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~A FALSE HOPE OF HEAVEN~
FORGOTTEN PAGES FOR
SHADOW OF THE DEMON LORD
WRITING:
Near Fracktallya (Discord tag: nearfracktallya)
EDITING, LAYOUT, ART, AND ART DIRECTION:
Ronny Anderssen
ADDITIONAL EDITING: AJay Cain Huffward
HONORABLE MENTIONS: Aladdin, Krieg, Dilson, Uolfer, Aidoneus,
and Pietro Cavallini (Our eternal Spellguard optimizer)
ART:
Some art by Ronny Anderssen.
Some art by DeckyDraws, used with permission from Chamomile Has Illustrations (CC BY 4.0).
Some artwork © Grim Press, used with permission. All rights reserved.
Female Paladin with Izual9s Shield by Bob Greyvenstein and Ronny Anderssen.
Angels and General by Bob Greyvenstein.
Some artwork copyright Murzabaev Roman aka s0ulafein, used with permission.
The Adoration of the Shepherds by Pieter Bout (CC0).
The worship of the Holy Trinity by heavenly choirs by Jacques de Gheyn (CC0).

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YOU TO ALL OUR
PATRONS!
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A False Hope of Heaven is ©2023 Near Fracktallya & Ra Press. All rights PATREON.RA-PRESS.COM
reserved. This product was created under license. Shadow of the Demon Lord
is a trademark of Schwalb Entertainment, LLC. This work contains material
that is copyright Schwalb Entertainment, LLC. Such material is used with
permission under the Community Content Agreement for the Disciples of the
Demon Lord CC. All other original material in this work is copyright ©2023
by Ra Press and published under the Community Content Agreement for the
Disciples of the Demon Lord CC.
TABLE OF CONTENTS
Introduction 4 Awakening Inner Force 20
Heaven 5 Miracle On Wounds 20
The Paradise 5 Breaking The Truth 20
The Immeasurable Lord 5 Miracle Of Life 20
A Soul’s Purity 6
Multiply Attack 20
The Cult Of Paradise 6
Help From Heaven 20
The Paradise’s Baptism 6
The Battle For The Souls 6 Miracle Of Heal 20
The Sons Of Paradise 6 Samson9s Miracle 21
The Highers 6 Solomon9s Miracle 21
Vyxiel, The One Above All 7 Leave Corruption 21
I 8Zkyhl, The Unpronounceable 7 Miraculous Resurrection 21
Elandriel, The Hand Of The Miracle 7 Miracle Of Hope 21
Zalariel, The Voice Of Truth 7 Bellatore Light 21
Zeniel, The Slaughterer 7 Oblivion 22
Devour Mind 22
Entering Heaven 7
Nar9s Fifth Fortress 7 Forget Magic 22
Resounding Grace 7 Forget Attack 22
Lij, City Of Wonders 7 Forgetful Pains 22
Celestial’s Corruption 8 Awaken The Forgotten 22
Fury Of The Fallen 8 Oblivion9s Bow 22
The Black Wing 8 Oblivion9s Passage 22
The Black Touch 8 Delay Memory 22
Diafthora, The Floating Island Of The Fallen 8 Memory Loss 22
Nephilim 9 Oblivious Conversion 22
Bellatore, Sanai, Elym 9 Oblivion Breach 23
Heavenly Essences 9 Summon A Living Shell 23
Heavenly Paths 12 Erasing Memory 23
Novice Paths 12 Raise Memories 23
Priest Of Paradise 12 Memories Of The Forgotten Hero 23
Master Paths 14 The Great End 24
Bearer 14 Shadow Of The Great End 24
Black Wing 15 Heavenly Gear 26
Miraculous 16 Relics Of Heaven 27
Oblivious 17 Izual9s Shield 28
Magic 18 Nikhel9s Bow 29
New Traditions 18 Pride Ax 29
Grace 18 Vyxiel9s Feather 30
Grace Attack 18 Heavenly Creatures 31
Protection Of Grace 18 Celestial 31
Celestial Flames 18 Celestial Bellatore 31
Celestial Sword 18 Celestial, Titanic 33
Grace9s Shield 19 Fallen 33
Faithful 19 Living Shell 34
Shine Of Grace 19 Lost Soul 35
Rain Of Grace 19 Paradise Crusader 35
Heavenly Connection 19 Paradise Cultist 36
Grace9s Armor 19 Priest Of Paradise 36
Mark Of Grace 19 Nephilim Bellatore 37
Fury Of Bellatore 19 Nephilim Elym 37
Paragon Of Heaven 19 Nephilim Sanai 38
Miracle 20 Shedu 38
A Little Miracle 20 Oblivia Aberration 39
Miracle Of Tear 20 Orian, High King Of The Fallen 40
Multiply The Bread 20 The Highers 41
Walk On Water 20 Zeniel, The Slaughterer 41
INTRODUCTION
A False Hope of Heaven introduces a more reverent
and deeper theme to angels and castes without losing
the essence of Shadow of The Demon Lord.
This supplement adds ancestries, traditions,
paths, and other features to make your
campaigns more interesting.
Illuminated winged beings fight the
darkness with heavenly light. But how far
would the light go to defeat the shadows?
Everyone knows about paradise, even when no
one knows what awaits them in the afterlife. This
supplement introduces new paths for believers.
Forgotten traditions are an inheritance revealed only
to the children of the celestials, but some magicians
are determined to discover them.
Cursed and enlightened weapons await in deep
caves or tall towers. They may be in the hands of an
ancient wizard, buried in the Desolation, or encrusted
as trophies in hell. Forgotten pages hold secret lore.
What would happen if these celestial beings were
corrupted? A brand-new list of monsters
ready to terrorize your players at all levels!
Enjoy this unofficial supplement from the
Brazilian SotDL
Community.
HEAVEN

T
Heaven, the home of the Celestials, is believed to be a
perfect sanctuary away from the shadow, corruption, HE
and atrocities that afflict Rûl. It is thought to be a realm
of eternal love and happiness. But is it truly flawless?
IMMEASURABLE
LORD

T
HE PARADISE Seated upon a throne adorned with unparalleled gems
Hell and the Underworld are not the of dazzling brilliance, an indescribable entity reigns in
only places where souls are sent. There immeasurable splendor. These gems radiate an
is also Paradise, standing opposite Hell. unmatched luminosity, their radiance extending
The souls selected to be taken to Paradise are those beyond the limits of sight, reaching into infinity. Here,
that have no stain, a rare quality in Rûl. While in this awe-inspiring realm, the Immeasurable Lord
uprooting the corruption of a soul results in awaits the encroaching Shadows.
excruciating pain for the victim, plucking the purity of Together with its celestial army, the Immeasurable
a soul brings immense pleasure, akin to orgasm or Lord wages an unrelenting battle against the Shadow,
extreme bliss and love. The victim9s rationality tirelessly selecting the most exceptional among them
dissipates, eternally remembering the encounter as for its purposes. This is why it chooses the pure and
<Paradise.= Purity-stripped souls are presented to the untainted to serve as vessels.
<Immeasurable Lord= for consumption. The Immeasurable Lord is a unique Genie who,
Once they have lost their pure identity, souls are unlike others of its kind, retained its powers through
placed in receptacles instead of returning to new the creation of Výxiel, known as the One Above All.
bodies in Rûl. These receptacles possess slender forms Harnessing Výxiel9s immortality and extraordinary
adorned with colossal wings, becoming the Sons of abilities, the Immeasurable Lord gathers pure souls
Paradise—the Celestials—tasked with eternally and raises a formidable army of Celestials.
siphoning purity from untainted souls.
A T
SOUL9S PURITY HE BATTLE FOR
The Immeasurable Lord, recognizing
the power of pure souls surpassing THE SOULS
even that of devoured corruption, The need for souls commonly finds
sought ways to augment its power beyond the souls Celestials fighting devils, fairies, priests of Father
collected by its Celestials. Through the influence of Death, undead creatures roaming in graveyards, or
the Sons of Paradise, the Lord established a religion even plucking newborns from their cradles. They
based on mortals9 belief in angels. fight relentlessly and without mercy for their enemies,
Through words of encouragement, healing using all their power and influence to destroy those
miracles, and tales of celestial triumph over demons, a who would deny them their prize. When Celestials
profound hope took hold among mortals. This led to are defeated, their souls descend to Hell, where they
the emergence of priests and paladins who spread the become Cambions or slaves, working for the Greater
Immeasurable Plan as a guise of heavenly hope. Devils. Some even get confused with the fake light
While comparisons are drawn between the Cult of the from the <Infernal Sun= and cry out for the
New God and worshiping Paradise, a crucial Immeasurable Lord, but hear no answer but laughter
distinction lies in the obedient execution of the and mocking of the Furies.
Celestials9 orders by many priests. Some followers

T
eventually succumb to corruption, prompting
Celestials to purify and harvest their souls for eternal
HE SONS OF
sustenance of the insatiable Immeasurable Lord9s PARADISE
salvation in Paradise. The Sons of Paradise exist in castes,
each with its utility and activities. They never rebel

T
HE CULT OF since they have no recollection of their identities. The
Sons always fulfill any tasks ordered upon them or die
PARADISE trying.
A priest of The Cult of Paradise is To maintain their posture and purity, the Celestials
distinguished by two resplendent radiant wings, a have a very serious weakness, the weakness of lying,
symbol of their affiliation. These cults, numerous in which actively damages them. With its perfectly
number, frequently assert that their actions are organized structure, Paradise has its castes divided
ordained by a Celestial entity. Within these cults, the into three parts, the Bellatore, the Sanai, and the
ritual of salvation commences with priests wielding Elym.
Grace, a magic bestowed upon them by the Celestials The Bellatore are the Celestials created with only
to manifest the blessings of Paradise. A considerable one purpose, to fight devils, fairies, demons, and all
number of followers display an unwavering who try to stop them, day and night.
determination to acquire Grace, as it holds an Created to influence cultists with miracles, the
inexplicable allure, proving to be highly addictive for Sanais are those who represent the grandiosity of the
some fortunate recipients. Celestials. In the form of angelic avatars or any other
manifestation that can impress mortals, they use

T
HE PARADISE9S Grace to create more followers and acquire new souls
for their Lord.
BAPTISM Lastly, the Elym are the Celestials who create places
for priests and also teach Grace to mortals as the sages
Cults of Paradise frequently emerge in
of Paradise.
secluded regions, where devoted mortals willingly
sacrifice themselves in pursuit of a blissful existence

T
within Paradise. Grimly, these cults engage in HE HIGHERS
harrowing rituals, such as hurling one another into In Heaven, the Highers stand as the
vast pools of scalding water, where they meet a brief most formidable Celestials. Their
but excruciating demise. In these solemn locales, the souls, graced by the touch of the
Elym, Celestials entrusted with the task of gathering Immeasurable Lord, exhibit extraordinary power and
the souls of those who sacrifice themselves, remain excel in both this world and the realm beyond.
ever vigilant.
V Z
YXIEL, THE ONE ABOVE ENIEL, THE
ALL SLAUGHTERER
Among all the Celestials that exist, VyxieI Zeniel, the Lord of Elym and sacrifices, has a
stands tall and unchallenged. He is the epitome of fearsome role. This Celestial gathers the souls of
purity, void of a soul but granted the gift of immortality innocent children and those willingly offered to the
by the immense power of the Immeasurable Lord. His Immeasurable Lord. Known for its nocturnal prowling,
divine responsibility is to guard Paradise against the Zeniel is often depicted with a fiery red blade and
curious, guiding the Celestials and their respective wings, symbolizing the blood of its offerings.
castes. VyxieI holds a unique privilege, as he alone can

E
discern the Immeasurable Lord9s desires. NTERING
8ZKYHL, THE HEAVEN
I UNPRONOUNCEABLE
The unpronounceable Celestial oversees the
Bellatore, the largest and most powerful caste.
Heaven serves as the abode for all
Celestials, and a formidable force protects the
Immeasurable Lord. Nevertheless, perfection does not
exist, even in Rúl. Heaven, while unwelcoming and
Resembling a giant of immense size, it possesses six
flaming blue shades akin to Vxyiel. With flowing white rigid, only allows pure souls to enter. Yet there are ways
hair and a commanding gaze, this Celestial radiates a to bypass its stringent requirements.
sense of heavenly nature, fire, and order.

N
AR9S FIFTH FORTRESS

E
LANDRIEL, THE HAND OF Nar9s Fifth Fortress remains impregnable,
THE MIRACLE harboring an eerie aura of mourning that
invades the minds of those who draw near, obliterating
Elandriel, like all Highers, possesses an
both sanity and existence.
androgynous form, but with a distinct femininity.
Once, a mighty celestial named Nikhel succumbed
Formerly a devout worshipper of Astrid and the New
to corruption. Desperate and unable to undo its fate,
God, Elandriel now serves Paradise as a divine vessel.
Nikhel sought refuge within the vacant Fifth Fortress.
Unlike other Celestials who champion war, Elandriel
There, it slumbered, muttering incoherently,
channels its power towards miracles and healing. This
eventually forming a profound connection with
benevolent Celestial plays a crucial role in growing the
Heaven itself. Standing at a towering height of 10
followers of the Immeasurable Lord9s Faith. Renowned
meters, Nikhel can be seen seated in the dwarf9s royal
among the most beautiful Celestials, second only to
hall, clutching its spear with both hands. Its murmurs
Výxiel, Elandriel is adorned with two pairs of pristine
cause unbearable pain as the stomachs of those who
white wings and wields a golden spear, symbolizing its
hear them become infested with maggots. If anyone
miraculous touch.
manages to endure this internal torment, they may
reach Heaven unharmed.

Z
ALARIEL, THE VOICE OF
TRUTH
R
ESOUNDING GRACE
Zalariel, the first human to embrace the Acquiring the Resounding Grace, a celestial
faith of Paradise granted by Vyxiel, ascended to signal to Heaven, is an extremely daunting
become a powerful vessel. In a past life, before Paradise task. Only potent sorcerers or possessors of an Arcane
was revered, Zalariel, faced execution for promoting a Tower can hope to achieve this power. Despite the
false faith in Caecras. His parting words were, <You deadly risks, whispers of successful endeavors persist.
shall know the truth, and the truth shall make you

L
free.= Following his martyrdom, the individual IJ, CITY OF WONDERS
transformed into Zalariel, the embodiment of Truth in Lij, the City of Wonders, is said to hold a
Heaven. Tasked with punishing those who spread portal to Heaven. However, the journey is
deceitful religious beliefs, whether among the perilous, often resulting in instant dismemberment,
Celestials or mortals, Zalariel is identifiable by a with parts of the traveler taken directly to Heaven.
prominent sickle and pure white wings in depictions. Despite the risk, the city offers a possible, albeit unsafe,
pathway to Heaven.
C D
ELESTIAL9S IAFTHORA, THE
CORRUPTION FLOATING
A Celestial9s corruption is a destructive
force that morphs them into unrecognizable beings, ISLAND OF THE
bound by a singular purpose. This transformation can
be likened to a relentless disease. The most potent
FALLEN
A magical place, like the Faerie Kingdom, in a gap
Celestials sometimes evade corruption, but their
destiny is usually the same—they become the Fallen. between reality and a place in which the
Immeasurable Lord cannot exert its influence over
As they lose their beauty and shine, they become
the Fallen or members of the Black Wing.
heartless and abominable creatures looking for an
answer in their empty heads. The leader is Orian, the person responsible for the
touch is Sephirýel, while Azrael is the one who
influences and arouses the evil of the people.

F
URY OF THE FALLEN
Diafthora is a large walled island with black stones
The Fallen are Celestials corrupted by Rûl9s
that at its top bear the heads of still-living celestials
temptations, causing their transformation.
agonizing in pain. Where not even the sunlight can
Órian, the third Celestial convert, succumbed to
reach, only the true children of darkness can walk the
corruption after battling a Demon Prince, leading to
fetid and deadly streets. There are shouts and
its fall into Madness and Insanity. Now, as the High
whispers from every corner offering the benefits of
King of the Fallen, Órian, driven by the Shadow of the
the Shadow.
Demon Lord, seeks to obliterate Paradise.

T
HE BLACK WING
The Black Wing is a secret fraternity
founded by Sephirýel, a former Great
Bellator General. This brotherhood attracts all
outcasts, providing them with a place in the Army of
Corruption.
Órian seeks to overthrow Paradise on the promised
day of the Great End, an ancient prophecy spoken by
the ancient priests of Paradise, where heaven would
wage a mighty battle against the Fallen.

T
HE BLACK TOUCH
The Black Touch is a ritual where creatures
pass through the black water well located
within the floating island of the Fallen. Its origins
unknown, although some say it is Orian9s corrupted
tears, or that it was filled by Sephirýel with the blood
of ten thousand demons, while others say it is the
corrupted part of the souls that the Celestials throw
away after the Purification of the Immeasurable Lord.
The creatures that choose to undertake this path
often do so out of a desire for revenge, power, or hate,
thereby becoming part of the Black Wing.
N
EPHILIM HEAVENLY ESSENCES
Celestials can be corrupted when their BELLATORE ESSENCE
souls retain some remnants of their
past lives and remember that they
Created for War Increase your Strength or Agility by
1 and gain Bellatore Surge.
once had the desires of mortals. Giving into these half- Bellatore Surge When the Bellatore Nephilim makes
remembered desires is always unsatisfying but might an attack, it can use a triggered action to make a
result in unwanted consequences. second attack with 1 bane. Once you use this talent,
If the mortal parent does not perish in the process, you cannot use it again until after you complete the
or take their own life, a Nephilim is born. When it rest
does, the celestial parent becomes corrupted and the EXPERT BELLATORE ESSENCE
woman is blessed or cursed. Celestials generally tend
to be attracted to what they were in their past mortal War’s Grace A Bellatore never refuses a fair
challenge. You can use a triggered action on your
life.
turn to raise your defense by 1 for 1 minute. Once
Celestials by birth, Nephilims usually have bright you use this talent, you cannot use it again until
wings and white bodies. However, contrary to general after you complete a rest.
beliefs, they cannot fly with their wings for some time. Improved Bellatore Surge You can use Bellatore
Only some of them succeed or survive long enough to Surge twice.
even try. Nephilim are treated by some as freaks or
SANAI ESSENCE
monsters, and by others as gods or saviors, but in the
end, it is the greatest curse they can have. Created to Serve Choose one attribute and increase
it by 1 and gain Hand of Grace.
Hand of Grace You can use a triggered action on your

B
ELLATORE, SANAI, ELYM
turn and touch one creature you can reach. The
The celestial essences that are given to the target heals damage equal to its healing rate. Once
Nephilim differ based on their celestial you use this talent, you cannot use it again until
parent. Whether it is Bellatore, Sanai, or Elym. after you complete a rest.
Common names: Mikhael, Malthael, Zaladarin, EXPERT SANAI ESSENCE
Castiel, Izual, Mael, Vitalin, Kazed, Sephirus, Rinael,
Lisael, Maxuel, Eldfij, Bellarian, Er9vax, Ar9vax, Kavi, Curing Grace You can use a triggered action on your
Yirel, Pietro. turn and touch a creature you can reach. If the
target has any Corruption, it must make a Will
CREATING A NEPHILIM challenge roll with 1 bane for each Corruption it
has. On a success, the target loses all afflictions.
Standard Attribute Scores Strength 10, Agility 9, Once used, you must complete a rest before using it
Intellect 9, Will 10 again.
Random Attribute Scores Strength 8 + 1d3, Agility 7 Ray of Grace Hand of Grace can now target a
+ 1d3, Intellect 7 + 1d3, Will 8 + 1d3 creature within short range.
Perception equals your Intellect score
Defense equals your Agility score ELYM9S ESSENCE
Health equals your Strength score Created to Pronounce Increase your Intellect or
Healing Rate equals one-quarter of your Health, Will by 1 and gain Voice of Truth.
round down
Size 1, Speed 12, Power 0 Voice of Truth You make rolls in social situations
with 1 boon.
Damage 0, Insanity 0, Corruption 0
Languages and Professions You speak the EXPERT ELYM9S ESSENCE
Common Tongue, and you either speak the
Celestial dead language or add a random profession Unquestionable Truth You make Intellect and Will
to your list of professions. challenge rolls to resist afflictions with 1 boon.
Heavenly Offspring Gain the Heavenly Essence of Grace’s Influence You can use a triggered action on
your celestial parent. your turn to pronounce words against a target.
Make an Intellect social attack roll against the
LEVEL 4 EXPERT NEPHILIM target9s Intellect. On a success, the target must tell
only the truth or suffer 1d6 damage for 1 minute.
Characteristics Health +5 Once you use this talent, you cannot use it again
Heavenly Offspring Expert You gain the expert until after you complete a rest.
heavenly essence of your celestial parent.
15 A Celestial summoned you to assist it with

N
EPHILIM DEVELOPMENT TABLES
Use the tables below to detail your Nephilim converting a village by force for seven years. Add
criminal: slaver to your list of professions and add +1
character further. to the roll when rolling for your Age.
16 Choose another character in your group. You were
NEPHILIM BACKGROUND saved by them as you were to be sacriûced as a
D20 Background failure of Paradise. You owe them your life and you
1 You are the son of a Higher who has already will follow them until you have paid the life debt with
corrupted himself, but managed to eradicate his a favor. Work with your GM to decide on a ûtting
corruption and is once again a Higher. Start with +1 favor.
Will. 17 Nephilim are corrupted beings and sometimes start
2 You grew up as an idol of Paradise worship and with a confused divine consciousness. Your ûrst 1d3
attempted to sacriûce yourself so that Grace would years were spent in a vegetative state.
reach you. Your Fallen parent saved you by striking 18 You are a known Nephilim in your village. They call
down the priests and left you in the forest. Start with you the Protector. Add religious: temple ward to your
a wilderness profession. list of professions.
3 When you were born, your mother believed you to 19 Demons were sent out to hunt you down. By chance
be an aberration and left you in the ûreplace as a or miracle, you weren’t there when they found your
sacriûce. But you survived! After that, she accepted home. But when you returned you found only a trail
you as a miracle of the Immeasurable Lord. You of death and destruction. Start with 1 Insanity.
discover the Miracle tradition. 20 You fell in love with a Celestial. To catch their
4 Your mortal parents handed you over to a attention, you sacriûced countless babies for no
Hamadryad thinking you were a Faerie. apparent beneût. Start with 1d3 insanity and 1d3
5 You have done terrible things as a Nephilim, thinking Corruption.
it was the right thing to do for Paradise worship.
Start with 1d3 Insanity. NEPHILIM AGE
6 You sought to reach Grace through sacriûce, similar 3d6 Age
to Paradise worship, but nothing worked. You 3 You are a child, 15 years old or younger.
dismissed the sacriûce without remorse. Start with 1 4-7 You are a teenager, 16 to 19 years old.
corruption. 8-12 You are a young adult, 20 to 35 years old.
7 You drowned a New God priest as they were 13-15 You are a middle-aged adult, 36 to 45 years old.
preaching by a well. Start with 1 corruption. 16-17 You are an older adult, 46 to 100 years old.
8 You spent much of your life being worshipped by a 18+ You are a venerable adult, 101 to 200 years or older.
small village. They believed you were the Perfect
Son, a false prophecy about the one that would bring PERSONALITY
salvation to Rûl during the Great End. Add Scholar:
Folklore to your list of professions. 3d6 Personality
9 For a while you lived in Diafthora among corrupted 3-4 You think you are superior for being the child of a
Celestials and Nephilims who sought pain and Celestial. You look down on those who are not
madness in their quest for puriûcation. Start with 1 of Nephilim.
Corruption. 5-6 You are a beacon of light for people. You are always
10 You fell in love with a mortal who hummed for you. looking to do the right things and always avoid doing
But they got lost in an elven forest. The memory of anything wrong. Even if it gets in your way.
your lost love makes you sad sometimes. 7-8 You are a neutral being. You do everything for your
11 You lived a long time in the mortal world as an pleasure. This is often mistaken as you being selûsh
ordinary human, your mother cut your wings to hide but that is not true.
your true nature. You believe your wings to be a 9-12 You are outgoing. You always look at things jokingly
curse. and sometimes you are not taken seriously. Even so,
12 You gained Elandriel’s favor for curing a village of a you have a good heart and are trying to do the right
deadly disease. You gain an enchanted object chosen thing. Sometimes…
by the GM that enables you to hear her voice once a 13-14 You tend to be ignorant of human laws. People often
day. look at you as a criminal or a rebel but you don’t
13 You grew up on a farm where a necromancer used understand why.
your family for experiments. Only you survived 15-16 You are denatured. You believe your wings to be
thanks to Grace. You discover the Grace tradition. either a blessing or a curse from the gods. But you
14 You are the son of one of the ûrst corrupted are unaware that you are a Nephilim. You suspect
celestials who today is counted as a Devil. that your father might be of some bird ancestry.
17-18 You have a noble and honorable personality. You are
always fair and never refuse a favor or challenge. You
are elegant in defeat and humble in triumph.
CELESTIAL MARK
3d6 Mark
3 You have black wings like a giant crow. People
associate you with evil and you tend to catch the eye
of Inquisitors and Witch Hunters.
4-5 Horns come out of your head or a halo hovers over
your head.
6-8 You have bright white eyes that make people mistake
you for being blind.
9-12 You have a sparkling skin color that draws attention
(Gold, Ruby, Emerald, or Turquoise).
13-15 You have one or more Celestial language symbols
imprinted on your body, referencing the name of your
celestial parent.
16-17 You may have wings atypical for a celestial since your
parent is a corrupted Celestial. Like üies, butterüies,
dragonüies, and so on.
18 Your body emits a light that illuminates up to a yard
away from you. This light comes from a stone that is
embedded in some part of your body, like a trace of
celestial power. Example: Forehead, shoulder, chest,
nape, ears, and so on.
QUIRK
D20 Quirk
1 Your eyes frighten people who look straight into them.
2 Your blood is invisible.
3 You can not smile.
4 Your singing sounds like a trumpet.
5 You have an additional pair of wings.
6 The color of your hair or skin changes according to
the sunlight.
7 You can’t speak quietly, your voice is booming.
8 You feel uncomfortable wearing a helmet or anything
that covers your face.
9 You sometimes speak in the Celestial language
without realizing it, usually when you are frightened or
stressed.
10 Clouds in the sky tend to dissipate so that the rays of
the sun can touch you.
11 You always say whatever is on your mind.
12 Whenever you sleep out in the wilderness, dead trees
and animals around you come back to life.
13 People feel threatened by your presence and wings.
14 You shine in the sunlight or moonlight.
15 Your clothes always turn white.
16 You have a black spot somewhere on your body that
represents the corruption of your celestial parent.
17 You have a third eye on your forehead that doesn’t
beneût you at all. It has a life of its own and looks
wherever it wants.
18 You carry a hideous scar gained when you were
attacked by the God Hunters.
19 You have scorched skin like burning coal.
20 When you get angry, your wings shine and your face
gains an inûnite and inexpressible glow.
HEAVENLY PATHS

N I
OVICE PATHS MMEASURABLE LORD
The Immeasurable Lord values purity very
Those who follow the Immeasurable highly, and the faithful followers believe that
Lord in a quest to achieve Grace in death, they will achieve salvation and become
become priests who worship Paradise, beings of light. Forever serving and praising the
the celestials, and the Lord itself. The following immeasurable Lord. Two golden decorated and
novice path represents such Priests of Paradise. dazzling wings form the symbol of the Immeasurable
Lord. Some versions have a crown between the two

P
RIEST OF PARADISE wings, with golden streaks surrounding it to indicate
The Priest of Paradise has various missions, its illumination.
such as the cult of baptism. It might be
horrible to some, but for the Paradise Priest, it is a
path to becoming one with the Immeasurable Lord.
This is not a fantasy, as some might believe. The
Paradise Priest can, in rare cases, rebel against certain HOLY GROUND OF THE
things he sees, not blinded by his religion. However, in IMMEASURABLE LORD
these cases, he is usually hunted by Celestials or other With the blessing of the Immeasurable Lord, the
whole place is illuminated. Creatures fighting in the
Paradise Priests and Inquisitors. name of the Immeasurable Lord on this holy ground
All Paradise Priests use a caduceus-like staff, the deal 1d6 extra damage by the Grace of the blessing.
difference being that it holds wings but does not have
the serpentine around the staff. Paradise Priests can
continue to grow in the Paradise Cult by becoming
Elym, Bellatore, Sanai, and sometimes a Black Wing.
PRIEST OF PARADISE TRAINING LEVEL 5 EXPERT PRIEST OF PARADISE
D6 Training Characteristics Health +4, Power +1
1 You have been chosen to represent your deity to the Magic You learn one spell.
world. Divine Strike When you use Heaven9s Prayer to grant
2 A Celestial or Black Wing taught you how to properly a creature 1 boon on an attack roll, the creature9s
worship Paradise for three long years. attacks with weapons deal 1d6 extra damage. If the
3 You studied the ancient heavenly tablets of the attack deals damage, the next attack against the
Celestial language and alone learned to master the target, before the end of the round, is made with 1
spells of the Religion of Paradise. boon.
4 Your religious convictions have rewarded you with the
power of the deities you follow. LEVEL 8 MASTER PRIEST OF PARADISE
5 You died. After three days, you returned thanks to a Characteristics Health +4
Miracle spell. You believe you were chosen to follow Magic You learn one spell
the Immeasurable Lord. Inspiring Prayer When you use Prayer on a creature
6 A celestial presence has entered your body and works other than yourself, you make attack rolls and
through you to work miracles. challenge rolls with 1 boon for 1 round.
LEVEL 1 PRIEST OF PARADISE Improved Celestial Recovery You can use Celestial
Recovery twice.
Attributes Increase two attributes by 1
Characteristics Health +4, Power +1
Languages and Professions You either read a
language you can speak or speak another language.
And add one religious profession to your list of
professions.
Magic You discover the Grace, Miracle, or Oblivion
tradition. Then choose one of the following options:
You discover the other two traditions.
You discover one of the other traditions and
learn one spell.
You learn two spells.
Celestial Recovery You can use an action to heal
damage equal to your healing rate and release a
burst of Grace. Creatures within your reach must
make a Perception challenge roll or become blinded
for 1 round. Once you use this talent, you cannot use
it again until after you complete a rest

LEVEL 2 PRIEST OF PARADISE


Characteristics Health +4
Light the way You make attack and challenge rolls in
social situations with 1 boon when you9re using
Mislead, Befriend, Intimidate, or Persuade.
Magic Choose one of the following options:
You discover two traditions from Grace, Miracle,
or Oblivion.
You discover the Grace, Miracle, or Oblivion
tradition and learn one spell.
You learn two spells.
Heaven’s Prayer When you or a creature within
short range of you makes an attack roll or a
challenge roll, you can use a triggered action to
grant 1 boon on the triggering roll. The target
becomes illuminated by Grace and lights up an area
in a 5-yard radius.
Unreachable Grace When you throw your Spear of

M
ASTER PATHS Grace and it hits the target creature, object, or solid
Some decide to follow the surface, you can expend the casting of a Grace
Immeasurable Lord later in life. Or spell to make the Spear explode. In addition to
they might have always worshipped dealing its normal damage to the target, the
explosion deals 1d6 damage for each Rank of the
the Lord. While others have fallen or actively decided
expended spell (minimum 1d6) to all within 3
to oppose the Immeasurable Lord. The following yards. Creatures within the area can make an
master paths represent such characters. Agility challenge roll with 1 bane to take half the
damage.

B
EARER Created for Battle You can challenge any creature
<Bearers of Grace=, as the followers of the that can hear you to a fight. The challenge lasts
Unpronounceable are called, are charged until you or the target becomes incapacitated,
yields, or dies. Only one creature can be
with spreading the word of Paradise, but more
challenged at a time. If a Demon is within hearing
importantly, defending it from those who threaten it. range of you, you must challenge the Demon, even
The usual battles are with demons, fey beings, and if victory seems impossible, and you will fight until
also members of the New God Worship. you or the Demon is incapacitated or dies. You
Bred to battle and bathed in Grace, the Bearers are gain the following benefits against the target of
righteous and fervent-hearted beings. Warriors, your challenge.
mercenaries, or even paladins are handpicked by the You make attack rolls with 1 boon.
Your attacks deal 1d6 extra damage. Or 2d6
Bellatore Celestials to share their Grace and extra damage if the challenged target is a
propagate the brute force of the Immeasurable Lord. Demon.
Handpicked to crush everything that stands against If the target is out of your reach, you can use a
their principles and beliefs. triggered action on your turn to move up to
your Speed towards the target.
LEVEL 7 BEARER While injured, you only take half damage from
Attributes Choose three attributes and increase by 1 a challenged Demon.
Characteristics Health +3, Power +1
Magic You discover the Grace Tradition or learn a
Grace Spell.
Bellatore Courage You are immune to being
frightened
Spear of Grace You can use an action or a triggered
action on your turn to create a non-solid Spear
from the blue fire of Grace with the following
benefits.
Implement The spear counts as your
implement.
Properties Finesse, thrown, range (long).
Attack Your attacks with the spear deal 2d6 + 1
damage, and you can use your Will when
making the attack roll.
Bound If the weapon is removed from your
hands or dropped, it is destroyed. If it is thrown,
it dissolves after the attack.

LEVEL 10 BEARER
Characteristics Health +3
Magic You learn one spell.
B
LACK WING LEVEL 7 BLACK WING
Some Nephilim who have previously Attributes Choose three attributes and increase by 1
dedicated themselves to the Immeasurable Characteristics Health +3, Power +1, +1d3 Corruption
Lord realize they find the Celestials and their Lord Magic You learn one spell.
despicable. With the help of the Fallen and the
Languages and Professions You can speak a new
language or add a profession to your list of
promise of power and Grace, even if it is corrupted, professions.
many flee the numerous cults of the Immeasurable Black Wings You grow a pair of black wings that
Lord and become Black Wings. Those who are not counts as a Mark of Darkness, this is in addition to
Nephilim have also sought refuge in the Fallen Fury any gained from Corruption. You do not gain flying
and become Black Wings. but take half damage from falling. If you already
possess wings, your wings blacken from the touch
of the Fallen.
Fury of the Fallen You can use an action or a
triggered action on your turn to curse a target that
can hear you. The target must make a Will
challenge roll with 1 bane. On a success, the target
becomes immune to the Fallen Fury until it rests.
On a failure, the target is frightened of you for 1
minute. For the duration, you make attack rolls
against the target with 1 boon.
Endless Corruption You do not gain corruption from
learning dark magic. However, your Corruption
total can never go below 1.

LEVEL 10 BLACK WING


Characteristics Health +3
Magic You learn one spell.
Fury and Hatred When a target is affected by your
Fury of the Fallen, it must also make a Strength
challenge roll with 1 bane or gain 1 Corruption. You
then reduce your Corruption by 1.
Call of Corruption You deal 1d6 extra damage for
each point of Corruption you have. However, if you
become incapacitated, you suffer the fate described
in the table below instead of the regular
incapacitate fate roll.

CALL OF CORRUPTION FATE ROLL


Points Fate
1-3 You heal 1 health and are impaired.
3-4 You roll the incapacitated fate roll as normal.
4-6 You roll the incapacitated fate roll as normal and if
you survive, you gain 1d3 Insanity.
7-9 A Huge Demon or 1d3 Celestials appears in the area
and attacks all present, starting with you.
9-11 A Huge Demon and a Celestial Bellatore appear in
the area and attack all present, starting with you.
12+ A black hole with a 3-yard radius opens in the space
directly below you, sucking you and everything and
everyone within the area from existence,
manifesting all in front of the Demon Lord.
M
IRACULOUS
The Elandrielians, as they are called, are
handpicked by Elandriel herself, the
Aspect of the Miracle. They have a pure heart and
follow the precepts of goodness and healing above all,
viewing all life as sacred. Eliandrielians are known for
their ability to perform miracles through their
blessings and are known as prophets of the
Immeasurable Lord. And people see them as
miraculous.
The Elandrielians have only one weakness if it can
be called a weakness. They all vow to never hurt living
creatures. Their only purpose is to make miracles
happen and to protect all life, even those who are
viewed as cruel or evil. There is only one exception to
their oath; Demons.

LEVEL 7 MIRACULOUS
Attributes Choose three attributes and increase by 1
Characteristics Health +4, Power +1
Magic You discover the Miracle Tradition or learn a
Miracle spell.
Clean Hand Oath You have taken an oath to
Elandriel and vowed to never hurt any living being.
Except Demons, half-Demons like the Children of
the Void, and their ilk. If you break the oath by
attacking a living target, you gain 1 Corruption.
Miraculous Protection Whenever you cast a
Miracle spell on a target, that target gets a +1
Defense bonus, not cumulative, also, attacks are
made against the target with 1 bane, this Protection
lasts for a number of turns equal to the spell level.
Miraculous Prayer When a creature within medium
range gets a success on an attack roll with a
weapon, you can use a triggered action to expend a
casting of a spell you know. The attack deals 1d6
extra damage per Rank of the spell expended
(minimum 1d6). If the target of the attack is a
Demon or a Half-demon, the extra damage is
increased by an additional 1d6.
LEVEL 10 MIRACULOUS
Characteristics Health +4
Magic You learn one spell.
Faith above all When you or any target within short
range fails a challenge roll, you can use your faith
in the Immeasurable Lord to turn the failure into a
success. You can use this talent a number of times
equal to 1 + your Power. You regain all uses of this
talent when you complete a rest.
O
BLIVIOUS OBLIVION SPELLS
Following the Supreme Truth, the <Path of d6 Oblivion Spell
Zalariel= is one of the most well-known 1 You gain a random Rank 1 Oblivion spell.
paths for those seeking to advance as Priests of 2 You gain a random Rank 2 Oblivion spell.
3 You gain a random Rank 3 Oblivion spell.
Paradise. The strength of the Path lies in the Grace of 4 You gain a Rank 1 spell that you already know.
Zalariel, which blesses followers on their journey to 5 You gain a Rank 2 spell that you already know
preach the truth. Zalariel9s followers are often former 6 You gain a Rank 3 spell that you already know.
liars, thieves, or philanthropists who prioritize
spreading the word of the Immeasurable Lord. They
usually do not accept <no= as an answer to their
invitation to join the Worship of Paradise. Followers of
<The Way of Zalariel= are called Zalarielians or Sons of
Zalariel and are often fanatical and solely focused on
their religion. Others refer to them as Oblivians.

LEVEL 7 OBLIVIOUS
Attributes Increase three by 1
Characteristics Health +2, Power +1
Magic You discover the Oblivion tradition or learn
one Oblivion spell.
Oblivious Specialist You no longer gain insanity for
discovering Oblivion spells and you lose insanity
caused by learning Oblivion spells.
Oblivion Winder When you cast an Oblivion attack
spell, you make the attack roll with 1 boon and
creatures make challenge rolls to resist the spell
with 1 bane.

LEVEL 10 MASTER OBLIVIOUS


Characteristcs Health +2
Magic You learn one spell
Oblivion’s Eye You can use a triggered action on your
turn to force a target within medium range to make
a Will challenge roll with 1 bane for each point of
their Insanity. On a success, the creature is immune
to Oblivion9s Eye until it completes a rest. On a
failure, the creature remembers fragments of its
past life that scrambles its mind. The target gains
1d3 Insanity and becomes stunned for 1 round. You
can use this talent a number of times equal to 1 +
half of your Power, regaining any expended uses
when you complete a rest.
Oblivion’s Hand You can use a triggered action to
reach into the limbo of Oblivion and pull out an
Oblivion spell that gives you 1 casting of the spell
gained from the table below. You can use this talent
a number of times equal to 1 + half of your Power,
regaining any expended uses when you complete a
rest.
MAGIC

N
EW TRADITIONS PROTECTION OF GRACE GRACE UTILITY 0
The following minor traditions are
introduced to complement the new Triggered When a creature attacks you, you can use a
paths introduced in this supplement. triggered action to cast this spell and impose 1 bane on the
Those who prefer to stick with the existing traditions attack roll.
can use the Celestial or Theurgy traditions instead of CELESTIAL FLAMES GRACE UTILITY 1
Grace, Life instead of Miracle, and Madness or Order
Target One Size 2 or smaller creature you can see within
instead of Oblivion. These traditions can also be used short range
to fill any missing Ranks of the chosen tradition. Duration See the effect
Make a Will challenge roll against the target9s Will. On a success, a

G
RACE circle of blue fire forms around the target for 1 minute. Whenever
The Magic of Grace is an undeserved gift the target moves, it must make a Strength challenge roll or take
1d6 damage. If damaged in this way, the target also becomes
bestowed by the Immeasurable Lord. It is slowed. At the end of each round, the target can make a Strength
commonly utilized by the Bellatore Celestials and the challenge roll with 1 bane to end the spell.
Priests of Paradise. Grace manifests as a blue flame CELESTIAL SWORD GRACE ATTACK 1
that consumes the corrupt but purifies those with
pure hearts, or at least that is the belief.
Duration 1 Minute, see the effect
A length of blue sword-shaped fire erupts from one of your
GRACE ATTACK GRACE ATTACK 0 open hands and remains for the duration or until you release
it, which ends the spell. The Celestial Sword throws light as a
Duration 3 rounds torch and otherwise functions as a regular sword except that
The next time you make an attack roll before the spell ends, attacks with it target a target’s Will and you use Will to attack
you make the roll with 1 boon. with it. You can make an attack with the Celestial
Sword as part of casting this spell. The Celestial Sword deals GRACE’S ARMOR GRACE UTILITY 4
1d6 extra damage against Demons.
Attack Roll 20+ Attacks with the Celestial Sword deals 1d6 Duration 1 Hour
extra damage. Requirements No more than 4 corruption
GRACE’S SHIELD GRACE UTILITY 1
When you cast this spell, your body is covered by a Celestial
Armor of blue fire. For the duration, increase your Defense by
Duration 1 Hour 2 and creatures make attack rolls against you with 2 banes. If
A shield of grace forms around you like a dome and moves an attack against you fails, the attacking creature takes 2d6 +
with you. The dome has 2d6 Health. For the duration, when its Corruption total in damage.
you would take damage, the dome takes the damage instead. MARK OF GRACE GRACE UTILITY 4
If the dome’s damage total equals its Health, the effect ends
immediately and explodes with Grace, dealing 1d6 damage to Duration 1 Hour
all creatures within 1 yard of the dome. Requirements No more than 4 corruption
For the duration, you become immune to the blinded,
FAITHFUL GRACE UTILITY 2 charmed, compelled, dazed, frightened, immobilized, slowed,
Duration 1 Minute and stunned afflictions. In addition, your attacks deal 1d6 extra
damage.
For the duration, when you gain an affliction, you can make a
Will challenge roll with 1 bane to remove the affliction. FURY OF BELLATORE GRACE ATTACK 5

Triggered You can use a triggered action on your turn to Duration 1 Minute
cast this spell. If you do so, you remove the affliction, and the Requirements No more than 4 corruption
spell ends.
Triggered When you take damage, you can use a triggered
SHINE OF GRACE GRACE UTILITY 2 action to enter Fury of Bellatore. While in Fury of Bellatore,
Duration 1 Minute you gain the following benefits and drawbacks for the
duration or until you become unconscious:
For the duration, attack rolls against you are made with a You gain a +30 bonus to Health.
number of banes equal to half your Will modifier (minimum 1). You make attack rolls with 1 boon.
Triggered When a creature makes a melee attack against Your attacks with weapons deal 2d6 extra damage.
you, you can use a triggered action to cast this spell. The You must take a fast turn whenever possible, and use an
creature must make a Will challenge roll with 2 banes. On a action on each of your turns to attack, relying on a charge if
failure, the attack fails, the creature is blinded for 1d6 rounds, necessary.
and it takes 2d6 damage. Aftereffect When Fury of Bellatore ends, you become
RAIN OF GRACE GRACE UTILITY 3 fatigued for 1 minute and must succeed on a Will challenge roll
Area A radius of 5 yards within the character’s reach or gain 1d3 Insanity.
Requirement You must be outdoors PARAGON OF HEAVEN GRACE UTILITY 6
Duration 1 Minute Duration 1 Hour
When you cast this spell, a rain of blue fire falls on the area. You feel the essence of I’zkhl move through you, transforming
Creatures within the area except you must make a Will you into a paragon of heaven. For the duration, you gain the
challenge roll or take 2d6 damage. If a creature takes damage, following benefits:
you heal 2d6 damage. This happens again at the end of each
round for the duration. Any weapon you wield shines with the flames of Grace,
shining light into a 5-yard radius. Attack rolls with the weapon
HEAVENLY CONNECTION GRACE UTILITY 3 are made with 1 boon and deal 2d6 extra damage. If your
Requirements No more than 5 corruption attack roll total is 20 or higher and exceeds the target number
by 5, the target becomes stunned until the end of the round.
You commune directly with the sky for at least 10 minutes. I’zkhl’s Avatar forms around you with the energy of
While in this communion, you are defenseless and Grace. The Avatar is size 3 and its melee attacks reach
immobilized. If you manage to finish this communion without enemies at short range.
disruption, you heal all your damage and remove 1 Insanity You make attack rolls with your Celestial and Grace
point. spells with 1 boon and challenge rolls to resist these spells are
made with 1 bane.
M
IRACLE BREAKING THE TRUTH MIRACLE UTILITY 1

Elandriel, touched by the Immeasurable Triggered When you or a creature within short range takes
Lord, began to share miracles with mortals, damage, you can use a triggered action to cast this spell and
much of which is mistaken for the magic of Life. reduce the damage to 1.
However, the magic of Miracle makes the impossible MIRACLE OF LIFE MIRACLE UTILITY 2
possible. This is what attracts most people to the Area A sphere with a 5-yard radius centered on a point you
Paradise Cult, where many Priests deprive themselves can reach
of carnality for years to achieve this rare tradition. The Duration Concentration, up to 1 minute
tradition of the Miracle offers hope for the world of When you cast the spell, and when you use an action to
Rúl… After all, only a miracle can save them from the concentrate on it, all creatures of your choice within the area
Shadow. heal damage equal to half their healing rate.
MULTIPLY ATTACK MIRACLE UTILITY 2
A LITTLE MIRACLE MIRACLE UTILITY 0

Triggered When a creature within short range of you Duration 1 minute


makes an attack roll, you can use a triggered action to grant When you cast the spell, and once per consecutive round,
1d6 extra damage on the triggering roll. you can use an action or a triggered action on your turn to
MIRACLE OF TEAR MIRACLE UTILITY 0
choose a creature within short range. The target creature can
use a triggered action to make an attack with a weapon.
A tear manifests from one of your eyes and shoots to a HELP FROM HEAVEN MIRACLE UTILITY 3
creature of your choice within short range. The creature heals
damage equal to half its healing rate or removes one Rank 0 Area A cube of space, 2 yards on a side, originating from a
curse. point within medium range and resting on a solid surface
MULTIPLY THE BREAD MIRACLE UTILITY 0
Duration 1 minute
Either one compelled Celestial (page 31) or two compelled
Target One food or drink you can reach Shedus (page 38) appear in the area.
Duration 1 minute
MIRACLE OF HEAL MIRACLE UTILITY 3
The food or drink can satiate the hunger or thirst of up to 5
creatures. Target One creature you can reach
WALK ON WATER MIRACLE UTILITY 0 You touch the target, granting one of the following benefits:
Target One creature you can reach Remove 2 insanity from the target.
Duration 1 minute The target heals damage equal to its healing rate.
Remove any penalty to the target’s Health.
You touch the target and grant +2 Speed. While the target Sacrifice You can expend a casting of this spell to cast
has this bonus to its Speed, it can walk on water as if it is Miracle of Wounds.
solid ground.
SAMSON’S MIRACLE MIRACLE UTILITY 4
AWAKENING INNER FORCE MIRACLE UTILITY 1
Requirements The target must have no more than 5
Duration 1 Minute Corruption
Target Self Target One creature you can reach
For the duration, when a creature within short range of you Duration 1 minute
makes an attack, you can use a triggered action to grant the You touch the target, granting all of the following benefits:
creature 1 boon on its attack roll. The triggering attack deals The creature gains a +20 bonus to Health.
1d6 extra damage.
The creature makes Intellect attack rolls and challenge
MIRACLE OF WOUNDS MIRACLE UTILITY 1 rolls with 1 bane.
Target One creature you can reach The creature makes challenge rolls to resist
enchantment spells with 1 bane.
You touch the target. Choose one of the following effects: The creature makes Strength attack rolls and challenge
Remove one of the following afflictions from the target: rolls with 2 boons.
blind, compelled, deafened, diseased, charmed, impaired. The creature’s attacks deal 2d6 extra damage.
Remove 1 Insanity from the target.
Remove any penalty to the target’s Health.
SOLOMON’S MIRACLE MIRACLE UTILITY 4

Requirements The target must have no more than 5


Corruption
Target One creature you can reach
Duration 1 minute
You touch the target, granting all of the following benefits:
The creature increases its Intellect score by 1.
The creature increases its Power score by 1.
A creature attacking the target with a spell makes the
attack roll with 1 bane. The target makes any challenge roll to
resist a spell with 1 boon.
LEAVE CORRUPTION MIRACLE UTILITY 5

Target One creature you can reach


You touch the target and make a Will challenge roll with a number
of banes equal to the target9s Corruption. On a success, you remove
1d3 Corruption from the target.
Aftereffect You need to make a Will challenge roll with 1
bane. On a failure, you get fatigued and gain 1d6 points of
Insanity.
MIRACULOUS RESURRECTION MIRACLE UTILITY 5

Target One creature, killed no longer than 24 hours ago, that


you can reach
You touch the target. You must concentrate for 1 hour, during
which time you must maintain physical contact with the
target. If your concentration is uninterrupted for the full hour,
the target comes back from the dead after 3 days. If the
target’s soul resides in the Underworld, it returns to its body,
and the target is restored to life. If the target’s soul resides in
Hell, a Celestial Bellatore will seek the soul, and the GM will roll
a secret die to define what happened to the soul. On an odd
result, the soul remains in hell and the Celestial died. On an
even result, the soul is recovered successfully.
MIRACLE OF HOPE MIRACLE UTILITY 6

Target Any number of creatures you can reach


Duration 1 Hour
You touch each target and bestow your Miracle of Hope. For
the duration, the target makes attack and challenge rolls with 1
boon and cannot be frightened. If the target becomes
incapacitated, it falls unconscious for 1 round. When it wakes
up again, it heals damage equal to its healing rate.
Aftereffect Make a Strength challenge roll with 3 banes. On
a failure, you become fatigued for 1 hour.
BELLATORE LIGHT MIRACLE UTILITY 7

Requirements No more than 4 Corruption


Duration 10 minutes, see the effect
Area A cube of space, 5 yards on a side, originating from a
point within medium range
One compelled Celestial Bellatore (page 32) appears in the
sky and lands on a solid surface within the area. It remains for
the duration or until it becomes incapacitated.
O
BLIVION OBLIVION’S BOW OBLIVION ATTACK 2

Oblivion is the realm of forgetfulness, a Duration 1 minute


<storehouse= created by the Immeasurable A ceaseless purple energy erupts from one of your open
Lord to hold the memories, pains, and regrets of souls hands and remains for the duration of the spell or until you
that have been purified and ascended to the Celestial drop it, which immediately ends the spell. The Oblivion’s bow
realm. But Oblivion is not only a repository of counts as a weapon that deals 1d6+3 damage and can be
negative experiences; it also contains great gifts and used to attack with an Intellect attack roll against a target’s
unimaginable knowledge, waiting for those brave Intellect. You can make an attack as part of casting the spell.
A target that takes damage from the bow loses a memory of
enough to venture into its limbo and risk their sanity. the GM’s choosing.
The knowledge of Oblivion is not without risks, but in Attack Roll 20+ The target of your attack is slowed for 1
Rúl, everything comes with a risk, and the Paradise round.
Priests are well aware of this fact.
OBLIVION’S PASSAGE OBLIVION UTILITY 2
The Price of Oblivion Each time you learn an Duration 1 minute
Oblivion spell, you must make a Will challenge roll
with a number of banes equal to the number of Once per turn for the duration, you can use a triggered action
Oblivion spells you have learned so far. On a to open and enter a breach into Oblivion and instantly open
failure, you gain 1 insanity. and exit from another breach within medium range. When
you reach the other breach, make a Will challenge roll with 1
DEVOUR MIND OBLIVION ATTACK 0
bane. On a failure, you gain 1 Insanity as oblivion absorbs one
Target One creature within medium range of your memories and the spell ends.
Make an Intellect attack roll against the target’s Intellect. On a DELAY MEMORY OBLIVION UTILITY 3

success, you deal 1d6 damage. Area A 3-yard radius sphere centered on a point in your
Attack Roll 20+ The target is slowed for 1 round. space
FORGET MAGIC OBLIVION UTILITY 0 Duration 1 minute
Triggered When a creature within medium range casts a A large breach opens in the sky and remains for the duration.
spell, you can use a triggered action to make the target You can use a triggered action to move the breach. Until the
forget how to properly cast the spell. The target makes any spell ends, creatures within the area are slowed and take 1d6
rolls associated with the spell with 1 bane. damage when the breach appears and at the end of each
turn. You can choose creatures that are not affected by this
FORGET ATTACK OBLIVION UTILITY 1
area. A creature that becomes incapacitated within this area
Target One creature within medium range that you can see has its soul sucked into the breach.
Duration 1 minute MEMORY LOSS OBLIVION ATTACK 3

For the duration, attack rolls against the target are made with Target One creature within medium range
1 bane. Duration 1 minute
Triggered When a creature you can see makes an attack
roll against you, you can use a triggered action to cast this Make an Intellect attack roll against the target’s Intellect. On a
spell, you impose 3 banes on the attack roll. success, for the duration, the creature’s memory is overtaken
by Oblivion. For the duration, the target becomes dazed. If
FORGETFUL PAINS OBLIVION ATTACK 1
the target takes any damage, the spell ends.
Target Up to two creatures within medium range Attack Roll 20+ The duration increases to 1 hour.
A breach into Oblivion opens and releases two agonizing OBLIVIOUS CONVERSION OBLIVION ATTACK 3

pains. You can choose up to two targets and the pains Target One creature within medium range
immediately fly to them, each dealing 1d6 damage to its Duration 1 minute
target or targets. A target can make a Will challenge roll to
take half the damage. Make an Intellect attack roll against the target’s Intellect. On a
success, for the duration, the creature’s mind is sucked into
AWAKEN THE FORGOTTEN OBLIVION UTILITY 2
Oblivion and becomes compelled. At the end of each round,
Target One creature you can reach the target can make an Intellect challenge roll with 1 bane to
Duration 1 minute retrieve its mind.
Attack Roll 20+ The duration increases to 1 hour and the
For the duration, the target increases an attribute of its target can try to retrieve its mind every 10 minutes instead.
choice by 1.
ERASING MEMORY OBLIVION ATTACK 5

Target One creature within medium range


Duration 1 minute
Make an Intellect attack roll against the target9s Intellect. On a
success, the target9s memories are expunged into Oblivion. The
target becomes defenseless for the duration.
Attack Roll 20+ The duration increases to 1 hour.
RAISE MEMORIES OBLIVION UTILITY 5

Target One creature you can reach


Duration 1 minute
You touch the target, granting it all of the following benefits
for the duration:
All of the target’s attribute scores increase by 1
The target gains a +15 bonus to Health.
The target makes attack rolls with 2 boons.
The target gains the Spell Defense trait of an Elf
(Shadow, page 232).
Aftereffect When the spell ends, the target must make an
Intellect challenge roll with 2 banes. On a success, the target
becomes fatigued for 1d6 minutes. If the target is already
fatigued, it instead takes a 33d6 penalty to its Health until it
completes a rest. On a failure, the target takes 1d6 points of
Insanity.
OBLIVION BREACH OBLIVION ATTACK 4
MEMORIES OF THE FORGOTTEN HERO OBLIVION
UTILITY 9
Area A sphere with a 2-yard radius centered on a point
within medium range Target One creature you can reach
Duration 1d6 minutes; see the effect Duration 4 hours
A breach appears in the area, expelling painful memories. Any You touch the target, and a large breach opens in the sky. A
creature within the area must make an Intellect challenge roll glittering glow falls over the target’s head as celestial glyphs
with 1 bane or gain a pain from the table below and teleport to swirl around them, transforming them into a gigantic celestial
an open space within short range, chosen by the GM. When form made of energy. The form represents the memory of all
the spell is cast and at the end of each round while the spell is those who died fighting in life and had their memories drained
active, creatures within short range of the area must make an by Oblivion. The target wields a blade and shield made of
Intellect challenge roll with 1 bane or be pulled 1 yard towards Oblivion energy to eradicate any evil in its path. Creatures that
the area and become immobilized for 1 round. A creature witness the transformation reduce both their Insanity and
entering the area gains a pain and teleports to an open space Corruption by 1d3. While the spell is active, the target gains
within short range of the area’s origin point, chosen by the GM. the following benefits:
D6 Random Pain The target increases its effective Size to 3.
1 The target takes 1 damage.
The target gains a +40 bonus to Health.
The target cannot gain corruption.
2 The target takes 2d6 damage. The target makes attack rolls with 3 boons
3 The target takes 4d6 damage. The target’s Oblivion’s Sword deals 3d6 + 1d6 for each
4 The target is afflicted with the Curse spell Pain, no roll point of Corruption the target has.
needed (Rank 1, Shadow, page 122). The target’s Oblivion’s Shield imposes 3 banes on attack
5 The target is afflicted with the Curse spell Vulnerability, rolls against them.
no roll needed (Rank 1, Shadow, page 122). At the end of each round, each creature within the
6 The target takes 6d6 damage. target’s reach must make an Intellect challenge roll with 1 bane
or become dazed for 1 round.
SUMMON A LIVING SHELL OBLIVION UTILITY 4 If the target goes mad while the spell is active, they
don’t suffer any madness. Instead, when the spell ends, the
Area A cube of space, 2 yards on a side, originating from a target takes damage equal to their Health, instantly dies, and
point within medium range and resting on a solid surface becomes part of the forgotten memories.
Duration 1 minute
Aftereffect The target must make an Intellect challenge roll
One compelled Living Shell from Oblivion appears on a solid with 5 banes. On a failure, the target gains 3d6 Insanity. If the
surface inside the area and remains for the duration or until it target would go mad as a result of gaining this Insanity, they
becomes incapacitated.
take damage equal to their Health and becomes part of the
forgotten memories as their body turns into a pile of dust.
THE GREAT END

S
their army, opens a breach in the Desolation to allow
HADOW OF THE the arrival of several compelled demons.
GREAT END During the adventure, after the player characters
complete a rest, roll a d6. On a 1-3, a Void Shoal
The Immeasurable Lord9s purpose is
occurs until the next dawn. On a 2-4, 1d3 Celestials
honorable and grandiose. However, even the most
descend from the heavens and attack any creature
virtuous cannot escape the corruption of the Demon
with at least 1 Corruption, starting with the one who
Lord. Prophecy foretells of the Great End when
has the most. On a 5-6, nothing happens.
Orian9s Fallen Army will clash with the Armies of
Heaven. Regardless of the outcome, shame, battle, Holocaust (Expert) The Arcane Tower of Caecras
and destruction will be inevitable. is toppled by I9zkyhl and an army of Bellatore,
destroying parts of the city of Caecras in a mighty
The Birth (Starting) On the twelfth day of the arcane explosion. The Celestials surround the city,
twelfth month of the twelfth year, a child is born
without a father in a city of the GM9s choice. Some believing that the promised child is inside. Zeniel the
Slaughterer commits genocide against those with
believe that this child is the Chosen One, destined to
Corruption in their hearts, while Father Death and
bring salvation and vanquish all evil from the world.
Others, however, view the child as a cursed omen, his Grim Reapers fight against I9zkyhl, Zeniel, and the
Bellatores. A Demon Prince emerges from the breach
heralding the arrival of the Demon Lord. Regardless
in the Desolation to destroy the Fallen and prepare for
of the truth, the child9s mother faces sacrifice at the
hands of the priesthood. the Demon Lord9s arrival. Orian advances toward
Heaven in search of the power of the Immeasurable
The Trumpets (Novice) As the first trumpets of Lord, battling the Elym. Sephýriel, the One Below,
the Celestials are blown from the four corners of the
fights Výxiel the One Above All, causing destructive
earth, they scout every city looking for the promised
meteor showers to rain down and more breaches to
child. Meanwhile, Orian, intent on strengthening
the Void to open.
When the group completes a rest, roll 3d6. For every 1 As Orian and Sephýriel fall in battle against Výxiel
rolled on the dice, a Celestial or Fallen (GM9s choice) and the Elym, Výxiel finally descends to Urth with
descends from the Heavens and attacks any creature orders from the Immeasurable Lord to fight against
the Demon Prince that emerged from the breach in
with at least 1 Corruption or tries to abduct any the Desolation. The Immeasurable Lord rises from
creature with 0 Corruption, believing them to be the their throne, causing a rain of Grace to fall upon
Chosen One. If three 1s are rolled, a single Titanic and heal much of Urth. Abundant in souls, the Lord
Celestial appears instead. For every 6 rolled, a descends to Urth for the first time, blinding all
Medium Demon rips through the veil of reality and beings in a mile9s radius. When they advance to
attacks any creatures it can see. If three 6s are rolled, a close the breach, they find countless gigantic
breaches instead and come face to face with the
single Large Demon appears instead. Promised Child. The child rises as a Demon Prince,
The Ultimate Truth (Master) While the outcome half human, half demon, to battle the
of the war between the Celestials, the Fallen, the gods Immeasurable Lord and force open the breach,
of the Old Faith, and the Demon Lord ultimately allowing the Demon Lord9s arrival.
depends on the GM, here are some suggested The adventurers will need the help of Diabolus
outcomes for inspiration: and Old Faith or Elandriel, or an ancient artifact to
close the breaches. They may find a way to use the
Father Death triumphs over I9zkyhl and Zeniel and human side of the Promised Child (GM9s choice) to
reaps their souls. The city of the Chosen One is close them.
surrounded by Priests of Father Death and the If the Immeasurable Lord wins, the world will
other gods of the Old Faith as their gods rise to become a utopia for survivors, with their memories
battle against the irreparable advance of the Demon possibly erased, including those of the adventurers.
Prince. Rûl is in ruins, the people know only death All the old gods will have been eradicated, and it
or pain. The gods task the adventurers to find a way will take some time for the Shadow to return. On
to close the Void breach in the Desolation as they the other hand, if Orian wins, they are already
keep the Demon Prince busy. highly corrupt and will open the breach for the
I9zkyhl and Zeniel slay Father Death and the dead Demon Lord to enter and destroy everything.
begin to walk the world as the souls of the
Underworld burst forth from all sides. The The Last Hope (Paragon) If the GM prefers a
Celestials rally to absorb the souls so the more heroic approach, adventurers can become heroes
Immeasurable Lord can feast on them, growing and fight against the Immeasurable Lord to eliminate
their power infinitely. Zalariel joins Zeniel and they
this false utopia, or in the case of Orian9s victory, they
travel to Diafthora to battle Azrael who prepares a
black magic ritual to strengthen Orian9s chance of can attempt to close all of the breaches with the power
victory against the Immeasurable Lord. and influence of the Promised Child, who, as revealed
Orian and Sephýriel9s victory against Výxiel causes in <The Ultimate Truth,= is a Demon Prince with a
the Immeasurable Lord to rise from their throne, human side.
causing a rain of Grace to fall upon Urth-healing
much of the earth. Abundant in souls the Lord
begins a battle that will or will not have the help of
Azrael. When Orian wins, their corrupted soul will
turn them into a Demon Prince.
HEAVENLY GEAR

I
tems crafted by the Celestials POTION OF GRACE
themselves, exclusively available in Crafted from the Celestial Grace of a Bellatore itself,
Paradise Worship, are marketed and this potion has a bluish appearance that appears to
accessible to Paradise Priests and shimmer with blue flames dancing within the vial.
followers. However, some of these A creature can use an action to drink the potion or
items may also be found on the black market, offering administer it to a willing creature within reach. At the
an alternative source for those seeking such artifacts. end of the round, roll 1d6. On an odd result, the
HEAVENLY POTIONS drinker recovers 1 point of damage. On an even result,
the drinker recovers a casting of a spell they know.
Item Price Availability
Oblivion Potion 50 gc Exotic POTION OF THE IMPOSSIBLE
Potion of Grace 5 gc Exotic A golden, shiny liquid crafted by the Sanai to make
Potion Of the Impossible 25 gc Exotic
the seemingly impossible possible.
OBLIVION POTION A creature can use an action to drink the potion or
Crafted by Elym Celestials and their Priests, this administer it to a willing creature within reach. The
potion appears slimy and is a blend of purple and potion takes effect at the end of the round and for 1
black. minute, whenever the creature rolls a 1 on a die, they
A creature can use an action to drink the liquid or may re-roll the die and must use the second result
administer it to a willing creature within reach. Upon instead.
consumption, the creature9s memory of the last 1d6
days is erased by Oblivion. The creature removes any
Insanity it gained during the erased time.
PROHIBITED HEAVENLY ITEMS A weapon bathed in Touched Water deals 2d6 + the
Item Price Availability wielder9s Corruption in extra damage on its next attack.
Heavenly Feather 5 gc Uncommon If the target of the attack is a Demon, it deals an
Heavenly Water 15 gc Exotic additional 1d6 damage.
Soul Bark 20 gc Rare

R
Touched Water 5 gc Common ELICS OF HEAVEN
HEAVENLY FEATHER The weapons and gear crafted by the
celestials contain great power. However,
In some rare cases, it is possible to see Celestials, and it some have been corrupted from use and one should
is even rarer to witness a Celestial losing its feathers. use such relics with the utmost care.
However, in some cases, Celestials intentionally shed
their feathers to bless those nearby. These feathers URIEL9S EYE
come in varying colors and shapes.
When the Celestial Feather is applied to the skin of
a creature with an affliction, it can make a Will
challenge roll with a number of banes equal to its
A <And if your eye causes you to stumble, gouge
it out and throw it away.= Auriel had one of
his eyes corrupted in battle. To remain pure, he chose
to have it removed but found that the eye still had his
Corruption. On a failure, the creature gains a penalty vision intact. The eye resembles a black pearl and
to their Health equal to their Corruption. On a success, appears glass-like upon contact.
the creature is cured of the affliction, and the feather Corrupted Eye When you touch the eye, you must
disintegrates. make a Will challenge roll with 3 banes or gouge out
your left eye and place Auriel9s Eye in its stead. You
HEAVENLY WATER gain a 1d6 penalty to
Heavenly water is the water used in Paradise Baptism your Health and the
to sanctify multitudes. After the ceremony, the water eye cannot be
takes on a crimson tone. Some priests who are removed unless
you are dead.
motivated by money sell this water without
understanding its true properties, claiming that it is
Power of the Eye
Auriel9s Eye
<Touched Water= due to its crimson hue. increases your
When a creature drinks or bathes in this Heavenly Power by 1 and
Water, it can increase an attribute of their choice by 1 grants Truesight.
for 1d6 days. However, after the effect wears off, the Finally, your
creature gains 1 Corruption. Corruption is
increased by 3.
SOUL BARK
AGON9S
Soul barks are often Lij, but it9s not known how they
got there, perhaps falling from Heaven or being stolen.
These barks are like stone and are about the size of a
human hand and have a vague shade of purple.
D CROWN
Dagon
was once a Paladin
Hero who followed the Faith of the Immeasurable
A creature with the Occult profession can spend the
Lord. However, he encountered many atrocities on his
casting of a Rank 3 or higher spell to reduce a target9s
journey and purged all the evil he came across. His
Corruption by 1 and transfer it to the bark, which enemies, uneasy with his power, plotted against him. A
instantly breaks. The creature must concentrate for 1
cunning demon with high intellect targeted the
minute without interruption to complete the process. If
Paladin and used his weaknesses of pride and lust
they lose their concentration by any means, the against him.
Corruption is transferred to the creature instead and
The demon threw a party for Dagon, taking the form
the bark remains intact.
of a beautiful woman and inviting him as an honor.
TOUCHED WATER Dagon accepted the invitation and found himself in a
city where people celebrated him in orgies and
Touched water is similar to Heavenly Water but it has
madness. The demon offered Dagon a Crown that
the touch of the Celestials and is anointed by Priests. It
would represent his sovereignty over mortals. Dagon,
looks harmless and resembles ordinary water, except
blinded by his pride, readily accepted.
for its crimson hue.
However, his soul was trapped in the Crown, and his
body was possessed by the demon.
The demon used the Crown to mock the followers
of the Immeasurable Lord several times. But one day,
Dagon9s soul manifested in the body, destroying the
city that the demon commanded and everything
within it, leaving a trail of disgrace. Dagon destroyed
his own body, along with the demon possessing it, but
his Crown remained intact in the rubble of the
forsaken city.
Dagon Manifestation You can use an action to put
the Crown on your head to manifest Dagon9s battle
fervor through strength and power. You gain the
following benefits while wearing the crown:
You gain a +15 bonus to Health
Your attacks with weapons deal 2d6 extra
damage against demons.
You increase your Will and Strength by 1.
When you get a success on an attack with a
weapon, you can expend the casting of a spell.
The attack deals 1d6 extra damage per rank of Dagon’s Curse Whenever you complete a rest with
the expended spell (minimum 1d6). If the target the Crown in your possession, you must make a
of your attack is a demon, devil, faerie, spirit, or Will challenge roll with 1 bane. On a failure, you
undead, you increase the extra damage by 1d6. gain 1d3 Insanity. If you go mad while the Crown is
in your possession, you become possessed by a
Celestial Bellatore using the rules for Demonic
Possession in Shadow, page 227.

I
ZUAL9S SHIELD
The Shield crafted by Izual, a Nephilim
born to a legendary Bellatore Celestial, is a
true masterpiece to behold. Its celestial gold surface
glimmers in the light, while a fearsome lion9s head on
its front roars ferociously at any enemy daring to
approach. The lion9s head possesses a powerful
celestial magic that strikes down any foe
foolish enough to attack the wielder of
the shield.

Relentless Defense The shield has the


Defensive +3 property. And when a
creature makes a melee attack against you,
the lion bites and deals 1d6 damage to your
attacker.
Roar of the Lion When you make an attack
while wielding the shield and the attack
roll results in 20+, the shield lion bites the
target and deals 2d6 extra damage. If the
roll results in a 0 or below, the shield bites
you and deals 1d6 damage, instead.
P
RIDE AX
Legend has it that the Pride Ax was forged
by the Ancestral Gods to vanquish those
who try to sway the dwarves from their faith. The all-
black, double-edged ax features a ruby set in its head
and is adorned with spiked dwarf runes that run the
length of its handle. The Pride Ax was lost over the
years in the Shield Mountains after a mad dwarf dared
to challenge a dragon that resided there. The Ax is said
to possess a will of its own and loathes its wielder to
miss an attack, especially if they are not a dwarf.
The Pride Ax is made of dark iron, which the
Dwarves believe is made from the very blood of the
Ancestor Gods
Ancestors’ Fury The Pride Ax is a greataxe that deals
4d6 extra damage. However, if you fail an attack roll
with the ax, you take 2d6 damage instead.
Throw Pride You can use an action to throw the Ax at
a target within medium range. If your attack roll
succeeds, the Ax deals damage equal to half the
Health of the target. If your attack roll fails, you take
8d6 damage instead. Once used, you must complete
a rest before using this action again.

N
IKHEL9S BOW
Nikhel, a once-beautiful Celestial with long
blond hair, was corrupted by vanity. After
losing his purity, he created a bow with a strand of his
hair capable of harming the demons that had
corrupted him and the Celestials who had abandoned
him. He presented the bow as proof of his love to those
who had once looked upon him favorably. However,
after the creation of the bow, he descended into
madness and now lies babbling and weeping in the
Fifth Fortress of Nar.
Nikhel’s Bow The bow counts as a magic implement.
Kill everyone The bow deals 1d6 + 1 damage and
deals 1d3 extra damage for each point of Corruption
the target has.
Nikhel’s influence Whenever you gain Insanity or
Corruption, you gain 1 additional point.
V
YXIEL9S FEATHER
If you think that simply entering Heaven is
a great achievement, then you haven9t met
Cobalt. This halfling may be small in stature, but he9s
incredibly brave and cunning. Cobalt used his
ingenuity to forge a portal that took him straight to
Heaven, and once there, he met Výxiel, who couldn9t
fathom how such a tiny creature had managed to find
his way to Heaven. As a reward for his impressive feat,
Výxiel offered Cobalt one wish.
Ever the shrewd one, Cobalt requested to
experience a Celestial9s Grace, and so wished for one
of Výxiel9s feathers. The Celestial granted Cobalt9s
wish and allowed one of his feathers to fall into the
halfling9s hands. Cobalt marveled at the feather9s
indestructibility and power and decided to keep it as
one of his most treasured possessions.
However, ten years later, Cobalt9s prized feather was
stolen, and its whereabouts remain unknown to this
day.
Powerful Feather While you carry the feather, it
increases your Will score by 2.
Celestial Influence While you carry the feather,
your spells from the traditions of Grace, Miracle,
and Celestial are cast with 1 boon. Also, you must
always be truthful.
HEAVENLY CREATURES

C
ELESTIAL
A Celestial is a being without blemish or Spell Defense A celestial takes half damage from
corruption, created to serve the purpose of spells and makes any challenge roll to resist a spell
heaven and the goals of the Immeasurable Lord. Many with 1 boon. A creature attacking the celestial with a
Celestials are not of a particular caste, but rather spell makes the attack roll with 1 bane.
prepare to fulfill whichever caste is most useful, Vulnerability to Corruption If the celestial suffers
whether it be Bellatore, Elym, or Sanai. The Fallen corruption from any source, it becomes impaired
and loses both its Heavenly Glow and Spell Defense
share the same characteristics as the Celestials, except for 1 hour.
for the brilliance they once
possessed. Heavenly Glow The celestial emits light in
a 4-yard radius, canceling any shadows
CELESTIAL DIFFICULTY or darkness, even magical ones.
100
ATTACK OPTIONS
Size 2 Celestial
Perception 13 (+3); Truesight Sword of Grace (melee) +3 with 2 boons
Defense 14; Health 80 (3d6+2 plus Glowing Grace on attack roll
Strength 13 (+3), Agility 14 (+4), 20+)
Intellect 12 (+2), Will 15 (+5) Shield of Grace (melee)+3 with 1 boon (1d6+2
Speed 12; flier (swoop) plus Glowing Grace on attack roll 20+))
Immune damage from disease or Glowing Grace A sighted creature must get a
poison; charmed, diseased, success on an Agility challenge roll or
poisoned, blinded, frightened become blinded for 1 round.
SPECIAL ATTACKS
Double Attack The Celestial attacks with both
its sword of grace and shield of grace.
C
ELESTIAL BELLATORE
The Bellatore Celestials, led by Výxiel, is
believed to be the mightiest breed ever
created to battle for heaven. They are exceedingly rare
and stronger than even the Titanic Celestials,
towering over even the Jotuns. These formidable
beings are adorned with a pair of golden wings and
bear a dazzling armor of blue fire. They possess no
face, only a brilliant aura, and are often witnessed
wielding a greatsword to vanquish their adversaries.

CELESTIAL BELLATORE DIFFICULTY 500

Size 3 frightening Celestial


Perception 20 (+10); Truesight
Defense 22; Health 100
Strength 19 (+9), Agility 13 (+3), Intellect 11 (+1), Will 17
(+7)
Speed 12; flier (swoop)
Immune damage from disease or poison; charmed,
diseased, poisoned, blinded, compelled, stunned, dazed,
frightened
Spell Defense A bellatore takes half damage from spells
and makes any challenge roll to resist a spell with 1 boon.
A creature attacking a bellatore with a spell makes the
attack roll with 1 bane.
Heavenly Glow The bellatore emits light in a 4-yard radius,
canceling any shadows or darkness, even magical ones.
Damage Resistance A bellatore takes half the damage
from weapons.
ATTACK OPTIONS
Greatsword of Grace (melee) +9 with 3 boons (5d6 plus
Glowing Grace on attack roll 20+)
Glowing Grace A sighted creature must get a success on
an Agility challenge roll or become blinded for 1 round.
SPECIAL ACTIONS
Born for Battle When a creature within short range of the
bellatore makes an attack roll, the bellatore can use a
triggered action to impose 3 banes on the attack roll.
Adept for Battle The bellatore can cast a spell as part of
their weapon attack.
MAGIC
Power 5
Grace grace attack (6), celestial flames (3), faithful (2), rain of grace
(2), grace’s armor (1), fury of bellatore (1)
Battle augmented attack (6), resounding attack (3), mountain fall (2),
meteoric assault (2)
Celestial burning beam (6), rainbow burst (3), dawn (2), blinding
burst (2)

END OF THE ROUND


Epic Recovery The bellatore removes one affliction from
itself.
C
ELESTIAL, TITANIC
In rare instances, one may witness the awe-
inspiring sight of towering celestials with
wings spanning the sky, dwarfing even the mightiest of
dragons. These colossal beings possess six massive
pairs of wings to support their massive frames and are
endowed with incredible speed and deadly proficiency
with their Hammer of Grace. They are typically
deployed in groups of three or four to obliterate cities
deemed <pagan= or cleanse areas of corruption.

TITANIC CELESTIAL DIFFICULTY 250

Size 6+ frightening Celestial


Perception 11 (+1); Truesight
Defense 15; Health 180
Strength 18(+8), Agility 12(+2), Intellect 10(0), Will 15(+5)
Speed 12; flier (swoop)
Immune damage from disease or poison; charmed,
diseased, poisoned, blinded, frightened
Heavenly Glow The celestial emits light in a 9-yard
radius, canceling any shadows or darkness, even

F
magical ones.
ALLEN
Stormy Wings When a celestial moves into a space Unlike the Celestials, the Fallen are beings
occupied by a creature or flies above it within who have succumbed to their emotions,
medium range, the creature must succeed on a particularly the negative ones, such as hatred and
Strength challenge roll or be pushed 2d6 yards away revenge, which consume them incessantly. It is not
from the celestial and fall prone. If the creature is uncommon to encounter a Fallen engaged in peculiar
already prone, it takes 1d6 damage. A creature
makes this roll only once per round regardless of rituals aimed at enhancing their power. Many of them
how many times the celestial moves. reside in Diafthora, the enigmatic Floating Island,
Celestial’s Fall If the celestial falls prone, everything hidden from plain sight.
inside a cube of space, the celestial9s Size on a side,
takes damage equal to 3d6 for each point of the FALLEN DIFFICULTY 100
celestial9s Size. Creatures in the area must make an
Agility challenge roll with 3 banes. On a success, it Size 2 Celestial
takes half the damage and moves to the nearest Perception 14 (+4); Darksight
open space outside the area. On a failure, the Defense 13; Health 120; Corruption 1d6
creature becomes trapped under the celestial9s body Strength 15 (+5), Agility 13 (+3), Intellect 13 (+3), Will 15
and becomes prone, blinded, immobilized, and (+5)
count as being behind total cover. While trapper, Speed 12; flier (swoop)
the creature can use an action to make an Agility Immune damage from disease or poison; charmed,
challenge roll with 3 banes. On a success, it can diseased, poisoned, blinded, frightened, compelled
move half its Speed, removing the afflictions if it Demonic Shadows Lit areas out to 4 yards around the
manages to move out of the celestial9s space. demon become shadows.
ATTACK OPTIONS ATTACK OPTIONS
Hammer of Grace (melee) +8 with 3 boons (6d6 plus Double Corrupted Sword (melee) +5 with 1 boons
Weight of Grace on attack roll 20+) (6d6+3)
Weight of Grace A creature must get a success on a SPECIAL ATTACKS
Strength challenge roll or become prone.
Double Attack The fallen uses an action to attack two
different targets with its corrupted sword.
Immune damage from cold, disease, and poison;
gaining Insanity; asleep, blinded, charmed, dazed,
diseased, fatigued, frightened, poisoned, prone,
stunned, and any effect that would change the
living shell9s shape
Damage Resistance A living shell takes half the
damage from weapons.
SPECIAL ATTACKS
Scream Each creature within short range of the living shell
must make a Will challenge roll with 3 banes. On a
failure, the creature takes 5d6 + 5 damage and becomes
deafened for 1 minute. While deafened this way, the
creature is slowed. If it is already deafened, it becomes
slowed and takes 2d6 extra damage.
SPECIAL ACTIONS
Devour Soul If a creature becomes incapacitated within
short range of a living shell, the creature dies and
increases the Health of the living shell by 2d6.
END OF THE ROUND
Devourer of Memories Each living creature within the
shell’s space must make an Intellect challenge roll with 1
bane. On a failure, the creature gains 1 Insanity and
becomes dazed for 1 round. A creature driven mad by
the shell also becomes defenseless until the madness
ends.
Unconscious movement Roll a d6. On an even number,
the shell moves a number of yards equal to the roll in a
direction of its choice and attacks with its Scream.

L
IVING SHELL
With a horrifying and imposing visage that
exudes both deception and truth, the
Living Shell slithers across the ground, its massive
form burdened by its weighty carapace. A collective of
soul fragments trapped within its shell, this creature
ceaselessly emits haunting screams, unaware of the
boundaries of its power. Encountering such a creature
in desecrated places is perilous, as the amalgamation
of souls within the Living Shell wanders aimlessly,
driven by a relentless search for answers. Its relentless
questioning possesses the potential to shatter even the
strongest of minds. The Living Shell represents the
unholy fusion of forsaken souls and a tainted touch of
the Shadow.
LIVING SHELL DIFFICULTY 250

Size 3 horrifying spirit


Perception 20 (+10); sightless
Defense 18; Health 120
Strength 4, Agility 8 (-2), Intellect 9 (-1), Will 15 (+5)
Speed 8
L P
OST SOUL ARADISE CRUSADER
Lost Souls are the haunting remnants of The Paradise Crusaders are an elite force
souls that have gone unnoticed by the created to safeguard the Paradise Temples
Underworld, often neglected by both the Celestials and lead the Crusades against opposing forces that
and the Paradise Priests who mistakenly abandon stand against the teachings of Heaven. These skilled
them. Bereft of a physical vessel, these souls roam warriors serve as the pinnacle of the temple guardians,
aimlessly, driven by a lingering will that consumes honing their combat prowess and unwavering devotion
them and pushes them to the brink of madness. Their to their faith. With unwavering determination, they
sole obsession becomes finding a new host body to stand as the vanguard, ready to defend the sanctity of
inhabit, regardless of the means or consequences. the temples and carry out their holy missions with
utmost resolve.

PARADISE CRUSADER DIFFICULTY 50

Size 1/2 or 1 Human


Perception 11 (+1)
Defense 17 (mail, large shield); Health 50
Strength 14, Agility 10 (0), Intellect 11 (+1), Will 13 (+3)
Speed 10
Immeasurable Courage When frightened, the paradise
LOST SOUL DIFFICULTY DIFFICULTY 5 cultist can use an action or triggered action to make a Will
challenge roll. On a success, the target removes the
Size 1 or 1/2 horrifying spirit frightened affliction.
Perception 9 (-1); darksight ATTACK OPTIONS
Defense 10; Health 10
Strength 4, Agility 13 (+3), Intellect 8 (-1), Will 9 (-1) Morning star (melee)+4 with 1 boon (1d6+2)
Speed 8 Spear (melee)+1 boon (1d6)
Immune damage from cold, disease, fire, and poison; SPECIAL ACTIONS
gaining Insanity; asleep, diseased, fatigued, immobilized, Heaven’s Smite When the paradise crusader deals damage,
poisoned, slowed it can use a triggered action to deal a number of d6 in
Eternal When a lost soul becomes incapacitated, it dissolves extra damage equal to the target’s Corruption total.
into a puff of smoke. It re-forms in the Underworld 24
hours later with no damage. MAGIC
Insubstantial A lost soul takes half damage from weapons, Power 2
can move through solid objects and other creatures, and Grace grace attack (3),
ignores the effects of moving across difficult terrain. grace’s shield (1),
Naturally Invisible A lost soul is invisible to all creatures celestial flames (1)
other than lost souls, poltergeists, animals, and children.
While invisible, the lost soul lacks the horrifying trait and
cannot use its attack options.
ATTACK OPTIONS
Telekinetic Slam (short range) +3 with 1 boon (1d6)
SPECIAL ACTIONS
Manifestation The lost soul uses an action or a triggered
action on its turn to become visible. It remains visible until
it uses an action or triggered action to become invisible
once more.
END OF THE ROUND
Steal body If there is an incapacitated creature within short
range, the lost soul can make a Will attack roll against the
creature’s Will. On a success, the lost soul takes the place
of the body’s soul. The creature’s soul will wander for 1d6
days before it becomes a lost soul.
P
ARADISE CULTIST

P
RIEST OF
The Paradise Cultists adhere to a set of
principles centered around unwavering PARADISE
devotion to the Immeasurable Lord. Their The dedicated
commitment remains steadfast even when faced with task of the Paradise
collective actions such as the ritual of <Sacrifice.= Priests is to guide and
Those who oppose or go against this sacred order are convert individuals
considered transgressors and are deemed deserving of seeking a transformative
punishment by the cult. existence devoted to the
Immeasurable Lord.
PARADISE CULTIST DIFFICULTY 5 They tirelessly traverse
Size 1/2 or 1 Human
both day and night,
Perception 10 (0) spreading the teachings
Defense 11 (Soft leather); Health 20 and message of Paradise
Strength 13, Agility 9 (-1), Intellect 10 (0), Will 12 (+2) to those who are
Speed 10 adrift. Recognizable by
Immeasurable Courage When frightened, the paradise their distinctive attire
cultist can use an action or triggered action to make a adorned with wings and
Will challenge roll. On a success, the target removes the a radiant center
frightened affliction. resembling a sun,
ATTACK OPTIONS they serve as beacons
Mace (melee) +3 (1d6) of faith and agents
of spiritual enlightenment.

PRIEST OF PARADISE DIFFICULTY 25

Size 1/2 or 1 Human


Perception 12 (+2)
Defense 11 (Soft leather); Health 25
Strength 11, Agility 9 (-1), Intellect 12 (+2), Will 12 (+2)
Speed 10
Immeasurable Courage When frightened, the priest can
use an action or triggered action to make a Will
challenge roll. On a success, the target removes the
frightened affliction.
ATTACK OPTIONS
Staff (melee)+1 with 1 boon (1d6+1)
Spear (melee)+1 boon (1d6)
SPECIAL ACTIONS
Heaven’s Prayer When a creature within short range of
the priest makes an attack roll or challenge roll, the priest
can use a triggered action to grant 1 boon on the
triggering roll and illuminate the target in Grace. While
illuminated this way, attack rolls against the target are
done with 1 bane.
MAGIC
Power 2
Oblivion devour mind (3), forgetful pains (2), oblivion’s passage (1)
Miracle a little miracle (3), breaking the truth (2)
N N
EPHILIM BELLATORE EPHILIM ELYM
The Nephilim Bellatore, born of the union The Elym, driven by an insatiable thirst for
between the Celestials of War, inherit their knowledge and a profound understanding
parents9 prowess in combat. These formidable beings of magic, is a group of Nephilim who prioritize the
possess wings that bear the marks of battles fought, pursuit of arcane arts above all else. They view the
showing signs of wear and tear. Standing at an Immeasurable Lord as the source and embodiment of
imposing height of two meters, they command a strong all magical power. Similar to their Bellatore brethren,
physical presence. Known for their tenacity and refusal the Elym possess a robust and imposing physique,
to back down, they persistently pursue their chosen with wings that are distinctively beautiful and
causes until they are convinced of their error. When radiantly white. Their commitment to the study and
these Nephilim embrace their inherent nature and mastery of magic sets them apart, as they delve deep
devote themselves to the Immeasurable Lord, they into the mysteries of the arcane, seeking to unravel the
believe themselves to be called to a greater purpose, secrets of the universe and harness the vast potential of
further intensifying their resolve and determination. the Immeasurable Lord9s divine magic.

NEPHILIM BELLATORE DIFFICULTY 50 NEPHILIM ELYM DIFFICULTY 50

Size 1 Nephilim Size 1 Nephilim


Perception 9 (-1) Perception 14 (+4)
Defense 15 (mail); Health 60 Defense 14 (soft leather); Health 30
Strength 15, Agility 12 (0), Intellect 9 (-1), Will 13 (+3) Strength 11 (+1), Agility 12 (+2), Intellect 14 (+4), Will 12
Speed 12 (+2)
ATTACK OPTIONS
Speed 12
ATTACK OPTIONS
Spear (melee)+5 boon (1d6)
SPECIAL ACTIONS
Staff (melee)+2 with 1 boon (1d6+1)
SPECIAL ACTIONS
War’s Grace A Nephilim
bellatore cannot refuse a Grace’s Influence A
fair challenge. They can Nephilim elym can use a
use a triggered action on triggered action to
their turn to raise their pronounce words against
Defense by 2 for 1 minute. a target. Make an Intellect
Once uses, the Nephilim attack roll against the
bellatore must wait 1 target’s Intellect. On a
minute before using it success, the target must
again. tell only the truth for 1
Warrior of Grace When a minute or suffer 1d6
Nephilim bellatore casts a damage for each lie. Once
Grace spell, all its used, the Nephilim elym
challenge and attack rolls must wait 1 minute before
are made with 1 boon for 1 using it again.
round. Oblivion Knowledge When
MAGIC
casting an Oblivion spell,
the Nephilim elym can use
Power 2 a triggered action to
Grace protection of grace (3), impose 1 bane on the
celestial sword (2), shine of grace creature’s challenge roll or
(1) make an attack roll with 1
boon.
MAGIC
Power 2
Oblivion forget magic (3), forget
attack (2), oblivion’s bow (1),
oblivion’s passage (1)
N S
EPHILIM SANAI HEDU
The Sanai, renowned for their exquisite Known as the Prostate or Shedu, these
beauty and compassionate nature, is often beings serve as protectors, assembled by
regarded as the most alluring of the Nephilim. With Celestials and occasionally by the Priests of Paradise.
their slender frames, meticulously sculpted faces, and They possess a fascinating appearance, with the body
captivating curves, they effortlessly draw the attention of a winged lion and a human head. Their duty is to
and admiration of both humans and elves alike. Yet, it guard the Sacred Temples, where Resounding Grace
is not merely their physical appearance that manifests, serving as a gateway to Heaven and the
distinguishes them. The Sanai possess a deep arrival of the Celestials. When one encounters a
sentimentality and genuine concern for the well- Prostate, it signifies a singular purpose: they are there
being of others. With their innate empathy, they use to save something or someone in need.
divine energy to bring healing and hope, embodying
the teachings of the Immeasurable Lord. Their SHEDU DIFFICULTY 50

devotion shines through their actions, offering light in Size 3 Monster


a dark world. Perception 18 (+8)
Defense 17; Health 50
NEPHILIM SANAI DIFFICULTY 50
Strength 14 (+4), Agility 13 (+3), Intellect 9 (-1), Will 12
Size 1 Nephilim (+2)
Perception 11 (-1) Speed 12; flier (swoop)
Defense 11; Health 30 ATTACK OPTIONS
Strength 9 (-1), Agility 11 (+1), Intellect 12 (+2), Will 15 Claws (melee) +4 with 3 boons (2d6)
(+5)
Speed 12 Tail (melee) +4 with 3 boons (2d6)
SPECIAL ATTACKS
ATTACK OPTIONS
Staff (melee)+1 with 1 boon (1d6+1) Imposing Flight The
Shedu moves up to
SPECIAL ACTIONS its Speed and
attacks twice with
Grace of Healing A its claws, dealing
Nephilim sanai can use a 1d6 extra damage
triggered action to touch on each success.
a creature within reach Once the Shedu
to remove all its uses this attack, it
afflictions. Once used, must wait 1 round
the Nephilim sanai must before using it
wait 1 minute before again.
using it again.
Miraculous Grace When a SPECIAL ACTIONS
creature within short Double Attack The
range from the Nephilim Shedu attacks both
sanai takes damage, the with its claws and
Nephilim sanai can use a tail.
triggered action to cause
the target to take half
damage. Once used, the
Nephilim sanai must wait
1 minute before using it
again.
MAGIC
Power 3
Miracle A little miracle (4),
awakening inner force (2),
miracle of life (1), multiply
attack (1)
Amorphous The Oblivia aberration can move freely

O
BLIVIA ABERRATION through any openings that permit the passage of
Within the depths of Oblivion lie numerous water, and it can move through spaces occupied by
enigmatic phenomena and an abundance of other creatures.
fragmented memories from purified souls. Among ATTACK OPTIONS
these, a portion of corruption resides within the minds
of individuals. This corruption accumulates within
Fists (melee)+5 with 3 boons (4d6 plus Memory Loss on
attack roll 20+)
Oblivion, coalescing into a convergence of
Memory Loss The creature is dazed for 1 round.
consciousness that exists solely to consume any beings
that dare to stand in its presence. This malevolent SPECIAL ATTACKS
entity possesses the ability to open the very gates of Whispers of Oblivion Each creature within medium range
Oblivion, permeating into the realm of Rûl. It is known of the Oblivia aberration that can hear it must make a Will
as the Oblivia Aberration. challenge roll with 2 banes. On a failure, the creature
The Oblivia Aberration manifests as a slithering
moves 1d6 yards toward the Oblivia aberration.
amalgamation of fluid, viscous purple substance, MAGIC
adorned with an uncountable number of eyes. Its Power 4
presence can be sensed from afar, luring creatures Oblivion devour mind (5), forgetful pains (2), delay memory (1), oblivion
closer or repelling them with its ominous shouts. breach (1)
Unceasing in its pursuit, the Oblivia Aberration END OF THE ROUND
relentlessly seeks to devour fresh memories, forever
Epic Recovery The Oblivia aberration removes one
hungering for sustenance. affliction from itself.
Epic Adversary Roll 1d3 + 1 to determine how many actions
OBLIVIA ABERRATION DIFFICULTY 500
the Oblivia aberration can use during the next round.
Size 3 frightening Monster Oblivion Radiation Any creature within range of Oblivia
Perception 14 (+4); Sightless aberration must make a Will challenge roll with 3 banes.
On failure, a creature suffers 2d6 damage and 1d3 insanity.
Defense 13; Health 200 Corruption 2d6 Mind Eater If a creature within short range of the Oblivia
Strength 15 (+5), Agility 13 (+3), Intellect 11 (+1), Will 17 aberration is incapacitated, the creature instantly dies and
(+7) its memories are devoured by the Oblivia aberration.
Speed 8; Creep
Immune damage from cold, disease, and poison; gaining
Insanity; asleep, diseased, fatigued, immobilized,
poisoned, prone
Spell Defense An Oblivia aberration takes half damage
from spells and makes any challenge roll to resist a spell
with 1 boon. A creature attacking an Oblivia aberration
with a spell makes the attack roll with 1 bane.
O
RIAN, HIGH KING OF ÓRIAN DIFFICULTY 1000

THE FALLEN Size 10 horrifying Celestial


Órian, once the epitome of beauty among Perception 24 (+15); Truesight
the Celestials, was destined to convert the followers of Defense 24; Health 1000; Corruption 6d6
the Immeasurable Lord. However, his fate took a dark Strength 19 (+9), Agility 19 (+9), Intellect 19 (+9), Will 18
(+8)
turn when he encountered a formidable Demon
Prince and halted its advance. In his desperation to rid
Speed 18; flier (swoop)
Immune damage from disease or poison; gaining Insanity;
himself of corruption, Órian embarked on dazed, fatigued, frightened, immobilized, impaired,
unspeakable acts that defied all senses and reason. poisoned, slowed, stunned
The whispers of the Shadow seduced him with Greater Spell Defense Órian takes half damage from
promises of power, and without hesitation, he spells, makes challenge rolls to resist attack spells with 3
succumbed to their lure, unaware that this would boons, and creatures attacking Órian with spells make
mark the end of his celestial existence. their attack rolls with 3 banes.
Now known as Órian, the High King of the Fallen, Ruinous Landing When Órian lands for the first time,
he stands as a majestic yet repugnant figure,
everything within 3d6 miles of the spot where they arrive
takes 3d6 + 10 damage. A creature can make a Will
consumed by cruelty. Within the confines of challenge roll with 3 banes to only take half the damage.
Diafthora, he orchestrates his defiance against the In addition, each affected creature gains 1d6 Insanity and
Immeasurable Lord, driven solely by a thirst for must succeed on a Will challenge roll or gain 2d6 extra
revenge, disregarding the consequences that lie Insanity.
ahead. Demonic Shadows Lit areas within 1 mile of Órian become
shadows.
ATTACK OPTIONS
Spear of Madness (melee) +9 with 3 boons (6d6 plus
Incite Madness on attack roll 20+)
Incite Madness The creature gains 1 Insanity.
SPECIAL ATTACKS
Aura of Perdition Órian can use an action to invade the
mind of any creatures within reach. The creatures must
make a Will challenge roll with 1 bane or become
compelled to make an attack against the closest target
that is not Órian. Once the attack is made, this effect
ends.
SPECIAL ACTIONS
King of the Fallen Órian can use an action to summon
three Fallen to appear in open spaces of Órian’s choice
within long range. Once used, Órian must wait 1 hour
before it can be used again.
Swift Spell Órian can use a triggered action on their turn
to cast a spell they know.
MAGIC
Power 8
Chaos chaotic lance (2), singularity (2)
Madness black breath (3), unlight (3), mad piping of the outer dark (2)
Oblivion oblivion breach (2), erasing memory (2)
END OF THE ROUND
Epic Recovery Órian removes one affliction from
themselves.
Ruinous Landing When Zeniel lands for the first time,

T
HE HIGHERS everything within 3d6 miles of the spot where it
Except for Elandriel, all the other arrives takes 6d6 + 10 damage and becomes blinded
Highers are forged for battle, each for 1 round. A creature can make a Strength
possessing their unique focus and challenge roll with 3 banes to only take half the
damage on a success.
formidable strengths. These beings possess surreal
Greater Heavenly Glow Areas of darkness out to 1 mile
abilities that instill fear in their enemies, fortified to around Zeniel become illuminated as if it was
face the darkest of times. Following the downfall of daylight.
Orian, Sephýriel, and Azrael, the Immeasurable Lord
ATTACK OPTIONS
erected a barrier of Grace that shields them from
corruption, rendering them holy beings. The purpose Bloody Slaughter of Grace (melee) +10 with 3 boons (4d6
plus 2d6 extra damage on attack roll 20+)
of the Highers is to manifest at precise moments in
Rûl9s history, or so the Paradise Priests believe. Below is SPECIAL ATTACKS
a template featuring Zeniel, one of the Highers. Feel Aura of Grace Zeniel can use an action to force all creatures
free to customize this template or create entirely new within medium range to make a Will challenge roll with 1
Highers for your campaign. bane. On a failure, the creature falls prone and is dazed for
1 round.
Jack Ketch When a creature within Zeniel’s reach becomes

Z
ENIEL, THE
injured, Zeniel can use a triggered action to attack the
SLAUGHTERER creature. If the target takes damage, it must make a Will
Contrary to the beliefs of the Priests of challenge roll with 3 banes or become incapacitated.
Paradise, Zeniel9s presence in Rûl far exceeds his time SPECIAL ACTIONS
spent in heaven. While invisible to ordinary eyes, those Help from Heaven Zeniel can use an action to summon
with True Vision perceive a vivid crimson glow that three Celestials or six Shedus in open spaces of Zeniel’s
eludes precise identification. Throughout the night, choice within long range. Once used, Zeniel must wait 1
Zeniel roams various cities, selecting souls he deems hour before it can be used again.
ripe for slaughter. Symbolized by a blade engulfed in Swift Spell Zeniel can use a triggered action on their turn to
fiery crimson flames, his eyes burn with a withering cast a spell they know.
red glow. At times, his wings manifest in hues of MAGIC
reddish tones, reminiscent of the very lifeblood of his
Power 8
chosen victims. Grace faithful (3), shine of grace (3), rain of grace (2), grace’s armor (2)
ZENIEL DIFFICULTY 1000 Miracle multiply attack (3), Samson’s miracle (2)
Size 10 Celestial
Order consistency (3), even the scales (2), forceful summons (2), strength
from order (1)
Perception 25 (+15); Truesight
Defense 25; Health 1000 END OF THE ROUND
Strength 2O (+10), Agility 20 (+10), Intellect 20 (+10), Epic Recovery Zeniel removes one affliction from
Will themselves.
20 (+10) Epic Adversary Roll 1d3 + 1 to determine how many actions
Speed 20; flier (swoop) Zeniel can use during the next round. Zeniel can use these
Immune damage from disease or poison; gaining actions during any turn and can do so before its enemies
Insanity, Corruption; dazed, fatigued, frightened, act. Each time Zeniel uses an action, they can move up to
immobilized, impaired, poisoned, slowed, stunned, their Speed before or after the action.
dazed, compelled
Greater Spell Defense Zeniel takes half damage from
spells. They make challenge rolls to resist attack
spells with 3 boons, and creatures attacking Zeniel
with spells make their attack rolls with 3 banes.
Invisible Aura Invisible to ordinary eyes, Zeniel can
use an action or triggered action to manifest their
form. When they destroy something or someone,
ordinary eyes witnessing the destruction see it as a
catastrophe or accident.
WE HAVE MORE SOURCEBOOKS FOR SHADOW OF THE DEMON LORD FOR YOU!

LOGISTICS MAKE THE IMPOSSIBLE POSSIBLE


Grim Journeys details paths and rules for the unsung heroes of all expeditions. Those
who handle the logistics. It introduces simple rules for camping, new roguery
talents, tradition talents, a new science for the Scientist, and 6 new paths:
Priest of the Pilgrim - A priest to the patron god of camping, logistics, and travel.
Strongman - A warrior path that excels at wrestling and strength-related activities.
Frontiersman - An expert path that excels in surviving in the wild.
Pioneer - Expert path for making superior camps and pioneer constructions.
Teamster - Masters in handling animal-drawn vehicles.
Outrider - Masters of mounted travel and scouting.

UNEARTH SECRETS AND EXPLORE THE RUINS OF THE PAST


Grim Expeditions introduces new talents and paths for those who want to explore the
lost and forgotten past of Rûl. It introduces simple rules for excavation, three
shadows centered around the exploration of ancient tombs, treasure, and
knowledge, new roguery talents, a new science for the Scientist, and 5 new paths:
Archaeologist Explorer An expert path for all the Indy archaeologists out there.
:

Tomb Raider An expert path for all who prefer Drake or Croft9s approach instead.
:

Prospector An expert path for striking it rich by uncovering valuable minerals.


:

Relic Hunter A master path that manipulates relics to their advantage.


:

Spelunker A master path for expeditions in the dark underworld of Rûl.


:

RECIPES TO KILL FOR!


Grandma Ethel’s Hearty Cookbook details recipes made from creatures of Rûl.
The supplement also details several new paths and a new magic Culinary tradition
focused on food magic. The paths introduced are:
Iron Chef A warrior deadly with a cleaver while consuming food for strength.
Priest of the Great Devourer A priest that worships the god of gluttony.
Gut Mage An expert path that calls upon their gut for gruesome effects.
Epicurean A master path that uses Culinary magic.
Gourmand A master path utilizing Grandma Ethel9s recipes to perfection.
Butcher Roguery talents for cutting meals from foes and healing the group.

APOCRYPHAL WRITINGS
A FREE FANZINE FOR SHADOW OF THE DEMON LORD
Apocryphal Writings is a fanzine dedicated to the Shadow of the Demon Lord RPG,
available for free! The community contributes new ancestries, paths, gear, creatures,
adventures, new spells, and more!
The fanzine was made possible by the Shadow of the Demon Lord community
and Ra Press. If you want to help finance future issues, you can do so through the Ra
Press Patreon.
If you would like to contribute to the next issue of Apocryphal Writings, please
contact RoninRa or Bookrat through the Shadow of the Demon Lord discord server,
the Ra Press Discord server or on Reddit.
FLEXIBLE, BUT DANGEROUS MAGIC!
Catastrophic Magic details a more flexible magic system. There9s no more need to
keep track of the number of castings per spell. Instead, it introduces a casting
roll. Fail the roll and you might face catastrophic consequences.
This supplement also details modified rules for the existing magic rules, a
new set of talents for magicians that want to embrace the nature of catastrophic
magic, new spells to force the catastrophe onto others, and new trinkets and
relics.

EVEN THE DOOMED NEEDS TO REST!


Rest & Recuperation details rules for playing out the downtime between
adventures.
The characters9 lifestyle is no longer a one-off thing but is carried over to, and
modified during each downtime.
Each downtime might modify your relations to the community where you
spend your downtime.
Before each week of downtime, the GM can generate a random event to make
the downtime even more interesting.
You can go to therapy to remove quirks, rest to heal lasting damage and
diseases.
And you can earn, or lose, coin by working, gambling or fighting.
And much much more!

TOME OF HORROR AND MADNESS


From the depraved minds of Ra Press comes a supplement filled with horror,
insanity, corruption, and death.
We present two new ancestries: Swarm Infestation and Void Parasite; five new
Expert paths: Consumer of Corruption, Iron Lord, Mad Piper, Symbiotic
Infestation, and Truth Seeker; and finally, four new Master paths: Empathic
Masochist, Esper, Psycho Killer, and Taxidermist. All focused around the theme
of corruption, body horror, and insanity.

FINDUVIEL9S EMPORIUM
Finduviel9s Emporium catalogs new weapons and items for your games.
Including a plethora of new weapons and collecting those from our previous
supplements. New potions, poisons, alchemical items, all-new weapon oils,
special ammunition, portable and siege artillery, and new tools and gear to help
you in your adventures. There are new optional rules for crafting, modifying,
and repairing your weapons, expanded explosives, and a number of awesome
new relics and tables for generating enchanted items.

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