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Started by Anastasia, May 10, 2014, 02:23:58 PM

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Anastasia

Gwinnan's Travel Logs, Volume 6: Water.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of Water, information that can be found commonly in various ancient tomes. However, there is one tidbit in particular that is of unusual interest.

"In the many marid cities I visited, none were so enthralled me as the Knights of the Corals. These marid breed chaos-blooded sharks as mounts, trained to specialize in what they call the Tidal Waves - great charges of hundreds of marid knights. Moreover, they claimed to craft superior lances from coral to lead these charges. Aghast at such shameless thalassophilia, I scoffed at these claims. The knights mocked my scorn and drew their lances, then one threw it through the water. It traveled faster than if through air and pierced the sedimentary stones behind me. Wondrous things indeed, as they claim the lances are harder than adamantine!"
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

A Chronicle of Rokasai, the Golden Land

This is a dry historical record of Rokasai, a kingdom on a prime material world, dubbed the Golden Land. A fertile plain bisected by the rivers Tam and Fin, it grew to be ruled by a single bloodline of kings. Rokasai boasted great prosperity through a strong history of powerful magic and alchemy, combined with strong miltary force against her neighbors, the Lostlands and the Farew Confederacy. At the height of its power, Rokasai is said to have been beset by a destroyer from the divine. A beast more akin to a mountain of blades than a living thing, it shredded entire cities and smashed armies underfoot.

In desperation, the king of Rokasai turned to his personal seer for guidance. He divined that the beast could only be slain by a weapon that has never been a weapon and never will be a weapon. Unable to find something that fulfills such a paradox, Rokasai was rent asunder. All the other kingdoms of the world sought to find such a weapon, a quest in vain and irrelevant. The nightmarish mountain of blades vanished once Rokasai was destroyed. The reasons for this wrathful smiting have never been certain, but the local faiths claim it to be divine vengeance for past misdeeds.

The back of the book has an addendum by a second party. It reads thus: Ancient legends speak of a creature made of blades. Hundreds of blades held by hundreds of arms. A roving calamity, said to herald the end of civilizations. A killing machine made by the Gods, so powerful that it served its purpose and resisted destruction after. What happened to it is not known, only its name surviving in the rarest, oldest texts: Hecatoncheires.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Gwinnan's Travel Logs, Volume 7: Steam.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of Para-Elemental Plane of Steam. It provides the following information and traits about Steam, information that can be found commonly in various ancient tomes. In addition, there is one tidbit in particular that is of unusual interest.

"My journey through Steam was interrupted when I came on a particularly barbaric custom. I stumbled on a monastery of githzerai monks known as the Steamsworn, dedicated to mastering a style of fighting like the steam around them. This fighting style incorporates much of the gith tradition and in particular steam based magic. I could not help but show my shock at such a flagrant exhibition of aerial pyromancy, something they did not approve of. I found myself on the receiving end of several fists of steam!

Only my quickest spells saved me from an unfortunate end. The steam must addle their heads and cause their brains to leak out like so much steam."
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Lost Lore of the Abyss: Athux

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Athux is the son of Graz'zt and a mortal woman lost to the mists of time. Fragments suggest that she was a blackguard of considerable power, though the veracity of this claim cannot be verified. Indeed, Athux is a powerful blackguard and enjoys the unholy blessings of evil. This extends to his body, and he revels in the same dark sensuality that Graz'zt does. He is talented at seduction as much as warfare, he will not hesitate to use either.

Athux has a great zeal for the destruction of what is pure and just, more than willing to go out of his way to do so. However, such adventures are not without a price. His one defeat came at the hands of a paladin who had taken vows of purity. Athux was smited and sent screaming back to the Abyss by the paladin's blade of blessed, fey-feared iron. Since that day, Athux has recoiled from similar weapons wielded by the pure.

In any case, Athux has proven able to survive in his father's court. He has made the needed alliances and has sired many of his own bastard children as servants. He is a frequent leader of Graz'zt's armies, usually to great Abyssal glory. His position is secure, as much as any demon's position is secure in the Abyss. Yet it is said that Athux desires his own realm.

Athux wields Despoiler, an adamantine longsword that is said to be able to corrupt the purity of others. It is said he wears rings to protect himself from divinations and to enhance his own life force.

At the end are a pair of appendixes. They appear to be recently added to the tome and are penned by Elder Magi Tepen of Aurora.

The first: In recent times, Athux has claimed the layer of Greenrot as his own. The impact this has had with his dark father is not known.

The second: Athux is dead. He was destroyed by the forces of Aurora with Selune's aid. May all of Mystra's weave work to ensure he never returns.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Lost Lore of the Abyss: The Pale Mother

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Few texts survive that talk about The Pale Mother in any detail. She is better known as Pale Night in recent eons, a full Prince(ess) of the Abyss. Pale Night is wrapped in mystery and fading information, and ancient books of lore refer far older lore that has long since been lost. As such the veracity of these facts should be vigorously questioned by any serious inquisitor. Her origins are completely unknown, though she is generally assumed to be one of the ancient, forgotten obyriths. Her motives and desires are likewise unknown and considered by many to be unknowable.

Pale Night rules over Androlynne (a note says to see the appendix) and parts of the Endless Maze. She shares the Endless Maze with Baphomet and is said to have lived there before the Father of Minotaurs was born. Ancient lore often cites her as the mother of several powerful demons, such as Graz'zt or Demogorgon. Indeed, current research suggests she may be the oldest known being in the Abyss.

Pale Night carries no weapon and wears naught save for her shroud. The Shroud of Pale Night protects her as an absolute defense that cannot be overcome by mortal means. It is said that if her shroud is removed, the true form of Pale Night can be seen. Such a sight renders any who see it utterly and forever mad, the ultimate display of obyrith power.

Appendix

Recent time have brought change to the Pale Mother's holdings. Androlynne's eladrin prisoners were freed and the realm thrown into chaos. In time Androlynne was captured by the newly risen demon lord Zquujaj, who went on to greatly devastate Avernus in the Blood War. Zquujaj has taken Pale Night as a patron. As Pale Night's interest in the Blood War was low to non-existent before, there is great speculation to what her entry into this contest means.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Lost Lore of the Abyss: Sualax

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Sualax is a study in contradictions. A goristro demon defeated by trickery ages ago and sealed away, his name was forgotten by all but the wisest. The conditions of his return are unclear, but what was once a massive, towering demon returned withered and lanky. He spoke with great charisma and insight, utterly unlike a normal goristro. Indeed, Sualax quickly made a name for himself as a powerful wizard - the first and only goristro wizard. He now resides in the Charntome, a tower taller than a hundred goristros stacked up on one another. Since then he has been a wizard for hire, his services available to any mortal willing to accept his vile demands.

While the details of Sualax's transformation are unknown, it is known that he greatly fears the loss of his intellect. He has mastered spells to shield his mind from damage. If overcame, it is said that any damage to his intellect is permanent and will cause him to be shorn of his wizardly powers for all time. The mere suggestion of means that would damage a target's intellect is enough to send Sualax into a murderous spell-rage.

Sualax carries no weapon, but he has six enchanted nose rings. One ring grants him the benefits of metamagic rods, a second wards him from magic and a third enables powerful counter-spelling. The abilities of the other three rings are not known. Sualax relies on spells that trap, disable or confuse his enemies. He avoids spells that cause direct physical harm except as a last resort. If pressed that far, Sualax will fall into a spell-rage, granting both his body and magic the berserk might of a barbarian's rage.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Lost Lore of the Abyss: Kina-ja

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Kina-ja has an unusually well chronicled history. This is due to a demand that her every move be recorded by no less than six succubus biographers (until her defeat at the hands of Sharess). The earliest information states that Kina-ja was a wildly successful succubus who earned promotion to the marilith caste. From there she took the Blood War by storm, winning several battles and amassing a force of demons to her banner. However, her true ire was never to the Hells but to the Realms Above.

Kina-ja claimed to remember her mortal life, where she was a loyal servant of the deities of love and beauty, Sune and Sharess. According to her, she served loyally until old age. Once she was aged, the goddesses turned their back on her and ordered her cast out of the faith. Kina-ja resisted and in this conflict was murdered. She was cast into the Abyss and fully forsaken, all for the crime of daring to question Sune and Sharess.

This story is wholeheartedly rejected by Brightwater, who claimed Kina-ja sold her soul for eternal youth and was murdered by a demon she summoned. Her mistakes and her sin are her own. The truth of this matter is disputed by both sides, though the fundamental nature of the two planes suggests that Brightwater is more likely to be truthful.

As a result of this enmity, Kina-ja sought to entrap and slay both Sune and Sharess. It is of some interest that these rituals are recorded and yet utterly incomprehensible. Here details become fragmentary. By all reports Kina-ja managed to summon Sharess to the Abyss. What happened is unclear, but the end result is that the army of demons was decimated and Kina-ja utterly vanquished. It is said she ran screaming, all of her arms ripped off and tail split in twain from the claws of Sharess. Since that time, it is said that the maimed marilith hides in a dark corner of the Abyss, futilely trying to heal and restore her maimed body while plotting revenge.

Kina-ja wore many protecting piercings, rings and bangles. In addition, she wielded longswords of unholy power and the five elemental blasts.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quick continuity note: The Ebony of the Radiant Sisters is unrelated to the Ebony of Sylica and Aurora. It's a case of the same name, different persons.

Lost Lore of the Abyss: The Radiant Sisters

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

The Radiant Sisters are 13 lilitu bards that loyally serve Malcanthet, Queen of Succubi. They are beautiful women who can radiate a halo of colored light. Each one is named the light they radiate. While the exact personalities of each one vary, they are accomplished slavers, seducers, manipulators and when need be, killers. They are favored by Malcanthet and are all too eager to impress this fact on others.

Each Sister is a sublimely vain creature, convinced it is superior to her sisters and everyone else. As a result, the Sisters are engaged in constant, bitter intrigues of status and domination over one another. This is said to amuse Malcanthet greatly and provides much of the drama in her court. Despite many efforts, none of the Sisters have eliminated any of the others. When things get out of hand, it is said that Malcenthet 'invites' the guilty parties to personally talk these matters over with her. What happens during these incidents is not known, but reports state that the Razor Throne gleams brightly after them.

The Radiant Sisters each wear a locket that can steal the souls of mortals, as well as some bit of jewelry that enhances their beauty and personal magnetism.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Lost Lore of the Abyss: Creeping Doom

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos. Unfortunately, it appears the structure has been consumed in this book. As such the information is wild and uncontrolled, constantly in flux.

Creeping Doom is the end. Creeping Doom is all. Creeping Doom consumes everything. Creeping Doom is the demon of vermin and disgust. Creeping Doom is many. Creeping Doom is many. Creeping Doom is legion. As such, it is best to employ tactics that can successfully dispatch swarms of creatures. Searing fire and piercing cold are noted as being particularly effective as Creeping Doom is in the walls. Creeping Doom is in the walls. Creeping Doom is in the walls.

The rest of the book slides into the same sort of repetitions.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Lost Lore of the Abyss: Orcus

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Orcus is the demon prince of the undead. He is one of the oldest demons of the Abyss and his origins are lost to history. Moreover, there are three distinct theories of his origins - mortal ascension, that he was a former unique demon or that he is a promoted demon. Regardless of the answer, Orcus has greatly influenced undeath throughout Creation. He is known to be a powerful necromancer, though he seldom draws on these powers. His rages are legendary, as are his often torpor-like episodes of sloth.

However, Orcus has many weaknesses, such as his sloth and blinding rage. His long wars with Graz'zt and Demogorgon help ensure that the Blood War remains a stalemate, as it diverts great legions of demons away from that eternal conflict. His sloth often leads to missed opportunities, and ultimately allows many of his enemies to survive. It is safe to say that he hates every living creature in Creation with a violent fury, with only slightly less rage for the living dead. A common theory is that his sloth is a direct result of the hate he holds for himself - for not even Orcus is exempt from his own meaningless hate.

Orcus wields the Wand of Orcus, a powerful mace-wand that can steal life force and vastly augments necromantic magic. There are also constant rumors that suggest he has a more powerful sword as a secret weapon, often dubbed the 'Orcus-Sword'. These rumors are currently unproven.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Lost Lore of the Abyss: Rustax

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos.

Rustax is a half fiend rust monster in the 'court' of Juiblex. In reality is it tough enough and resistant enough to survive and prosper within Shedaklah. This pitiable creature wanders the realm, an endless search for those with metal and flesh to consume. Rustax has gained a great deal of lethality over its life, his touch causing massive physical damage akin to disintegration as well as the corrosion of metal. Worse yet, its body is only semi-solid from its many lifetimes within Shedaklah, giving it near invulnerability to anything but bludgeoning weapons and superior reach.

Rustax has no weaknesses, save for its ever-present hunger. It will pursue living beings relentlessly, until they escape the layer or a bigger source of food becomes available. While intelligent, Rustax is best compared to a hungry, malicious child. It is not difficult to fool and well prepared travelers can often avoid Rustax entirely. However, Rustax is occasionally summoned by the rare madman that venerates Juiblex. When summoned, he follows the order of the summoner and ignores its own instincts.

Rustax carries no treasure, though it has absorbed great amounts of magic from all it has consumed. As such, it has the benefits of a ring of mind shielding, a powerful ring of deflection and cloak of resistance, an amulet of mighty fists, a ring of invisibility and a helmet of teleportation. It is likely it has more powers within it, as it seldom uses any but the passive abilities it has absorbed.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Gwinnan's Travel Logs, Volume 8: Deep Ethereal

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of the Deep Ethereal, information that can be found commonly in various ancient tomes. However, there is one tidbit in particular that is of unusual interest.

"In all my travels in the Deep Ethereal, the most intriguing was the time I met the Solitary Mistwalker. This old angel is dedicated to wandering the mists and claimed great secrets await those who search the fog. He said he spent eons there, a search for greater secrets within. Stunned at this brazen display of homichlophilia, I displayed righteous indignation at his claims. The angel smiled and pointed ahead. What I saw was myself in mist, and on touching it old memories became known to me again. What curious things lie in this misty realm!"
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Lost Lore of the Abyss: Felessa

This series of books is written with a great deal of repetition and reinforcement. The entire writing style is highly ordered, as a preface explains this is desirable to better hold the often mutable lore of chaos. Unfortunately, evidence suggests that this book has partially succumbed to chaos. In particular, The Father's influence is suspected due to the various references to consumption. The chronology of the book has also been muddied, rendering any information within it suspect.

Felessa is a succubus that focuses her attentions on mortal women. She calls herself the Mistress of Forbidden Love and specializes in corrupting women through seduction. She was once a compatriot of Malcanthet, but was betrayed and fled. Since that time, evidence suggests she has taken up residence in the court of Graz'zt and is so hungry. Her focus is on mortal women in societies that hold lesbian relationships immoral.

Besides her considerable talents at seduction and charming, no feasting woman can knowingly take a hostile action against Fylessa. In addition to this, she has learned both sorcererous magic and how to channel foul divine power as her lilitu kin can. She has one weakness of note - a woman who has rejected her advances can lay her low with a single strike.

As the current lover of Malcanthet, Felessa has access to great material wealth. Her continued devouring of succubus lovers has left her with a large collection of treasures.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

A note has been attached to this book. It reads, "Warning: The Father's influence has completely corrupted this tome. Reliable information is impossible to obtain. It is kept only as an example of what happens when Abyssal lore spreads unchecked.

Lost Lore of the Abyss: Cantessu

I'm making dinner for you because I'm still waiting for you entire writing style is highly orderI bless this coming feast for my blessed child!

At the battle of Weeping Laments, it was found that everyone has to eat because I'm coming and it will be good and it will be right and it will be happiness once more for everyone when I come, and the day is coming Muirfbroken sword. From the corpse came Cantessu and we all ate together until we were full and couldn't eat anymore and I smiled at my children and herded them to paradise now and forevermore because we're so hungry and tomo

Cantessa is vulnerable to cold iron bludgeoning weapons, such as maces. While a warrior of some skill, she is held back by her natural talents elsewhere.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Behind the Screen: Tiers

So when you run a campaign that stretches from level 1 to the heights of epic levels, you may wonder how everything stacks up. How strong and important is a level 9 PC versus the wider multiverse? What about a solar, an eye tyrant or dire bear? The goal of this article is to explain how this all works out. This is going to be completely out of character, so everything here's accurate.

I uses three rough tiers to divide up creatures and further divide those tiers. The concept's been in D&D for some time, as third edition has epic levels and divine rules, which serve as an informal tier above normal game play. Fourth edition ran with this and codified it into three tiers, Balmuria uses a similar approach. There are three tiers: mortal, epic and divine. Each tier has sub-categories to further differentiate power levels. These tiers are unofficial and meant to be a guide to how things work.

Each tier brings new rules. The epic tier brings in the epic rules, opening up more options for characters as well as increasing the power level of the game. The divine tier brings a vast deal of power to the game, with the rules there changing some of the fundamental assumptions of game play. However, the underlying system never changes. In addition, each tier brings a change in flavor and how the characters are seen by the greater multiverse around them. In addition, tiers deal with spiritual potency and the afterlife. It has been said that the purpose of life in Creation is to prepare for the afterlife. Heroes who reach lofty heights have a spirit to match, this causes them to be noticed. As such, the tiers (especially the higher ones) deal with this.

Before anything else, a few caveats. Namely, this only judged individual power by approximate challenge rating. As CR is only a loose measurement of power, it should likewise be understood that there's flexibility between the tiers. Also, this does not account for other sources of power. A CR 1 prince that somehow commands a trio of CR 25 solars is much more of a mover and shaker than a typical CR 1 creature. That's fine, that sort of power isn't what we're measuring here, and further, exceptions can and do exist. This is a guideline, not iron rules that define everything.

It's worth noting that this is done from a DM's point of view, incorporating the outer planes and other things removed from the Prime Material. This isn't to denigrate mortal affairs or the Prime Material, as a DM has to balance all aspects of the campaign world and understand how they work together. Further, as you reach into the epic tier and beyond, most matters involve the Prime Material less directly; highly powerful outsiders and divinities can't directly enter those realms without catastrophic and apocalyptic happenings.

Finally, note that these tiers don't account for soulless creatures, such as constructs. Much of the material here assumes a soul and intelligence. Creatures that fail those prerequisites fall outside of these tiers. A well made construct may be powerful, but ultimately it is little more than a machine that fulfills a purpose. Creatures from the Far Realm, who are by definition outside of Creation, are also not covered by these tiers.

Tier 1: Mortal

1-10 Mortal Tier

This tier is not limited to mortals, though mortal beings predominately make up its composition. This is for everyone from Mom and Pop to the blacksmith down the lane, to King Fancypants the 38th, to various adventurers, to mysterious elves and everything else you could imagine. Creatures at this power level range from affecting the immediate area to a few kingdoms. Such creatures usually lack the ability to adventure in or withstand any plane but their own. While not fodder or weak within their kingdoms, they're of no notice to the greater Creation beyond them. Around the end of this tier, the means to transcend this tier begin to emerge - the ability to travel the planes, greater survivability in general, mastery of the basic circles of magic and the ability to break the rules of physics as we know them.

Roughly 99.95% of Creation resides in this tier. Of course, with parts of Creation being theoretically infinite, the number means relatively little.

11-20 Heroic Tier

This is the tier where characters begin to gain a great deal of personal power and are no longer just another minor hero. Inhabitants of this tier have made a name for yourself and are really starting to have influence. In the mortal world, they are a hero of high renown or a feared villain, having accomplished many a deed. The planes of Creation are open to explorations, legendary creatures can be faced and they can take abuse that would melt a peasant to ash without even blinking. In our parlance, they're super heroes.

These characters aren't just another dismissible threat to be ignored or crushed, but instead a budding champion who can influence the course of countries, continents and even make an impact on the planes. As characters advance higher in this tier, the rules of reality become less strict. Oftentimes, certain limitations lesser creatures labor under become mere suggestions to the heroes of this tier.

At the end of this tier truly great deeds can be done. Warriors can face down legendary threats and emerge victorious through the power of muscle and might. Clerics can call down direct miracles while wizards can enact their desires through wishes. At the same time, they can begin to glimpse even more power beyond. They can see more of the planes and the deepest legends, seeing that there is still further to go. Many of the problems of the mortal world become less of a challenge, as even armies of goblins or orcs can only do so much against heroes of this power.

Likewise, they likely have the attention of several planar entities. The name of a hero of this power invokes the fancy of outsiders who share your beliefs or alignment. Opposing forces may see you as a rising threat that must be crushed, while your patrons are keenly interested in you and your continued growth.

Roughly 00.04% of all Creation resides in this tier. The remaining 00.01% of Creation takes up the epic and divine tiers.

Tier 2: Epic

21-26 Low Epic Tier

At this point, you have great power. A mortal of this level is a hero of legend, the sort born once a century at best, while an immortal of this level has at last gained a measure of true power. The epic rules are now in play, opening up new feat choices, epic prestige classes and epic skill usages. Even the most mundane warrior is superhuman and can manage feats that defy the normal rules of physics.

Mortals who reach this level of power have the absolute attention of the outer planes. They are great champions that are nurtured, likely to be soon brought directly into the fold. Those that oppose them make take great risks to subvert or destroy them before that can happen, so that the opposition does not gain another powerful ally. At this point, the greater realities of the planes become evident. As the purpose of mortal life is to prepare for the eternal afterlife, creatures of this tier are often ready to skip ahead to that. Many become outsiders or similar spirits without having to die, given transmigration by their patrons or allies.

Indeed, many find themselves limited by a mortal body at this level of power. A spirit of sufficient purity and power to reach this level of ability chafes under the constraints of flesh. Outsiders and other spirits find the same problem in a different way. The mortal world reacts and recoils from them, unable to fully bear the intensity of the spirit outside of the cage of a mortal body.

Creatures in this tier face down the epitomes of mortal knowledge routinely, as well as horrors forgotten to time. They can defeat the mightiest dragons and wander the planes freely. Those who wish even more power may be able to research the path to divinity, though such is a long, difficult and dangerous process. Most creatures can be defeated or resisted, though greater entities, direct servants of deities and deities are generally too strong to oppose.

27-32: Mid Epic Tier

Characters who reach this level are beyond legendary. They are unique entities known by many and all, able to stand as an equal with the greater scions of the planes and the strongest creatures of other planes. Creatures of this level have many options and can cause untold destruction when roused properly.

At this juncture, mortal and immortal begins to cease mattering. Mortals who make it this far may spontaneously transmigrate into something greater, or change so much that there is little difference between them and immortals. A being with any ties to a deity, power or plane will be brought into it, as they are too precious to risk losing. Creatures of this power are often cited in rituals, as merely calling on their name can fuel magic.

Regardless of origin, heroes who reach this level often find themselves absorbed in new duties. They may become an outsider in the service of a deity or a plane, or searching for truths of their own. This path leads towards searches for greater power and greater meaning to go hand in hand with what they've gained so far.

Those who reach this power are only challenged by great threats indeed, and can even oppose a weak demigod, if not win. True deities and powers are still beyond them, but for many, they are not a trivial opponent.

33+ High Epic Tier

By this point, the creature is so powerful that the sky is the limit. As they grow stronger, they may be able to shake the foundations of Creation itself. Creatures who progress further into this seek power and develop as they see fit. It's possible for creatures of this tier to eventually reach the point to challenge the greatest deities and powers. Even if such creatures are not deities, they often have great meaning and even meaning to Creation itself. Most count as divine rank 0 quasi-powers, which represents how much spiritual weight they've accrued.

The defining feature of this tier is that creatures in it mean something greater to Creation. While not deities, they have still accrued vast amounts of power and this resonates around them. Their souls are like roaring bonfires compared to the gentle flames of the souls of lesser creatures. For example, a sword fighter of this level in some small part matters to Creation and the concept of sword fighting. At this point, a mortal creature will become something more if they are not already. Few mortals reach this far without being rewarded by their patrons or having suitable patrons woo them to their side.

Creatures who seek divinity at this level of power can find slow but steady success. Only the threat of Ao's disapproval holds most back. There are many worthy demigods to be that refrain, as they do not wish to risk everything and eternal misery should Ao accurse them instead of allowing them to ascend. The merest glance at a hunefer is enough to give even the boldest divinity-seeker serious pause. 

Tier 3: Divine

Note that these tiers and previous tiers somewhat overlap. That's on purpose, as divinity isn't mandatory. It's entirely possible for a high epic tier creature to be stronger than a demigod or even a lesser power. Various divine powers make up for this in more indirect ways, even if the high epic creature can take the deity in a straight fight. Also, at this tier, certain mechanical rules are relaxed. Deities may have special powers that do things that lesser creatures are forbidden from, such as instant death effects, polymorph effects that don't follow the polymorph subschool rules and so forth.

There's no text for these tiers - they're just the minimums for each tier. A demigod has to be at least CR 30 and have 30 hit dice, and so on for the following tiers. There's no cap, as divine rank and hit dice aren't always perfectly in synch. More information on deities and how they work will be in another article, but a few details are provided below.

In the simplest terms, deities are the absolute manifestation of concepts within Creation. For example, Tempus is war and every war is part of Tempus. If epic creatures gain some meaning to concepts as they grow stronger, deities explode that meaning out as they become integral to Creation itself. For they are those concepts and those concepts are them. Deities of opposing concepts - including good and evil, as well as law and chaos - do indirect battle against each other for souls and influence, to further strengthen what they represent. This is known amid the deities and powers as the Competition.

Deities rarely face each other directly. Such battles are almost always inconclusive, as the conditions for a deity to destroy another deity make it difficult. Deities command great legions of followers, servants, worshipers and other such minions to aid them. Should these be overcome, like-minded deities usually have compacts and agreements to aid each other in these situations. Should all these be defeated, a deity must be slain in its home realm and the attacking deity must succeed on an opposed divine rank check to destroy the defending deity for good. Failure of any condition results in the defeated deity reforming. It is one thing to defeat Lathander, Bane or Demogorgon, it is another to do it in their seat of power and overcome their divinity in a final clash of will.

Further, deities are nothing if not wise. A deity that expends sufficient forces to mount a credible attack on an enemy leaves their own holdings vulnerable. A victory means nothing if it results in equal losses or worse. In addition, the deities of good face an additional hurdle. Should one of them be defeated, all the souls they care about and provide eternity for will be endangered if they are slain. This holds many of the deities and powers of good back, as what they represent is integrally important to countless billions of souls.

Due to all of this, the Competition is the main method of divine conflict. In essence, the Competition is using influence, mortals and servants to advance what the deity represents and to weaken what the deity opposes. This fuels countless adventures across the many and myriad prime material planes, as well as throughout the inner and outer planes. Deities are not inactive, rather they work through many intermediaries and deal with the things that only they can.

To face down a deity is to face down every single thing and soul they represent. Only the greatest epic heroes can do so and hope for anything but instant obliteration.

As a final note, there's a subtle but important difference between deities and the lords of the various planes. While deities represent concepts, the planar lords (such as the Hebdomad, Queen Morwel and the Court of the Stars, the Lords of the Nine, Demon Princes and other such creatures) represent an outer plane instead. As outer planes are directly tied to alignment, this is represented by them. They tend to be less tied into mortal affairs and more into immortal affairs, as well as running the outer planes. For most things this is purely an academic difference, as planar lords function as deities and use the same divine rules as deities.

30+ Demigod Tier

40+ Lesser Deity Tier

50+ Intermediate Deity Tier

60+ Greater Deity Tier
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?