VERDANT
The cycle of life and death, creation and destruction is all around. For there can be no sowing without reaping, no fresh beginnings without bitter ends. Those who hold the balance of nature and indeed, all reality, in sway work to sow necessary destruction in order to redeem the ash. These are the keepers of vast groves, the wandering hunters of man and beast, the tillers of unrest and dissolution, the druids of old. Theirs is the power of Verdant; the power of nature.
Proper society may shun such folk as feral madmen, outcast drifters, and regressive pagans who would cast civilization back into the dark ages just to save a few trees. While a few extremists may hold such views, most who embrace the power of nature do so with a mind for preserving the wild beauty of the world, securing the domains of the Medicon, and pushing back the tide of civilization's mindless consumption and expansion. While some come into their power through careful study of The Mystery, most acquire Verdant through the blessing of little gods, as even the most orthodox Courts of Medicon recognize the value in having Mortal agents to work their will where the spirits cannot. Others are simply born with an innate tie to the land and may command it to bend to their wishes. Whatever their origin, one who wields the power of nature walks the way of balance, seeking to sustain the natural cycle and to remove all sickness and impurity from the lands they serve. |
prime arcanum
ANIMAL SPIRIT
Choose the Land from which you receive power. You are accompanied by a nature spirit who takes on the form of an exquisite Beast associated with this Land. Your Animal Spirit is a companion and guide, having formed a forever-bond with you based on friendship and mutual respect. Each of you is always aware of the other's location as well as their mental and physical state. You are able to communicate wordlessly, knowing each other's thoughts almost before thinking it. Any time you are seperated from your Animal Spirit, it will slip through the Unworld and return to your side by the end of your next Short Rest.
In the world of spirits, your Animal Spirit is considered an indentured servant of sorts, a lower elemental being assigned as your retainer in exchange for your services to the Land you are empowered by. It has no status or rank in the Unworld, no ability to sense or commune with other spirits, and little interest in doing anything but being your companion and accompanying you on your adventures. |
Your Animal Spirit takes its own place in the order of Initiative and though you may command it to act during your turn using your Actions, it has one Action of its own which it may perform during its turn. When your Animal Spirit is reduced to 0 HP, it returns to the Unworld, reappearing by your side, completely restored, at the end of your next Full Rest. If you are killed, your Animal Spirit vanishes, returning to the Unworld never to be seen again on this plane (unless you somehow return).
Your Animal Spirit has its own stats which, unless otherwise affected, are idenditcal to yours, including your HP and best attack/defense scores. Decide what sort of Beast your Animal Spirit takes the shape of and pick three Adaptations that best reflect this creature's natural abilities, instincts, and evolutionary advantages (the GM may overrule any of your choices if they are not in keeping with what the typical specimen of this animal species is capable of). These Traits will affect your Animal Spirit's stats and abilities.
Every Animal Spirit also grants you a unique Hunter's Mark, which you may place on a creature within 10 meters of you or your Animal Spirit as a Half Action. Whenever you or your Animal Spirit hits this creature with an attack, the effect of your Hunter's Mark takes place as part of the attack's resolution. You sustain all your Hunter's Marks with Concentration and can sustain up to (Verdant) Marks at a time in this manner. Decide which Hunter's Mark your Animal Spirit confers to you (you can choose any Hunter's Mark regardless of what form your Animal Spirit takes).
Every third Level (Levels 3, 6, 9, 12, etc.), you may learn a gain a new Hunter's Mark or your Animal Spirit mutates ever so slightly, acquiring a new Adaptation of your choosing, which does not necessarily need to be in keeping with their animal form.
AdaptationsAmbush Hunter This animal has Advantage on rolls related to stealth and hiding and deals an additional 1d6 damage when it hits with an attack it made from a Hidden position. Aquatic This animal is suited for aquatic environments and can move their normal Speed underwater. They never need to make a Feat to swim and can either breathe underwater or hold their breath for several hours at a time. They do not grant Advantage to other water-based enemies while swimming and, while in the water, gain Advantage over land-based enemies who are swimming. This animal may or may not be adapted to life on land, becoming Slowed or Immobilized entirely while out of the water (GM discretion). Camouflage This animal can use a Half Action to become Hidden for so long as it maintains Concentration or remains undetected. There is a (Verdant) Difficulty to detect this animal while it is camouflaged. Fangs, Claws, Horns This animal has a +1 bonus to the base Damage of all their Melee attacks. You can take this Adaptation up to four times for a cumulative effect. Ferocity This animal has a +1 bonus to Melee. This Adaptation can be taken up to four times for a cumulative effect. Hide, Shell, Carapace This animal has a +1 bonus to Defense. You can take this Adaptation up to four times for a cumulative effect. Instinct This animal has a +1 bonus to Save. This Adaptation can be taken up to four times for a cumulative effect. Large Size This animal is Large in size and occupies a 2 x 2 meter area. You can take this Adaptation a second time to make the creature Huge in size, causing it to occupy a 3 x 3 meter area. Mount This animal is large and strong enough to bear your weight, allowing you to mount it as an Action. While mounted, you occupy the same space as the animal, moving when and where it goes. Neurotoxin Creatures hit by this animal are Slowed (Save ends). If already Slowed, they become Immobilized (Save ends). If already Immobilized, they become Stunned (Save ends). Nightvision This animal has Darkvision which it may toggle on and off at will as a Free Action. Pack Hunter Whenever an ally of this animal hits an enemy they are both Flanking, that ally gains 1d6 + (Verdant) Endurance. Predator This animal deals an additional 1d6 Physical damage when it hits with an attack that has Advantage. Small Size This animal is Small in size and occupies a 1 x 1 meter area, which it can occupy at the same time as other creatures. It always has Advantage on rolls related to stealth and hiding and does not need to break line of sight in order to hide. Non-area attacks from larger creatures that target this animal have Disadvantage. Swift This animal has a +1 bonus to Speed and when taking its place in the order of Initiative, can roll twice and take the result of its choosing. Swoop Once per round, this animal can move (Verdant) meters before or after making a Melee attack as part of the attack Action. Territorial Any time an enemy voluntarily exits a space adjacent to this animal, it may make a Melee attack against them as a Reaction. Toughness Increase this animal's base HP by 5. Every time your Rank in Verdant increases, it's base HP also increases by 1d6. Uncanny Sense of Smell This animal has an extraordinary sense of smell and gains a +(Verdant) bonus to Awareness rolls. It is able to identify objects, creatures, and locations by scent alone. If a Hidden or Invisible object or creature within 10 meters has a scent, this animal is aware of it (though it may need to make an Awareness roll to discern its exact location). Venomous Creatures hit by this animal take ongoing (Verdant) Bio damage (Save ends). Vice Grip When this animal hits with a Melee attack, it may grapple the target, Restraining them (Save ends). Whiskers This animal can't be knocked prone and automatically reveals any Hidden object or creature they are adjacent to at any point during their turn. Wild Glory This animal has an unusual physical feature like albinism, heterochromia, or something else that makes it terrifying and fascinating at once. Creatures Fixated on this animal are also Weakened. Wings This animal has a Fly Speed of 5 and can end their movements airborne. |
Hunter's MarkBlightwalker's Mark Once per round, when you hit the Marked creature with an attack, they gain 1 Non-Physical Vulnerability of your choice (Save ends). Blightwalker's Trophy When you or your Animal Spirit deals the damage that reduces this Marked creature to 0 HP, every enemy adjacent to you and your Animal Spirit gains 1 Non-Physical Vulnerability of your choice. Courser's Mark Once per round, when you hit the Marked creature with an attack, your Animal Spirit may move up to (Speed) meters closer to them or make a Melee attack against them. Alternately (in the same "once per round"), when your Animal Spirit hits the Marked creature with an attack, you may move up to (Speed) meters closer to them or make an attack against them. Courser's Trophy When you or your Animal Spirit deals the damage that reduces this Marked creature to 0 HP, you and your Animal Spirit can each take an extra Action during your current or next turn (whichever is soonest). Druid's Mark Once per round, when you or your Animal Spirit hits the Marked creature with an attack, treat your Rank in Verdant as though it were one Rank higher until the start of your next turn. Druid's Trophy When you or your Animal Spirit deals the damage that reduces this Marked creature to 0 HP, recover 1d4 Focus or 1 Resolve. Elementalist's Mark When you or your Animal Spirit hits the Marked creature with an attack, choose whether the attack deals Cold, Electric, or Fire damage instead of the its normal damage type. Elementalist's Trophy When you or your Animal Spirit deals the damage that reduces this Marked creature to 0 HP, up to (Verdant) different enemies within 10 meters of you must Save or take 1d10 Cold, Electric, or Fire damage (choose which type of damage for each individual enemy). Inquisitor's Mark When you or your Animal Spirit hits the Marked creature with an attack, they must Save or be Silenced (Save ends) and lose Concentration. Inquisitor's Trophy When you or your Animal Spirit deals the damage that reduces this Marked creature to 0 HP, gain a single use of one of their special abilities (determined by the GM) which you must use before it expires at the end of the Scene. Mender's Mark Once per round, when you or your Animal Spirit hits the the Marked creature with an attack, one ally adjacent to the creature recovers 1d6 HP. Mender's Trophy When you or your Animal Spirit deals the damage that reduces this Marked creature to 0 HP, a creature of your choice within your line of sight recovers (Verdant)d6 HP. Opportunist's Mark Once per round, when you or your Animal Spirit hits the Marked creature with an attack, the next attack against them has Advantage and their next Defense has Disadvantage. Opportunist's Trophy When you or your Animal Spirit deals the damage that reduces this Marked creature to 0 HP, you and all your allies gain Advantage on your next attack roll and your next Defense or Save. Predator's Mark Once per round, when you or your Animal Spirit hits the Marked creature with an attack, they take an additional 1d6 Physial damage. Predator's Trophy When you or your Animal Spirit deals the damage that reduces this Marked creature to 0 HP, gain +1 to Melee and +1 to Melee Base Damage for the rest of the scene (this is cumulative with multiple instances of Predator's Trophy) Sentinel's Mark Once per round, when you or your Animal Spirit hits the Marked creature with an attack, every enemy adjacent to your Animal Spirit Fixates on them until the start of your next turn. Sentinel's Trophy When you or your Animal Spirit deals the damage that reduces this Marked creature to 0 HP, every enemy adjacent to your Animal Spirit Fixates on them until the end of the Scene. Stalker's Mark Once per round, when you or your Animal Spirit hits the Marked creature with an attack, the attacker becomes Invisible until the start of your next turn. Stalker's Trophy When you or your Animal Spirit deals the damage that reduces this Marked creature to 0 HP, the attacker becomes Invisible for (Verdant) rounds/minutes. Trapper's Mark Once per round, when you or your Animal Spirit hits the Marked creature with an attack, you may slide them up to (Verdant) meters or Slow them (Save ends). Trapper's Trophy When you or your Animal Spirit deals the damage that reduces this Marked creature to 0 HP, (Verdant) unoccupied spaces of your choice become trapped. Enemies that enter a trapped space spring the trap, destroying it to take 1d8 Acid damage and becoming Slowed and Weakened (Save ends both). |
BLOOM
You call and nature responds, instantly a magical plant (known in Druidic Circles as a Botanic) to full maturity. Decide which Land you serve and are empowered by; you know how to summon all of the Botanics associated with the Land that empowers you and you also learn to summon a new Botanic of your choosing every third Level (Levels 3, 6, 9, 12, etc.).
Use a Half Action to summon a Botanic into an unoccupied space within 10 meters. You can only summon one Botanic per round. Unless otherwise noted, your Botanics are always considered Immobilized. Your Botanics require Concentration to remain active, but you can sustain up to (Verdant) Botanics at once with the same instance of Concentration. Each Botanic has both a Passive Action that will occur when certain criteria are met and an Active Action you may command it to take once during your turn by using an Action. Botanics also have at least one Quirk, a passive bonus or special effect that is always active, which usually only applies to the Botanic and no one else. |
Your Botanics have (Verdant x 5) HP and wither to ash the instant they are reduced to 0 HP or the Scene ends. If you are reduced to 0 HP, your Botanics remain active but are only able to take their Passive Actions.
Botanics
A shoot springs up from the ground, forming into a leafy plant with a bulbous green pod at the top. A small hold in the top of this pod expels rock-hard pellets with incredible force.
Passive: At the end of your turn each round, the Archerpod makes a Ranged attack (using your best attack & damage scores) against the nearest enemy.
Active: Your Archerpod makes a Ranged attack (using your best attack & damage scores) against an enemy of your choosing within 10 meters of its position.
Quirk: Enemies hit by your Archerpod provide Advantage to their next attacker.
Passive: At the end of your turn each round, the Archerpod makes a Ranged attack (using your best attack & damage scores) against the nearest enemy.
Active: Your Archerpod makes a Ranged attack (using your best attack & damage scores) against an enemy of your choosing within 10 meters of its position.
Quirk: Enemies hit by your Archerpod provide Advantage to their next attacker.
Spores of pollen, glowing like embers erupt from this majestic crimson flower. Any creature touched by this pollen experiences searing pain, not unlike hot coals upon bare skin.
Passive: Any creature that enters or starts its turn in a space within 2 meters of the Blazing Pollen gains 1 Fire Vulnerability (Save ends).
Active: Every enemy within 2 meters of the Blazing Pollen must Save or take 1d6 + (Verdant) Fire damage.
Quirk: Blazing Pollen is immune to Fire damage.
Passive: Any creature that enters or starts its turn in a space within 2 meters of the Blazing Pollen gains 1 Fire Vulnerability (Save ends).
Active: Every enemy within 2 meters of the Blazing Pollen must Save or take 1d6 + (Verdant) Fire damage.
Quirk: Blazing Pollen is immune to Fire damage.
This alien-looking mushroom emits a gray cloud of spores which move through the air with a mind of their own, seeking an intelligence to feed on and control.
Passive: Any creature that enters or ends their turn in a space adjacent to the Cerebral Spores must Save or become Charmed by you (Save ends).
Active: Command a creature Charmed by your Cerebral Spores to perform an Action of your choosing.
Quirk: Saves to end the Charmed condition imposed by Cerebral Spores have Disadvantage.
Passive: Any creature that enters or ends their turn in a space adjacent to the Cerebral Spores must Save or become Charmed by you (Save ends).
Active: Command a creature Charmed by your Cerebral Spores to perform an Action of your choosing.
Quirk: Saves to end the Charmed condition imposed by Cerebral Spores have Disadvantage.
A tree grows from the ground, gnarled bark twisting into a face, branches becoming arms and fists, roots becoming legs and feet. This tree-creature moves to defend you and your allies from nearby enemies.
Passive: When an enemy voluntarily leaves a space adjacent to the Entling, it can make a Melee attack against them (using your best attack & damage scores). If it hits, the creature is knocked prone.
Active: The Entling moves up to (Verdant) meters and makes a Melee attack against an enemy (using your best attack & damage scores).
Quirk: Unlike other Botanics, the Entling is not considered Immobilized. Creatures hit by the Entling become Fixated on it (Save ends). Whenever the Entling is damaged, it only takes 1d6 damage, no matter how much damage it should be taking.
Passive: When an enemy voluntarily leaves a space adjacent to the Entling, it can make a Melee attack against them (using your best attack & damage scores). If it hits, the creature is knocked prone.
Active: The Entling moves up to (Verdant) meters and makes a Melee attack against an enemy (using your best attack & damage scores).
Quirk: Unlike other Botanics, the Entling is not considered Immobilized. Creatures hit by the Entling become Fixated on it (Save ends). Whenever the Entling is damaged, it only takes 1d6 damage, no matter how much damage it should be taking.
A massive bulb sits atop a sinewous, leafy stem and within this bulb are rows upon rows of razor-sharp teeth. The Gastrian Maneater grins and drools, hungering for its next meal.
Passive: When an enemy voluntarily leaves a space adjacent to the Gastrian Maneater or makes an attack against an ally within 2 meters of it, it can make a Melee attack against them (using your best attack & damage scores).
Active: The Gastrian Maneater makes a Melee attack against a creature within 2 meters (using your best attack & damage scores) -OR- All creatures the Gastrian Maneater is restraining take 2d6 + (Verdant) Physical damage.
Quirk: Creatures hit by the Gastrian Maneater are Restrained (Save ends) and pulled into an adjacet space. There is no limit to the number of creatures the Gastrian Maneater can Restrain. The Gastrian Maneater cannot be damaged by creatures it is Restraining and if a Restrained creature is reduced to 0 HP by the Gastrian Maneater, it devours them.
Passive: When an enemy voluntarily leaves a space adjacent to the Gastrian Maneater or makes an attack against an ally within 2 meters of it, it can make a Melee attack against them (using your best attack & damage scores).
Active: The Gastrian Maneater makes a Melee attack against a creature within 2 meters (using your best attack & damage scores) -OR- All creatures the Gastrian Maneater is restraining take 2d6 + (Verdant) Physical damage.
Quirk: Creatures hit by the Gastrian Maneater are Restrained (Save ends) and pulled into an adjacet space. There is no limit to the number of creatures the Gastrian Maneater can Restrain. The Gastrian Maneater cannot be damaged by creatures it is Restraining and if a Restrained creature is reduced to 0 HP by the Gastrian Maneater, it devours them.
An ivory-white tree grows from the ground, its boughs bursting with radiant, golden fruit. Surely such a wondrous plant grows in the gardens of the gods, feeding the heavenly host its wondrous bounty.
Passive: A creature adjacent to the Goldfruit tree may use a Half Action to pick a fruit from its boughs. This fruit can be eaten as a Half Action any time before your next Full Rest to restore 2d6 HP.
Active: A creature within 10 meters of the Goldfruit tree gains 1d6 + (Verdant) Endurance or can Save to end a condition which a Save could normally end.
Quirk: The Goldfruit tree only grows (Verdant + 5) fruits each day, no matter how many time it is planted; each fruit picked is one that is not coming back until you finish your next Full Rest.
Passive: A creature adjacent to the Goldfruit tree may use a Half Action to pick a fruit from its boughs. This fruit can be eaten as a Half Action any time before your next Full Rest to restore 2d6 HP.
Active: A creature within 10 meters of the Goldfruit tree gains 1d6 + (Verdant) Endurance or can Save to end a condition which a Save could normally end.
Quirk: The Goldfruit tree only grows (Verdant + 5) fruits each day, no matter how many time it is planted; each fruit picked is one that is not coming back until you finish your next Full Rest.
A regal plant whose radiant, golden leaves are often sewn into crowns for Fey lords and ladies. The herb is said to have protective properties, guarding the wearer against all harm.
Passive: Whenever an ally within 10 meters of this Botanic hits with an attack, they gain 1d6 + (Verdant) Endurance.
Active: Grant all allies within 10 meters of this Botanic a +(Verdant) bonus to the next Defense or Save they make.
Quirk: When a Fixated creature within 10 meters of this Botanic makes an attack that does not include the target of its Fixation, it instantly takes (Verdant)d6 Holy damage as a Free Interrupt.
Passive: Whenever an ally within 10 meters of this Botanic hits with an attack, they gain 1d6 + (Verdant) Endurance.
Active: Grant all allies within 10 meters of this Botanic a +(Verdant) bonus to the next Defense or Save they make.
Quirk: When a Fixated creature within 10 meters of this Botanic makes an attack that does not include the target of its Fixation, it instantly takes (Verdant)d6 Holy damage as a Free Interrupt.
When ley lines intersect in swamps and wetlands, the Mantis Orchid blooms with brilliant, blazing flowers and snaking tendrils, creeping through the muck and mire to capture their next meal.
Passive: All terrain within 5 meters of the Mantis Orchid transforms to mucky swamp, becoming Rough Terrain (natural) while the Mantis Orchid is present.
Active: Make a Melee attack (using your best attack & damage scores) against an enemy within 5 meters. If you hit, slide the target up to (Verdant) meters.
Quirk: Creatures hit by the Mantis Orchid are Slowed (Save ends). If they are already Slowed, they become Immobilized (Save ends).
Passive: All terrain within 5 meters of the Mantis Orchid transforms to mucky swamp, becoming Rough Terrain (natural) while the Mantis Orchid is present.
Active: Make a Melee attack (using your best attack & damage scores) against an enemy within 5 meters. If you hit, slide the target up to (Verdant) meters.
Quirk: Creatures hit by the Mantis Orchid are Slowed (Save ends). If they are already Slowed, they become Immobilized (Save ends).
A huge white mushroom with a wicked crimson cap, a fiery glow emanates from within the fungus, threatening to explode at the slightest provocation.
Passive: Any creature that enters or ends its turn adjacent to the Mushboom takes 1d6 + (Verdant) Fire damage as white-hot spores burst from the Botanic.
Active: The Botanic explodes, forcing every creature within 2 meters of it to Save or take (Verdant)d6 Fire damage and be knocked prone.
Quirk: After exploding, the Mushboom regrows in a space of your choosing within 10 meters of you when your next turn starts.
Passive: Any creature that enters or ends its turn adjacent to the Mushboom takes 1d6 + (Verdant) Fire damage as white-hot spores burst from the Botanic.
Active: The Botanic explodes, forcing every creature within 2 meters of it to Save or take (Verdant)d6 Fire damage and be knocked prone.
Quirk: After exploding, the Mushboom regrows in a space of your choosing within 10 meters of you when your next turn starts.
A simple bush of flowers with hypnotic beauty. Those who gaze upon Plumaire are said to be blessed with strength and vitality which awakens at just the right time.
Passive: Instances of healing that occur within 5 meters of the Plumaire are increased by 1d6.
Active: Give two different creatures within 10 meters of the Plumaire a point of Nectar. Nectar can be spent any time the creature takes or deals damage to increase or decrease this instance of damage by 1d6 per Nectar spent.
Quirk: When the Plumaire takes damage from an enemy, an ally of your choice within 10 meters recovers HP equal to the damage the Plumaire sustained.
Passive: Instances of healing that occur within 5 meters of the Plumaire are increased by 1d6.
Active: Give two different creatures within 10 meters of the Plumaire a point of Nectar. Nectar can be spent any time the creature takes or deals damage to increase or decrease this instance of damage by 1d6 per Nectar spent.
Quirk: When the Plumaire takes damage from an enemy, an ally of your choice within 10 meters recovers HP equal to the damage the Plumaire sustained.
This radiant fern grows only in dreams and visions, an otherworldly plant of alien beauty. Those who behold it are fortified against any onslaught, their souls preserved by its power.
Passive: Allies within 5 meters of this Botanic have Advantage on Saves.
Active: A creature within 5 meters may end one condition that a Save could normally end or roll to Save against all conditions currently affecting them which a Save could end.
Quirk: When a creature within 5 meters of this Botanic Saves against a condition, recover 1 Focus.
Passive: Allies within 5 meters of this Botanic have Advantage on Saves.
Active: A creature within 5 meters may end one condition that a Save could normally end or roll to Save against all conditions currently affecting them which a Save could end.
Quirk: When a creature within 5 meters of this Botanic Saves against a condition, recover 1 Focus.
This bush of black roses emits a foul stench, deterring anyone from coming close to it. You sense that it would not hesitate to blast a cloud of its putrid gas at anyone who comes close.
Passive: A creature that enters or ends its turn in a space adjacent to the Skunkrose must roll 1d6. The creature is:
Active: All creatures in a 3 meter cone in front of this Botanic must Save or roll 1d6. The creature is:
Quirk: For every creature with a status condition imposed by this Botanic, you may treat your Rank in Verdant as though it were 1 Rank higher for a single instant each round.
Passive: A creature that enters or ends its turn in a space adjacent to the Skunkrose must roll 1d6. The creature is:
- Weakened (Save ends)
- Slowed (Save ends)
- Confused (Save ends)
- Staggered (Save ends)
- Silenced (Save ends)
- Stunned (Save ends)
Active: All creatures in a 3 meter cone in front of this Botanic must Save or roll 1d6. The creature is:
- Weakened (Save ends)
- Slowed (Save ends)
- Confused (Save ends)
- Staggered (Save ends)
- Silenced (Save ends)
- Stunned (Save ends)
Quirk: For every creature with a status condition imposed by this Botanic, you may treat your Rank in Verdant as though it were 1 Rank higher for a single instant each round.
WILDSHAPE
You are able to take the shape of any animal native to the Land you serve. When you do this, everything on your person is folded into your body; weapons, armor, items, etc. Your equipped items still provide all their native bonuses, but you can't access any consumables or other items you're carrying until you shift back to your normal form.
While in your animal shape, you gain the perks and abilities intrinsic to this form while retaining your Mortal mind, your stats, and all your Arcanum. You cannot speak in animal form, instead communicating through body language and the sounds this animal makes. You are able to communicate with and understand animals of the same type as your current form (all birds, all cats, all cattle, etc.). You may shift into or out of an animal form as a Half Action and may remain in your animal form until you choose to change back or lose consciousness. |
You also learn a total of three Spells from any of the Mysteries your Land offers you access to. You have (Verdant) Mana for casting Spells each day, which is restored upon completion of a Full Rest. Learn a new Spell from any of the Mysteries you have access to every third Level (Levels 3, 6, 9, 12, etc.).
Lands
The Verdant Forest
A vast canopy of leaves covers this rich, vibrant environment where mossy ferns, green bushes, and towering trees grow tall. The Verdant Forest can be found in temperate regions where rainfall is fairly common and the trees grow tall.
Animals that dwell in this Land include: Hart, Fox, Bird, Wolf, Bear, Boar, Rodent, Hare, Snake, Lizard
Botanics: Entling, Goldfruit, Mushboom, Skunkrose
Mysteries: Augury, Ecologism, Vitae
A vast canopy of leaves covers this rich, vibrant environment where mossy ferns, green bushes, and towering trees grow tall. The Verdant Forest can be found in temperate regions where rainfall is fairly common and the trees grow tall.
Animals that dwell in this Land include: Hart, Fox, Bird, Wolf, Bear, Boar, Rodent, Hare, Snake, Lizard
Botanics: Entling, Goldfruit, Mushboom, Skunkrose
Mysteries: Augury, Ecologism, Vitae
The Windswept Plains
An endless sea of grasses and rolling hills, inhabited by a wide variety of plants and creatures. The Windswept Plains are everywhere, comprising the largest of all Lands by square mileage.
Animals that dwell in this Land include: Hart, Bird, Boar, Rodent, Snake, Lizard, Hawk, Bison, Cattle, Horse
Botanics: Archerpod, Kingsown, Rainbow Fern, Skunkrose
Mysteries: Artifice, Confluence , Thaumaturgy
An endless sea of grasses and rolling hills, inhabited by a wide variety of plants and creatures. The Windswept Plains are everywhere, comprising the largest of all Lands by square mileage.
Animals that dwell in this Land include: Hart, Bird, Boar, Rodent, Snake, Lizard, Hawk, Bison, Cattle, Horse
Botanics: Archerpod, Kingsown, Rainbow Fern, Skunkrose
Mysteries: Artifice, Confluence , Thaumaturgy
The Scorching Desert
Searing winds blow across shifting dunes of sand. Here and there, cacti and scrub brush grow from the rocky ground, stubbornly clinging to life. Yet amidst this hot and barren land, life abounds if one knows how to see it.
Animals that dwell in this Land include: Bird, Rodent, Snake, Lizard, Hawk, Camel, Tortoise, Scorpion, Cat, Wolf
Botanics: Blazing Pollen, Kingsown, Plumaire, Skunkrose
Mysteries: Animancy, Conjuration, Glamour
Searing winds blow across shifting dunes of sand. Here and there, cacti and scrub brush grow from the rocky ground, stubbornly clinging to life. Yet amidst this hot and barren land, life abounds if one knows how to see it.
Animals that dwell in this Land include: Bird, Rodent, Snake, Lizard, Hawk, Camel, Tortoise, Scorpion, Cat, Wolf
Botanics: Blazing Pollen, Kingsown, Plumaire, Skunkrose
Mysteries: Animancy, Conjuration, Glamour
The Wild Savannah
The vibrant plains stretch for miles in every direction, characterized by hardy trees, scrub brush, and rugged terrain. Here, a great variety of majestic animals thrive amidst an ancient ecosystem, fed by rivers and watered by infrequent rains, just on the edge of the desert.
Animals that dwell in this Land include: Lion, Elephant, Giraffe, Crocodile, Zebra, Hippopotamus, Hyena, Wildebeast, Cape Buffalo
Botanics: Blazing Pollen, Cerebral Spores, Gastrian Maneater, Goldfruit
Mysteries: Conjuration, Ecologism, Thaumaturgy
The vibrant plains stretch for miles in every direction, characterized by hardy trees, scrub brush, and rugged terrain. Here, a great variety of majestic animals thrive amidst an ancient ecosystem, fed by rivers and watered by infrequent rains, just on the edge of the desert.
Animals that dwell in this Land include: Lion, Elephant, Giraffe, Crocodile, Zebra, Hippopotamus, Hyena, Wildebeast, Cape Buffalo
Botanics: Blazing Pollen, Cerebral Spores, Gastrian Maneater, Goldfruit
Mysteries: Conjuration, Ecologism, Thaumaturgy
The Rivers & Lakes
Lifeblood of the land, rivers carry water and minerals which feed flora and water fauna wherever they grace to touch the ground. Not only that, but the river's ebb and flow keeps water sources from becoming stagnant. Ponds, lakes, and watering holes teaming with life are among the most vital elements for a healthy ecosystem.
Animals that dwell in this Land include: Fish, Crocodile, Waterfowl, Crustacean, Frog, Otter, Beaver, Hippopotamus, Snake, Turtle
Botanics: Archerpod, Entling, Goldfruit, Mantis Orchid,
Mysteries: Abjuration, Glamour, Vitae
Lifeblood of the land, rivers carry water and minerals which feed flora and water fauna wherever they grace to touch the ground. Not only that, but the river's ebb and flow keeps water sources from becoming stagnant. Ponds, lakes, and watering holes teaming with life are among the most vital elements for a healthy ecosystem.
Animals that dwell in this Land include: Fish, Crocodile, Waterfowl, Crustacean, Frog, Otter, Beaver, Hippopotamus, Snake, Turtle
Botanics: Archerpod, Entling, Goldfruit, Mantis Orchid,
Mysteries: Abjuration, Glamour, Vitae
The Island Chain
Rising from the endless horizon of ocean, chains of volcanic islands abound with exotic forms of plant and animal life. These archipelagos are often worlds unto themselves, ecosystems where species, adapted specifically to this environment, are found nowhere else in the worlds.
Animals that dwell in this Land include: Fish, Dolphin, Shark, Crustacean, Lizard, Snake, Turtle, Bird, Frog, Monkey
Botanics: Blazing Pollen, Gastrian Maneater, Mantis Orchid, Rainbow Fern
Mysteries: Animancy, Artifice, Glamour
Rising from the endless horizon of ocean, chains of volcanic islands abound with exotic forms of plant and animal life. These archipelagos are often worlds unto themselves, ecosystems where species, adapted specifically to this environment, are found nowhere else in the worlds.
Animals that dwell in this Land include: Fish, Dolphin, Shark, Crustacean, Lizard, Snake, Turtle, Bird, Frog, Monkey
Botanics: Blazing Pollen, Gastrian Maneater, Mantis Orchid, Rainbow Fern
Mysteries: Animancy, Artifice, Glamour
The Lofty Mountain
As the terrain becomes rocky and jagged and the altitude soars, incredible mountains stretch to the heavens, reaching upwards like crowns of stone. These regions are often cold, marked by rugged plants and tough animals accustomed to survival in this desolate majesty.
Animals that dwell in this Land include: Bear, Wolf, Eagle, Hart, Goat, Cougar, Yak, Bird, Sheep, Rodent
Botanics: Archerpod, Cerebral Spores, Kingsown, Plumaire
Mysteries: Abjuration, Conjuration, Thaumaturgy
As the terrain becomes rocky and jagged and the altitude soars, incredible mountains stretch to the heavens, reaching upwards like crowns of stone. These regions are often cold, marked by rugged plants and tough animals accustomed to survival in this desolate majesty.
Animals that dwell in this Land include: Bear, Wolf, Eagle, Hart, Goat, Cougar, Yak, Bird, Sheep, Rodent
Botanics: Archerpod, Cerebral Spores, Kingsown, Plumaire
Mysteries: Abjuration, Conjuration, Thaumaturgy
The Vast Taiga
This snowy sub-arctic forest, filled to bursting with tall pines and cold-resistant shrubs, is home to a variety of hardy animals who have adapted to survive the bitter cold of this wintery Land.
Animals that dwell in this Land include: Wolf, Bear, Fox, Eagle, Hare, Hart, Moose, Boar, Lynx, Salmon
Botanics: Entling, Goldfruit, Mushboom, Skunkrose
Mysteries: Augury, Thaumaturgy, Transmutation
This snowy sub-arctic forest, filled to bursting with tall pines and cold-resistant shrubs, is home to a variety of hardy animals who have adapted to survive the bitter cold of this wintery Land.
Animals that dwell in this Land include: Wolf, Bear, Fox, Eagle, Hare, Hart, Moose, Boar, Lynx, Salmon
Botanics: Entling, Goldfruit, Mushboom, Skunkrose
Mysteries: Augury, Thaumaturgy, Transmutation
The Frozen Tundra
A frozen wasteland of vast hills and plains, for most of the year this region is covered completely in snow. One might assume nothing could ever live here, but ever so stubborn, life somehow finds a way.
Animals that dwell in this Land include: Fox, Hare, Bear, Penguin, Owl, Seal, Sea Lion, Orca, Walrus, Ox
Botanics: Archerpod, Cerebral Spores, Entling, Rainbow Fern
Mysteries: Artifice, Confluence, Transmutation
A frozen wasteland of vast hills and plains, for most of the year this region is covered completely in snow. One might assume nothing could ever live here, but ever so stubborn, life somehow finds a way.
Animals that dwell in this Land include: Fox, Hare, Bear, Penguin, Owl, Seal, Sea Lion, Orca, Walrus, Ox
Botanics: Archerpod, Cerebral Spores, Entling, Rainbow Fern
Mysteries: Artifice, Confluence, Transmutation
The Miry Wetlands
Flooded by waters either seasonally or permanently, wetlands are rich ecosystems bursting with life, both in terms of plants and animals one can see and in fungal and microbial life invisible to the naked eye. Though they may seem grimy and gross, these rare environments are vital to the proliferation of life throughout entire continents.
Animals that dwell in this Land include: Bird, Waterfowl, Crocodile, Fish, Beaver, Otter, Frog, Turtle, Snake, Lizard
Botanics: Gastrian Maneater, Mantis Orchid, Mushboom, Plumaire
Mysteries: Animancy, Augury, Transmutation
Flooded by waters either seasonally or permanently, wetlands are rich ecosystems bursting with life, both in terms of plants and animals one can see and in fungal and microbial life invisible to the naked eye. Though they may seem grimy and gross, these rare environments are vital to the proliferation of life throughout entire continents.
Animals that dwell in this Land include: Bird, Waterfowl, Crocodile, Fish, Beaver, Otter, Frog, Turtle, Snake, Lizard
Botanics: Gastrian Maneater, Mantis Orchid, Mushboom, Plumaire
Mysteries: Animancy, Augury, Transmutation
The Tropical Jungle
Among the most vibrant and essential ecosystems on any planet, the Tropical Jungle receives incredible amounts of rain annually, leading to a densely packed region full of tall trees, exotic flowers and fruiting plants, and millions of species which all call the rainforest home.
Animals that dwell in this Land include: Tiger, Elephant, Monkey, Ape, Bird, Frog, Boar, Wolf, Panther, Snake, Lizard, Crocodile
Botanics: Blazing Pollen, Gastrian Maneater, Mantis Orchid, Plumaire
Mysteries: Confluence, Ecologism, Vitae
Among the most vibrant and essential ecosystems on any planet, the Tropical Jungle receives incredible amounts of rain annually, leading to a densely packed region full of tall trees, exotic flowers and fruiting plants, and millions of species which all call the rainforest home.
Animals that dwell in this Land include: Tiger, Elephant, Monkey, Ape, Bird, Frog, Boar, Wolf, Panther, Snake, Lizard, Crocodile
Botanics: Blazing Pollen, Gastrian Maneater, Mantis Orchid, Plumaire
Mysteries: Confluence, Ecologism, Vitae
The Caverns Below
While one typically thinks of living ecosystems as abounding only above the surface, thoughout the deep, winding caverns of the earth, life flourishes also in the dark. Plants that do not rely on photosynthesis, blind predators, and other creatures that may seem alien to those born under the sun abound here in the caverns below.
Animals that dwell in this Land include: Bat, Bear, Fish, Lizard, Crustacean, Scorpion, Snake, Rodent, Wyvern, Giant Spider
Botanics: Cerebral Spores, Kingsown, Mushboom, Rainbow Fern
Mysteries: Abjuration, Confluence, Transmutation
While one typically thinks of living ecosystems as abounding only above the surface, thoughout the deep, winding caverns of the earth, life flourishes also in the dark. Plants that do not rely on photosynthesis, blind predators, and other creatures that may seem alien to those born under the sun abound here in the caverns below.
Animals that dwell in this Land include: Bat, Bear, Fish, Lizard, Crustacean, Scorpion, Snake, Rodent, Wyvern, Giant Spider
Botanics: Cerebral Spores, Kingsown, Mushboom, Rainbow Fern
Mysteries: Abjuration, Confluence, Transmutation