence have never been proven only.
Only twice-in history has it has been rumored
Clan and for the Traveler race as well.
that Nexus had a direct hand in the deaths. The
first time was during the Gate Wars, which is

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Realms: Path to Immortality

said the Nexus was hired by the Obsidian woman on the bus with a knife the police office
Kingdom to kill the leaders of the Opposition. will stop the bus and take the old woman in to
The Second time Nexus was rumored in history custody while this happens the agent will walk
was in the death of Syfrett leader of the Walker by and see the knife on the ground and gain a
Clan. This too has never been proven. weapon he needed to finish the job. This is just
simple I need a knife event that the agent will
Nexus assassins are rare and live with until his final days. Must odder events
handpicked by Nexus; each one is skilled in an happen like car crashes will happen in an
art of assassination. Many times local agent’s way to allow them to escape or door
Governments have thought they have captured will open through housing areas where a path is
an Nexus agent but only to find them dead as needed and none of these events ever can be
soon as they take their eyes off of them. Nexus traced back to its source. This is the true power
agents are trained to be the elite of elite and of the nexus
not to be caught and if caught to know they will
be killed shortly. There are no distinctive When someone wants to hire the Nexus
markings for the faction in any way. If one is for a hit they merely need only to put the word
caught, they give neither information about out and Nexus will contact them if the job is
their society nor who the client or the target is. worth their time and skill.
Most Nexus agents have life span of about 3-8
Relentless – is a military faction that
years and if they are caught that period are cut
off because death will come before they speak a once serviced the Order of Magick as their
word. standing military. At its prime, the army of
Relentless was unmatched in dedication. Their
Every agent understands that they will soldiers did not know what it meant to retreat
never know anything more than they work for or surrender. They knew the meaning of
Nexus and who their next target is. There are no Relentless, and not giving up no matter what.
higher ups or people to contact for aid. When Those who dare forget this mentality quickly
an agent needs something it is provided if found them face to face with never stopping
necessary, how Nexus knows this is still a force. Relentless was a Legend in its time and
mystery to those who receive the object. no other military has ever shown the dedication
Everything is done in such a domino effect that that they gave.
tracing it makes it impossible, such as if an
agent lost their weapon and person nearby will However, as the LeCroix the leader of
be contacted to allow the next purchase the Order of Magick life was threaten by
assassination it was framed on the leader of
without cost, then a young man will enter the
shop and buy a cooking knife and not pay for it Relentless Zeal, who was arrested as a traitor to
while talking to someone a phone. The young the Order. During the trials, he was sentenced
to death by smelting. This was persuaded by
man will told by the person on the phone to
place the knife on the bench in front of the bus Gypis the Leader of the Walkers Clan who hated
stop. There an old woman will be mentally told Relentless and wanted them out of picture so
to pick up the knife and walk on the bus. There that he could take full control of the Order of
the bus driver will call the police about a Magick and the rest of the Realm. However,
what LeCroix forgot was Zeal was a soldier of

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Realms: Path to Immortality

Relentless and never gave up his conviction. Drake Lords disregard the law of the land all
Zeal order his two commanders Siben and Zix to forms to prevail over the tyrannical enemies.
scattered their troops and disband all military Most if not all Drake, Lords are wanted
bases. Gygis has declared the Military of criminals somewhere if not everywhere. This is
Relentless to be enemies of the Order of Magick because of their disregard to the law. To a
and are to be hunted down and killed on sight. Drake Lord the law is just an extension of the
Since the sentence was passed, no one has tyrant put in place to prevent others from over
located Relentless Head Quarters nor has seen throwing them and freeing the people. Drake
either of the two commanders. Lords normal work alone and rarely group up
but when such event occurs it is for a large goal
The two commanders watch their that one lord cannot do alone. The person who
leader smelted to death and followed his forms the group is considered the leader and is
orders, but they too are soldiers of Relentless treated just like the Alpha of a pack of
and do not know the meaning of giving up. The predators. If fear and weakness if found within
two commanders did as they were told but did the pack those who are a part of the pack will
something they were not as well. They took quickly attack that persons be it the lowly
their military underground as an unseen faction
lackey or the alpha themselves.
and regrouped in hidden meetings across all the
Realms. Scattering their forces and increasing Drake Lords are easily spotted by their
their presence to those who seem worth to be means of transportation some ride drake
Relentless. Those people are still being inspired motorcycles while other have drakes
recruited into service in the shadows and with mounts they have tamed themselves. On top of
the plan of taking out Gypis and the Walker the unusually mounts they are tribal tattooed
Clan. Within the Relentless Zix and Siben, still from head to toe. These tattoos are not normal
hold the rains of the military awaiting the tattoos; they all share the same color of red,
return of the Leader Zeal. They know that he is and are called by the Drake Lord as the Drake
the father of Relentless and even death will not Blood Tattoos. These tattoos are more personal
keep him down. than counterparts are. Drake Blood Tattoos are
a badge of honor among the Drake Lords the
In recent news, the Walker Clan more you have the bigger your name is among
embassies have been being attacked and raided the Drake Lords.
by undisclosed attackers leaving only a smelted
block of stone behind dripping in blood with the Drake Blood Tattoos are made by
name Gypis on it. The Walker Clan has its mixing the blood and marrow of a freshly killed
suspicions on aggressors but none have drake into a special blend of tattoo ink. The
mentioned the name Relentless in any reports. Harvesting of the blood and marrow is done in
It is said that Gypis as increase his personal an ancient tradition of the Drake Lords call the
guards and made sure that security is at the bonding. This is where the Drake Lord goes out
highest level. and hunts down a drake of their liking and with
their bare hands slay the beast without aid,
Drake Lords – Vigilantes Freedom then taking the spoils of their victory to a Drake
fighters scattered the realms, fighting against Tattoo artist. Drake Tattooist is very special
tyrants wherever they wreak their malevolence.

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Realms: Path to Immortality

people who have trained years to master the message is delivered, tracing its origins always
art of the Drake Blood tattoos; the only way this leads to a dead end. The CEO of Bright View
can be taught is by apprenticing for at least 15 takes no visitors no matter what or who they
years under a master of the arts. Incorrectly are. Nor does anyone know where his office is
applying this technique is instantly fatal. This located. All that is known is that he has always
process of tattooing is only done once and done been and will always be the CEO.
at the initiation of the Drake Lord in to the
faction. Further additions are done by the Drake However, beyond the cloak and dagger
Tattooist as the Drake Lord reaches a personal of the CEO Bright View, there is much more
milestone in their life. This process is done by activity that is unusual all across the company.
using the blood of the Drake Lord themselves Bright View has 3 levels of clearance, 90% of the
but still can be fatal, as it requires special tools company has level 1 clearance while only 8%
that the Drake tattooist uses. have level 2 clearances. The Other 2% have
level three clearance and those people are very
Bright View – This is not just another rarely seen in every day activity. Among the
company with a great slogan, this is Bright View people who are employed with Bright View,
the leader in all forms of directional technology there is a rule, when any level 3 employee
from Magick to Ultra-Science. Nowhere in any comes in everyone goes out. Unknown to the
of the realms is the name Bright View a public and level one access, there are many top-
stranger. This company dates back to the Final secret labs hidden in many different locations
days of the Immortal Age, and to this day still is working on very strange and unusual projects.
developing thing from communications devices Those labs normally only deal with level 2
to new medicines. The company lives by is projects, then there are times, which Level 3
slogan, “Bright View, Designing Your Future comes in and takes over a whole lab and gives it
Today!” back broken or destroyed. Not because they do
not like what level 2 is doing but their level 3
There are Bright View offices and labs in projects have need for the lab equipment. Yet
every land and sea of each realm. Leading as beyond all of Bright Views cloak and dagger,
the highest grossing power of any research and projects there are many connections Bright
development, they host over one million View has with governments, Supplying weapon
educational scholarships and have relief aids and technologies. They use this advantage to
setup for any natural disasters or hardships for get things in return from rights to land for
any location in any of the realms. Many people testing or unusual supplies or even black market
believe in the good of Bright View but few see materials. The public believes that Bright View
the truth below the surface. has a good heart but those who are working on
Bright View is headed up by people who quite projects knows that the good heart is just
have never been seen. Those who deal directly a shell hiding the true company beneath.
with the highest-level only deal messages
Races
delivered by people whom they do not know
and never by the same person. The most The Following races here are common
common form of message is phone calls or empowered with the focus abilities found in
telepathic commutations. No matter how the

34
Realms: Path to Immortality

this book but can be. (Focus abilities and Racial more alien of the realms due to their striking
stats will be found in later Beta Testing) physical appearance as well as their law bound
natures.
Aerials
Every race has those who defy the
Aerials, an ancient race from the Great status quo, and with Aerials, they too have
Immortal Wars, were long the lawyers, those who are the black sheep of their people.
magistrates, judges, and sheriffs of the realms. They call them the Law Breakers, these Aerials
When it comes to Law and Order, they are bend the law to their will and even ignore the
undistinguishable to them – Justice is, in their laws all together to fulfill their dark desires, and
minds, unimportant. Law and Order is what they make up some the greatest crime bosses
binds the mind of an Aerial, endlessly knowing ever known due to law dancing abilities and
each law they are very careful not to break
silver tongues.
them, in fear of placing judgment upon
themselves. Power: Aerial’s are deadly
sharpshooters their skills are unmatched. All
As a children Aerials are seen as well ranged attacks made by Aerial’s are treated as
behaved, but even the young know the laws of double value of the D20 before damage is
the land for them it is a game to bend and use applied Aerials have wings upon their backs,
laws against each other for sport trying to which give them a 25ft wing span due to their
make the other break the law. This can large height. These wings allow them to fly
sometimes become quite dangerous. Once past under their own power like birds; they can
the rebel stage of life the children are less move up to their Avatar Rating times faster
devious and calm down, many start picking up flying then running or stay aloft for their
some rather study which they will work the stamina in hours. Due to their Hard and
reset of their life in, many choose studies in law devoted nature to the law of the land, they are
enforcement. very hard skinned in nature as well as in
They are, undoubtedly, an old race and physical. They are known for skin that could
many claim they are the First race, though no with stand the bows and arrows of their
such claims have ever been proven. Historical enemies. Aerials gain DR = Avatar Rating. Once
they have been dated back as far as the start of into any area the Aerials know every law of the
the Immortal wars. Many Aerials still research land as if studied for years.
endlessly to find some evidence to prove this Flaw: Aerials are callous to those who
claim. break laws, which bind society together. They
Aerials are the only large race of people hold the law of the land as close to their heart
that possess wings. These wings have an as they do their own family and love ones. This
average wingspan of 25ft and can support makes all Aerials unable to break laws in the
flight. For this reason, they were hunted to Local area they are located. If an Aerial wishes
near extinction in the First Realm War by rebel’s to break a law, they have to ignore its existence.
intent on avoiding retribution from the Aerial To ignore a law the Aerial must roll (Resolve +
agents of law. This noble race is among the Concentration vs. Avatar Rating +10) if they are
successful then they can break the law for up to

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Realms: Path to Immortality

24 hours if not they must wait 24 hours to mind and will have been broken the hunter now
attempt to Ignore the law. Once Aerials can hunts the primal nature of the prey. Darklings
only ignore up to their Avatar Rating in laws. hold the Vestibulum Rutru as close as they do
their own love ones. Outsiders who do not
“It is the law of the land and shall be obeyed,
know the honor in their hearts only see a
fair or not!” person dressed to the nines in hunting gear
Darkling looking for the kill. The Vestibulum Rutru does
more than just honors the prey it also educates
Darklings are some of the most deadly the Darkling in whom the Vestibulum Rutru is
of hunters. On the forearm of the Darkling is and why they are that way.
single quill barb, which can be launched at a
target yards away. This site can be quite Darklings only choose to honor one
disturbing because once launched another one prey at a time, and this is done very rarely
grows into place. Most of the time the barbs throughout their whole life. Every Darkling can
normally only extend about 1 to 3 inches out. recall each one of their Vestibulum Rutru and
However, they can fully extend as a sign of why they honor them. On the anniversary of
aggression. The barb is the length of the the Vestibulum Rutru, the darkling displays an
Darklings forearm. However, once the Darkling act of honor to show their gratitude to the prey
has used up all the barbs in each arm they must in their own way. Many Darklings dream of
wait for the next one to grow back which being someone’s Vestibulum Rutru.
normally takes one day per barb. Even though most of the race embraces
They are the true hunters in all aspects the technology and influences of the Inner Path,
of life. They believe that no matter the action or many see the advantages of Ultra-Science and
the scene the hunt is the only thing that is Magick. Darklings are not against using such
important. Most other cultures see the Darkling items to aid them in their lives if it seems
race as mere savages with pitch-black skin and feasible. However, there are those who are
barbed forearms but to those who know the totally committed to the Inner Paths, but those
culture see them in a different light. They are are mostly elders and traditionalist.
amazing even down to the tentacle dreadlock Power: Darklings are born hunters and
hair. Darklings are raised from birth to be as such, they have a natural ability of always
independent from society. Darklings are trained having perfect balance. Also with the quite
to hunt down every prey of every type by the nature of the hunter, they excel at hunting feats
end of their childhood (age 12). Once they have of silence. This adds their Avatar Rating to all
master the hunt they are taught by an elder
stealth rolls and sneak attacks.
hunter the Vestibulum Rutru. This hunt is the
true cultural centerpiece. Arm projectiles:

The Vestibulum Rutru is a ritualistic Damage = (Avatar Rating + Strength)


hunt, which they reserved for only the most Range = (Avatar Rating* Yards)
respected prey. First, the hunter breaks down Ammo = (Avatar Rating * 2 Per Day)
the mind of the prey and then will. Once the (Reach Attack)

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Realms: Path to Immortality

Flaw: Darklings are always hunting and determines the magnitude of creativity in the
doing such the hunter must be quite. This has person.
been the Darkling way since the first days.
Because of that, the whole race has evolved Dreamers are normally very friendly
and open people willing to share their opinions
without the ability to speak louder than a
whisper. Darklings are stronger than their prey even if unwanted. Dreamers are leaders in new
and not just in the physical but in the mind. age thoughts and ideas. They are teachers or
Anyone with a weak mind is lesser person and is theories and hypotheses. They are the inventers
and artist. In the Dreamers culture, creating is
to be treated as such.
the greatest joy in the realms, and each
“Honor and respect your prey, for when you Dreamer has their own personal style, which
become the prey you shall receive the same in they feel that they excel. New Thoughts and
return.” Ideas are held with highest respect among each
other. Those who suppress the thought of new
Dreamer ideas and dreams are the worst of people. The
Since the birth of the Dreamer Race, greatest horror a dreamer could ever witness is
they have been unlike any other. With the for someone to become brain dead. The
rainbow colors about their body each unquiet thought of no thoughts strikes horror in the
to the next make them more individual then whole race.
most other races. It is their natural ability to Dreamers live in groups they like to call
share their imagination is how they truly live colleges, these colleges are like minded thinkers
their lives. Culturally they are the most dramatic who talk and debate about their ideas, now not
and flashy of all races, any event held by a all ideas are correct or make any sense some
Dreamer is always the talk of the town. Even are just randomly placed words or images due
their intimate actions are held in their to their addictive behaviors. The down side of
imagination, which can lead to children, but this wonderful race is their wild vices they hold,
unlike most races, they hold on to this image for
some that can be criminal at times. These vices
9 months this image is small Cloud of random are normally some sort of pleasure be it
colors. This cloud follows the dreamer around drinking, drugs, or carnal actions. Most of the
for 7 months before it forms into a child. This Dreamers vices are harmless to others like
cloud never is farther than a few inches from those who love dolls, but some are very dark
the dreamer and the dreamer can move the and dangerous, such as those who like to cause
cloud anywhere with inches of her body. As the others pain. The Darker vices are called
cloud gets closer to its 7th month, others can
Nightmarish they are the cruelest and
see the child slowly forming a body. This is dangerous Dreamers. They are the legendary
where the Dreamers get their unquiet color and psychopathic killers.
tones and where they are located on their body.
The parts that last to form normally take the Power: Dreamers are visionary, and can
rainbow colors, normally the hair and nails or image many different things, they can even
lips. Sometimes late bloomers get more and extend the vision to another person, (Equal to
other premature children barely get any color. or lesser then the Dream’s Avatar Rating). This
The Dreamers believe that the touch of colors creation of Illusion allows the dreamer to create

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Realms: Path to Immortality

any image they can imagine. This illusion affects more social power they hold. Within their
one sense (normally sight) which can be society, some of the most impressive feats of
extended to other senses on every odd Avatar intelligent attack of social nature take place.
level. These effects can be identified as an Great powers move in the social circles in such
illusion by two means physical interaction or ways that some of the greatest minds of all the
(Wits + investigation Difficulty 10*Avatar realms still don’t understand how the move was
Rating) once the Illusion is discovered it does made or way it was done. Druids are at a level
not disappear, but it becomes translucent and of intelligence, which they believe that their
loses its effect on the sense. Creating an illusion own bodies surpass the physical shell, so they
is a standard action and cost 4 points per sense believe.
affected and last for one minute, there can only
be the Avatar Rating in illusions active at one Druids are such in touch with their
time. This power grants the Dreamer the magickal roots that their body is living Tass.
understanding of how illusions works, and also Their bodies have a stiff and harden coarse skin
allows the Dream to see through any other made of pure Tass (the physical manifestation
illusion as though it was translucent and does of power). Underneath this shell is an elaborate
not affect their senses if they do not wish, flow of nearly ethereal Tass that glows so
Seeing through illusions a native ability which brightly that it makes their skin glow from
inside. Druids they self-seem to thrive for foods,
takes no effort on the Dreamers part.
rich in Tass. Those types of foods are normally
Flaw: Dreams are heavily addicted to only found need areas of power, which make
vices. Vices can be anything that they choose Druids, live closer to those areas. However, they
from drugs to action figures. This vice is on the can consume normal meals but it is only half as
edge of obsessions, which the Dreamer must satisfying as a true Druid meal. In old age, a
spend 1 hour of their day indulging in their Druid’s skin begins to crack and spill their Tass
chosen vice, or suffer withdrawals. based internal body out which is called the
Withdrawals can become very hinder some as it shattering. This process can take up to another
begins to wear on the Dreamers ability to 2-4 years to take the life of a Druid but the
function. The First withdrawal lowers any rolls more they are active the quicker the time
by 10points, and if the Dreamer does not frame. There is no cure for this as the body just
indulge within 24hrs of the first withdrawal this starts breaking down.
effect increases by 5 more points. At any time if
the withdrawal exceeds twice their resolve, the Druids are the natural leaders of
Dreamers total lost without their vice mentally. Schools of Magick. Anywhere Magick is taught
be it technology or basic parlor tricks there is a
“Would you like to see my idea?” Druid not too far away. However, even the most
Magickal, have their own black sheep’s in their
Druid flock. Those who turn their back on Magick are
Druids are some of the highest seen as evil in the social eye of their people.
educated people of the entire realms. Druids These people are called the Betrayers, and
hold the educated as high society among normally are outcasts of nearly all societies.
themselves. The more intelligent the Druid the Betrayers are those embrace Technology or

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Realms: Path to Immortality

Inner Paths. In recent years, more youths of the until their power pool is fully recovered. Druids
Druid society are leaving their people for other heal unlike other races they gain health back on
directions of knowledge. a 48-hour cycle but with a combine amount
equal to both (HP cycle + Power Cycle)
Power: The Magickally touched nature
of the druid’s body allows them to more in “Power is within everybody, but I am living
touch with Magick then anyone else. This power”
doubles all effects casted by the druid that are
in the direction of Magick. Being a Tass based Dryad
race, Druids have the natural ability to re-grow Dryads are closest to nature race in all the
lost limbs. This effect grows back at a normal realms, from their bark like skin to their leaf or
rate as if the Druid had never lost the body part. pine straw hair they are nature to the roots.
Once all the HP of the limb has been restored This deep connection to nature allows their race
either by natural or empowered means the limb to live a long time. Even their children are born
then becomes usable. Being the closest race to in the dirt from seeds for a year before they
Magick Druids have the natural understanding sprout. The Sprouting of the youth is a very
on how Magick technology work, giving any celebrated day in their culture, lasting days for
Druid an additional 10 point bonus on using any all the people in the social circle to meet the
Magick Technology based item newborn. Some say the most beautiful time of
Flaw: As a Tass based race there are the Dryad’s culture is the autumn season
dramatic drawbacks. A Druids skin being made watching their hair change just like the season
of Tass has crystal like pigment which when the itself.
druids internal Tass glows illuminates the Tass Socially Dryads are very close and quiet
like skin. The Tass based internal body people, watching and waiting to see how life
illuminates different colors based on their changes. Dryads do not panic in events that
current emotional state. This illumination does normal shake others, they believe in a cycle of
not create enough light to be used to see things life and know how it works. Things grown and
more then 1-2 feet around the Druid but does die and life moves on with or without them.
hinder the Druid on any attempt to steal by -10 Socially elders are seen as the wisest and
points. The other downside to the Druids Tass honored among themselves. Almost every
based body is the health and power pool, in the group of dryads has elders of all ages who they
body there is only one form and that is the Tass, see as the leader even if the elder wish not to
this counts both as their health and power pool lead. Those who take the long strive to gain a
for empowered. This means that when you cast Dryads trust or loyalty earns not only the
it lowers your one pool, which is the sum of (HP Dryads trust or loyalty but also those of their
+ Power Pool). If this pool is depleted by using social circle.
powers or taking damage, the Druid dies. If a
power’s drawback, backlash, or side effect Most Dryads are ever aware and vocal
reduces the druids power pool to zero they about the Environment and how life is treated.
retain their Avatar Rating in hit points which They are known leaders of eco-environmental
don’t count as power points but only hit points movements and rights against mutations of life.

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Realms: Path to Immortality

Dryads have made it clear as a whole they have indistinguishable from elaborate and
a heavy distaste for anything that alters the imaginative traps. Fairies are a communal
natural order of things. To dryads mutating the people who freely share all with everything in
order of life is seen as a grave evil on the their community. This can lead to issues when
realms. Dryads can dealing with others, though, as a Fairy does not
comprehend the idea of ownership, only
Power: Dryads are a nature based race possession and need. If someone no longer
in which taps deep into the nature of the needs or possesses something, then obviously
realms. Dryads have the ability to consume light
they are welcome take it for their own use.
as a form of food through their skin as well as
water. Due to their plant like skin, any bleed This gives them a semi-deserved
effects only last a single duration of the bleed reputation as thieves. “Damned Fairies’ will
effect before clotting. Their deep connection to take anything not nailed down! Of course if you
life and nature see seen with the empowered nailed it down they’d just take the nails too,” is
abilities to heal and those that are directly from a common thing for people to say if they live
life or nature powers double the effect given at near enough to a Fairy community. They are
half the cost when healing others. also fierce, deadly, and clever warriors. What
they lack in size they make up so much for in
Weakness: But this great connection speed and brains that it is far from a safe bet
has it down side, like plants dryads takes double
who will win a battle between a band of Fairies
damage from shadow effects as it chokes the and any number of larger foes. Fairies love
feeding light from the body. In addition, technology. Many just love the results of it,
serrated penalties are double for healing, as it is especially if they are flashy and fun, but they do
more destructive to their body then other tend to hold a mild curiosity for the inner
races. Finally, the plant like structure makes workings as well. Rare is the Fairy who cannot
them easier to be removed by any severed quickly divine the best ways to sabotage a piece
effect requiring only 50% the value needed of machinery, even if she couldn’t tell you to
instead of 100%. save her life exactly how it’s all working, why, or
“Fear not death, the circle has no end, I will see even that she gives a damn. Some, though, are
you again” deeply enamored with all manner of technology
– and that is a dangerous Fairy indeed. The
Fairy Fairy who learns how and why things work,
rather than just seeing the weak points, is one
Fairies are a very playful and energetic
whose pranks are about to get even more
race. They are nearly all optimistic and cheerful
elaborate and far more interesting. Fairies who
in virtually all situations, much to the
take interest in the workings of technology
annoyance of any non-Fairies around them. A
invariably follow in the vandals, or perhaps they
Fairy can get bored very easily, and may decide
feel more inclined to hacking.
to amuse them by pulling pranks on anyone
available. Sometimes the pranks can be The only thing saving the world being
dangerous, though many militaries have put overrun by steam-powered mechanical
this to decent use since some Fairy pranks are monstrosities with a Fairy at the controls, or

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Realms: Path to Immortality

every computer system in a region being fall from their bodies. This dandruff increase the
sublimated to the will of a single Fairy is their ability to stealth without powers by twice, due
attention spans. A Fairy has a long attention to it makes a little bell sounds when the fairies
span only if something would be funny, or move quickly or shake their bodies. Fairies are
entertaining. A Fairy inventor is probably more so full of energy that they cannot turn down a
likely to send a 300ft tall mechanical leviathan good prank on someone no matter who the
up to the walls of a city armed with cannons person. However, unlike most other Races
whose barrels are easily as wide as 3 Trolls are Fairies are dramatically unable to grasp the
tall and the cannons each disgorge confetti, or concept of ownership in any form.
little flags that say “BANG” on them, than fire or
bullets. The same with those who take a more “What I thought it was funny…Hey watch that
computerized notion: A virus that simply could have hurt me!”
disrupts data is not interesting. One that makes Imp
all the computers begin reciting nursery rhymes
while drawing rude words, or graphically erotic In the Gate Wars after the Immortals
images on the screen however is perfectly disappeared the Imp society was very close and
likely. Fairies always take great pride in their live nearly all together. This was because of a
work. No matter what they make, from a need of the Imp people who at the time were
woodland trap of sticks and vines to a complex still looking for a leader to follow. During the
gravity-defying orb to regale a city entire with rise of the Obsidian Kingdom the Imp society
show tunes at ear-splitting decibels, they take was placed into a world, which they could not
great attention to detail. find a way out of, trapped in a single realm. A
group formed called the opposition who wage
A Fairy pit trap is a work of art as they war against the Obsidian Kingdom. During the
carefully arrange each piece of leave and twig war, the Orc Black Skin approached the Imp
into such perfect camouflage to ensure you step leaders and offered them asylum in his kingdom
around the perfectly safe trap into the very for information on the Opposition plans the Imp
deep hole under then seemingly safe and took the offer only to find a catch at the end.
undisturbed grass to either side of it. The giant They became enslaved by the Obsidian
monstrosity of utter chaos rampaging through Kingdom as traitors to their own allies. After the
the streets will be quite elaborately decorated war and the fall of the Obsidian Kingdom the
and quite carefully and delicately machined to other races branded Imps as untrustworthy and
an enviable degree of accuracy. kept them enslaved until 100 years ago where
the 5th Realm Nation declared that the race of
Power: Fairies are neither deep nor
advanced in knowledge, but they are heavily Imps should not be slaves for the betrayal of
infected with power, so much so that they can the their ancestors.
phase through organic objects at will. Fairies The betrayal has burned their bridges of
also have the ability to fly at twice the normal trust with all races for the race of Imps. Now
run. Imps are independent and never trust anyone
Flaw: With that deep power within even each other thinking that everyone is trying
Fairies, this makes them have little sparkly dust to use them for their own gain. Nearly all Imps

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Realms: Path to Immortality

live alone and those with family have the Avatar Rating and can only be done ½ Avatar
deepest love for each other even though their Rating in days). This also gives the Imps the
trust might not be there. However, do not think Immunity to Inner Path effects.
let their distant nature is a weakness. The Imps
Flaw: Due to the long racial history of
heart is said to be forged in fire, and love burns
endlessly for those they care for. Their passion slavery, Imps are easily affected by mental
is sometimes stronger than any other aspect of powers leaving them with only ½ the normal
amount to defend themselves. Imps cannot
their lives.
swim natural and have a fear of water they
Imps have a simple culture, each person cannot stand in. Imps cannot stand the sight of
has their own life and they normally do not Slavery, and will always attempt to free those
really involve each other in their own lives enslaved and discipline the slave owner.
unless necessary. Families are the closest an
Imp comes to personal relationship, and that is “I am tired of your lies you will burn for each
only because they have to raise their own one!”
children. When an Imp is pregnant she lays an Ki-Marea
egg, this egg is black and warm to the touch.
Imps have to keep the egg hot, and normally Ki-Mareas are a very power charged
place them in locations of fires, which they people who see change as a normal and
must tend to for at least 4-6 weeks. Once the accepted thing. The most dynamic race of all
egg hatches, a child emerges in its infant stage the realms, Ki-Marea is more than a blend of
only being about 5-10 inches and requires flesh and Magick but a unique design based of
instant attention to survive the shock of the their own thoughts. In the Ki-Marea society,
cold world. This is where the Imp’s heart seems those who are the most dramatic and dynamic
to open up showing love and comparison. Imps are seen as more true to their people then the
raise their children to be independent everyone conservative ones. However, do not let their
from their own parents. Parents push their society fool you; they are not flighty and
children to trust no one through numerous whimsical. Ki-Marea is hard-core when it comes
lessons, day in and out until they become to many things. Magick is a key role in their
independent. One lesion they learn which is the society so much so that those who are
most important lesson is that love is more empowered are expected to accept it as their
powerful than anything else in the Realms is. choice. However, Inner path is not looked down
Only those who the Imp truly loves, shall they upon if the direction is chaos, but be warning
trust. those who study Ultra-Science are seen as
traitors’ to their own blood and race. The
Never, Never, never lie to an Imp it is Technocrats are rejected from all forms of
the ultimate insult and will always results in culture and normal are criminals and bandits.
instant violence. Ki-Marea’s are normal quite pleasant to be
Power: Imps have natural immunity to round always keeping a positive attitude in the
fire, they can even summon up fire to ignite air. Known for their inspiring moral Ki-Marea’s
their skin. This effect costs 5pts and does are thought to be a wise choice in team
damage 50pts. This increases by 5 pts. (Per environment.

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Realms: Path to Immortality

Power: Ki-Marea are a magical mutation of the Attributes (+Avatar Rating)


physical and metaphysical in a body, because of Skill (+Avatar Rating*2)
this Ki-Marea are constantly having power DR (+2)
discharges, after puberty they can control the Special Effect (Varies)
discharges and even use them as a weapon for Weapon
defense. A Ki-Marea needs only to will their Damage = (Avatar Rating + Strength)
power from their body and it will erupt about Range = (Avatar Rating* Yards) if
their skin dealing damage to things or person in applicable
contact with them at the time. Cost 50pts Rate = (Avatar Rating/3 minimum 1)
damage 5pts this power increase by (5) Per
Avatar Rating. This can only be done ½ Avatar Flaw: Ki-Marea is so power charged
Rating in days. Ki-Marea Believe in an avatar in that they are unable to attune to Artifacts,
which their body over time evolves into, at High-Tech, or Relics. The massive power fluxes
character creation Ki-Marea gain an evolutions within the Ki-Marea make them more
trait, and then one once every even level gained acceptable to effects made against them bring
in Avatar Rating. the final cost down by half. (This deduction is
calculated after racial abilities and powers are
Evolution Characteristics applied)

Listed here are the unique parts of the “Look inside yourself and release the avatar”
Ki-Marea. When a Ki-Marea chooses their
evolution trait, they can choose one of the Lich
following body parts. Head, Back, Chest, Leg, In general, Liches are an insular people,
Arm, Tail. Arms and Legs can be two different quiet, and rigged to extremes in their daily lives.
evolutions. IE: A Ki-Marea has a lobster right Every individual Lich has his or her own routine
arm and gorilla left arm. Each one would have that is precisely followed every day without fail
its own trait. However, both must be taken if they can help it. Disruption of this valued
individual. Each evolved part has animal order is highly frowned upon and is often met
qualities and with those qualities the Ki-Marea with harsh response, the worst of which is a
gains abilities, others do not have access too. violently emotional outburst akin to a fit of
The bonus the part grants must be related to hysteria. In this state, which can last from a few
the animal. A fish tail (requires both legs) would minutes to a few days, anything goes for the
increase swimming but not running. A gorilla Lich and he or she will react in the worst
arm gives strength but not poison. The possible way towards the perpetrator. Such
following is a guide to designing the part in outbursts are thankfully few and far between as
question. Each part only gets one bonus. These Liches by nature are slow to act physically,
bonus range from increase in a selected skill or mentally, and emotionally to any situation,
attribute to damage reduction or even a natural which is of course is part of the reason the
weapon like claws or scorpion tail. In addition, outburst happen since Liches will bottle
some are even more detailed such as a fish frustration for years at a time.
head, which would grant water breathing which
would fall under special effects.

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Realms: Path to Immortality

In terms of mating and childbirth, Liches innate ability when it comes to necromancy,
do not marry for love since such emotions are which allows them to treat their own avatar
overly chaotic. Instead, Lich marriages are rating as one higher than normal.
carried out upon their births by their parents
Flaw: Lichs are slow in nature, but
who form alliances with others of their kind
that share similar routine practices. These physical their bodies are dry and mummified,
groups can consist of two or more families and which prevents them from moving any faster
do not ever disband. So naturally, all Liches are than a walk when attempting to move from one
in fact incestuous since the same families make location to another. However, be warned Lichs
up these groups for each generation. It is often having no hindrance when it comes to hand-to-
wondered how these groups can even hand combat. Running and sprinting is the only
formulate since these practices take place prior thing out of the scope of their abilities. Their
to the parents knowing what gender their child narcotic connections make them only gain half
is going to be. What is unknown to the vast of the befit from any power dealing with life or
majority of outsiders is that Liches can freely nature.
choose the gender of their offspring before “What in the 6th Realm… I’ve fucking had it up
birth. Magickally inclined race that are, Liches to hear”
where created with the ability to manipulated
the power within their bodies and use this Minotaur
minor magic to alter their unborn children's
Minotaur’s are a brutish race of people,
gender perfectly.
which use their strength in their everyday lives.
Liches have a semi unique system of They see strength as a higher quality than
government but one that fits their overly others do traits in a person. In their culture the
ordered way of thinking. Utilizing a Monarchic strong are celebrated, and the weak are seen
Republic the whole of lich kind recognizes a those who are still striving to make it. No
high council of Liches that are born into their Minotaur ever looks down on another even if
positions. This eliminates the need for pointless they are weak; they see them as those who
elections and still serves to keep the need help to be strong in whatever they are
government somewhat on track as no Lich ever strong in be it in combat, business, art, or
really deviates from the routine they are whatever they do. Minotaur’s are very
accustomed to. That said the policies and laws motivating people always trying to bring up the
of Liches are in fact nearly as old as the race moral of others. The one thing Minotaur’s do
itself and has had no significant changes made not tolerate is a quitter.
to it over that course of time.
Minotaur’s are raised from birth to
Power: Lich’s have such a deep keep going and striving. Even as children, they
connection with narcotic energy that they can are pushed to get better and work harder every
convert their own life into power and turn day. By the time, they become adults the
power into life. This ability can be done at will children already know what they are good at
as long as the lich has the right amount and where they plan to go with their lives. This
available to be transferred (min 1). Lichs have

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Realms: Path to Immortality

strength in knowing who they are is seen as first Mass Trauma, Sunder, Piercing, Charge, and
step to true strength. Trample. In addition, Minotaur’s are very strong
and they can apply twice their strength for feats
To Minotaur’s work it the second most of strength but not towards applying damage.
cherished quality in their societies, those who
do not work are looked down on and treated Flaw: Hoofed feet are very hard to
the weakness of society. Many will attempt to balance with, which make Minotaur hard to
push those who do not work to find something balance. When balance checks are needed
to do to strengthen their culture. Still there are Minotaur are at twice the normal difficulty. Also
those who do not wish to work at all, and they due to the physical positioning of Minotaur’s
find themselves quickly pushed out of their own head, they lose the ability to defend against
culture. The truly lazy are look at as a waste of surprise attacks and are easily distracted which
space, a weakness that must be purged. Many put them at twice the difficulty for any
others Minotaur’s will find ways to make the concentration roll.
truly lazy life harder till the point they leave
society. “I just finished my 30 hour shift. Let’s Party!”

Many others see them as strong and Necroborg


stupid due to the fact almost all Minotaur’s find Once typical undead of low intelligence
their calling in life in some form of physical the Necroborg race evolved their selves after a
labor or trade. However, those who work sudden hit of inspiration led one of these
beside Minotaur’s will find out that they are not primitive undead to affix its body with
just all muscles. Many Minotaur’s take up a cybernetics. No longer shackled by their lack of
hobby of art of sometime, most take up intellect these undead have transcended mere
tattooing since much of the Minotaur customs undeath with scientific advancement. As such,
involve tattooing for just about all events of life. Necroborgs promote the use of Ultra-Science
They party just as strong as they work. above all other philosophies and practices.
You can find Minotaur’s in every wake of life, Ultra-Science and Technological advancement
inhabit every facet of their culture from the
from the corporate offices to the wizard’s
towers, no matter where you can bet the farm cradle to the grave. Their system of
that they are the hardest worker at the job. government is much like that of a country that
However, if you are a friend of a Minotaur you is run by religious leaders, as Necroborgs
know that after work they become the true literally seem to worship Ultra-Science.
party animal. Minotaur’s are known for having Research labs quarrel in much the same some
way large financial institutions do as each lab
the craziest and amazing parties.
tries to get a lead on the next big upgrade.
Power: Minotaur are huge race of Espionage is an exceedingly typical practice
people who tower over others at 10-12ft in amongst these labs as each tries to stay on top
height, due to their massive size they are very, with the newest tech. These practices, though
very dangerous when it comes to combat the at times daunting, are rather necessary since as
Minotaur can apply the following tags on any a society Necroborgs tend to move on to the
Hand to Hand attack: Cleave, Blunt, Knock Out, latest tech as soon as it becomes available. Old

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Realms: Path to Immortality

tech, no matter how old it actually is, is virtually them do not affect them in any way due to the
always discarded once a newer version is made lack of vital organs; Necroborgs are hardened
available. from the technology and deadened by their
nature. Necroborgs do not need to sleep, and
It should be noted that Necroborgs like
do not suffer any form of fatigue. Necromancy
most undead creatures do not give birth in has little effect on Necroborgs due to the
same manner living creatures do. In fact, a amount of Cybernetics in the body. This half is
Necroborgs birth is more like a type of recycling
all Necromancy effects used on Necroborgs
than an actual act of creation. The undead
creatures that Necroborgs start as are born in Weakness: The technology within
an odd type of magical fusion between two Necroborgs has weakened the resistance to
parents. This union does not require the Ultra-Science. All Ultra-Science has a double
parents to be opposite genders because what is effect on Necroborgs. Yet no matter what a
essentially happening is the parent cast off Necroborg does their head is still the weakest
some organic part of their selves and wrap the part of their body, any damage done to the
pieces together then bury the package in a head is doubled and considered Mass Trauma.
shallow grave. The alchemical substances that Necroborgs, Empowered or not, have basic
make up their body fluids transform the two cybernetics within their body which count as
pieces of matter into a sort of amalgamated basic machines. Unlike other races their undead
clone of the two parents, which is born when it nature and technology allows them to be
claws its way up from its dirt cradle 1 year later, repaired (Repair Roll) on the spot or self-repair
and already the equivalent of a 5-7 year old natural (once every 2 heal Cycle). Repair Roll –
child. (IQ + Craft Cybernetics) Difficulty is the amount
attempted to repair; if successful the damage is
Children are immediately "corrected" as repaired if not then no health is restored. Be
they are fitted with their early cybernetics, careful because a botch will damage the
which all but eliminates the rotting process that Necroborg more. All repairs require basic tools
afflicts most undead. The children are schooled but no materials as the body will be able to
heavily on the intricacies of Ultra-Science and in
supply what will be needed.
particular robotics and cybernetics. Childhood is
typically a more stressful time than adulthood “I must keep my existence at all cost, even at
since the child has to be refitted every year until the cost of your life.”
they have finished growing. Once they have
reached adulthood these checkups are only Nymph
needed once every 5-10 years or so. Nymphs are the legendary race of
Power: The pinnacle of undead and beauty, and callous hearts. Since the Immortal
technology, are well attuned to the adaptation Age, the Nymphs have held the longest feud in
of Cybernetics. This lowers the cost of any history with the Trolls. During the Immortal
Cybernetics by ½ the normal cost. Due to the Age, the leader of the Trolls approached the
undead nature of the Necroborg sunder effects head of the Nymphs to discuss strategies.
do not apply damage to the body just the Nymphs at that time were the young race small
armor. In addition, razor effects used against amount of Empowered of Magick; Trolls on the

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Realms: Path to Immortality

other hand had been around for many years when in public this is the beauty of the Nymph,
and was well already armed with many but each rose has a thorn.
Empowered of the Inner Paths. The Troll leader
convinced the Head of the Nymphs to join with Nymphs are the coldest of people, some say
that for their betrayal they hearts were taken
the Trolls against the Immortals of Magick with
promises of being the only Empowered of from them to prevent them from ever falling in
Magick at the end of the war. love or to even care for each other. The Nymph
does have a heart (physical) but as for a care for
The Immortals of Magick defeated the another even their own children has never been
strategies made by the Trolls and Nymphs, and seen without some sort of benefit to their own
the Nymphs without an Immortal backing them desire for more power. It is rumored that only
any more found themselves at the mercy of the behind closed doors deep in the shadow can
Immortals of Magick. It was not until Immortals you find locked in a box is the love a Nymph has
of Ultra-Science approached the Nymphs with for someone a closely guarded secret that most
an offer of true power in return to sell out the if not all take to the grave. In Nymph society a
Trolls to the Immortals of Magick. Therefore, form of weakness, is exploited for advancement
they did with great haste. The Trolls vowed to even among friends. Nothing is sacred on any
get back at the Nymphs for their betrayal, as so level.
did the Nymphs wish to get the Trolls back for
Power: have paralyzing eyes and
miss leading them against their own Immortal.
This was the only time in all of history that a immobile a target of equal or less Avatar Rating
race ever switched sides while the Immortals until the glance is released, during the
entrancement the Nymph cannot make any
were in Power.
action to harm the target or it breaks the glare.
To this day Nymphs still treat Magick as Their hair glows when light increasing their
a lesser power in the realms and never trust a looks by 10 for any rolls of seduction.
troll. Their loyalty is solely in the heart of Ultra-
Flaw: Nymphs are very addicted to
Science. Nymphs have become cold and callous
over the ages and even more beautiful. Nymphs them self and have a power trip issues when it
keep a slender and fit figure. Their skin flawless comes to own powers. Nymphs are addicted to
without any blemish ranging in hues from ivory increasing their standing, power level, or
to ebony, their eyes are the sharpest colors anything else that might elevate their status.
accenting their skin like jewels their most Nothing comes as beneath them to obtain this
deadly weapon, and their hair perfectly goal. Their hair glows when light is shined on
them and lingers for an equal amount of time
proportional to their body. However, when light
shines on their hair it illuminates like a halo of afterwards increasing any stealth rolls by 10 in
beauty and will stay glowing for an equal difficultly.
amount of time for which the hair was directly “You are just another casualty in my path to
in the light. Most Nymphs hide their body as success”
much as possible to keep the potency of the
beauty in shadow until needed. Dressing in is an
enveloping outer garment to cover their bodies

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Realms: Path to Immortality

Reanimated Living Construct solitude such as distant tower watcher, and


other positions, which they get little to no
The Reanimated Living Construct are contact with society. To their own society the
huge people, or parts of many people stitched Empowered are seen as Heralds of Great Wars
together to make their bodies. Unlike many
to come. Most are cast out before positioning is
other races, Reanimated Living Construct does placed and told they are rejected by their own
not have parents or children. They have until the end of their days. There is a small
Makers, and creations. In their culture, a Maker movement of Reanimated Living Construct that
gathers parts from other Constructs or rejects that outlook. They are attempting to
themselves, and maybe other races, put them educate their people of the great things
together into a Reanimated Living Construct
Empowered can do for their society.
molding sarcophagus, and then apply a
Crystallum stone to the center of the mold. The Reanimated Living Constructs do not
Crystallum is crushed into the body parts and as like attention, fame, or other things that brings
the energy rips through the flesh, it molds them people to look upon their society. They keep to
together into the shape desired. Once the body themselves and live in locations far from towns
cools off it is ejected and is a single husk of of other races. Other races poke fun at them or
random flesh molded together. The Maker do not even recognize them as a true race
checks to make sure the body will move and calling them monsters. This outward view has
work correctly; any flaws are quickly corrected superposed this mentality on their society and
with special thread and bolts. Once the body is they act as ugly beasts. Among their own
approved for creation, it is taken to a birthing people, they have small amounts of pleasures,
chamber where it is then placed into a vat for there are no romantic dates, no family
life to start. Slowly the body starts to awaken gatherings, the most they have is their love of
from the Ancient Necromancy Ultra-Science and Realms. They may not like those who live in it
Inner Path, which was passed down from the but they do love everything else about it from
Immortals themselves. Once the Awakening is the mountains to the animals, and they love
complete the Reanimated Living Construct is sharing what they have learned or discover with
born, yet just like a newborn, it knows nothing. anyone who is willing to listen to a long
monotone lecture. It can sometimes be
Reanimated are taken from their unbearable due to the endless uneducated
awakening to a training center where they learn
simple-minded wording.
their history and ways of their own people. This
normally takes only a few months before they Power: Reanimated Living Constructs
are released as fully-grown. Some go off and have a mesh of living flesh, which is reanimated,
work normal lives like other; others find their this reanimation takes Ultra-Science and turns it
way into the Awakening foundries. However, into a life force in which they wield. Any form of
those who are empowered are taken off normal Ultra-Science Technology damage dealt to the
production and put into a special schooling Reanimated Living Construct heals them
where they are taught to know they are cursed, instead. This deep connection with Technology
and are born flawed from the Crystallum spark. allows Reanimated Living Construct double any
They are quickly placed in special positions of

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Realms: Path to Immortality

effect that they wield that is Ultra-Science never get together, many travelers meet up and
based. celebrate events just like everyone else, and
they just do less often than others do.
Flaw: Reanimated Living Constructs are
constructed with Magick and Inner Path Travelers’ facial qualities are as rare as
technology, which does fight back against the their return to a location. Travelers have a skin
body, this effect dramatically, adjusts the over their face that protect them from the
normal heal cycle like everyone else. They heal endless traveling they do, this skin does not
cycle only occurs when activated by any type of hinder their ability to see speak or breath, this
power or induced by medical procedures. Once happens with simple osmosis ability the skin has
started the Reanimated Living Constructs has natural. Some refer to travelers as faceless
one normal heal cycle (24hrs after activated) ones, but that is an ancient term from back in
after which the cycle stops until reactivated. the Immortal Ages. Now see as insult among
Once every month, one healing cycle will their people.
activate on its own but then stop until
reactivated. Every time the Heal Cycle is Power: The wanderlust Travelers have
in them, grant them great abilities to travel.
activated, it rests the monthly timer.
One of the abilities is the endless traveling. This
“Leave me alone. I have things to do.” is the ability to travel across any distance
without fatigue. Yet their greatest ability is
Traveler their ability to cross realms at will. A traveler
Travelers are the most unknown race of merely needs to will their self and the realm
all others; their culture is like the dust in the around them begins to change. Second, later,
wind. Even among their people traditions are they are in the location, which they choose to
far and few between. This is due to the nomadic arrive. This ability can be done only up to the
culture; every Traveler knows the wanderlust of Avatar level per day and the location must be
travel within them. This is not by choice; known a location to the traveler. This is an
Travelers never stay in one place for long even extended action, which takes full action (220
if they wish to stay. tics) in combat this requires mental
concentration.
Travelers are friendly people, and are
more than willing show this kind nature. Always Flaw: The wanderlust has its own flaws
respectful other people culture and ways they as it does merits. Any Traveler knows that they
seem to be normally welcome wherever they can only stay in the boarders of a town/city for
go. Some believe those travelers are heralds of a short time before they feel compelled to leave
change and good fortune. the area (Avatar Rating in weeks). If the
Traveler stays within the borders, after their
In the Culture of Travelers, families are wanderlust compels them to leave they well
normally small and rare to find. If on some far find themselves located somewhere randomly
off chance a couple of Travelers, do group in one of the 5 realms, not of their choosing and
together and have a child. The children grow up unable to use their native powers for a 24
on the move and at age of adulthood, they then hours. This effect will happen randomly the day
set off on their own. This is not to say Travelers after their limit allows and never put them

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Realms: Path to Immortality

directly in harms ways such as in a volcano, or Trolls are unlike other barbaric cultures;
under the sea. Travelers are able to return to they embrace technology but only in the
any location as long as they have not exceeded crudest manor. They are not ones to have Cell
½ the amount of time of their wanderlust phones and computers but they are the ones to
allows. If this period has been exceeded then have monstrous machines that strip flesh from
the Traveler must wait twice the amount of the creatures they hunt and clunky radios that
their current wanderlust before returning. If at with stand the harshest environment. For a
any time, the Traveler finds them in a location, clearly stupid people they have a perfect
which they cannot be in then they will randomly understanding for Ultra-Sciences and chemicals.
be placed somewhere else and must wait a In addition, they have the greatest love for
week before being able to use their wanderlust physical sports and have been known for
ability to cross realms. seeding the young out to other places to show
off their skills. To the outsider Trolls do not
“My time here is over but I will return I am even have a lot of regard even for other this is
needed elsewhere.” not true. Trolls have a great regard for their
Troll own kind they just do not tolerate any form of
weakness among themselves. Those who have
Trolls are one of the largest races. Their lived with a troll will quickly see them forge
skin is like the colors of the lands dark and cold. their strengths and burn away their own flaws
Trolls are a race born of swamps, mires, and quickly. This is a hard society to live in any Troll
bogs (any place damp and nearly rotted) and will tell you and that is why only the strong will
eat anything that will hold still long enough, or survive. Troll youths learn the names of their
is caught in one of their traps. Slow, stupid and Empowered who slew many or who lived a
brutish the trolls have little in the way of a great age, and sometimes anything else that
society or technology. However, before their their parents felt were worthy of remembering.
devolution of their society, Trolls where Great This means any Troll can recite any great family
warriors of the Inner Path; They lead the way in tree. This is how they honor their history, even
battles for their Allies and shown courage none though they have destroyed their own past and
could replicate. It was after the great betrayals crippled their future.
of the Nymphs when their culture took it turn
inwards on its self. Strip of the educated and Trolls rarely get together in large
Empowered, troll where banished from their numbers for purposes other than to mate and
lands and into the current homes. Left to fester then raise the young or to fight over some
on their actions Trolls begin to turn on each argument. Yet to the unwise Trolls can rally and
other and striking back and forth, not knowing rally quickly. Not being completely stupid they
that their own actions would cripple their will also gather together against a common
people for ages to come. Troll history has been threat, and many a kingdom looking to drain a
destroyed by their stupidity. One thing Trolls swamp with trolls in it have learn the hard way
could not ever forget no matter what, was that how very dangerous half an hundred giant,
they live in the wastes because they were mottled, moss covered, club wielding primitives
betrayed by the Nymphs. To this day Trolls can be when provoked. Trolls are not smart
never trust any Nymphs. and not fast, but one things trolls are strong,

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Realms: Path to Immortality

and live stronger than anyone else lives. There size. Some people see them as pests due to
are few Troll cities left anywhere in any realm. their alarming breeding speed and amounts.
However, the few that are out there are quickly Brownies are normally quite peaceful people
growing, they are normally leaded by the who live by a code of barter.
Strongest of the trolls, these Chieftain are
normally Empowered as well. Some believe Power: A brownie can summon an
Trolls have been secretly breeding Empowered extra pair of hands to help with any physical
among themselves so they can reclaim their labor. By taking a single full action the brownie
ancient Honor lost Ages ago. Only time will tell can summon a translucent clone of them self.
if there are those trolls out there attempting to This copy only aids in physical action of labor
not combat. They hold the same attributes and
go beyond the swamps.
skills but only have one hit point.
Power: Like the Trolls great strength
their blood alone has its own relentless stride, Flaw: Nothing is free and every favor
Trolls heal on a quicker heal cycle then others, requires payment. If a brownie does anything
at a heal cycle rate of 4 hours instead of the for anyone else, the brownie chooses a
normal 24. Their relentless blood has grown payment for the service. Normal the brownie
immunity to Magick effects of all types. Trolls will be open to haggling on the value as long as
also double the D20 of any attack with a rate of it is a fair value. If the payment is not agreed,
the Brownie will decide on payment he or she
1 weapon.
see fair. Once payment is been decided, the
Flaw: Trolls are very slow in action, brownie cannot forget a debt owed. Brownies
which slows in their physical agility. This slows become hyper-focused on repayment, which
the rate that Trolls can attack to a rate of 1 on can lead to deadly results.
all melee attacks. Trolls cannot grasp the
concept of how Magick works to the point they Centaur – are a race of half people half
race as a whole cannot use it in any form, which horse. They are a race of free spirited people.
They are very family orientated and the father
include any device that has any form of magick
in it. IE: Artifacts, Hi-Tech Artifacts, Artifacts is the head of the family. Centaurs are very
Relics, and Marvels of the Transcended. cautious people always looking over anything
for problems. Centaurs are very protective of
“Troll Blood is stronger than any law or their people and shy away from any large
Government” civilization, as it is see as life full of problems.

Other Races Power: Centaurs have the stamina to


keep going even beyond others; Centaurs
The Following races here are as calculate Endurance equal to (Stamina +
common as those found in character creation Athletics)/2 rounded up. The most impressive
are. Unlike those found in character creation, ability the Centaurs hold is the ability to
they normally are not empowered with the determine danger with in food or drink. Merely
focus abilities found in this book but can be. by smelling the food, the Centaur can
Brownie – are a small race of people determine if it would be safe to eat this works
who treated as lesser people because of their with drinks as well.

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Flaw: Centaurs are constantly eating, Fungi – this race is a very old race of
always staying hungry no matter how much people of legendary Crafters and swordfighters.
they eat. This endless hunger does not mean Fungi are always direct with their thoughts;
that they will anything in sight. They can turn living without concern for others disapproval.
away food if they do not want to eat it for one The heart of the fungi is hard and rugged
reason or another. Centaurs do have a different leaving them very stoic and nearly emotionless.
body structure then most by having 4 legs they As a walking, sentient mushroom, they tend to
disperses their hit points at a 5% to each leg be quiet and reserve, but do not actually call
instead of 10% as normally done. Also If a them “mushroom” or “toadstool” as it is a grave
Centaur loses the ability to use one leg they are insult to them.
not crippled like others but immobilized.
Power: When a Fungi looks at a person
Clax Bestia – the race of Stone flesh they can sense whether they are speaking truth
people and iron clad wills. They are the most or lies. The Fungi are highly skilled melee
stubborn race of people in all the realms. A Clax combatants and, when fighting one-on-one
Bestia is loyal beyond all words. With an with a melee weapon, they deal double damage
ironclad mind, their loyalty is something they do to their opponent when applying damage. (This
not just give to anyone. One must earn the only applies when fighting one on one combat.)
loyalty of a Clax Bestia and that can take a They also are great crafters and gain an
lifetime. additional D20 on any crafting check in addition
to normal rolls.
Power: Due to their amazingly hard
stone skin of the Clax Bestia, onlookers can Flaw: Unlike other races, Fungi count as
watch as wounds bounce off their skin DR= a people and plant, which means they count as
(stamina/5) +Avatar Rating. Due to their heavy one or the other but never both for purpose of
nature a Clax Bestia has unmovable mind. Once effects. Fungi can suffer both disease and
a Clax Bestia puts his mind to anything, nothing poisons of people and plants. Fungi lose the
can change it. Clax Bestia is immune to any ability to tell a lie at birth. This does not prevent
effects of manipulation or mind control. Their them from excluding information.
large stone bodies not only strength their minds
and flesh but their own strength is increased. All Ghoul – this undead race is a bloated
Feats of strength (non-Combat related) are half race of hate and dislike. They hate everyone
as difficult. mostly because of a natural dislike for most if
not all forms of life. Ghouls are not suicidal but
Flaw: Their huge stone bodies are just irritated with the existence of everything in
heavy and because of this their weight is no less the realms in one way or another. Due to their
than two tons at an adult level and one ton natural dislike of all things, the Ghoul society
from birth. Beyond their weight their minds are has grown into a cold and heartless society.
just as hard to move making them unable to
change a decision unless they force themselves Power: Ghouls are so cold and callous
to change which requires a roll (Resolved + that any racial power will not on them directly
Concentration) difficulty is twice their Avatar or indirectly. Ghouls being so heartless they
seem to be able to withstand a greater than
Rating.

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Realms: Path to Immortality

normal amount of damage. This means Ghouls when used fails no matter how well the repair
have twice as much health points. Ghouls are was on the repair check. This causes an effect
immune to effect forcing any form of emotion that requires more repairs. This roll happens
other than hate or dislike. after any repair the Goblin makes.

Flaw: The uncaring lifestyle seeps deep Gremlin – are a race known for being
into their avatar, which they dislike as well, malicious and destructive people. They see the
preventing them from using any inner power or world as junky that is using the drug of science
relic related items ever. This is a feeling that is to overdose its troubles away. Gremlins reject
unmovable and cannot be forced to change science. Many Gremlins will go out of their way
even with use of powers. In addition, Ghouls, to either destroy or ruin any science just to
have an unnatural smell about them, which prove to others that it is not worth using.
makes any social actions twice as difficult as
Power: Gremlins hate Ultra-Science
normal.
technology, and sees it as a flawed idea. In such
Goblin – The fixers of anything and vision, they are immune to the effects and
everything, and add more things that are damage of Ultra-Science, and can ignore its
normal not needed to the repairs. Any goblin defenses. This effect prevents Ultra-Science
can look at an item and see usefulness in it used to defend against action from a Gremlin.
every time. Pride in their work seems to get a Any Ultra-Science item the Gremlin touches
bit server. It is known not to criticize a goblin must make a D20 roll verse a difficulty of
work because they are very spiteful and will (Avatar Rating * 2) if failed the object
most likely retaliate for the insult. malfunctions instantly.

Power: People believe that they are Flaw: Gremlins hate Ultra-Science so
born with tools in hand. Goblins have an innate much that they cannot take the direction of
ability to repair any technology. Yet they may Ultra-Science, nor use any form of Ultra-
not know how to use it. Goblins gain an Science. This hate of Ultra-Science causes any
additional D20 to any repair check on any other power item to require twice their normal
technology as long as the goblin has one cost of use.
required tool for the repair. Goblins are
immune to any damage because of repairing Hiveling – this race is one of the
the technology such as explosions or caught in friendliest races in all the Realms. They believe
gears. in communal ownership. If a Hiveling does not
know you then you are not someone they wish
Flaw: Goblins are not perfect in any to share with. Hivelings do not believe in a
way and so is their ability to repair things. When marriage but a communal family. This means
a goblin repairs any item, it has a chance of that they share loved ones as well as family.
having a failure in it use. If any goblin repairs With such an open society, hiding secrets from
any item then it suffers delay of success, which each other are more than a taboo; this is a
means that it works if it passes a D20 roll with a crime. This law does not apply to those who are
difficulty of (20 – (2 * Avatar Rating) to a not Hivelings.
minimum of one). If the roll fails then the item

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Realms: Path to Immortality

Power: The Open mind is what they call someone to respected, because they are going
the link between each other. This link allows to lose to a great Orc. Anyone who bests
Hiveling to speak and share knowledge with another Orc in anyway becomes seeing as an
each other. Hivelings can extend this effect to equal to those who witness it. Many Orcs take
link to other races. A Hiveling can have a tales as just challenges to be tested.
number of mental links opened equal their
Avatar Rating and each link has a range of Power: Success and failure to Orcs are
Avatar Rating per 100 miles. Once a link common in both ways. Both are what fuel the
dropped, the connection has to be Rage in their blood. This is Blood Rage. Blood
reestablished. Both parties must be willing to Rage scales from 0 – 10. In combat every action
link together and require physical contact for at the Orc makes will added to their blood rage.
least 30 minutes. This link also allows the This scale starts a zero. Every successful
Hiveling to access up to ½ the current levels of damaging or null combat action gains one point.
mental skill their links have if needed. Note that A Botch combat action gains three points while
Hivelings cannot access memories. Something’s total miss only gains two points. Once 10 points
are just private and left that way. are gained the blood rage is released the effects
of the blood Rage doubles all combat-based
Flaw: The Open mind has its drawbacks. abilities for 1 turn per point in the pool. This
If after Avatar Rating in hours without any link ability can activate before the points reached 10
to anyone, the Hiveling enters a panic state of points. This effect only last for one scene. Orcs
mind in which they lose half of all mental can gain points back during the Blood rage to
attributes and skills. This can only end when keep the rage going while raging.
they gain a link with another person.
Flaw: Orcs can never turn down a
Orc – are a race of Honor and strength. challenge. If they want to turn it down, they
Honor is everything to an Orc and to lose is to must roll (Resolved + Concentration) difficulty is
lose honor, unless you have lost gloriously - twice their Avatar Rating. In addition, Orcs will
then it is all right. An Orc will not give in to fear; always believe they can win no matter the odds.
and to try to scare an Orc is just going to piss This oblivious point of view is unable to waver
them off. The race has a rather well-deserved by any influence including the Orc’s own
reputation as mercenaries due to their desire to intelligence.
fight and willingness to go to any lengths to find
one. Many have learned that an Orc is a fiercely Pixie – are curious people who do not
loyal. If they see the fight as fair, they will not have concept of ownership outside their own.
Pixies do have a rather more stoic manner, and
lift a finger to help, though they will sit back and
cheer you on. However, if the fight is not fair, are a bit more cynical, with occasionally darker
they will be more than happy to rush in and senses of humor than others are. This is not to
say that a Pixie is an unhappy people. They are
help. Orcs take pride in quality. A well-crafted
sword is just as good as well-brewed ale. Poor just extremely more serious than what others
quality is only to the work of children. Welding think they are. Pixies are strong people who see
a poorly crafted weapon is the same as hardship as just another trial to endure. Pixies
disrespect to the foe. Orcs hold the foe as live such a hard life and live in areas where life
is just as hard as it should be. Every pixie pushes

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them to make through everything that life this ability to hide. One cannot find a Satyr if
throws at them. To a Pixie, life gives you they do not want to be found.
everything you need. This mentality is where
they do not understand ownership beyond their Power: Satyr have great abilities to
hide, this ability prevents any trace of the Satyr
own. Your stuff is just stuff they need and their
stuff is what they need. from showing up on any tracking roll made
unless backed up by an empowered ability.
Power: Pixies well connected in how Satyr have hoofed feet which give them great
non-organic materials works that they can kicking power, treated as normal kick this kick
phase through any non-organic material at will. has the combat tag of Trample or Sunder.
(This does not allow Pixies to phase through
creatures that are not made of non-organic Flaw: Satyrs, enjoy people and the
things they come with, but the true flaw of a
materials such as a Clax Bestia) In addition, they
satyr is their open nature. If a satyr is offer a gift
have the ability to fly at twice the normal run.
of any type, they must accept it. Satyrs cannot
Flaw: The awe of shiny objects attracts pass up a deal to make money, the passion of
Pixies like wild fire. The monetary system eludes selling is in their blood and uncontrollable
the Pixies understanding altogether. All Pixies unless they pass a check of (Avatar Rating+D20)
have an uncanny desire to come into contact difficulty set by Storyteller. In addition, a Satyr
with an form of non-organic material once is unable to resist the lure of physical pleasure
every Avatar Rating in days, if the pixie fails to and automatic fails at any attempts to resist
touch nature then they begin to feel weaken by seduction.
the desire (this cause a 2 point loss of all
Skeleton – They are the only race that
physical Attributes and physical Skills)
living in two different states of being. Skeletons
Satyr – Satyrs are half goat looking have an ethereal body, which they can see
people. They have horns on their heads and among their own people but those outside of
long facial hair on the men. From the waist the Skeleton race must use outside means. This
down, they are fur and hoofs with a tail. It is ethereal body allows the Skeleton race to
they are born with a coin in their mouth and reproduce in the same function as other races.
their hand in your pocket. They are masters of Those who cannot see their ethereal bodies
the market and are the top of the game of only see bones. Skeletons are aware of these
trade. Satyr’s normally deal in luxuries of life, two perspectives and they ornately design their
but are willing to sell anything they can to bones with engravings and clothing, which
anyone willing to pay even if they don’t own it. helps them socialize with other races.
They can never turn down a deal which benefits Nevertheless, they do not neglect their own
them. Outside of their nature of trade they are ethereal body, they treat them just the same
known for being highly sexual people who have and have ethereal garbs, which they can make
uncontrolled hunger for physical pleasures. using raw power harvested by objects that
They partake in physical pleasures as often as radiate power. Skeletons set themselves apart
they partake in trades. Sometimes they cannot from other races based on their beliefs of
help themselves but indulge this desire. They suffering builds a solid foundation in which
are extremely quick-witted people who used define one self. Suffering is a mark of honor

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Realms: Path to Immortality

within their culture; this brings bragging rights that supports their body. This skeleton system is
and great stories of survival, which Skeletons softer than others are which allows them to
seem to live for each day. However, suffering by squeeze through tight spots. Their innate
their own intent is false suffering which is the ability to adapt carries over into their own
same a fake honor. Skeletons extend their culture. Their culture hold adaptation as a
beliefs to those outside their own race and quality higher than others, from birth they are
judge everyone under this same belief. Most taught to overcome obstacles rather than going
Skeletons are pleasant by nature and due to around the issues. Avoidance is more saw as a
their willingness to suffer for others they seem failure and more a weakness than anything else
to be more emphatic then others. is.

Power: With their boney structure Power: Symbiote has a fluid like skin
Skeletons are natural more difficulty to hit with that they can manipulate into shapes and react
ranged attacks by Avatar Rating*2. In addition, as the object in questioned yet they still have a
piercing and bleed effect do not effect basic skeleton within their body. Which means
Skeletons and parts that are cleaved that still the bones retains its mass and only changes
retain hit points can be used as a remotely shape. Symbiote bones do not break only bend
controlled limb (at ½ normal attribute this also and stretch. Which means their body is immune
counts as an independent action). Skeletons can to effect of sunder. By merely willing, the
also see ethereal things such as their own desired shape Symbiote can form their limb into
bodies and other ethereal things. This sight also any basic melee weapon. This does not give the
allows Skeletons to see power in effects and weapon a quality change and remains flesh but
objects as an aura about the object or effect. hardens to mirror the weapon in question. This
Skeletons can even see the power within an also allows the Symbiote to extend his melee
Empowered as well. reach up to their Avatar Rating in yards. With
the fluid like skin the body can resist loads of
Flaw: Skeletons bones are just bone damage by adjusting to the impact, this grants
and they do not have the support of flesh the Symbiote a DR = 2 * Avatar Rating. (This
around it, which makes them brittle. Ranged ability upgrades from basic melee weapons to
attacks against them are increase damage by advanced melee weapons on fourth and to
50% and get a 10% chance to cleave the limb or Superior melee weapons 8th Avatar Rating).
head. Cleave has only ½ the requirements then
the normal amount to be successful for the Flaw: The Symbiote biological structure
effect when dealing damage to Skeletons. Treat is not one of great resistance when it comes to
Melee attacks as normal except if the weapon Ultra-Science. When the negative effects of
has the tag Sunder. Sunder has a double effect Ultra-Science are applied to a Symbiote, the
when dealt by melee weapons. effect doubled. In addition, when the Symbiote
alters the form of their body to a weapon they
Symbiote – this race is a very adaptable suffer a negative to any roll dealing with
race with a near fluid like skin. The skin of a Manipulation up to the amount alter used.
Symbiote and stretch and shirk to a point a lot
like how an octopus can. However, unlike the
octopus Symbiote has internal skeleton system

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Realms: Path to Immortality

Vampires – are a race of dark red hair Avatar Rating Method


people with pale to ivory skin. They are dark 1 Bite
people always watching and waiting. This 3 Grasp
process grants them a perfect memory where 7 Sight
9 Presence
they never forget anything. They are slow social
moving people taking far much longer than
others do to deal with issues. The vampire Flaw: Vampires are natural dark people
society studies anything full before dealing with and light causes them discomfort but not
the issue. They are normal the last to act, but damage. While in direct sunlight or any form of
rarely take the wrong actions. Vampire life is bright lights, they take a -1 to all rolls. If a
dull and drawn out, and each one is trying to Vampire takes any damage from Path of light or
dethrone others to increase their standing from a source of fire, the damage is double
among their people. Vampires are cold people when applied to the vampire’s health. Because
and do not have remorse for those around of their light sensitive nature, they are unable
them. Vampires are light sensitive and normally to use the Inner Path of Light abilities.
keep to dark areas as light causes them
discomfort. When they do go out in the sun or Wraith – The wraith are a race of half
any well-lit area they make sure to cover up and dead half-living people. They have a physical
wear a form of shades. Their undead nature living body and undead ethereal blood, giving
make them more in touch then others with the their skin a color of gray to white. All their hair
flow of life but only in the aspect that they can is blue to white and transparent, that seems to
draw it from others. They leech off other things flow on its own. Their eyes seem to have a gas
for both food and power. This Vampirism is like appearance as if they were venting out
their normal way of feeding. Only those who waves of ethereal power. They are very in your
have been empowered can alter the way they face kind of people not fearing much of
feed from those around them. anything. Wraith’s are very protective of their
own and are quick to stand beside each other.
Power: Vampires have the natural However, they are not blind to their own
ability to draw vitality from other things (equal people’s mistakes. The Wraith people as a
to the Vampires health or power cycle which whole are strong and dedicated people; they
they are draining either. This many only affect are true stoics keeping their heads clear at all
one target per Avatar Rating level at a time). times. As a social culture, they are somewhat
This is ability is called Vampirism, which based old fashion where the men provide and the
on the vampires Avatar Rating that determines women caregivers and respected. In Wraith
the method of use (see below). Vampirism does Society, a woman is an equal to men in the
not count as a power or health cycle. All abilities work place but not in the home. Wraith women
that restore power pools are also double when are superior to all in their home and
applied to Vampires. In addition, Vampires has unquestioned by this status.
a Photographic memory. That means they never
forget anything they have learned, unless Power: Once per turn as a simple action
backed up by a power or ability. a Wraith can transform themselves and any
object they are wearing or holding (i.e. weapons

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Realms: Path to Immortality

or handled object) into an Ethereal sphere. This


sphere has the following abilities, floating in any
direction, seeing in any direction, immune to
damage. While in this form, the wraith cannot
talk or make attack and activate empowered
effects.

Flaw: Wraiths have an unnatural cold


aura about that reaches up to 10 yards away.
This effect will fog up glass for short time and
some people will see their breath. Wraiths are
both living and undead which due to this duality
Wraith find it to be twice as difficult to deal
with any type of animal and to receive medical
treatment.

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Realms: Path to Immortality
Attribute Description (Strength + AR AR AR Limitations
Athletics) 1 2+ 5+
Physical Light load *1 *2 *5 None
Medium load *10 *20 *40 None
Agility – the degree in which one can Heavy load *20 *40 *80 Walk, Run
move quickly and easily. Lift *30 *60 *120 Walk
Push/Drag *40 *80 *160 ½ Walk
Stamina – enduring physical or mental
energy and strength that allows somebody
is. Group effort is done as a group rolls
to do something for a long time.
(the highest Strength+ Athletics of the group) +
Strength – describes physical prowess,
(each group member’s D20 roll).
including the ability to lift objects and
Evade – The ability to avoid things.
Appling physical damage. This attribute is
Interrogation – The ability to use
used to for jumping, lifting, and things
physical means to acquire information
that require physical power.
Melee – The ability to wield a non-
ranged weapon.
Social
Pilot – The ability to drive fly or control a
Looks – an impression conveyed by a means of transportation.
manner or quality. Ranged – The ability to wield a ranged
Manipulation – a capability to control or weapon.
influence somebody or something in an Resistance – The ability to overcome or
ingenious or devious way. avoid disease, pain, or physical ailment.
Style – a distinctive and identifiable form Stealth – The ability to hide, steal, avoid
in an artistic medium such as music, being noticed.
architecture, or literature. Unarmed – The ability of Hand-to-hand
combat is an engagement between two or
Mental more persons in an empty-handed
struggle.
IQ – a measure of somebody's
intelligence, obtained through a series of Social
aptitude tests concentrating on different
aspects of intellectual functioning. Animal Handling – The skill to train,
Resolve – firmness of purpose, will, or and deal with animals
intention. Appraisal – The ability to determine the
Wits – A degree of sharp and quick financial value of an item.
perception or discernment; ingenuity. Consecration – The ability to keep your
thoughts together while outside
influences attempt to distract you.
Craft – The ability to make items.
Skill Description
Empathy – The ability to determine
Physical emotions of a person.
Etiquette – The ability to perform the
Athletics – The ability to run swims rules and conventions governing correct
climbs, land, feats of strength, carry, and or polite behavior in society in general or
jump. (Feats of Strength) –A feat of in a specific social or professional group
strength determines how much the max or situation.
amount a Character can lift, push or carry

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Realms: Path to Immortality
Seduction – The ability to influence Skill check
someone with sexual intent.
Streetwise – The ability to be shrewd and Attribute + Skill + Modifiers vs. Difficulty (DC)
experienced enough to be able to survive (non-combat related action)
in the often difficult and dangerous
 If the result is equal to DC of
environment of society.
Script Language the action, it is successful.
Subterfuge – The ability to Immortal Transcendent
lie and trick.  If the results equal to twice the
Madness Nether
Magi Magick DC is double the results if possible or
Mental Path Inner Path shorten the time by half.
Techno Ultra-Science  If the results equal to less than
Academics – The level of DC it is not successful.
general education.
 If the results equal to less than half the
Alertness – The ability to perceive things
DC is increased by half due to messing it
around.
up for further attempts.
Investigation – The ability of
examination or inquiry into something, Critical Success – When rolling for difficulty if
especially a detailed one that is the die lands on a 20 it is a Critical Success and 20
undertaken officially, or the Skill Check difficulty points are added for the roll. Then an
act of undertaking an DC Description additional D20 is rolled. Whatever
examination. 15 Trivial number it lands on is added in addition
Linguistics – The ability to 20 Easy to the original roll. The second roll
speak a langue not native to 25 Moderately difficult
30 Very difficult cannot be considered a Critical Failure
yourself (every 10pts grants an 35 Hard (see below)
additional language known See 40 Extremely difficult
Speaking Langue’s). Each langue 45 Insanely hard Critical Failure– When rolling for
is rated 1-10, one being a few 55 Nearly impossible difficulty if the die lands on a 1 it is a
60 Sheer luck Critical Failure and 20 points are taken
words and 10 being fluent.
70 Unbelievable
Lore – The knowledge of a away for the roll. Then an additional
subject such as the three directions, the D20 is rolled. Whatever number it lands on is also
focuses, History, The Immortals and removed in addition to the original roll. The
such. second roll cannot be considered a Critical
Mechanics – The knowledge of how Success (see above)
things work from steam powered to
anything with a gear.
Medical – The knowledge of all forms of
medical practice with any race of people.
Security – The ability to create, destroy,
or bypass locks traps and other means of
prevention.
Survival – The knowledge of how to
survive in nature from hunting to
gathering.

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Step one: Order of Combat (Agility + Unarmed + Avatar Rating)

Initiative: this is rolled by rolling a single Step Three: Declare Defense


D20 and adding ones Initiative score to it. The
highest number in combat takes the first action Defense: Once an Attack is declared the
and then descends from there until the last person Defender can choose to defend them self or to
has made an action. Once everyone has made an accept the attack. There are three ways of
action the order repeats itself. defending.

Block: A defense based on using


Step Two: Declare Attack
something to put in the way of an attack. This is
Attacking: A character can declare an done using a D20 and adding the characters
attack on their action as they see fit. There are Stamina and Athletics plus any bonus from the
three basic types of attacks. An attacker must item being used. Most objects add accuracy to the
declare where they are aiming to hit. The location defense but some can also take way accuracy.
can increase the difficulty to hit the target. Hitting
(Stamina + Athletics + Accuracy of the Object)
the target in the body has no adjustment to the
attack. Hitting an arm or leg reduces the attacker Evade: A defense based on using one’s
score by 2 points While hitting the Head reduces own ability to get out of the way of an attack. This
the score 4 points. Any attempt to hit a target is done using a D20 and adding the characters
smaller such as an eye or mouth reduces the score Agility and Dodge plus Avatar Rating.
of the attack by 6 or more. Storyteller can adjust
this for extreme cases. (Agility + Dodge + Avatar Rating)

Melee: An attack based on using an Parry: A defense based on using an


object to hit the target. This is done using a D20 object to deflect an incoming attack. This is done
and adding the characters Strength and Melee plus using a D20 and adding the characters Strength
any bonus from the item being used. Most and Melee plus any bonus from the item being
weapons add accuracy to the attack but some can used. Most weapons add accuracy to the attack
also take way accuracy. but some can also take way accuracy.

(Strength + Melee + Accuracy of the weapon) (Strength + Melee + Accuracy of the weapon)

Range: An attack based on hitting Step Four: Resolve Actions


something from a distance. This is done using a
D20 and adding the characters Agility and Ranged Once the attack has been rolled and the Defense
plus any bonus from the item being used. Most has been rolled the two values are compared and
weapons add accuracy to the attack but some can the higher of the two values succeeds.
also take way accuracy.
Attacker wins: the difference of the
(Agility + Ranged + Accuracy of the weapon) value is taken and applied as damage.

Unarmed: An attack based on hitting Defender wins: The attack fails and no
something one own body such as hand or feet. damage is dealt.
This is done using a D20 and adding the
Tie: If there is a tie then the Attack is
characters Agility and Unarmed plus Avatar
successful but no damage done. This is called a
Rating.
Null attack.

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Step Five: Appling Damage Exhaustion is the effects of reaching the


physical limits. Once a player has reached
Damage Reduction: After damage is Exhaustion their body is weaken. In this weaken
calculated the character if has any damage state the player can only walk and actions that
reduction takes that number and lowers the value require a roll are penalized. If the player attempts
by that amount. to act with exhaustion that requires a roll the
amount gained will automatically get a result of
Losing hit points: Once damage zero total success scored. Exhaustion can only be
reduction has been calculated and other effects removed by making a full rest (8+ hours).
have been applied the damage is then applied to
the character. This is done based on the location Movement
the attacker was aiming on. If the attack is aimed
to the arm then all damage is applied to the arm. At any time the character moves they can move
If more damage is done then the location has the up to their walk as a free action. If a character is
unapplied damage is lost. This can also have attempting move faster than a walk then it is a full
additional effects depending on the location such action. A character can move at a run up to their
as severed arms or decapitation. If all hits points (Stamina + Athletics)*10 in minutes. If they
are lost to the head or body the character is dead. attempt to move faster than a run they can move
up to their (Stamina + Athletics) in turns. If a
Types of Actions character moves for their full run or sprint
timeframe they gain one Endurance point
Reflexive – this is an action that can be done with
a full action or at any time.

Full Action – this is an action that only be done


during a turn.

Extended Action – this is an action, which takes


more than a turn to complete. (See Story Teller for
exact time frame for the action)

Endurance is an effect that each player


will have to deal with when they roll their
Initiative, Run, or Sprint. Also not taking a full
rest within 24 hours will also suffer one endurance
point. When this happens the player marks off
one point in their Endurance box on their
character sheet. Each mark in the boxes reduces
the Initiative modifier by -1. Once all boxes are
filled then they character suffers the effects of
Exhaustion. The marks are removed one
Endurance point after one hour of reset. If a
character takes a full rest (8+ Hours) then all
points are removed.

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Weapons Two Handed Weapons


Cross Bow 50 1 7 9 25z
Short Bow 75 3 3 2 35z
Among the People of the five known
Long Bow 150 2 4 4 30z
realms weapons are the most traded and created Rifle 100 1 9 7 25z
items. Wars are very common and everyone needs Machine Gun 75 5 1 2 45z
weapons to arm their soldiers into combat.
Advance and Superior Weapons are
There are two types of weapons, Melee always crafted to the desire of the wielder or
and ranged. Within each type there are three crafter. When selecting a weapon of these
classifications, basic advanced and superior qualities the crafter takes a basic version of the
weapons. These classifications determine the weapon as a guide and builds from that model.
weapons qualities and value. Basic weapons are This gives the crafter a template to work from and
cured and common quality is that most people use there the crafter can adjust the stats of the weapon
on a day-to-day cycle. While advance weapons are up to the limitations of the weapon for the end
used by those who are more than just another quality. An Advance weapons would have a
soldier in the army. These weapons are of high greater limitation than a Superior weapon. The
quality and sometimes personalized for their superior weapon would take longer to make and
owner. The superior weapons are some of the cost more than the Advance weapons.
rarest weapons found in the battlefield. Not only
are they personalized and named they normally Crafting weapons
have story behind their existence. Superior
weapons are never found on the market (maybe the The Following is a Step by step guide on
black market) and their value is normally well how to create an Advance or superior weapon.
beyond the anything on the market. They are only Basic weapons are crafted the same way but
over shadowed by the weapons of the without adjustments to the accuracy and damage
Empowered, which are called Rune Weapons. or applying weapon tags to the weapon.

Basic Melee Weapons Step 1: Select a weapon

One Handed Weapons The First step a crafter takes is the


Name Rate Accuracy Damage Cost weapon Selection. This is done by choosing a
Axe 4 1 3 25z
basic weapon. This has a basic level of accuracy
Long Sword 2 3 5 25z
Mace 2 5 3 20z
and damage, which the crafter will build from.
Knife 5 2 1 35z The rate of the weapon is unable to be affected.
Hammer 3 2 3 35z
Staff 4 3 1 30z Step 2: Select a Quality level
Short Sword 3 3 2 30z
Two Handed Weapon Advanced – this level adds a value of 15
Great Sword 1 6 10 15z crafting points. This also sets the difficulty needed
Spear 1 10 6 20z
to craft the weapon, which are 25. This process
takes one week to craft. This level of quality
Ranged Weapons
increases the cost by twice its basic counterpart.
One Handed Weapon
Name Range Rate Accuracy Damage Cost Superior – this level adds a value of 30
Pistol 25 3 2 3 35z crafting points. This also sets the difficulty needed
SMG 50 4 2 2 40z to craft the weapon, which are 45. This process

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Realms: Path to Immortality
takes one month to craft. This level of quality points equal the difference between the crafters
increases the cost by five times its basic roll and the difficulty.
counterpart.
IE: The Crafter wants to make a Superior
Rune Weapon – this level of quality is weapon and takes two months to craft it, which is a normal
only achievable by Empowered or stronger Avatar crafting check plus one additional refinement check. The
rating beings. This level of difficulty is 60 and base difficulty is 45 for crafting a Superior weapon and 50
requires special metals and crafting tools. This for the refinement. During the first roll the crafter achieves
process takes one year to craft. Most Rune 46 points, which creates his weapon he has earned 31
Weapons was crafted during the Age of the crafting points, but he planned for more. At this moment he
Ancients. Some have been recently crafted but not chooses to keep crafting. The Second roll he makes is the
many. This level of quality increases the value of refinement roll. This time he does not score so well and only
the weapon by ten times its basic counterpart. makes a 43. The difficulty he was attempting for was 50,
which are five points more than the crafting check. The
Step 3: Roll to craft difference is 7 points, which is reduced from the accuracy
and damage of the weapons. The crafter had damaged the
At this time the Crafter now takes their weapon during the refinement. Now the crafter has a choice
materials and starts to craft. The Difficulty to craft to either stop the crafting process and take his loss or
is based on the level of quality, which can scale continue on and try to repair his damages, which would be
from a basic weapon difficulty 20 or if skilled another additional refinement roll.
enough they might even be able to craft a Rune
Weapon Difficulty of 60 or higher. The character Step 4: Apply crafting points
rolls their (Agility/IQ + Craft+D20). The Result
they get on the first roll determines the crafting The Crafter takes the points earned and
point. If a crafter does not meet the required can apply them to accuracy and damage. By taking
difficulty the total amount of the roll is subtracted the number of successes the crafter has made and
from the sum of weapons accuracy and damage. If adding them to the values of accuracy and
this amount of reduction brings both the damage damage. When applying points to accuracy and
and accuracy to zero then the weapon is ruined damage they are spent in any way the crafter
and the materials are beyond recovering. If the wishes. This means they can put all the points in
crafter surpasses the difficulty the difference is to damage or spread them evenly over the two.
then becomes crafting points. Rune Metal is the Ranged weapons can increase the range as well at
only metal that if the difficulty is not met becomes one point per 5 yards. These points can also be
useless instead of reduction of accuracy and used to add weapon tags as well. To purchase tags
damage. This is because the volatility of the the crafter must spend an amount of points equal
materials need during the crafting process. Many to the cost of the tag.
crafters take more time than normal to craft a
weapon just to make sure they get the correct end Weapon Tags
result this is called a refinement. This additional
time is rolled the same way as the first crafting roll (Cost 1) Disarm – If a defender or
and takes the same amount of time. The only aggressor wished to remove a weapon from a
difference between the first roll and the additional targets grasp the must roll D20 + combat skill VS.
roll is the additional roll is the difficulty and the Weapon holder D20 + Weapons skill if the
crafting points. The difficulty for the additional disarmer exceeds the TSS of the holder the
roll is increase by five points and the crafting weapon is disarmed, if the disarmer double the
TSS of the holder the disarmer can choose to

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Realms: Path to Immortality
place the fallen weapon into their own hands if Durability
applicable or to a location of their choosing within
a full move action of the disarmer. Durability is something that everyone has
to deal with. This is the life span of the weapon.
(Cost 1) Duel Wielding – after DR is Some weapons degrade faster than others and
applied off hand attacks deal ½ the total damage some take longer to become useless. After each
to target. This can only be applied to weapons that day of use a basic weapon needs minor
are one-handed weapons maintenance to prevent a loss of accuracy and
damage, which accrues at -1 point to each per day
(Cost 2) Piercing – this type of damage of use. This can be avoided by a simple action of
is focused on bypassing armor, which ignore ½ weapon maintained. To preform simple
any DR amount. This tag cost 30% of the maintenance this only takes 15 minutes. The
weapons value. character merely needs to roll (IQ + Skill of the
weapon needed to be wielded at a difficulty of 10).
(Cost 2) Sunder – this type of damage is This is the act of sharping blade or smoothing out
applied to armor even if done on a null attack, dents. During combat if a character wielding a
successful attack are treated as double the amount weapon critically fails an attack the difficulties of
dealt to armor and half the amount to hit points. repairs are increased by 5 points per critical failure.
This take cost 40% the weapons value This also increases the loss of points to an
additional -1 to both accuracy and damage per
(Cost 3) Serrated – this type of damage critical failure. If the value of the weapon reduces
deals normal amount of damage but increase the both the accuracy and damage to zero the weapon
difficulty to heal by twice the normal rate. This tag is broken and needs to be repaired.
cost 25% the value of the weapon
Repairing Weapons
(Cost 4) Cleave – if the head, arms, or
legs, take 1½ the times its total hit points in Repairing weapons is not a simple task.
damage; the body part in question is removed This process requires a skilled crafter who is
from the body and requires medical attention to skilled in the material that the armor is crafted. A
reattach at 1 ½ the normal difficulty to reattach. blacksmith is able to fix metal weapons but not
This effect can also be achieved by rolling a 20 on wooden weapons. This works just like a normal
a weapon that has Cleave as its tag. This tag has a craft check but at half the normal difficulty. If the
market value of 25% of the weapons value. weapon has any tags it will cause double the repair
time. Each point is one day of repairs. Any
(Cost 4) Mass Trauma – is a huge Repairs done without the correct tools will
amount of damage that an object deals out when increase the time by double the normal amount.
use as a weapon. This increase the heal time and
difficulty of all forms of healing as though it was 4 Armor
times the amount of damage. This take cost 60%
the weapons value Armor comes in two different types one
being body which is armor you wear, and other is
(Cost 5) Razor-sharp – lower the ability shields which is armor you wield. Body armors
to reroll the die on a rule of 20 to the required have three values.
number of 19; this is not a stackable effect.
Damage Reduction (DR) – this is a
static number, which reduces the value of the
damage the attack does. Each armored part of the

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Realms: Path to Immortality
body has its own value. While one part may be Mobility Penalty (MP) – this is a static
untouched another could be more damage. number, which is the Mobility Penalty just like
with body armor does not prevent movement or
Mobility Penalty (MP) – this is based blocking just ease of movement.
off half the DR rounded down to a min 1 (Each
Piece of armor adds one point this to the total value. IE: Armor Points (AP) – this is equal to (BB
two arm armors that have mobility penalty of 2 each have a + MB) Armor Points are like Hit Points when
total mobility penalty of 3 for the total Value). Mobility damaging the shield. Once the AP of shield
Penalty does not prevent movement just ease of reaches zero it loses it BB value and needs repairs.
movement. This reduces any roll that uses Agility Every damaging attack deals the same as it does
by the value of the Mobility Penalty. If the with body armor. Armor points are based on the
mobility penalty reduces a value to a negative material it is made from. Wood Metal or
number such as a total penalty of -8 and the Strengthened Plastics. Wood is equal to half the
character only has an agility and dodge combined amount shown below but cost half as much.
5 means that whoever attempts to attack him has a Strengthened Plastics are equal to the amount
+3 to hit them if they attempt to dodge the attack. show with no change in cost. Metal are twice the
amount shown but have twice the cost.
Armor Points (AP) – this is equal to
(DR * MB) Armor Points are like Hit Points when Type Cover BB MP AP
damaging armor. Once the AP of a piece of armor Buckler (Partial) 5 1 6
reaches zero it loses it DR value and needs repairs. Target (Partial) 10 2 12
Every damaging attack deals one point or more to Round (Half) 15 3 18
the AP value. A Critical Success of an attacker Square (Half) 20 4 25
dead two points instead of one. Tower (Almost Full) 25 5 26

Type DR MP AP Armor Cost – Equal to (DR/BB +AP)*Armor Part


Light Cloth 1 1 1
Heavy Cloth 2 1 2 Part Value Scale
Leather 3 1 3 Arm 1
Scale 4 2 8 Leg 1
Chain 5 2 10 Head 2
Strengthened Plastics 6 3 18 Chest 4
Plate 7 3 21 Shield 6
Double Plated 8 4 32
Heavy Stone 9 4 36
Repairing Armor
Innovative Alloy 10 5 50
Repairing armor is not a simple task. This
process requires a skilled crafter who is skilled in
Shield
the material that the armor is crafted. A tailor is
able to fix cloth armor but not metal or stone
Shields work in a similar format as body
crafted armor. The Amount of damage to the AP
armor but with slight differences. Shields do not
determines the amount of time it takes to repair
give DR but Blocking bonus.
the armor. Each point is one hour of repair. Any
Blocking Bonus (BB) – this is a static Repairs done without the correct tools will
number, which increases the value of the Blocking increase the time by double the normal amount.
incoming attacks

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Realms: Path to Immortality

5th Realm Nation Solider City Guard

Race: Any Race: Any


Faction: 5th Realm Nation Faction: Local City

Attributes Vitals Attributes Vitals

Strength (4) Initiative (4) Strength (4) Initiative (0)


Agility (3) Hit Points (50) Agility (2) Hit Points (0)
Stamina (5) Heal Cycle (5) Stamina (4) Heal Cycle (0)

Style (3) DR (8) Style (3) DR (5)


Manipulation (2) Manipulation (2)
Looks (4) Endurance (2) Looks (2) Endurance (2)

IQ (2) IQ (2)
Wits (2) Wits (1)
Resolve (2) Resolve (1)

Skills Skills

Academics (2) Mechanics (0) Academics (1) Mechanics (0)


Alertness (2) Medical (2) Alertness (2) Medical (0)
Animal Handling (0) Melee (4) Animal Handling (0) Melee (4)
Appraisal (0) Pilot (2) Appraisal (0) Pilot (4)
Athletics (2) Ranged (4) Athletics (2) Ranged (3)
Consecration (2) Resistance (2) Consecration (1) Resistance (2)
Craft (0) Security (2) Craft (0) Security (0)
Empathy (0) Seduction (0) Empathy (0) Seduction (0)
Etiquette (0) Stealth (2) Etiquette (0) Stealth (0)
Evade (2) Streetwise (2) Evade (2) Streetwise (3)
Interrogation (2) Subterfuge (2) Interrogation (1) Subterfuge (2)
Investigation (2) Survival (2) Investigation (1) Survival (1)
Linguistics (2) Unarmed (3) Linguistics (1) Unarmed (2)
Lore (2) Lore (1)

Movement Defense Movement Defense

Walk (1) Block (7) Walk (1) Block (6)


Run (2) Dodge (4) Run (2) Dodge (4)
Sprint (6) Parry (8) Sprint (6) Parry (8)

Equipment Equipment

Double Plate DR – 8/ MP – 4/ AP – 32 Chain DR – 5/ MP – 2/ AP – 10

Long Sword A – 3 / D – 5/ R – 2 Mace A–5/D–3/R–2


Machine Gun A – 1/ D – 2 / R – 5 / Ranged – 75 Cross Bow A – 7 / D – 9 / R – 1 / Ranged – 50

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Realms: Path to Immortality

Engineer Nether Soldier

Race: Any Race: Any


Faction: Any Faction: Nether

Attributes Vitals Attributes Vitals

Strength (2) Initiative (4) Strength (4) Initiative (6)


Agility (2) Hit Points (20) Agility (3) Hit Points (40)
Stamina (2) Heal Cycle (2) Stamina (4) Heal Cycle (4)

Style (1) Style (1) DR (4)


Manipulation (1) Manipulation (3)
Looks (1) Endurance (1) Looks (1) Endurance (2)

IQ (4) IQ (1)
Wits (2) Wits (4)
Resolve (3) Resolve (3)

Skills Skills

Academics (3) Mechanics (4) Academics (0) Mechanics (0)


Alertness (2) Medical (0) Alertness (2) Medical (0)
Animal Handling (0) Melee (1) Animal Handling (0) Melee (3)
Appraisal (1) Pilot (1) Appraisal (0) Pilot (0)
Athletics (1) Ranged (1) Athletics (4) Ranged (2)
Consecration (2) Resistance (1) Consecration (0) Resistance (2)
Craft (4) Security (0) Craft (0) Security (0)
Empathy (0) Seduction (0) Empathy (0) Seduction (0)
Etiquette (1) Stealth (0) Etiquette (0) Stealth (1)
Evade (2) Streetwise (0) Evade (3) Streetwise (1)
Interrogation (0) Subterfuge (0) Interrogation (4) Subterfuge (0)
Investigation (2) Survival (0) Investigation (0) Survival (2)
Linguistics (0) Unarmed (0) Linguistics (0) Unarmed (3)
Lore (1) Lore (0)

Movement Defense Movement Defense

Walk (1) Block (3) Walk (1) Block (8)


Run (3) Dodge (4) Run (2) Dodge (6)
Sprint (4) Parry (3) Sprint (10) Parry (7)

Equipment

Scale DR – 4/ MP – 2/ AP – 8

Axe A–1/D–3/R–5
SMG A – 2 / D – 2 / R – 4 / Range – 50

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Realms: Path to Immortality

Nexus Assassin Socialite

Race: Any Race: Any


Faction: Nexus Faction: Any

Attributes Vitals Attributes Vitals

Strength (4) Initiative (8) Strength (1) Initiative (5)


Agility (4) Hit Points (50) Agility (1) Hit Points (10)
Stamina (5) Heal Cycle (5) Stamina (1) Heal Cycle (1)

Style (2) DR (6) Style (4)


Manipulation (3) Manipulation (2)
Looks (2) Endurance (3) Looks (3) Endurance (1)

IQ (3) IQ (2)
Wits (3) Wits (3)
Resolve (4) Resolve (1)

Skills Skills

Academics (1) Mechanics (1) Academics (2) Mechanics (0)


Alertness (5) Medical (2) Alertness (2) Medical (0)
Animal Handling (1) Melee (5) Animal Handling (0) Melee (1)
Appraisal (0) Pilot (2) Appraisal (0) Pilot (0)
Athletics (5) Ranged (4) Athletics (0) Ranged (0)
Consecration (2) Resistance (0) Consecration (2) Resistance (0)
Craft (1) Security (4) Craft (0) Security (0)
Empathy (0) Seduction (0) Empathy (3) Seduction (3)
Etiquette (0) Stealth (4) Etiquette (4) Stealth (0)
Evade (4) Streetwise (0) Evade (1) Streetwise (1)
Interrogation (2) Subterfuge (0) Interrogation (0) Subterfuge (1)
Investigation (2) Survival (2) Investigation (0) Survival (0)
Linguistics (0) Unarmed (4) Linguistics (4) Unarmed (1)
Lore (0) Lore (2)

Movement Defense Movement Defense

Walk (2) Block (10) Walk (1) Block (1)


Run (4) Dodge (7) Run (3) Dodge (2)
Sprint (14) Parry (9) Sprint (4) Parry (2)

Equipment

Strengthened Plastics DR – 6/ MP – 3/ AP – 18

Short Sword A–3/D–2/R–3


Sniper Rifle A – 9 / D – 7 / R – 1 /Range – 100

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Realms: Path to Immortality

Thief Researcher

Race: Any Race: Any


Faction: Any Faction: Any

Attributes Vitals Attributes Vitals

Strength (2) Initiative (5) Strength (1) Initiative (5)


Agility (5) Hit Points (30) Agility (1) Hit Points (10)
Stamina (3) Heal Cycle (3) Stamina (1) Heal Cycle (1)

Style (1) DR (3) Style (1)


Manipulation (2) Manipulation (2)
Looks (1) Endurance (2) Looks (3) Endurance (1)

IQ (2) IQ (5)
Wits (3) Wits (3)
Resolve (2) Resolve (1)

Skills Skills

Academics (0) Mechanics (0) Academics (5) Mechanics (2)


Alertness (2) Medical (0) Alertness (2) Medical (2)
Animal Handling (0) Melee (2) Animal Handling (1) Melee (1)
Appraisal (3) Pilot (1) Appraisal (2) Pilot (0)
Athletics (4) Ranged (2) Athletics (0) Ranged (0)
Consecration (0) Resistance (0) Consecration (2) Resistance (0)
Craft (0) Security (2) Craft (2) Security (0)
Empathy (0) Seduction (0) Empathy (3) Seduction (0)
Etiquette (0) Stealth (4) Etiquette (1) Stealth (0)
Evade (4) Streetwise (3) Evade (1) Streetwise (0)
Interrogation (0) Subterfuge (2) Interrogation (0) Subterfuge (0)
Investigation (0) Survival (2) Investigation (0) Survival (0)
Linguistics (0) Unarmed (2) Linguistics (0) Unarmed (1)
Lore (0) Lore (2)

Movement Defense Movement Defense

Walk (2) Block (7) Walk (1) Block (1)


Run (4) Dodge (9) Run (3) Dodge (2)
Sprint (12) Parry (4) Sprint (4) Parry (2)

Equipment

Leather DR – 3/ MP – 1/ AP – 3

Knife A–2/D–1/R–5

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Realms: Path to Immortality

Palace Walls – 50 feet tall and 5 feet Ice Flowers (Poison)


thick they are covered in vines. One could
easily clime up (DC 15). Be careful the vines Infection Difficulty: 20
have poisons flowers on them and if you Incubation Time: 2 minutes
smell them or touch them they will cause the Duration of Cycles: 1 hour
victim to a cold itch.
Effects of Cycles: The Ice Flowers
The Doors of the Palace walls are sweet mint smells to them and if someone
thick iron doors that no longer open. (DC 30 places their face with inches of the flower,
to repair) If one attempted to open the doors just enough to breathe in the blue pollen they
they need combine strength of 80 to force the become infected with need for roll. If one
doors open. Explosives and vehicles touches the pollen to one’s skin results in a
automatically fail at damaging the doors. roll for infection no matter the race. If
These doors are marked with the sigil of infected the target feels an icy coldness where
Indestructible. they touch the pollen. After two minutes the
body starts to freeze, this applies a -1 penalty.
At the Top of the walls the players can To cure the pollen effect requires a medical
see over into the palace. Before them is an roll (DC 19) which if successful will inform
outer court yard. Then palace square then in how to cure the pollen. To cure the pollen one
the center is at the palace itself. The Distance must burn off the spores off the skin which
is not very great only spanning about a half deals a single point of damage on a successful
mile of outer court yard of overgrowth and medical treatment. If the roll fails to burn off
then a mile of buildings that make up the the pollen the infected still gets the damage
palace square with random open spots but the effects of the pollen still continue.
between buildings. The Roads are hard to see
and are nearly impassable due to the large Medical Treatment Difficulty: 17
over growth of bushes and trees that have Resistance Treatment Difficulty: 27
grown through cracks. Players will discover
that due to strong winds that blow through Indestructible Sigil – This sigil is place on an
the city that flying would result in a crash object by a Transcended and then infused
somewhere in the city. These winds never with their unending life. This makes the
stop blowing and have an unnatural quality to object immune to the effects of damage. This
them. Anyone who attempts to fly over will cannot be placed on weapons or armor as for
find it hard to fly (DC 20 + 5 per each the sigil itself will prevent the item from
movement attempted after the first doing damage as well. Armor with a seal on it
accumulative) can no longer be worn as it become
cumbersome to the point of immobility to the
person wearing it.

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Realms: Path to Immortality

Outer Court Yard – this area is vase Rat Pack


area of what was once a beautiful rose garden
with paths and streams. Now the overgrowth Strength (3) IQ (3)
has taken it over and the land has become Agility (12) Wits (3)
nearly impassable. Players must make their Stamina (3) Resolve (3)
own path through the garden. (DC 18 per
hour). Inside the garden there are creatures Alertness (2) Initiate (5)
that roam the thorns. Athletics (3) HP: (45)
Evade (4) HP Cycle: (3)
Within the court yard players can Linguistic (0) DR: (0)
make camp and setup fire. There are streams Ranged (0) Endurance (2)
with fresh water and deep enough for Resistance (5) Walk (6)
someone to take a bath in. the Water leaves Stealth (3) Run (12)
strong rose smell on body that will last for up Unarmed (3) Sprint (18)
to 24 hours. The Rose water holds a social
benefit that if a target has this smell on them Dodge (16)
others of their race become physical attracted Bite A – 15 / D – 3 / R – 1
to them if sexual orientated to the characters Claw A–8/D–2/R–2
sex. Those not orientated find the character
agreeable and likable when not around others Threat Level 1
potential mates. While around other potential
mates those who are not sexual orientated Giant Spider
find the character to be a threat and become
untrusting of the target. Strength (8) IQ (3)
Agility (4) Wits (5)
Somewhere in the outer Court Yard is Stamina (8) Resolve (2)
a fountain which the streams all flow from.
The Fountain is 40 feet wide and 20 feet deep. Alertness (7) Initiate (7)
In its center is a flowing spring of water. This Athletics (6) HP: (120)
water is just like the stream water but more Evade (0) HP Cycle: (8)
potent and cause one of two effects. The first Linguistic (0) DR: (0)
effect is someone who is normally sexual Ranged (0) Endurance (4)
ordinated to the wearers sex regardless of Resistance (0) Walk (2)
race becomes overly sexual attracted to them Stealth (6) Run (4)
to the point they will attempt to mate with Unarmed (6) Sprint (16)
them on site. While those not sexual
orientated to the wearers sex see them as Dodge (4)
threat to their ability to get a mate and will
Bite A – 10 / D – 8 / R – 1
attempt to prove their dominance over the Claw A–2/D–2/R–5
wearer by physical force. This effect last for
24 hours. Threat Level 2

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Realms: Path to Immortality

Palace Square – This is a small Raptors


community which housed the servants of the
Transcendent who live here. The city is filled Strength (6) IQ (2)
with empty building most falling apart. The Agility (9) Wits (3)
players can find shelter from any weather Stamina (5) Resolve (5)
with the walls of the building. Mid-day rain
Alertness (3) Initiate (6)
will fall and at Mid-night the monsoon will fall
Athletics (5) HP: (75)
on the Palace Square while the players are
Evade (5) HP Cycle: (5)
within the area. Both weather effects last for
Linguistic (1) DR: (4)
4 hours each.
Ranged (0) Endurance (3)
Name Accuracy Athletics Survival Resistance (4) Walk (4)
Rain -1 -2 0 Stealth (4) Run (8)
Monsoon -6 -4 -1 Unarmed (3) Sprint (18)
Heat wave 0 0 -2
Dodge (14)
Inside the Palace Square the players Parry (9)
will hear sounds of wildlife. (DC 15) to
determine what lays in wait. Raptors! Bite A – 12/ D – 6 /R – 1
Claw A – 2/ D – 1/ R – 5
Within the buildings is a maze of
pathways the players must navigate to reach Threat Level 2
the Unnamed Palace. There are random
Harden Claws – the claws are harden and are
challenges for the players to overcome while
able to parry melee attacks
within the Palace Square.
Scales – this grants the beast a damage
Climb Checks (DC 16)
reduction equal to two times it threat level
Jumps Checks (DC 18)
Tracking –track by smell and they can sniff
Locked Doors (DC 21) out any scent that is able to be tracked and
will never lose that smell unless they change
Throughout the city the players will what they are tracking. (+2) Smell
discover raptor nest and broken eggs. Once
before the players leave the area they will Verbal Understanding – this natural ability
discover a nest which the eggs are hatching allows the beast to hear and comprehend any
during the hatching the players can interact spoken language. This allows the beast to
with the newborns and if they harm them understand commands. Per the beast
then they will be instantly attacked by 6 Linguistic skill depends on the complexity of
raptors. If they attempt to take any newborns the command. Each point in this skill allows
they will be hunted down by 4 raptors. one word to be understood in a single
command. IE: Fetch Blue Sword is a three-
point command, which requires the beast to
have a linguistic of three to understand.

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Unnamed Palace - Now the players Care Taker


have made into the Unnamed Palace where
there are loads of valuable objects. The Strength (7) IQ (3)
Palace appears to be clean and as if someone Agility (8) Wits (4)
has been maintaining it since the city was Stamina (7) Resolve (4)
abandoned. There is no dust anywhere.
Alertness (6) Initiate (10)
Objects found in the palace range in value
Athletics (6) HP: (105)
from 50 – 1000 Zool. Players can load up as
Evade (6) HP Cycle: (7)
much as they can carry. But once someone
Linguistic (0) DR: (0)
attempts to put an object in a bag or leave
Ranged (0) Endurance (4)
with an object the local caretaker will appear.
Resistance (6) Walk (4)
The Caretaker is minion of a Stealth (0) Run (8)
Transcended. The Caretaker will ask the Unarmed (6) Sprint (20)
party too nicely to refrain from taking
Dodge (14)
anything that is not theirs. If the party
continues with taking any object the Stab A – 14/ D – 7/ R – 1
Caretaker will attack. If defeated the Players Kick A – 7/ D – 4/ R – 2
can make a lore check (DC 24) to determine Spinning Blades A – 4/ D – 2 /R – 4
that the minion is not a design of one of the
Immortals but designed by someone else. Threat Level 3

Further exportation of the palace the Dragon Rot (Disease)


party will discover that this palace is loaded
with modern accommodations such as Infection Difficulty: 8
running water ambient electricity and climate Incubation Time: 7 Days
control. There is no longer any food left after Duration of Cycles: 1 Day
the years of decay as the food when gone bad Effects of Cycles: The body first
was thrown away. The center of the Palace is starts to be become covered in dandruff then
great room with a throne ornately designed slowly turns into dust. This effect lowers all
with roses. Lying on the throne is a City physical stats by 1 point per day until the
Dragon blood red and watching the party. It disease has been cured or the infected dies
seems to be guarding a small chest. The chest from lack of attributes. This is normal
is clearly of the Immortal age and looks like it contracted by breathing in air around
has been sitting for a while. The Dragon will dragons of old age. Dragon Rot lives on the
attack anyone that come within 7 feet of the outer skin of elderly dragons.
throne. And anyone who dares to fight the
dragon in close combat or touch the dragon Medical Difficulty: 8 + the value lost
risk getting Dragon Rot. Resistance Difficulty: 10 + the value lost

If Successful players will discover that


the chest holds a one item per player listed in
the treasure list section.

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Realms: Path to Immortality

Common City Dragon Blue Fire – this breath attack does not burn
organic material but does burn metals into
Strength (2) IQ (4) fine rust like dust. This deals damage to the
Agility (14) Wits (4) object at rate of 1 point of damage and none
Stamina (6) Resolve (3) to organic material. This is 3-foot long gout of
fire. This damage removes one point from one
Alertness (5) Initiate (9)
stat of the object. Objects that do not have any
Athletics (3) HP: (90)
stats please see your storyteller for the health
Evade (4) HP Cycle: (6)
of the object. IE: A cotton shirt has one point of
Linguistic (4) DR: (0)
health while a brick wall has 200.
Ranged (4) Endurance (3)
Resistance (4) Walk (7) Flight Medium – can fly up to sprint
Stealth (4) Run (14)
Unarmed (2) Sprint (20) Harden Scales – this grants the beast a
damage reduction equal to four times it
Block (9) threat level.
Dodge (16)
Harden Wings Very Small – the wings are
Bite A – 14 / D – 4 / R – 1 harden and can block incoming attacks as if it
Claw A–7/D–2/R–2 was a Buckler Shield.
Blue Fire A – 14 / D – (Special) / R – 1
Tail Strike A – 5/ D – 1/ R – 3 (reach 2 Verbal Understanding – this natural ability
yds.) allows the beast to hear and comprehend any
spoken language. This allows the beast to
Threat Level 3 understand commands. Per the beast
Linguistic skill depends on the complexity of
Common City Dragons are small the command. Each point in this skill allows
dragons only 2-3 feet long who live in places one word to be understood in a single
where there is lots of metal like factories and command. IE: Fetch Blue Sword is a three-
junk yards. These dragons are not normally point command, which requires the beast to
dangerous but can be quite annoying. City have a linguistic of three to understand.
Dragons eat metal instead of meats, and love
to collect colored glass. City Dragons will hiss
at anyone who attempts to disturb their nest,
and normally will not attack. However, if
provoked they will become quite aggressive
attempting to run off any attacker. City
Dragons have been known to be brought into
homes and treated as pets but anyone who
has one knows that a City Dragon does what
it wants. However, they do make nice
companions if treated well and can live up to
thousands of years before reaching old age.

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Realms: Path to Immortality

Treasure List open will detach the knob from


the door and allow the use to
Artifacts cross, once the door is shut or the
knob crosses the threshold the
Artifacts are items that are crafted in door will revert back to its
the direction of Magick. These items hold the original state. Anything left in the
magical properties that Magick uses to take threshold will become severed
control of reality and shape it to what the from itself; the door closing is
crafter wills it. unstoppable by any means to and
including Empowered effects.
Amulet of Animation – (Level 1) – This
Amulet when placed on any object Floating dust – (Level 4) – a white dusty
will temporally grant the object powder which when sprinkled it
the ability to communicate in its will reduce the weight of an object
crafters native language and be or person by 100 times its normal
able to sense all 5 senses in every weight for up to an hour or until
direction. The object will only the powder is removed. This
remain animated until the amulet effect will not make an object float
is removed. This effect does not like a balloon, but can make it
allow the object any physical light enough to pick up with a
control over itself. A car cannot little finger if the weight is low
drive and a door will not open. enough.
The object animated will be able
to see speak hear feel and smell. Heavy Dusty – (Level 4) – a black rusty
Getting an object to divulge this powder which when sprinkled it
information is up to the will increase the weight of an
Storyteller, some objects are object or person by 100 times its
grumpy because of miss use, normal weight for up to an hour
others could be friendly if treated or until the powder is removed.
well, and their personality is up to This effect will not harm the
the way it has been treated. object or person based on the
increase of weight, the weight of
Door Knob – (Level 4) – this small ornate an object will not collapse under
doorknob is a simple design of the pressure but adjust as if it was
rune metal. By placing the knob its normal weight and remain it
on any surface that is vertical (this same physical structure.
does not work on floors or Ceilings)
and turning it. The doorknob will Wand – (Level 4) – this is a small shaft of
create a door to the other side. wood or metal only 7-8 inches
The size of the door is based on with a small Crystallum crystal at
the location of the knob; the its base. Wands are used as a
distance from the floor to the Magickal alternative to pistols,
knob is equal to the distance to and have been for tens of
the top of the door. This door once thousands of years. Each wand is

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Realms: Path to Immortality

hand crafted to the user and cloak will take on the appearance
weighted for accuracy. Wands of a dead animal native to the
have up to 20 charges per area. This corpse can be treated as
Crystallum. Once a wand has used the previous bodies except there
all it charges the Crystallum core is nothing that can be taken from
can be replacing or recharged by the body. If any of the bodies are
ambient power of power cycle of damaged by an outside force the
3 points per hour or if use by an effect instantly ends and in a
empowered their power cycle can necrotic explosion placing the
have part of it to be allotted as the wearer prone on the ground.
amount recharged. Damage dealt to the transformed
body is dealt to the cloak and not
Wand the wearer. Any damage on the
cloak prevents the activation of
Rate 3 the effects. The effects only last
until sun up or sun set whichever
Accuracy 2 comes first. It takes up to 24 hours
Damage 3 for the cloak to activate after
Range 25yds. being used.

Dead Man’s Cloak – (Level 6) – this old Relics


tattered cloak is smelly and dirty.
When one wears the cloak it fits to Relics are items that are crafted in the
cover the whole body no matter direction of The Inner Path. These items hold
the wears size and adjust as the mystical properties that The Inner Path
needed. When the wearer placed taps to create effects that the crafter desires.
the hood over their head and lays
down of three desired effects will Sound Recording Ball – (Level 2) – this
activate. The first of the three is small puzzle ball merely 2 inches
the covered body of the wearer in size made of a special wood.
will appear as a native dead body When activated the ball can
to the area, which can be looted record up to 12 hours of sounds,
by anyone. The loot taken can when the user wishes to replay
vary from location to location and the sounds back they merely need
disappears once the looter to roll the ball and sounds will
attempts to store the item. The replay as if the ball was in the
second effect is the cloak will room. Sounds will appear from
transform into a fakes a gravesite, their locations in conjunction with
which will allow someone to dig the ball and not come from the
up to 6 feet into the ground, and ball itself.
reveals a casket. Within the casket
is a body, which it too takes on the Handheld Focus Disc – (Level 4) – this is
same effects as the first effect. The a small disc of wood or metal only
third and final chosen effect is the 2-4 inches with a small Crystallum

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Realms: Path to Immortality

crystal at its center. Focus Disc’s properties of a solid object but


are used as an Inner Path does not have a limit on weight
alternative to pistols, and have nor can it be cut.
been for tens of thousands of
years. Each Focus Disc is hand Coin of my enemy – (Level 6) – is a small
crafted to the user and weighted copper coin with scratches on
for accuracy. Focus Disc’s have up both sides. This coin holds such a
to 20 charges per Crystallum. hateful aura that anyone carries
Once a wand has used all it this coin on their person is seen as
charges the Crystallum core can a hated enemy by all. This coin
be replacing or recharged by cause all social interactions to be
ambient power of power cycle of treated as if the person(s) see the
3 points per hour or if use by an holder of the coin as their worst
empowered their power cycle can enemy, this can cause either a
have part of it to be allotted as the heavy penalty or a large boon
amount recharged. depending on the desired results.
Either way the modifier is 40
Hand Focus Disc points.

Rate 3 Hi-Tech

Accuracy 3 Hi-Tech items are crafted in the


Damage 2 direction of Ultra-Science. These items hold
Range 25 yds. the supernatural properties that Ultra-
Science uses to take command reality and
Light based rope – (Level 4) – this small force it to effect designed by the crafter.
tubular object has a rope within it
Proximity Sensor – (Level 1) – this
made of pure light. When the user
sensor is placed on the forehead
opens the tube the two ends splits
while sleeping and if anything
in the middle and creates a beam
moves within 20 feet of the sensor
of light that functions just like a
cause an alarm to go off and small
normal rope. This light base rope
shock to wake up the wearer.
can be stretched to any desired
length. Once the length is set the
Nano Membrane Cloth – (Level 3) –
user needs only to twist the ends
Nano cloth has a high ability to
of the tube to make the rope
alter it physical structure. This
retain it distance. When the user
ability to adapt grants it the
wishes to retract the rope they
immunity to tag effects to the
need only to twist the tube the
wearer.
opposite direction and the rope
will retract back to its original Energy Sword – (Level 4) – this is a short
form. This rope even through it is hilt metal only 4-6 inches with a
made of light takes on the small Crystallum crystal in its

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Realms: Path to Immortality

center. Energy Swords are used as Printer works off of normal power
an Ultra-Science alternative to sources and not ambient power.
swords, and have been for tens of Some printers have been designed
thousands of years. Each Energy for other races unique dinning
Sword is hand crafted to the user styles of crystal and Tass to soil
and weighted for accuracy. Energy and undead flesh.
Swords have up to 20 charges per
Crystallum every time the blade is Multi Directional Items
unsheathed it uses a single charge.
Once an Energy Swords has used Multi Directional items are special
all it charges the Crystallum core items that are crafted in more than one
can be replacing or recharged by direction. This Technique was designed to
ambient power of power cycle of combing different directions so that multiple
3 points per hour or if use by an effects could be achieved. These items are
empowered their power cycle can normally found in area where multiple
have part of it to be allotted as the different directions meet such as major cities.
amount recharged. These items are quite rare to find even in
areas they can be found. Crafting times of
Energy Swords multiple directions items take twice as long
as normal items.
Rate 3
Hi-Tech Artifact
Accuracy 9
Damage 2 Hi-Tech Artifacts items are crafted in
the direction of Ultra-Science and Magick.
Spider legs – (Level 4) – this backpack These items hold the supernatural properties
has 8 metal legs that extend from that Ultra-Science uses to take command
the pack. These legs can adhere to reality and the magical properties that Magick
any solid surface allow for wall uses to take control of reality.
walking. While wearing the
backpack the user increase their Digital Crystal ball – (Level 4) – This
movement by half their normal device is a small sphere device
walk. In addition, the user gains merely 1 foot diameter, that when
an automatic success at any sat in front of a person projects an
balance checks. image of operating system to the
user. This operating system is just
Food Printer – (Level 5) – this device can like that of a normal computer. By
input any form of organic matter moving their hands and fingers
and transform it into any they can easily navigate the
predesigned food safely. Any operating system and pull up
common food can be created with information or programs. This
this system. Each portion is equal Device has a heavy cost of power
to the amount of matter put into requiring either a by a mundane
the Food Printer. The Food power source or by Crystallum 3-

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Realms: Path to Immortality

4 gauge (last about 1 week of use). water to a boil. This stone has no
The Digital Crystal ball is damaging qualities.
compatible with other forms of
computer system and is treated as Marvels of the Transcended
if it too was just a computer.
Marvels of the Transcended are the
Hi-Tech Relic rarest of directional items. These are items
crafted by the Transcended themselves or
Hi-Tech Relics items are crafted in the with their supervisions. The Items here are of
direction of Ultra-Science and The Inner Path. legend and have never been replicated. All
These items hold the supernatural properties Marvels are in aspect of all directions, which
that Ultra-Science uses to take command make the true wonders of the Realms. Their
reality and the mystical properties that The value is normally unprecedented in all
Inner Path taps to create effects. aspects.

Cellular Astral projection disc – (Level Telepathic Relay – (Level 7) – This small
7) – This small disc only 2-3 in hand held rod only 2-3 inches long
diameter that when held in front that when placed to the temple of the
of the user allow them to contact user allow them to contact any other
any other Cellphone like device as commutation like device as if they too
if they too were using a cellphone. were using a that device. This device
This projects an image of sound works off the ambient energy of the
waves or a person (if the (un)living body to which it will allow
contacted person is using a communications to be made. This
projection device) from the center Device has no range limits and can
of the disc. This device works off contact any device in any location as
the ambient energy of the long as the user is aware of it
(un)living body to which it will existence. This device is a simple
allow phone calls to be made. This communication device and not able to
device is a simple communication send images or data only voice
device NOT a smart phone device. communications even if the receiving
device allows.
Artifacts Relics

Artifacts Relics items are crafted in


the direction of Magick and The Inner Path.
These items hold and the magical properties
that Magick uses to take control of reality and
the mystical properties that The Inner Path
taps to create effects.

Heat Stone – (Level 3) – a small round


stone that when placed in water
boils the water by heating up the

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Realms: Path to Immortality

Player Opinion

Race

Direction

Player Opinion

Race

Direction

Player Opinion

Race

Direction

Player Opinion

Race

Direction

Player Opinion

Race

Direction

82
The World is torn and broken, lives are fleeting and un-cherished. This is the state of the
realms, and all who live within it are unaware of the danger lurking throughout their world.
Each time the suns raises on the horizons the evil reinforces their efforts to oblivion. You are
the one born to fight back against the darkness. You will live the greatest life of suffering and
joy. The Immortals chose your ancestors with this mission. Now you are charged with the
honor of being the Empowered. I will teach you all there is to know about your enemies, their
strengths, their weakness, and their horrors. You must be ready to die every time you open your
eyes to achieve success. There will be darkness and horrors beyond your mind can conceive. I
will teach you about the avatar, and the ability to reach the power it grants you. You will be
called hero and champion by some and Scourge and monster by others. This is the duality of
being Empowered. You have no choice on being a part of this, because this is a part of you. If
you fail Oblivion will succeed, but if you prevail you can reach the greatest gift of the Avatar.
This is your path to Immortality.
~ The Stranger ~

Version 10.2
By Jason Howe
Dated 10/18/14

83

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