Tales of Elesmera: GM Masterfile

"In the cradle of shattered stars and broken crowns, destiny waits, bound by thorn and fire."

Table of Contents

Part 1: World Setting

Setting of Paltera

Additional Notes
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Paltera is not a true world — it is a prison created by the gods to contain the Archmages and their creation: arcane magic. Mortals believe it is a full world, bordered by endless seas and mysterious fogs, but the reality is a locked sphere designed to trap humanity and magic itself inside.

The dragons, once allies of the Archmages, were betrayed and sealed within the same prison. The Pillars of Creation, seemingly divine wonders, are actually siphons draining magic and sanity from the trapped Archmages.

Major Themes

Cosmic History

The Seven Archmages once shaped worlds, rivaling the gods. Fearing their loss of supremacy, the gods created a fog-barrier prison, ripped from reality itself, trapping the Archmages, dragons, and mortal followers.

Among the gods' agents left behind, one — the Nameless One — now schemes for his own escape through mortal bloodlines.

Part 2: Cities and Towns
The Empire
Inner Empire (Core Power Base)
    Kinsel Hadark (Capital of Elesmera)

    The grand capital of Paltera, structured in three concentric rings:

    Additional Notes: Kinsel Hadark

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    • Inner Ring: The Emperor’s Castle, Twin Archmage Towers, the Church of the Pale Blood Cathedral, Mage Academy.
    • Middle Ring (Cloudtop District): Noble Estates (Halls, Hexums, Brutanish Tower), Maxwell’s Glorious Goods, The Goat’s Tit Tavern, Agatha’s Apothecary.
    • Outer Ring: Slums, Farmlands, Silver Shroud thieves’ guild, Splintered Creed safehouses.

    Teleportation is heavily restricted; illusions dispelled at gates. Secret tunnels run under the city, used by thieves, rebels, and the desperate.

    Shops and Merchants (Quick Reference)
    Shop NameTypeDistrictSpecial Notes
    Maxwell’s Glorious GoodsMagic Item ShopInner RingPremier legal magical wares; very expensive
    Imperial Curiosity VaultConfiscated RelicsInner RingAccess restricted to nobles or thieves
    Agatha’s ApothecaryAlchemy & PotionsMiddle RingSecret cursed potions for those who know the password
    Goat’s Tit TavernTavern & Rumor HubMiddle RingFood, drink, political rumors, and secret deals
    Silver Shroud FinewearThieves’ Guild FrontMiddle RingForgery, poisons, fenced magical goods
    Hexum Estate Private AuctionBlack Market AuctionMiddle RingRare artifacts, monster parts, secretive buyers
    Branlow’s BladesBlacksmithOuter RingMaster weaponsmith; low-end magic weapons
    Twice-Told TrinketsCuriosities & JunkOuter RingRandom cursed and useless magical trinkets
    The Dusty CoinGeneral Goods StoreOuter RingSupplies, traveling gear, low-end potions and scrolls
    Red Lantern MarketIllegal Night MarketOuter RingPoisons, forbidden magic, black-market wares
    The Broken BarrelCheap TavernOuter RingDirty and loud; good for street rumors
    Skystone SalvageScrap & Relics ShopOuter RingSells broken magic items, monster parts
    Outer Ring Taverns (Quick Reference)
    Tavern NameVibeDanger LevelNotes
    The Crow’s NestRowdy mercenaries and sailors⚔️ Medium-HighBrawls common, cheap drinks, falling hazards
    The Cracked ChaliceOld soldiers and bounty hunters⚔️ MediumDrinking contests, grudging respect among patrons
    The Limping GriffinBroken, sad, muddy⚔️ Low-MediumGriffin stew (probably goat), bad bard
    The Drowned RatFlooded, rat-infested dive⚔️ HighGambling den, questionable hygiene
    The Rusted ChainDockworker brawl house⚔️ MediumArm-wrestling tournaments, broken decor
    The Winking SkullsMacabre and cursed-feeling⚔️ HighSkull decor, deadly cocktails rumored
    Player Story Sessions — Wizard’s Tower Heist

    Objective:

    Retrieve critical ingredients to forge a potion capable of influencing a Church Deacon’s dreams, guiding him to use True Resurrection on Nina.

    Targets to Steal:

    • Fairy Wing (already donated by Dennel)
    • Hero’s Blood (identified using the Destiny Gem inside the tower)
    • Dusklace Root (greenhouse level)
    • Distilled Aetherflame (alchemy floor, locked safe)
    • Whispered Vellum (hidden in a secret library compartment)

    Tower Floors Overview:

    • Floor 1: Entryway Library — Shifting gravity, glyph traps, spectral echoes.
    • Floor 2: Alchemy Labs — Cloudkill gas traps, animated alchemical ooze.
    • Floor 3: Greenhouse — Wild overgrowth, Assassin Vines, Dusklace Root guarded by Awakened Treant.
    • Floor 4: Guardian Forge — Puzzle-locked arcane workshop; if mishandled, creates a second Arcane Guardian.
    • Secret Vault: Hidden atop the tower, containing the Destiny Gem, minor magic items, and Brutanish’s forbidden notes.

    Main Threat:

    Arcane Guardian: Steel-clad, magic-resistant, with an exposed arcane core as its weak point. Unique grapple mechanics during battle.

    Expanded "Borderline Useless" Magic Items (Brutanish’s Tower)

      Expanded Loot - Brutanish's Tower
      ItemEffectValue (gp)
      Self-Stirring CauldronAlways stirs itself when liquid is added.500
      Enchanted Paperweight (x5)Glows faintly when touched.50 each (250 total)
      Singing SpoonHums in different pitches based on nearby temperature.120
      Ever-Drying TowelInstantly dries whatever it touches.250
      Goblet of Moderate FreshnessKeeps water slightly cool for 8 hours.200
      Wand of Light BreezeProduces a weak gust on command (like a handheld fan).150
      Unbreakable Quill (x3)Can't snap or break; needs no ink.75 each (225 total)
      Laughing BookGiggles when opened.100
      Stone of Slight DampnessFeels eternally slightly wet; otherwise useless.25
      Decanter of Infinite MayoProduces one tablespoon of mayonnaise every hour.600
      Hat of WhisperingRandomly whispers secrets of no importance ("Fish are good today.")400
      Spectral MugAlways refills with lukewarm cider once per day.350
      Gossamer GlovesGrants advantage to cleaning-related checks.300
      Cloak of Mild ForgetfulnessWearer occasionally forgets minor details (DC 10 Wisdom save).250
      Map of NowhereShifts and changes constantly; unusable for navigation.500
      Minor Arcane Crystal Fragments (x10)Useless for casting but glitter beautifully.50 each (500 total)
      Orb of Slight ConfusionCauses nearby rodents to become confused (DC 8 Int save).200
      Polite DoorstopQuietly says “Excuse me” when bumped.150
      Inkpot of Endless InsultsWrites passive-aggressive notes automatically.450
      Bell of Off-Tempo ChimesRings at random incorrect beats.180
      Bronze Broom of SweepingSweeps the same 5x5ft area endlessly unless stopped.300
      Pocket Sundial (Enchanted)Accurate unless underground.100
      Mirror of Misremembered FacesShows you looking slightly older/younger.350
      Wand of Sudden ShrinkingShrinks objects no larger than 6 inches by 5% permanently (3/day).900
      Jester’s ShoesSqueak loudly with every step.75
      Alchemical CandleSmells differently depending on emotion of the holder.250

      Total Estimated Value: ~15,350 gp

      Note: Roughly 90% of these items are borderline junk — but clever players could find hilarious and creative uses!

    Stonebend (Inner Empire)

    Stonebend sits on the southernmost edge of Imperial-controlled territory, pressed hard against the vast deserts where orc clans roam. It is less a city and more a living, breathing fortress — a town made entirely of hardened soldiers, scarred mercenaries, and the families who wait anxiously for them to return from the frontier.

    Additional Notes: Stonebend

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    • Primary Purpose: The military heart of the Empire. Supplies, trains, and rotates the troops fighting border wars against the orc clans and desert raiders.
    • Government: No formal regent. Instead, the town is administered by a council of senior generals and battlefield commanders. Authority shifts by necessity, not by vote or bloodline.
    • Economy: Horses, weapons, rations, mercenary contracts, and bulk armor and gear. The forges of Stonebend prioritize function over form — nothing made here is pretty, but all of it endures.
    • Culture: Practical, blunt, and fiercely loyal to comrades. Outsiders are respected if proven useful, but soft hands and soft hearts are often mocked. Most celebrations revolve around military honors, promotions, or mourning fallen heroes.
    • Magic: Very little — Stonebend relies on steel, not sorcery. What few enchanters exist mainly focus on practical battlefield items (warding stones, waterproof satchels, anti-poison charms).

    Notable Features:

    • The Bastion Fields: Endless rows of training grounds, barracks, and combat arenas where soldiers hone their skills daily.
    • The Ironway: Main road leading north, lined with smithies, stables, and arms dealers. Caravans to and from the front lines flow through here constantly.
    • Hall of Veterans: A somber memorial and public meeting house where the greatest warriors of Stonebend are honored. Tales of valor are carved into stone walls here.
    • The Broken Banner: Most infamous tavern in town — a place where soldiers drink hard, settle grudges with fists, and sometimes forge lifelong bonds.

    Recent Events:

    • Increased skirmishes along the southern desert border have led to heavier recruitment. Stonebend's forges and training grounds are running around the clock.
    • Rumors persist that some mercenary captains are growing disillusioned with Imperial politics, potentially forming their own private armies.
    Notable Figures in Stonebend
    • General Ardyn Falcrest: Stoic commander of Stonebend's defenses. Veteran of countless border wars. Believes in discipline over politics. Secretly distrusts the Emperor’s expansionist ambitions.
    • Captain Mira Valen: Ruthless and brilliant strategist, known for unconventional battlefield tactics. Respected (and feared) among both regular troops and mercenaries.
    • Quartermaster Rhudek Stonehand: Dwarf exile turned Imperial logistician. Oversees weapons and armor distribution with brutal efficiency.
    • Sergeant Wren Marrow: Local hero and dueling instructor. Trains young recruits with no patience for cowards or fools. Famous for winning a 3-on-1 duel blindfolded.
    Stonebend — Stores and Markets
    Shop NameTypeSpecial Notes
    Ironbound ForgeWeapons and Armor SmithFunctional, durable gear. Commissions accepted for custom battlefield equipment.
    The Bastion MercantileGeneral Goods & SuppliesBulk rations, travel gear, tents, oil, torches — priced for military contracts.
    Graveltooth StablesWarhorse Breeding and SalesStonebend-trained horses renowned for endurance and temper under fire.
    The Shielded SatchelPractical Magic Shop (Rare)Focuses on battlefield enchantments: anti-poison pendants, warming cloaks, self-patching tents.
    Veteran’s Rest TavernTavern & BunkhouseCommon meeting ground for soldiers between deployments. Rough, but fair-minded patrons.
    The Broken BannerInfamous Brawl TavernWhere grudges are settled in fistfights and knife duels. Mercs and soldiers alike come here to vent.
    Stonebend Secrets — Splintered Creed Presence

    Hidden Base: The Splintered Creed maintains a major clandestine stronghold beneath Stonebend — woven through old Dwarven mining tunnels and sewer lines.

    • They exploit the city's chaotic turnover of mercenaries and soldiers to remain invisible.
    • Hidden arms caches are placed near key supply depots and parade grounds — ready to arm insurgents in minutes if the signal is ever given.
    • Key members include deserters, disillusioned veterans, and local workers tired of endless war.
    • Stonebend’s generals suspect something is wrong, but are too stretched thin by the desert war to investigate thoroughly.

    Note: If discovered, this could ignite Stonebend into open civil war overnight — crippling the Empire's southern defenses.

    Eiselcroft (Inner Empire)

    Eiselcroft stands as the Emperor’s shadow arm — a city ruled not by generals, merchants, or priests, but by sanctioned mages whose loyalty is absolute. Brutality cloaked in official robes defines the air of the place. Their brutal magical policing ensures order, at the cost of freedom and compassion.

    Additional Notes: Eiselcroft

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    • Primary Purpose: The Emperor’s enforcement and intelligence arm. Suppresses uprisings, roots out rebellion, and "re-educates" troublesome provinces.
    • Government: Administered by the Imperial Arcane Council — a secretive cabal of wizards, enchanters, and diviners.
    • Economy: Magic-enforced taxation, artifact crafting, production of enchanted restraints and prison devices for the Empire.
    • Culture: Paranoid, cold, and hierarchical. Every citizen knows that magic — not law — decides truth and guilt.
    • Magic: Ubiquitous and merciless. Spells like Enlarge/Reduce, Dominate Person, and Modify Memory are casually used for policing.

    Notable Features:

    • The Hand of the Crown: Public prison square where magical punishments are showcased — shrinking handcuffs that amputate hands, collars that paralyze dissenters, "living statues" made of petrified criminals.
    • The Gray Spire: Central seat of the Arcane Council. No windows; rumored to be dimensionally anchored to the Astral Plane itself.
    • The Enchanted Barracks: Military-mage training complex. Produces battle-ready wizards loyal to the Empire's harsh ideals.

    Recent Events:

    • Growing rumors of magical "accidents" — political enemies vanishing overnight, their memories unraveled before they die.
    • Small groups of disillusioned arcanists considering defecting to the Splintered Creed or fleeing to elven lands.
    Notable Figures in Eiselcroft
    • High Inquisitor Maltrix Vane: Chief enforcer of magical law. Brilliant diviner, ruthless manipulator. Regards all free magic use as potential rebellion.
    • Arcanist Velya Rom: Head of artifact crafting guilds. Oversees production of cursed manacles, magical surveillance crystals, and battle wands.
    • Commander Jarn Feld: Ex-soldier turned battlemage. Commands the Enchanted Barracks. Specializes in the brutal application of battlefield magic against civilians and uprisings.
    • Whispermaster Ulthar: Cloaked figure in charge of "soft interrogations" — feared for his expertise with Memory modification and psychic torture.
    Eiselcroft — Shops and Specialty Services
    Shop NameTypeSpecial Notes
    Chainbinder’s ForgeMagical RestraintsSpecializes in cursed manacles, anti-magic shackles, and enchanted cages.
    The Crowned EyeDivination ServicesSpy-for-hire diviners — if you can pay, they'll glimpse secrets others can't hide.
    The Gray Spire BazaarGeneral Magic GoodsCommon wands, scrolls, minor enchanted items (everything is tracked and reported).
    The Severed TongueSecret Underground MarketRun by rogue enchanters; sells illicit spells, forbidden magic scrolls, and anti-divination charms.
Outer Empire (Prosperous but Loosely Controlled)
  • Edensel: Peaceful farming town north of Kinsel Hadark. Major supplier of grain and livestock.
  • Meadowgrove: Riverside trade town east of Kinsel Hadark. Specializes in textiles and river commerce.
  • Westmere: Small trading post west of the capital. Known for fishing, river trade, and minor smuggling operations.
  • Port Dumali: Major coastal city and naval hub west of Westmere. Gateway for sea trade and exploration fleets.
  • Ylldian (Outer Empire)

    A rugged mining city carved into the base of the Embermount Peaks. Originally a Dwarven hold, the Dwarves of Ylldian mysteriously disappeared nearly eighty years ago, leaving the fortified halls to be seized by human settlers. Now ruled by Duke Tyrol Asinthew, a rare noble who values compassion as much as duty.

    Additional Notes: Ylldian

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    • Primary Exports: Magical enhancement gems (vital for enchanting across the Empire), metals, stonecraft.
    • Culture: Pragmatic and tight-knit. Deep-seated unease regarding the Church of the Pale Blood's growing influence. Strong Dwarven architectural remains blend with newer Imperial constructions.
    • Secrets: Abandoned tunnels beneath the city still echo with whispers. Fey spiders, kuo-toa, and stranger things lurk deep below. The sudden disappearance of the Dwarves remains an open wound — no true explanation has ever been found.
    • Recent Events: The assassination attempt on Duke Tyrol during the Festival of Binding. Saved through the party’s intervention; his daughter Emily was slain but later revived. Public distrust of the Church is growing rapidly.
    Notable NPCs of Ylldian
    • Duke Tyrol Asinthew: A genuinely good ruler. Practical, protective of his people, and deeply wary of escalating war with the Elves. Seeks political reform in Kinsel Hadark to influence Imperial policy toward peace.
    • Lady Elizabeth Asinthew: Tyrol’s wife. Graceful, intelligent, and a skilled political operator. Deeply loyal to her husband’s cause. Was almost used as a pawn by the Church to destabilize Ylldian during the Festival attack.
    • Emily Asinthew: Their daughter. Killed during the Red Mask assassin’s attack but revived through ancient Church relics. Her survival is both a symbol of hope and a dangerous political liability.
    • Duke Ulaam: High-ranking member of the Church of the Pale Blood. Arrived in Ylldian under the pretense of building peace, but orchestrated the assassination attempt to force the city’s submission. Now discredited after the party’s exposure of his plot.
    • Sildur Flameblade: Veteran warrior and local hero. Loyal to Ylldian. Once suspicious of the party, he later aided them in uncovering Ulaam’s treachery. Commands great respect among soldiers and common folk alike.
    • Gortash Rokitansky: Tyrol’s trusted Duke and enforcer. Rugged, blunt, and fiercely loyal. Works closely with Tyrol on strategies to counter the Church’s influence and clean up corruption within the Empire.
Frontier Empire (Imperial in Name, but Fading Control)
  • Hupperdook: Hidden gnome town deep in the woods. Officially under Imperial rule, but gnomes govern themselves.
  • Tulime: Forest-edge town, center of woodworking and elven crafts. Strong ties to independent elven and gnome populations.
  • Hildrian: Coastal town northwest of Tulime. Traders, pirates, and adventurers mix freely here.
  • Falgrim: Woodland town south of Hildrian. Superstitious populace; strong traditions tied to old forest spirits.
  • Stonewharf: Small trading post southwest of Port Dumali. Last Imperial outpost before wilder lands.
Part 3: Factions and Powers
Additional Notes: Factions and Powers

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The Church of the Pale Blood

Founded by the Nameless One to manipulate bloodlines and tear down the prison from within. Offers true healing miracles while hiding deeper plans of chaos and rebirth.

The Splintered Creed

Originally revolutionaries, now a scattered and dangerously radical movement seeking to overthrow the Empire. Many unknowingly work alongside darker forces such as the Black Orchestra.

The Black Orchestra

Fanatics and war criminals devoted to reconstructing the Song of Destruction — seeking to destroy the Pillars and the prison at any cost.

Hidden Powers

Part 4: Player Characters
Additional Notes: Player Characters

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Talon (Talanashta)

The daughter of Avaria, Fey-blooded Druid now bonded to the fractured Fire God Embrithar. Wields both Druidic power and growing Light Cleric magic born from divine connection.

Oliver Hall

Secret bastard son of Drennel, Prince of Thorned Crowns. His sorcerous blood bends raw arcane power to his will — treated by magic itself as a rightful heir despite mortal scandal.

Bixy

Storm Barbarian intertwined with the spirit of an ancient Shark Deity, carrying the deep fury and instinctual rage of the drowned gods.

Weston

A battle-hardened Champion Fighter whose growing legend could one day crown him king — or break him utterly amid the chaos to come.

Shawty

A Bard of Whispers whose songs weave secrets, half-truths, and the intangible threads of prophecy into deadly weapons.

Part 5: Notable NPCs
Additional Notes: Notable NPCs

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Part 6: Items and Artifacts
Additional Notes: Items and Artifacts

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Legendary Relics

Important Unique Items

Funny and Semi-Useful Items (Wizard's Tower)

Treasure Hoard (Wizard's Tower)

Loot up to 15,000 gp worth of enchanted but mostly useless magical trinkets if the players ransack Brutanish’s Tower:

Part 7: Magic and Custom Rules
Additional Notes: Magic and Custom Rules

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Unique Sorcerer Bloodline (Oliver - Thorned Crown)

Special Feats

General Rule Changes

Part 8: Encounters and Adventures
Additional Notes: Encounters and Adventures

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The Wizard’s Tower Heist (Session 1+)

Future Sessions (Planned)

Part 9: Custom Monster Manual
Additional Notes: Custom Monster Manual

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Arcane Guardian (Full Statblock)
SizeHuge
TypeConstruct
AlignmentUnaligned
Armor Class19 (natural armor)
Hit Points250 (20d12 + 100)
Speed30 ft.

Abilities

STRDEXCONINTWISCHA
22 (+6)9 (-1)20 (+5)3 (-4)12 (+1)3 (-4)

Saving Throws

Strength +10, Constitution +9

Damage Resistances

Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities

Poison, Psychic, Force

Condition Immunities

Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses

Darkvision 60 ft., Passive Perception 11

Languages

Understands creator’s commands but cannot speak

Challenge

CR 11 (7,200 XP)

Traits

  • Immutable Form: Immune to any spell or effect that would alter its form.
  • Magic Resistance (Modified): Advantage on saving throws against spells and magical effects. If grappling a spellcaster, disadvantage against that caster’s spells.
  • Arcane Core Weakness: The glowing core can be targeted separately (AC 15, 40 hit points). Destroying the core disables its Magic Resistance trait.

Actions

  • Multiattack: The Guardian makes two Slam attacks.
  • Slam: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 6) bludgeoning damage.
  • Grasp of Binding Iron (Recharge 5–6): Grapples one Large or smaller creature (DC 17 Strength or Dexterity save). If the creature is still grappled at the end of its next turn, it takes 8d12 force damage automatically.
  • Arcane Slam (Bonus Action if Grappling): If grappling a creature, slams it into the ground or a wall, dealing an additional 4d12 bludgeoning damage.

Future Custom Creatures (Planned)

  • Splintered Creed Lieutenants with cursed relics.
  • Feywild beasts altered by the Song of Creation’s echoes.
  • Lost Dragons — corrupted by isolation within Paltera.
Part 10: Campaign Timeline
Additional Notes: Campaign Timeline

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Historical Timeline

Current Events

Future Prophecies

Part 11: Maps

Maps and regions of the world will appear here as they are discovered. Click to enlarge. Feel free to add player notes for each!

Map Notes:

Part 12: The True Nature of the Archmages
Additional Notes: Archmages

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GM Only Knowledge: The Archmages were not gods — they were prisoners. Tricked by divine betrayal, their world-shaping powers were sealed into Paltera to rot, and the Pillars of Creation siphon their minds and magic to this day. Mortals revere them unknowingly, never realizing the agony behind the miracles they left behind.

NameDomainPublic KnowledgeSecret TruthSeat of Power
Nostramus, the Arcane Sage Arcane Magic, Knowledge The "Father of Magic," now merged with the World Tree. His bark is used for enchanted paper. Nostramus willingly allowed himself to merge into the world-tree to avoid full madness. His whispered memories bleed into every Elven archive. The Arcanum Roots — crystalline world-tree in the Elven homeland, rooted in a hidden leyline fracture.
Dahkys, the Blood King Adrenaline, Blood, Desire Patron of strength, vitality, and glory in battle. Revered by gladiators and berserkers. Dahkys burns with endless rage and mourning — he feeds on mortal sensation to keep fragments of his mind whole. Each mortal sacrifice briefly restores him. The Red Vault — sealed beneath shifting desert sands; the earth itself "bleeds" around his tomb.
Esilna, the Wind’s Whisper Winds, Luck, Gnomes Bringer of whimsy, storms, and chaotic luck, protector of gnomes. Esilna was one of the few who foresaw the gods' betrayal but could not stop it. Her laughter masks a growing madness at her helplessness. The Skywoven Halls — floating cities adrift above the Gnomewood, anchored by barely-stable magic.
Fredel, the Warlord War, Violence, Orcs Ultimate warrior-spirit, revered by orc clans for his strength and endless battle thirst. Fredel no longer knows he is imprisoned. He dreams only of endless conquest, caught in a looping war fantasy spun by the gods to keep him docile. The Crimson Fortress — a broken citadel buried in desert sands, surrounded by endless battlefields of the dead.
Kinesel, the Sovereign Power, Unity, Mankind Architect of human unity and empire. His symbol commands kings and armies alike. Kinesel was the first to break — he believed that if humans ruled the prison justly, they could "deserve" freedom. His compromise birthed the Empire of Man. The Crownspire — central monument in Kinsel Hadark, believed to grant royal authority through bloodline rites.
Hadarkoth, the Stonekeeper Stone, Memory, Dwarves Guardian of stonecraft and history. Dwarves once carved their kingdoms under his guidance. Hadarkoth encoded warnings of the gods' betrayal into hidden monuments — but most of these were destroyed, lost, or mistranslated over generations. The Deepstone Archives — sealed beneath the lost dwarven cities, memory-tombs filled with forgotten truths.
Rysildan, the Worldshaper Creation, Nature, Archfey Bringer of life, shaper of the wild forests and rivers. Rysildan knew the gods' true plan but chose silence to protect what little magic could survive. His betrayal is layered — some Archfey revere him, others loathe him. The Verdant Mirror — a lake where the Feywild overlaps Ellesmera; a gate both healing and dangerous.
Dratar, the Whispered One (now Nyxthar, the Spider Dragon) Whispers, Mysteries, Pestilence, the Underdark Once an Archmage, betrayed by his friend Rokitansky. Now a monstrous fusion of phase-spider and black dragon, lost to madness and myth. Official histories erased his existence; only terrifying legends of "Nyxthar" remain among ancient cults and fearful children's tales. His mind is a shattered echo, lurking in the depths beneath forgotten ruins. Speaking his true name aloud is said to draw his gaze. Lost Depths — twisted tunnels below the Pillars, unreachable save through shattered gates and cursed rites.

GM Secret Notes:

To the world, they are gods. To the gods, they are prisoners. To themselves, they are dying stars, forgotten by the heavens.