TEXT:  
  Adastra 
  Nucleus 
   
   
   
   
   
   
   
   
   
   
  
   
   
  ADASTRA  
  2 
   
  Version 1.1 
   
   
  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, 
  PLAYER’S HANDBOOK 2, DUNGEON MASTER’S GUIDE, MONSTER MANUAL, MONSTER MANUAL 2, and 
  ADVENTURER’S VAULT are trademarks of Wizards of the Coast in the USA and other countries and are used with 
  permission. Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D 
  characters and their distinctive likenesses, are property of Wizards of the Coast, and are used with permission under the 
  Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System Reference 
  Document, available at www.wizards.com/d20.
  DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James 
  Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, 
  Stephen Schubert and James Wyatt; PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James 
  Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurer’s Vault, D&D 4E Game System 
  License ©2008, 2009 Wizards of the Coast page 3 of 7 written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008, 
  2009 Wizards of the Coast. All rights reserved.
  Fearless Goblin Games
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  Produced by Freelance Illuminati Productions
  For more, join us at fearlessgoblin.com
   
  FGG-05132009-CS 
  
   
   
  ADASTRA  
  3 
   
  Table of Contents 
  Chapter 1 - Prologue .... 4 
  The Rundown ............................. 4 
  What is in This Book? .................. 5 
  Chapter 2 - The Ages ..... 6 
  The First Age ............................... 6 
  The Second Age .......................... 6 
  The Third Age ............................. 7 
  The Fourth Age ........................... 8 
  The Fifth Age ............................ 10 
  Chapter 3 - The Six ..... 11 
  The Awakened Confederacy ..... 11 
  The Guild Syndicracy ................. 12 
  Order of Protected Worlds ....... 13 
  Phoenix Empire ........................ 15 
  Purifiers .................................... 15 
  Republic of the Pure ................. 16 
  Savage Xori Dirge....................... 18 
  Chapter 4 - Divinity ...... 19 
  Other Gods ................................ 19 
  The Cosmic Pantheon ................ 19 
  Chapter 5 - Jal .............. 22 
  Jal Truth Seeker Paragon Path ... 24 
  Scion of the Kin Epic Destiny ...... 25 
  Scion of the Progenitor Epic Destiny 25 
  Chapter 6 - Feats ......... 27 
  New Skills .................................. 27 
  Heroic Tier Feats ....................... 28 
  Paragon Tier Feats ..................... 30 
  Epic Tier Feats ........................... 32 
  Multiclass Feats ......................... 33 
  Protoawakened Path and Destiny37 
  Chapter 7 - Gear ........... 40 
  Weapons ................................... 40 
  Ammunition .............................. 47 
  Gates and Portals ...................... 48 
  Mana ........................................ 49 
  Chapter 8 - Threats ..... 50 
  Monsters ................................... 50 
  Encounter Groups ..................... 53 
  Xori Racial Traits ........................ 54 
  Chapter 9 - Toolbox .... 55 
  Special Rules ............................. 55 
  Adastra in your Campaign ......... 56 
  Building a Campaign .................. 57 
  The Multiverse .......................... 60 
  To the DM... .............................. 61 
   
   
  
   
   
  ADASTRA - Prologue 
  4 
   
  Chapter 1 - PROLOGUE 
  “Not only is the universe stranger than we imagine, it is stranger than 
  we can imagine‘‘. 
  -Sir Arthur Eddington 
   
  Welcome to the cosmos, ten years after the most horrific era it has ever 
  known, the Fourth Age. Now, the multiverse is in the Fifth Age and 
  attempting to rebuild what was lost. Explore the multiverse at your own 
  risk and discover marvels that the ancient the Kin have left behind. Explore 
  ruins of the now Martyred Gods. Meet fantastic races capable of warping 
  time and space to their will. 
  This is ADASTRA, where anything can, and has, happened. 
   
  This setting is an exercise in contradictions. It is a place where high 
  magic meets super science and becomes something wholly new. It is a 
  place where gods and mortals have both suffered much in the course of 
  the Fourth Age, yet all move on for the promise of a brighter future for all. 
  ADASTRA has a little of something for everyone. 
   
  Welcome to the cosmos. Welcome to ADASTRA. 
   
  The Rundown 
  The cosmos is a massive place.  
  The cosmos is a big thing, a really big thing. Even before the Primordial 
  Chaos and the Old Ones, there was the multiverse, the cosmos itself. After 
  the battle between the Primordial Chaos and the Old Ones, time and space 
  began and all that we understand as reality began to take shape. The first 
  to be born of this was the Far Realm. 
  Floating within the Far Realm, a truly maddening place where the rules 
  of matter and energy are difficult to discern, are the points of light known 
  as astraea. 
  It is within these points of light that all of the combined ordered reality is 
  contained. 
  Vast nations stretch across many of these astraea, using massive ships to 
  go from one to another, even exploring different worlds within each 
  astraea. Some nations are filled with people of goodness and valor; others 
  are despicable places of ruin and suffering. Each is populated by races of 
  the mundane, but also races of the fantastic and unusual. 
  This is the true nature of cosmos. Vast, ever-changing, and wholly 
  unpredictable with each point of light holding its own unique gods and 
  customs. After a party enters the cosmos, they will be forever changed by 
  the experience. The troubles and problems of their own home realm and 
  world will seem like nothing on the scale they have just been made aware 
  of. 
  There are many different universes, or astraea, in the multiverse. Each 
  astraea has a unique history and importance to the rest of the cosmos. 
  Each is a separate universe, and they are all similar, yet different. 
  Sometimes the differences are defining, some have entire populations that 
  exist no place else, and sometimes the difference is one decision made 
  differently by one individual. 
  There are empires that span hundreds of astraea; there are some 
  astraea at war with other astraea. There are some that are filled with 
  beings of phenomenal power, and there are some that can fit on the head 
  of a pin. 
  For centuries, many individuals have reached various states of 
  enlightenment. However, some have reached a state of enlightenment 
  well beyond that of others. They are said to awaken into a true 
  understanding of the cosmos. This understanding allows them to become 
  
   
   
  ADASTRA - Prologue 
  5 
   
  god-like in many respects, and some have even become gods. These beings 
  have come to be known collectively as the Awakened. 
  Over the last century, many factions and nations have started to assess 
  the true nature of the Awakened, and three conflicted views about them 
  have formed. While the Awakened cannot be truly dealt with or controlled 
  on any real level, the dubbed Protoawakened are still mortal but have 
  tremendous power. Some groups view them as a threat to their way of life 
  and are hunted down like beasts. Other groups want to collect them and 
  turn them into weapons. Others worship them as gods and will fight and 
  die for them.  
  The Awakened, up until the Fourth Age, have dealt little with others 
  outside their kin. 
   
  What is in This Book? 
  Contained within this book is everything you need to play in the 
  ADASTRA setting, except for the 4e Core Rule Books by Wizards of the 
  Coast. 
  This book is filled with story and flavor information that will allow you to 
  begin adventuring in this unique and imaginative setting. There is also a 
  toolbox chapter to allow the DM to incorporate ADASTRA to their 
  current games, or to start a game straight from here. 
   
   
   
  NUCLEUS 
  ADASTRA 
  is 
  a 
  living, 
  breathing entity of its own. As 
  more 
  supplements 
  and 
  adventures are added, the cosmos 
  will fill with more flavor and 
  threats that have never been seen 
  before. 
  This 
  is 
  done 
  using 
  the 
  Elements. This book is called 
  Nucleus because it contains all of 
  the major information that is 
  needed to play in the ADASTRA 
  setting.  
  
   
   
  ADASTRA - The Ages 
  6 
   
  Chapter 2 - THE AGES 
  “History is a guide to navigation in perilous times. History is who we 
  are and why we are the way we are.” 
  -David C. McCullough 
   
  Scholars have commonly divided the history of the cosmos into ages. 
  The races carry their own history and way to measure time, but the current 
  common method is in the Kin Reckoning, or KR. The ADASTRA setting is 
  in the ninth century of the New Kin Reckoning. This calendar was 
  established when highly advanced chronographs were discovered in the 
  Bazaar over eight hundred years ago. The Original Kin Reckoning, the form 
  of measurement the Kin used prior to this discovery, is no longer used by 
  any civilization. 
  The cosmos, as far back as anyone can tell, has been through five ages. 
  An age is always defined by a major cosmic event. Date notation is usually 
  reckoned by age, such as the tenth year of the Fifth Age (which, by the 
  New Kin Reckoning is in the ninth century). 
   
  The First Age 
  Unknown to -645,032,454 NKR 
  The exact beginning of the First Age is a highly debated topic, further 
  convoluted by the fact that the First Age started before the forging of time 
  and space by the Six Sevens of the Old Ones. The First Age ended when the 
  first mortals appeared. 
  During the First Age, two major events occurred. The War of Time and 
  Space was fought by the Old Ones and the Primordial Chaos. In it, the Old 
  Ones created time and space as a weapon against the infinite legions of 
  the Primordial Chaos, beating them into submission. The Old Ones, 
  content in their victory, left creation to pursue other goals elsewhere. 
  However, nature abhors a vacuum, and new beings, called gods, would 
  come to fill the role that the Old Ones left behind as the de facto rulers of 
  creation. Over time, the Primordials regained their strength, and would 
  fight for control over time and space with the gods in the War for Creation. 
  During the War for Creation, the gods created angels for their armies, 
  and the primordials formed archons out of their very essence as 
  counterparts to the angelic force. However, as the fighting continued for 
  countless years, they both grew desperate and created abominations as 
  super-weapons to end the war. One of the abominations in development 
  was a creature known as Erebhar; she was never completed, and was left 
  behind as a puddle of ooze on a forsaken world once the Primordials were 
  eventually defeated. 
   
  The Second Age 
  -645,032,454 NKR to -274,349 NKR 
  Near the beginning of the Second Age, a mortal race called the Kin was 
  born. As the Kin started to explore their homeworld, they grew in power. 
  The old gods watched and marveled at the ingenuity of the Kin. Slowly 
  they learned how to leave their world and travel to others using a blend of 
  science and magic. As time stretched on, they mastered both the sciences 
  that hold their ordered reality together, and the magics used to 
  manipulate it. 
  Eventually, the Kin learned how to leave their home astraea and started 
  to explore all the other realms that filled the multiverse. They even 
  
   
   
  ADASTRA - The Ages 
  7 
   
  developed the portaastraea and portaregnum to ease the movement 
  between worlds and astraea. 
  During their widespread exploration, they discovered an astraea filled 
  with a singular being known as Erebhar. As Erebhar had already consumed 
  her home astraea, including its gods, she had phenomenal power and the 
  ability to create spawn. It was not long before a war erupted as she 
  demanded to be all life in the cosmos. 
  This War of Darkness, as it came to be known, was long and hard-fought. 
  The Kin were required to change their ways of peaceful exploration to war. 
  This was exceptionally difficult for this gentle people, but with their 
  ingenuity, they were able to create the weapon Telumvalde. 
  Unfortunately, Telumvalde didn’t have enough time to fully charge its main 
  weapon before Erebhar learned of its location. She attacked, and 
  Telumvalde was forced to discharge without being at full power. However, 
  the Kin were able to take advantage of the distraction to suppress the 
  awakened and divine sparks that Erebhar had consumed which gave her 
  strength. 
  With Erebhar suppressed, the Kin had achieved victory, but at a great 
  cost and with a profound realization of the true nature of the multiverse. 
  They became reclusive, cutting themselves off from contact with other 
  beings. In the end, their fear of Erebhar and of chaos itself led them to 
  build a massive device, based on similar devices they used during the war, 
  that would contain and protect their very souls. They would be able to 
  interact and exist as a people, and they would be forever safe from being 
  consumed or destroyed by Erebhar or another force. The Orcaanimus, as it 
  was called, was hidden in a place that the Kin believed no one would ever 
  find, and through the use of marionettes, they were able to interact with 
  the rest of the cosmos at a distance when needed. 
   
  The Third Age 
  -274,349 NKR to NKR 722 
  During the Third Age, many civilizations rose and fell. While the Kin 
  walled themselves off and their awe-inspiring civilization seemed to be at 
  its end, different races started to propagate throughout the cosmos. The 
  Kin stayed largely isolated in the Orcaanimus, allowing the other races to 
  develop independent of their influence. These societies and cultures 
  developed for hundreds of thousands of years, and some had even started 
  to develop before the beginning of the Third Age. 
  The Third Age has some long and interesting histories from the different 
  races and nations that began to fill the cosmos. That history is recorded 
  within them; however, there are some important notes that must be 
  revealed. 
   
  Birth of the Bazaar 
  NKR 0 
  One of the first Astraea-faring races, the Erinyes, stumbled across the 
  abandoned husk of Telumvalde. This draconic race, in need of a new 
  homeworld thanks to the ravages of war, settled there, not knowing its 
  true nature. They turned Telumvalde not only into a city, but a bustling 
  trade center the likes of which was never seen across the cosmos. The 
  Erinyes were content to simply have a home and never bothered to 
  christen it, but as other races were invited to trade there, it earned a 
  colloquial name, and soon thereafter came to be known officially as the 
  Bazaar.  
   
  Erebhar Reborn 
  NKR 642 
  Over the hundreds of thousands of years since Erebhar’s defeat, she was 
  slowly able to wear away at the bindings constraining her energies. 
  Eventually, her spark returned to full strength and once again, she was able 
  to stretch out to other astraea. The first was Facundiaplures; with the rich 
  resources there for her consumption, her ability to wage war again was 
  assured. 
  At first, many nations and factions within the cosmos believed Erebhar 
  to be a simple infestation of oozes, not remembering or knowing of the 
  dangers of so many years past. Most of them did not take the threat 
  seriously until most of their civilization was already being consumed. 
  Finally, in the year NKR 652, the Order of Protected Worlds’ Protectorate 
  Guard and their allies, the Combined Xori Dirge, recognized the threat and 
  organized a campaign to regain control of the waypoint of Illidur. The 
  reclaiming of Illidur was a costly venture that gained the Protectorate 
  forces a much-needed foothold in Facundiaplures. 
   
  
   
   
  ADASTRA - The Ages 
  8 
   
  Jal Exodus 
  NKR 700 
  A race known as the Jal started to show signs of awakening on a large-
  scale; while not every jal had the trait, it was becoming evident that this 
  was a very dominant aspect of their development. Word of their peoples’ 
  evolution spread and before long all Jal were being targeted as subjects of 
  persecution or subjugation. A large number of nations remembered vividly 
  the recent battles with Erebhar, and were more than willing to forsake 
  common compassion in the name of survival. The Jal began traveling from 
  world to world, astraea to astraea, but they were always eventually found 
  out and would have to move on again. 
  During their travels, though many wanted them killed or put to use, a 
  few had their understanding. As the Jal migrated, they started to gather 
  those that wanted to learn from them, as well as other non-jal 
  Protoawakened. They formed a migratory Protoawakened culture all their 
  own, dedicated to furthering their understanding of the multiverse and 
  enjoying life to its fullest. 
  In NKR 723, the Jal and the other Protoawakened suffered their greatest 
  loss and decided to stand their ground. 
   
  The Fourth Age 
  NKR 723 to NKR 840 
  This, the shortest of Ages, was consumed almost solely by war. Each war 
  a direct result of the last, and so on. The end of the Fourth Age is defined 
  by the return of general peace to the cosmos. Most remember this period 
  as a brutal time of violence and strife, and few have any desire to return to 
  a time such as that. 
   
  War of Awakenings 
  NKR 723 to NKR 725 
  The Protoawakened had achieved a semblance of peace, their migratory 
  nature having served them well in avoiding conflict and trouble. 
  Unfortunately, this brought them a sense of complacency, and small 
  groups started to break off from the larger group, forming their own 
  migratory cells. Without realizing it, these cells had lost one of their 
  greater defenses: the safety of large numbers. 
  In NKR 723, a small but ambitious nation by the name of Minos publicly 
  passed a resolution stating that the Protoawakened were not recognized 
  by their government as individuals having rights; their talents and capacity, 
  the Minoan government stated, was a tacit decree by Creation that they 
  were to be used and valued only for their capabilities. The following day, 
  numerous Protoawakened cells were attacked by Minoan forces in a 
  simultaneous coordinated assault. Just over half of them were captured; 
  the others were slaughtered outright. 
  A few cells managed to fight off this assault, but even they were not 
  without casualties. One of the surviving cells was lead by a man by the 
  name of Kale Arat, whose wife and children had been killed in the attack. A 
  strong leader and a loving husband and father, his outrage mirrored that of 
  the entire Protoawakened culture. He rallied them to his banner, and once 
  again all the remaining Protoawakened gathered, staking claim to the 
  uninhabited astraea Loar Uti. They declared themselves the Awakened 
  Confederacy, and vehemently stated that those not with them were 
  against them, declaring war on any that fit that description. The Awakened 
  Confederacy and their allies, the Order of Protected Worlds and the 
  Combined Xori Dirge, began making assaults of its own ,primarily against 
  Minoan colonies, referring to themselves as the Pact. This did not sit well 
  with most of the rest of the civilized nations; to their mind, a powder keg 
  had been lit and needed to be extinguished before blowing up. When their 
  enemies, collectively calling themselves the Union, arrived in Loar Uti, the 
  newly-formed Awakened Confederacy and their allies defended it with 
  unrestrained passion. 
  Though the Protoawakened fought without hesitation, the Union’s 
  numbers were too great for the Pact to hold off indefinitely. Three weeks 
  of ceaseless battle were waged, and at the end, when it seemed as if the 
  Confederacy’s lines would break, the Awakened joined the battle, siding 
  with their Protoawakened cousins. The Union was routed from Loar Uti, 
  and the Minoan government was dissolved, its properties divided amongst 
  the Confederacy and the Union as geographically appropriate. 
  Though the Awakened did not regret their decision to fight, they had 
  interfered in the paths of mortals, and saw the results on their actions 
  clearly etched in the chaos of the abandoned battlefields. They vowed to 
  never interfere again in the affairs of mortals. The Union, over the course 
  of two years of war, had likewise come to understand the breadth of the 
  
   
   
  ADASTRA - The Ages 
  9 
   
  power they were dealing with, and unanimously made illegal the 
  experimentation and subjugation of any Protoawakened being. 
   
  War of Feeding Begins 
  NKR 725 
  Sensing that the mortals were at their weakest, Erebhar took her 
  moment of opportunity and renewed her consumption of creation. This 
  sudden attack forced all of the factions that had recently battled so 
  brutally against each other to suddenly fight side by side.  
  the Kin remained within the Orcaanimus, watching as the others fought 
  off the ancient abomination as best they could. For three years, the Kin 
  bought time with clandestine acts to give the younger races a chance. By 
  NKR 728, they realized that the only way to win was to risk alerting 
  Erebhar to their continued existence and actively engage her in battle. 
  With little warning, the Kin warships and drones, all being controlled at a 
  distance from the Orcaanimus, attacked Erebhar directly, assisting the 
  allied forces on the frontlines. 
   
  The Gods’ War 
  NKR 737 to NKR 750 
  While the War of Feeding raged, the Gods watched from their homes, 
  feeling secure in their distance from the fray. Despite their deific 
  intelligence, few of them suspected that one of their own would take the 
  opportunity to turn against them. 
  In NKR 737, Arkham, the god of chaos and destruction, attacked and 
  slew Oron, the goddess of bravery, cunning, and strategic warfare. The two 
  had always been rivals, each having a domain that was representative of 
  the two sides of violence, but their rivalry had always been backseat to 
  their relationship as fellow deities. Her assassination created a ripple 
  among the Gods and mortals alike as millions of clerics suddenly lost their 
  divine magic. Arkham’s campaign did not end there, as his clerics and 
  astral forces waged war on the rest of the Gods and their followers. Many 
  mortals found themselves caught in two separate wars at the same time. 
  In NKR 743, another goddess was slain as she attempted to protect many 
  of the lesser gods from the battle at hand. The goddess Silvarna, the 
  goddess of darkness and mystery, had been using her influence to shroud 
  the gods who couldn’t defend themselves from Arkham’s forces. Arkham 
  attacked Silvarna directly, believing that the key to uncovering the lesser 
  gods was to, eliminate their means of hiding. Silvarna had anticipated this. 
  When she died, her highest cleric, an awakened woman named Nia Jual, 
  immediately ascended to godhood to assume her throne, hiding the lesser 
  gods in a new location. This surprise passing-of-the-torch afforded Nia Jual 
  the opportunity to repel Arkham’s assault, scarring him in the process. 
  Nia Jual immediately granted the prayers of her followers and the 
  followers of Silvarna, but in 748 she also managed to gather the lost clerics 
  of Oron into her fold. Together they formed the Followers of the Martyred. 
  Using the combined prayers of the Followers, Nia Jual was able to allow 
  her new devotees to enter the Astral Sea and assist the good and neutral 
  gods in the suppression of the evil gods that orchestrated the war. By NKR 
  750, the Followers of the Martyred and the Combined Forces of Light 
  ended the war by forcing the evil gods to surrender. Using her new 
  influence over the Gods, Nia Jual managed to convince her allies to take a 
  more active role in mortal affairs. 
   
  War of Feeding Ends 
  NKR 840 
  Between NKR 750 and 840, the gods become active participants in the 
  War of Feeding, sending angels and the abominations still under their 
  influence to battle. With these ninety years, pressure was taken off of the 
  Kin so they could finally enact their original plan of firing Telumvalde, 
  known still at that time as the Bazaar.  
  By NKR 840, the Kin finished their repairs to the super-complex, but the 
  total power was not enough to kill Erebhar with the new strength she had 
  absorbed during the War of Feeding; had the Kin been able to fire sooner, 
  they might have been able to destroy her once and for all. Seeing no other 
  solution, the Kin within the Orcaanimus sacrificed themselves to power the 
  weapon by turning the pocket dimension that they had lived in for so long 
  into a power source fed by their souls. In effect, it became a battery, their 
  souls functioning as a series of fuel cells. The weapon finally fired, and 
  when it did, the recoil imploded the artificial astraea that the Bazaar was 
  in. 
  Everyone across the cosmos knew that the victory they had fought so 
  long for was finally achieved when all of Erebhar’s spawn, all across the 
  multiverse, suddenly fell dead. 
  
   
   
  ADASTRA - The Ages 
  10 
   
   
  The Fifth Age 
  NKR 840 to Current 
  In the Fifth Age, the cosmos is a vastly different place than it was just a 
  short 117 years earlier. Now, in the latter half of the ninth century, there 
  are new powers that control the universe. 
  Countless generations lost their lives, and many nations fell, but a new 
  spirit of adventure has opened up since the loss of the Kin. Hope and 
  wonder settle on the general populace as it experiences a general sense of 
  peace, the likes of which it has not known for many years.  
  The Kin’s Legacy can still be felt as many of the locations of their ruins 
  and cities are revealed and much of their technology has yet to be 
  understood. Adventurers have begun to journey forth, hoping to strike it 
  rich by discovering a the Kin supply depot or an ancient weapon left behind 
  from one of creation’s many wars. Others adventure in hopes of finding 
  out more about the civilization that sacrificed itself to save all of existence. 
  New threats fill the cosmos, and old ones return to menace the 
  newfound peace. Some find discontentment with the peace, and still vie 
  for control and power in the form of conspiracy and intrigue. A dearth of 
  reports regarding strange, unexplained events floods in to government 
  offices across all of creation; some of them are small, and others are on a 
  planetary scale. 
  Welcome to ADASTRA, and all the astraea within. 
   
   
  
   
   
  ADASTRA - The Six 
  11 
   
  Chapter 3 - THE SIX 
  The Six is the common name referring to the six most influential factions 
  that managed to gain control of the cosmos after the Fourth Age. 
  The Order of Protected Worlds survived the war mostly intact. They 
  now operate as cells scattered across the cosmos with the Protectorate 
  Home Office keeping them organized. 
  The Savage Xori Dirge was once known as the Combined Xori Dirge, but 
  when the war fully bloomed, the Savage Houses and the Noble Houses 
  began to fight amongst themselves. Eventually, the Savage Houses were 
  victorious, and the remaining loyal Nobles joined the Order of Protected 
  Worlds. 
  The Republic of the Pure was once part of the Purifiers, under Prophet 
  Azriel Black. After his death in the early days of the war, they distanced 
  themselves from the rest of the Purifiers and declared themselves their 
  own republic. 
  The Purifiers were once a divided faction of thousands of prophets, each 
  claiming to be the one mentioned in the Articles of Dogma. Until the 
  Fourth Age, they warred constantly amongst themselves, but now there is 
  only one true Purifier faction, unified under a single mysterious prophet. 
  The Phoenix Empire is a consolidation of many different collapsed 
  nations. This upstart nation has only existed for the last twenty years and 
  was forged in the heat of war. 
  The Guild Syndicracy was formed to unite guilds in an effort to weather 
  the war relatively intact. The Guild Union itself is the central authority that 
  manages all guilds, and prevents any one guild from gaining dominance 
  and causing a guild war during the reconstruction.  
  The Awakened Confederacy is sometimes referred to as the Seventh of 
  the Six. While holding as much influence as any other member of the Six, 
  they are isolationists and only allow Protoawakened within their borders. 
  They hold a strong alliance with the Order of Protected Worlds, with whom 
  they have a strong trade alliance. 
  The Awakened Confederacy 
  “We are few, but our power is great.” 
  -Guru Vety 
   
  Established 732 New Kin Reckoning 
  As a rule, the Awakened Confederacy never get involved in greater 
  affairs. Just like their Awakened brethren, they choose to be isolated and 
  peaceful. 
   
  Awakened Confederacy Lore 
  A character knows the following with an appropriate skill check. 
  History DC 15: The Awakened Confederacy was established in response 
  to attacks made against the Protoawakened people. Now they defend their 
  kind from further persecution, and the Confederacy has become a holy 
  land of sorts for those who wish to become full Awakened and achieve a 
  heightened state of being.  
  There is no de facto leader of the Confederacy itself, but rather a 
  committee that takes the opinion of the Guru into consideration when 
  making decisions. They do not trade or deal in any significant way with any 
  other group other than the members of the old Pact, and even then, only 
  to the extent that the century-old Pact Treaty requires. 
  Streetwise DC 10: While not necessarily rude, the Awakened 
  Confederacy are known for being cold and distant. Centuries of 
  persecution have made them cautious. If an outsider enters the astraea of 
  Loar Uti, they are commonly under surveillance until they proven that can 
  be trusted. However, anyone who is not Protoawakened will always be 
  watched. 
  The 
  chances 
  of 
  a 
  non-
  Protoawakened entering Loar Uti 
  beyond the main gateway terminal 
  are remote without a visa or proof 
  of citizenship. The Protoawakened 
  have taken great pains to ensure 
  that no stray portals or other ports 
  of entry are remaining 
   
  BEYOND THE SIX 
  There are thousands of broken 
  nations that span the cosmos, all 
  of which played important parts 
  to keep the war from destroying 
  their ways of life. There are so 
  many, in fact, that we couldn’t 
  possibly go through them all in 
  one chapter.  
  
   
   
  ADASTRA - The Six 
  12 
   
  Settlements and Features 
  The Awakened Confederacy only controls one astraea and has no official 
  colonies. There are many astraea and colonies that pledge allegiance to 
  the Awakened Confederacy, but are not part of it. 
  Loar Uti: Capital astraea, population approximately 30 trillion. This 
  astraea was the focus of the two-year-long War of Awakenings. Many 
  Protoawakened travel here to escape persecution or to study with other 
  Protoawakened.  
  Loar Uti has no major resources other than the mental talents of its 
  denizens. 
  Namig: The governing council of the Awakened Confederacy is housed 
  on Namig. Also, the house of the current Guru is on Namig, where he or 
  she leads the daily meditations and discussions that happen throughout 
  Loar Uti. 
  Tuli: Tuli is Loar Uti’s main terminal and defense point for incoming 
  travelers and immigrants. The immediate area around the waypoint is 
  defended by satellites, and the Tuli gateway more resembles a heavily 
  armed fort rather than a processing center.  
  Other Worlds: There are thousands of populated worlds within Loar Uti. 
  The further away each world is from Tuli and Namig, the more each world 
  starts to be populated by single races. 
   
  Government 
  Run by a governing council, the Awakened Confederacy is relatively 
  libertarian and has very few laws that govern the citizens themselves. The 
  Awakened Council mostly governs the Awakened Confederacy Defense 
  Force and the Immigration and Refugee Service. 
   
  Plots and Adventure Ideas 
  • The Awakened Confederacy wants your party to escort refugees to Loar 
  Uti. 
  • Talks 
  between 
  the 
  Awakened 
  Confederacy 
  and 
  some 
  anti-
  protoawakened extremists are beginning, they want you to protect the 
  talks. 
  • Problems between two rival protoawakened factions may break into 
  conflict, find and resolve the source of the conflict. 
   
  The Guild Syndicracy 
  “Everything and everyone has a cost. We make sure that the cost is 
  fair, but more importantly… 
  Paid.” 
  -Chief Operations Director, Guild Syndicracy 
   
  Established 715 New Kin Reckoning 
   
  As the Fourth Age began to shift heavily towards war, most people 
  couldn’t see an end in sight. In response, most of the guilds in the cosmos 
  united to create the Guild Syndicracy. Though they have no formal 
  territory or even a government, the Guild’s Board of Directors represents 
  each of the different kinds of guilds. 
  With the guilds united, they were more able to fund and assist individual 
  groups, and, of course, to maximize profits. It was, in effect, a trickle-down 
  system of conglomeration. Prices of certain guild services were raised 
  (some astronomically so), and those extra profits were passed on to the 
  mercenary guilds. The mercenary guilds, in turn, lowered the prices of 
  their services, allowing less-able people and groups to utilize their 
  expertise even though they would never have been able to afford them 
  otherwise. When those people or groups succeeded in their ventures, they 
  were better able to afford the more expensive services further down the 
  road. 
  In current times, the Guild Syndicracy is often considered a self-serving 
  plutocracy at best; at worst, it is seen as a force to be disposed of, one 
  which brings nothing beneficial to a civilized way of life. This is mostly due 
  to the rate at which costs inflate for their goods and services. There is a 
  saying amongst many of the Syndicracy’s members, “Peace is good for 
  business.” (There is another saying which is equally popular, “Conflict is 
  good for business.”) In contrast to this viewpoint, they were seen as 
  saviors during the war, for their practices allowed even the weakest of 
  nations to survive, even if it was at a price. 
   
  
   
   
  ADASTRA - The Six 
  13 
   
  Brotherhood of Blood 
  The Brotherhood of Blood is the official unofficial name for the 
  amalgamated guild of mercenaries. These mercenaries unified their craft 
  and organizations; joined the Guild Syndicracy to aid the less fortunate in 
  their defense during the Fourth Age. 
  They now fight for the highest bidder, but according to Guild Syndicracy 
  law, they cannot attack fellow guild members. If, at any point, two or more 
  Brotherhood contingents find themselves in opposition to each other, they 
  will at once confer and determine which sponsoring party paid the highest 
  initial sum. All involved Brotherhood members will then aid in the job of 
  that higher-paying sponsor, to ensure success should any other non-
  Brotherhood forces become involved. 
   
  Gold League 
  The Gold League is the merchant guild within the Guild Syndicracy. While 
  there are thousands of different sub-guilds within the Gold League, the 
  Gold League itself determines how much independence the merchant 
  guilds have. They control most of the cosmos’ shipping lanes, and help to 
  determine the final price of goods and services, even those of other guilds. 
   
  The Palm 
  It is not common knowledge that the Fourth Age couldn’t have been 
  won without the use of information and artifacts, especially to the extent 
  they were actually employed. That is to say, they were imperative to the 
  war effort, and that necessity was not overlooked by the Guild Syndicracy. 
  The Palm does not exist, and yet without the assassination and sabotage 
  talents of its alleged members, the war would have lasted far longer than it 
  did. Today, they steal secrets, trinkets, and lives for whomever can pay the 
  right price. Or rather, they would, if they existed. Which they don’t. 
  In fact, anyone who proclaim their existence tends to find themselves 
  unable to continue such activities, one way or another. 
   
  Smithies’ Union 
  The Smithies’ Union is the most established meta-guild in the Syndicracy, 
  and is a guild of craftsmen. During the Fourth Age, the Union subsidized its 
  members and their livelihood, enabling the nations they were a part of 
  could focus their resources on other important needs. Presently, they help 
  protect their members from exploitation, and, with input from the Gold 
  League, determine the retail costs for the creation of their goods. 
   
  Order of Protected Worlds 
  “I started fighting because I was told to; I kept fighting because no one 
  told me to stop.” 
  -Anonymous Protectorate Guard Militia Warrior 
   
  Established 420 New Kin Reckoning 
   
  The Order of Protected Worlds has a long and rich history in the cosmos, 
  and currently controls nearly three thousand astraea. This nation and its 
  allies maintain a strong bond, and will fight any perceived threat to their 
  union.  
   
  Order of Protected Worlds’ Lore 
  A character knows the following with an appropriate skill check. 
  History DC 15: The Order of Protected Worlds was formed originally by 
  the Interastraea Bank, but is no longer affiliated with them, not even for 
  funding. Instead, they have a strong financial arrangement with the Guild 
  Syndicracy. During the war, the Order of Protected Worlds fell under heavy 
  strain from continued hostilities, and almost fell apart until Lordgeneral 
  Arturon Kydeus took control and instituted his scorched earth policies. 
  These policies allowed the Protectorate Guard to gain almost complete 
  control of the government systems, with a Lordgeneral as governor of each 
  cell. 
  After the Fourth Age, the Order of Protected Worlds now operates as 
  independent cells with the Protectorate Guard Home Office dictating 
  policies and laying the groundwork. Citizens within the Order of Protected 
  Worlds still govern themselves `as they always have, but their defenses are 
  now more flexible thanks to the new cell system. 
  As Nullusprimoris is their capital astraea, the Order of Protected Worlds 
  has inherited the majority of the Kin’s technology and knowledge. They 
  guard this knowledge and technology as any government would guard 
  their treasury, quite literally. Any library containing information about the 
  
   
   
  ADASTRA - The Six 
  14 
   
  Kin is also a vault, heavily guarded and easily sealed. Despite their 
  protectiveness, they have been known to grant access to those who have 
  proven themselves to be friends of the Order. 
  Streetwise DC 10: While the Order of Protected Worlds is allies with the 
  Guild Syndicracy and the Republic of the Pure, they are mortal enemies of 
  the Purifiers and have occasional political issues with the Phoenix Empire. 
  The Order is also known for being meticulous record-keepers, which is 
  perhaps borne out of necessity considering how many astraea they 
  control. They are renowned throughout creation for their accuracy and 
  ability to handle enormous amounts of data. Even the Guild Syndicracy has 
  been known to use the Order’s bookkeepers as contractors for their 
  financial records from time to time. 
   
  Settlements and Features 
  The Order of Protected Worlds has so many astraea under its banner 
  that it is nearly impossible to catalog all of them without the massive 
  bookkeeping staff of the Order itself. The astraea which are important to 
  the Order are presented here. 
  Nullusprimoris: Capital astraea, population approximately 67 trillion. 
  The original capital of the Order of Protected Worlds was the Bazaar, also 
  known as Telumvalde. When the Bazaar’s true function was revealed and 
  used, the Bazaar collapsed and Nullusprimoris became the home of many 
  of the Bazaar’s residents. 
  Domusprimoris: The actual seat of the Protectorate Home Office. This 
  world is filled with the technology left by the Kin. Domusprimoris is the 
  closest world to Nullusprimoris’ Waypoint and has a pre-existing defense 
  system. 
  Other Worlds: Most of Nullusprimoris is still being explored by its new 
  population. 
  Facundiaplures, Resource Hub: Facundiaplures was the astraea where 
  the Facundiaplures Feeding Frenzy occurred in 641. When the Fourth Age 
  ended, it was declared safe again and many immigrated there, looking for 
  work on its farms and in its mines. 
  Illidur: The world of Illidur is a fortress world near the Facundiaplures 
  Waypoint. It is also the distribution hub for all the astraea’s exports and 
  imports. The Governor, Lordgeneral Urik, commands the 45,738th Legion 
  from this world. 
   
  Government 
  The most visible part of the Order of Protected Worlds is the 
  Protectorate Guard. The Protectorate Guard consists of a large variety of 
  races, but all are trained in the art of warfare, a trait which unfortunately 
  makes individual guardsmen somewhat predisposed towards violent 
  solutions for any problem, regardless of how small it is. Furthermore, local 
  cell governments are more likely to use their local Guard legions for any 
  needs, rather than hiring adventuring parties. This does not mean that 
  there is not work to be found. 
  The entirety of the Protectorate Guard is governed by the Protectorate 
  Home Office, which sends orders and policies down to every Legion’s 
  commander. Each Guard Legion operates out of a specific astraea, and the 
  commanders of those legions determine how best to accomplish their 
  assigned tasks. This cell system allows the Guard to be flexible, a 
  precaution in the event that war, such as the devastating wars of the 
  Fourth Age, looms on the horizon once more. 
   
  Plots and Adventure Ideas 
  • The Order recently sent out a team of scientists to investigate a newly 
  discovered set of Kin ruins near the edge of explored Facundiaplures 
  space. Unlike most ruin-excavation missions, the team did not return, 
  and their last known communication showed the team under attack 
  from numerous small grey oozes. 
  • The Order has heard rumors that a gargantuan celestial being of some 
  kind, possibly representing the Phoenix Empire or the Purifiers, is 
  encroaching on the Order’s borders. The Order would rather not send its 
  own troops to investigate, lest the rumors are untrue and the great 
  being is offended by an incursion from official government troops. 
  • A governor with a reputation for corruption needs to travel off-world 
  and has put out a call for adventurers to escort him on his trip. 
  Unfortunately, this is very insulting to the local legion of the 
  Protectorate Guard, and they have threatened to attack any such 
  caravan, not as a means of vengeance, but to demonstrate their prowess 
  and salvage their pride. 
   
  
   
   
  ADASTRA - The Six 
  15 
   
  Phoenix Empire 
  “Many have fallen, but from the ashes, we rose anew. We will survive, 
  thrive, and reclaim what is rightly ours!” 
  -Emperor Yalisk 
   
  Established 820 New Kin Reckoning 
   
  The Phoenix Empire is formed over the remains of several different 
  smaller nations. The empire is relatively young compared to the rest of the 
  Six. 
  Many nations fell into ruin in the wake of war, and from the ashes arose 
  the Phoenix Empire. 
   
  Phoenix Empire Lore 
  A character knows the following with an appropriate skill check. 
  History DC 15: Fifteen different and unique nations form the original 
  base of the Phoenix Empire. Other neighboring nations that were about to 
  collapse were eventually conquered and assimilated into the fledgling 
  empire. The nation’s strong-armed tactics both on the battlefield and 
  politically have made them the target of ire from many different factions, 
  though its power and influence makes them a needed member among the 
  Six. Emperor Yalisk is said to be a descendant of the Minoan Kings of long 
  ago. 
  Streetwise DC 10: The Phoenix Empire does not claim to have enemies; 
  however they do seem to have political disputes with the Order of 
  Protected Worlds and territorial disputes with the Purifiers. Their only ally 
  is the Savage Xori Dirge. While the Phoenix Empire officially deplores the 
  actions of pirates, they have been known to make arrangements with 
  privateers and bands of bandits.  
   
  Settlements and Features 
  The Phoenix Empire is vast, almost rivaling that of the Order of 
  Protected Worlds. 
  Tarl Yan: Capital Astraea, Population Approximately 54 trillion. Most of 
  the worlds here are rich in resources and a large number are habitable. 
  From here, the Phoenix Emperor commands from his throne with an iron 
  fist. 
  Everburn: The throne of the empire is on a world known as Everburn, far 
  from the nearest waypoint. From this heavily fortified world, the emperor 
  and senators pass laws and decrees that all in the empire must obey. 
  Fort Halic: Fort Halic is the gateway world closest to the waypoint. The 
  entire surface of the world has been set up to be a giant weapon capable 
  of destroying most anything that enters Tarl Yan. 
   
  Government 
  Emperor Yalisk runs the entire military of the empire from his throne in 
  Everburn. The senators, representing different parts of the empire, dictate 
  laws and policies. The Emperor has final veto power over anything they 
  present to be law. Because of this, laws are often slow to enact because of 
  the Emperor whims, an inefficiency that has lead to some peacetime 
  issues,. 
  The Phoenix Empire’s ultimate goal is to claim as much territory as 
  possible. The Empire often encroaches on its enemies’ territories, 
  attempting to gain the resources they need to keep expanding, and aiming 
  to become more powerful than any other power in creation. 
   
  Plots and Adventure Ideas 
  • The Phoenix Empire has recruited some adventurers to investigate a 
  possible Kin ruin. 
  • The Phoenix Empire needs some adventurers to sabotage an Order of 
  Protected World’s outpost. 
  • The Phoenix Empire is hosting some talks with their ally, the Savage Xori 
  Dirge, and wants some adventurers to dig up some harmful information 
  that the Empire can use as leverage. 
   
  Purifiers 
  “I am the Prophet of the Articles, the one and true. Fight with me and I 
  will show the way to salvation. Fight against me… and be damned.” 
  -Prophet Alazar Kareem 
   
  Established Unknown 
  
   
   
  ADASTRA - The Six 
  16 
   
  Before the Fourth Age, the Purifiers were a militaristic and genocidal 
  faction that followed the Articles of Dogma. During the wars, Prophet 
  Alazar Kareem managed to eliminate most of his rivals. While there are 
  plenty of other rogue Prophets, when most use the term “Purifiers”, it’s 
  the Purifiers of Prophet Alazar Kareem that they are referring to. 
   
  Purifier Lore 
  A character knows the following with an appropriate skill check. 
  History DC 15: Prophet Alazar Kareem held many successful campaigns 
  against both the Awakened Confederacy and Erebhar. Few have seen 
  Alazar Kareem since the beginning of the Fifth Age, and some are even 
  saying that he has ascended to godhood. 
  The Purifiers of Alazar Kareem have no allies with any of the other Six or 
  even among the rogue Purifier Prophets. His law is absolute; convert and 
  follow him, or die. 
  Streetwise DC 10: Prophet Alazar Kareem has been alive for an unusually 
  long amount of time, going so far back so as to coexist during the time of 
  Prophet Azriel Black. His no-tolerance policy has led to the destruction of 
  many cultures and worlds. 
   
  Settlements and Features 
  It is unknown where many of the Purifiers’ settlements are, even to 
  Prophet Alazar Kareem’s devout followers. This is most likely due to his 
  extreme paranoia. Because no one knows where all of his settlements are 
  and his followers are still actively claiming worlds and converting 
  populations, defining the borders of the Purifiers is next to impossible. 
   
  The Government 
  The only laws among the Purifiers are those defined by the Articles of 
  Dogma as interpreted by their Prophet. The Prophet holds absolute rule 
  over all affairs, from the mundane daily to the political affairs of their 
  followers. Some of these tasks are delegated to their apostles. 
   
  Plots and Adventure Ideas 
  • Purifiers have encroached on another faction’s territory, adventurers 
  have been asked to stop them. 
  • The supposed capital of the Purifiers of Prophet Alazar Kareem has been 
  found. The adventurers have been asked by an anonymous party to 
  investigate and possibly depose the Prophet. 
  • A rogue Prophet asks for the adventurers help in attacking a stronger 
  Prophet, and the party must now choose between evils. 
   
  Republic of the Pure 
  “Faith as a whole cannot help defend us. We have no god to aid in our 
  time of need. We have each other, we have ingenuity, we have 
  determination, and most importantly, we have understanding. We will 
  prevail!” 
  -Prophet Azriel Black 
   
  Established 720 New Kin Reckoning 
  The Republic of the Pure follows a combination of the Articles of Dogma 
  and the teachings of the deceased Prophet Azriel Black. 
  They are a strong nation with many warriors and ships at their disposal. 
  Unlike their Purifier origins, they are neither aggressive nor genocidal. 
   
  Republic of the Pure Lore 
  A character knows the following with an appropriate skill check. 
  History DC 15: Following the philosophy and teachings of the long 
  deceased Prophet Azriel Black, many of the citizens follow the Articles of 
  Dogma as their base faith, but it is not strictly adhered to. 
  Taking pride in allowing in refugees from all over the cosmos, they have 
  a large and varied population. 
  In 716, the Prophet Azriel Black and a small following of Purifiers took up 
  arms to assist the Order of Protected Worlds, defeating Prophet after 
  Prophet and assimilating their forces. Now there are only a handful of 
  rouge Prophets and one last major threat: the Purifiers under the Prophet 
  Alazar Kareem. 
  Streetwise DC 10: The Republic of the Pure is still strong allies with the 
  Order of Protected Worlds and they have performed many joint ventures. 
  The Republic of the Pure is also well known for taking in the refugees that 
  the Order of Protected Worlds could not. 
   
  
   
   
  ADASTRA - The Six 
  17 
   
  Settlements and Features 
  There are seventeen astraea that are part of the Republic of the Pure. 
  Most of them are filled with citizens and refugees, but a few of note are 
  listed below. 
  Kipa Mar: Capital Astraea; Population Approximately 654 Billion. 
  Azrithor: The capital world Azrithor is far from the waypoint of the 
  astraea of Kipa Mar. The entire world has turned into a city filled with the 
  homes and families of the administrators and governors, as well as 
  ambassadors and clerics of the Articles of Dogma. 
  When Prophet Black’s apprentice, Thoril, took up his mantle, he 
  introduced the idea of a governing body to remain fair for the influx of 
  refugees. The Trinity Council is filled with the greatest minds and 
  philosophers in their respective areas, also known as the Elders. 
  The War Council was one of the first to be created, considering the fact 
  that the nation was fashioned by war. They are tasked with maintaining 
  the peace and defense of their people. The Faith Council interprets the 
  Articles of Dogma and creates laws based off of their interpretations. It 
  also responds to the needs of the people, creating laws as problems arise. 
  The Prosperity Council concern themselves with the growth of the nation 
  and the welfare of the people. When law is administered, the Prosperity 
  Council interprets the law and applies it where needed. 
  Temis: A fortress-world near the waypoint of Kipa Mar. It is capable of 
  bringing massive orbital weapons and ground based weapons to bear at 
  the waypoint to take down any threats.  
  Tela Vyl: Home of the Clerics. 
  Temple: The primary fighting force of the Republic of the Pure is their 
  paladins and clerics. The astraea of Tela Vyl has been dedicated to training 
  and building the nation’s war-machine, starting with Temple; the entire 
  world has been turned into a processing facility for new recruits, though of 
  course many houses of worship can be found there as well. New members 
  to the faith gain their indoctrination before moving on to more specific 
  training. 
  Joren: Joren is the main world where the paladins are trained to fight 
  both as foot soldiers and in the mechanized Zealots. The world has a wide 
  variety of terrain from arctic tundra to sweltering jungles.  
  Qalrym: Qalrym is the main world where the clerics are trained in basic 
  command and in the operation of ships. Massive spaceports and 
  academies are located all over the planet. 
  Other Worlds: The Republic’s colonies are home to many of its refugees, 
  though they also produce food and resources for the military. Some have 
  shipyards and factories that build what’s needed for the Republic’s people 
  and its military. 
   
  The Government 
  The system that governs the Republic of the Pure is one using the 
  Articles of Dogma as its founding law. Three councils govern most day-to-
  day issues, such as rule-of-law and negotiations with others outside their 
  borders. 
  The Republic of the Pure controls seventeen astraea, which, while 
  nowhere the size of their Order of Protected Worlds allies, is enough for 
  their own needs. All manner of races have been known to be members of 
  this great nation; however, the majority are gnolls, hamudon, jal, and 
  tieflings. 
  Despite being a theocracy, the Republic of the Pure do not interpret 
  their own holy scriptures as literal, but as guides to how to remain pure 
  and strong in your life, as well as how to use that strength to help others 
  become pure as well. 
   
  Plots and Adventure Ideas 
  • The Republic’s ally, the Order of Protected Worlds, has requested some 
  assistance on expelling a hostile force from their borders. 
  • A holy relic is found and the Republic of the Pure, trying to avoid a 
  political incident, they want adventurers to recover it and return it to 
  Azrithor. 
  • The Republic of the Pure wants some adventurers to help escort some 
  refugees back to their home realm. They do not state why these 
  particular refugees are being turned away; only that they want nothing 
  to do with them, which is rather uncharacteristic for the Republic. 
   
  
   
   
  ADASTRA - The Six 
  18 
   
  Savage Xori Dirge 
  “For too long has the scourge called life ruled this universe, polluting 
  and multiplying as a need to ensure its own existence. Tonight we shall 
  sing a dirge, a dirge for the living.” 
  -Sira La’Thar 
   
  Established 776 New Kin Reckoning 
  Deep in the Third Age, the Savage Dirge was known as the Combined 
  Xori Dirge. It included both the Noble Houses that value life, and the 
  Savage Houses that only used living creatures to their own ends. The Xori 
  themselves were born in a heated war in Sidir Xor between the undead 
  and the living. The xori were created when a prominent living magical 
  researcher fully unraveled the secrets to becoming a lich, discovering a 
  half-state somewhere between living and lichdom. He and his rather large 
  cadre of human apprentices became the undying race now known as the 
  Xori in -121.  
  They spent all of their energy in creating a super-weapon to end the war, 
  and in -34 the Xori used their weapon to collapse the Shadowfell and the 
  Feywild together. Billions were killed during the collapse and the Dead War 
  ended soon thereafter, with the Xori being victorious, rather than the 
  living or the dead. Their rule began at that point, and they allowed the 
  Noble Houses and the Savage Houses to remain under their banner, lest 
  they be wiped out. 
  In 776, the Noble Houses left the Combined Dirge, disgruntled and jaded 
  with the obvious undead turn that the Dirge’s policies were taking. They 
  sought asylum with the Order of Protected Worlds and were granted 
  amnesty there. The Savage Dirge were all that remained, and their deadly 
  hand was quick to slay any living being left behind, further bolstering their 
  undead ranks. 
   
  Savage Xori Dirge Lore 
  A character knows the following with an appropriate skill check. 
  History DC 15: The Savage Houses gained control of the Dirge when the 
  Noble Houses joined the Order of Protected Worlds. Lady Sira La’Thar had 
  control of the Savage Houses long before the Noble Houses left, and still 
  reigns in all her undead splendor. She is known for being one of the more 
  terrifying xori alive (so to speak). They have allied themselves with the 
  Phoenix Empire because of their mutual dislike of the Order of Protected 
  Worlds. 
  Streetwise DC 10: The Savage Dirge does not deal with the living in any 
  real meaningful way. They prefer to surround themselves with undead, 
  finding them more useful. From time to time, various xori clans have been 
  known to take the living as slaves, but this is done more as deprecation to 
  the living in general. 
   
  Settlements and Features 
  Most of the xori population of the Savage Xori Dirge resides within the 
  astraea of Sidir Xor. 
  Sidir Xor: Capital Astraea, population approximately 87 trillion, all xori or 
  undead. This astraea is dark with worlds, terraformed with powerful 
  magics to block out a good portion of the sunlight. Each world looks similar 
  to one another, having gothic architecture, macabre sculptures, and the 
  like. 
   
  The Government 
  Ruled by a puppet council, the Savage Xori Dirge is actually controlled 
  openly by Sira La’Thar. Her wishes and demands are considered rule-of-law 
  and none who have ever defied her have lived. Laws are swift to pass, and 
  the xori are ruthless in their enforcement. Their foremost proclamation is 
  that no living being is allowed within Sidir Xor. 
   
  Plots and Adventure Ideas 
  • To obviously avoid implication, the Xori demand that you acquire a 
  specific item from one of their enemies. 
  • The Xori want you to infiltrate the Phoenix Empire and attempt to gain 
  any damaging information on the mental state of the Emperor. 
  • A strange new weapon is rumored on a backwater world within Order of 
  Protected Worlds’ controlled territory. They want the party to retrieve it. 
   
   
  
   
   
  ADASTRA - Divinity 
  19 
   
  Chapter 4 - DIVINITY 
  Many gods have risen and fallen in the course of cosmic history. 
   
  There are many gods throughout creation. A lot of them are small and 
  insignificant, but a few of the cosmic gods have become fixtures in the 
  history of the realms. 
   
  Other Gods 
  There are many gods and goddesses that can be found in the cosmos, 
  but the ones listed above had the most direct impact during the Fourth 
  Age. The rest of the major gods and goddesses in ADASTRA's pantheon 
  are listed in the table below. 
   
  The Cosmic Pantheon 
  There are hundreds of different gods, the power and influence of a god 
  is what makes them unique. 
  All gods are unique across all the astraea, the goddess Feralassa is the 
  same god in all astraea, just as Bane is the same god in all astraea. There 
  will never be multiples of the same gods; however, the same god can 
  appear in multiple places at the same time as a separate facet of the same 
  being. 
  The gods listed in this pantheon are gods that can be found in any 
  astraea. They do not claim any one astraea their home domain. 
   
  Arkham 
  Bringer of Destruction, The Lucid Plague 
  Chaotic Evil Greater God 
  If there is any deity who is feared in the 
  cosmos, it is Arkham. His dogma prescribes 
  chaos, war, destruction and strife at the 
  expense of all other things, especially peace 
  and prosperity. He embodies the worst kind 
  of evil: pure destructive power, and a sane 
  mind to guide his machinations. He has no 
  desires for power or materialism, and 
  neither do his worshippers. The only things 
  they desire are anarchy and misery, and 
  they're generally quite adept at spreading it. 
  For this reason, finding an organized center 
  of worship can be difficult, as many 
  nationalities have laws expressly forbidding 
  his worship and his church. 
  COSMIC GODS 
  Alaura 
  Unaligned 
  Greater Goddess 
  Agriculture 
  Arkham 
  Chaotic Evil 
  Greater God 
  Destruction and Chaos 
  Articles of Dogma 
  Unaligned 
  Greater God 
  Strength, Power, and Purity 
  The Ascended Ones 
  Unaligned 
  Lesser Gods 
  Elements and Natural forces 
  Avernus 
  Unaligned 
  Greater God 
  Sky and Storm 
  The Brothers 
  Good and Evil 
  Greater Gods 
  Duality, Magic 
  Caduceus 
  Unaligned 
  Greater God 
  Travel, Invention, Commerce, and Ingenuity 
  Feralassa 
  Unaligned 
  Greater Goddess 
  Nature, Mystery, and Stealth 
  Hawk 
  Unaligned 
  Greater God 
  Technology, Craftsmen, and Artisans 
  Hearthen 
  Good 
  Greater Goddess 
  Home, Community, and Passage to the afterlife 
  Kah 
  Good 
  Greater God 
  Hope, Wisdom 
  Namis 
  Unaligned 
  Greater God 
  Sea and Earth 
  Nia Jual 
  Lawful Good 
  Greater Goddess 
  Light, Life,  
  Nymavain 
  Good 
  Greater Goddess 
  Beauty, Unpredictability 
  
   
   
  ADASTRA - Divinity 
  20 
   
  Oddly enough, there was a period of time, a few hundred years distant, 
  where Arkham's campaign of discord fell silent. For 50 years, there were 
  no wars in the multiverse; governments functioned without partisan 
  bickering, international relations flourished, and divorce statistics were at 
  an astraea-wide low. As much as he is feared, there are numerous tales 
  regarding the cause of this event, ranging from children's stories to 
  religious parables. Some talk of love, some talk of needed rest, and some 
  tell the tale of his death and resurrection. 
  During the Fourth Age, he blindsides and assassinates the goddess Oron. 
  Because of this, a war eventually broke out among the gods and chaos 
  reigned supreme. 
   
  Articles of Dogma 
  The Rite of Nusquam, The Absolute Law 
  Unaligned Greater God 
  Legend has it that the first true Article is a colossal monolith that was 
  discovered in an ancient ruin eons ago. No one knows where this is 
  anymore, however the first Articles, the holy book, were rubbings from 
  this monolith. The monolith had the power equal to that of a god, and its 
  rubbings and subsequent copies had similar powers. As copies are made 
  from the copies, the power started to wane. 
  Over the ages, the meaning of the Articles of Dogma has changed 
  between different Prophets of the faith. Now a new more sinister ideal of 
  the Articles belong to groups collectively known as Purifiers. The Purifiers 
  believe the meaning of the ancient creed of purify the weak and empower 
  the strong means to cull the weaker members of the cosmos like you 
  would an ill animal to prevent them from passing their weakness to others 
  and to bolster the power of those willing to take it as a means to prepare 
  the cosmos for the return of Nusquam. 
  Unlike the faiths that have an actual deity to direct it and provide 
  clarification if needed, the article have no such active being at its core. 
  The holy symbol of the Articles of Dogma is the words themselves and 
  most would painstakingly inscribe the entire book onto their armor and 
  weapons, or embroider their clothing with its words. 
   
  Feralassa 
  The Untamed Dream, The Guerilla Knight 
  Unaligned Greater Goddess 
  Nature is wild and untamed, and so is Feralassa. She is flighty, skittish, 
  and energetic, inspiring the same behavior in those in her domain. All living 
  beings that are incapable of such movement, such as plant life, carry her 
  spirit, even if they cannot cavort as she does. Those who have been 
  fortunate enough to witness her avatar report a wistful and beautiful half-
  elf half-deer bounding through the woods; it is rumored that her 
  comeliness is second only to that of Nymavain, goddess of love and 
  beauty. Feralassa is one of the few gods or goddesses who have no tales 
  regarding her origin; she simply existed as the world did. 
  While there is no church per se, there are many organized enclaves of 
  druids, usually having no more than 12 druids and one archdruid. They are 
  generally charged with defending the forest they live in, but are taught to 
  revere all life, not just that in their immediate vicinity. As such, they will 
  only kill if necessary, even when threatened. There are offshoots of 
  Feralassa's worship, however, which vary wildly from the peaceful druids. 
  Small Cults of the Hunt dot the land, organize monthly hunts in which an 
  animal is blessedly chosen and ritualistically hunted and slain. Firearms are 
  forbidden for these events. There is even an annual hunt which is regarded 
  with even greater reverence, and it is said that Feralassa herself appears at 
  the most perfect of these hunts. 
  During the Fourth Age, Feralassa became a guerilla warrior, using the 
  forces of nature itself to disguise her attacks. Unfortunately, she was 
  physically scarred during the campaign against the evil gods, but she still 
  clings to nature as her source of strength. 
   
  Nia Jual 
  Speaker for the Martyred, Avenger of the Lost 
  Lawful Good Greater Goddess 
  Nia Jual only became a goddess over a century ago, but has garnered a 
  lot of respect from the other gods and mortals alike. Born a mortal jal, she 
  began to awaken at a young age. She began following the church of 
  Silvarna and later awakened. As an awakened being she became the high 
  priestess in Silvarna’s charge. During the Fourth Age she helped defend her 
  Protoawakened and Awakened brethren until the beginning of the War of 
  Feeding, noticing that the mortals needed the help of the gods, she found 
  the horrors of the Gods War. After her own goddess has been killed 
  
   
   
  ADASTRA - Divinity 
  21 
   
  defending and shielding the lesser gods from the wrath of the evil ones, 
  she ascended to godhood and gathered both the angels of Silvarna and 
  Oron as well as their followers into a powerful fighting force and entered 
  the divine realms to end the Gods War, with the war over, the gods then 
  assisted the mortals in their fight against Erebhar. 
   
   
   
  
   
   
  ADASTRA - Jal 
  22 
   
  Chapter 5  - JAL 
  Tall and eloquent, they are filled with old power. 
   
  The Jal race is no longer native to any specific astraea; however, the 
  astraea of Loar Uti is considered their home realm.  
  The race itself is divided between the genders. Male Jal are naturally 
  arcane while the female jal all share a divine bloodline of a long-lost god 
  simply known as the Progenitor. 
  For centuries, the jal have been traveling from astraea to astraea to find 
  a home. Their fledgling power has made them feared and respected across 
  many different realms. Most of the time it was for nought and they would 
  be run off and have to find a new place to rest. 
  At the end of The Great Roaming the jal and several different races 
  found Loar Uti, an uninhabited astraea with enough resources to start a 
  small homestead, and decided to make a stand. 
   
  Average Height: 7’2” – 8’6” 
  Average Weight: 210lb – 350lb 
   
  Size: Medium 
  Speed: 6 squares 
  Vision: Glare-vision, Low-light, Darkvision 
   
  Language: Common, Kin, and one of your choice 
  Ancient Legacy [Kin]: You have been greatly influenced by the Kin. Because 
  of that, you are part of their legacy. You count as a Kin for all intents and 
  purposes. Whenever you spend an action point, you gain +2 all your 
  defenses until the end of your next turn. 
  Glare-vision: You are immune to effects caused by bright light or radiant 
  keywords that impair vision such as blindness. 
   
  FEMALE JAL 
  Ability Scores: +2 Wisdom, +2 Charisma 
  Skill Bonuses: +2 Religion 
   
  Divine Right: You are a cleric for the purposes of feats, paths, and 
  destinies. You may expend half of your healing surges, minimum of one, 
  to recover an expended divine power. 
  Halo: A glowing aura surrounds you and is especially bright around your 
  head. Anyone within half your level squares of you gains a +1 to saving 
  throws and gains +1d4 temporary hit points when they heal. 
  Miracle: You have the miracle power. 
   
  MALE JAL 
  Ability Scores: +2 Intelligence, +2 Charisma 
  Skill Bonuses: +2 Arcane 
   
  Arcane Blood: You are a wizard for the purposes of feats, paths, and 
  destinies. You may expend half of your healing surges, minimum one, as 
  a standard action to recover an expended arcane power. 
  Runes: Floating around your body are powerful runes. You may prepare a 
  number of rituals equal to one fourth your level as though they were 
  
   
   
  ADASTRA - Jal 
  23 
   
  scrolls. They are a runic glyph that floats around you. As a standard 
  action, you may use a ritual stored this way. 
  Blood Boon: You gain the blood boon power. 
   
  MIRACLE    
  JAL RACIAL POWER 
  Your halo grows bright. Words of the Progenitor cycle though your head. In 
  an outburst you are granted your miracle. 
  Daily • Divine 
  Standard Action 
  Personal 
  Prerequisite: You must be female 
  Requirement: You must expend a healing surge, you do not gain any hit 
  points. 
  Effect: You expend a power you know. You may use a non-feature power 
  from another class that is of the same level as the power you expended. 
   
  BLOOD BOON    
   JAL RACIAL POWER 
  All the runes around you glow bright with intention. The spell you unleash 
  is far more powerful than anyone imagined. 
  Daily • Arcane 
  Standard Action    
                    Personal 
  Prerequisite: You must be male 
  Requirement: You must expend a healing surge, you do not gain any hit 
  points. 
  Effect: Add a power bonus to your next attack with the arcane keyword 
  that is equal to half your healing surge value. This bonus may be applied 
  to your attack roll, damage roll, or the range of the attack. 
   
  The race is divided between the two genders. The female jal was blessed 
  to take on the power of a now long-gone god, while the side effect is 
  nearly pure arcane power in the blood of the males. Throughout their 
  ancient texts, they have been regularly visited by god-like beings later to 
  be identified as the Kin. 
   
  Play a jal if you want… 
  • to be masters of your magical art. 
  • to be part of a grand legacy. 
  • to be a member of a race that favors divine or arcane 
  classes. 
   
  Physical Qualities 
  For millennia, the jal body has been going through a combination of 
  forced and natural changes. Being very tall and long by 
  nature, gender has a strong aptitude for specific kinds 
  of magic. Each gender is easily identified by the 
  aura they produce; males have floating runes 
  circling their bodies, and the females have a 
  radiant aura that is especially bright around 
  their head. 
  Jal are hairless, with large eyes 
  that 
  vary 
  in 
  color 
  according 
  to 
  gender. 
  Their 
  hands 
  only 
  have 
  three 
  fingers. 
  Their 
  skin 
  has 
  the 
  basic 
  ability 
  to 
  change 
  color 
  according to mood.  
   
  FEMALE JAL 
  The female jal were all 
  given the power of a now 
  long-gone god they call the 
  Progenitor. 
  With 
  this 
  divine 
  power, the females gained the 
  abilities to perform basic miracles 
  and superb healing abilities. That 
  magic is part of their physical essence 
  and requires a lot of energy to 
  perform. 
  The eyes of the female jal glow 
  with a radiant white light and they 
  have a distinctive white halo that 
  constantly bathes them in white 
  
   
   
  ADASTRA - Jal 
  24 
   
  light. 
   
  MALE JAL 
  Males of the race were manipulated by the Kin even more than their 
  female counterparts. When the females of the races were given the 
  powers of the Progenitor, the males were affected so that they gained a 
  natural aptitude towards the arcane. This allows them to boost their 
  arcane abilities by drawing upon their physical essence.  
  The eyes of the male jal have a polychromatic glow with runes floating 
  around their body.  
   
  Playing a Jal 
  For centuries, the jal have been growing both physically and culturally 
  towards awakening. Jal are known for their wisdom and intelligence in 
  times of need. For centuries they have been sought after and exploited for 
  their knowledge and power, and because of this, they are raised to be 
  quite reserved.  
  Being a race of protoawakened, they are powerful but exhibit a talent 
  for restraint. Jal never truly express emotion as most humanoids do, and 
  they strive to never let their emotions guide their decisions. Many see this 
  as though they had no emotion, but they do feel as deeply as any other 
  being. 
  The difference between the jal genders is academic. Beyond the basic 
  physiological and psychological differences between males and females of 
  any humanoid, they have come to terms with their manipulated state of 
  being (by the Progenitor and the Kin), and in fact usually embrace it as a 
  legacy they share and represent. 
   
  Jal Truth Seeker Paragon Path 
  The cosmos is veiled in lies, shadowed by ignorance. We will illuminate 
  the darkness with our own discoveries. 
   
  Prerequisites: Jal, level 11, Have an awakened spark 
   
  The truth seekers seek to unravel the mysteries of the cosmos and the 
  mysteries of their own destiny. Be it becoming closer to the paradigm of 
  the Progenitor, or to become closer to the ancient Kin. 
   
  PATH FEATURES 
  Lore Mastery (11th Level): Whenever you have to roll a lore check, you 
  may add half your level to the check. 
  Awakening (11th level): There is no limit to the number of action points 
  you can spend in an encounter. 
  Understood Legacy (16th Level): You have a legacy that is unique to most 
  any other race, your own duality. 
  Female Jal: If you are female, you have a fragment of a divine spark that 
  gives gods their power. Once per day as a free action, you may use miracle 
  to mimic a prayer of half your level. This does not expend miracle. 
  Male Jal: If you are male, you are part of a bloodline that has been 
  manipulated by the Kin for centuries. When you use blood boon, the effect 
  is equal to half your surge value. 
   
  JAL TRUTH SEEKER POWERS 
  EYE OF THE STORM                
                      ATTACK 11 
  You have a way to see the order in the chaos, and then use it as a weapon. 
  Encounter • Awakened, Charm 
  Standard Action      
       Close Burst Twice your surge value 
  Requirement: You must expend two healing surges, do not gain any hit 
  points, and you have an awakened spark. 
  Target: All creatures within burst 
  Attack: Charisma vs. Will 
  Hit: The target cannot perform any attacks rolls until the end of your next 
  turn. 
   
  ESSENCE BURN                  
                         UTILITY 12 
  Using your own essence, you are able to empower yourself. 
  At-Will • Awakened 
  Move Action             
                 Personal 
  Requirement: You have an awakened spark 
  Effect: You may expend a healing surge to gain a action point. You do not 
  heal using the action point in this way. 
   
  
   
   
  ADASTRA - Jal 
  25 
   
  FOCUS                        
                           ATTACK 20 
  Your mind attains a level of focus that you can only hold briefly, but to 
  devastating effect. 
  Encounter • Awakened 
  Standard Action           
                Ranged 5 
  Requirement: You have an awakened spark  
  Target: One creature 
  Attack: Charisma vs. Will 
  Hit: 2d12 + Charisma modifier damage. All negative status and ongoing 
  effects are dismissed.  
   
  Scion of the Kin Epic Destiny 
  “We changed you, to continue our kind.” 
   
  Prerequisites: Jal Truth Seeker, Male, Have an awakened spark 
   
  You are becoming more like the powerful race that manipulated your 
  forefathers for generations. 
   
  REFUSE TO DREAM ANY LONGER! 
  By refusing to dream any longer, you finish your ascension to full 
  awakening, leaving the mortal realms and exploring the cosmos as it really 
  is. When you reach the true zenith of your understanding of how the 
  cosmos is really put together and with your own focus, able to manipulate 
  the quantum level of all that is, you finally awakened. 
  You explore the cosmos, attempting to understand the multiverse in an 
  even deeper fashion. 
  The Long Walk: You now roam from astraea to astraea. You learn 
  everything there is to learn and from this, you gain in power. This long 
  walk across the cosmos will eventually lead you to the Aether, a realm of 
  pure probability and knowledge where matter and intention are one and 
  the same. How long most stay in this journey depends on the awakened 
  themselves; but with time and space no longer a limit to you, achieving a 
  level of immortality that is equal to the gods, you have all of eternity to 
  determine your purpose.  
   
  SCION OF THE KIN 
  Accelerated Boon (21st level): You can use blood boon as an encounter 
  power rather than a daily. 
  Strong Essence (24th level): You gain an additional number of healing 
  surges equal to one fourth your level. 
  High Runes (30th level): When you prepare your runes, you do not have 
  to pay the material or gold costs. 
   
  SCION OF THE KIN POWER 
  FORM OF THE KIN         
   UTILITY 26 
  You become an example of what the Kin was. 
  Daily • Awakened 
  Standard Action                          
     Personal 
  Requirement: You have an awakened spark 
  Effect: Whenever you expend healing surges for any reason, you may 
  regain one arcane power. 
   
  Scion of the Progenitor Epic Destiny 
  “I pass my fading spark to those who loved me, so I may live as they 
  prosper.” 
  -The Progenitor 
   
  Prerequisites: Jal Truth Seeker, Female, Have an awakened spark 
   
  The power of the Progenitor has strengthened within you. This strength 
  has allowed you to step closer to awakening. 
   
  REFUSE TO DREAM ANY LONGER! 
  By refusing to dream any longer, you finish your ascension to full 
  awakening, leaving the mortal realms and exploring the cosmos as it really 
  is. When you reach the true zenith of your understanding of how the 
  cosmos is really put together and with your own focus, able to manipulate 
  the quantum level of all that is, you finally awakened. 
  You explore the cosmos, attempting to understand the multiverse in an 
  even deeper fashion. 
  The Long Walk: You now roam from astraea to astraea. You learn 
  everything there is to learn and from this, you gain in power. This long 
  
   
   
  ADASTRA - Jal 
  26 
   
  walk across the cosmos will eventually lead you to the Aether, a realm of 
  pure probability and knowledge where matter and intention are one and 
  the same. How long most stay in this journey depends on the awakened 
  themselves; but with time and space no longer a limit to you, achieving a 
  level of immortality that is equal to the gods, you have all of eternity to 
  determine your purpose.  
   
  SCION OF THE PROGENITOR 
  High Miracle (21st level): You can use miracle as an encounter power 
  rather than a daily. 
  Strong Essence (24th level): You gain an additional number of healing 
  surges equal to one fourth your level. 
  Defensive Halo (30th level): All you and your allies within your halo gains 
  your wisdom modifier to their defenses. 
   
  SCION OF THE PROGENITOR POWER 
   
   
   
  FORM OF THE PROGENITOR         
    UTILITY 26 
  You become an example of what the Progenitor was. 
  Daily • Awakened 
  Standard Action               
                Personal 
  Requirement: You have an awakened spark 
  Effect: For the rest of the encounter, whenever you expend a healing surge 
  for any reason, gain hit points as though you expended a healing surge. 
  
   
   
  ADASTRA - Feats 
  27 
   
  Chapter 6 - FEATS  
  As time passes, people find that they have more ways to help. New 
  talents form and new illnesses arise. 
   
  New Skills 
  With the advancement of technology and magic, there has been need 
  for some new skill sets. Here we introduce the new skill of Mechanics. 
   
  Mechanics (Intelligence) 
  The mechanics check is used when dealing with complex uses of 
  technology such as a Kin relic or a matrix. This kind of skill check won’t 
  normally be needed if the device is being used as it’s meant, however to 
  manipulate an object to do a different task would require this check. 
  Manipulation at the level that the check allows would require skill 
  challenges, the complexity depends on what tier the item is. Generally, an 
  item that is heroic tier (level 1 to 10) is a skill challenge complexity 1, a 
  paragon tier (level 11 to 20) is a skill challenge complexity 2, and an epic 
  tier (level 21 to 30) item is a skill challenge complexity 3. 
  Combat Use: The skill challenge complexity increases by one if you are 
  using it in combat.. 
  Mechanics Modifiers: Some equipment will have an enhancement 
  bonus to the mechanics DC itself. This is common for most the Kin relics. 
  Magic and Wondrous Items: You cannot use mechanics checks to 
  manipulate magical, wondrous items, or constructs unless they have the 
  matrix descriptor. 
   
  PROGRAMMING 
  If the device has a matrix, you can attempt to reprogram it to do a 
  different function, or even write new instructions for the device to 
  supplement its systems as long as you are familiar with the instructions it 
  already has. 
  If the matrix is locked, you can attempt to access it with a jack. Jacking a 
  matrix requires skill challenges, however the DC may change according to 
  the counter-jack attempt. 
  If the matrix is being jacked, you can counter-jack them. Doing so 
  changes the mechanics DC. 
  Jack Resistance: Some matrices have a jack resistance which is a 
  modifier to the DC against being jacked. The jack resistance as added to 
  the die roll to counter-jack. 
   
  
   
   
  ADASTRA - Feats 
  28 
   
  Write Program: Standard action for each roll of the skill challenge. 
  • 
  DC: Heroic Tier, 25; Paragon Tier, 30; Epic Tier, 33 
  • 
  Success: You successfully write a new instruction. 
  • 
  Failure: The program crashes and the matrix is rendered inert. You 
  must repair the matrix to get it functional again. 
  Jack: Standard action for each roll of the skill challenge. 
  • 
  DC: Heroic Tier, 25; Paragon Tier, 30; Epic Tier, 33 
  • 
  Success: You successfully unlock a matrix to you. 
  • 
  Failure: It remain s locked. 
  Counter-Jack: Standard action for each roll of the skill challenge. 
  • 
  DC: Opposing mechanic checks. 
  • 
  Success: The jack attempt fails.. 
  • 
  Failure: The jack attempt succeeds. 
   
  REPAIR 
  You could repair damaged equipment that you are familiar with this 
  check. The complexity can easily vary depending of the sophistication of 
  the item in question.  
   
  Repair: Standard action for each roll of the skill challenge. 
  • 
  DC: Heroic Tier, 25; Paragon Tier, 30; Epic Tier, 33 
  • 
  Success: The item is temporarily repaired and will function for the rest 
  of the day. If this was done outside of combat, the item is permanently 
  repaired and took all day to perform. 
  • 
  Failure: The item is damaged beyond repair. 
   
  RIG UP 
  You may attempt to rig together a new device you are familiar with by 
  modifying several different items to build a new device. The device will 
  function for a day without the need for checks to be made again. To rig it 
  together, you must use enough equipment to total the price of the item; 
  the items used are now unusable and would require a repair attempt to 
  get them functional again. One of the items used to make the item in 
  question must have either the same properties or be of the same group. 
   
  Rig Up: Standard action for each roll of the skill challenge. 
  • 
  DC: Heroic Tier, 25; Paragon Tier, 30; Epic Tier, 33 
  • 
  Success: You have managed to create the item you were attempting. It 
  will function without issues for one day, afterward, it would require a 
  repair attempt to keep functioning. 
  • 
  Failure: All the items used to create the failed device are damaged and 
  would require repairs. 
   
  STUDY 
  If you are not familiar with how a device functions, you may study it. 
  After you study it, you are familiar with the item to be able to perform the 
  other Mechanics actions. 
   
  Study: Standard action for each roll of the skill challenge. 
  • 
  DC: Heroic Tier, 10; Paragon Tier, 22; Epic Tier, 25 
  • 
  Success: You become familiar with the item. 
  • 
  Failure: You require more study of the item, you may attempt to study 
  it again and the DC is lowered by 1 with each attempt. 
   
  Heroic Tier Feats 
  Any feat in the following section is available to a character of any level 
  who meets the prerequisites. Heroic tier feats are the only feats you can 
  take if you are 10th level or lower. 
   
  Blood Right [Jal] 
  Benefit: You can call upon the power that is flowing through your veins. 
  If you are female you have access to touch of light, if you are male you 
  have access to soul bolt. 
   
  
   
   
  ADASTRA - Feats 
  29 
   
   
  TOUCH OF LIGHT  
     FEAT POWER 
  You call upon the power in your blood to heal an injured ally. 
  At-Will • Awakened, Divine, Heal, Radiant 
  Standard Action 
  Melee Touch 
  Requirement You must expend a healing surge, you do not gain any hit 
  points, and you have an awakened spark. 
  Target: One ally 
  Effect: They regain hit points as thought they spent a healing surge. 
  Special: The target regains an additional 1d8 at level 21.  
   
  Changeling [Doppelganger Bloodline] 
  The union between doppelgangers and other races can have surprising 
  result. 
  Prerequisites: Not a doppelganger 
  Benefit: You gain the shapechanger subtype. You qualify for anything 
  that counts as your race and doppelganger.  
   
  Combat Paranoia [Illness] 
  Being on edge for so long, waiting for the next attack, makes you see 
  enemies that may not be there. 
  Prerequisites: Access to illness feats 
  Benefit: Every time you succeed a perception check to notice an enemy, 
  gain a paranoia counter. For each paranoia counter you possess, you gain a 
  +1 feat bonus to your perception skill bonus. If you roll a perception check 
  to look for enemies and there are none present you take a -1 feat penalty 
  for each paranoia counter to your Intelligence, Wisdom, and Charisma 
  based skills until you take a short rest (multiple instances of this will not 
  stack).The paranoia counters are dismissed after an extended rest.  
   
  Empower [Jal] 
  Benefit: You can call upon the power that is flowing through your veins. 
  If you are female you have access to shield of light, if you are male you 
  have access to shape. 
   
  SHAPE    
  FEAT POWER 
  Calling upon your essence, you reshape your spell to miss your allies. 
  At-Will • Arcane, Awakened, Force 
  Minor Action 
  Personal 
  Requirement You must expend a healing surge, you do not gain any hit 
  points, and you have an awakened spark. 
  Effect: When using an arcane power with an area, you may have a number 
  of squares remain unaffected equal to your Charisma modifier. 
   
  SHIELD OF LIGHT  
     FEAT POWER 
  You use your halo to absorb damage. 
  At-Will • Awakened, Divine, Force, Radiant 
  Standard Action 
  Area Halo 
  Requirement: You have an awakened spark  
  Target: All allies within your halo 
  Effect: When damage is dealt to you or an ally within your halo, ignore the 
  damage. Each time damage is ignored this way, you lose a healing 
  surge. If you have no healing surges, this effect ends. 
  Sustain Minor: Effect of the area persists. 
   
  Enlightenment [Jal] 
  Benefit: You may expend a healing surge gaining no hit points. You gain 
  a bonus to your next lore check equal to your surge value. 
   
  Fourth Age Veteran 
  You have fought long and hard in the Fourth Age, and now it shows. 
  SOUL BOLT    
  FEAT POWER 
  You call upon the power that flows from your blood to lash out at your 
  enemies. 
  At-Will • Arcane, Awakened, Force 
  Standard Action 
  Ranged See Below 
  Requirement You must expend a healing surge, you do not gain any hit 
  points, and have an awakened spark. 
  Target: One creature 
  Attack: Charisma vs. AC 
  Hit: 1d10 + Charisma modifier force damage. 
  Special: Increase to 2d10 + Charisma modifier at level 21. The range is 
  equal to the surge value of the healing surge expended. 
  
   
   
  ADASTRA - Feats 
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  Prerequisites: You must have fought during the last ten years of the 
  Fourth Age. 
  Benefit: You gain a +1 feat bonus to attack and damage rolls when 
  performing basic attacks. You gain an additional 5 hit points. You also now 
  suffer from issues allowing you access to illness feats. 
   
  Heightened Aggression [Illness] 
  You have been fighting for so long that you start to fight with reckless 
  abandon. 
  Prerequisites: Access to illness feats 
  Benefit: Every time you become bloodied, gain an aggression counter 
  (on page 56). You gain a +1 feat bonus to damage rolls for each aggression 
  counter you gain. You take a -1 feat penalty to defenses for every 
  aggression counter you gain. Dismiss two aggression counters every time 
  you take an extended rest. 
   
  Jal Instinct [Jal] 
  Benefit: When selecting your powers of heroic level, you may select 
  powers from a different class. If you are female, you may select cleric 
  prayers. If you are male, you may select wizard spells. 
  The prayer or spell must be of your level. 
   
  Luck 
  For some reason, you have luck on your side at times. 
  Benefit: Once per encounter, you may choose to gain a bad luck counter  
  to automatically succeed in a task that requires a die roll. The DM may 
  dismiss one of your bad luck counters to have you automatically fail a task 
  that requires a die roll. 
   
  Precision 
  You hone your accuracy with your weapon to a high degree. 
  Prerequisites: Weapon Focus 
  Benefit: When performing a melee basic attack with a weapon in the 
  group you have Weapon Focus with, you gain a feat bonus to your damage 
  roll equal to half of the amount by which you exceed their defense on the 
  attack roll. 
   
  War Orphan 
  Both parents were killed in the heat of war during the Fourth Age. 
  Because of this, you had to learn to fend for yourself. 
  Prerequisites: You must be level 1 and at least 12 years old to take this 
  feat. 
  Benefit: Your starting age to adventure is reduced by one quarter 
  (rounded down) of your race’s age of adulthood. You also now suffer from 
  issues allowing you access to illness feats. 
  Special: In most cultures, a war orphan is an adult at this new age, even 
  if they are not yet the age of adulthood. 
   
  Paragon Tier Feats 
  Any feat in the following section is available to a character of 11th level 
  or higher who meets the prerequisites. 
   
  Copycat [Doppelganger] 
  As you explore your doppelganger heritage, you start to learn some 
  basic tricks. 
  Prerequisites: Changeling feat  
  Benefit: Once an encounter, you may change your appearance to look 
  like someone else of your non-doppelganger race. 
   
  Deflect 
  You have learned through trial and error how to deflect your ally’s 
  incoming attacks to hit a specific target. 
  Benefit: An ally may make a ranged attack roll with a weapon against 
  you. If the unmodified roll is 6 or greater, you may roll a ranged attack roll 
  against another target and must roll equal to or higher than the attack 
  made against you (fully modified). That target grants combat advantage for 
  the purpose of this attack. If you do not roll higher than the attack against 
  you, you are hit instead, but take half damage and suffer no ill effects. If 
  you hit the target, the attack made against you hits your target instead. 
  Range penalties and limitations apply from the attack’s original location. 
   
  
   
   
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  Fortified Soul [Jal] 
  Benefit: You gain an additional three healing surges. 
   
  Glow [Jal] 
  Benefit: You can call upon the power that is flowing through your veins. 
  If you are female you have access to extended brightness, if you are male 
  you have access to rune burn. 
   
  EXTENDED BRIGHTNESS    
   FEAT POWER 
  Flavor 
  Encounter • Awakened, Divine, Radiant 
  Standard Action 
  Personal 
  Requirement You must expend two healing surges, you do not gain any hit 
  points, and you have an awakened spark. 
  Effect: Until the end of your next turn, the range of your halo is doubled. 
   
  RUNE BURN    
   FEAT POWER 
  flavor 
  Encounter • Arcane, Awakened 
  Standard Action 
  Personal 
  Requirement You must dismiss a rune, and have an awakened spark. 
  Effect: You may recover an expended arcane power equal to the level of 
  the ritual tied to the rune you expended. 
   
  Jal Compulsion [Jal] 
  Benefit: When selecting your powers of paragon level, you may select 
  powers from a different class. If you are female, you may select cleric 
  prayers. If you are male, you may select male spells. 
  The prayer or spell must be of your level. 
   
   
   
   
   
  Lethality 
  Your precision is so advanced that even while distracted, you can still 
  bring your weapon home. 
  Prerequisites: Precision, Weapon Focus 
  Benefit: When using a melee attack power with a weapon in your 
  weapon focus group, you gain a feat bonus to your damage roll equal to 
  half of the amount by which you exceed their defense on the attack roll. 
   
  Long-term Mana Exposure [Illness] 
  Fighting on the battlefield, one never gets exposed to enough mana at 
  one time to cause serious injury, but the long term effects are still 
  noticeable. 
  Prerequisites: Access to illness feats. 
  Benefit: When a power with the arcane keyword is used within a range 
  equal to 3 plus the number of exposure counters you possess, you gain an 
  exposure counter . If a power with the arcane keyword hits or misses you, 
  the caster takes damage equal to the number of exposure counters you 
  possess. All of your defenses against powers with the arcane keyword are 
  reduced by the amount of exposure counters you possess. Dismiss all 
  exposure counters when you take a short rest. 
   
  Sacrifice [Jal] 
  Benefit: You can call upon the power that is flowing through your veins. 
  If you are female you have access to martyr, if you are male you have 
  access to blaze of glory. 
   
  BLAZE OF GLORY    
   FEAT POWER 
  In one burst of emotion, you set the world on fire. 
  Encounter • Arcane, Awakened, Fire 
  Standard Action 
  Close Burst 5 
  Requirement You must expend two healing surges, you do not gain any hit 
  points, and you have an awakened spark. 
  Target: All creatures within burst 
  Attack: Charisma vs. Reflex 
  Hit: 2d10 + twice your surge value fire damage. 
   
  
   
   
  ADASTRA - Feats 
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  TOUCH OF LIGHT    
   FEAT POWER 
  In an act of righteousness, you save your companions from harm. 
  Encounter • Awakened, Divine, Radiant 
  Standard Action 
  Ranged See below 
  Requirement You must expend two healing surges, you do not gain any hit 
  points, and you have an awakened spark. 
  Target: Each ally within your halo 
  Effect: Until the end of the encounter or until your dismiss this power as a 
  minor action, whenever an ally takes damage within range of your halo, 
  you take that damage instead. 
   
  Unspoken 
  You develop a kinship with your party, allowing them to read your body 
  language to know your next action. 
  Benefit: If you are about to hit an ally that can see you with an attack, 
  they gain a +4 feat bonus to all defenses against that attack. If you are 
  about to be hit by an attack from an ally that you can see, you gain a +4 
  feat bonus to all defenses against that attack. 
   
  Warrior’s Calm [Illness] 
  You only feel calm and collected when in combat. 
  Prerequisites: Access to illness feats. 
  Benefit: Whenever you enter combat, gain a calmness counter. While in 
  combat, you gain a +1 feat bonus to saving throws, acrobatics, athletics, 
  and endurance checks for every calmness counter you possess. When out 
  of combat, you take a -1 feat penalty to saving throws, endurance, 
  athletics, and acrobatics checks for every calmness counter you possess. 
  Dismiss all calmness counters when you take an extended rest. 
   
  Epic Tier Feats 
  You have to be epic tier or higher to gain epic feats. 
   
  Assume Shape [Doppelganger] 
  After delving even deeper into your doppelganger heritage, you now 
  know how to be like one. 
  Prerequisites: Changeling feat 
  Benefit: You may use the power Change Shape at will. Change Shape is 
  detailed in Wizards of the Coast’s 4th Edition Monster Manual, in the Racial 
  Traits section. 
   
  Assassination 
  Given the chance, you can almost guarantee a kill strike. 
  Prerequisites: Lethality, Weapon Focus 
  Benefit: If you attack a bloodied creature with a weapon in your Weapon 
  Focus group and deal damage with that attack equal to or greater than the 
  defense you are attacking, the target is reduced to 0 hit points. 
   
  Battle Weary [Illness] 
  Near constant battles have made you more cautious in combat. 
  Prerequisites: Access to illness feats 
  Benefit: Every time you enter combat, gain a battle counter. For every 
  five battle counters you control, gain a +1 feat bonus to all defenses and a -
  1 feat penalty to speed to a minimum of 1. Dismiss one battle counter 
  when you take an extended rest.  
   
  Dynamic Fighter 
  Standing still will only get you killed faster. 
  Benefit: You may spend an action point to split your move action so that 
  you may move before and after your other actions this turn. The total 
  number of squares you move cannot exceed your speed.  
   
  High Sense [Jal] 
  Benefit: If you are female, you can sense the location of any divine 
  character (cleric, paladin, avenger, and so on) within your halo as well as 
  what god they worship. If you are male, you can sense any arcane 
  character (wizard, warlock, sorcerer, and so on) within your Charisma 
  modifier squares.  
   
  
   
   
  ADASTRA - Feats 
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  Jal Desire [Jal] 
  Benefit: When selecting your powers of epic level, you may select 
  powers from a different class. If you are female, you may select cleric 
  prayers. If you are male, you may select wizard spells. 
  The prayer or spell must be of your level. 
   
  Legendary 
  You have become legend from the exploits of your party. 
  Benefit: You may once again add half your level to bluff, intimidate, and 
  diplomacy checks. You are instantly recognizable to most people, and 
  receive a feat penalty equal to your level to bluff checks used to disguise 
  yourself. 
   
  Regain [Jal] 
  Benefit: You may spend an action point and regain two healing surges. 
   
  Resurrection Apathy [Illness] 
  Years of battle has lead to countless resurrections, and a more obvious 
  side effect. 
  Prerequisites: Access to illness feats and have been resurrected 
  sometime during this tier. 
  Benefit: When you are resurrected, you gain a resurrection counter. You 
  gain a +1 feat bonus to your defenses and saving throws against fear for 
  every resurrection counter you possess. You gain a -1 feat penalty to your 
  diplomacy, intimidate, and bluff checks for every resurrection counter you 
  possess. Your alignment shifts to unaligned when you control more than 5 
  resurrection counters. Resurrection counters can only be dismissed by the 
  DM. 
   
  Rise and Fall [Jal] 
  Benefit: You can call upon the power that is flowing through your veins. 
  If you are female you have access to raise the fallen, if you are male you 
  have access to fell the standing. 
   
   
  FELL THE STANDING  
    FEAT POWER 
  With the desire to end this battle as soon as possible, you unleash all the 
  power within your body. 
  Daily • Arcane Awakened Necrotic 
  Standard Action            
        Close Burst 20 
  Requirement You must expend four healing surges, you do not gain any hit 
  points, and you have an awakened spark. 
  Target: All creatures within burst 
  Attack: Charisma vs. Fortitude 
  Hit: The creature becomes bloodied. If they are already bloodied, they take 
  1d8 necrotic damage. 
  Backlash: You become disrupted until you take an extended rest. 
   
  RAISE THE FALLEN   
   FEAT POWER 
  Seeing a companion fall, you lay your hands on their body and give them a 
  piece of your life. 
  Daily • Awakened Divine Radiant 
  Standard Action          
           Melee Touch 
  Requirement You must expend four healing surges, you do not gain any hit 
  points, and you have an awakened spark. 
  Target: One dead ally 
  Effect: The dead ally you touch returns to life at full hit points, they do not 
  regenerate any missing body parts or the like. They are disrupted until 
  they take an extended rest. 
  Backlash: You are disrupted until you take an extended rest. 
   
  Multiclass Feats 
  The multiclass feats presented here belong to actual class in particular. 
   
  Phoenix Guerilla [Multiclass Phoenix Guerilla] 
  “Claim what is ours.” 
  -Command of the Emperor 
   
  The fighting forces of the Phoenix Empire is limited. The main fighting 
  force of the entire Empire is their guerillas. 
  Prerequisites: Pledge loyalty to the Emperor 
  
   
   
  ADASTRA - Feats 
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  Benefit: You gain proficiency with firearms and explosives. You gain a +2 
  to stealth which increases to +3 at level 11 and +4 at level 21. 
  Phoenix guerrilla isn’t an actual class, you use a power swap feat, you 
  may take one of the following powers instead. 
   
  AMBUSH 
  Prerequisites: 4th level, Phoenix Guerrilla 
  Benefit: You can swap one 3rd-level or higher encounter attack power 
  you know for the ambush attack power. 
   
  AMBUSH 
  FEAT POWER 
  Surprise makes even the dullest blade a scalpel. 
  Encounter • Martial 
  Standard Action 
  Melee Weapon 
  Requirement: Must have concealment from your target and have a 
  surprise action against them. 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 4[W]+ Dexterity modifier damage. The target is stunned, save ends. 
  Special: You may take a full move action before this attack. 
   
  TAKE COVER 
  Prerequisites: 8th level, Phoenix Guerrilla 
  Benefit: You can swap one 6th-level or higher utility power you know for 
  the take cover utility power. 
   
  TAKE COVER  
  FEAT POWER 
  You can strike your foe and get back to seclusion within a blink of an eye. 
  At-Will • Martial 
  Immediate Interrupt 
  Personal 
  Trigger: You make a successful attack. 
  Requirement: You must have concealment before the triggering attack. 
  Effect: You may make a stealth check to regain concealment with a -5 
  penalty. 
   
   
   
  MAKE A POINT 
  Prerequisites: 10th level, Phoenix Guerrilla 
  Benefit: You can swap one 9th-level or higher daily attack power you 
  know for the make a point power. 
   
  MAKE A POINT  
  FEAT POWER 
  You make an attack so horrific that it drives your point home. 
  Daily • Martial 
  Standard Action 
  Melee Weapon 
  Requirement: You must have concealment before making this attack. 
  Target: One creature 
  Attack: Dexterity vs. AC 
  Hit: 4[W] damage. The target is knocked prone and is stunned. If the target 
  is dropped to 0 or less you may make an intimidation check with a +10 
  feat bonus against everyone who can see you. You cannot regain 
  concealment until the end of your next turn. 
  Miss: half damage. The target is not knocked prone or stunned. You cannot 
  regain concealment until the end of your next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  ADASTRA - Feats 
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  Protectorate Warrior [Multiclass Protectorate 
  Warrior] 
  “I will War when War 
  My loyalty will be my weapon 
  I will Peace when Peace 
  My loyalty will be my shield 
  I shall not fear death 
  My loyalty will be my resolve 
  My life no longer belongs to me and shall be expendable. 
  Upon this I vow that I will fight and rest, only when I am ordered to. 
  I will trust my commander with my life, for victory hinges on my fealty. 
  For Victory is the Only Option. 
  For it is Victory or my Death.” 
  -The Oath of Fealty 
   
  You join the ranks of the Protectorate Guard to defend and fight for the 
  mutual defense of all of the Protected Worlds. 
  Prerequisites: Pledge loyalty to the Order of Protected Worlds 
  Benefit: You gain proficiency with firearms and explosives. You also gain 
  an ability according to your primary class’ role (below). Protectorate 
  Warrior isn’t an actual class; when you use a power swap feat, you may 
  take one of the following powers instead. 
  Controller’s Guile: If your primary class 
  is a controller class, whenever you score a 
  critical hit with a power you may slide the 
  target 1 square.  
  Defender’s Resolve: If your primary 
  class is a defender class, whenever you 
  take ongoing damage you may ignore 1 
  point of damage from each source. This 
  increases to 2 points at level 11, and then 
  3 points at level 21.  
  Leader’s Brand: If your primary class is a 
  leader class, with any successful attack 
  against the target, it becomes branded 
  until the end of your next turn. You may 
  only brand 1 creature per turn in this way. 
  Allies gain a +1 power bonus to attack and damage rolls against the 
  branded target. This increases to +2 at level 11, and +3 at level 21. 
  Striker’s Precision: If your primary class is a striker class, whenever you 
  score a critical hit with a firearm until the end of the encounter, the 
  firearm gains brutal +1. This stacks with each crit. 
   
  SUPPRESSING FIRE 
  Prerequisites: 4th level, Protectorate Warrior 
  Benefit: You can swap one 3rd-level or higher encounter attack power 
  you know for the suppressing fire attack power. 
   
  SUPPRESSING FIRE                     
         FEAT POWER 
  By firing in a wild pattern, you are able to make the enemy duck down and 
  get out of the way. 
  Encounter • Martial 
  Standard Action                     
               Close blast 3 
  Requirements: You must use a firearm with the automatic setting. 
  Special: You may extend the range by 7 in any one direction. 
  Target: Each creature within the blast 
  Attack: Dexterity vs. Reflex 
  Hit: 1[W] damage and the target cannot make any attack rolls until the end 
  of your next turn. 
   
  REFORM THE TROOPS 
  Prerequisites: 8th level, Protectorate Warrior 
  Benefit: You can swap one 6th-level or higher utility power you know for 
  the reform the troops utility power. 
   
  REFORM THE TROOPS  
  FEAT POWER 
  Though the battle group is scattered across the field, they become 
  organized with a single command. 
  Daily • Martial 
  Standard Action                      
         Close Burst 5 
  Effect: You may slide all willing allies within the burst up to 3 squares. 
   
   
   
  PAYCHECK 
  Being a Protectorate Warrior 
  or a Phoenix Guerilla, you are 
  part of a larger organization. This 
  would mean that you would get a 
  steady income rather than just 
  hoping that you have enough 
  gold to get you through your next 
  adventure. 
  Protectorate Warriors earn a 
  pay of 75 gold per week per tier; 
  however, 
  they 
  must 
  do 
  a 
  sanctioned mission at least once 
  a month to keep their pay. 
  Phoenix Guerilla earn 50 gold 
  per week per tier; however, they 
  do not have to do sanctioned 
  missions. 
  
   
   
  ADASTRA - Feats 
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  POUND 
  Prerequisites: 10th level, Protectorate Warrior 
  Benefit: You can swap one 9th-level or higher daily attack power you 
  know for the pound attack power. 
   
  POUND   
  FEAT POWER 
  This enemy just refuses to be felled until you switch your weapon to 
  automatic fire and convince him otherwise. 
  Daily • Martial, Reliable, Weapon 
  Standard Action           
                Ranged Weapon 
  Requirements: A firearm with the automatic fire function 
  Target: One creature 
  Attack: Dex vs. Reflex 
  Hit: 3[W] + dexterity modifier damage and the target is knocked prone. 
  You expend 10 shots from your weapon. 
   
  Protoawakened [Multiclass Protoawakened] 
  I see the cosmos for what it really is. 
   
  Through years of study, you start to see the cosmos from a new 
  perspective. You start to gain in power while you gain in understanding. 
  Prerequisite: You must have an awakened spark. If you lose your 
  awakened spark, you lose the benefits of protoawakened. 
  Benefit: You gain a bonus to your defenses equal to your Intelligence 
  modifier as long as you are not disrupted or wearing any armor; however, 
  you lose and cannot gain any proficiency in armor. When you spend an 
  Action Point, you may also gain a move action as well as a standard action. 
   
   
   
   
   
   
   
   
   
  SPATIAL EXPANSION  
  Prerequisites: 4th level, Protoawakened 
  Benefit: You can swap one 3rd-level or higher encounter attack power 
  you know for the spatial expansion attack power. 
   
  SPATIAL EXPANSION 
  FEAT POWER 
  With a quick bolt from your hand, space expands for your target. 
  Encounter • Awakened, Spatial 
  Standard Action 
  Ranged 10 
  Requirement: You have an awakened spark  
  Target: One creature 
  Attack: Intelligence vs. Reflex 
  Hit: 3d6 + Intelligence modifier force damage. For only the target, all 
  distances to any point is doubled, requiring them to expend two squares 
  of movement to move one square or expend two squares for one square 
  for ranged and area effects (save ends). 
   
  DEFIANCE OF SPACE 
  Prerequisites: 8th level, Protoawakened, Spatial Expansion 
  Benefit: You can swap one 6th-level or higher utility power you know for 
  the defiance of space utility power. 
   
  DEFIANCE OF SPACE     
                          FEAT POWER 
  In one quick breath, you warp space around you creating a field that defies 
  your enemies. 
  Daily • Awakened, Spatial 
  Standard Action   
   Personal 
  Requirement: You have an awakened spark  
  Prerequisite: Spatial Expansion attack power. 
  Effect: Until the end of your next turn, anytime you take damage from an 
  enemy, it is negated. Every time damage is ignored this way, gain an 
  impact counter. At the end of this effect, take damage equal to the 
  number impact counters. All allies adjacent to you also take this damage. 
  Remove all impact counters. This damage cannot be resisted or negated. 
   
   
   
   
  
   
   
  ADASTRA - Feats 
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  SPATIAL COLLAPSE 
  Prerequisites: 10th level, Protoawakened, Defiance of Space 
  Benefit: You can swap one 9th-level or higher daily attack power you 
  know for the spatial collapse attack power. 
   
  SPATIAL COLLAPSE                  
              FEAT POWER 
  You choose a point in space and poke a small hole in it, drawing everything 
  around it towards the hole inescapably. 
  Daily • Awakened, Spatial 
  Standard Action          
   Ranged 10 
  Prerequisite: Defiance of Space attack power. 
  Requirement: You have an awakened spark  
  Target: One creature or space 
  Attack: Intelligence vs. Reflex 
  Hit: 3d8 force damage, and the target is immobilized until the end of your 
  next turn. 
  Effect: All creatures within range 5 are pulled to the target space. If that 
  space is occupied, they are pulled as close as possible. Each creature that 
  gets pulled this way receives 1d6 per 2 squares they were pulled before 
  they stopped, and is slowed until the end of your next turn. 
   
  Protoawakened Path and Destiny 
  The classes presented here is the paragon path and epic destiny tied to 
  the Protoawakened multiclass feat. 
   
  Epiphany Acolyte 
  With tighter focus comes stronger reality. 
   
  Prerequisites: Protoawakened, spatial expansion, defiance of space, 
  spatial collapse 
   
  Manipulation of space is easy and comes in three forms, compressing, 
  expansion, and torsion. An epiphany acolyte learns that those same rules 
  also apply to time. 
   
  PATH FEATURES 
  First Truth (11th Level): Whenever you use a power with the spatial 
  keyword, you gain a temporary action point. At the end of each encounter, 
  you lose all of your temporary action points. You may spend any number of 
  action points in an encounter. 
  Alternity of Truth (11th level): As an immediate interrupt action, you 
  may spend an action point to add a +2 power bonus to the roll you just 
  made. The DM must tell you whether or not this would change the effect 
  before you spend the action point. 
  Second Truth (16th Level): Whenever you use a power with the temporal 
  keyword, you gain a temporary action point. At the end of each encounter, 
  you lose all of your temporary action points.  
   
  EPIPHANY ACOLYTE POWERS 
  TEMPORAL DELUGE                           
     ATTACK 11 
  You force your target to move faster and faster through time, unevenly. 
  Encounter • Awakened, Teleportation, Temporal 
  Standard Action           
  Area burst 5 within 10 squares 
  Requirement: You have an awakened spark  
  Target: All creatures within burst 
  Attack: Intelligence vs. Will 
  Hit: The target gains 3d4 temporal counters. At the beginning of each of 
  your turns, the target takes 1 point of damage per temporal counter 
  they possess and remove one temporal counter. 
   
  VELOCITY                     
                      UTILITY 12 
  With a mastering of time and space, speed becomes meaningless. 
  Encounter • Awakened, Temporal  
  Move Action       
                       Personal 
  Requirement: You have an awakened spark 
  Effect: You may shift a number of squares equal to twice your speed. Zone-
  related triggering effects do not affect you until the end of your turn. 
   
   
   
   
   
   
  
   
   
  ADASTRA - Feats 
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  TIME WARP  
                                      ATTACK 20 
  You twist time around a single target undoing what they have done. 
  Encounter • Awakened, Teleportation, Temporal 
  Standard Action          
                 Ranged 5 
  Requirement: You have an awakened spark 
  Target: One creature 
  Attack: Intelligence vs. Will 
  Hit: 2d12 + Intelligence modifier damage. All status effects that the target 
  has caused that are still in effect are removed. Any creature that was 
  dealt damage by the target on its last turn regains hit points equal to the 
  damage the target dealt to them on its last turn (this damage is undone, 
  not healed). 
   
  Mortal Awakening 
  Time and space have no meaning, neither does order and chaos, 
  matter and energy. 
   
  Prerequisites: Epiphany Acolyte, time warp 
   
  Not yet immortal like their awakened kin, they are now in the 
  intermediate stage allowing them to alter the cosmos around them, but 
  still bound by those exact rules. 
  The cosmos is starting open up and the chaos of the Far Realm is starting 
  to show a kind of abstract order. This is the blossoming mind of an 
  awakened. In your ears you can hear whispers of knowledge as you attain 
  a greater understanding of the mechanisms that reality must follow to 
  remain cohesive. 
  You understand the nature of space, how it can be twisted and stretched 
  and crushed. You understand the nature of time, how it ebbs and flows 
  and distorts. This understanding of time and space allows the awakening to 
  morph and shape reality into what they need, but now, now you are seeing 
  a new depth of reality. 
  You are seeing and hearing the quantum realm, a realm where existence 
  and oblivion act as one. You see the cosmos now as a set of probability 
  that can be predicted, and like a true awakened, can be manipulated. 
  As you walk, you can see where you were and where you could be as 
  well as all that you could be doing. All these forms are you, and you will 
  show your foe the true power of this fact. 
   
  REFUSE TO DREAM ANY LONGER! 
  By refusing to dream any longer, you finish your ascension to full 
  awakening, leaving the mortal realms and exploring the cosmos as it really 
  is. When you reach the true zenith of your understanding of how the 
  cosmos is really put together and with your own focus, able to manipulate 
  the quantum level of all that is, you finally awakened. 
  You explore the cosmos, attempting to understand the multiverse in an 
  even deeper fashion. 
  The Long Walk: You now roam 
  from astraea to astraea. You learn 
  everything there is to learn and 
  from this, you gain in power. This 
  long walk across the cosmos will 
  eventually lead you to the Aether, 
  a realm of pure probability and 
  knowledge 
  where 
  matter 
  and 
  intention are one and the same. 
  How long most stay in this journey 
  depends 
  on 
  the 
  awakened 
  themselves; but with time and 
  space no longer a limit to you, 
  achieving a level of immortality 
  that is equal to the gods, you have 
  all of eternity to determine your 
  purpose.  
   
  MORTAL AWAKENING 
  Quantum 
  Form 
  (21st 
  level): 
  Whenever you spend an action 
  point, you may choose to go into 
  quantum form, becoming a flurry 
  of probability. While in this form, 
  you 
  quantumly-occupy 
  every 
  unoccupied space within a range 
  PLAYING WITH AWAKENED 
  While 
  fully 
  awakened 
  characters will almost always be 
  NPCs, a high level protoawakened 
  can cause some power balancing 
  complications. 
  Just remember, most of the 
  tracking, such as when they use 
  quantum form is up to the player 
  so if they forget where they are, 
  they are wherever you want 
  them to be and so on. 
   
  MORE ON QUANTUM FORM 
  Quantum 
  form 
  is 
  rather 
  unusual. Think of it as the 
  character occupies all possible 
  points 
  in 
  space 
  while 
  also 
  occupying none of them at the 
  same 
  time, 
  until 
  proven 
  otherwise by either proving that 
  they are not there, or proving 
  that they are. 
  Tip: 
  When 
  the 
  space 
  is 
  quantumly occupied, place a 
  token in that space. If you end up 
  occupying that space, you can 
  place the character there and 
  remove the remaining tokens, if 
  you proven not to be there, you 
  can then just remove the token. 
  
   
   
  ADASTRA - Feats 
  39 
   
  equal to your intelligence modifier. If anyone attempts to occupy a space, 
  you choose if you are in that space or not if; if you are you no longer 
  quantumly occupy any space and you only occupy that space, otherwise 
  you no longer quantumly occupy that space. You may take standard 
  actions as if you were in any quantumly-occupied space. You may make 
  opportunity attacks as if you were in any quantumly-occupied space, but 
  you may only do so once per turn. If you move, your quantum form range 
  moves with you. 
  If an attack hits you may make a saving throw. If you succeed, you may 
  choose not to be in that square and the attack automatically misses. 
  Otherwise, you are still hit and your quantum form is dissipated and you 
  occupy the space the attack hit. 
  Your quantum form range is reduced by 2d4 at the end of each of your 
  turns, and your quantum form is dissipated when the range becomes 0 or 
  less. 
  Temporal Recovery (24th level): Once per day, you may recover a power 
  of your choice, or an ally may recover a power of their choice. 
  Third Truth (30th level): If you are targeted by an attack, you may enter 
  quantum form and attempt to save against it as in quantum form (see 
  above). Your quantum form is dissipated at the end of the attacking 
  creature’s turn. 
   
  MORTAL AWAKENING POWER 
  UNIFIED WAVE FORM              
                UTILITY 26 
  An understanding of the state of reality allows you to hop along its borders 
  at your whim. 
  Daily • Awakened 
  Standard Action                 
              Personal 
  Requirement: You must be in Quantum Form and have an awakened 
  spark. 
  Effect: You may take a standard action, then reduce your Quantum Form 
  range by 2. You may take another standard action; if you do so, reduce 
  your Quantum Form range by 2. You may continue in this fashion until 
  your Quantum Form range is 0 or less. 
   
   
  
   
   
  ADASTRA - Gear 
  40 
   
  EQUIPMENT LEVEL 
  The level of the equipment 
  represents 
  the 
  approximant 
  power of the item itself. This is 
  similar to magic item levels. 
  There is no minimum level 
  requirement 
  to 
  use 
  the 
  equipment. 
   
  MORE ON ABLATION 
  Third Option: While it was 
  stated that a bullet can do one of 
  two things, there is actually a 
  third option. It could impact and 
  stick. For rules simplification we 
  didn’t add this fact into it because 
  while bullets can impact hard 
  armor and stick, an arrow can 
  also pierce armor and stay in 
  place. For ease, we rather just 
  allow the bullet through it or to 
  ablate on its surface. 
  Why not Arrows and Bolts? It 
  isn’t really an issue with the 
  projectile more that it’s an issue 
  of speed and how much damage 
  the projectile can handle. Arrows 
  and bolts move at high speeds, 
  but not high enough that impact 
  with armor can destroy it. A 
  bullet moving faster than the 
  speed of sound is carrying so 
  much energy that contact with a 
  hard surface will cause it to 
  deform. Ablation, in this sense, is 
  how much that bullet would 
  deform and take away from its 
  ability to deal damage. 
  Chapter 7 - GEAR 
  The tools of conquest are similar to tools of defense. It all depends on 
  how you use them. 
   
  With all the cosmos open to each other in some form, technology 
  started to get shared. This sharing of technology and magic allows some 
  amazing equipment and gear to be developed. 
   
  Weapons 
  When the multiverse is at your fingertips, merchants can get all kinds of 
  goods from across the cosmos. Some cater to the needs of the adventurer 
  and become providers of powerful weaponry. 
   
  Firearms 
  The chaos of the war has 
  enabled great advancements in 
  weaponry, creating devices of 
  great worth and great destruction. 
  Firearms 
  are 
  one 
  of 
  these 
  advancements.  
   
  ABLATION 
  A projectile striking a hard 
  surface, such as chainmail, scale, or 
  plate armor, has only two options: 
  it can penetrate it or disintegrate. 
  Because of this, the projectile 
  ablates or is otherwise destroyed 
  unless it penetrates the armor. 
  If a target is wearing heavy hard 
  armor such as chain, scale, or 
  plate, the energy of the bullet is 
  going to dissipate into the armor 
  first. 
  Hard 
  armor 
  provides 
  a 
  damage reduction equal to its 
  bonus to AC. This is due to the 
  combination 
  of 
  energy 
  being 
  displaced into the armor and the 
  fact that the armor is causing 
  damage to the bullet itself as it 
  passes through. 
   
  
   
   
  ADASTRA - Gear 
  41 
   
  MORE ON BURST FIRE 
  Even though in the real world, 
  burst 
  fire 
  weapons 
  expend 
  between three or four shots. By 
  doing them in clusters of five 
  made it easy to keep track of 
  ammunition while in the heat of 
  combat. 
   
  ENCHANTMENT 
  Firearms can be enchanted, but the 
  enchant costs 10 times what it would on 
  an ordinary weapon, as it has multiple 
  moving parts. 
   
  MELEE WITH FIREARMS 
  Your firearm can be used in melee, but 
  only as a melee basic attack; this attack 
  has a +2 proficiency bonus if you are proficient in all simple melee 
  weapons. Damage is determined as if it were an improvised weapon. 
  Whenever you make a successful attack in this fashion, roll a death saving 
  throw for your firearm. If, at any point, a firearm has three or more failed 
  death saving throws, it cannot fire until it has been repaired. A successful 
  repair check (DC 25) will remove all death saving throws from a firearm. 
   
   
   
   
   
   
   
  ASSAULT RIFLE 
  FIREARM 
  This longarm has many shapes but they all have a selector switch near the 
  thumb to quickly change it from semiautomatic to full automatic fire. 
  Lvl 1 
  +0 
  150g 
  Lvl 5 
  +1 
  375g 
  Lvl 10 
  +2 
  937g 
  Lvl 15 
  +3 
  2,343g 
  Lvl 20 
  +4 
  5,859g 
  Lvl 25 
  +5 
  14,648g 
  Lvl 30 
  +6 
  36,621g 
  Group: Longarm  
  Enhancement: Attack and damage 
  Proficiency: +2 
  Damage: 1d10 
  Ranged: 12/120 
  Load: Minor 
  Ammunition: B Cartridge 
  Magazine: Box (30) 
  Property: Brutal 1 
  Weight: 5lb 
  Fire Modes: This weapon has three fire modes. It takes a minor action to 
  switch between modes. 
  Semiautomatic Fire: This weapon can fire one cartridge at a time and 
  automatically load the next cartridge available. 
  Burst Fire: The firearm loads the next cartridge if able. The use of this 
  power expends 5 cartridges of ammunition. If you have less than 5 
  cartridges remaining, the attack has a -1 penalty for each cartridge 
  below 5 that is not present. This attack used as a ranged basic attack 
  deals 1[W]+Dexterity modifier damage against a single target. 
  Automatic Fire: The firearm loads the next cartridge if able. The use of this 
  power expends 10 cartridges of ammunition. If you have less than 10 
  cartridges remaining, the attack has a -1 penalty for each cartridge 
  below 10 that is not present. As a ranged basic attack with two 
  secondary targets adjacent to the primary target dealing 1[W] to each. 
   
   
   
   
   
   
   
   
   
   
   
   
  FIREARMS 
  Name 
  Prof 
  Range 
  Dmg 
  Load 
  Ammo 
  Weight 
  Cost 
  LONGARM GROUP 
  Assault Rifle 
  +2 
  12/120 
  1d10 
  Minor 
  B Cart. 
  5lb 
  150g 
  Mini-Gun 
  +1 
  7/70 
  2d10 
  Move 
  B Cart. 
  20lb 
  500g 
  Shotgun 
  +2 
  4/40 
  1d12 
  Standard 
  C Cart. 
  3lb 
  125g 
  Sniper Rifle 
  +3 
  40/400 
  2d12 
  Standard 
  D 
  Cart. 
  5lb 
  200g 
  Submachine 
  Gun 
  +1 
  6/60 
  1d10 
  Minor 
  A Cart. 
  4lb 
  125g 
  HANDGUN GROUP 
  Machine  
  Pistol 
  +1 
  6/60 
  1d8 
  Minor 
  A Cart. 
  2lb 
  100g 
  Revolver 
  +1 
  6/60 
  1d8 
  Minor 
  A Cart. 
  2lb 
  50g 
  Semiautomatic 
  Pistol 
  +1 
  8/80 
  1d8 
  Free 
  A Cart. 
  2lb 
  75g 
  
   
   
  ADASTRA - Gear 
  42 
   
  MACHINE PISTOL 
  FIREARM 
  Compact like a handgun, but fires like a submachine gun. 
  Lvl 1 
  +0 
  100g 
  Lvl 5 
  +1 
  250g 
  Lvl 10 
  +2 
  625g 
  Lvl 15 
  +3 
  1,562g 
  Lvl 20 
  +4 
  3,906g 
  Lvl 25 
  +5 
  9,765g 
  Lvl 30 
  +6 
  24,414g 
  Group: Handgun  
  Enhancement: Attack and damage 
  Proficiency: +1 
  Damage: 1d8 
  Ranged: 6/60 
  Load: Minor 
  Ammunition: A Cartridge 
  Magazine: Box (30) 
  Property: Brutal 1 
  Weight: 2lb 
  Fire Modes: This weapon has two fire modes. It takes a minor action to 
  switch between modes. 
  Semiautomatic Fire: This weapon can fire one cartridge at a time and 
  automatically load the next cartridge available. 
  Automatic Fire: The firearm loads the next cartridge if able. The use of this 
  power expends 10 cartridges of ammunition. If you have less than 10 
  cartridges remaining, the attack has a -1 penalty for each cartridge 
  below 10 that is not present. As a ranged basic attack with two 
  secondary targets adjacent to the primary target dealing 1[W] to each. 
   
  MINI-GUN 
  FIREARM 
  With rotating barrels, it can fire many cartridges very quickly. 
  Lvl 1 
  +0 
  500g 
  Lvl 5 
  +1 
  1,250g 
  Lvl 10 
  +2 
  3,125g 
  Lvl 15 
  +3 
  7,812g 
  Lvl 20 
  +4 
  19,531g 
  Lvl 25 
  +5 
  48,828g 
  Lvl 30 
  +6 
  122,070g 
  Group: Longarm  
  Enhancement: Attack and damage 
  Proficiency: +1 
  Damage: 2d10 
  Ranged: 7/70 
  Load: Move 
  Ammunition: C Cartridge 
  Magazine: Linked 
  Property: Brutal 1 
  Weight: 20lb 
  Automatic Fire: The firearm loads the next cartridge if able. The use of this 
  power expends 10 cartridges of ammunition. If you have less than 10 
  cartridges remaining, the attack has a -1 penalty for each cartridge 
  below 10 that is not present. As a ranged basic attack with two 
  secondary targets adjacent to the primary target dealing 1[W] to each. 
   
  REVOLVER 
  FIREARM 
  A pistol holding six shots in a cylinder. 
  Lvl 1 
  +0 
  50g 
  Lvl 5 
  +1 
  125g 
  Lvl 10 
  +2 
  312g 
  Lvl 15 
  +3 
  781g 
  Lvl 20 
  +4 
  1,953g 
  Lvl 25 
  +5 
  4,882g 
  Lvl 30 
  +6 
  12,207g 
  Group: Handgun  
  Enhancement: Attack and damage 
  Proficiency: +1 
  Damage: 1d8 
  Ranged: 6/60 
  Load: Minor 
  Ammunition: A Cartridge 
  Magazine: Cylinder (6) 
  Property: Brutal 1 
  Weight: 1lb 
  Semiautomatic Fire: This weapon can fire one cartridge at a time and 
  automatically load the next cartridge available. 
   
  SEMIAUTOMATIC PISTOL 
  FIREARM 
  Using the energy of the pistol’s recoil to load the next cartridge. 
  Lvl 1 
  +0 
  75g 
  Lvl 5 
  +1 
  187g 
  Lvl 10 
  +2 
  468g 
  Lvl 15 
  +3 
  1,171g 
  Lvl 20 
  +4 
  2,929g 
  Lvl 25 
  +5 
  7,324g 
  Lvl 30 
  +6 
  18,310g 
  Group: Handgun  
  Enhancement: Attack and damage 
  Proficiency: +1 
  Damage: 1d8 
  Ranged: 8/80 
  Load: Free 
  Ammunition: A Cartridge 
  Magazine: Box (8) 
  Property: Brutal 1 
  Weight: 2lb 
  Semiautomatic Fire: This weapon can fire one cartridge at a time and 
  automatically load the next cartridge available. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  ADASTRA - Gear 
  43 
   
  SHOTGUN 
  FIREARM 
  Like a small cannon, it fires a large slug or a bunch of pellets 
  Lvl 1 
  +0 
  125g 
  Lvl 5 
  +1 
  312g 
  Lvl 10 
  +2 
  781g 
  Lvl 15 
  +3 
  1,953g 
  Lvl 20 
  +4 
  4,882g 
  Lvl 25 
  +5 
  12,207g 
  Lvl 30 
  +6 
  30,517g 
  Group: Longarm  
  Enhancement: Attack and damage 
  Proficiency: +2 
  Damage: 1d12 
  Ranged: 4/40 
  Load: Standard 
  Ammunition: C Cartridge 
  Magazine: Internal (8) 
  Property: Brutal 1 
  Weight: 3lb 
  Pump Action: This weapon requires you to spend a minor action to load 
  the next cartridge to fire. 
  Ranged Melee: This weapon does not provoke opportunity attacks when 
  making ranged attacks while in melee. This weapon deals double 
  damage against targets within 1 square of you. 
   
  SNIPER RIFLE 
  FIREARM 
  This longarm makes powerful shots at incredible range. 
  Lvl 1 
  +0 
  200g 
  Lvl 5 
  +1 
  500g 
  Lvl 10 
  +2 
  1,250g 
  Lvl 15 
  +3 
  3125g 
  Lvl 20 
  +4 
  7,812g 
  Lvl 25 
  +5 
  19,531g 
  Lvl 30 
  +6 
  48,828g 
  Group: Longarm  
  Enhancement: Attack and damage 
  Proficiency: +3 
  Damage: 2d12 
  Ranged: 40/400 
  Load: Standard 
  Ammunition: D Cartridge 
  Magazine: Internal (4) 
  Property: Brutal 1 
  Weight: 5lb 
  Bolt Action: This weapon requires you to spend a move action to load the 
  next cartridge to fire. 
  Scope: This weapon extends the vision of a character to 500 squares. 
   
   
   
   
   
   
   
  SUB-MACHINEGUN 
  FIREARM 
  Firing in only full automatic, it can fill the air with cartridges. 
  Lvl 1 
  +0 
  125g 
  Lvl 5 
  +1 
  312g 
  Lvl 10 
  +2 
  781g 
  Lvl 15 
  +3 
  1,953g 
  Lvl 20 
  +4 
  4,882g 
  Lvl 25 
  +5 
  12,207g 
  Lvl 30 
  +6 
  30,517g 
  Group: Longarm  
  Enhancement: Attack and damage 
  Proficiency: +1 
  Damage: 1d10 
  Ranged: 6/60 
  Load: Minor 
  Ammunition: A Cartridge 
  Magazine: Box (100) 
  Property: Brutal 1 
  Weight: 4lb 
  Automatic Fire: The firearm loads the next cartridge if able. The use of this 
  power expends 10 cartridges of ammunition. If you have less than 10 
  cartridges remaining, the attack has a -1 penalty for each cartridge 
  below 10 that is not present. As a ranged basic attack with two 
  secondary targets adjacent to the primary target dealing 1[W] to each. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  ADASTRA - Gear 
  44 
   
  Explosives 
  Explosives can be as simple as a basic, yet violent, chemical reaction and 
  others can be so complicated that they require magic in their construction. 
  They are single use weapons by their very nature. 
   
  BLAST PACK          
                      EXPLOSIVE 
  The satchel has a thin drawstring on the side with a simple message on the 
  top, pull and go boom. 
  Lvl 1 
  +1 
  700g 
  Lvl 5 
  +2 
  1,750g 
  Lvl 10 
  +3 
  4,375g 
  Lvl 15 
  +4 
  10,937g 
  Lvl 20 
  +5 
  27,343g 
  Lvl 25 
  +6 
  68,359g 
  Lvl 30 
  +7 
  170,898g 
  Group: Pack  
  Enhancement: Damage and burst 
  Proficiency: +0 
  Damage: 3d12 
  Ranged: None 
  Burst: 20 
  Target: All creatures within burst 
  Attack: Wisdom vs. Reflex 
  Property: Brutal 1 
  Weight: 10lb 
  Hit: Enhancement [W] Damage. Push all targets to the edge of the burst. 
  Miss: Half damage. They may make an acrobatics check DC 20 to ignore 
  this damage. 
  Timer: This weapon can be set to go off after a number of rounds up to ten 
  rounds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DEMOLITION PACK          
                      EXPLOSIVE 
  This satchel is similar to its blast pack cousin, but far more powerful. 
  Lvl 1 
  +1 
  1,400g 
  Lvl 5 
  +2 
  3,500g 
  Lvl 10 
  +3 
  8,750g 
  Lvl 15 
  +4 
  21,875g 
  Lvl 20 
  +5 
  54,687g 
  Lvl 25 
  +6 
  136,718g 
  Lvl 30 
  +7 
  341,796g 
  Group: Pack  
  Enhancement: Damage and burst 
  Proficiency: +0 
  Damage: 6d12 
  Ranged: None 
  Burst: 40 
  Target: All creatures within burst 
  Attack: Wisdom vs. Reflex 
  Property: Brutal 1 
  Weight: 15lb 
  Hit: Enhancement [W] Damage. Push all targets to the edge of the burst. 
  Miss: Half damage. They may make an acrobatics check DC 20 to ignore 
  this damage. 
  Timer: This weapon can be set to go off after a number of rounds up to ten 
  rounds. 
   
  FLASH-BANG GRENADE          
                      EXPLOSIVE 
  Its loud sound and bright flash allows you to disorient your foe for a 
  moment. 
  Lvl 1 
  -0 
  15g 
  Lvl 5 
  -1 
  37g 
  Lvl 10 
  -2 
  93g 
  Lvl 15 
  -3 
  234g 
  Lvl 20 
  -4 
  585g 
  Lvl 25 
  -5 
  1,464g 
  Lvl 30 
  -6 
  3,662g 
  Group: Grenade  
  Enhancement: Saving Throws 
  Proficiency: +2 
  Damage: None 
  Ranged: 5/10 
  Burst: 3 
  Target: All creatures within burst 
  Attack: Dex vs. Reflex 
  Property: Brutal 1 
  Weight: 1/2lb 
  Hit: The target is blinded by a radiant source and deafened by a thunder 
  source. Save ends individually with a penalty to their saving throw 
  according to the enhancement bonus. 
   
   
   
   
   
   
  
   
   
  ADASTRA - Gear 
  45 
   
  FRAGMENTATION GRENADE          
                      EXPLOSIVE 
  The explosive fragments the metal casing causing the shrapnel to harm 
  anyone near. 
  Lvl 1 
  +1 
  25g 
  Lvl 5 
  +2 
  62g 
  Lvl 10 
  +3 
  156g 
  Lvl 15 
  +4 
  390g 
  Lvl 20 
  +5 
  976g 
  Lvl 25 
  +6 
  2,441g 
  Lvl 30 
  +7 
  6,103g 
  Group: Grenade  
  Enhancement: Damage and burst 
  Proficiency: +2 
  Damage: 1d6 
  Ranged: 5/10 
  Burst: 2 
  Target: All creatures within burst 
  Attack: Dex vs. Reflex 
  Property: Brutal 1 
  Weight: 1/2lb 
  Hit: Enhancement [W] Damage. 
  Miss: Half damage. They may make an acrobatics check DC 20 to ignore 
  this damage. 
   
  FRAGMENTATION MINE          
                      EXPLOSIVE 
  This metallic disk is set to explode and shred whoever stood on it. 
  Lvl 1 
  +1 
  75g 
  Lvl 5 
  +2 
  187g 
  Lvl 10 
  +3 
  468g 
  Lvl 15 
  +4 
  1,171g 
  Lvl 20 
  +5 
  2,929g 
  Lvl 25 
  +6 
  7,324g 
  Lvl 30 
  +7 
  18,310g 
  Group: Grenade  
  Enhancement: Damage and burst 
  Proficiency: +0 
  Damage: 1d8 
  Ranged: 5/10 (light thrown) 
  Burst: 1 
  Target: All creatures within burst 
  Attack: Dex vs. Reflex 
  Property: Brutal 1 
  Weight: 1/2lb 
  Hit: Enhancement [W] Damage.  
  Miss: Half damage. They may make an acrobatics check DC 20 to ignore 
  this damage. 
  Hide: The user of this weapon makes a stealth or appropriate check 
  (dungeoneering if in a dungeon or building, nature if in the wild, and so 
  on). The weapon is hidden using the result of that check. 
  Proximity: If a creature gets within 1 square of the mine, it attacks. The 
  user who laid the mine makes the attack roll. 
   
   
   
  LIGHT ANTI-ARMOR ROCKET          
                      EXPLOSIVE 
  Propelled with a rocket motor, this shaped explosive is meant to penetrate 
  armor. 
  Lvl 1 
  +1 
  300g 
  Lvl 5 
  +2 
  750g 
  Lvl 10 
  +3 
  1,875g 
  Lvl 15 
  +4 
  4,687g 
  Lvl 20 
  +5 
  11,718g 
  Lvl 25 
  +6 
  29,296g 
  Lvl 30 
  +7 
  73,242g 
  Group: Rocket  
  Enhancement: Damage and burst 
  Proficiency: +0 
  Damage: 1d10 
  Ranged: 20/40 
  Burst: 2 
  Target: All creatures within burst 
  Attack: Dex vs. Reflex 
  Property: Brutal 1 
  Weight: 5lb 
  Hit: Enhancement [W] Damage. 
  Miss: Half damage. They may make an acrobatics check DC 20 to ignore 
  this damage. 
  Direct Hit: If the targeted square is occupied by a creature and the attack 
  hits, that creature is subject to 2[W] damage from the rocket. 
  Armor Piercing: When attacking a vehicle or object, ignore bonuses to 
  resistances when dealing damage. When attacking a creature, ignore 
  bonuses to resistances that are from armor.  
   
  ROCKET PROPELLED GRENADE          
                      EXPLOSIVE 
  Propelled with a rocket motor, it carries a warhead similar to that of a 
  grenade. 
  Lvl 1 
  +1 
  100g 
  Lvl 5 
  +2 
  250g 
  Lvl 10 
  +3 
  625g 
  Lvl 15 
  +4 
  1,562g 
  Lvl 20 
  +5 
  3,906g 
  Lvl 25 
  +6 
  9,765g 
  Lvl 30 
  +7 
  24,414g 
  Group: Rocket  
  Enhancement: Damage and burst 
  Proficiency: +0 
  Damage: 2d6 
  Ranged: 20/40 
  Burst: 2 
  Target: All creatures within burst 
  Attack: Dex vs. Reflex 
  Property: Brutal 1 
  Weight: 5lb 
  Hit: Enhancement [W] Damage. 
  Miss: Half damage. They may make an acrobatics check DC 20 to ignore 
  this damage. 
  Direct Hit: If the targeted square is occupied by a creature and the attack 
  hits, that creature is subject to 2[W] damage from the rocket. 
  
   
   
  ADASTRA - Gear 
  46 
   
   
  SMOKE GRENADE 
  EXPLOSIVE 
  This canister releases massive amounts of smoke in any color you need. 
  Lvl 1 
  +0 
  10g 
  Lvl 5 
  +1 
  25g 
  Lvl 10 
  +2 
  62g 
  Lvl 15 
  +3 
  156g 
  Lvl 20 
  +4 
  390g 
  Lvl 25 
  +5 
  976g 
  Lvl 30 
  +6 
  2,441g 
  Group: Grenade  
  Enhancement: Duration and Burst 
  Proficiency: +2 
  Damage: None 
  Ranged: 5/10 (light thrown) 
  Burst: 3 
  Target: All creatures within burst 
  Attack: Dex vs. Reflex 
  Property: Brutal 1 
  Weight: 1/2lb 
  Effect: Creatures within the area are blind and have total concealment. 
  The cloud lasts a number of rounds according it its enhancement + 1. 
   
  STICKY GRENADE 
  EXPLOSIVE 
  When this grenade explodes, it covers its victim in a glue-like substance. 
  Lvl 1 
  +0 
  20g 
  Lvl 5 
  +1 
  50g 
  Lvl 10 
  +2 
  125g 
  Lvl 15 
  +3 
  312g 
  Lvl 20 
  +4 
  781g 
  Lvl 25 
  +5 
  1,953g 
  Lvl 30 
  +6 
  4,882g 
  Group: Grenade  
  Enhancement: DC and Burst 
  Proficiency: +2 
  Damage: None 
  Ranged: 5/10 (light thrown) 
  Burst: 3 
  Target: All creatures within burst 
  Attack: Dex vs. Reflex 
  Property: Brutal 1 
  Weight: 1/2lb 
  Hit: The creature is immobilized. To escape requires an escape check with 
  a DC 15 + enhancement bonus. 
   
  STICKY MINE     
                      EXPLOSIVE 
  When this mine detonates, it releases a large amount of glue holding the 
  person in place. 
  Lvl 1 
  +0 
  70g 
  Lvl 5 
  +1 
  175 
  Lvl 10 
  +2 
  437g 
  Lvl 15 
  +3 
  1,093g 
  Lvl 20 
  +4 
  2,734g 
  Lvl 25 
  +5 
  6,835g 
  Lvl 30 
  +6 
  17,089g 
  Group: Mine  
  Enhancement: DC and Burst 
  Proficiency: +2 
  Damage: None 
  Ranged: None 
  Burst: 1 
  Target: All creatures within burst 
  Attack: Wisdom vs. Reflex 
  Property: Brutal 1 
  Weight: 1/2lb 
  Hit: The creature is immobilized. To escape requires an escape check with 
  a DC 15 + enhancement bonus. 
  Hide: The user of this weapon makes a stealth or appropriate check 
  (dungeoneering if in a dungeon or building, nature if in the wild, and so 
  on). The weapon is hidden using the result of that check. 
  Proximity: If a creature gets within 1 square of the mine, it attacks. The 
  user who laid the mine makes the attack roll. 
   
  Groups and Properties 
  With the creation of new weapons comes the creation of new weapon 
  groups and properties.  
   
  GROUPS 
  There are new weapon groups.  
  Grenade: Grenades hold explosives within a small case. This format is 
  versatile enough to be used to deliver many different kinds of explosives. 
  Handgun: Any power that will allow the use of a hand crossbow will 
  allow the use of a handgun.  
  Longarm: Any power that will allow the use of a crossbow will allow the 
  use of a longarm. Longarms are two-handed firearms.  
  Mine: Mines are meant to sit and wait for someone to trip them. 
  Pack: A pack explosive, also known as a satchel charge, is an explosive 
  that is put into a bag. When the bag is set down and a pin is pulled, the 
  pack counts down on a timer determined by the one who pulls the pin, and 
  then detonates.  
  Rocket: Rockets can be fired off the shoulder. Each rocket has a single 
  use tube that once the rocket is launched, is discarded.  
   
  NEW PROPERTIES 
  Box: A box magazine is any type of magazine that can be removed and 
  reloaded separately from the weapon. The box magazine value is the 
  number of shots it can hold. The load property indicates what action is 
  needed to replace the magazine. 
  Burst: This weapon does damage within the burst radius. 
  
   
   
  ADASTRA - Gear 
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  Cylinder: The weapon keeps its ammunition in a cylinder, which is part 
  of the weapon and also serves as the firing chamber for each shot. Unlike 
  box magazines, cylinders cannot be removed and they must be reloaded 
  by hand. The cylinder value is the number of shots in the cylinder can hold.  
  Internal: Some weapons keep their ammunition in an internal space 
  which must be loaded by hand. The internal value is the number of shots it 
  can hold. The load property indicates what action is needed to replace all 
  the cartridges at once. Anyone wielding an internal weapon may also use a 
  move action to reload one cartridge. 
  Linked: Some machine guns use linked ammunition. The shots are 
  chained together with small metal clips forming a belt. In military units, the 
  gunner fires while an assistant clips new ammunition belts together, 
  keeping the weapon fed. The load property replaces the link that is loaded 
  into the weapon. Without assistance, a creature may only carry enough 
  linked ammunition to fire for a number of rounds equal to their Strength 
  and Constitution modifiers combined. 
   
  Ammunition 
  The ammunition for the weapons presented here comes in cartridges 
  which is a self contained metal casing with a propellant capped with a 
  projectile. Cartridges are normally classified by the barrel diameter they 
  have to fit in as well as the overall size of the cartage, slugs are classified by 
  weight. 
   
  AMMUNITION 
  Type 
  Quantity per Box 
  Cost 
  CARTRIDGE 
  A 
  100 
  25g 
  B 
  100 
  50g 
  C 
  50 
  50g 
  D 
  50 
  75g 
   
  Special Cartridges 
  Armor Piercing cartridges have either bullets that are specially hardened 
  and shaped to penetrate hardened armor, or they have a softer outer part 
  with a hardened core. 
  Either way, they have an Armor Piercing value and this value is how 
  much Ablation the round ignores from the hard armor. These price totals 
  are added to the price of the cartridge itself above. 
   
  Armor Piercing 
  Additional Cost 
  1 
  +10g 
  2 
  +20g 
  3 
  +30g 
  4 
  +60g 
  5 
  +90g 
  6 
  +150g 
  7 
  +240g 
  8 
  +390g 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  ADASTRA - Gear 
  48 
   
  NON-KIN GATES 
  Several other civilizations have 
  created gates and the like, 
  however, the most common are 
  the ones built by Kin. A non-Kin 
  gate would function in a similar 
  fashion, 
  especially 
  if 
  its 
  connected to the same network. 
  Gates and Portals 
  While immensely expensive to create, gateways and portals link worlds 
  and astraea together. Because of this, it’s more common for people to use 
  established gateways and portals that the Kin has left long ago.  
  There are two kinds of daises, portaastraea and portaregnum. Both are 
  similar in construction including the fact, like most the Kin technology, they 
  are alive. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  GATEWAY DAIS (PORTAASTRAEA) 
  ANCIENT LEGACY [THE KIN] 
  This huge dais has steps on three sides and a large onyx wall. When the 
  name of another dais is written on the far engraving, you are able to walk 
  through the surface and explore another world. 
  Epic 
  +20 
    
  Group: Portal 
  Enhancement: Mechanics DC 
  Property: Portal, Networked 
  Weight: 5,673 tones 
  Outbound Gate: Once the name of a different gateway anywhere or a 
  portal dais within the same astraea is locked, a single ripple is let loose 
  on its surface and then the near indestructible surface can be walked 
  through. One round later, you will appear though the named gateway 
  dais’s surface as long as that gate isn’t already active.  
  Inbound Gate: As long as the gateway dais isn’t active, it can accept 
  inbound travellers. The surface will rippled once and a then what was 
  sent through an outbound gateway dais or portal will come through the 
  surface. Normally you cannot tell where the inbound gate is coming 
  from, however, a mechanics check DC 25 (enhancement already 
  included) on a connected matrix interface will allow you to know the 
  name of the connecting dais. 
  Networked: All gateway daises are linked together. All portal daises in a 
  single astraea are linked to their corresponding gateway dais. 
  Alive: A gateway dais has 40,000,000 hit points (Bloodied at 20,000,000) 
  and regenerates 100 hp every round back to full. If bloodied, it stops 
  working. If it reaches 0 hit points, it explodes dealing 50,000 to 
  everything within a mile of the dais. 
  Shielded: The gateway dais has a force shield that protects it from 
  damage. Anytime damage would be dealt, that damage is ignored and 
  the dais gains an impact counter. If it gains more than 1,000 impact 
  counters, the shields burst dealing 1,000 damage to all creatures within 
  one square of it. At the end of each round, it dismisses 50 impact 
  counters. 
  Aetherportation: The gateway dais doesn’t require line of effect to 
  function. All of its teleportation effects function even in zones where 
  normal teleportation does not. 
   
   
   
   
  
   
   
  ADASTRA - Gear 
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  PORTAL DAIS (PORTAREGNUM) 
  ANCIENT LEGACY (THE KIN) 
  This huge dais has steps on three sides and a large onyx wall. When the 
  name of another dais is written on the far engraving, you are able to walk 
  through the surface and explore another world. 
  Epic 
  +10 
    
  Group: Portal 
  Enhancement: Mechanics DC 
  Property: Portal, Networked 
  Weight: 5,673 tones 
  Outbound Portal: Once the name of a different portal dais or gateway 
  within this astraea is locked, a single ripple is let loose on its surface and 
  then the near indestructible surface can be walked through. One round 
  later, you will appear though the named portal dais’s surface as long as 
  that gate isn’t already active.  
  Inbound Portal: As long as the portal dais isn’t active, it can accept 
  inbound travellers. The surface will rippled once and a then what was 
  sent through an outbound portal dais or portal will come through the 
  surface. Normally you cannot tell where the inbound gate is coming 
  from, however, a mechanics check DC 15 (enhancement already 
  included) on a connected matrix interface will allow you to know the 
  name of the connecting dais. 
  Networked: All portal daises are linked together in a single astraea. All 
  portal daises in a single astraea are linked to their corresponding 
  gateway dais. 
  Alive: A portal dais has 20,000,000 hit points (Bloodied at 10,000,000) and 
  regenerates 100 hp every round back to full. If bloodied, it stops 
  working. If it reaches 0 hit points, it explodes dealing 25,000 to 
  everything within a mile of the dais. 
  Shielded: The portal dais has a force shield that protects it from damage. 
  Anytime damage would be dealt, that damage is ignored and the dais 
  gains an impact counter. If it gains more than 1,000 impact counters, the 
  shields burst dealing 1,000 damage to all creatures within one square of 
  it. At the end of each round, it dismisses 50 impact counters. 
  Aetherportation: The portal dais doesn’t require line of effect to function. 
  All of its teleportation effects function even in zones where normal 
  teleportation does not. 
   
  Mana 
  Mana is nearly pure magical energy. Arcana in its purest form is highly 
  toxic. Arcane energy is akin to a form of radiation. Many pieces of 
  arcanatechnology uses trace amounts however, some larger pieces such as 
  astraea-drives of some starships uses vast tanks of nearly pure mana to 
  power them. Mana is made by breaking down residuum and extracting its 
  impurities. Mana is stored commonly in two forms, a jelly like liquid or a 
  vaporous gas. One gallon of mana, in either of its forms, contains 100 
  mana counters (see below). The cost of one gallon of mana is about 3,000 
  gold. 
   
  Mana Poisoning 
  Exposure to too much mana can be fatal. How dangerous the mana 
  poisoning can be is dependent on the number of mana counters that you 
  gain from the initial exposure.  
   
  MANA POISONING 
  LEVEL 30 POISON [RADIATION] 
  Mana poisoning is a form of radiation sickness. A polychromatic haze 
  seems to follow the victim. 
  Poison 
  No Price 
   
  Attack: +35 vs. Fortitude; Gain a mana counter. For each mana counter 
  you possess, you gain a -1 for to your endurance checks. Your highest 
  level non-disrupted power is disrupted. If a power is used and you are 
  the target of it, they are attacked with mana poisoning and gains mana 
  counters equal to the number of mana counters you possess. At the 
  end of each of your turns, anyone who is within a number of squares 
  equal to the number of mana counters you possess becomes a target of 
  mana poisoning. 
  Special: As long as you have a mana counter, you must roll an endurance 
  check DC 30 after every extended rest. If you succeed, dismiss one 
  mana counter. If you fail, your highest level non-disrupted power 
  becomes disrupted until you no longer have mana counters. Every time 
  you gain a mana counter, take damage equal to the number of mana 
  counter you possess. If you are immune to mana poisoning, you still 
  gain the one mana counter. 
   
   
   
  
   
   
  ADASTRA - Threats 
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  Chapter 8 - THREATS 
  The Xori are intelligent, cunning, and ruthless. A trio that cannot be 
  overlooked. 
   
  The most common foe to most any party is the Savage Xori Dirge. The 
  Dirge has been outlined in Chapter 2. 
   
  Monsters 
  They are cunning. The Savage Xori Dirge has many different monsters in 
  their employ to wreak havoc on the battlefield. This doesn’t mean that the 
  Xori themselves don’t know how to get dirty in combat either. 
   
  XORI SERVITOR 
    LEVEL 2 MINION 
  Medium Natural Animate (Undead) 
  XP 31 
  Initiative +6 
  Senses Perception +0; darkvision 
  HP 1; a missed attack never damages a minion. 
  AC 16; Fortitude 17, Reflex 17, Will 11 
  Immune disease, poison 
  Speed 4 
  M Slam (standard, at-will) 
  +7 vs. AC, 4 damage. 
  Alignment unaligned 
   
  Languages Xor 
  Str 20 (+6)          
  Dex 20 (+6)       
    Wis 8 (+0) 
  Con 20 (+6)       
  Int 8 (+0)      
     Cha 8 (+0) 
  A corpse shambles towards you with blank expression coming from a 
  porcelain mask. 
   
  XORI LABORER 
    LEVEL 3 BRUTE 
  Medium Natural Animate (Undead) 
  XP 150 
  Initiative +4 
  Senses Perception +0;Darkvision 
  HP 56, Bloodied 28; see also zombie weakness 
  AC 15; Fortitude 19, Reflex 16, Will 12 
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant 
  Speed 4 
  M Slam (standard, at-will) 
  +6 vs. AC; 1d6+3 damage 
  Zombie Weakness 
  Any critical hit to the zombie reduce it to 0 hit point instantly. 
  Alignment unaligned 
   
  Languages Xor 
  Str 22 (+7)          
  Dex 16 (+4)       
    Wis 8 (+0) 
  Con 16 (+4)       
  Int 8 (+0)      
     Cha 8 (+0) 
  A corps slowly moves towards you, its pockets are filled with random 
  tools. 
  
   
   
  ADASTRA - Threats 
  51 
   
  Servitor and Laborer Tactics 
  Servitors and Laborers are not built for combat, but they will fight if they 
  are commanded to by the xori that owns them. Their tactics are fairly strait 
  forward, they will get into melee with whomever is the closest at the time 
  and start to use their slam attack. 
   
  XORI DREADKNIGHT 
    LEVEL 5 SOLDIER 
  Medium Natural Humanoid (Undying, Xori) 
  XP 200 
  Initiative +8 
  Senses Perception +2; darkvision 12 squares 
  Dispersion Field (Force) aura 1; Resist 5 all damage. Every time damage 
  exceeded 5, the dispersion field gains an impact counter. If they have 
  more than 3 impact counters, the dispersion field is disabled and 
  suppressed. 
  HP 60, Bloodied 30 
  AC 21; Fortitude 18, Reflex 18, Will 15 
  Resist 3 necrotic, see dispersion field; Vulnerable 5 radiant 
  Saving Throws +2 against ongoing damage 
  Speed 6 
  m Dark Desire (standard, encounter) • Heal, Necrotic 
  +12 vs.AC; 1d6+4 necrotic damage; heal hit points equal to the damage 
  dealt this way. 
  M Longsword (standard; at-will) 
  +12 vs. AC; 1d10+4 damage. 
  R Plasma Pistol (standard; at-will) • Fire, Lighting 
  Ranged 10; +12 vs. AC; 2d8+4 fire and lighting damage. 
  Alignment Evil 
   
  Languages Common, Xor 
  Str 18 (+6)          
  Dex 18 (+6)       
    Wis 10 (+2) 
  Con 12 (+3)       
  Int 10 (+2)      
     Cha 10 (+2) 
  Don in full armor, it is hard to make out the face of your attacker. 
   
  Dreadknight Tactics 
  A Dreadknight rarely enters combat on their own and would employ 
  teamwork to take down the bigger threats first. They prefer to stay out of 
  melee and target the opposing strikers and controllers with their plasma 
  pistol, but if engaged, they will use their longsword to avoid drawing 
  opportunity attacks. They wait to use dark desire until they are finally 
  bloodied, and only if they are in melee already.  
   
  XORI BRUTE 
    LEVEL 8 BRUTE 
  Large Natural Animate (Undead) 
  XP 350 
  Initiative +9 
  Senses Perception +3; darkvision 
  Dispersion Field (Force) aura 1; resist 5 all damage. Every time damage 
  exceeded 5, the dispersion field gains an impact counter. If they have 
  more than 2 impact counters, the dispersion field is disabled and 
  suppressed. 
  HP 110, Bloodied 55; see also zombie weakness 
  AC 20; Fortitude 21, Reflex 21, Will 16 
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant 
  Speed 5 
  M Beat Face (standard, at-will)  
  +11 vs. AC, 1d8+5 damage. On a crit, the xori brute deal 3d8+15 instead. 
  m Necrotizing Bite (standard, at-will) • Necrotic 
  +9 vs. Fortitude; 2d8+5 necrotic damage. The target takes ongoing 6 
  necrotic damage. 
  Zombie Weakness 
  Any critical hit to the zombie reduce it to 0 hit point instantly. 
  Alignment Unaligned   
   
  Languages Xor 
  Str 20 (+9)          
  Dex 20 (+9)       
    Wis 8 (+3) 
  Con 20 (+9)       
  Int 8 (+3)      
     Cha 8 (+3) 
  This large mass of writhing muscle starts to move towards the closest 
  enemy, trailing the gore of the last victim from its knuckles. 
   
  Brute Tactics 
  They are built to fight and keep fighting. Normally they are being 
  commanded by a xori. Their major goal is to use beat face until their 
  opponent is a bloody pulp. The normal use of brutes are to send them in 
  and have them start with necrotizing bite to start to weaken the defender 
  they happen to be fighting at the time and then continue to use beat face. 
  If a striker or controller manages to get close enough, it will use necrotizing 
  bite on them and then continue taking on the defender. 
   
   
   
   
  
   
   
  ADASTRA - Threats 
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  XORI ARCANIS 
    LEVEL 10 CONTROLLER 
  Medium Natural Humanoid (Undying, Xori) 
  XP 500 
  Initiative +4 
  Senses Perception +5; darkvision 12 squares 
  Dispersion Field (Force) aura 1; Resist 5 all damage. Every time damage 
  exceeded 5, the dispersion field gains an impact counter. If they have 
  more than 3 impact counters, the dispersion field is disable and 
  suppressed. 
  Bolster Undead (Necrotic) aura 3; undead within the aura gains a +1 to 
  attacks and damage, and a +2 to all defenses. 
  HP 100, Bloodied 50 
  AC 24; Fortitude 19, Reflex 19, Will 23 
  Resist 6 necrotic, see dispersion field; Vulnerable 5 radiant 
  Saving Throws +2 against ongoing damage 
  Speed 6 
  m Dark Desire (standard, encounter) • Heal, Necrotic 
  +12 vs.AC; 1d6+4 necrotic damage; heal hit points equal to the damage 
  dealt this way. 
  r Rot (standard, at-will) • Necrotic 
  Ranged 10; +14 vs. Fortitude; 2d6+5 necrotic damage. 
  r Twist (standard, encounter) • Necrotic, Psychic 
  Close Burst 3; +12 vs. Will; living creatures within burst takes 4d10+5 
  necrotic and psychic damage, they are stunned (save ends). 
  Alignment Evil   
   
  Languages Common, Xor 
  Str 8 (+4)          
  Dex 8 (+4)       
    Wis 10 (+5) 
  Con 12 (+6)       
  Int 12 (+6)      
     Cha 20 (+10) 
  A dark hood casts a shadow over a majority of its face, but you can still 
  see the semi-mummified jaw of your attacker. 
   
  Arcanis Tactics 
  Many xori become Arcanis on their path to becoming a powerful mage. 
  They normally allow others under their command be in melee while 
  staying just within range of their foes and start taking on controllers and 
  strikers with rot. If they get into deep trouble and become surrounded, 
  they will use twist to stun them long enough to get out of melee. If they 
  happen to be bloodied while in melee, they will use dark desire. 
   
   
  XORI FELKNIGHT 
    LEVEL 14 SOLDIER 
  Medium Natural Humanoid (Undying, Xori) 
  XP 1,000 
  Initiative +13 
  Senses Perception +7; darkvision 12 squares 
  Dispersion Field (Force) aura 1; Resist 10 all damage. Every time damage 
  exceeded 10, the dispersion field gains an impact counter. If they have 
  more than 5 impact counters, the dispersion field is disable and 
  suppressed. 
  Bolster Undead (Necrotic) aura 3; undead within the aura gains a +1 to 
  attacks and damage, and a +2 to all defenses. 
  HP 140, Bloodied 70 
  AC 30; Fortitude 26, Reflex 25, Will 21 
  Resist 8 necrotic, see dispersion field; Vulnerable 5 radiant 
  Saving Throws +2 against ongoing damage 
  Speed 6 
  m Dark Desire (standard, encounter) • Heal, Necrotic 
  +21 vs.AC; 1d10+6 necrotic damage; heal hit points equal to the damage 
  dealt this way. 
  M Long Sword (standard; at-will) 
  +21 vs. AC; 2d8+6 damage. 
  R Plasma Pistol (standard; at-will) • Fire, Lighting 
  Ranged 10; +21 vs. AC; 3d6+6 fire and lighting damage. 
  m Shield Bash (standard; encounter) 
  +21 vs. AC; 3d10+6 damage and push the target 4 squares. 
  Alignment Evil   
   
  Languages Common, Xor 
  Str 20 (+12)          
  Dex 18 (+11)       
    Wis 10 (+7) 
  Con 20 (+12)       
  Int 10 (+7)      
     Cha 10 (+7) 
  The heavy armor and large shield makes the felknight a menacing foe. 
   
  Felknight Tactics 
  Felknights carry a shield that actually floats around them rather than 
  being tied to their arm. Like a Dreadknight, they prefer to stay at range and 
  take on controllers and strikers with their plasma pistols, but if engaged in 
  melee, they will use their longsword. If for any reason the melee starts to 
  get too crowded or they need an avenue of escape, they can use shield 
  bash to create an opening. If they are bloodied and in melee, they will use 
  dark desire. 
   
  
   
   
  ADASTRA - Threats 
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  XORI DREADARCANIS 
    LEVEL 16 CONTROLLER 
  Medium Natural Humanoid (Undying, Xori) 
  XP 2,400 
  Initiative +8 
  Senses Perception +9; darkvision 12 squares 
  Dispersion Field (Force) aura 1; Resist 10 all damage. Every time damage 
  exceeded 10, the dispersion field gains an impact counter. If they have 
  more than 5 impact counters, the dispersion field is disable and 
  suppressed. 
  Bolster Undead (Necrotic) aura 5; undead within the aura gains a +2 to 
  attacks and damage, and a +3 to all defenses. 
  HP 172, Bloodied 86 
  AC 33; Fortitude 26, Reflex 28, Will 32 
  Resist 9 necrotic, see dispersion field; Vulnerable 5 radiant 
  Saving Throws +2 against ongoing damage 
  Speed 6 
  m Dark Desire (standard, encounter) • Heal, Necrotic 
  +24 vs.AC; 2d6+7 necrotic damage; heal hit points equal to the damage 
  dealt this way. 
  r Rot (standard, at-will) • Necrotic 
  Ranged 10; +23 vs. Fortitude; 3d8+7 necrotic damage. 
  r Twist (standard, encounter) • Necrotic, Psychic 
  Close Burst 5; +21 vs. Will; living creatures within burst takes 4d12+7 
  necrotic and psychic damage, they are stunned (save ends). 
  Spell Shunt • Arcane 
  You may have an allied undead of level 15 or less within 5 squares be the 
  origin of any power you use. They become bloodied after the use if they 
  were not already. 
  Alignment Evil   
   
  Languages Common, Xor 
  Str 8 (+4)          
  Dex 8 (+4)       
    Wis 10 (+5) 
  Con 12 (+6)       
  Int 12 (+6)      
     Cha 20 (+10) 
  The robes are intricately decorated with runes and from under the hood, 
  all that can be seen is seemingly eternal darkness. 
   
  Dreadarcanis Tactics 
  Being in combat for so long, a regular Arcanis learns a new trick that 
  makes them the scourge of the battlefield. While using their undead 
  minions and other xori to keep strikers and defenders at bay, they can now 
  keep further out of combat. Using their spell shunt ability, they can keep 
  an undead ally within range and effectively increase the range of their rot 
  or twist spells while being an extra twenty-five feet out of the way. If they 
  do become bloodied and get engaged in melee, they will use dark desire. 
   
  Encounter Groups 
  Xori will do anything to win a fight, anything. But at the same time, they 
  know when to sacrifice others to make a well timed escape. 
   
  Level 8 Encounter (XP 1,750) 
  • 1 Xori Dreadknight (level 5 soldier) 
  • 3 Xori Brutes (level 8 brute) 
  • 1 Xori Arcanis (level 10 controller) 
   
  Level 15 Encounter 
  • 4 Xori Brutes (level 8 brute) 
  • 2 Xori Felknights (level 14 soldier) 
  • 1 Xori Dreadarcanis (level 16 controller) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  ADASTRA - Threats 
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  Xori Racial Traits 
  The xori is a powerful race of neither living nor dead. They belong to an 
  unusual group known as the undying. They can spend centuries to perfect 
  a single craft using their vast knowledge and nearly infinite patience. 
  Normally a xori rarely joins a party unless they can gain something form 
  the adventure.  
  Their innate connection with magic leads them to be controllers, but this 
  flexibility allows them to be dangerous defenders or lethal strikers as well. 
   
  Average Height: 5’6” – 6’2” 
  Average Weight: 135lb – 220lb 
   
  Ability Scores: +2 Intelligence, +2 Charisma 
  Size: Medium 
  Speed: 6 squares 
  Vision: Darkvision 12 squares 
   
  Languages: Common, Xor 
  Skill Bonuses: +2 Arcana, +2 Endurance 
  Resistance: 1 + ½ level Necrotic and Poison 
  Vulnerable: 5 Radiant 
  Undying Traits: +2 to saving throws against ongoing damage. You do not 
  eat, breathe, or sleep; however, this does not render you immune to any 
  effect. You are neither living nor undead for effects that require so. 
  Aura of Evil: Even though you can have any alignment, you have an aura of 
  evil. Any effect that can target an evil creature, you count as evil 
  regardless of alignment. 
  Arcane Affinity: You may choose one arcane encounter power you know; 
  this power is now considered Reliable if it doesn’t already have a miss 
  ability. You may change which power you have affinity for each time you 
  gain a level. 
  Hunger: Unless you eat living flesh every three days, you lose access to 
  your arcane affinity until you eat living flesh. 
  Dark Desire: You have the dark desire power. 
   
   
   
  DARK DESIRE    
  XORI RACIAL POWER 
  The hunger is undeniable fact of life, and to an extent, unlife as well. 
  Encounter • Heal, Necrotic 
  Standard Action 
  Melee Bite 
  Target: One creature 
  Attack: Strength vs. AC 
  Hit: Deal 1d6 necrotic damage. Any damage you deal with this power, you 
  gain in bonus hit points. 
  Special: This counts as eating living flesh if you target a living creature and 
  successfully hit for the purposes of hunger. 
   
   
   
   
  
   
   
  ADASTRA - Toolbox 
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  MORE ON DISRUPTION 
  A power becomes disrupted 
  when the effect severs the power 
  from its power source. This 
  condition is rare and adds a level 
  of difficulty to the encounter. 
   
  MORE ON AWAKENED 
  Powers 
  of 
  the 
  awakened 
  keyword 
  requires 
  that 
  the 
  character has the ability to 
  awaken to begin with. This is why 
  you need the awakened spark in 
  order to access them. Accessing 
  them while not awakened has 
  consequences creating a backlash 
  effect that those kinds of powers 
  normally have. 
   
  MORE ON COUNTERS 
  Counters represent a build up 
  of something. At times this is 
  figurative, but in cases like mana, 
  it is literal. 
  Chapter 9 - TOOLBOX 
  Without the right tools, the greatest of works cannot be done. 
   
  The following are tools for your use. This includes assistance in creating 
  your own ADASTRA adventures. 
   
  Special Rules 
  Below are rules and definitions 
  that have been added specifically 
  for this campaign setting that adds 
  a new level of depth to the game. 
   
  Definitions 
  Below are some new terms and 
  status effects. 
   
  AWAKENED [KEYWORD] 
  Powers 
  with 
  an 
  awakened 
  keyword are powers and abilities 
  that have tremendous effect to 
  change the flow of the current 
  encounter. Normally there is a 
  backlash to the use of the power, 
  such as damage to yourself or the 
  disruption of the rest of your 
  powers. 
  Awakened powers require that you have an awakened spark. 
   
  DISRUPTED [STATUS EFFECT] 
  Disrupted or to disrupt is to essentially turn off a power. An individual 
  power that is disrupted cannot be used until it loses its disrupted status. If 
  the entire character was disrupted, then they cannot use any powers until 
  this status effect ends. The only powers that cannot be disrupted are 
  powers that count as basic attacks. 
  Magical items can be disrupted as well, however, artifacts cannot. 
   
  New Rules 
  Below are some new rules and special effects. 
   
  
   
   
  ADASTRA - Toolbox 
  56 
   
  AWAKENED SPARK 
  Every being has that extra something that drives them. Characters start 
  with an awakened spark. In dire moments, some have been known to burn 
  this spark to spectacular effect.  
  The awakened spark is only given once and there is no way to gain that 
  back when it is burned, without DM approval of course. Normally only 
  player characters have access to this, but the DM may give the main villain 
  of the adventure one as well. 
   
  SPARK BURN 
   PLAYER CHARACTER FEATURE 
  When hope seems to be lost, you reach down deep inside and find the 
  spark to keep going. 
  Daily ♦ Awakened 
  No Action  
   Personal 
  Requirement: You have an awakened spark 
  Effect: Until the end of the encounter or until you dismiss this, whichever 
  comes first; all your encounter powers can be used at-will. You gain a 
  bonus to all of your ability scores and saving throws equal to your level. 
  You gain the ability to teleport yourself and all creatures adjacent to you 
  a number of squares equal to your new Intelligence modifier as a move 
  action, this teleportation ignores effects that would normally prevent 
  teleportation and does not require line of sight or effect. 
  Backlash: When the encounter is over; you lose your awakened spark. 
  Your hit points drop to zero and stable. All of your Ability Scores drop to 
  one. You will regain 1 hit point and one point to your Ability Scores up to 
  max every extended rest until you are no longer bloodied, then you will 
  heal as normal. Healing keyworded powers do not work on you until you 
  are no longer bloodied. 
   
  COUNTERS 
  Many feats and abilities grant a character counters. Counters stay with a 
  character until an event dismisses the counters. Counters of the same 
  name stack with each other no matter what the source is. DMs have the 
  ability to dismiss counters at will. 
   
  TOKEN 
  A token represents a character but is not the character itself. It is a place 
  holder that has all the properties of the actual thing. 
   
  Adastra in your Campaign 
  Adding ADASTRA to your campaign is simple, yet it can be a daunting 
  task. There are more things going on in the multiverse than most 
  characters are ready for, or even able to truly understand. 
   
  Getting Out 
  There are a series of methods to help get a party out and exploring the 
  multiverse. However, as a DM, you need to understand that once they 
  leave and come back, how the characters would view their place in the 
  world will be completely different. Especially if they are the first of their 
  astraea to see the grand scale of the multiverse. 
   
  BREAD CRUMBS 
  There are many the Kin ruins and artifacts running around any given 
  adventure. The bread crumb method has them looking for the true nature 
  of the Kin. This will eventually lead them to a Gateway for them to portal 
  to another astraea.  
   
  CONTACT 
  Another character that seems to be odd and out of place might spark 
  enough curiosity that the party will try to figure out where he came from. 
  The journey to discover his origin may lead them away from their astraea 
  into the multiverse. This could be a great mechanism for the other 
  methods to occur. 
   
  GREATER PLOT 
  Sometimes a being from another astraea would need something that the 
  party has, or a service that the party can only provide. This is a premise 
  that there is a greater plot about to unfold that they somehow became a 
  part of. 
   
  SUDDEN CHANGE 
  Wild portals exist as well as the party could trigger a hidden Gateway. 
  Either way, they suddenly take the party away from their home and now 
  they explore the multiverse in an attempt to get back. 
  
   
   
  ADASTRA - Toolbox 
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  Whole or in Parts 
  You can use any of the parts of the ADASTRA setting in your campaign 
  without having to use the entire setting.  
  What ADASTRA is best about is the ability for the DM to create their 
  own astraea, their own gaming universe. This allows for the near infinite 
  diversity and expansion of the game to go to places that range from the 
  fantastic, to the horrific within a single jump through a portal.  
   
  LANGUAGES 
  Within D&D, there are ten languages and six scripts; however, within 
  ADASTRA there are more. This is because they are not influenced by the 
  same gods and primordials as other beings. Not to mention some of the 
  influence of the Kin civilization causes trouble. 
   
  Abcdefghijklmnopqrstuvwxy 
  -the Kin script 
   
  Building a Campaign 
  ADASTRA is known mostly as campaign settings within a campaign 
  setting. The infinite diversity within the cosmos allows for infinite different 
  places to visit. There is really no difference from building one adventure to 
  building one with ADASTRA, the only notable difference is the ability to 
  move from one universe to another. 
  One of the best ways to build a campaign within ADASTRA is to use 
  other campaign settings and treat them as astraea and creating a main plot 
  that requires the players to have to run from one universe to the other to 
  save the day. The other and more interesting ways to build an ADASTRA 
  campaign is to create an astraea from scratch.  
  Keep It Simple! One of the biggest rules that cannot be stressed enough 
  is to keep it simple. Do not put too much detail into it that will go 
  unnoticed. Small details can be fleshed out when they come up, otherwise 
  do not “sweat the small stuff”. 
  Let Your Imagination Run Free: You can always let your imagination run 
  free for the fun of it. The best part of ADASTRA is the ability to create an 
  astraea the way you want it, but if it does not work out, you can always 
  leave it behind for greener pastures. 
   
  Technical Skills  
  The technical skill level of the astraea you are building determines what 
  kinds of equipment may be available for the party when they go there, or 
  even how well received they will be.  
  The technical skill of an astraea is determined by the dominate culture of 
  that astraea. There are always exceptions. Also the technical skill does not 
  always go up, sometimes, if there is a major disaster that rocks the 
  foundation of some cultures, they could revert to previous technical skill 
  levels. 
   
  THE STONE AGE 
  Even most pre-made campaign settings and adventures will be higher 
  than this. 
  The ability to craft metal hasn’t been learned yet and most civilizations 
  are still hunting and gathering with no written language and a very simple 
  spoken dialect. There should not even be magic yet because without total 
  command of language, the complex verbal spells would be impossible. 
  Warfare within this level is very basic with sharpened sticks and stones. 
  No true military strategy has developed as well as everyone is in a tribal 
  state. There would be nothing more complex than a skirmish between 
  tribes and families. 
  The possibility of undiscovered or even just lost relics and artifacts from 
  a now long-gone civilization is quite possible, so there would be a reason 
  for a party to be there. 
  Do not take the underdeveloped nature of the cultures of this level as a 
  non-threat; they can still generate some major issues to the safety of the 
  party. 
   
  THE IRON AGE 
  Most of the civilizations of the astraea have formed into city-states and 
  are more than likely governed by an elder or a king. No one owns massive 
  
   
   
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  tracks of land and there are still large amounts of frontier to explore. 
  Magic is in its infancy and poorly understood, if at all. 
  Here commonly the church runs the known world as their magic can be 
  understood as miracles. Steel is the main metal of choice, making weapons 
  and armor out of it has turned into an art, but not yet a science. 
  Wars between kingdoms are not uncommon. It is highly likely that 
  officials are corrupt in some manner as they are the sole controllers of 
  most areas. 
  There may be a form of democracy still in its infancy as well as the 
  concept of a nation-state will start to form towards the end of this age. 
   
  THE ARCANE AGE 
  With each rise in civilization, so does that technical knowledge. 
  However, when civilizations fall, they can either leave behind that 
  knowledge, or they can take it with them. The transition from the steel age 
  to the arcane age is commonly a difficult one. 
  Arcane and divine magic is now better understood, and with that 
  understanding three things come from it; one, everyone has easier access 
  to the lower magics; two, more powerful magics are learned and coveted; 
  and three, organizations of some form would want it all. 
  The crafting of metal and the blending of metal and magics at the forge 
  has created some of the strongest and most versatile materials known at 
  this point. 
  Warfare has taken a new level in horror with armies of undead and 
  warmages blasting away entire battalions or even legions of solders with a 
  single gesture. War machines that are powered through magic and 
  mechanics start to become commonplace among the troops. With this kind 
  of devastation at mere fingertips, most nations start to use diplomacy 
  rather than war to solve issues.  
  Most premade campaign settings and adventures are within this level. 
  The Age of Reason: Sometimes some astraea will not develop magic at 
  all for one reason or another. In this case, magic does not dominate the 
  world. Reason and the birth of observational and applicable sciences does. 
  This is where massive conjured behemoths of steel and magic give way to 
  the mechanizations of pure ingenuity. 
  Most of the same issues are there, except instead of magic, everyone 
  wants knowledge and the geniuses behind them. Equivalently, a powerful 
  mage of the arcane age is the same as an ingenuous engineer of the Age of 
  Reason. 
   
  THE MANA AGE 
  Towards the end of the arcane age and into the mana age, arcane magic 
  has changed from a complex art that takes years of dedication and 
  training, to a fine science that has quantifiable values. Two things have 
  become the result of this revolution; one is the ability to travel from one 
  world to another using powerful teleportation effects and the creation of a 
  more refined form of residuum known as mana. 
  Interplanetary politics dominate where once war was the only answer. If 
  war were to break out, they can easily sweep across entire worlds with 
  vast, powerful machines that use mana as a power source and arcane 
  effects that are more devastating than ever. 
  During this age, many massive corporate industries form and flourish. 
  Before this age, the concept of the multiverse was fairly common, but 
  the actual extent of complexity was never really a concern. By the Mana 
  Age, many start to postulate about the true nature of the multiverse and 
  by the end of the Mana Age, experiments are being performed to attempt 
  to open gateways to other astraea. 
  The Age of Super-Science: In the age of super-science, many wonderful 
  and fantastic machines and other technologies have been developed that 
  can easily mimic that of arcane magic. 
  Many industries have formed to cater to the widening needs of an ever 
  expanding population. A form of stardrive is developed that fundamentally 
  act the same way as the portal drives to get massive ships from one world 
  to another. 
  Science has also proven the existence of the multiverse and other 
  universes within it. It isn’t until the end of the Age of Super-Science that 
  they would have developed the technology and the ability to attempt to 
  open paths to other universes. 
   
  THE ASTRAEA AGE 
  Everything starts to blend. Technology and magic, even flesh and 
  machine have started to blend in the Astraea Age. While some of the other 
  technical skill levels have their non-magical variants, it does not matter 
  when everyone starts to trade knowledge and ideas. 
  
   
   
  ADASTRA - Toolbox 
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  Magic becomes a refined science and travel between different astraea is 
  common. Factions form that have similar ideals while entire astraea start 
  to form alliances.  
  Interastraea wars are uncommon, but not by the least considered rare. 
  These only occur when issues become extreme and diplomacy fails. 
   
  BEYOND 
  The chance of coming across an astraea that has a civilization that is at 
  this level of technical skill is almost impossible. The only known super-
  civilization of this magnitude was the Kin Civilization. 
  If You Dare: All the technology and magic of this level puts most epic 
  level magic items and artifacts to shame. The common people are in 
  possession of powers that rival gods.  
  They would not consider lowering themselves to the level of other, 
  lesser developed cultures by interfering with whatever they happen to be 
  doing, nor would they allow someone of said culture to interfere with 
  theirs. 
  Most civilizations that would claim to witness this level of civilization 
  would view them as gods rather than actual people. 
   
  Theme 
  While the technical skill level tells you what the astraea is generally 
  capable of, the theme of the astraea gives the overall feel. 
  Picking a theme allows you to more easily figure out what to populate 
  the astraea with. You do not have to pick just one theme, nor do you have 
  to pick a theme presented to you here, but this will help spark some ideas. 
  Note that these are extremes; sometimes you might just want something 
  more subtle. 
   
  APPARATUS ANIMADVERTO 
  For one reason or another, the entire astraea is run by or has become a 
  machine. Either a long-lost civilization has left machines behind as their 
  legacy or they continued to multiply until they are the sole inhabitants, or 
  they were the only form of life that has spread across the universe like 
  their biological counterparts have done in countless others. 
  Common Population: Constructs 
   
  BARREN WASTE 
  Life never developed here, the universe isn’t dead because that assumes 
  that there was life here at one point. In a barren wasteland, life never 
  came to be. 
  Common Population: None 
   
  COMMON 
  There are all kinds of life, magic has developed and many sentient races 
  run around living fairly normal lives. 
  Common Population: Any 
   
  DEAD WORLDS 
  Life existed here many years ago, but for one reason or another, all life 
  within this astraea was destroyed.  
  Common Population: None 
   
  FLORA INSTEAD OF FAUNA 
  Oddly enough, plants reign supreme instead of animals. Plants are 
  mobile and capable of hunting other plants taking on the classical roles of 
  animals. It is also possible that animals act more like plants and stay in one 
  spot and wait for something edible to come along.  
  Common Population: Plant 
   
  HIGH SCIENCE 
  Magic never developed like in other astraea. Instead of arcane means of 
  accomplishing extreme effects, they use technology. This could be from a 
  plethora of reasons, from magic is outlawed to the astraea is a giant null-
  magic zone. 
  Common Population: Any 
   
  NECRO-EMPIRES 
  The constant fight between the undead and the living may have finally 
  had a decided victor. Now the undead rule the astraea as the new natural 
  state of things. 
  Common Population: Undead 
   
  
   
   
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  Basic Timeline 
  The idea of a basic timeline is not to flesh every single event that has 
  occurred since the birth of that astraea. General ideas of what precipitated 
  the major events will take you a long way. 
  The fastest and simplest way to help create a timeline is to look back to 
  its technical skill level and its general theme and answer a few basic 
  questions that may be asked by a party that enters this astraea. 
   
  HOW DID IT HAPPEN? 
  What happened to get things the way they are? The specifics do not 
  have to be known to anyone. All they need to know is how it got the way it 
  is. If the universe is war-torn, how did the war start, little details like that 
  are important. 
  When you think back to the technical skill level and the overall theme of 
  the universe, assembling how things happen can be fairly quick. After that 
  is just a matter of how long ago did it happen.  
   
  WHO WAS THERE? 
  Some key figures in history may have just been there at the right time; 
  others saw an opportunity and exploited it for their own gain. 
  The who aspect of a timeline helps round out the history, but the total 
  history of the people involved does not need to be that well defined to 
  create legendary heroes or villains that shaped the astraea. Sometimes just 
  a name and a race with a vague description is all that is needed. 
   
  Bells and Whistles 
  The rest of it from here is really just the extra details that make your 
  astraea into a deep functioning place to play. Those little details are easily 
  found in the Dungeon Master’s Guide.  
   
  The Multiverse 
  The great sages and thinkers have always known about the existence of 
  other universes. Sometimes clues come from those that enter the far 
  realm and see stars.  
   
  Astraea Travel 
  The ability to travel from one astraea to another is a monumental task. 
  Normally it requires an intentional effect to do so. There are some natural 
  events, however, that can do it. 
   
  RITUALS 
  There are normally rumors of rituals of great power, mostly from the 
  scholars and mages that dedicate themselves in the study of the far realm. 
  Finding this magical research is extremely rare and expensive.  
   
  MAGIC ITEMS 
  This is assuming that the magic item is not of the Kin origin. These magic 
  items are even rarer than rituals. The time and effort to craft them and the 
  amount of magical energy required to operate makes the crafters hard to 
  find. Their innate frailness also makes items like these extremely 
  expensive. 
   
  THE KIN ARTIFACTS 
  On most worlds in most astraea, only a trace of their existence still 
  stands. Some of their artifacts can allow for astraea travel, but their relics 
  are the hardest to come by and have been the reason for wars on many 
  worlds; on top of the fact that just possessing the item does not guarantee 
  that the item will work for you. 
   
  WILD PORTALS 
  Sometimes the same weakness in reality that allows parts of the far 
  realm to enter can create a connection between two astraea and allow 
  people to travel between them. Many different races and monsters have 
  been transplanted in such a fashion.  
   
  WAYPOINT 
  For most other astraea, the only way to leave is in a ship designed to do 
  the task or through a specific gateway. Both normally require the close 
  proximity of a part of every astraea, the waypoint. 
  The waypoint is a natural and stable weak spot in the way that a 
  universe is put together. When most teleportation effects that cross 
  astraea are used, they use the current waypoint and the destination’s 
  waypoint as a way to travel. 
  
   
   
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  Cosmic Destinations 
  When the Map was discovered in the Bazaar, it was more or less a list of 
  names. These names were the names of the astraea. The astraea got its 
  name from the name of the gateway that is placed there. When a gateway 
  links to another gateway, it is checking its network for a gateway with that 
  name. 
  When ships travel from astraea to astraea, they must lock onto a beacon 
  in that astraea, that is the equivalent to knowing the astraea’s name. If 
  there is no beacon, then the navigator must know the destination to travel 
  there safely, otherwise the destination will be random. There are entire 
  fleets dedicated to seeding astraea with beacons to aid navigation. 
   
  Travel Verses Tier 
  Until they are able to afford their own ship, they have to use the 
  Gateways that are in most astraea. The cost to travel most of these gates is 
  fairly cheap ranging from a few silver to a handful of gold. 
  Most gates will take a party to where they need to be until they reach 
  the levels where they can afford a ship. 
  Tickets: Many civilized areas have installed ticket masters as part of the 
  gateway control mechanism. By purchasing a ticket, the ticket holds all of 
  your travel information, including the name of the astraea you are 
  traveling to. By sliding the ticket through the ticket-master device, it will 
  automatically call up the astraea you wish to go. When you are at your 
  destination you can use it again to get to a specific world. 
   
  HEROIC TIER 
  Travel between one or two worlds is fairly common within an astraea, 
  but travel to a different astraea is a big event. 
   
  PARAGON TIER 
  Travel between many different worlds is common. Travel between 
  astraea is still not very common, but it can be fairly regular. 
   
  EPIC TIER 
  The party will travel everywhere. An epic adventure can easily require 
  that the party travel to five or six astraea within the same few levels. 
   
  Parallel Astraea 
  Major differences in events can splinter a parallel. For every astraea that 
  has contact with others there is the exact same number that have not. This 
  is true with astraea that have the Kin artifacts. 
  The actual extent of parallels is unknown. It is possible for a character to 
  meet a parallel version of themselves from time to time. That parallel 
  would have had a different life so the personalities may not be the same. 
  Sometimes within a single astraea, the natural world creates a parallel 
  without the creation of an entirely new astraea. This event is rare, but has 
  been known to happen. No other plane has been known to do that, but 
  that does not mean that it is impossible. 
   
  To the DM... 
  So we are about to the end of our little jaunt through the ever expanding 
  cosmos filled with adventure. There are many things that are just beneath 
  the surface, waiting, maybe possibly, lurking. 
  This is just the silence before the storm. Many events are about to 
  unfold that have been put into motion hundreds of thousands of years 
  ago.  
   
  User Made Content 
  Because it is a vast cosmos anything is possible. You should enjoy that 
  fact and build more onto the events that happened. 
   
   
  
SOURCE: textdata/thevault/Adastra/Adastra Nucleus Corebook.pdf