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Imaria Preview
Imaria Preview
Preview
Credits Inspiration and Thanks To The Original Knights of Baron:
Chad Archibald, Tristan Davis, Gianni Filippin, Raph
Based on the world created by Gadzinski, Jake Langedijk, Tom Zarzeczny, Kirk McCallum,
Thomas M Gofton Paul Carrero, Ryan Abram, Evann Gentry, Rob Duschenese,
Jesse Drenters, Chris O’Rourke, Brian Ancliffe, Matt
Drawing on further development by Jamieson, Michael Newell, Patrick Carter, Jacques Fortin,
Christopher L. Zweerman, Hande Barutçuoglu, Devin Wilson, Morgan Bessy, Jayson Cassavettes, Dave Cassaro, Renee
Adam Petkovic, Kyle Van Dyke, and Ben Robinson Golden, James Golden, Tim Wadleigh, Ben Wadleigh, Phill
Mullis, Sean Domroes, Michael Bonello, Jenn Talbot, Ashley
Design & Writing Ty-Robbins, Martin Uus, Mark Paralovous, Josh Crawford,
Game Design: Tommy Gofton, Devin Wilson, Ben McKay, Stasia Bowerbank, Gerrard Murphy, Tyler
Adam Petkovic, and Kyle Van Dyke White, Chris Masci, Adam Garcia, Jason Oosterveld, Paul
Additional Design Support: Aron Murch, Ben Robinson, Zoeller, Ed Mocherie, Fern Jasper-Fayer, Erin Kelleher, Paul
Ed Greenwood, Elisa Teague, Walsh, Aaron Slavinski, Justin Marshall, Laura Marshall, Jeff
Kate MacFarlane, Keith Baker, Samuel Skelhorn Mahood, Michael Edwards, Jack Lichfield and James Poirier.
Creative Writing: Jaym Gates, Devin Wilson
Editing: Adam Petkovic Special thanks to everyone who played and lived this world
in person at The Round Table in Guelph, Ontario, Canada as
Artwork well as the players, special guests and viewers on the Twitch
Interior Character Illustrations: channel Six Sides of Gaming! Special thanks to all our
Ryan Valle, Steven Bellshaw, Michael Gauss Kickstarter backers, players at Gen Con, Origins and other
Creature Illustrations: Zoe Amaral conventions over the years. Without all of your continued
Landscapes: Elizer Morcillos, Yarro Studios, Josh Derksen support this world would have been just a dream. Finally
Faction Icons: Chad Rowe thanks to team Lynnvander for the patience in allowing this
Items: Steven Bellshaw, Aron Murch project to become something in our catalog!
Cartography: Josh Derksen, Chris Feres
Graphic Design & Layout: Josh Derksen Additional gratitude to the wonderful friends at Navegante
Entertainment for their use of Greak: Memories of Azur and
their story to be a part of Imarian lore! We appreciate you in
every way! Thank you - (and go check their video games out
- trust us - you won’t be disappointed).
The Pillars of Power, The World of Imaria, and all events, characters, places,
maps, etc. are © Thomas M Gofton. All Rights Reserved. © Lynnvander
Studios 2023. 32 Essex St, Guelph, ON, Canada N1H 3K8.
www.Lynnvander.rocks
Cosmic Mana
Cosmic mana serves as the power source for those who wield
arcane magic on Imaria, such as wizards. These spellcasters
The Veil have the ability to convert the ambient cosmic energies
(Ethereal Chronomancy) around them into a raw magical force, which they harness
to cast spells. Cosmic mana is versatile and allows for the
creation of inanimate materials, such as minerals, gasses,
and chemical compounds.
Convergence Mana
In contrast, casters of primal magic draw upon convergence
mana. This mana type is created by Imaria itself as it
processes cosmic mana. It is the life force that sustains all
living creatures on the planet. Primal spellcasters, like druids
Psionics and rangers, tap into this energy source to empower their
spells and manipulate the natural world.
Divine Magic
For those who seek to wield divine magic, it's a matter of
faith and conviction. These spellcasters, primarily clerics, use
their own souls as conduits to transform convergence mana
into divine spells. This ability is made possible through the
influence of the Veil on the energy of one’s soul, allowing
such strong mental and spiritual belief to manifest as magic.
Aioessence
(Anti-Magic) Clarion Mana
Clarion mana occupies a unique space between cosmic mana
and convergence mana and is exclusive to renika. Unlike
the other forms of mana, clarion mana can be harnessed by
spellcasters of all disciplines. This allows them to make use of
renika as components, foci, and mana storage.
Pure Renika
Pure renika is a highly prized commodity, safeguarded
zealously by the Heliacal Prime Theocracy. This substance
constitutes the very core of Imaria and plays a pivotal role in
shaping the planet, distributing mana through its leylines,
and facilitating the creation of convergence mana. It is the
source of life itself. It is understandable then, why turning
this substance into a powder and combining it with other
metals to form renik steel or forcing it to condense into
crystals to create flying ships, can be seen as somewhat
controversial.
Renika Crystals
The tumultuous events known as the Maelstrom that formed
the sky continent of Alyssia led to the shattering of renika
on the Veil's surface, a temporal barrier that envelops Imaria.
These renika fragments, much like seeds, began to grow and
multiply, albeit in uncontrolled conditions. Exposed to open
sky however, and wildly growing haphazardly, the renika
coating the bottom of the Alyssian islands is equally as
much of a danger to the inhabitants of the islands as it is a
necessity to keep the lands aloft.
Ingenious scholars came up with the idea of therefore
mining the very substance that kept their islands aloft.
Doing so proved dangerous as the disruption of the mana
flows could result in chaotic magical surges, not to mention
the possibility of deteriorating the buoyancy of the floating
islands. The key was moderation. The renika needed to
be mined just enough so the mana disruption could be
contained, and the islands could be kept still.
The Lunalian Council set their best enchanters to study the
renika, and learned how to magically alter and condense the
pure renika into a crystal form, granting actual control over
its moderation of mana. Renika crystals, like pure renika,
retain the unique property of being lighter than air, the mana
flowing through them changing their density by an extreme
factor. Now however, the magical energy stored within could
be tapped and used as a fuel source or to power sunfire
cannons, actively consuming the energy and functioning
as an engine, then waiting for it to recharge, which now
happened much faster in this crystallized form.
Magnetism
By utilizing the mind to repel and attract
matter, psionics in Imaria operates much like
generating and controlling magnetic fields.
Electricity in Imaria
Aioessence functions similarly to electricity. While electrical energy
is possible in Imaria, mana acts as a resistor and prevents it from being
reliable, especially in mana-rich environments. Aioessence does not have
this problem, and in fact benefits from high concentrations of mana.
Mana-Withering
When a creature is exposed to renik, the convergence mana
coursing through them withers away along with their life
essence. Some hardy folk can resist this for a time, but
anyone who weaves magic is exceptionally vulnerable to the
withering degradation.
Soulforged
During the myriad of experiments performed by Iltherian
renik smiths, it was discovered that constructs and other
mechanical devices can be infused with a renik-bonded soul
to become animated and powered by aioessence through
the soul's manipulation. Such creations do require mana to
fuel the aioessence generation but offer incredible power
and unique capabilities in the form of technological marvels
called the Soulforged.
None of these Soulforged have been as widely feared as
the renik constructs. Massive hulks of renik steel animated
by an Iltherian soul and powered by renika furnaces.
These war machines plague the nightmares of magic
weavers across Imaria.
Mindfulness You gain proficiency with smith’s tools and tinker’s tools. If
3rd-level Psionicist feature you already have one or both of these proficiencies, you can
choose other types of artisan’s tools instead.
You have learned to regain some of your mental capacity You also gain proficiency in the Investigation and
through introspection. Once per day when you finish a short Perception skills, as well as with improvised weapons.
rest, you can regain a number of cognition points equal to
your Intelligence modifier (minimum 1). Amalgamation
2nd-level Mindcrafter feature
Mental Mend
Adept Principles of You target an object you can see within your influence range.
Mindcrafting Any breaks or tears in the object are telekinetically held
2nd-level Mindcrafter feature together for as long as you are focusing on this principle. As
long as a break or tear is no larger than a number of feet in
You have unlocked the secrets of mindcrafting, gaining any dimension equal to your Intelligence modifier (minimum
access to the set of 1st-tier principles offered by your ethos. 1 foot), you hold it together with psionics, leaving no trace
When you gain additional principles, you can choose from of the former damage. When you lose focus on this principle,
the following options. the exact same breaks or tears in the object return.
This principle can physically hold together a broken magic
Centered Defense item or Construct creature, but can’t restore magic or hit
Taxing points to such an object or creature.
Bend Light
While focusing on this principle, you can create vectors to
reflect light as a momentary distraction. As a reaction, you
can choose a creature you can see within your influence
range that needs to make a Constitution saving throw to
maintain its concentration, and give it disadvantage on that
save.
Fail Forward
d8 Benefit
1 You gain advantage on the next weapon attack you make before
the end of your next turn.
2 The target or your missed attack can’t take reactions until the start
of its next turn.
3 You gain the benefits of the Dodge action until the start of your
next turn.
4 The target of your missed attack is knocked prone.
5 You can make a second attack as part of the same Attack action
at a different target within the reach or range of the weapon you
just attacked with. The second target must be within 30 feet of
the original target.
6 You can immediately move up to 15 feet without provoking
opportunity attacks.
7 You have advantage on the next saving throw you make before
the start of your next turn.
8 You gain 1d8 + your Dexterity modifier temporary hit points
(minimum of +1).
Made Luck
Suffered Condition Exchanged Effect
Petrified Paralyzed
Paralyzed Stunned
Stunned Blinded
Blinded Restrained
Restrained Delayed
Delayed Frightened
Feat
Frightened Deafened Tactician
As an expert on battlefield tactics and military techniques,
you can use your Intelligence modifier instead of your
Deafened Prone
Dexterity modifier for your initiative rolls. You also gain the
Prone Pushed 5 feet away from
following benefits:
what knocked you prone.
• When initiative is rolled, you can have any two allied
creatures you can see that can hear you swap initiative
You’re in Luck rolls, or you can swap your initiative with an allied
13th-level Desperado feature creature you can see that can hear you.
• You can take the Help action in combat to aid an allied
Your luck begins to rub off on others. When a creature creature you can see that can hear you. The creature also
within 30 feet of you misses with a weapon attack roll, you gains temporary hit points equal to your level + your
can roll on the Fail Forward table and grant it the benefit Intelligence modifier (minimum of +1). Once a creature
listed. In addition, whenever you roll on the Fail Forward gains these temporary hit points, it can’t do so again until
table, you can roll the die twice and choose which of the two it finishes a long rest.
benefits you gain. If you roll the same result twice, you can • As a bonus action, you can designate an allied creature
choose any benefit on the table. you can see that can hear you to perform one action. The
creature can choose to use its reaction at the end of your
Some Have All the Luck turn to take the Attack (one weapon attack only), Dodge,
17th-level Desperado feature or Use an Item action. Once an allied creature uses this
reaction, it can’t do so again until it finishes a long rest.
Your failures are so spectacular that they come full circle. You can use the benefits of this feat a number of times
When making a weapon attack roll with a finesse or ranged total equal to your proficiency bonus, and regain all
weapon, you can treat a d20 roll of 1 as a 20, turning the expended uses after finishing a long rest.
miss into a critical hit.
Expression Unhindered
Situated as a distinct walled district within Locke,
Aethergarde Bastion is a striking architectural marvel among
the rest of the city. The bastion's green-tinged stone walls
rise tall and imposing, adorned with watchtowers and defen-
sive structures strategically placed to safeguard its cherished
residents. However, these fortifications do more than protect;
they also bear witness to a unique architectural style that
blends the remnants of former crushing uniformity with the
unrestrained explosion of creativity.
Within Aethergarde's walls, the buildings themselves are
canvases upon which the renik knights' aesthetic preferences
are painted. The once-repressed artistic spirit flourishes,
mingling defensive elements like parapets and reinforced
doors with wild and expressive forms of architectural
artistry, all done without the use of magic. As one traverses
the bastion's cobbled streets, they are met with a visual
tapestry that tells the story of a people breaking free from the
bonds of oppression. Each building is a work of art in itself,
showcasing the diversity of styles, colors, and designs that
reflect the uniqueness of its creator.
Beyond its artistic charm, Aethergarde Bastion thrives with
a deep sense of camaraderie and shared purpose among its
inhabitants. Their collective focus centers on the principles
of freedom and resistance against the oppressive shadow
of the Iltherian Empire. Daily life within Aethergarde is a
fixture of community support, where residents rally together
to help one another rebuild their lives after escaping tyranny.
Vocational training and educational initiatives are common,
The World of Imaria aimed at integrating newcomers into the world outside the
Iltherians. Residents gather in communal spaces adorned
with colorful murals and sculptures, celebrating their
newfound freedom and unity. It's a place where talents are
nurtured, and dreams are given room to flourish.
Meggmok Actions
Gargantuan Monstrosity (Titan) (Celestial after Radiant Rebirth), Unaligned Multiattack. The meggmok makes two Claw attacks.
Armor Class 18 (natural armor) Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21
Hit Points 294 (19d20 + 95) (4d6 + 7) slashing damage.
Speed 50 ft., climb 50 ft.; fly 50 ft. (After Radiant Rebirth)
Colossal Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one
STR DEX CON INT WIS CHA target. Hit: 33 (4d12 + 7) piercing damage. If the target is a creature, it is
25 (+7) 12 (+1) 21 (+5) 11 (+0) 15 (+2) 9 (-1) grappled (escape DC 20). Until this grapple ends, the target is restrained,
and the meggmok can't bite another target.
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