TEXT:  
   
   
  
   
   
   
  
   
   
  Introduction 
  i 
  
   
   
  ii 
  Introduction 
  Table of Contents 
   
  Chapter 1 - Empyrean .................................... 1 
   
  Empyrean......................................................... 2 
   
  Eidolons ........................................................... 2 
   
  Anima .............................................................. 3 
   
  Cornerstones .................................................... 3 
   
  The Balance...................................................... 4 
   
  Persona Traits .................................................. 5 
   
  Becoming ......................................................... 5 
   
  Realms ............................................................. 6 
   
  The Nascent ..................................................... 7 
   
  Life in Empyrean.............................................. 8 
   
  The Great Spirits.............................................. 8 
   
  Heritage Sites ................................................... 9 
   
  Aether .............................................................. 9 
   
  Colossi ............................................................10 
   
  The Great Calamity ........................................10 
   
  The Factions.................................................... 11 
   
   
  Librarium Omnibus................................... 12 
   
   
  Order of the Seven Heroes ........................ 13 
   
   
  Utopian Society.........................................14 
   
   
  Servants of Balance ................................... 15 
   
   
  Brilliant Dawn League ...............................16 
   
  Chapter 2 - Game Basics ................................17 
   
  Nature of the Game.........................................18 
   
  Ownership ...................................................... 19 
   
  The Balance..................................................... 19 
   
   
  Fire............................................................22 
   
   
  Light .........................................................22 
   
   
  Electricity..................................................23 
   
   
  Water........................................................23 
   
   
  Stone ........................................................ 24 
   
   
  Darkness .................................................. 24 
   
   
  Air ............................................................25 
   
   
  Aether .......................................................25 
   
  The Worldbook .............................................. 26 
   
  Seed Worlds ................................................... 26 
   
  The First Game .............................................. 27 
   
  Other Materials .............................................. 27 
   
  Chapter 3 - Character Creation ....................... 29 
   
  Basic Rules  .................................................... 30 
   
  Persona Traits ................................................. 31 
   
  Five Steps of Character Creation .....................32 
   
   
  Concept.....................................................32 
   
   
  Traits ........................................................ 33 
   
   
  Balance..................................................... 34 
   
   
  Background .............................................. 34 
   
   
  Creed ........................................................ 35 
   
  Chapter 4 – Gameplay .................................. 37 
   
  Context .......................................................... 38 
   
  Establishing Questions ................................... 38 
   
  Resolution .......................................................39 
   
  Closure............................................................39 
   
  Encounter Types ............................................ 40 
   
  Rotating Game Master ....................................41 
   
  Escalation ........................................................41 
   
  Resolving Actions........................................... 42 
   
  Character Advancement ..................................... 
   
  Superficial Wounds ........................................ 48 
   
  Deep Wounds ................................................ 48 
   
  Heart Wounds ............................................... 49 
   
  Becoming ....................................................... 50 
   
  Treasures......................................................... 51 
   
  Chapter 5 – Realms ...................................... 53 
   
  New Realms .................................................... 55 
   
  Name and Concept ......................................... 56 
   
  Realm Traits .................................................. 56 
   
   
  Terrain Traits............................................57 
   
   
  Technology Traits .................................... 58 
   
   
  Government Traits................................... 59 
   
   
  Wildlife Traits ......................................... 60 
   
   
  Culture Traits ...........................................61 
   
   
  Societal Traits .......................................... 62 
   
   
  Creed Traits ............................................. 63 
   
  Civilization .................................................... 64 
   
  Places ............................................................. 65 
   
   
  Heritage Sites ........................................... 65 
   
  Encounter Tables............................................ 69 
   
  Realm Balance ................................................ 72 
   
  Chapter 6 – Paradigms .................................. 73 
   
  Free Time........................................................75 
   
  Drawing Power ...............................................75 
   
  Guided Establishment .................................... 76 
   
  Currency ........................................................ 76 
   
  Plot Twist Cards ............................................ 77 
   
  Encyclopedias ................................................. 78 
   
  Masks............................................................. 78 
   
  Dice ............................................................... 79 
   
  Alchemy......................................................... 79 
   
  Milestones ...................................................... 80 
   
  Critical Success and Failure .............................81 
   
  Technology .....................................................81 
   
  Universal Trait............................................... 82 
   
  
   
   
  iii 
  Introduction 
  Chapter 7 – Conceits ................................... 83 
   
  Abundance ..................................................... 85 
   
  Aethermancy.................................................. 85 
   
  Channeling..................................................... 85 
   
  Core Values.................................................... 86 
   
  Elemental Regeneration .................................. 86 
   
  Filled with Anima .......................................... 86 
   
  Forgotten Treasure ......................................... 86 
   
  Geomancy ...................................................... 87 
   
  High Summoning........................................... 87 
   
  Imaging.......................................................... 87 
   
  Sealed Memories ............................................ 87 
   
  Surging Anima ............................................... 88 
   
  Wonder Crafting............................................ 88 
   
  Chapter 8 – Storytelling ............................... 89 
   
  Scenario Owner.............................................. 90 
   
  Running a Realm ............................................ 90 
   
  Improvised Encounters.................................... 91 
   
  Scenario ..........................................................93 
   
  Sample Scenarios.............................................93 
   
  Personal Stories .............................................. 97 
   
  Guiding Character Development .................... 99 
   
  Special Social Encounters ...............................101 
   
  Special Puzzle Encounters ............................. 102 
   
  Special Combat Encounters ........................... 103 
   
  Endgame ....................................................... 104 
   
  Appendix A – Nitar .................................... 105 
   
  Realm Traits ................................................. 106 
   
  Nascent Tribes .............................................. 108 
   
  Factions......................................................... 108 
   
  Places .............................................................110 
   
  Important People ............................................ 113 
   
  Technology ....................................................116 
   
  Trade Goods...................................................116 
   
  Monsters ........................................................116 
   
  Realm Draw Sheet..........................................117 
   
  Mines Dungeon ..............................................118 
   
  Old Nitar Dungeon ....................................... 120 
   
  Steam Vaults Dungeon.................................. 122 
   
  Treasures....................................................... 124 
   
  Encounters in Nitar ....................................... 126 
   
  Adventure Hooks .......................................... 128 
   
  Maps of Nitar................................................ 130 
   
  Appendix B - Persona Traits.......................... 135 
   
  Appendix C – Wonders ............................... 173 
   
  Consumables ................................................. 174 
   
  Minor Wonders............................................. 176 
   
  Major Wonders ............................................. 179 
   
  Appendix D - Planning Sheets ....................... 181 
   
  Appendix E - Balance Generators.................... 191 
   
  Wonder Generator .........................................191 
   
  Encounter Generator ..................................... 194 
   
  Group NPC Generator ..................................206 
   
  Group Realm Generator ................................208 
   
  Appendix F - Bonus Materials....................... 209 
   
  Appendix G - Quick References .....................223 
   
   
   
   
   
  No need to justify, 
  No need to explain, 
  We are as we are, 
  Such is becoming. 
  Inscription on Grand Cornerstone 
  
   
   
  iv 
  Introduction 
  Author 
  D. Brad Talton Jr. 
  Illustrations 
  Lorie Hetrick, Katrina Lin, Devin Night 
  Book Design 
  Dave Mattingly 
  Playtesting 
  Ken Andrews, Kevin Bridgeman, Derek Brunnet, Paul Butler, Andrew Campbell, Daniel Castro, 
  John Celino, Gregory Krywusha, Ben May-Day, Matthew May-Day, Richard Oppenheim, 
  Steven Petit, Matt Schillinger, Justin Shipler, Brad Wales 
  Proofreading 
  Sharif Abed, Eric Casey, Nancy Feldman, Mark Fergusen, Aaron Friesen, Liam Halverson, 
  Mark McHaney, Wendy Napier, Matt Schillinger, Bettina Tan, Peter Turrentine 
  Production 
  Level 99 Games 
  Special Thanks 
  Special Thanks to all of the Kickstarter Backers whose generous support has made this game a reality! 
   
   
   
   
   
   
   
  Foreword 
  Welcome to Empyrean—a world of boundless possibility, endless adventure, and fathomless depth. 
  But more than all that, Empyrean is your world. You are about to embark on an adventure of creation and 
  re-creation. More than simply exploring and overcoming challenges, you will build the world itself as you 
  journey, creating your own Empyrean from the ashes of the past. Your Empyrean will be a unique 
  creation that you and your friends piece together.  
  Building Empyrean will require tough choices—not all problems are dragons to be slain. Some of 
  these choices will require sacrifice. Some will force you to decide between two evils. Some will require 
  you to go against your beliefs and convictions. Each will change you, such that your character will be as 
  much a result of the world as the world is a result of you. Such is Becoming. 
  Thank you for taking the opportunity to explore this mystical world of Empyrean—a world drawn 
  from the dreams of you and your closest friends. I hope it affords you many hours of memorable 
  adventure and epic conflict. 
  D. Brad Talton Jr. 
   
   
   
   
   
   
  Mystic Empyrean ©2011 by D. Brad Talton Jr. Mystic Empyrean, the Mystic Empyrean logo, characters, 
  designs, and illustrations are all trademarks of Level 99 Games. Mystic Empyrean, this book, and all 
  information, illustrations, and rules therein are property of D. Brad Talton Jr. and Level 99 Games, and 
  are not to be reproduced in whole or in part without express written consent. Planning sheets included in 
  this game book may be reproduced solely for personal use. 
  
   
   
  Empyrean 
  1 
   
  
   
   
  2 
  Empyrean 
  Empyrean 
  “For a thousand years I've watched the mist ebb 
  away the foundations of Empyrean. You are not 
  the first with hubris enough to believe you could 
  undo the mistakes of the past, and I do not 
  imagine that you shall be the last.” 
  — Kulbaht, Keeper of Records 
  Empyrean is a shattered world. Nearly one 
  thousand years ago, Grand Cornerstone, the root of 
  the world, was destroyed in a terrible cataclysm. 
  Some say it was war between Eidolons. Others 
  believe it was unrest amongst the spirits of Anima. 
  Others still imagine that the Aether crept in through 
  some tear in the fabric of reality, and began to 
  devour everything. 
  The mist of Aether spread over the whole world, 
  unraveling and consuming reality, until only an 
  endless desert of blank, white infinity remained in 
  its wake. Now, only a few tiny islands of existence 
  remain in a sea of oblivion. These last few 
  remaining realms 
  are the final 
  bastions of 
  civilization and life. They too will soon fall, unless 
  something is done to repair the ravages done to 
  Grand Cornerstone. 
  Eidolons 
  “You've heard of the Eidolons, yes? The ones who 
  wear their souls as a skin? That is their strength, 
  that they bear their hearts wide to the world, and 
  drink in its experiences, and make from those 
  their own power.” 
  The Eidolons are the children of Anima, the 
  inheritors of the world, and its protectors and 
  servants as well. These immortal forces of nature are 
  pure life energy given form and will, and live only 
  according to their own goals and ideals. 
  The heart of an Eidolon is the core of his being. 
  A stone of crystallized Anima just a little larger than 
  a closed fist, the heart sustains the Eidolon, such 
  that he needs neither food nor air nor sleep. An 
  Eidolon’s entire body is a construct of Anima that 
  flows out from his heart, and the heart is capable of 
  rebuilding the body. Thus, Eidolons can survive any 
  physical wound or injury, so long as their hearts 
  remain intact. 
   
  Eidolons also have a powerful and innate 
  connection to the world around them. Only 
  Eidolons are able to rebuild Grand Cornerstone by 
  returning its lost shards. Only Eidolons are able to 
  see and speak to the Great Spirits of the world. Only 
  Eidolons have the power to reshape the lands 
  according to their wills. 
  Within Empyrean, these beings are regarded 
  with respect, both among their own kind and among 
  the other races of the world. Even the weakest and 
  youngest of their kind are capable and powerful 
  beyond measure, and their requests and wills are not 
  to be taken lightly or denied outright.  
  An Eidolon’s heart is formed by certain traits, 
  called Persona Traits, that grant him powers linked 
  to his desires and deeds. An Eidolon who possesses 
  deep curiosity is able to open a third eye and see 
  many mysteries. One who is filled with envy can 
  repaint his flesh to look however he desires. One 
  with a cold, solitary heart can create ice and chill 
  with a touch or a breath. As he lives on and acquires 
  more traits, an Eidolon will acquire more and more 
  power and change his face many times. Only by 
  experiencing the breadth of emotion and deed – the 
  highest goods and darkest evils, the purest ideals and 
  most decadent pleasures – can an Eidolon unlock his 
  full potential and become what he must be in order 
  to rebuild the world. 
  An innate desire to restore the world rests 
  within all Eidolons. Perhaps it is put there by the 
  spirits of Anima, or perhaps it is a simple extension 
  of their personal connections to the world. No 
  matter what the case, every Eidolon wishes to see 
  Empyrean restored to its full glory. While all 
  Eidolons share in this desire, there are many 
  differing views on how it must be done. Eidolons 
  mark the lands they unlock with a tinge of their own 
  personalities, and thus, each rebuilds the world 
  according to his own image of a perfect Empyrean. 
  This great power is easily coveted, and there is much 
  dissent among the Eidolons over whose right it is to 
  rebuild Grand Cornerstone and reshape the world. 
  Most Eidolons are born as Nascent, the tribal 
  races that inhabit Empyrean, though this is not 
  always the case. Some are formed by the Great Spirits 
  in order to execute their bidding. Others are born 
  directly from the land, and instinctively know the 
  will of Grand Cornerstone in their hearts. 
  
   
   
  3 
  Empyrean 
  Anima 
  “Until you discover your heart, you will not find 
  power in this world.” 
  — Fargan, Seeker of Balance 
  All of Empyrean is formed of Anima, the seven 
  base elements that combine and transform to make 
  up every possible substance, energy, and idea within 
  Empyrean. Eidolons are made of pure Anima, and 
  the Nascent and the lands of the world are formed of 
  the elements it combines to create. Anima can be 
  distilled and repurposed into magic, electricity, life 
  force, inspiration, and even abstract concepts like 
  ideas and time. There is nothing that cannot be 
  forged or formed from this pure source of raw, 
  creative power. 
  However, very little of the Anima in the world 
  is free and usable in this way. Cornerstones and 
  Grand Cornerstone, by extension, are formed of 
  pure, crystallized Anima, as is the heart of an 
  Eidolon. Anima Pearls, the crystallized fragments of 
  Persona Traits that have been outgrown and 
  discarded by Eidolons, are the most common source 
  of pure Anima in the world. 
  In the hands of an Eidolon, Anima is an 
  unimaginable power. It gives the Eidolon the ability 
  to act with incredible force and presence, to twist 
  fate and reality in his favor, and to enjoy the boon of 
  immortal life. 
  In Old Empyrean, before the world was torn 
  apart, Eidolons could use Anima to create tools, 
  weapons, and powerful relics with a thought, as well 
  as to reshape the lands, summon mighty titans, and 
  communicate directly with the Great Spirits. These 
  mysteries are now lost – sealed away in the 
  memories of Grand Cornerstone – and waiting to be 
  found and mastered once more by those who 
  discover them. 
   
  Cornerstones 
  “In every reflection of the stone were worlds, 
  shadows of worlds that might be. Each with 
  history, peoples, dreams, and possibilities. Every 
  detail perfectly realized in the facets of the 
  crystal, existing only in that moment’s reflection 
  of the flickering light.” 
  Empyrean was once a united world, ruled in a 
  golden age of peace and prosperity. All of this was 
  made 
  possible 
  by 
  the 
  existence 
  of 
  Grand 
  Cornerstone – the root of the world – enshrined in 
  its sacred palace. Grand Cornerstone was a towering 
  obelisk of pure, crystalized Anima that sustained the 
  existence of the whole world by pouring its life-
  giving energy into the earth.  
  When the Great Calamity shattered Grand 
  Cornerstone, sending its shards all across the world, 
  the Aether appeared, and began spreading quickly 
  across all the lands, burying even the shards of Grand 
  Cornerstone beneath the mist. These shards, called 
  Cornerstones, absorbed the vanishing lands, sealing 
  inside the different pieces of Empyrean that would 
  have otherwise been consumed by the mist. Realms, 
  memories, and treasures of great power have all been 
  sealed away in these crystals, protected from the 
  scourge of Aether. 
  There are typically three kinds of things that 
  might reside within a cornerstone.  
  Realms are the actual lands of Empyrean, that 
  were sealed away after the Great Calamity. When 
  such a cornerstone is unlocked, the crystallized 
  Anima within it surges forth and recreates the land 
  according to the pattern and memories locked within 
  it. Individuals who have slept for nearly a 
  millennium are awoken to continue life as though 
  only a second has passed. Lost treasures and deadly 
  dungeons, as well as the wonders of the world are 
  recreated down to the slightest detail. 
  Paradigms are the secrets and wonders that once 
  filled Empyrean. Powers such as alchemy and 
  magic, as well as simpler ideas such as currency, and 
  the most powerful kinds of treasures known to the 
  world are among those sealed within these 
  cornerstones. When a paradigm is unlocked and 
  restored to the world, then it becomes seamlessly 
  reintegrated into all the corners of Empyrean, and 
  the world gains more solidity and resistance against 
  the onset of Aether. 
  
   
   
  4 
  Empyrean 
  Conceits are singular entities and secrets sealed 
  within Cornerstones. The secret to create matter 
  with a thought, to command the great Titans, or to 
  rearrange the realms according to an Eidolon’s will 
  are all contained within such stones. Even the 
  memories, weapons, and mystic arts of the great 
  heroes of Old Empyrean can be recovered as 
  Conceits. Unlike Paradigms, Conceits take root 
  within the heart of the Eidolon that unlocks them. 
  He gains more power, and makes his own heart a 
  vessel for the expansion of the world – more able to 
  defend and protect it from the forces which would 
  stand against the balance. 
   
  The Balance 
  “Grand Cornerstone was destroyed because we 
  forgot the Balance. I am responsible above all 
  others, and I shall not make the mistake again, 
  nor allow any Eidolon to do so in my place.” 
  — Lusse Mer, High Auditor 
  The elemental nature of Anima divides it into 
  seven major classes. Each of the elements of Anima 
  governs different ideas, aspects of living, actions, 
  technologies, and more. Every thing, person, place, 
  or idea in Empyrean is aligned with Anima in 
  different degrees. These alignments form the 
  foundation of natural order, called the Balance. 
  Eidolons, being creatures of pure Anima 
  themselves, each have their own Personal Balance, 
  while most animals, Nascent, and realms share a 
  collective World Balance.  
  Since Anima governs ideas and actions, the 
  World Balance (and the Personal Balance for 
  Eidolons) determines the potential for different 
  activities, sciences, and outcomes. In realms 
  saturated with fire, destruction and rage run deep. In 
  those filled with light, science and knowledge thrive. 
  Anima permeates everything in Empyrean, even 
  down to the minds and bodies of its inhabitants. 
  Nascent from a realm saturated with Stone will 
  have tougher skins and stockier builds, and may 
  even have rocks or jewels set into their bodies. 
  Those who live in Air-saturated realms might 
  develop wings and learn to fly, and have fragile, 
  hollow bones like birds.  
  Animals that live under high Anima saturation 
  develop similar changes, adapting to reflect the 
  general look of their environment and to survive 
  whatever difficulties living there presents. Those 
  animals who are exposed to extremely high amounts 
  of Anima – such as from living near abandoned 
  relics of Old Empyrean, or from eating a 
  cornerstone – become Dire creatures. These 
  powerful beasts guard their homes jealously and are 
  sometimes worshipped as local spirits. Many are 
  manipulated directly by the great spirits that govern 
  them, giving them intelligence and cunning not 
  unlike that of an Eidolon. 
   
  
   
   
  5 
  Empyrean 
  Persona Traits 
  “Tomorrow, I will look in this mirror, at a 
  different man standing in my place. In that 
  moment, I will remember the man I was 
  yesterday, and rightfully call him a fool.”  
  — Lyons, Who Slew Regret 
  Eidolons wear their souls as a skin, and the 
  desires and morals within their hearts manifest 
  outwardly in the form of Persona Traits. These 
  traits grant the Eidolon great power, but when they 
  grow too great, they may choke his heart, and grant 
  that power only at a heavy price. Traits begin as 
  telltale signs, gradually growing into complete 
  features that mark the Eidolon unmistakably with 
  the light or darkness that resides within his heart. 
  Despite their changing nature, Eidolons are 
  recognizable. They seem to retain the same facial 
  features and the same force of personality. Those 
  who know an Eidolon will recognize him, even after 
  several years of not having seen him. No matter 
  what his features, an Eidolon’s nature is clear – he 
  will not be mistaken for a Nascent, animal, or Great 
  Spirit. 
  Becoming 
  “I heard once that drinking the blood of my 
  enemies would make me strong. I don’t know if I 
  believed it even then, but I developed a taste for 
  blood all the same, on the off chance that it might 
  be true.” 
  — Alora, the Ashen Queen 
  Eidolons are not static creatures. Their outward 
  appearances reflect the virtues and vices of their 
  hearts, and they change constantly as they develop 
  new powers and personalities. The process of 
  changing 
  appearances 
  and 
  powers 
  is 
  called 
  Becoming. 
  The first Becoming is often a violent and strange 
  occurrence – it is the one when a Nascent realizes 
  his potential and is transformed from a being bound 
  by Anima into a creature able to master and control 
  it. The Eidolon may look quite similar to or quite 
  different from the Nascent he was born from. He 
  still retains all of his memories and morals from 
  being a Nascent – in fact, it is the strength of these 
  convictions that likely sparked the transformation in 
  the first place. 
  As Eidolons grow, they develop more and 
  more traits, and continue to change. These 
  changes are much more gradual than the 
  change from Nascent to Eidolon, though they 
  may at times surprise or shock. Usually, when 
  an Eidolon develops a trait, he finds it useful or 
  empowering, rather than repulsive. After all, 
  his choices of word and deed are what brought 
  the trait on, and each persona trait accentuates 
  the potential for the personality that it grows 
  from. 
  Many Eidolons are careful of what they 
  say, do, and think, for they know that it will 
  determine what they ultimately become. 
  Others follow only their wills, determined to 
  become whatever their natures dictate.  
  
   
   
  6 
  Empyrean 
  Realms 
  “We are the heart of the world, the root of 
  creation! All this Empyrean is our right to 
  possess! It belongs to us, Eidolons, the children of 
  Anima!” 
  — Lord Gharl, the Devourer 
  The world of Empyrean is loosely divided into 
  areas called Realms. Each of these realms has a 
  distinct climate, culture, natural life, and features. 
  They are filled with natural wonders, places of 
  power, and mysteries to be discovered by the curious 
  explorer. 
  The Realms of Empyrean are more than just 
  geographic areas, however. They are each like tiny 
  worlds, 
  with 
  their 
  own 
  conventions 
  and 
  possibilities. One realm might possess space-age 
  technology, and its citizens will live among the stars 
  rather than on the earth. Another might be a 
  blistering desert that stretches infinitely on, no 
  matter how far one walks towards the horizon. 
  Yet another could be haunted by aberrant monsters 
  and unspeakable horrors caged up within it long ago. 
  Natural laws and potentialities such as magic, length 
  of days, and even chemistry and physics draw their 
  boundaries at the edges of the realms, and can work 
  completely different in disparate realms. 
  Each realm possesses a different balance of 
  Anima, and this balance determines the look of the 
  creatures there – especially the Nascent, as well as 
  what the weather, terrain, and natural wildlife in the 
  area are. 
  Despite that all the realms are connected, they 
  may not necessarily share technologies or cultures, 
  for reasons listed above. Just because one Nascent 
  race can move at the speed of light and live among 
  the stars does not mean that they can accomplish 
  these same feats beyond the borders of their realm. 
  However, unlocking paradigms from Old Empyrean 
  can spread the potential of technologies beyond 
  these borders. 
  Empyrean 
  6 
  
   
   
  7 
  Empyrean 
  The Nascent 
  “When the land awakens, it finds it has no voice, 
  no hands, no eyes, no dreams. To supply these, it 
  gives birth to the Nascent.” 
  — Kulbaht, Keeper of Records 
  Empyrean is not populated exclusively by the 
  Immortal Eidolons. The sentient creatures of 
  Empyrean are collectively called the Nascent, or 
  “newborns” by Eidolons. Compared to an Eidolon’s 
  immortality, the Nascent are little more than 
  mayflies – here today and gone tomorrow. Like 
  Eidolons, the Nascent can take just about any form, 
  have any powers, and master any technology or art. 
  The Nascent, however, live in tribes. Their birth 
  and homeland determines the way they look and 
  what they are capable of, rather than their personal 
  decisions.  
  The Nascent outnumber Eidolons hundreds and 
  in some places thousands to one. Most villages of 
  Nascent have at least one Eidolon in residence – 
  usually living near enough to know and assist them 
  when necessary, but far enough not to attract too 
  much attention or become too involved with them. 
  It is not certain where the Nascent come from – 
  certainly they can be born, just like animals can, but 
  they seem to appear in different varieties in all 
  manner of places, with no indication as to how they 
  survived or came to be there before civilization 
  discovered them. Many believe that the first 
  Nascent were originally born from the land itself, to 
  be its custodians and defenders. 
  Nascent differ from Eidolons in their physical 
  makeup as well. The Nascent are made of elements 
  – materials crafted from Anima, the same stuff as 
  soil and stone. Eidolons have bodies of pure Anima, 
  making them more similar to the Great Spirits, as 
  opposed to the Nascent, whose bodies are more akin 
  to animals. 
  The Nascent are divided into tribes, and each 
  tribe has its own distinct features. Many even 
  possess abilities that are normally reserved 
  to Eidolons, such as great strength, the 
  power to turn others to stone with a look, 
  or the ability to grow wings at will and 
  fly. The majority of Nascent tribes are 
  humanlike, though slightly shorter and 
  with sharper senses. However, there are 
  exceptions to the rule, and many Nascent 
  have features not dissimilar to animals, 
  fish, the earth around them, or even 
  inanimate objects. There are records of 
  colonies of web-footed Nascent with 
  gills that live in cities beneath the ocean; of 
  cybernetic Nascent who are born half-machine, and 
  able to interface directly with their technology; and 
  of ghostly Nascent who have no bodies at all unless 
  they wish to manifest themselves on this plane. 
  Almost all Nascent are able to intermarry and 
  reproduce with each other, though there are a great 
  many purists among them who shun the mixture of 
  societies and cultures with others. The integration of 
  the Nascent races, as opposed to their separation, is a 
  major dividing point in all Nascent societies and 
  politics. 
  The Nascent possess the unique ability among 
  animals to become Eidolons. While not all Eidolons 
  were once Nascent, the majority are Nascent who 
  have changed to become what they are now. There 
  are various things that may cause a Nascent to 
  become an Eidolon – a particular strength of heart or 
  character, a total devotion to ideals, the gift of a 
  Great Anima Spirit, or the act of unlocking a 
  cornerstone are just a few possibilities. 
   
  
   
   
  8 
  Empyrean 
  Life in Empyrean 
  “The way of strong men is balance in every 
  sphere. Avoid all excess of drink, temper, wealth, 
  opinions, love, and dreaming.” 
  — Lyons, Who Slew Regret 
  Eidolons have many roles in the society of 
  Empyrean, but the main task of keeping a 
  civilization running falls to the Nascent. The 
  common folk of Empyrean, the Nascent, live in 
  tribes that range in size from a few hundred up to 
  the millions. Each tribe possesses its own sciences, 
  crafts, magics, arts, and cultures, as well as very 
  distinct physical traits that tie them to their 
  homeland. Nascent living in snowy climates will 
  typically have pale features and a strong resilience to 
  cold, while those who live in mining communities 
  might be stocky and strong, like the dwarves in 
  fantasy literature. While Nascent can be referred to 
  collectively, they typically prefer to be identified by 
  their tribes, and not collectively as Nascent. 
  The Nascent live in conditions according to their 
  realms and sciences. Many have cultures that are 
  wholly devoted to arts, or that can make secret 
  wonders of glass or steel, or that understand amazing 
  sciences of teleportation and magic that even 
  Eidolons may not comprehend. Most Nascent are 
  content to live in peace, find love, raise families, and 
  live out their days in relative comfort. Only those 
  with a deep desire to change the world and 
  themselves are capable of becoming Eidolons. 
  Eidolons have many roles – most are wanderers, 
  leaders, adventurers, or inventors. They cannot 
  settle for mediocrity, and must always push 
  themselves to the head of any situation they find 
  themselves in. Should an Eidolon be a shepherd, he 
  will be a legendary and elusive shepherd. Should one 
  be a miner, he will be a discoverer of rarities and a 
  paragon of exploration beyond any peer. There is no 
  room for small goals or ordinariness in an Eidolon’s 
  heart. 
  Empyrean is a land where anything is possible. 
  Any culture, any lifestyle, and any type of creature 
  can live within its bounds. New government 
  systems, dimensional boundaries, secret societies, 
  warring cities, and unfathomable technologies are 
  just a few of the things that you might find while 
  exploring this strange world of endless frontier. 
  The Great Spirits of 
  Anima 
  “What is the will of Anima? Does it wish for us 
  to be happy? Does it wish for us to create? Does 
  it wish for us to thrive? My friends, the will of 
  Anima is not what we should ask ourselves. The 
  more important question is this: What is our 
  will? What will we create? And how will we use 
  Anima to our own ends?” 
  — Lord Gharl, the Devourer 
  Anima is not simply a power source or a natural 
  convention – it has a will and being of its own. The 
  seven Great Spirits of Anima watch over the world. 
  The Great Spirits maintain the balance of Anima. It 
  would be false to say they do this by any kind of 
  consent or goodwill. Rather, they are constantly at 
  war with one another, trying to increase the power 
  of their own domains by undermining others, using 
  Eidolons, Nascent, and nature itself as pawns. The 
  Spirits often express interest in the affairs of 
  individuals, or the causes of their favorite Eidolons, 
  or the need for justice and restraint. Despite all this 
  civility, thousands of years of history shows that 
  their nature is an eternal struggle for power, and 
  little more. Of course, the balance must be 
  maintained by someone, and the struggles of the 
  Great Spirits – their alliances and betrayals – keep 
  any one of the seven elements of Anima from 
  growing too powerful and unbalancing the world. 
  The Great Spirits may sometimes choose 
  champions amongst Eidolons to serve as their 
  servants in the world. These chosen few receive 
  nearly limitless power from their masters, as well as 
  the power to summon massive creatures known as 
  Titans that can lay waste to entire realms. When 
  champions exist, they tend to hold an uneasy truce 
  with one another, or be quickly destroyed by the 
  abuse of their powers, or by their Great Spirit 
  masters when their usefulness ends. To be tied to 
  the kind of power a Great Spirit provides and then 
  to be cut off from it will normally kill an Eidolon, or 
  at least leave them in such a broken state that death 
  would be a mercy. 
  
   
   
  9 
  Empyrean 
   
  Heritage Sites 
  “Some people may say that they’ve seen 
  the Great Castle of the Sky Wolf 
  floating overhead in a tuft of clouds. That’s just 
  nonsense. I know because I’ve been there, and I’ll 
  tell you what it really looks like…” 
  — Lamarck, Treasure Hunter 
  Across the world, there are ruins of Old 
  Empyrean. Many of these ruins have been claimed 
  by the mist and lost, but others are still operational. 
  These monuments to the old world of Empyrean are 
  called Heritage Sites, and each one offers a different 
  function and possibility. The most important of 
  these Heritage Sites is the Grand Cornerstone 
  Shrine – the place where the ruin of the original 
  Grand Cornerstone stands watching over the world 
  it once sustained. Others include the headquarters of 
  the various factions that control (or attempt to 
  control) the development of Empyrean and the lives 
  of its citizens. Still more are hidden beneath the 
  roiling mist, waiting to be rediscovered by those 
  brave enough to search them out. 
  Aether 
  “It seems to me that Aether and Anima are 
  inextricably linked. The only difference is order. 
  Like a cloth unraveled into thread, Aether is the 
  stuff of our world, broken down without order or 
  purpose. What does this mean? It means that 
  Aether is not a demon to be fought, but a tool to 
  be used.” 
  — Alveric, Keeper of the Light 
  When the world became unraveled during the 
  Great Cataclysm, Aether appeared to fill the void of 
  existence that was left behind in the wake of Grand 
  Cornerstone’s sustenance. The Aether is not truly 
  understood by any, though there are many theories. 
  It is an intangible mist which is poisonous to 
  Eidolons, and which nullifies their powers. It slowly 
  dissolves anything it touches, creating more of itself 
  in the process, and thus it is difficult to contain or 
  control. 
  Some theorize that the Aether is not a substance, 
  so much as a lack thereof – that it is Anima without 
  order, the unraveled form of the tapestry of creation. 
  Other theories posit that the Aether is another kind 
  of Anima – another existence that is fighting with 
  Empyrean for the same space, and that it has its own 
  elements and order that cannot be comprehended by 
  creatures formed of Anima, much like the sun 
  cannot comprehend the meaning of shadow. Still 
  others attribute Aether to some 
  malevolent, 
  intelligent force that wishes to sweep across and 
  destroy Empyrean – perhaps for crimes of the past 
  or for its own dark ends. Whatever the case, Aether 
  is a substance that is universally feared and reviled 
  throughout Empyrean, most especially by those who 
  have lost their homes, families, or livelihoods to the 
  devouring mist. 
  The Aether spreads out over all of the lands of 
  Empyrean that fall outside the glow of Grand 
  Cornerstone. As it is reassembled, the light and 
  power of Grand Cornerstone pushes the Aether 
  further back, restoring lands, cultures, and mysteries 
  that were lost to time and age. Still, the mist grows, 
  pushing forward against the boundaries of the world 
  even as Eidolons work to restore Grand Cornerstone 
  and destroy it forever. 
  At the edges of the world are areas called 
  boundaries. These places where the world is coming 
  loose – where the Anima gives way to the Aether – 
  are half-real ghost lands. Legends say that at the 
  boundaries can be found the spirits of those 
  departed, as well as terrible monsters of corrupted 
  creation and nightmare. These dangerous places ring 
  the edges of the world, and whatever dark forces are 
  at work in them often prove a threat to local 
  populations. 
  The Aether is not an empty place. It is populated 
  by strange, alien creatures called Aetherlings. Some 
  have called them the Eidolons of Aether, while 
  others view them little more than animals. These 
  beings display a curious intelligence, a disregard for 
  the natural laws of physics, and a hatred towards all 
  the beings composed of Anima. Just as Aether 
  weakens Eidolons, however, the Aetherlings are 
  unable to venture far past the boundaries of the 
  world’s edge. They mostly hunt on the boundaries, 
  destroying and corrupting what they can of the 
  world. 
   
  
   
   
  10 
  Empyrean 
  Colossi 
  “I stood alone to face the thing as it towered over 
  me. I looked into its glowing eyes, and saw 
  neither mercy nor life in its heart. It was a 
  monstrous mistake of creation, with a will only to 
  destroy.” 
  — Lyons, Who Slew Regret 
  Beneath the blanket of Aether at the edge of the 
  world are many realms that have collapsed and 
  fallen prey to the eerie mist. Some of these realms 
  contain fragments of Grand Cornerstone – many 
  with powerful memories and wills locked within 
  them. When the Aether reaches these cornerstones, 
  it corrupts them, fusing them to their lands and 
  creating aberrant creatures called Colossi (or 
  Colossus, in the singular). 
  A Colossus is as large as a mountain, and is 
  formed of natural terrain. It can possess any of the 
  traits of a realm, such as volcanoes, rivers, or deserts. 
  It may contain great wonders of technology, cities 
  upon its back, or even armies of animals or 
  corrupted Nascent that do its bidding without 
  thought or life. Within its body might be great 
  dungeons filled with the terrors and wonders of Old 
  Empyrean, or even more sinister alternate realities. 
  At the heart of each Colossus is a single 
  cornerstone that must be freed from its place. 
  Removing the Cornerstone from a Colossus can 
  only be done by an Eidolon, and is the only way to 
  defeat or even harm these creatures of terrible 
  might. Once its heart is removed, the Colossus 
  rapidly degenerates into an ordinary mass of land, 
  leaving behind whatever dungeons, treasures, and 
  creatures inhabited it, and restoring them to their 
  uncorrupted state. 
   
  The Great Calamity 
  “You look out over the empty world and see only 
  what has been lost. When I look out over that 
  world, I see the opportunity of what might be 
  found once again.” 
  — Lamarck, Treasure Hunter 
  Little is known of the singular event that 
  changed Empyrean forever. The Great Calamity, as 
  it is called, tore asunder Grand Cornerstone, the root 
  of the world, and scattered its fragments to all 
  corners of Empyrean. No Eidolon, nor even the 
  Great Spirits themselves, could explain what 
  happened that day, and in time, the truth of the 
  event was lost within the pages of history. 
  Aether appeared rapidly, shrouding the edges of 
  the world and moving inward relentlessly towards 
  the Grand Cornerstone Shrine, as though it were 
  intent on consuming the whole of Empyrean once 
  and for all. The Eidolons and Nascent of the world, 
  and even 
  the Great Spirits themselves did 
  everything they could imagine to try to hold back 
  the tide of oblivion that was surging into the world. 
  Their best efforts, however, proved to be naught, for 
  the all-devouring mist continued to consume and 
  erase pieces of the world one by one, until all traces 
  of the major factions of Eidolons that had 
  maintained Empyrean were lost beneath it. 
  However, as time passed, the spread of Aether 
  slowed, and the world reached a kind of equilibrium 
  with it. The Aether now spreads only slowly, 
  gnawing away at the edges of the last islands of 
  existence. Like a dying creature granted only 
  temporary reprieve, the world now waits to die a 
  languishing death beneath the emptiness of the pale 
  mist, unless its Eidolons can save it. 
  If the Eidolons do, by some miracle, succeed in 
  pushing back the mist and rebuilding Empyrean, 
  then what? How will they prevent a second Great 
  Calamity, where their predecessors could not? What 
  force originally shattered Grand Cornerstone, and 
  will it return? These questions haunt the Eidolons 
  just as much as the dreams and whispers of the 
  dying world that begs for their aid. 
   
  
   
   
  11 
  Empyrean 
  The Factions 
  “Though we 
  tread 
  different 
  roads, 
  our 
  destinations will be the same, through all time.” 
  — Rhyl, the Dual Natured 
  Old Empyrean was a 
  place of wonder, 
  adventure, and stability. A world filled with 
  prosperity and peace, kept in an eternal golden age 
  by the careful stewardship of its Five Great 
  Societies. These five factions held sway over the 
  world – not as nations or kingdoms, but as keepers 
  and regulators of different aspects of life and culture 
  for the Empyreans. 
  The Librarium Omnibus was the oldest of these 
  organizations, and was responsible for recording all 
  the world’s culture and science, and creating a 
  permanent record of all the events in Empyrean. 
  The Order of the Seven Heroes was a 
  decentralized military organization with the aim of 
  protecting the citizens of Empyrean and making 
  sure their safety and stability of life was assured. 
  The Utopian Society worked tirelessly to 
  promote peace, equality, education, and health for 
  the people of Empyrean, as well as to expand culture 
  and the arts. 
  The Servants of Balance worked to maintain 
  balance and peace among the Great Spirits, and to 
  maintain Grand Cornerstone and keep Anima 
  flowing freely throughout the world. 
  The Brilliant Dawn League was in charge of 
  mapping the far corners of the world and exploring 
  every 
  frontier, 
  as 
  well 
  as 
  discovering 
  the 
  technologies and mysteries of the world to share 
  with others across Empyrean. 
  Though these factions worked together a good 
  deal and strove to keep Empyrean in balance, they 
  were powerless to prevent the Great Calamity that 
  shattered Grand Cornerstone. After the Calamity, 
  they fell to casting blame and infighting, and were 
  unable to recover the lost cornerstones quickly 
  enough to rebuild Grand Cornerstone and save their 
  world. In those days, the mist spread quickly, and 
  cornerstones had not had as much time to leach out 
  the memories and Anima of the land, making them 
  far less powerful than they are today. Because of 
  this, despite the manpower of the factions, they 
  were consumed by the Aether as well, and 
  eventually disappeared from the world. 
   
  When the Aether is pushed back and the world 
  begins to grow once more, perhaps these ancient 
  organizations will reappear to lend their vast 
  reserves of resources and wisdom to the rebuilding 
  of the world. With the formidable power of one of 
  these organizations behind him, an Eidolon would 
  have little difficulty accomplishing his goals for the 
  reconstruction of the world. 
   
  Small Factions 
  Most of the smaller factions in Empyrean crop 
  up in the absence of the major factions and their 
  influence in specific realms. Once the major factions 
  appear and become established, they tend to 
  peacefully absorb these smaller factions into their 
  umbrellas.  
  Small governments, kingdoms, and nation-states 
  are generally not interfered with, so long as they 
  comply with the presence of the larger factions and 
  do not directly conflict their activities. Most of these 
  governments and kingdoms are not large enough to 
  consider outright resistance as a long-term option 
  against the influence of the factions, and are forced 
  to play politics and choose sides when rifts appear 
  between the groups. 
   
  
   
   
  12 
  Empyrean 
   
  Librarium Omnibus 
  “Discovery – Understanding – Mastery” 
  Librarium Omnibus, or the Universal Library, is 
  responsible for collecting all information and 
  knowledge about the world of Empyrean. Its 
  headquarters is Citadel Library, commonly called 
  just 'The Citadel'. The Librarium is tasked with 
  cataloguing and preserving the mysteries and culture 
  of Empyrean, as well as storing all of its collective 
  knowledge. The Librarium is guided by the ideal 
  that knowledge is the most valuable treasure, the 
  most useful tool, and the most sacred creation of 
  civilization.  
  The Librarium does not merely collect books – 
  they have ways of capturing entire life-records 
  distilled into liquid form. Those who drink from 
  these infusions are able to experience the past 
  through the eyes of those who lived it, though they 
  are unable to change or control what occurs there. 
  The Librarium also stores performances of famous 
  plays in similar fashion, and possesses vast galleries 
  of art and sculpture. 
  The Librarium works tirelessly towards the 
  agenda of educating the population of Empyrean, 
  discovering 
  new 
  technologies, and preserving 
  cultures and arts for posterity. They believe that the 
  more educated and prosperous the people of 
  Empyrean are, the more wonders, culture, and 
  knowledge they will produce for the Librarium’s 
  vaults. The Citadel Library possesses a great 
  reliquary filled with wonders, as well as jealously 
  guarded secrets that allow the Librarians to create 
  new wonders in the style of those made in Old 
  Empyrean. 
  Eidolons should join the Librarium if: 
   They are interested in the science and magic 
  of Empyrean. 
   They want to acquire and use rare and 
  interesting gear. 
   They want to experience the puzzle aspect of 
  Empyrean by exploring dungeons and using 
  relics 
   They want to experience the culture, 
  history, society, and arts of Empyrean. 
  Citadel Library 
  The headquarters of the Librarium Omnibus 
  takes the form of a great library, within which many 
  ancient treasures and secrets are hidden. 
  Kulbaht 
  Kulbaht, the sage of the Library, has the longest 
  running memory of any Eidolon known, and the 
  greatest collection of factual knowledge. He carries 
  with him a heavy book, within which he stores all 
  the knowledge and history that will not fit in his 
  head at the present. His knowledge of the Librarium 
  is impeccable, and he is said to have mastered every 
  manner of craft and magic known to Empyrean, 
  both past and present. A part of his mind is tied to 
  the Citadel Library itself, and he seems to know 
  everything that occurs within its walls. This ability 
  makes him by far the most knowledgable Eidolon in 
  the world, and perhaps second only to the Great 
  Spirits in his understanding of its nature. By the 
  same token, he is unable to leave Citadel Library, 
  tethered as his mind is to its many books and 
  treasures. 
  The Librarium Reliquary 
  The Reliquary is open only to members of the 
  Librarium Omnibus, and is a special reward for 
  Eidolons that choose to serve this organization to 
  the exclusion of others. The Reliquary is filled with 
  a thousand years of collected treasures. These 
  treasure troves of ancient wonders are sorted into 
  different categories of clearance, and higher ranked 
  librarium members are able to gain access to use 
  more dangerous and powerful relics than initiates. 
  Librarium task teams receive a reliquary crystal, 
  which allows them to check in and check out relics 
  for use on their adventures. The quantity and power 
  level of relics the team can check out at a single time 
  is determined by their rank within the Librarium. 
  
   
   
  13 
  Empyrean 
   
  Order of the Seven 
  Heroes 
  “Order – Safety – Power” 
  The Order of the Seven Heroes was founded by 
  a group of ancient heroes of the old Empyrean, who 
  wanted to ensure that the people of their world 
  would always have champions to defend them from 
  oppression and danger. 
  The Order is largely decentralized, and is seen 
  by many as a code of morals rather than a 
  hierarchical organization. The members of the order 
  defer to one another by military rank, and are easily 
  organized by any single high-ranking member. This 
  means that when trouble arises, a single Eidolon 
  with ranks in the Order can assemble a small 
  standing army within a day, simply by calling out 
  all lesser ranking members within a city or outpost. 
  Reinforcements from the Order's headquarters are 
  optional for larger battles. 
  Eidolons should join the Order if: 
   They want to experience the combat side of 
  Mystic Empyrean, particularly large-scale 
  combat. 
   They want to protect the citizens of 
  Empyrean by tackling problems head-on. 
   They have a strong sense of justice and 
  social order. 
  Deep Bastion 
  Deep Bastion is a grey fortress of intimidating 
  size and outfitted with the mightiest weapons found 
  in any realm. 
   
  The Seven Heroes 
  Since time immemorial, the Seven Heroes of the 
  Order have fought to protect Empyrean. Once a 
  simple party of adventurers, their fame and prestige 
  grew to the point where they were known all across 
  the world, and constantly receiving applications for 
  entry into their numbers. 
  Determined to use this fame for the collective 
  good, the seven heroes created an order which would 
  work towards the stability and safety of the Nascent 
  and Eidolons of the world. Though the heroes 
  themselves do not fight, except in the gravest of 
  battles, they do appear in order to teach, instruct, 
  and offer aid when necessary. 
  Voll, the Great Smith - An Eidolon who has 
  mastered the art of Imaging – creating matter from 
  pure Anima – and who uses this skill to great 
  creative and destructive capacity. Voll is extremely 
  capable and competitive, and his swift action does 
  not preclude a sound sense of judgment and 
  perception. 
  Morell, Light in Darkness - A single horn of 
  pure crystal rests upon the brow of the Inquisitor of 
  the Seven Heroes, and her pearlescent armor glows 
  with holy light. Adept at destroying Aether and 
  warding off its effects, Morell’s purity and faith 
  create a shield and sword for her against all who 
  would threaten her world, both from within and 
  without. 
  Aurelimerulia, the Indigo Star - A sorceress and 
  inventor of incredible prowess and ingenuity, 
  Aurelimerulia is a master of all of Empyrean’s many 
  magics and lost alchemies. She spends her time 
  devising weapons and armor for the other members 
  of the order, as well as researching ever more potent 
  arcane rituals. 
  Dram, Hero of the Wheel - Dram is an Eidolon 
  without a body – his heart projects only a hollow 
  image that he uses to give face to his otherwise 
  disembodied voice and will. He is able to manipulate 
  objects, possess Nascent and animals, and to wield 
  many weapons with the invisible forces of his will. 
  Alora, the Ashen Queen - With a heart of stone 
  and a pragmatic cruelty to rival that of the Great 
  Spirit of Stone himself, Alora enforces order with 
  deadly capacity. She commands absolute loyalty 
  from her subjects, and failure to obey or accomplish 
  the missions she dictates merits pain of death. She 
  hides her face with Beauty, a mask that covers the 
  corroded flesh of her body with a beautiful illusion. 
  
   
   
  14 
  Empyrean 
  Montekh Dar, the Straw Man - A conniving 
  Mephistopheles who is adept at manipulation and 
  reading opponents, Montekh plays a constant devil’s 
  advocate, the voice of dissent with no views or goals 
  of his own, save to derive amusement at the 
  frustration and consternation of others. He speaks in 
  riddles and striking clarities, and it is often not 
  certain which is which.  
  Lograves, of Gate and Key - An Eidolon who 
  has abandoned the confines of space and time, 
  Lograves is able to travel across the world in a 
  second, as well as to carry others along with him. He 
  is adept at creating both portals and barriers, as well 
  as public speaking and diplomacy. 
  Militia Call 
  The Order of the Seven Heroes has the 
  authority and reputation to call militias to order 
  from the local Nascent population and from 
  Eidolons that are on retainer in the Order's 
  headquarters. They never have to hire or negotiate 
  for help while on Order business. 
   
   
  Utopian Society 
  “Justice – Peace – Unity” 
  Devoted to the improvement of life for Nascent 
  and Eidolons in Empyrean, the Utopian society is a 
  benevolent organization devoted to peace and social 
  equity. 
  The Utopian society erects hospitals and social 
  institutions like schools, parks, museums, and 
  gymnasiums, and works to improve trade relations 
  between the Nascent tribes and between the 
  organizations. 
  Players should join the Utopians if: 
   They want to experience the more social 
  side of Empyrean. 
   They want to see their good deeds improve 
  life and society. 
   They want to meet and interact with a large 
  array of interesting and influential Eidolons. 
  Utopian Center 
  A small world unto itself, the sprawling Utopian 
  Center is a place where Eidolons live in perfect 
  harmony with one another and with nature. There is 
  a subtle aura of peace and goodwill that permeates 
  the place, and discourages any mischief or violence. 
  Merigold, Heart Of Unity 
  Merigold is a peculiar Eidolon who works 
  constantly to build unity among those around her. 
  Her body is a patchwork of parts, each given freely 
  by a different Nascent tribe, and expertly blended 
  together to create a strange, otherworldy sort of 
  beauty.  
  Every member of the Utopian Society must 
  offer Merigold a drop of blood as a token of goodwill 
  upon joining. She takes this blood inside her, 
  making each member a part of herself just as each 
  Nascent tribe forms a part of her body. To harm 
  Merigold is, in effect, to declare war upon the 
  goodwill of the world. 
  Universal Nobility 
  The Utopian society enjoys political popularity 
  and neutrality that runs much deeper than that 
  possessed by any other faction. Members of the 
  society enjoy the benefits of this popularity as 
  immediate social and political gravity wherever they 
  travel. 
  Ranking members of the society are treated like 
  nobility in any city, and the crest of the society on 
  their clothing instantly commands respect, even in 
  the far reaches of the world. 
  To not invite society members to political 
  functions and parties is considered a grave insult to 
  the faction as a whole, and an outright refusal of 
  entreaties made in the name of the society is almost 
  unheard of. 
   
  
   
   
  15 
  Empyrean 
   
  Servants of Balance 
  “Balance – Equality – Stability” 
  The Servants of Balance claim to serve the ideals 
  of the Great Spirits of Anima by creating balance 
  and stability in the world. The servants work to 
  improve environmental conditions and remove 
  Aether contamination that may remain after realms 
  are rediscovered.  
  They also specialize in cornerstone location and 
  recovery. It is not publicized, but the servants have 
  long-term plans for the world, its arrangement, and 
  which realms will be restored and which kept within 
  their cornerstones. These plans are intended to 
  circumvent the catastrophe that caused Grand 
  Cornerstone to shatter long ago. 
  Players should join the Servants if: 
   They want to fight exotic monsters and seek 
  danger. 
   Protect innocents from the dangers of 
  Aether. 
   Explore the original causes of Empyrean's 
  destruction. 
  Heartstone Temple 
  Heartstone Temple is a seven-winged shrine 
  dedicated to the balance of Anima. Each of the 
  temple wings serves the worship of a different great 
  spirit. 
  The Auditors 
  The driving force behind the Servants is a 
  committee of twelve Sages of extensive power and 
  knowledge, known as the Auditors. The Auditors' goal 
  is to keep the world's growth in balance by regulating 
  the placement and nature of Cornerstones within 
  Empyrean. The Auditors typically wear similar 
  clothing, though each is a distinct being with 
  extraordinary power and ability. The Auditors also 
  possess highly advanced spirit guardians, at least one 
  of which can rival a colossus in size. 
  Lusse Mer, High Auditor 
  Appointed by one of the few unanimous 
  decisions of the Great Spirits, Lusse Mer has 
  watched over the balance of Empyrean since its 
  earliest days. He was one of the few who saw the 
  Great Calamity coming, but by that time, it was too 
  late for him to stop it. Perhaps more than any other, 
  he possesses vast knowledge about the nature of 
  Anima and Aether, as well as the causes behind the 
  original calamity and how it might be prevented 
  once more. Lusse Mer’s form is more akin to a 
  constellation than a body, as he is made up of motes 
  of energy connected by strange lines and angles, all 
  wrapped in a cloak of darkness. He is able to gain 
  control of titans with a touch, tearing them away 
  from their masters and turning them to his own 
  ends. 
  Spirit Summoning 
  The Servants of Balance induct each member of 
  their 
  order 
  through 
  sacred 
  rituals 
  in 
  their 
  headquarters, the Heartstone Temple. These rituals 
  bind the Eidolon with powerful magics that allow 
  them to summon the power of the Spirits of Anima 
  to their aid.  
  Each Eidolon is bound to a spirit of Anima, and 
  they are able to summon that spirit to their aid. 
  Spirits increase the saturation of their element in an 
  area, and may offer specific insights as to the nature 
  and history of an area. Most of these spirits appear 
  as smaller versions of the Great Spirits, but many 
  take different forms as well. Unlike summoning a 
  Great Spirit, which can only be done with the 
  spirit's explicit blessing, a spirit summoned by the 
  rituals of the Servants of Balance is a companion 
  which can aid the Eidolon, infuse him with Anima, 
  and even alter the fundamental balance of the 
  surrounding area. 
  
   
   
  16 
  Empyrean 
   
  Brilliant Dawn League 
   “Exploration – Wonder – Glory” 
  The Brilliant Dawn League began as a guild of 
  mapmakers 
  and 
  treasure 
  hunters 
  who 
  were 
  responsible for charting the far reaches of the world 
  and collecting information and relics for the 
  Librarium Omnibus. 
  Eventually, the Brilliant Dawn League broke 
  away from the Librarium and formed their own 
  mission – to explore and experience all the wonders 
  of Empyrean. They are primarily concerned with 
  searching out cornerstones and expanding the world 
  with more wondrous places. This view puts them at 
  odds with the Servants of Balance, who favor a 
  careful and calculated reconstruction of Empyrean. 
  Players should join the Brilliant Dawn League if: 
   They want to spend their time exploring 
  dungeons and wondrous places. 
   They want a more action-packed campaign 
  where they must survive by their own wits 
  and mettle. 
   They want to experience a vast breadth of 
  Empyrean's world. 
   
  Dawn Lodge 
  The Dawn Lodge resembles a remote resort, 
  filled with furs, trophies, maps, and plaques. It is a 
  massive complex built from rough hewn logs and 
  carpeted with the furs of the most exotic beasts from 
  across Empyrean. 
  Jorge Jan, World Wanderer 
  Jorge stands as the world's oldest explorer, 
  cartographer, 
  and 
  treasure 
  hunter. 
  Having 
  completely explored the world of old Empyrean, he 
  has vowed to stay in the Dawn Lodge and let the 
  younger generation explore the wonders of the new 
  world for themselves. Jorge is always full of stories, 
  and is an excellent fighter, companion, and guide to 
  the far reaches of the world. Many of the ruins of 
  Old Empyrean were still being built when he first 
  explored them, and so he possesses many insights 
  into their construction and layout. 
  World Travel 
  Brilliant Dawn controls an extensive network of 
  railroads, ships, caravans, telepoints, and more, 
  which adventurers can easily use to reach the 
  frontiers of their choice. Their members receive free 
  travel across the world, as well as discounted 
  supplies, guides, hired help, and lodgings in frontier 
  lands. 
   
  
   
   
  Game Basics 
  17 
   
   
  
   
   
  18 
  Game Basics 
  The Short Version 
  Grand Cornerstone, the root of the world, is 
  shattered. Without its sustaining power, the world is 
  being consumed by a mist known as the Aether. 
  Over nearly a thousand years, the mist has closed 
  over the world, reducing civilizations to ruin and 
  grand continents to mere islands.  
  Eidolons, the inhabitants of Empyrean, are 
  immortal forces of nature who wear their souls as 
  skin. Their emotions, talents, virtues, and vices each 
  give them unique powers that shape their bodies to 
  reflect their souls. As the mist grows closer to 
  destroying the last traces of their world, the 
  Eidolons must work together to reclaim the shards 
  of Grand Cornerstone, and restore the world to its 
  former glory. Those who succeed will be able to 
  shape the new world in their own image. Those who 
  fail will be lost forever in the oblivion of Aether. 
  This chapter will explain to you what to put 
  together to make your game work – the things that 
  you will need before assembling your friends to play 
  Mystic Empyrean. It will also explain some of the 
  basic game systems that you will need to understand 
  when setting up a game and building the initial 
  world that your game will grow from. 
  Nature of the Game 
  As RPGs go, Mystic Empyrean requires very 
  little pre-game setup. Player Characters, NPCs, 
  Encounters, and even the World itself can all be 
  created by your players while sitting at the game 
  table. In fact, creating these things is one of the 
  unique charms of the game.  
  Players who are joining you to play Mystic 
  Empyrean will be excited by the 
  prospect of creating their own 
  worlds, and will want to lead the 
  rest of the party in exploring these 
  places. Even if you and the other 
  players at your table are not 
  experienced storytellers, have no 
  fear. 
  This 
  book 
  contains 
  information that will give you the 
  power to generate stories and spark 
  imagination, 
  as 
  well 
  as 
  a 
  storycrafting process that helps 
  players collaboratively reinforce 
  one another’s storytelling. 
  The rule of thumb is to follow 
  the direction of the player who 
  currently holds the title of GM 
  (Game 
  Master) 
  and 
  to 
  play 
  through situations that arise according to the GM’s 
  instructions. Avoid looking up rules or breaking into 
  side discussions during gameplay – instead focus on 
  the story and the characters, and let the mechanics 
  of Mystic Empyrean fade into the background. The 
  story is the game – the mechanics are just there to 
  facilitate it.  
  What You Need 
  In order to bring Mystic Empyrean to your 
  game table in a ready-to-play state, you’ll need these 
  things. 
  A Balance Tool - A system called ‘The Balance’ 
  is responsible for conflict resolution and world 
  generation. This unique tool is something that you 
  can create yourself from scratch or purchase. 
  Information on how to build one is included later in 
  this chapter. 
  A Worldbook - This binder of information will 
  become the atlas of the new world you create. The 
  information you will need to create a worldbook is 
  included in this chapter. 
  A Seed World - You and the other players in 
  your group will begin your journey in a small space 
  called a Seed World. As you explore the boundaries 
  of the world, it will grow into a vast and exciting 
  space. 
  A Scenario - The story you are going to tell will 
  have a certain context – will you be fighting the 
  forces of darkness at every turn, or more concerned 
  with building wonders and uniting civilization? You 
  may wish to consult the other players in your game 
  and see what kind of story they are interested in 
  participating in. 
  A Game Plot - Many games of Mystic 
  Empyrean progress according to a 
  plot that the scenario owner puts 
  together. This process is explained 
  at the end of this chapter. 
  A GM Token - A badge, 
  button, conch shell, or the world 
  balance deck that you create all 
  make fine indications of who is 
  the current GM. 
  An Understanding of the 
  Game Play - You will want to 
  explain the game to the other 
  players, and thus should read 
  through the third and fourth 
  chapters of this manual before 
  beginning a game. 
  The Golden Rules of 
  Roleplaying Games 
  #1 Whenever the rules get in 
  the way of the story, the 
  story takes precedence. 
  #2 The GM has the final say 
  in all disputes. 
  #3 When in doubt, take 
  whatever course of action 
  keeps the game, and the 
  story, moving forwards. 
   
  
   
   
  19 
  Game Basics 
  Ownership 
  The World of Empyrean is like a play set that 
  all of the players share. Each player at the table has 
  his own individual toys, but all play together in the 
  same environment. The players may borrow one 
  another’s creations to further their own stories, but 
  when the owner demands that their creations be 
  used in a certain way or left alone by others, those 
  wishes have to be respected. 
  Every realm, story arc, and character (both 
  player characters and otherwise) has an owner. The 
  owner is the player responsible for maintaining, 
  defining, and roleplaying (where necessary) that 
  particular story element. Whenever a question needs 
  to be answered about a person, a place, or a 
  particular plot point, it can always be deferred to the 
  owner of the element in question. This concept of 
  ownership makes it possible to rotate the role of 
  storyteller while not ruining the story itself by 
  stepping on another story teller's toes.  
  Being the GM is about resolving the attempted 
  actions of players, not defining the world or the 
  people around them. Never be afraid to defer to the 
  owner of an element for more information. It will 
  make the game experience much smoother if you do. 
  Alignments 
  Every action within a Balance-based world is 
  aligned with one of the basic elements. A fire action 
  is aligned with light and air, and opposed by stone 
  and water. The alignment wheel shows the 
  relationships of each element to the others. There 
  are four levels of alignment: 
   
  Perfect  Every element is perfectly 
  aligned with itself and with the 
  universal success element Pure 
  Anima. 
  Outside  Every element has an outside 
  alignment with its two adjacent 
  elements on the wheel. 
  Neutral  Every element has neutral 
  alignment with the two elements 
  that are two steps away from it 
  on the wheel. 
  Opposition  Every element is opposed to the 
  two elements that are opposite it 
  on the wheel, and to the 
  universal failure element Aether. 
  The Balance 
  Mystic Empyrean uses a unique system of 
  conflict resolution and storytelling prompts called 
  The Balance. The Balance has two parts – one is the 
  world, shared by all players. The other is the self, 
  specific to each player. These are referred to as the 
  World Balance and the Personal Balance when they 
  need to be differentiated. Only a World Balance is 
  represented by cards. The personal balance of an 
  Eidolon is determined by the types of Anima 
  recorded on his character sheet. 
  The Balance contains nine different suites, 
  which are as follows: 
   
  Fire  
  Associated with strength, 
  destruction, power, and force. 
  Water  
  Associated with peace, healing, 
  tranquility, and growth. 
  Air  Associated with speech, business, 
  travel, and ego. 
  Stone  
  Associated with resistance, 
  establishment, structure, and 
  temperance. 
  Light  
  Associated with faith, 
  discernment, authority, and 
  knowledge. 
  Darkness  
  Associated with secrets, 
  deception, ambition, and death. 
  Electricity  
  Associated with creativity, 
  mutability, inspiration, and 
  surprise. 
  Pure 
  Anima  
  Associated with existence, and all 
  positive aspects of the elements. 
  Aether  
  Associated with nonexistence, 
  and all negative aspects of the 
  elements. 
  
   
   
  20 
  Game Basics 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The balance guides all decisions and destinies in 
  Empyrean. Eidolons pay close attention to the 
  elements, what they represent, and what decisions 
  they govern, as their interactions govern all fates 
  within the world of Empyrean. Each element is 
  governed by a Great Spirit, whose caprices and 
  nature determines the disposition of that element. 
  The Element Wheel 
  
   
   
  21 
  Game Basics 
  Building a Balance 
  The Balance is a unique storytelling tool, and 
  cannot be substituted with simple dice (if you want 
  to use a dice-approximation of the Balance for 
  resolution purposes, a variant can be found later in 
  this book). You don’t need to buy a balance tool – 
  You can craft one yourself. Building your own 
  Balance Tool can be an interesting and lightweight 
  craft project, for those so inclined. For those who 
  prefer a pre-made balance, one can be purchased 
  online. 
  The Balance consists of a set of objects in nine 
  different suites. The suites correspond to the seven 
  elements in Mystic Empyrean (Fire, Water, Stone, 
  Air, Light, Darkness, and Electricity), plus one 
  universal success element (Pure Anima) and one 
  universal failure element (Aether). You will need 
  between 7 objects for the elemental suites, as well as 
  3 for anima and 3 for aether. 
  Your Balance can consist of an opaque bag, from 
  which colored chips can be drawn. Glass drops, 
  beads, or wooden tokens make for excellent balance 
  tokens. 
   
  If you decide to use a card-based balance rather 
  than a chip-based balance, you can print or 
  photocopy the Balance Cards in the back pages of 
  this book.  
  The Elements 
  In Mystic Empyrean, the Elements are more 
  than their physical manifestations. Fire is not just a 
  flame – it is anger, the sun, bravery, ambition, and 
  aggression. 
  Everything 
  from 
  materials 
  to 
  mannerisms to ideas is composed of elemental bases 
  in some combination or distribution. Because of this, 
  every 
  action 
  has 
  a 
  governing 
  element. 
  Understanding the interactions between these 
  elements and what ideas and actions they govern 
  will be necessary in order to fight, interact, and build 
  effectively in Empyrean.  
  Each element also has a patron Spirit, called a 
  Great Anima Spirit. The Great Spirit is responsible 
  for furthering the agenda and importance of that 
  element in the world – often to the detriment of 
  other elements. 
   
  21 
  
   
   
  22 
  Game Basics 
  Fire 
  Fire is an element of aggression. Most aggressive 
  actions in combat use fire as their base. Thus, 
  Eidolons with a high concentration of fire persona 
  traits are usually excellent fighters. 
  Fire governs the following ideas: Destruction, 
  Aggression, Power, Lust, Ambition, Anger, Bravery 
  These actions would be governed by Fire: 
   Breaking down a wall or door 
   Penetrating an enemy’s armor with an 
  attack 
   Tearing free from a bond by pure force 
   Intimidating another 
  Dreiz, Fire Elemental 
  Possessed of limitless destructive power, Dreiz 
  takes great pleasure in the destruction of his 
  enemies, and is glorified when Eidolons crush their 
  enemies in his name. He does not take sides in 
  conflict, except against the Aether. In most battles, 
  the battle itself is his joy, and winner a mere 
  triviality. 
   
  Light 
  Light is an element of knowledge, revelation, 
  and discernment. It separates danger from safety, 
  and guides the way for those who possess it. 
  Eidolons with a high concentration of Light Anima 
  make good priests, sages, and teachers. 
  Light governs these ideas: Knowledge, Truth, 
  Discernment, Religion, Order, Hierarchy, Pride 
  These actions would be governed by Light: 
   Searching for information 
   Looking for traps or hidden passages 
   Attempting to find the way out of a dungeon 
  or labyrinth 
   Noticing danger 
   Reading intentions and motives 
   Observing an enemy to discover its 
  weakness 
  Atamos, Light Elemental 
  Atamos, like the truth he represents, is a being 
  of absolutes. He is the keeper of all knowledge, 
  which he offers freely to those who seek it in 
  earnest. Truth comes at the price of ignorance, 
  which Atamos is quick to remind those who call 
  upon him in haste. 
   
  
   
   
  23 
  Game Basics 
  Electricity 
  Electricity is an element of surprise and 
  invention. Often blurring the line between genius 
  and insanity, electricity inspires sudden actions that 
  often succeed or fail spectacularly. Eidolons with a 
  high 
  concentration of Electricity Anima are 
  excellent inventors and magicians. 
  Electricity is closely tied to these ideas: 
  Excitement, Speed, Surprise, Invention, Change, 
  Agility, Confusion 
  These actions would be governed by Electricity: 
   Building a trap 
   Trying to confuse another 
   Making a split second reaction 
   Running away from a conflict 
  Terelt, Electricity Elemental 
  The capricious Terelt is a creature of freedom 
  and mutability. He rides upon the clouds and 
  storms, giving gifts of great power or creating 
  terrible damage and inconvenience as it suits him. 
  Whether his caprices are part of some grand design, 
  or if they simply tend to work out in the spirit’s 
  favor is heavily debated. 
   
  Water 
  Water is an element of adaptability and nature. 
  It embodies protective and 
  nurturing 
  ideals. 
  Eidolons with a high concentration of water Anima 
  make excellent diplomats and healers. 
  Water embodies the following ideas: Life, 
  Nature, Plants, Kindness, Charity, Compromise, 
  Art 
  These actions would be governed by Water: 
   Convincing a person to calm down 
   Treating a wound 
   Dodging an attack or hazard 
   Utilizing the surroundings of an area in 
  combat 
  Lemnas, Water Elemental 
  The playful Lemnas approaches the world with 
  wonder. Despite being one with all the forces of 
  water, and possessing near limitless knowledge and 
  resources, he takes pleasure in watching Eidolons 
  discover, learn, and marshal their own resources for 
  the task at hand. With Lemnas’ blessing, Eidolons 
  have all they need to overcome ordeals, even if they 
  don’t realize it. 
   
  
   
   
  24 
  Game Basics 
  Stone 
  Stone is an element of strength. Unlike fire, 
  however, Stone’s strength is resistive and passive. It 
  is unyielding, vigilant, and immovable. Eidolons 
  with a high level of Stone Anima make good 
  teachers and soldiers. 
  Stone 
  governs 
  the 
  following 
  ideas: 
  Stubbornness, Resistance, Selflessness, Support, 
  Obedience, Stoicism 
  These actions would be governed by Stone: 
   Holding a door shut 
   Standing your ground against an assault 
   Resisting mental influence 
   Defending another 
  Brigantin, Stone Elemental 
  Slow and immutable, Brigantin is the ultimate 
  foundation of order and solidarity in the world. He 
  gives Eidolons the strength they need to endure 
  hardship, often in a much less roundabout way than 
  Lemnas. Brigantin’s blessings always resist change, 
  and he primarily aids Eidolons in maintaining their 
  strength, not increasing it. 
   
  Darkness 
  Darkness is an element of secrets and silence. 
  Eidolons who are closely aligned with this element 
  make excellent spies, assassins, and thieves. 
  Darkness is closely 
  tied to these ideas: 
  Conspiracy, Secrets, Treachery, Lies, Envy, Crime, 
  Sabotage 
  These actions would be governed by Darkness: 
   Hiding or sneaking 
   Disguising oneself 
   Lying 
   Keeping a secret 
   Intimidating another 
  Orelk, Darkness Elemental 
  Orelk is cunning and vicious. A lover of 
  treachery and conspiracy, he often plays Eidolons 
  against 
  one 
  another 
  to 
  achieve 
  his 
  ends, 
  manipulating their vices and virtues in a grand game 
  of shadows and proxies. When Orelk chooses to aid 
  Eidolons, there is always more to the gift than 
  appears on the surface. 
   
  
   
   
  25 
  Game Basics 
  Air 
  Air governs speech, trade, and society. It is an 
  element of sound, force, and communication. 
  Eidolons with a high concentration of Air Anima 
  are excellent merchants and politicians. 
  Air embodies these ideas: Trade, Talk, Boasting, 
  Begging, Intimidation, Cooperation 
  These actions would be governed by Air: 
   Trying to sell a piece of gear 
   Convincing a person to help you 
   Talking your way out of a sticky situation 
   Rallying troops 
  Kinado, Air Elemental 
  The wily Kinado loves games and riddles. A 
  creature 
  of 
  inherent 
  trickery 
  and 
  cutthroat 
  deception, Kinado often strikes bargains and 
  exchanges with Eidolons, but only if those bargains 
  meet his own ends. He prefers to use Eidolons to 
  fight his battles and settle his disputes for him, 
  rather than engaging in direct conflicts. 
   
  Aether 
  Oblivion, unbeing, and the essence of all that is 
  not – Aether is not an element, but the absence of 
  Anima itself. Eidolons cannot control Aether; in 
  fact, it breaks down their bodies on contact, much 
  like a kind of anti-matter. In the mist, however, are 
  the 
  Aetherlings, 
  creatures 
  composed 
  of 
  this 
  substance in much the same way that Eidolons are 
  composed of Anima. The Aetherlings are devious 
  and dangerous, and would love nothing more to 
  cover the world in mist entirely. 
  As a symbol, Aether represents a terrible, utter 
  emptiness and is an idea that is feared throughout 
  Empyrean. Many believe it was the Aetherlings that 
  first destroyed Grand Cornerstone, but there is no 
  written record to confirm this, only stories. Still, 
  Aether is a force that is hated and reviled all across 
  the world, and for good reason. 
  Aetherlings 
  In the murk of the Aether, spirits of Anti-
  Anima coalesce and gain a semblance of intelligence. 
  They embody terrible impossibilities of form and 
  angle, and can destroy almost anything with a touch. 
  Anima-saturated beings like the Eidolons have great 
  difficulty wounding them, while they can rip 
  through the skin of Eidolons and shatter their hearts 
  with ruthless efficiency and cunning. 
  
   
   
  26 
  Game Basics 
  There are many types of Aetherlings, from the 
  cunning infiltrators and overthrowers of society to 
  parasites that take root in an Eidolon’s heart and 
  consume his free will. Others are simply massive 
  brutes, on a scale to match the Colossi, but with 
  infinitely more destructive force.  
  The Worldbook 
  Since the world of Empyrean is created by 
  yourself and your friends, you will need some way 
  to keep track of the place you are building. The 
  worldbook is an atlas of your new world of 
  Empyrean, 
  complete 
  with 
  realms, 
  characters, 
  monsters, adventures, and more. Creating and 
  expanding upon the world contained in your 
  worldbook is one of the major aspects of Mystic 
  Empyrean, and provides an exciting solo play aspect 
  to the game (though it can be done at the table by 
  the group as well). Most of the world development 
  is done by individual players outside of the actual 
  game sessions, and consists of trait selection and 
  background development, much like character 
  creation.  
  Since many players may want to work on 
  different pieces of the worldbook between games, 
  one player should act as the owner of the worldbook, 
  and loan out the pages to players who request them – 
  much like a librarian. Though each player owns 
  different aspects of the world, the worldbook owner 
  is responsible for keeping tabs on the different pieces 
  of the book. 
  Worldbook Pages 
  The pages that you will need to fill the 
  worldbook are contained in Appendix D of this 
  guide. It is suggested that you acquire a three ring 
  binder with some tabbed dividers in order to better 
  organize the information pertaining to your realms 
  and their inhabitants. A binder also makes it easy to 
  add and remove pages as players create them or 
  request to update them.  
  It is most common to divide your worldbook 
  into realms, with each section being a different 
  realm 
  and 
  the 
  background, 
  maps, 
  wonders, 
  dungeons, and treasures that exist there. A catch-all 
  section in the back of the worldbook can serve for 
  characters and other elements that span multiple 
  realms or the whole world. 
   
  Dividing Up World-
  Building 
  Not all players will have equal interest in 
  creating all parts of the world, but it is likely that 
  each will have an interest in some different aspects. 
  One may enjoy creating characters, while another 
  could have a passion for developing exciting 
  monsters or challenging puzzles. Still another might 
  be more interested in making amazing treasures or 
  fleshing out the politics that govern the world. A 
  single realm contains many different elements of the 
  world. Rather than giving all aspects of a realm to a 
  single individual, it can be much more interesting to 
  give one player the monsters, one player the places, 
  one player the geography, and another the wonders 
  and stories. Let each player design according to his 
  preference, with the realm owner having the final 
  say on realm specifics. Doing this lets many players 
  experience the realm both in-game and outside of 
  the game, and also gives each player some surprises 
  while exploring. 
  Building the Seed World 
  Before you begin your first game, you’ll need to 
  set up the basics of the world. The first realm you 
  create is called a seed world – it is the starting point 
  from which players will grow the world. The seed 
  realm is where the story begins, and it is where 
  players will have lived their lives before discovering 
  the mysteries of Cornerstones, Eidolons, and the 
  world beyond. 
  The seed world is an island of existence in a sea 
  of emptiness. By necessity, it is walled off or 
  defended, either to keep the rolling mist of Aether 
  out, or to keep its citizens in. Great cities, walled 
  outposts, islands, plateaus, or the like make excellent 
  seed worlds. Prisons, universities, fortresses, or the 
  like can make for more tightly knit and varied seed 
  worlds. The important point in the seed world is 
  that your players have lived their entire lives there 
  without seeing the outside world. 
  A sample seed world can be found in Appendix 
  A at the back of this book. This is a good starting 
  point if you want to use a ready-made starter world. 
  Otherwise, it can be scrapped and retooled to fit 
  your designs. 
   
  
   
   
  27 
  Game Basics 
  The First Game Premise 
  Your 
  first 
  game 
  session 
  will 
  be 
  about 
  discovering what is beyond the edges of this small 
  world, discovering a cornerstone, and learning of the 
  task to rebuild the world that was destroyed long 
  ago. 
  If this is the first time you are playing Mystic 
  Empyrean, it is recommended to stick to this basic 
  campaign premise, which provides a wide open 
  license for players to build and explore the world. If 
  you have already completed a campaign under this 
  premise, the Advanced Options section in Chapter 
  8, Storytelling, contains a section on ways for you to 
  alter the game’s basic premise and create new and 
  fantastic campaigns using the basic rules and 
  concepts of Mystic Empyrean. 
   
  Other Materials 
  Before you head to the gaming table to start 
  building your story, you’ll also want to get some 
  materials ready for creating your game world.  
  Photocopy Character sheets for every player, 
  including yourself, from the back of this book.  
  Photocopy NPC sheets, in case you need to 
  create any NPCs during play that could be useful 
  later. 
  Photocopy at least five realm sheets. Make sure 
  to fill in one of them with the seed realm you 
  created. Alternatively, you can photocopy and use 
  one of the seed realms within this book. 
  
   
   
  28 
  Game Basics 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Planning the First Game 
  Photocopy one of the plotting sheets from the 
  back of this book in Appendix D. You will use this 
  to loosely plan your first game session, and sheets 
  like it to plan other sessions to come. Experienced 
  Game Masters who have played other RPGs should 
  feel free to use their own planning techniques – the 
  session planning sheet is intended as a convenience, 
  not a rule. 
  In the initial game, decide on the seed world that 
  you will be using, and pencil it in as the game’s 
  primary location. The players will have different 
  ideas about their roles and histories even within the 
  context of this sandbox world, so make sure it is 
  large enough to accommodate a number of different 
  personalities and people. In the initial game, the 
  players are going to discover something that will 
  change the world around them forever – a 
  cornerstone that will allow them to unlock the world 
  that has been lost to Aether. The goal of your first 
  game is to find this stone, and to discover how to use 
  it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  There are a number of different approaches to 
  this basic plot: 
  #1 The players have the stone already (or 
  acquire it quickly), and the question is 
  mainly how to use it. They accomplish this 
  by reaching a specific place (Grand 
  Cornerstone Shrine) or by finding and 
  translating some kind of instruction. This 
  lends to a more puzzle-oriented game. 
  #2 The authorities of the world possess the 
  stone, but do not know how to use it. The 
  players have discovered how, and must gain 
  access to it, either through espionage or by 
  building enough reputation and clout that 
  the authorities of their world will entrust it 
  to them. This lends to a more social game. 
  #3 The stone is lost in a deep dungeon or 
  natural, undisturbed sanctuary – perhaps 
  with a guardian of some kind. This lends to 
  a more action-based game. 
  There are plenty of other approaches to 
  discovering the stone, but these three embody the 
  three major types of event that your players will 
  face. Each encounter in Mystic Empyrean will fall 
  into one or more of these categories: puzzle, social, 
  or conflict. 
  Game Basics 
  28 
  
   
   
  29 
  Character Creation 
  
   
   
  Character Creation 
  30 
   
  As beings forged of the raw stuff of creation, 
  Eidolons are granted power by wearing their souls as 
  a skin. Their personalities, talents, virtues, and vices 
  each grant them specific powers and abilities, as well 
  as transforming their forms in unique ways. No two 
  Eidolons—even those who share identical sets of 
  traits—will be quite alike. 
  Some Eidolons are very particular about how 
  they act, and what they desire to become. Others 
  ignore the consequences that their actions have on 
  their abilities, resolved to become whatever fate 
  makes them. This section will tell you everything 
  you need to know about Eidolons and how to create 
  your own for adventuring in Empyrean. 
  Character Creation 
  Before creating a character, there are a few basic 
  concepts in Mystic Empyrean that you will want to 
  be familiar with. Take a moment for every player to 
  read these pages before starting to build a character. 
  You are What You Act 
  In Mystic Empyrean, characters grow and 
  evolve rapidly. Persona Traits define the abilities of 
  a character, while his Individual Balance determines 
  what kinds of actions he will be most proficient at.  
  Persona Traits are a result of the way your 
  character acts and what you do and say in-character. 
  If you act recklessly, you will gain the Persona Trait 
  Cartwheel, which allows you to turn your body into a 
  weapon that you can only loosely control. If you are 
  friendly and use diplomacy to solve your conflicts, 
  you will develop Silver-Tongued, which lets you 
  control the thoughts and actions of others with your 
  words. If you are cruel to those around you, you will 
  acquire the Touch of Dust persona trait, which allows 
  you to kill living things with a single touch. 
  Thus, it is as important to think about your 
  character’s personality as their powers, since the two 
  are inseparable for Eidolons. 
  Your Individual Balance is a result of the 
  Persona Traits that you develop. Each persona trait 
  is tied to an element, and whenever you develop a 
  new persona trait, the corresponding element will be 
  added 
  to 
  your Individual 
  balance. Elements 
  determine the success of certain kinds of actions you 
  will make. So if you develop a number of aggressive, 
  fire-based 
  personalities 
  (bloodthirst, 
  wrath, 
  recklessness, scornfulness), your Individual balance 
  will be heavily skewed towards fire. This means that 
  aggressive actions, such as fighting, destroying, and 
  risk-taking will become easier to succeed at, while 
  opposing-elemental actions like diplomacy, first aid, 
  stealth, and information gathering will become more 
  difficult for your character.  
  In other words, as an Eidolon develops more 
  persona traits of a single alignment, it becomes 
  harder and harder to fight against his own nature. 
  The Eidolon will gain a momentum of development 
  towards one or two or three elemental alignments, 
  thus determining his skills, powers, and abilities.  
  When thinking about personality and which 
  persona traits to gain at the game’s outset, it helps to 
  take a look at the seven elements, and decide which 
  ones suit the role you wish to play in the party.  
  About Eidolons 
  “You would be surprised to see what an immortal 
  force of nature can live through.” 
  — Montekh Dar, the Straw Man 
  Eidolons are creatures of Anima. Composed of 
  the raw stuff of creation, they follow different rules 
  and physics than ordinary humans. For example, an 
  Eidolon’s only mortal weakness is his heart. Having 
  one’s head lopped off is an inconvenience, but does 
  not mean instant death to an Eidolon. Even when 
  wounded to the point of disability, an Eidolon can 
  instantly repair his body by channeling a portion of 
  the Anima stored in his heart into physical material 
  once more. 
  Conversely, words and deeds can hurt an 
  Eidolon far more than wounds. Hatred corrupts, 
  regret rends, sorrow deadens—Eidolons who accept 
  abuse 
  or 
  who 
  cannot 
  overcome 
  their 
  own 
  shortcomings begin to develop negative persona 
  traits that can ultimately destroy them from within.  
  An Eidolon’s form is mutable—it can take on a 
  drastically different look than any other Eidolon. In 
  Empyrean, it is generally understood that each 
  individual looks different, and no one pays an odd 
  physical appearance too much mind. With this in 
  mind, you have the freedom of developing a 
  character that can look like anything at all—they 
  may be hollow, missing dimensions, walk on four 
  legs, have animal features, be partially composed of 
  energy or spirit, or anything else at all.  
  Many persona traits will dictate certain physical 
  transformations that Eidolons have as a result of 
  wearing their souls as skin. With all but a few 
  exceptions, these physical transformations are 
  normal and accepted in Empyrean’s society as “just 
  the way people are.” The exact descriptions in the 
  persona traits guide need not be followed to the 
  letter, either. Adapt them to best suit the way your 
  character is developing. 
  
   
   
  31 
  Character Creation 
  Persona Traits 
  Persona Traits are the pieces of an Eidolon’s 
  heart that are powerful enough to emerge as abilities 
  and physical changes. An Eidolon may develop 
  many personality 
  traits, but only 
  the most 
  pronounced of these will become a deep enough part 
  of him to emerge as usable power. 
  Each Persona Trait consists of three parts 
   A linked personality. When this personality 
  develops in the Eidolon to a great enough 
  extent, he develops the given Persona Trait. 
   An elemental alignment to one of the seven 
  elements. This determines how the 
  development of the trait will affect the 
  Eidolon’s Individual Balance. 
   An ability that is divided into three tiers.  
   On the superficial tier, the 
  persona trait is only skin deep, 
  and its powers are relatively 
  weak or limited. 
   On the deep tier, the persona trait is 
  deeply ingrained enough that the 
  Eidolon gains use of it to a stronger 
  degree. 
   On the all-consuming tier, the 
  persona trait has grown so much 
  that is chokes a significant 
  portion of the Eidolon’s heart. 
  The Eidolon has great use of 
  these powers, but they also come 
  at great consequence, as each all-
  consuming trait has a drawback 
  built into it. 
  How Persona Traits Develop 
  Over the course of the game, you will gain 
  Emergence in various personalities. After conflicts 
  and encounters, and in a few other situations, your 
  fellow players will take your character sheet and 
  pencil in which personalities you exemplified during 
  these ordeals. If a personality is already on your 
  character sheet, those players will increase its 
  emergence rating by 1 point. The process for this is 
  explained in more detail later. (Pg 50) 
   Once a trait reaches seven points of 
  emergence, it is considered Superficial. 
   Once a trait reaches fourteen points of 
  emergence, it is considered Deep. 
   Once a trait reaches twenty-one points of 
  emergence, it is considered All-Consuming. 
   
  
   
   
  Character Creation 
  32 
  Character Creation 
  Use the following steps to build your 
  personal Eidolon character. NPC characters 
  can be created using the generators in 
  Appendix E (page 206) or according to your 
  whims, and do not require the same level of 
  attention to detail as Eidolon Characters. 
  Step 1: Concept 
  “Before I was Merigold, I was a dream in 
  the hearts of the people of Empyrean. I chose 
  to exist in this form so that I might make that 
  dream a reality.” 
  — Merigold, Heart of Unity 
  Ideas are the root of an Eidolon’s heart. 
  Outward appearance, skills, powers, and goals 
  all stem from the personality and are the 
  foundation for the entire being of the Eidolon.  
  The first and most important part of 
  creating your Eidolon character will be 
  defining his or her concept. The concept is the 
  general idea of the character. Will your 
  Eidolon be a valorous inquisitor who fights 
  against the tide of Aether with all his might? 
  Or a scholar who wishes to master the 
  technologies and magics of Empyrean? Or a 
  great explorer who seeks to understand the 
  infinite mysteries of the land? 
  The concept that you devise may be as 
  simple as a few words, like “Fiery Mercenary” 
  or “Dragon Scholar”, or it might be as 
  complex as “Silver-haired angelic priest who 
  has survived the Great Calamity by being 
  sealed within a Cornerstone for a thousand 
  years, and has only recently been released.” 
  The concept forms a foundation for your 
  character. If you aren’t certain of your concept 
  at the outset of character creation, then you 
  may wish to browse through the list of 
  available Persona Traits and see if there’s 
  anything that sparks your imagination. 
  Once you have your concept plotted out, 
  you can move on to actually assigning traits. 
   
   
  32 
  
   
   
  33 
  Character Creation 
  Step 2: Persona Traits 
  Persona Traits are motes of Anima that grow 
  within the hearts of Eidolons and grant them their 
  incredible powers. Each Persona Trait grows based 
  upon the actions and desires of the Eidolon who 
  possesses it, becoming stronger when he acts in a 
  manner aligned with the Trait’s linked Personality. 
  As a trait’s Emergence grows, it becomes more 
  pronounced in the features and actions of the 
  Eidolon. When one grows too large, however, it 
  becomes a cancer that can destroy him from within. 
  Depending on the trait selection process your 
  group has selected, you will either choose your own 
  traits, or have them chosen for you by the rest of 
  your group. In either case, you should select traits 
  from the Persona Traits list on page 136, either for 
  yourself or for the other players in your group. 
  Traits that are selected in this way all begin with 
  seven points of Emergence. 
  Selecting Traits 
  There are three different methods of creating 
  characters. Choose the one that best suits your party. 
  Constructed - The most traditional method of 
  character creation. Players choose their own traits, 
  with access to the entire trait list. Best for players 
  who enjoy a high degree of character control. 
  Draft - Other players choose your initial persona 
  traits based on your personality, or on what they 
  think it would be fun to see you play out. This is 
  best for groups of close friends that know each other 
  well. 
  Scenario - The players begin the game without 
  persona traits. During the first game, they gain traits 
  more rapidly than normal. Best for origin story 
  games with experienced roleplayers. 
  Constructed Character Creation 
  Each player follows the steps of character 
  creation as normal. Optionally, you may specify that 
  players must pick one trait from each of the 
  following categories: virtues, vices, personalities, 
  drawbacks, and talents. These they write down on 
  their character sheets, and set each at emergence 
  level 7 (rank 1). Typically you should select 4 traits 
  for your Eidolon to start with. 
  Draft Character Creation 
  If you decide to draft traits, then perform step 1 
  of character creation, the concept step, after drafting. 
  The drafting process replaces step 2 of character 
  creation. 
  Each player gains a blank character sheet and 
  places his name at the top of it. Then, sitting in a 
  circle, each player passes the character sheet to his 
  left.  
  Each player writes down a trait that they feel 
  matches the personality of the player who owns the 
  character sheet in front of them (or just chooses a 
  trait which seems interesting to play). 
  After marking down a trait, the players all pass 
  the sheets in front of them to the left again. 
  Continue this process until there are nine traits 
  written down on every character sheet. 
  Depending on how much control you wish for 
  players to have during the character creation process, 
  players may choose one, two, or three traits of their 
  own to write down before the drafting process 
  begins. 
  The player then chooses four traits from those 
  listed on his character sheet, and sets each of these at 
  emergence level 7 (Rank 1). 
  Scenario-Based Creation 
  If you decide to do scenario-based character 
  creation, then skip step 2 of character creation. 
  Scenario-based creation is intended for players 
  who are experienced role players. The players start 
  with no traits. At the end of the first game session 
  (or at some pivotal moment during the game 
  session), their three traits with the highest 
  emergence are automatically improved by 7 points 
  apiece, raising them to superficial level.  
  If you are building characters with the scenario 
  method, be sure to include in your first game session 
  at least one each of social, puzzle, and conflict 
  encounters, so that players can bring to light all the 
  traits they wish to. You may also include several 
  opportunities for free time, so that players can act as 
  they wish to bring out traits that are difficult to 
  express in the midst of conflict. 
  
   
   
  Character Creation 
  34 
  Step 3: Balance 
  Each Eidolon possesses a personal balance of 
  Anima. This balance determines how successful he 
  is likely to be at different types of actions. A balance 
  is based upon the concentrations of different kinds 
  of Anima within an Eidolon’s heart—namely upon 
  the kinds of Anima his persona traits are aligned 
  with. 
  Each Persona Trait is tied to a different 
  elemental Anima. For every seven points of 
  emergence a Trait has (called a rank), he gains one 
  additional point of elemental Anima of the type 
  associated with the trait. If an Eidolon loses this 
  trait, he also loses all the Anima associated with it. 
  Eidolons begin with one anima of each 
  elemental type in their personal balances, and one 
  pure anima. Add an appropriate amount of Anima to 
  your character sheet based on the traits you selected 
  in step 2. Whenever you gain or lose traits, your 
  balance should be adjusted accordingly. 
  Step 4: Background 
  Eidolons come from many places. Some are 
  Nascent who have developed such an affinity for 
  Anima that they have awoken to a new Eidolon 
  nature. Others are created directly by the world, for 
  reasons only they can understand. A few are formed 
  by the Great Spirits of Anima, expressly for the 
  purpose of doing that spirit’s bidding.  
  The life of an Eidolon is not bound to the 
  immediate, either. Some Eidolons are thousands of 
  years old, despite any apparent age, while others 
  have sprung up from the earth only recently. Some 
  were formerly Nascent and may have families, 
  friends, or other acquaintances, dependents, and 
  debts. All of these should be considered when 
  creating the background for a character. 
  Background does not need to be fully developed 
  right away, but you should have a strong sense of 
  where your Eidolon’s origins are and what he holds 
  important. This will be of paramount importance 
  when developing the Eidolon’s Creed. 
  The players may also agree that they wish to 
  begin the game with specific gear, wonders, or relics. 
  In this case, they should create these things by hand 
  or via the gear generator and integrate them into the 
  backstory. 
  You can use Establishing Questions to 
  determine 
  your Eidolon's background and 
  relevant information, if you wish. Just follow 
  these simple rules. 
  Take a moment to tell everyone about your 
  character and his or her concept. Tell them what 
  you already know about the character. Then look 
  to the person to your left and ask them a question 
  about your character. 'What is my favorite food?' 
  'Why did I develop a sense of helpfulness?', 'Why 
  do I own this item?' The player gives a short 
  answer, which may be as specific or vague as he 
  wishes, but he should try to stay in the spirit of 
  the character you are creating. He may also reply 
  'you don't remember'. In either case, fill in the 
  answer and the reason, or record that you don't 
  remember. The things you have forgotten may 
  come to light later on in the story. Ask questions 
  to each player in turn about your character, until 
  you have learned about ten things about him or 
  her. Afterwards, each other player in turn will ask 
  one question to you about your character, which 
  you should answer and record in the same 
  manner. 
   
   
  
   
   
  35 
  Character Creation 
  Step 5: Creed 
  “Having weighed all the options and having 
  considered the pros and cons of each, I decided 
  that it was the most expedient and prudent course 
  of action for me to devote my life to the pursuit of 
  evil.” 
  — Montekh Dar, the Straw Man 
  The Creed is a basis for an Eidolon's moral 
  decisions and ultimate direction. It is a sacred code 
  that is invested in the Eidolon’s very soul, and is the 
  foundation of his heart upon which his traits and 
  being stem.  
  Creeds vary from Eidolon to Eidolon in fact 
  almost no two will have the same set of beliefs and 
  goals. The Creed takes the form of three or more 
  statements, in order of importance, that exemplify 
  what the Eidolon values and feels it is his purpose to 
  accomplish. For example: 
  #1 Protect and serve those who rely on me. 
  #2 Trust must be earned. 
  #3 To save a life merits any price. 
  These three tenements make up the core of the belief 
  system of one Eidolon. They act as guidelines for 
  how he will act and what is important to him. 
  Players may change their creeds as they change their 
  natures, but this happens much more slowly than 
  the acquisition of traits, if it happens at all. To go 
  directly against one’s creed causes an Eidolon’s heart 
  to fracture (see Heart Wounds, pg 49) so it is very 
  important that a creed be chosen carefully. 
  All Eidolons, including NPCs, should possess a 
  Creed of some type. This is especially important for 
  NPCs, as it helps various players to play them 
  accurately. 
  Creeds Are Made to be Tested 
   Every creed provides the possibility for a 
  hard choice. Good storytellers look at the 
  creeds of their fellow roleplayers and look 
  for opportunities to force them into hard 
  choices. Perhaps a player’s creed is “Justice 
  must be served without prejudice”—then 
  have someone he cares about do something 
  that demands harsh justice, and then force 
  the player to decide between his friend and 
  his creed. 
  Players will grate at having their creeds 
  tested in these ways, but the hard choices are 
  what will make your character stronger, 
  make your games memorable, and make 
            
   
  your development poignant. If you are stuck 
  in a situation where you must violate your 
  creed or make a choice that you could come 
  to regret, put yourself in your character’s 
  shoes and make the decision that they would 
  make. That is what roleplaying is all about. 
  Another 
  strategy 
  for 
  interesting 
  storytelling is to look for situations which 
  will set multiple players’ creeds against one 
  another. This forces the party to deliberate 
  and decide—forcing multiple parties to make 
  a hard decision and further define their 
  characters. 
   
  
   
   
  Character Creation 
  36 
   
   
  Sample Creed Tenets 
   
  If you have trouble coming up with creed 
  tenets for your Eidolon, check this list for potential 
  inspirations. 
  1.  Acceptance of variety is the root of stability. 
  2. Act first, clean up later. 
  3. Any means necessary must be taken to restore 
  the world. 
  4. A dream can be worth defending. 
  5. Eliminating evil is a part of the task of 
  rebuilding the world. 
  6. Free will is an illusion. 
  7. A good deed is never wasted. 
  8. Honor must be proven. Respect must be 
  earned. 
  9. Hostility and intimidation are a final resort. 
  10. I am a servant of the world. 
  11. I am worthy to judge right and wrong. 
  12. I deserve to be first. 
  13. I don’t have to act if others will act for me. 
  14. I must take responsibility for the results of my 
  actions. 
  15. It is not enough that I succeed. My enemies 
  must also fail. 
  16. It is not the place of others to question me. 
  17. Justice must be served without prejudice.  
  18. Knowledge is the most valuable commodity. 
  19. The life of another is more important than my 
  life. 
  20. Limitations exist to be overcome. 
  21. My vision of the world is the best one. 
  22. The Nascent are sheep to be led. 
  23. The Nascent deserve our respect as much as we 
  deserve theirs. 
  24. Nascent Tribes should be left to govern 
  themselves. 
   
  25. The new world must be molded carefully. 
  26. No compromise. Ever. 
  27. No individual or way of life is more right or 
  wrong than any other. 
  28. No one is more important than me. 
  29. Others must be made to see the world my 
  way. 
  30. Others’ problems are theirs to fix. 
  31. Peace is the only way to truly resolve conflict. 
  32. People must be governed by consent. 
  33. A prize belongs to he who seizes it. 
  34. A secret is a valuable treasure, so long as it is 
  kept. 
  35. The strong have a natural right to dominate. 
  36. There are no moral absolutes. 
  37. There is an absolute good and an absolute evil. 
  38. Those who wish to restore the world are my 
  allies. 
  39. To kill is the gravest sin against existence. 
  40. Truth is sacred. 
  41. Uniformity is the root of stability. 
  42. We are responsible for the world we create. 
  43. We are the stewards of the earth 
  44. We must live in harmony with the world. 
  45. Wealth is a means of freedom. 
  46. The will of the Great Spirits is absolute. 
  47. The wise and powerful have a right and duty 
  to direct the world.  
  48. Words belong with the weak. Strength is in 
  action. 
  49. The world and the Nascent are tools to be 
  used. 
  50. The world must be made right at any cost. 
   
   
  
   
   
  Gameplay 
  37 
  
   
   
  38 
  Gameplay 
   
  Mystic Empyrean games take place as a series of 
  scenes, also called Encounters. It is in these 
  encounters that the players will be called upon to 
  act, and through which their personalities will come 
  to the surface and grant them new powers. 
  Encounters generally come in three flavors—
  puzzle, social, and combat. The Balance you’ve 
  created can be used as a tool for creating, 
  moderating, and resolving these encounters.  
  This chapter explains the basic structure of an 
  encounter, then describes how to resolve the 
  individual 
  conflicts 
  within 
  the 
  encounter. 
  Afterwards, it looks at ways to use the balance to 
  create and expand encounters mid-game, and how to 
  advance 
  characters 
  through 
  a 
  process 
  called 
  Becoming once an encounter is complete. 
  Part 1: Context 
  The first part of any encounter is context—A 
  brief description of the situation. The player who is 
  establishing the encounter should give the context of 
  the situation at hand—a clear description of what the 
  basic situation is. For example: 
   
  GM: You come across a cart that has 
  been tipped over in the middle of the road. 
  Beside it is a pile of ruined goods, and a 
  small, round man who looks like a 
  merchant. The merchant seems more 
  worried than upset as you approach. 
   
  This would be a reasonable context to give 
  players for an encounter. It is enough to form a 
  mental picture, and it contains seeds for speculation. 
  Why is the man worried? What tipped over the 
  cart? Can we help? Is there any danger? These 
  questions can be answered in the next step of the 
  encounter. 
   
  Part 2: Establishing 
  Questions 
  "If you cannot understand, then it is because you 
  decided what to see before opening your eyes." 
  — Enciyo, Eye of the Librarium 
  The Establishing Questions phase is where the 
  party’s situation is fleshed out in greater detail. In 
  the order they are seated, each player asks a question 
  about the current situation to the player on his left, 
  moving left. These questions can be yes/no 
  questions or simple questions that are facts or details 
  the players would be able to know immediately by 
  observation. The player who is answering the 
  question should make up an answer that he feels fits 
  the situation. 
  The answers given to the questions serve to 
  build the scene and help others think about their 
  options. Establishing questions can continue on until 
  all players pass on asking a question. Once this 
  occurs, group resolution begins. 
  Notes on Establishing Questions  
  Theoretical questions are not allowed. In the 
  example Fargan asks “any chance of deceiving 
  them?” this kind of theoretical question isn't 
  allowed, since (as Lieselotte mentions) Fargan 
  wouldn't be able to know that for certain without 
  trying it. Only things that the party can know from 
  simple observation of the scene are allowable 
  establishing questions. 
  Establishing questions can grant the party 
  simple gear and resources. Do we have common 
  tools? Are there any henchmen in our employ? Do 
  we know the way back to the exit? These are all 
  allowed questions.  
  Establishing questions cannot grant the players 
  new powers, magical gear, or character changes. For 
  example: Are we elder gods bent on the destruction 
  of the world? Do I possess a tactical nuclear weapon? 
  Have I developed all my traits to their maximum 
  level? These would all be illegal establishing 
  questions. 
  Answers to questions that break the conventions 
  of the realm can be vetoed and corrected by the 
  Realm Owner. 
  
   
   
  Gameplay 
  39 
   
  Fargan: What time of day is it? 
  Lieselotte: Night. That's probably why 
  security is higher. How many guards are on 
  duty. 
  Lyons: Two. Probably easy to overpower. 
  How high are the city walls? 
  Enciyo: They tower up to the clouds. This is 
  a big city. Do we see any other ways in? 
  Fargan: There's a sewer system that probably 
  gives access somewhere. Do the guards 
  appear to be tired, drunk, or uneducated? 
  Any chance of deceiving them? 
  Lieselotte: They're tired, but you have to try 
  it and see if tricking them works. Do we have 
  some basic tools for spelunking? Like a 
  crowbar, rope, et cetera? 
   
  Part 3: Resolution 
  The encounter begins with one player taking the 
  role of GM. The player to his left becomes the first 
  Active Player. Normally, the player who created the 
  encounter context will take on the role of GM first. 
  The Active Player’s role is to narrate his actions 
  for the turn. The Active Player may work with his 
  allies (if his allies consent), and should decide on 
  one thing he wants to accomplish during the course 
  of the turn. The Active Player shares this goal with 
  the GM, and outlines a course of action he wants to 
  use to accomplish it. Then, he makes an attempt to 
  try and achieve the goal. (The rules for resolving 
  whether the attempt succeeds or fails are on pg 42.) 
  The GM controls the world and narrates the 
  results of actions the party takes, using the World 
  Balance if necessary to resolve actions and answer 
  questions. He can participate in the discussion of 
  what the party should do if he controls a player 
  character, but he should leave the ultimate decision 
  on what the party’s actions are to the Active Player. 
  Active Player-ship rotates every time an attempt 
  is resolved, be it successful or unsuccessful. If the 
  party is acting as a group, then the GM may need to 
  make multiple resolving actions as part of the same 
  attempted course of action. Whenever the Active 
  Player and the GM would be the same person, the 
  GM makes a turn for the world (called an 
  Escalation, and explained on pg 41). GM-ship should 
  then rotate to the right. A player should never take 
  an Active Player turn while he is the GM. 
  If the encounter is a scenario-based or pre-
  planned encounter, then the scenario owner may 
  wish to remain the GM for the entire encounter, 
  with the Active Player rotating clockwise around 
  the table. In this case, the GM can never become 
  Active Player, and Active Player-ship skips over his 
  seat when passing. If the GM controls a player 
  character, his character may assist other player 
  actions by spending Anima or acting according to 
  the direction of the other players, but never by 
  directing the group. 
   Once the current GM determines that the 
  encounter has been resolved to a sufficient degree, 
  he may move on to the closure phase. 
   
  Part 4: Closure 
  Once the encounter has reached a conclusion 
  where the players’ actions no longer affect its 
  outcome, or the context is sufficiently resolved such 
  that further actions are mere trivialities, then the 
  player who established the encounter’s context 
  should give a short summary of what happens in the 
  aftermath, adding closure to the event. If the party 
  escaped narrowly from a collapsing ruin, then 
  describe how the ruin fades beneath the earth to 
  sleep for another millennia. If the party successfully 
  bargained for an item they needed, say a few words 
  from the one who gave it to them, either wishing 
  them well or muttering about how he feels cheated. 
  If a puzzle was solved, then give a satisfying 
  description of how the party is able to continue on 
  their way by solving a riddle or challenge which 
  would have be insurmountable for others. If things 
  were gained, or significant story progress was made, 
  a summary of relevant events may be prudent to 
  insert as well. 
  After the encounter reaches closure, the player 
  who established the encounter should determine its 
  difficulty and the amount of emergence that players 
  are awarded. This process is explained at the end of 
  this chapter section (see Becoming, pg 50). 
   
  
   
   
  40 
  Gameplay 
  Resolving Actions with 
  the Balance 
  The Active Player’s turn consists of making a 
  single attempt. An attempt is broken down into the 
  following steps. 
  1. The player announces what he wishes to 
  accomplish, and how he wishes to accomplish it. 
  2. The GM determines what element is most 
  closely aligned with the player’s action (or 
  determines the alignment for each of the actions, if 
  the attempt involves multiple actions). 
  3. The player makes a draw from the World 
  Balance. 
  3a. For each anima of that type the player 
  possesses beyond the first, he may make one re-draw 
  from the world (permanently discarding his previous 
  results). He continues this until he draws Aether, 
  runs out of draws, or decides to keep his result. 
  4. Based upon how closely aligned his draw is to 
  the action’s target, the GM interprets the results. 
  5. Repeat steps 3 and 4 until all actions within 
  the attempt have been resolved (or until something 
  happens that prevents the rest from resolving, such 
  as a failed action). 
  6a. If the player committed an action that 
  provokes retaliation, or failed in his attempt, the 
  GM narrates the results of the failure, optionally 
  drawing from the world to determine an action for a 
  retaliating monster or natural hazard. 
  6b. If the player succeeded in his action, and did 
  not provoke any kind of retaliation from the world 
  (or survived retaliation successfully), then the GM 
  narrates the effects of his success. 
  The Balance should be re-shuffled whenever a 
  new encounter begins or whenever it is empty. 
  Resolution is Always Optional 
  Using random resolution with the Balance 
  or with dice is an excellent way to make a game 
  unpredictable. However, there’s no need to 
  introduce resolution where it doesn’t make 
  sense. If a challenge is insurmountable, you can 
  declare it a failure without drawing. If a player 
  comes up with the perfect solution to a problem, 
  you can declare it a success without drawing.  
  The GM’s responsibility is to the story. 
  Whatever makes the best story is the best move 
  in a given situation. 
  Resolving a Draw 
  Every time a check is made against the World 
  Balance, it is called a draw. There are several 
  possible kinds of draws.  
  All draws have one of the following four results. 
  These results are measured based upon the distance 
  between the element drawn and the alignment of the 
  action being committed: 
  Perfect Success – When the card flipped for 
  resolution is exactly aligned with the element of the 
  action (ie: A flip of fire on a fire action). This 
  typically signifies success above and beyond what 
  was required, or an otherwise exceptional success. 
  This is also called “Success, And…” since the action 
  succeeds AND something else good happens. 
  Outside Success – When the card flipped for 
  resolution is closely aligned with the element of the 
  action (ie: a flip of light or air on a fire action). This 
  typically signifies success that is sufficient but may 
  have some mitigating factors. This is also called 
  “Success, but…” since the action succeeds, BUT 
  there are potential loose ends still to clean up. 
  Neutral Success – When the card flipped is 
  neither aligned nor opposed with the element of the 
  action (ie: a flip of darkness or electricity on a fire 
  action). This signifies an incomplete failure—some 
  ground was gained, but not enough to be considered 
  a success. This is also called “Failure, but…” since 
  the action failed, BUT there were some good 
  consequences. 
  Failure – When the card flipped is opposed 
  directly with the element of the action (ie: a flip of 
  stone or water on a fire action). This signifies an 
  abysmal failure—the action failed, and potentially 
  even made things worse. This is also called a 
  “Failure, and…” since the action failed, AND there 
  were additional negative consequences. 
  Simple Draw 
  A simple draw is appropriate for unopposed 
  actions that a player may take, such as climbing a 
  wall, bracing himself in defense, or singing a song. 
  In a simple draw, the GM checks to determine 
  how close the alignment of the draw is to the 
  alignment of the action, and interprets the results as 
  follows. 
  Perfect Success - The action was very successful, 
  and the result is more effective than the player 
  intended. 
  
   
   
  Gameplay 
  41 
  Outside Success - The action was successful 
  without any difficulty, but its success may be 
  incomplete. 
  Neutral Success - The action was successful, but 
  only 
  barely, 
  and 
  there 
  may 
  be 
  mitigating 
  circumstances. It may not be as effective as the 
  player intended. 
  Failure - The action failed, and there may be 
  negative repercussions to its failure. 
   
  Lyons: I’m going to attempt to break down that 
  door in front of us. 
  Fargan (GM): Alright. That will be fire. 
  Lyons has 4 levels of Fire in his balance. He makes 
  a draw from the world, and gains Water, a failure. 
  He can re-draw up to three times, so he decides to 
  draw again, this time getting Light, an outside 
  success. Since he is wary of failing again, and of 
  pushing his luck and not getting another draw that 
  would succeed, he decides to keep Light rather than 
  try to draw again. 
  Fargan (GM): So outside success. 
  Lyons: I throw my shoulder into the door as hard 
  as possible.  
  Fargan: The door creaks under the first assault, 
  then shatters, taking part of the hinges and the 
  archway above it down with it. You manage to reach 
  up and brace the arch just in time, but as soon as you 
  stop holding it, everything above is going to collapse. 
  Lyons: Hurry through, everyone! I can’t hold this 
  thing for long. 
   
  Opposed Draw 
  An opposed draw represents the forces of the 
  world or other Eidolons at work against the Eidolon. 
  Attempting to strike another creature who is 
  attempting to defend; attempting to climb a wall that 
  is slick with running water; or attempting to find 
  apples in a market that is short on fruit; these are all 
  examples of opposed draws. An opposed draw is 
  appropriate whenever the success of the Eidolon’s 
  actions are not only contingent on himself, but also 
  on the actions or conditions of the world around him. 
  For an opposed Draw, the GM should make two 
  draws from the world. The first world draw 
  determines the kind of response or hazard that the 
  world presents. Alternatively, the GM may simply 
  declare an element and a hazard, if he wishes, and 
  skip the first draw. Then, both the GM and the 
  player make a draw, the GM drawing against the 
  chosen element, and the player drawing against the 
  alignment of the action. 
  If the world’s result is better than the player’s 
  (or if there is a tie of Neutral Success or Failure) 
  then the draw is considered a failure. 
  If the player’s result is better than the world’s 
  (or if there is a tie of Outside Success or Perfect 
  Success) then the draw is considered a success. 
  Action - Reaction 
  Sometimes actions from the player draw 
  immediate response from the world. A heated close 
  combat duel, attempting to disarm a trap, or trying 
  to intimidate another are all examples of attempts 
  where the world would respond in kind to the 
  player’s actions. 
  In this case, the GM should completely resolve 
  the player’s attempt up to the point where the world 
  would respond to it, then interject with an action 
  from the world. The GM may choose to simply 
  declare what the world is doing, or he may want to 
  make a draw for the world and interpret the results 
  of the draw as the world’s actions. The GM should 
  then determine the alignment of the world’s action 
  and draw to resolve it, narrating the results. If the 
  world’s action directly opposes a player (such as a 
  player rushing forward, and the monster attacking 
  him on approach), then the player’s simple draw is 
  changed to be an opposed draw against the world. 
  Resolving Difficult 
  Attempts 
  Success on a resolution check does not always 
  guarantee success on the feat being attempted. When 
  an Eidolon jumps off a high cliff, success is surviving 
  the fall and being able to pick yourself up off of the 
  ground, not discovering that you can suddenly fly. If 
  the attempt the player is making is impossible or 
  ridiculously difficult, the best they can hope for, even 
  with a Perfect Success, is to suffer as little damage as 
  possible from failing. If an Eidolon attempts to revive 
  a fossilized animal with a powerful electric shock, the 
  act of shocking it may be successful, but the animal 
  certainly won’t come back to life. The GM’s decision 
  should be considered final in a situation like this. 
  For extremely difficult or lengthy tasks, the 
  attempt should be broken down into multiple draws. 
  Failures and Neutral successes along the way can cause 
  a break in a complex action sequence, so any one point 
  of failure can spell disaster for the overall action. 
  
   
   
  Gameplay 
  42 
   
  Niall: I want to dash forward and shove my 
  fist down Alora's throat. 
  Enciyo (GM): Well, there's a troop of about 
  ten armed guards between you and her, and she 
  sees you coming. 
  Niall: Do I look like I care? I'm going into 
  elemental form and smashing through these guys. 
  Enciyo (GM): Alright, make a fire check to 
  plow through the guards. 
  Niall flips fire on his check, signaling a 
  perfect success. 
  Enciyo (GM): The guards set their spears 
  into the ground, but you slash forwards with your 
  weapons and sunder them effortlessly before 
  smashing through their ranks. As you plow 
  through the guards, Alora raises her sword in a 
  counteroffensive strike, waiting to step through 
  your charge. This is a Water action. You’re 
  using another fire action to continue forward. 
  Enciyo flips Stone from the world, signaling 
  an outside success for Alora. She then flips a 
  Stone again for Niall, signaling a failure. 
  Enciyo (GM): Eternal Rose, Alora's glass 
  sword, buries into the center of your chest, and 
  explodes into ten thousand slivers of glass. Suffer 
  a deep wound. 
  Niall: Do I keep barreling through on 
  momentum? 
  Enciyo (GM): Yeah, you do, though the deep 
  wound causes your flames to die down 
  momentarily. If she was prepared for a head on 
  charge, then she's probably prepared to step out of 
  the way. 
  Niall: So I'm trying to predict her step, not to 
  make an offensive attack. 
  Enciyo (GM): So you need air. 
  Niall flips Water, a Neutral Success. His 
  action fails, but there are mitigated circumstances 
  to the failure that may provide a boon to others. 
  Enciyo (GM): She backsteps and spins out of 
  your way, and you fall for the feint. You stumble 
  by, missing by about a foot with your punch. 
  Your body smokes and smoulders with dying 
  embers, as her sword regenerates itself. She 
  watches with cruel glee, unable to tear her eyes 
  away from your suffering as you fall to the 
  ground, leaving her back fully exposed to Fargan 
  for a moment. 
  Anima Surge 
  An 
  Eidolon’s 
  Individual 
  Balance 
  is 
  a 
  representation of the forces of Anima that are stored 
  within his body. These forces can be spent as a 
  power source when attempting a resolving action. 
  Whenever a player would make a draw, he can exert 
  himself and expend his natural Anima by choosing 
  an elemental Anima (or the Pure Anima element) 
  from his personal balance. The player then counts the 
  chosen element as his draw. After the attempt ends, 
  the Anima used in this way is removed from the 
  player’s individual balance and added to the world’s 
  balance. This is called an Anima Surge, and takes 
  the place of any normal draw that he would make. 
  The Anima Surge has a few important rules 
  associated with it: 
  A player can temporarily ignore the drawbacks 
  of an All-consuming trait by using an Anima Surge. 
  He can also ignore the drawbacks of a drawback trait 
  in the same way. If he does so, then spending the 
  anima merely ignores the drawback, and does not 
  count as his draw. 
  A player can utilize the Deep powers associated 
  with a Superficial Trait by using an Anima Surge. 
  When an Eidolon uses an Anima Surge to 
  accomplish something, he can temporarily use the 
  Deep powers associated with one of his Superficial 
  Traits as part of the action. 
  The Anima spent in the Anima surge does not 
  need to be the same as the type of trait being 
  utilized. It is more advantageous to choose an 
  Anima that matches the alignment of the action you 
  are trying to accomplish. 
  Any Anima spent as part of an Anima Surge is 
  added to the World Balance, and does not return to 
  the Eidolon’s Individual Balance until he has a 
  chance to rest for a full night. The only exception to 
  this is the Pure Anima elements in a player’s 
  Individual Balance. When these are used in an 
  Anima Surge or Assist Surge, they are removed 
  from the game, rather than being placed into the 
  World Balance. 
  An Anima Surge (or Assist Surge) cannot cancel 
  a draw of Aether from the World Balance. Players 
  should tread lightly when they know Aether is near. 
  Anima Surges cannot be used if the World 
  Balance is saturated with a particular element. The 
  world has a limit of how much elemental anima it 
  supports. If the world already has seven parts of a 
  given element, further Anima Surges of that 
  elemental type cannot be used. 
  
   
   
  Gameplay 
  43 
   
  Consequences of an Anima Surge 
  Even when you’re about to be seriously 
  wounded or set back, an Anima Surge may 
  not be the right answer. Here are some 
  things to consider before spending Anima as 
  a Surge. 
  You weaken your own abilities for the 
  rest of the game session when you use an 
  Anima Surge. Fewer elements in your 
  personal balance mean fewer re-draws when 
  attempting actions, forcing you to be driven 
  by the whims of the world rather than your 
  own will. 
  You make actions of that element more 
  likely to succeed for everyone. Eidolons have 
  a natural advantage in a balanced world, 
  since they have multiple draws from the 
  balance, while monsters typically do not. 
  Saturating the balance with a single element 
  makes monster attacks more likely to draw 
  perfect success, raising the danger level for 
  everyone. 
  You make escalations more likely. Since 
  Escalations are drawn based on the odds of 
  any particular draw being an outside or 
  perfect success, weighting 
  the balance 
  towards one element (or two aligned 
  elements) greatly increases the odds of 
  escalation. 
   
  Assist Surge 
  During a resolving action, other players whose 
  turn it is not may opt to assist the acting player. 
  They can do this by utilizing an Anima Surge of 
  their own, out of turn. This Anima Surge, called an 
  Assist Surge can be used at any time, either before 
  or after the player or world make draws. If a draw 
  causes an action to result in failure, any non-acting 
  player may make an assist surge to step in and lend 
  aid. The assist surge’s element replaces the draw of 
  the player, and is then added to the world as normal. 
  When a player makes an assist surge, he should 
  describe what he is doing and how his interference is 
  influencing the outcome of his ally’s action. 
  Just like a normal Anima Surge, an Assist Surge 
  cannot cancel a draw of Aether. 
  An Eidolon recovers all anima from the world 
  when he has a chance to rest for a full night 
  (typically between game sessions). 
  Encounter Types 
  There are three different kinds of Encounters 
  within Mystic Empyrean, and each should be 
  handled in different ways. The GM should establish 
  clearly what kind of encounter the players are going 
  to be involved in, though encounter types can 
  change midway through resolution (for example, if a 
  social encounter breaks down into all-out combat, or 
  conversely, where a monster shows intelligence and 
  attempts to surrender or stop fighting). 
  Puzzle - Puzzle encounters present the players 
  with a challenge that prevents them from moving 
  forward until they meet that challenge. Puzzles 
  might be difficulties such as finding lost keys, 
  opening sealed doors, answering riddles, crossing 
  huge chasms, or meeting the demands of some 
  guardian. 
  Commonly, 
  puzzles 
  will 
  occur 
  in 
  sequence. When a large string of puzzles are 
  encountered in sequence, the result is called a 
  Dungeon Encounter. 
  Social - Social encounters are the most free-
  form, and give players the greatest freedom to role-
  play. These are also the most difficult to GM in 
  rotation. It is often useful to break a social encounter 
  down into ‘conversations’ where the party meets one 
  or more NPCs. The GM-ship only passes at the end 
  of a conversation. 
  Conflict - Combat encounters directly put the 
  players into harm as they work actively against 
  opposing forces. Conflict is not necessarily combat—
  it could be large scale military conflict, a race, a 
  contest of skill or wit, or other similar indirect 
  confrontations. In Empyrean, conflict is a different 
  kind of puzzle challenge—one where the obstacles 
  directly work against the players. 
  Dungeon Encounters 
  Dungeons are a special kind of puzzle encounter 
  that present a series of smaller challenges to the 
  players. A dungeon is divided into a series of rooms. 
  Each room presents a different single puzzle or 
  challenge to the players. Unlike in a normal puzzle 
  encounter, GM-ship only passes when a room is 
  cleared by the party, and passes immediately, 
  regardless of the current turn. The players should 
  ask all establishing questions to the current GM 
  when setting up the next room in the encounter. A 
  series of such small puzzles are considered 
  collectively as one Dungeon Encounter, and Closure 
  and Becoming are only performed at the encounter’s 
  end. 
  
   
   
  44 
  Gameplay 
  Some sample dungeons are included in this 
  book, and a planning sheet is included so that you 
  can create your own. 
   
  Example Dungeon Encounter 
  Lyons, Fargan, and Enciyo explore a 
  dungeon. Lyons is GM’ing. 
  Lyons (GM): We enter a vast room with a 
  bottomless pit looming below us. There used to be 
  a bridge between this side of the room and the 
  door at the far end, but it seems to have since 
  fallen away. 
  Fargan: About how far is it? 
  Lyons (GM): Almost a hundred yards. 
  Enciyo: I think I can handle this. Can we see 
  the ceiling? 
  Lyons (GM): Yes. 
  Enciyo: I’m going to use my Webweaver 
  ability to build us suspension bridge across the 
  chasm. 
  Lyons (GM): Alright. That will be a Stone 
  check: “Build Something from Scratch.” (He 
  makes a draw of Darkness). Dark, so Outside 
  Success. (He thinks for a moment). The work is 
  tedious, and will take you several minutes. As 
  you begin constructing the bridge, tiny insects 
  begin to skitter out across the ceiling. They seem 
  to be attempting to eat the webs suspending your 
  bridge. 
  Fargan: I’ll utilize my Inverse ability to 
  reverse my own gravity and fall up to the ceiling. 
  There, I’ll land in a splash and turn myself into 
  liquid with my Liquid Flesh, and try to wash all 
  the bugs away. 
  Lyons (GM): (Considers making a draw, 
  but decides not to). That works perfectly. Enciyo 
  finishes the bridge with little delay, and we cross 
  safely to the next room. 
  Lyons now passes his GM-ship right to 
  Enciyo, who will create the next dungeon 
  room and GM that room completely. 
  Rotating the Role of GM 
  Rotating GM-ship is an option that allows you 
  to discover new facets of your own creations by 
  putting them in the hands of other players.  This is 
  usually the best way to run encounters, as it gives 
  everyone, including yourself, the chance to play 
  monsters and NPCs, as well as giving everyone the 
  chance to try their hand at resolving whatever 
  conflict presents itself. 
  This is not always the best way to run an 
  encounter, naturally. If you have a well-defined 
  NPC or boss battle that has a scripted solution or 
  needs to end in a certain way to keep the story in 
  line, then it may be necessary for only a single 
  player to control the environment in an encounter. 
  In this case, the player who owns the scenario or 
  conflict in question should exclusively GM the 
  encounter, withdrawing his own player character as 
  much as possible from the spotlight, and acting in a 
  supporting role. 
  Attempt to minimize encounters like these. As 
  you play more of Mystic Empyrean, you will gain a 
  feel for how to leave your narrations defined and 
  open enough for other players to step in and pick up 
  the reins. When a player exclusively GMs a 
  scenario, it makes it difficult for his own character 
  to develop, as he does not have such a prominent 
  role in combat. The more you release control of 
  monsters and scenarios to the party as a whole, the 
  more opportunity you will have to face your own 
  challenges and have them surprise you. 
  Non-Player and Enemy 
  Action Draws 
  To determine the actions of enemies and NPCs, 
  the GM can make draws from the Balance. To do 
  this, just draw from the balance and look at the 
  action table to determine the enemy’s actions. This 
  is the exact reverse of when you determine a player’s 
  element by his actions—instead, you look at the 
  NPC’s or monster’s element, and determine which 
  action he would use. 
  
   
   
  Gameplay 
  45 
  Escalation 
  Empyrean is a dangerous and unpredictable 
  world, and things often go awry at the worst 
  possible time. To represent the shifting of fate and 
  the inherent dangers in the world, Escalation is 
  employed. Before passing the role of the Game 
  Master, the GM should draw two cards from the 
  world balance, noting the element of the first card 
  and the relationship of the second card to it. 
  If the result is a perfect or outside success, the 
  GM should look on the escalation table and interpret 
  the element of the first card (or optionally, the 
  second card if he has no good idea for the first one). 
  The escalation effect is incorporated into the story 
  and the GM narrates how it effects the situation at 
  hand. 
  If Aether is drawn as either card during an 
  Escalation effect, it is treated as a success (for the 
  purposes of triggering escalation). Consider the 
  element of the second card, and magnify its effects 
  to create a much more dire situation. Add an Aether 
  to the world balance after drawing. 
  If Anima is drawn as either card during an 
  Escalation effect, it is treated as a failure (for the 
  purposes of triggering escalation). Add an Anima to 
  the world balance after drawing. 
  If Both Anima and Aether are drawn during 
  escalation, make another escalation draw. Both 
  Anima and Aether are added to the world balance 
  after this. 
  After resolving escalation, the player who is the 
  GM should pass his or her GM status and begin a 
  normal player turn. 
  The Escalation Table can be found on page 225. 
   
   
  Enciyo, Fargan, Lyons, and Lieselotte are 
  heading downstream on a raft. 
  Lieselotte is the current GM, and it is 
  her turn. She draws two cards, Fire and Air. 
  These form an outside success, triggering an 
  escalation. Lieselotte interprets the effect of 
  Fire as ‘a natural hazard puts the party in 
  immediate danger.’ 
  Liselotte (GM): You all begin to hear a faint 
  buzzing on the horizon. 
  Lyons: I’m going to stand up and look ahead 
  with the spyglass I picked up a while back. 
  Lieselotte (GM): You see a wall of mist and 
  foam, and the speed of the raft is beginning to 
  pick up. It looks like a huge waterfall is just 
  ahead. 
  Lieselotte passes her GM status to the 
  right (Fargan), and immediately begins her 
  turn as a player. 
   
  
   
   
  46 
  Gameplay 
  Retrying Attempts 
  If the players attempt an action and that attempt 
  fails, then no subsequent attempt can be made at the 
  same action unless conditions change or some new 
  element comes into play. For example, if Lamarck 
  attempts to open a locked door using a small 
  explosion 
  generated 
  with 
  his 
  ‘Festival’ 
  trait 
  (Jubilant), and this attempt fails, he cannot say ‘I try 
  it again’ on his next turn. He must either decide on 
  some other use of the power to open the lock, use a 
  different trait, gain outside assistance, or somehow 
  alter the door or his power. 
  In Mystic Empyrean, creatures do not have hit 
  points. Continually using the same tactics, even 
  those that appear to cause damage or inconvenience 
  to enemies, will not defeat them with repeated uses. 
  In combat, if a player uses a certain attack, 
  regardless of whether the attack hits or misses, if it 
  does not destroy the monster or adversary in 
  question then it can be assumed that the attack will 
  fail to destroy it on subsequent attempts. Each attack 
  a player makes in a single encounter must be 
  different or somehow distinct from other attempts. 
  Choosing the Best Action 
  Type 
  Individual balances mean that each character is 
  adept at doing things in certain ways. Their social 
  actions, combat styles, and solutions to obstacles 
  will all be tinged with the elements that govern their 
  personal balances. Every Eidolon can accomplish the 
  same things, but must go about them in different 
  ways to have the highest chance of success. 
  For example, Lyons is primarily a fire-based 
  Eidolon, while Fargan is a water-based Eidolon. In a 
  social situation, Fargan is able to easily make 
  friends, while Lyons is more adept at intimidation 
  and 
  browbeating. 
  Fargan 
  makes 
  a 
  better 
  spokesperson if the group wants allies, while Lyons 
  can often ensure greater concessions from NPCs at 
  the cost of invoking their anger. If Lyons wanted to 
  make friends with someone, he could still use fire 
  based actions―perhaps by intimidating the NPCs 
  enemies or using his strength to remove some 
  obstacle for them. 
  In battle, head-on attacks are Fire based, while 
  using the environment and redirecting an enemy's 
  strength are Water based. Fargan and Lyons can 
  both fight with an equal chance of success against 
  enemies, but to take full advantage of his powers, 
  Fargan must turn an enemy's strengths against it, 
  while Lyons can meet his foe with sheer brute force. 
  Depending on the current World Balance, Fargan's 
  strategy may prove even more effective than Lyons's 
  strategy in combat! 
  Incorporating Maps 
  “I’m not saying that you’re lost, Morell. I just 
  wanted to remind you that I lack your insight, 
  and that I would be reassured if I understood 
  exactly why we’ve passed this stump for the fifth 
  time today.” 
  — Montekh Dar, the Straw Man 
  You may be the kind of gamer who enjoys using 
  maps and miniatures, or perhaps you appreciate the 
  kind of gaming experience that these elements 
  provide. Either way, when working with spatial 
  puzzles, dungeons, and the like, bringing maps of 
  your cities or dungeons to the game table can be 
  extremely helpful. A roll out wet-erase mat and 
  some simple miniatures or paper cutouts can make it 
  much more obvious whether a player is standing 
  close enough to reach a door or switch, as well as 
  what kind of tactical options are available in combat. 
  Boxes, ledges, walls, weapon racks, and even 
  more can be incorporated more easily into your 
  game by using maps, and the visual reminder of 
  what kind of setting the players are in will help 
  them to remember that these options are ready and 
  usable for the task at hand. 
  This game book does not provide concrete rules 
  for movement on a map. Instead, players should 
  describe what they wish to accomplish as part of the 
  resolving action on their turns, and the GM will tell 
  them whether or not they succeed in getting from 
  point A to point B as part of their success or failure. 
   
  
   
   
  Gameplay 
  47 
  Player Questions During 
  Resolution 
  Sometimes you will need information that is 
  neither resolving nor debatable. (Ex: How high is 
  the roof? Are there any exits? Are there any 
  weapons around?) If these questions weren’t 
  resolved during the establishing questions phase, 
  they go to the current GM, who can answer them as 
  he wishes. If the questions concern the realm (ex: 
  what kind of technology do they have?) or NPCs 
  (ex: do I notice any unusual traits about him?) or the 
  scenario (ex: do we know where the worlds in 
  cornerstones actually come from?) then those 
  questions should be directed to the realm, NPC, or 
  scenario owners respectively.  
  No questions asked at this point should alter the 
  party state or the encounter state. If an answer could 
  give the party additional leverage or opportunities, 
  then it must be answered in a way such as not to do 
  this. For example, to the question like “Are there 
  any weapons around?” the answer “yes, a dozen high 
  powered energy cannons” about halfway through a 
  fight would drastically change the situation. It’s 
  unrealistic to imagine that the party or their enemies 
  have simply ignored those weapons up until this 
  point. However, if a player breaks open a crate or 
  smashes open a weapons locker that was already 
  established to exist, it is reasonable to find such 
  things. 
   
  Types of Wounds 
  Three types of wounds can befall an Eidolon. 
  Superficial Wounds are inflicted by successful 
  enemy attacks and mundane causes such as falling a 
  great distance, being burned, or being caught in an 
  explosion. These wounds tend to mar an Eidolon’s 
  features, temporarily disabling some of his traits. 
  Deep Wounds are inflicted less commonly by 
  enemy attacks and mundane damage, and more 
  commonly by wonders. Any action performed with 
  emotional investment (ie: love, hate, jealousy, etc.) 
  can cause a deep wound, even if it is not a physical 
  attack. Deep wounds cause the Eidolon to lose one 
  anima of any type he chooses. If the Eidolon has no 
  more anima in his personal balance, then the Deep 
  Wound becomes a Heart Wound instead. 
  Heart Wounds are the rarest and deadliest 
  wounds. An Eidolon suffers a heart wound when his 
  heart is struck or damaged directly, when he makes a 
  conscious decision to violate his creed, or when he is 
  exposed to a powerful source of Aether. These 
  debilitating wounds can permanently alter an 
  Eidolon’s traits and physical features, or even imbue 
  him with new, alien traits. 
   
  Taking Wounds 
  Immortal forces of nature aren’t necessarily 
  indestructible—in fact, you’ll be quite surprised 
  at what you can live through. It’s the natural 
  instinct of players to try to protect their 
  characters from harm, as well as to argue with 
  the GM when your character is hurt. The GM 
  has the absolute final say in these cases, so 
  players should look for ways to use wounds to 
  their advantage rather than arguing with the 
  GM over whether or not they occur. 
  For example, if a mortal Nascent stabs a sword 
  through your back during a negotiation, rather 
  than shouting “No way, I would have sensed him 
  coming! I want to get a resolution draw!” You 
  might instead say “I look down calmly at the 
  sword sticking through my chest, then grab it and 
  pull it the rest of the way through, disarming the 
  enemy behind me. ‘Now, where were we?’ I say, 
  as I begin regenerating flesh.” 
  Avoid stepping back and breaking the flow 
  of the story as much as possible. Instead, try to 
  use the wounds you take as a chance to bring out 
  your personality and make your character’s 
  immortal nature even more awe-inspiring. 
  
   
   
  48 
  Gameplay 
   
   
   
   
   
   
   
  Superficial Wounds 
  Superficial wounds affect an Eidolon’s features. 
  Each kind of Persona Trait has a linked physical 
  attribute. If that physical attribute is damaged or 
  broken, then the Eidolon loses the power granted by 
  that trait temporarily. For example, Eye of Flame 
  lets an Eidolon light fires with a gaze. If his eyes are 
  put out, blinded with thrown sand, or blinded by a 
  brilliant flash, then he can no longer use them to 
  light fires. 
  When an Eidolon suffers a superficial wound, 
  draw from the world Balance. He suffers a wound 
  that disables or distorts one of the traits associated 
  with that element. If he has no traits associated with 
  that element, then the wound is considered minor 
  and does not disable him. 
  A wound does not always disable a trait—
  sometimes it distorts it or causes it to lose control. 
  For example, a character with ‘Eye of Flame’ who is 
  struck in the eye may not have his eye disabled—it 
  might instead flare out of control and cause great 
  destruction. There is no hard and fast rule to when a 
  trait should be distorted instead of disabled—the 
  GM should rule in a way that best serves the story. 
  Recovery 
  On his turn during resolution, or anytime 
  outside of resolution, and Eidolon may spend one 
  Anima of any type from his Individual Balance 
  (though he cannot spend his last Anima of any 
  elemental type). If he does, then he is healed of all 
  superficial wounds. 
  Superficial wounds also heal anytime an Eidolon 
  rests for a night. 
   
   
   
   
   
   
   
   
   
   
   
  Deep Wounds 
  Deep wounds cut below the surface of the 
  Eidolon’s soul and leave marks upon his heart. 
  These wounds cannot be delivered through ordinary 
  means. They can only be caused under one of the 
  following two conditions. 
  1) The weapon or tool used to harm the Eidolon 
  is a wonder, or otherwise imbued with the powers of 
  Anima. 
  2) The attack that dealt the wound was delivered 
  with an emotional weight, such as hatred or love, 
  directed personally at the target. 
  Deep wounds can also be dealt by a creature 
  imbued with the powers of pure Anima or Aether, 
  such as a Colossus, Anima Spirit, or Aetherling. 
  When an Eidolon suffers a Deep wound, he 
  loses one Anima of any type of his choice. If he has 
  no anima remaining when he suffers a Deep 
  Wound, then he suffers a Heart Wound instead, and 
  is knocked unconscious for the rest of the encounter. 
  Whenever an Eidolon suffers a Deep Wound, he 
  also suffers a superficial wound. 
  Recovery 
  An Eidolon recovers from all Deep Wounds 
  whenever he rests for one night and one day. 
   
  
   
   
  Gameplay 
  49 
  Heart Wounds 
  Heart Wounds are the rarest and deadliest type 
  of wounds an Eidolon can receive. When an attack 
  directly strikes into the center of his being, his heart, 
  strange things can happen. A heart wound can only 
  be delivered under the same conditions as a deep 
  wound. Unlike a deep wound, however, both 
  conditions must be met (using a wonder, and with 
  emotional weight behind the attack). An Eidolon 
  also suffers a Heart Wound when he willfully and 
  directly violates the tenets of his Creed to a severe 
  degree. 
  The Eidolon draws twice from the World 
  Balance. If either draw is linked to a trait he 
  possesses, choose the highest-emerged trait the 
  Eidolon possesses whose element matches the first 
  draw (if no trait is linked to the first element, use a 
  trait linked to the second draw’s element instead). 
  That trait is corrupted in one of several ways: 
  If the trait was a Drawback, it is eliminated 
  immediately, regardless of the second draw. 
  Otherwise: 
  If the second draw was Anima, the trait 
  immediately becomes All-Consuming. 
  If the second draw was Aether, then the trait is 
  eliminated altogether. 
  If the second draw was an element, then the 
  wounded Eidolon chooses a trait of the reversed type 
  and of the second element drawn (vice is the reverse 
  of virtue, personality is the reverse of talent). The 
  trait is changed to become the new type, but retains 
  its current emergence. (For example, Niall takes a 
  Heart Wound and has his Handy Trait [virtue, air, 
  helpful] reversed with a draw of darkness. He loses 
  Handy and gains a vice / darkness trait from among the 
  three traits that fit that criteria [Ashen Flesh, Deathly 
  Grin, or Man in the Box]. He chooses "Man in the Box" 
  because its linked Personality, Reliant, seems like the most 
  fitting reversal of Helpful.) 
  If a trait was changed in this way, then the 
  Eidolon does not begin to feel its effects until the 
  end of the current encounter. He does, however, lose 
  the use of the eliminated trait immediately, and 
  becomes knocked unconscious. The trait gained 
  from a heart wound always comes with the 
  drawback that is normally reserved for All-
  Consuming traits. (So if an Eidolon gains a trait at 
  Superficial level through a heart wound, he still 
  suffers with the same burdens as an Eidolon who 
  has developed it naturally to all-consuming). 
  Whenever an Eidolon suffers a Heart Wound, 
  he also suffers a Superficial wound along with it. 
  Recovery 
  Heart wounds cannot be healed. Instead, 
  Eidolons must work to overcome the damage they 
  have caused. Some have even been known to 
  embrace these artificial and fractured traits, leading 
  to a sharp personality shift. 
   
  
   
   
  50 
  Gameplay 
  Becoming 
  Eidolons are constantly changing and developing 
  new personality traits and powers. After each 
  encounter, regardless of its type, there will be a short 
  break for Becoming. Becoming is how Eidolons gain 
  new traits and powers, and is distantly related to 
  experience points in most role playing games. 
  The players collectively decide how difficult the 
  encounter was. If the encounter was a scenario 
  encounter, then the scenario owner should decide 
  how difficult it was. Alternatively, you can time 
  encounters and use the time spent to decide the 
  difficulty 
  rating. 
  Use 
  the 
  chart 
  below 
  for 
  quantifying an encounter’s difficulty rating.  
  After determining the difficulty rating of the 
  just-finished encounter, each player takes his 
  character sheet and passes it to the left (or right, if 
  you’re of the persuasion—so long as all players pass 
  the same way, it doesn’t matter). The player takes 
  the character sheet in front of him and considers the 
  actions of its owner during the encounter. He then 
  adds one point of emergence to the trait that he feels 
  best exemplifies that player’s actions. If the trait is 
  not present on the player’s emergence grid, then he 
  adds it. If the trait is not present and the player’s 
  emergence grid is full, then he must pick a different 
  trait that is already present on the grid. 
  Continue this process once for each difficulty 
  rank of the encounter. For a rank 4 encounter, there 
  will be four new points added to a player’s 
  emergence grid. This process of adding emergence 
  points is called Becoming. Players do not give 
  themselves emergence points during rotation. A 
  player skips over himself if it takes multiple laps 
  around the table to reach the allotted number of 
  emergence points added.  
  Once the rotation has ended, each player 
  receives back his character sheet and awards himself 
  one additional point of emergence in any trait he 
  wishes. This trait that the player adds himself does 
  not need to be relevant to the way he roleplayed 
  during the encounter, but it may be if he chooses. 
   
   
   
   
   
   
  Difficulty Rating 
  1 - Trivial - The players did not come 
  into any danger, and did not need much 
  effort to resolve the encounter. The 
  encounter is resolved in a matter of minutes, 
  in most cases. (less than 30 min) 
  2 - Mild - The players were not in much 
  danger, and certainly not mortal danger. The 
  encounter took some effort, but not enough 
  to be considered challenging. (less than 1 
  hour) 
  3 - Moderate - The players may have 
  encountered some reasonable danger, or 
  required 
  particular 
  ingenuity or NPC 
  interaction to succeed. (less than 1 and a half 
  min) 
  4 - Tough - The players faced real 
  difficulty, and at least someone was injured 
  in the ordeal. The episode may have required 
  heroic reserves of skill, power, or grace to 
  resolve. (less than 2 hours) 
  5 - Difficult - The party faced real and 
  significant danger that threatened to destroy 
  them or utterly end their adventure. (less 
  than 2 and a half hours) 
  6 - Deadly - The party lies beaten on the 
  floor, only barely surviving the terrible 
  encounter that tested their mettle to its very 
  limits. (less than 3 hours) 
  7 - Epic - Pivotal encounters in the story, 
  battles against Colossi, Aetherlings, and 
  important villains 
  may fall 
  into 
  this 
  category. Most Epic encounters take at least 
  two hours to resolve (typically 3 or more 
  hours). 
  
   
   
  Gameplay 
  51 
  Trait Ranks 
  Every seven points of Emergence allotted to a 
  trait increases its rank by 1. If a trait’s rank increases 
  during 
  Becoming, 
  then 
  the 
  Eidolon 
  should 
  immediately add Anima to his Personal Balance to 
  reflect the new trait ranks. He can start using the 
  abilities associated with his new rank (and start 
  suffering the drawbacks) immediately during the 
  next encounter. 
  Outgrowing Traits 
  An Eidolon’s heart is only large enough to 
  contain so much, and once one develops too many 
  persona traits, it can overfill. Persona Traits that 
  grow too large begin to negatively impact the 
  Eidolon, and if they grow beyond even this size, 
  they may cause his heart to shatter completely. An 
  Eidolon realizes when a trait is growing too large for 
  his heart, and is able to exorcise it through 
  meditation. The Eidolon spends a little time 
  between game sessions concentrating on the trait 
  and purging it from his heart. The Persona Trait 
  then crystalizes in his hands into a pure mote of 
  Anima, called an Anima Pearl, which the Eidolon 
  can keep and use. Anima Pearls are very valuable, 
  and can be used to create mystical items and 
  weapons, if the proper paradigms have been 
  unlocked in the world (see pg 88). 
  An Eidolon’s heart has enough room for ten 
  ranks of persona traits. Superficial traits take up one 
  rank. Deep traits take up two ranks. All-Consuming 
  traits take three ranks. If an Eidolon develops a new 
  persona trait that would cause him to exceed this 
  limit, he must eliminate his existing persona traits 
  as an Anima Pearl at the end of the current game 
  session until he has ten or fewer ranks.  If an 
  Eidolon develops an All-Consuming trait to rank 4, 
  then it threatens to shatter his heart if it is not 
  purged very soon. A trait with this level of 
  Emergence must be purged at the end of a game 
  session. The particular eliminated trait and its rank 
  will affect the size, value, and types of items that 
  can be created with the pearl produced, so remember 
  to record this information as well. 
  An Eidolon can only support one All-
  Consuming Trait at a time. If he gains a new All-
  Consuming trait, then he must eliminate one of 
  them at the end of the current game session. 
  An Eidolon can meditate to eliminate any traits 
  anytime between sessions and for any reason. Only 
  if he exceeds the limit of two All-Consuming Traits 
  or ten total trait ranks does this course of action 
  become mandatory. A trait with twenty-eight ranks 
  of Emergence must also be eliminated between 
  sessions. 
  The Treasures of 
  Empyrean 
  GMs should introduce treasures into a game 
  session whenever they seem appropriate, but should 
  avoid flooding the party with treasure. Minor 
  wonders should appear at about a rate of one per 
  session, while major wonders may appear only once 
  every four or five sessions. Treasures can be created 
  on the spot by the GM, or created by drawing on a 
  realm’s treasure tables (see pg 191). 
  Wonders 
  Wonders are powerful artifacts that Eidolons 
  may come across in their travels. By definition, 
  wonders are imbued with mystical powers that are 
  beyond the limits of ordinary tools. They may be 
  forged from magic, technology, or the same 
  quintessence that fills the hearts of Eidolons. 
  Whatever their nature, wonders are highly sought 
  after and not easily obtained. 
  Unlike mundane gear, which has no special 
  effects or powers, wonders can only be acquired by 
  adventuring. They can only be brought into a story 
  by the direction of the scenario owner, and cannot 
  be created via establishing questions. Unlike 
  technological goods, wonders work everywhere in 
  Empyrean, and are not bound by the limits of the 
  realm where they were created. 
  Wonders are often discovered while exploring, 
  or given to the party as a reward for completing 
  tasks or quests for interested parties. 
  Consumables 
  Consumables are a class of wonder that can only 
  be used a limited number of times (usually once) 
  before becoming unusable. Some examples are magic 
  wands with a limited number of charges, potions 
  that have a limited time duration, or weapons loaded 
  with extremely rare ammunition that cannot be 
  readily replenished. 
  Consumables are more easily obtained than 
  most other wonders, as they can be created by 
  specially trained Eidolons, and usually require low 
  quality ingredients as compared to greater wonders. 
  Because of their limited usage, consumables can 
  often have very potent effects despite the quality of 
  their ingredients. 
   
  
   
   
  52 
  Gameplay 
  Weapons and Gear 
  Weapons and gear are powerful permanent 
  wonders that can be equipped or wielded by 
  Eidolons. They come in two flavors—minor and 
  major.  
  Minor wonders have localized effects that 
  directly surround the normal use of the gear. A 
  shield that reflects energy might be a minor wonder, 
  as would be a sword that radiates fire when swung. 
  Major wonders have mystical powers that 
  extend beyond the normal usage of the tool and 
  beyond mere limits of locality. A glass eye that 
  compels others to obey your commands once per 
  encounter would be considered a major wonder, as 
  would a sword that slays a named victim when 
  swung, regardless of how distant he is. 
  Minor wonders are rare, and are still much more 
  common than major wonders. Some major wonders 
  are so powerful, acquiring them may become the 
  entire focus of the story. 
   
  Technology Goods 
  Some technological devices are so powerful they 
  may be indistinguishable from wonders. These may 
  be inspired by real technologies, or informed by the 
  various technologies that a realm possesses. These 
  wonders may only work within the realms that 
  support their given kind of technology. A massive 
  robot created within a space-age realm (possibly in 
  order to fight a Colossus) will likely cease to 
  function once it leaves the boundaries of that realm 
  or wanders into the mist. Most kinds of technology 
  will function in realms with similar technology, so 
  the same giant robot would function in a different 
  realm if that new realm also had space-age 
  technology. Some bizarre types of technology (such 
  as Pandoran or Thaumic) may operate on different 
  fundamental principles in each realm, and thus not 
  operate even in realms that have the same category 
  of technology as the places they were created. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Inventory 
  Eidolons can only carry so much. While there is 
  no strict limit to encumbrance, players should 
  consider the realistic possibility of how they can 
  manage and carry their possessions. An Eidolon 
  with the Treasure Box (Secretive) trait can store all 
  of the party’s inventory within his body, and one 
  with the Always Prepared Trait (Organized) can 
  retroactively decide to bring along gear ‘for just such 
  a situation.’ 
  
   
   
  Realms 
  53 
  
   
   
  Realms 
  54 
  Once an Eidolon acquires a cornerstone, it can 
  be unlocked to restore a portion of the world which 
  has been lost within the Aether. For some 
  cornerstones, what is revealed is a literal portion of 
  the physical world—a realm lost beneath the mist 
  and to time. What the mist reveals when it clears 
  will be a new land that is partially dependent on the 
  acquired cornerstone, and partially reflective of the 
  Eidolon’s heart.  
  For players, the opportunity to create new 
  regions of the world and populate them represents 
  something unique and exciting. Imagine visiting a 
  world of your own design—meeting the people that 
  inhabit it, experiencing the culture, discovering the 
  perils and treasures that are hidden within it. 
  Discovering another player’s world is exciting, but 
  discovering your own can be just as enchanting. 
  This 
  section 
  of 
  Mystic 
  Empyrean 
  contains 
  information on how to create a world that grows and 
  evolves with your characters and backstory. 
  Creating a realm is a delicate balance of 
  definition and abstraction. A realm’s architect 
  should take care to provide enough detail to make 
  the world believable and deep, but not so much as to 
  choke out the creativity of the other players. This 
  section provides guidance to achieving this delicate 
  balance. 
   
  Releasing a Realm 
  When a cornerstone containing a realm is 
  planted, is grows rapidly outward, like ink painting a 
  landscape on canvas. This mist of Aether rolls back 
  under the tidal wave of life and existence that 
  spreads from the seed, and a new realm takes root 
  and comes into being almost instantly.  
  Realms that emerge from cornerstones have the 
  appearance of age. They come fully populated with 
  ancient cities, inhabitants of all ages, ruins, orders of 
  scholarship and religion, and long established guilds, 
  customs, and governments. The citizens of the 
  realms may realize that they have suddenly been 
  reconnected to a world—or perhaps they imagine 
  that they have been cut off from society and are only 
  now reemerging into the greater world and 
  reestablishing trade and communication. The beliefs 
  and attitudes of the people in a realm as a whole are 
  ultimately at the discretion of the Realm’s Owner, 
  and there is no need for all realms to have the same 
  general attitude towards appearing suddenly from 
  the earth. 
   
  What is a Cornerstone? 
  There is a great deal of speculation among the scholars of Empyrean as to what is actually 
  inside a cornerstone. Some believe they contain the shadows of the world that existed before 
  the destruction of Grand Cornerstone, frozen and preserved within crystalized Anima. Others 
  speculate that they contain only design patterns, which are reassembled out of trace Anima that 
  lies dormant within the Aether. There are any number of explanations as to what a cornerstone 
  really is. Regardless of their perceived nature, their uses are clear. 
  A cornerstone contains a definite realm, conceit, or paradigm that will be unleashed when it 
  is used. The Eidolon using the stone has no power over what he finds inside, but it does 
  manifest in a way that subtly reflects his heart, no matter what it is.  
   
  54 
  Realms 
  
   
   
  55 
  Realms 
  Making Room for New 
  Setting Conventions 
  Empyrean is a huge world, and its has no hard 
  and fast rules on things such as heaven, ghosts, 
  monsters, 
  alternative 
  races, 
  other 
  planets, 
  dimensions, or the like. Just about anything that you 
  and your friends feel is appropriate and fun can be 
  worked into the world. Plenty of realms will 
  introduce new kinds of conventions to the world. 
  These should not be avoided. 
  For example, if you want to create a realm that 
  is a kind of limbo for departed souls, then the 
  question of afterlife, judgment, and good and evil 
  becomes introduced into your Empyrean. Who 
  judges these souls? On what criteria? Can they be 
  rescued and resurrected? These are all questions that 
  can vastly alter the way the game plays. If players 
  can be reincarnated from this spirit world, perhaps 
  they die often, and are resurrected with new traits 
  and abilities. 
  Another example might be a realm that has the 
  technology for space travel. Does all of Empyrean 
  share the same space? Are there other creatures 
  living in the space? Are different planets just other 
  realms or parts of the same realm? Perhaps 
  Empyrean is not just one world, but a galaxy to be 
  rebuilt from many tiny planets. 
  When a realm such as this is created and 
  explored, make sure all players understand what 
  kind of conventions the realm offers, and give them 
  ample opportunity to explore all the implications 
  and contingencies that a situation like this might 
  provide. What if a villain was killed early on, and 
  suddenly the above ghost realm is discovered? 
  Maybe there could be a plot to resurrect this villain 
  by his remaining followers. What if a realm is 
  discovered where sentient lizard people are the 
  dominant race instead of Eidolons? Now the players 
  will need to contend with the question of how this 
  other race is treated in foreign realms, and issues of 
  equality and citizenship. 
  Ideally, each realm makes its own mark on the 
  world and changes the entire game in some subtle 
  way. If your realm doesn’t affect the whole of 
  Empyrean by its very existence, you may want to 
  reevaluate and restructure it so that it does. 
  Mapping the Realm 
  Creating a visual aid or map for your realm can 
  greatly 
  aid 
  in storytelling, and 
  is strongly 
  encouraged. If you can find visual aids, such as 
  artworks of photographs, that accurately or nearly 
  portray your realm, it is useful to print these and 
  bring them along to your game, so that players can 
  visualize the place they are exploring. 
  If you want to bring out your realm’s 
  personality even more, you might devise a 
  soundtrack that exemplifies the culture or feel of 
  that realm to play unobtrusively in the background. 
  The realm planning sheet in this guide contains 
  a space for you to draw your map. Important 
  locations and amenities should be clearly marked on 
  your realm map. Most realms are only large enough 
  to contain one major city and a few small towns. 
  Some smaller realms may be nothing more than a 
  single city and its outskirts. The important thing is 
  for the party to be able to plan journeys and 
  understand where they are in relation to other 
  important places within the realm. 
  Building a Realm 
  The following steps should be used in order to 
  create a new realm, if you are building one from 
  scratch by yourself. In the back of the book (pg 208) 
  are instructions for developing a realm at the table 
  using the input of all players together. 
  
   
   
  Realms 
  56 
   
   
   
   
   
   
   
   
   
   
   
   
  Step 1: Name and 
  Concept 
  Every great realm begins with a great idea. 
  Many of 
  the sages posit 
  that cornerstones 
  themselves contain only the idea of the realm, and 
  that the physical manifestation of it is carved out of 
  the Aether, rather than emerging from the stone. 
  Whatever the true nature of the realms sealed in 
  cornerstones may be, they are invariably shaped by 
  certain ideas. 
  When designing your concept, consider the kind 
  of realm that you wish to visit. Will it be a paradise 
  on earth? A harsh land of perpetual winter? A 
  metropolis filled with sentient machines? The basic 
  idea that makes up the realm is the foundation of 
  your new piece of the world, and everything else 
  grows from this initial concept. 
  Name your realm, and jot down a few notes on 
  its concept. Imagine what Eidolons entering it for 
  the first time after a thousand years will think and 
  see, and what they will want to do there. 
   
  Step 2: Choosing Realm 
  Traits 
  If the realm’s concept is its heart, then traits are 
  body that give it form. There are several kinds of 
  traits that must be selected for each realm—terrain, 
  technology, culture, society, creed, government, and 
  wildlife. Each trait type has several options for the 
  builder to choose from. 
   
  Creating Your Own Realm Traits 
  The realm traits listed here are used later 
  on by the generators in the Appendices to 
  create treasures, encounters, and other 
  features of the realm by random draws. 
  While it is encouraged to create your own 
  traits to describe a realm, keep in mind that 
  doing so will make many of the generators 
  unusable during play. For this reason, 
  customized traits are recommended only for 
  parties who are comfortable creating every 
  aspect of the realm themselves and not using 
  random generation to explore. 
  
   
   
  57 
  Realms 
  Terrain Traits 
  The majority of the lands that make up the 
  realm will fall into one or more biome types, called 
  terrains. The terrain of a realm determines a great 
  deal about the cultures that develop there, as well as 
  the animals that might live there and the natural 
  resources that are available in the area. 
  Desert (Fire) 
  Deserts are harsh places of extreme temperature. 
  Between the searing heat of the day and the cold 
  emptiness of night, the one constant is a dearth of 
  water that forces all manner of life to conserve and 
  innovate to survive. Desert peoples are usually 
  nomadic, and any city that does spring up is built on 
  the foundation of a renewable water source that is 
  intertwined inseparably with every aspect of life. 
  Plains (Light) 
  Wide rolling plains make a region easy to 
  traverse and idea for civilized living. Trading posts, 
  cities, farming villages, and even more can fill the 
  grasslands of Empyrean. Animal life can vary from 
  the mice and horses of the prairies to exotic animals 
  like zebras and giraffes, or anything in between. 
  Mountain (Electricity) 
  Towering mountains provide an excellent refuge 
  for airborne creatures, as well as mountain cities and 
  monasteries—many of which are carved right into 
  the heart of the rock. The tops of mountains are 
  difficult to reach, and some mist-covered peaks are 
  explored only by the stories of what wonders or 
  horrors lie upon their peaks. Due to their remote 
  nature, most mountain settlements are sparse and 
  self-contained. Many may be wary of outsiders, or 
  have strange and foreign customs. Mountain 
  creatures are usually hardy and tough, able to 
  withstand the harsh elements that come to bear atop 
  the mountains. 
  Forest (Water) 
  The deep forest is host to life and civilization in 
  endless varieties. Large creatures stalk the forest 
  floor, roaming in packs or herds and seeking food, 
  while smaller creatures bound and fly among the 
  canopy provided by the cover of trees.  Small towns 
  spring up in groves or near sources of water, 
  primarily hunting villages that move with the 
  seasons. Other cultures make their homes in the 
  hollows of the oldest and greatest trees in the forest. 
  Living in harmony with nature and attaining 
  balance is a key to survival for these forest cultures. 
  Swamp (Darkness) 
  Swamps and bayous are stuffy, sultry places 
  where the heat of the day is locked beneath a humid 
  canopy of air and trees, and the waters stand at knee 
  level all throughout the area. Small islands rise 
  above the misty bog, often connected by bridges of 
  rope, wood, or stone. Towns are built on stilts to 
  stand above the muck, or float upon boats, forming a 
  mobile community whose geography changes every 
  day. The swamp is filled with beautiful and 
  dangerous creatures, such as snakes, frogs, birds, and 
  alligators. 
  Caverns (Stone) 
  In the eternal darkness within the earth, cavern 
  creatures and societies are adapted to eking out an 
  existence with the merest resources, most especially 
  light. Many search for mushrooms or algae that do 
  not need light to grow, while others fish from 
  underground lakes or hunt the bats that live atop the 
  roofs of their cavern homes. Cities within these 
  caverns are lit day and night by great beacons, while 
  others, inhabited entirely by the blind, forego light 
  completely. Trade and technological exchange with 
  those who live upon the surface differs by society, 
  but can vastly impact living conditions for the 
  cavern dwellers. 
  Seaside (Air) 
  Lakes  and seas provide abundant support for 
  stationary communities and for a wide variety of 
  wildlife. Some societies live on the islands near an 
  ocean, or near the fertile delta land created by 
  whatever river feeds into it. More advanced societies 
  can support cities that lie below the surface of lakes 
  and seas, or which float entirely upon the surface. 
  Based on the depth and size of the surrounding body 
  of water, it may contain anything from rare fish to 
  massive aquatic monsters. Many treasures and 
  sunken ships can also be found beneath the surface 
  of the water, and undersea mining is extremely 
  profitable for many cultures. 
   
   
  
   
   
  Realms 
  58 
  Technology Traits 
  Sciences develop in different ways, and each 
  civilization has their own take on how the universe 
  works and how to make it work for them. 
  Steam (Fire) 
  Steam technology allows realms to build all sorts 
  of wondrous inventions, such as trains, cars, guns, 
  and engines. These areas usually have a distinctly 
  industrial feeling to them. The most powerful of 
  mundane weapons can be found in these areas, and 
  alchemists can create wonders that bend the laws of 
  physics and time without wholly breaking them. 
  Thaumics (Light) 
  Thaumic technology blesses a realm with 
  wonders that are impossible to achieve with science. 
  Medicine in these areas is especially impressive, as 
  are destructive weapons and elemental aligned tools. 
  Most weapon and gear wonders are created in 
  realms that have Thaumic Technology. 
  Neotech (Electricity) 
  Space age technology is information-driven and 
  powered by sound, repeatable logic. Often powered 
  by clean energy such as light or the internal heat of 
  the earth, or even the blessing of one of the Great 
  Anima Spirits, this technology can overcome the 
  laws of physics through ingenuity and hard science. 
  The wonders produced by these societies are most 
  commonly classified as tools, and allow powers such 
  as flight, teleportation, or protection. These realms 
  may also have space programs to explore the world 
  beyond Empyrean, though they do not necessarily 
  share the same cosmos. 
  Biotechnology (Water) 
  Biotechnology allows 
  a realm 
  to replace 
  mechanical 
  conveniences 
  with 
  living 
  ones—
  creatures that perform their tasks while maintaining 
  themselves and self replicating. These realms may 
  tend to focus more on either the plant or animal side 
  of biotechnology, but have marginal proficiency in 
  both. The wonders they can create consist of 
  reforming and self-repairing gear, as well as unique, 
  tailor-made animals called servitors that serve as 
  obedient pets.  
   
   
   
   
   
   
   
   
  Primitive (Stone) 
  Areas with primitive technology can create 
  mundane goods that do not possess any kind of 
  wondrous properties. Their technologies are often 
  limited to stone-working or basic metallurgy. 
  Shamans and ritualists may be able to create tribal 
  fetishes and enchanted gear that is more in tune 
  with the spiritual nature of the world. 
  Pandoran Tech (Darkness) 
  “I once believed that Empyrean should be 
  restored as it once was, and that all parts of the 
  world should grow back organically to their 
  whole. However, when I saw the terrible thing 
  they had created in that place… that defiance of 
  all nature and sanity… then I realized that not all 
  of Old Empyrean’s secrets ought to be returned to 
  Grand Cornerstone.” 
  Drawn from questionable resources and powered 
  by dark, alien designs, Pandoran technology is a 
  black box that offers great potential at great price. It 
  allows its users to bend and break the laws of nature, 
  circumventing time, gravity, life, and death. While 
  there is no limit to what can be accomplished, there 
  is also no limit to the toll this power source can take 
  on the land around it and the well-being of those 
  exposed to it. 
  Electronics (Air) 
  Electronic technology provides a realm with 
  instantaneous communication and data storage, as 
  well as a host of conveniences. These kinds of 
  realms are usually driven more by information than 
  goods. Electronic technology can create wonders 
  that communicate instantly with any place in the 
  world, as well as gather and store information about 
  faraway places without ever visiting them. Cell 
  phones, computers, the internet, and other such 
  conveniences are common in these realms. 
  
   
   
  59 
  Realms 
  Government Traits 
  Wherever civilization goes, there too go 
  governments. The organization of the peoples 
  within a realm can be expressed to a great degree 
  simply by what form their governance takes, though 
  no form of government can make an absolute 
  guarantee of happiness or prosperity for a people. 
  Plutocracy (Fire) 
  The rich rule over a Plutocracy, either by virtue 
  of owning all the land in the realm, or simply by 
  owning the people themselves. A loose coalition of 
  barons or guild masters maintains the status quo of 
  the realm, all the while fighting amongst themselves 
  for additional power. Since the struggle for power in 
  the Plutocracy is almost constant, there is ample 
  opportunity for one of the players to assist in 
  making the next king, or to become the next king 
  himself if he so desires. Oppression and lack of 
  personal liberty, as well as meager conditions for the 
  poor, are all common staples of a plutocratic society. 
  Kingdom (Stone) 
  Kingdoms are ruled by succession, often with a 
  charter or constitution that outlines the rules for 
  succession and the powers of the king. A kingdom 
  without such a constitution is effectively a tyranny 
  (so use the Tyranny trait instead), albeit one that 
  changes hands every generation. Within the 
  constitutional kingdom, the absolute power of the 
  monarch to execute the law and provide for the 
  welfare of the people is tempered by the will of the 
  people themselves as an assembly or parliament. 
  These two sides are often if not always in 
  contention with one another, and players will 
  normally be forced to support either the agenda of 
  the king or of the people. 
  Theocracy (Light) 
  Rule by the divine is perhaps the most ancient 
  kind of government, and one not uncommon in 
  Empyrean. The citizens of the realm normally 
  answer to priests, who answer directly to the 
  authority of some god or force of nature—perhaps 
  one of the great Anima Spirits itself. Realms under 
  the control of a theocracy can be subject to all sorts 
  of strange rules. Missed sacrifices may result in 
  rains of blood or swords, while a nationwide trend of 
  apostasy might bring plagues and misfortune that 
  ultimately can only be stopped by influencing the 
  people themselves to return to their old morals. 
  Tyranny (Darkness) 
  A tyrant rules absolutely over his own domain, 
  answering to none save himself for his deeds. A 
  tyrant’s power is absolute, giving him almost 
  limitless resources and influence in the realm. This 
  influence need not be negative, however. Though 
  tyrants often cast a negative image, absolute power 
  can be wielded for both the greatest good and the 
  greatest evil. When a realm is ruled by tyranny, 
  remember to create the tyrant himself as an NPC, as 
  players will almost always want to confront this 
  person. 
  Technocracy (Electricity) 
  In a technocracy, those who control technology 
  reign supreme. These might be the few who have 
  access 
  to 
  a 
  society-domineering 
  artificial 
  intelligence, or those who control access to the fuel 
  for the vehicles and tools that are indispensable for 
  everyday life, or perhaps even an algorithm designed 
  to regulate all aspects of managing the civilization. 
  A technocracy is usually a more despotic kind of 
  government, since control over resources provides 
  an absolute leverage that ordinary citizens cannot 
  hope to confront or challenge. Life in a technocracy 
  is often convenient and affluent, but 
  lacks 
  individuality and personal liberty common in other 
  realms. 
  Meritocracy (Water) 
  In a meritocracy, those most deserving of rule 
  obtain power. What defines deserving may vary 
  greatly on a per-country basis. It could be that the 
  winner of an arena tournament rules for a year, or 
  that the greatest hunter in the land becomes king, or 
  that the 
  most proliferant 
  inventor is given 
  leadership. Meritocratic leaders can vary wildly in 
  their popularity, but the consensus among their 
  public, either gladly or grudgingly, is that they have 
  earned their places fair and square. This makes 
  revolution and insurgence more difficult in these 
  areas. 
  Aristocracy (Air) 
  A few nobles rule in coalition over an 
  Aristocracy. While a plutocracy rules by wealth 
  alone, the aristocracy rules by legal power, politics, 
  and espionage. The members of the aristocracy are 
  constantly scheming for power and gain, however, 
  raising an army or assassinating a handful of 
  individuals is rarely enough to make one king in 
  such a realm, as the nobility of an aristocratic line 
  ensures that those in power will be replaced by 
  additional generations and descendants.  
  
   
   
  Realms 
  60 
  Wildlife Traits 
  No realm is complete without the presence of 
  natural creatures. These ubiquitous beings form a 
  unique ecosystem that add a certain flavor to a 
  realm. 
  Dire (Fire) 
  Dire creatures are those touched by an over-
  saturation of Anima. Often these creatures are 
  created as guardians by the great spirits or corrupted 
  from their natural forms by the radiant energy of a 
  cornerstone or powerful artifact. 
  Because of the way they are created, Dire 
  creatures usually possess a pronounced elemental 
  alignment, and are all but immune to the effects of 
  this element when actions aligned with it are used 
  against them. They may possess uncanny powers, 
  speed, or even intelligence, depending on the nature 
  of their transformations. 
  Dire creatures are more aggressive to Eidolons 
  whose personal balances contain elements opposed 
  to their own, and may ignore direct threats in order 
  to pursue harmless creatures of opposing elemental 
  alignment. 
  Natural (Light) 
  Natural creatures are the de-facto inhabitants of 
  a realm, and are usually assumed to exist there by 
  players, unless it is made clear that a different kind 
  of wildlife is present. Natural creatures are usually 
  passive, and interested in their own welfare, 
  families, and territories. Few are aggressive to 
  Eidolons, unless they are being hunted or feel that 
  their food sources, homes, children, or mates are 
  threatened. Activity 
  in cities or by nearby 
  settlements can provoke animals to aggression, but 
  this kind of behavior gradually goes away as animals 
  adapt to changes in their habitats, die off, or evolve. 
  Evolution and adaptation may occur rather 
  rapidly in the Anima-saturated world of Empyrean. 
  If living conditions change, animals change with 
  them within a few months, or a year at the most. 
  Animals who do not adapt to their new environment 
  usually move, and are displaced by more well-
  adjusted creatures in no time at all. 
  Aberrant (Electricity) 
  Aberrant creatures are touched by the corrupting 
  influence of Aether, and often develop twisted and 
  impossible powers, as well as a cruel impulse to 
  destroy any creature of Anima—most especially 
  Eidolons. Aberrants may have almost any size, and 
  usually possess alien or unfathomable body types 
  that might exist as swarms, occupy different 
  dimensions, or be unbound by time. 
  Aberrant creatures are extremely dangerous 
  even to powerful warriors, and commonly inhabit 
  the boundaries of the world. Their lifespans are 
  short, poisoned as they are by Aether, so it is rare for 
  one to wander too far from the world’s edge. 
  Exotic (Water) 
  Exotic wildlife is usually possessed of a number 
  of strange adaptations and talents that allow it to 
  survive in its unique locale. Expect everything from 
  massive creatures that hover on the horizon like 
  mountains, to tiny insects with the venom to kill a 
  whole village. Fighting for small ecological niches 
  has made these exotic creatures aggressive and well 
  able to defend their territories. They don’t hesitate 
  to strike out at anything that might try to hedge into 
  their habitats. 
  Epic (Stone) 
  Some areas have creatures of legend and myth. 
  Mighty thunderbirds, great dragons, krakens, and 
  the like all qualify as Epic wildlife, if they are 
  pervasive. Some realms may have one or two 
  dragons, but in a realm with Epic Wildlife, dragons 
  are fairly standard fare, and may even be a plague 
  upon the land that needs to be controlled somehow. 
  Unnatural (Darkness) 
  While the Nascent can use their wits to live in 
  areas that are devoid of natural life, animals are not 
  so fortunate. Some barren places, such as realms 
  without air, or blasted, poisoned lands, might not 
  contain any wildlife at all. In this case, there may 
  still be plenty of creatures roaming the land. 
  Undead, ghosts, elementals, and the like might 
  inhabit the wilderness devoid of its natural 
  occupants. 
  Organized (Air) 
  Areas with organized wildlife are rare, but it is 
  possible 
  that 
  tribes 
  of 
  animals 
  may 
  attain 
  intelligence and live in communities. Organized 
  natural creatures muddy the lines between Nascent 
  and animals, for though they may have societies, 
  customs, and even technology, they still live 
  according to their animal natures. 
  
   
   
  61 
  Realms 
  Culture Traits 
  Cultural 
  Traits 
  define 
  the 
  kind 
  of 
  civilization that exists within an area. Some 
  cultures value knowledge, others may place 
  weight on honor, hard work, or wealth. The 
  kinds of goods a culture creates and 
  desires are dependent primarily on 
  its technologies and its culture. 
  Militant (Fire) 
  “When the weakness of men 
  grows too great, then there are 
  wars.” 
  — Lyons, Who Slew Regret 
  Militant 
  cultures 
  value 
  security, 
  power, 
  and 
  self-
  sufficiency. They believe that 
  the strong control the weak 
  according to natural order, and will only 
  show respect to outsiders capable of 
  commanding it by a demonstration of 
  power. 
  Honorable (Light) 
  Honorable 
  cultures 
  value 
  strength, 
  integrity, and ability. A good reputation and 
  sincerity will take outsiders far towards 
  becoming accepted in these places, as will 
  being able to keep promises and do one’s part 
  to aid those in need. 
  Progressive (Electricity) 
  Progressive cultures value innovation, 
  exploration, and mobility. They are quick to 
  adopt new ideas and seek out new 
  knowledge, and are rarely bound by 
  traditions or fear of change. 
   
   
   
   
  Artisan (Water) 
  Artisan cultures value beauty and 
  aesthetics, 
  and 
  can 
  create 
  many 
  wondrous treasures and tools. While 
  these cultures focus primarily on the 
  arts and the development of their 
  own civilizations, many are also 
  interested in learning of the wonders in the 
  greater world, as well as in trading their artisan 
  crafts with outsiders. 
  Industrious (Stone) 
  Industrious cultures value hard work, self-
  sufficiency, and ingenuity. Industrious cultures are 
  often wary of outsiders who are not willing to do 
  their fair share of work, or who would capitalize on 
  the initiative and ideas they create. 
  Ascetic (Darkness) 
  Ascetic cultures value peace, meditation, and 
  introspection. They often have strong religious 
  traditions, and are permissive of new ideas, 
  though not necessarily new ways of life. Most 
  Ascetic cultures are content to be left alone and not 
  to bother outsiders if they are not bothered. 
  Commercial (Air) 
  Commercial 
  cultures 
  place 
  emphasis 
  on 
  wealth, 
  good 
  relationships, 
  and 
  mutual 
  prosperity. They value outside 
  influences that will expand their 
  economies and contribute to the 
  ease of living their citizens experience. 
  
   
   
  Realms 
  62 
  Society Traits 
  Society 
  traits 
  are 
  concerned 
  with 
  the 
  organization and infrastructure of the realm, and go 
  a long way towards describing what life there must 
  be like.  
  Outposts (Fire) 
  Societies that form outposts often have scarce 
  resources and infrastructure, leading to a lawless 
  “wild west” sort of society that manages itself. 
    
  Wondrous (Light) 
  Wondrous societies build their civilizations around 
  natural or man-made wonders. Often, the cities 
  themselves are wonders of architecture, design, and 
  beauty, 
  and 
  have 
  deep artistic or religious 
  significance.  
  Exploitative (Electricity) 
  Exploitative societies are built around exploiting 
  renewable natural resources. Their settlements are 
  built to harvest specific resources, and the quantity 
  of the resource that can be gathered usually 
  determines the size and grandeur of the city built 
  around it. 
  Nomadic (Water) 
  Wandering tribes set up and break down their 
  cities as they travel across the realm. 
  Normally very decentralized, the tribes are 
  united in their fight to survive, but often 
  resources are so scarce that building cities and 
  setting up infrastructure is impossible. 
  Centralized (Stone) 
  Centralized Societies have extremely well-
  developed infrastructures that originate from 
  their capitals. The capital city is the jewel of the 
  realm, and it is by the careful management of labor 
  and resources from above that the civilization stays 
  afloat. 
  Underworld (Darkness) 
  Underworld societies are driven by corruption 
  and vast criminal networks. Rife with conspiracy 
  and decadence, the people of these societies carve 
  niches for themselves in a dog-eat-dog world where 
  trust is rare and precious. 
  Mercantile (Air) 
  Mercantile societies spend much of their time 
  traveling and working to improve their networks. 
  Trade is important to them, because only by trading 
  can they make sure that all of their cities and 
  outposts receive the resources they need to 
  flourish. 
   
  
   
   
  63 
  Realms 
  Creed Traits 
  In Empyrean, divinity may be as real as it is 
  believed to be. God Kings may wield true divine 
  power, while shamans can actually bridge the way 
  between the spirit realm and the physical. Creed 
  traits determine the spiritual and mystical tradition 
  of the realm, and can add an element of wonder and 
  mystery to an otherwise straightforward land. 
  Creed traits are not just superstitions and beliefs—
  they are the way that the supernatural world 
  actually works in the realm. 
  God Kings (Fire) 
  Many civilizations worship their rulers as 
  divine, especially those who are bound by 
  oppressive rule or ancient tradition. Whether the 
  worship of the people actually confers divine 
  power may depend on the realm itself. In 
  Empyrean, god kings are very likely to possess 
  actual supernatural power over their realm, or to 
  be spiritually connected to it, in such capacity 
  that they actually do cause the sun to rise and set, 
  or whatever else their claims to divinity may be. 
  Theological (Light) 
  Theological civilizations have made the study 
  of the divine into a science. Miracles are often 
  repeatable, observable phenomenon, and the gods 
  may walk among men and teach them directly.  
  Rational (Electricity) 
  Rational civilizations rely on knowledge, reason, 
  and 
  empirical 
  observation 
  as 
  the 
  basis 
  for 
  determining truth. While the society may still have 
  legends, myths, and traditions, these are largely 
  cultural, and are not ingrained in the daily lives of 
  the populace so much as science and reason are. 
  Shamanic (Water) 
  Shamanic cultures believe in the cycles of life 
  and an individual’s connection to the living and 
  spirit worlds. In these realms, the barriers between 
  these worlds can vanish at a moment’s notice, and 
  the shaman is a guide to individuals seeking the 
  secrets of the other side. 
  Ritualistic (Stone) 
  Ritualistic cultures see religion not as a path to 
  enlightenment or everlasting life, but as a way to 
  keep nature in balance and appease the spirits that 
  govern the world. Rituals must be carried out with 
  precision and delicate timing, or else the balance will 
  fail and the consequences will be dire. 
   
   
   
   
   
   
  Cults (Darkness) 
  Cults are secret religions, whispered in the dark 
  but never spoken of in daylight. The cults often 
  serve a sinister or mysterious deity, with motives 
  and methods unknown to the general populace. 
  Unlike a typical religion, the cult is wrapped in 
  secrecy, and even members may not know the full 
  extent of its beliefs or intentions. 
  Spiritual (Air) 
  Spiritual civilizations seek enlightenment and 
  harmony through their actions and meditations. 
  While the religion may be either centralized or 
  decentralized, the spiritual struggle is an individual 
  affair, and each member of the society must make 
  his own journey towards understanding. 
   
  
   
   
  Realms 
  64 
  Step 3: Civilization 
  The Nascent are the faces, voices, and hands of 
  the realm, and work tirelessly to improve the land 
  and their own way of life. They are capable of 
  building great cities, discovering technologies, and 
  constructing elaborate cultures and governments. 
  Every realm contains Nascent of some form or 
  another, and they are all intelligent individuals 
  capable of running the daily affairs of the realm. 
  Aside from this, there is very little to guide what 
  form the Nascent in a realm take. Most reflect the 
       
  realm’s traits to some degree—Nascent in snowy 
  realms have adaptions that make them more 
  resilient to the cold. Those in tropical realms may 
  have longer arms or dextrous feet for swinging 
  about in trees. There are infinite possibilities for the 
  Nascent, but their capabilities should be well-
  defined for each tribe. 
  If a realm contains multiple Nascent tribes, then 
  the interaction of these tribes will likely be a major 
  part of that realm’s culture and government. 
  Consider carefully these possibilities when building 
  your tribes and defining their cultures. 
   
  Realms 
  64 
  
   
   
  65 
  Realms 
  Step 4: Places 
  No realm is without landmarks. The most 
  notable of these will likely be a major city or 
  Heritage Site of Old Empyrean. Forgotten ruins, 
  mysterious 
  palaces, 
  old 
  ritual 
  sites, 
  creepy 
  mountainside castles, dungeons, and the like all fall 
  into this category. 
  You do not need to plan out every detail of these 
  places—consider it sufficient only to plan what can 
  be done at these places, what people or factions 
  control them, and why players might want to visit 
  them.  
  Heritage Sites 
  The Old Empyrean had many places of wonder 
  and power that have been lost beneath the mists. 
  These locations are waiting to be rediscovered and 
  returned to use by the Eidolons who are rebuilding 
  the world. 
  Including Heritage Sites 
  Each time a realm is created, a Heritage Site 
  from those not yet included in the world should be 
  added to the realm. These Heritage Sites each 
  perform a specific function, and serve to build the 
  story and the world, giving the player Eidolons more 
  options for their campaign development. 
  Players may choose which heritage sites to 
  include in the realms they create, or they may wish 
  to randomly determine sites by the roll of a dice. 
  Except for Grand Cornerstone, there is no specific 
  order in which Heritage Sites may be placed. Once 
  all of the Heritage Sites have been placed back into 
  Empyrean, further realms need not include them. 
  Grand Cornerstone Shrine 
  This massive chamber contains the remains of 
  Grand Cornerstone, a shattered crystal obelisk that 
  towers up nearly ten stories into the sky. Every time 
  a cornerstone is used to restore a realm, unlock a 
  new paradigm, or grant an Eidolon new conceits, its 
  physical essence returns to Grand Cornerstone. 
  Once a piece of Grand Cornerstone is returned, 
  no force in the world can break it loose again. The 
  shrine that houses Grand Cornerstone is a sacred 
  place where no conflict may take place, and no 
  Eidolon, Faction, Kingdom, or Spirit can claim 
  dominion. 
  Haven 
  It is very common for parties to build a Haven 
  as their first realm. The Haven is not an official title 
  or designation, but it refers to the de facto location 
  where the party returns and rests between 
  adventures. It may also be a safe place to store 
  treasures too large to carry, or where they can 
  defend against enemies or withstand siege in hard 
  times. 
  If your party does decide that they want to 
  acquire a base of operations, all players should 
  collaboratively build this site within a realm. A 
  central palace with wings for each player, or perhaps 
  a different palace for each player is standard fare. 
  The realm can be populated with named NPC 
  servants who are in charge of things like training 
  soldiers, 
  attending 
  personal 
  needs, 
  building 
  additions to the palace, and the like.  
  The Haven is a place where the party will tend 
  to exercise a large degree of control over the lives of 
  subjects, as well as spend a great deal of their time. 
  Normally, the Haven is owned by all players 
  collectively. In more politically themed campaigns, 
  the Haven is an excellent neutral realm where 
  different parties can meet and discuss their goals and 
  alliances. In puzzle campaigns, the Haven serves as 
  a base for storing treasures and arming the players 
  with tools for their next mission. In combat oriented 
  campaigns, it is a citadel and sanctuary for the 
  players to gather allies and power in preparation for 
  conflicts to come. 
  Citadel Library 
  The vast Citadel Library towers over the 
  surrounding lands, and burrows deep into the earth. 
  As a storehouse of innumerable ancient treasures, it 
  is heavily guarded night and day, not only by 
  Eidolons, but by constructs and by traps, many 
  powered by the ancient high magic of Old 
  Empyrean and more than capable of defeating single 
  Eidolons, or even whole teams of Eidolons. Its walls 
  are built with impeccable security, and the initiate 
  librarians who patrol its halls guard the knowledge 
  there with an almost fanatic devotion. Citadel 
  Library is not a house of learning, it is a vault for 
  preservation—a time capsule that will survive the 
  ravages of millennia. The schools and universities 
  aligned with the Librarium Omnibus serve the 
  purpose of teaching Empyrean’s population, but the 
  Citadel itself is not open to visitors. Those who are 
  not members of the Librarium are met with all 
  manner of dangers, should they dare to venture into 
  the Library's depths unaided. 
  
   
   
  Realms 
  66 
  Deep Bastion 
  The headquarters of the Order of the Seven 
  Heroes is a place called Deep Bastion, a mighty gray 
  castle that towers over the lands. Here, at their 
  seven sided table, the seven heroes discuss how to 
  bring law and order to the far corners of the world.  
  Deep Bastion is a safe haven for all members of 
  the order, though it is not looked upon kindly to stay 
  there for more than several days at a time, as there is 
  work to be done in the world. It is also likely that 
  the servants outrank any initiate member of the 
  order, and can draft him or her into the mundane 
  services and chores of the keep. For these reasons, 
  only high ranking members typically visit, and only 
  for a few days at a time. 
  Utopian Center 
  The Utopian Center takes the form of a series of 
  domes, beneath which are sealed different terrains 
  and climates. The place is a museum of endangered 
  animal life and preserved cultural items. Utopian 
  Center is a haven for mixed-race Nascent that may 
  not find acceptance elsewhere. Thus, Nascent are 
  often just as varied as Eidolons within the confines 
  of its walls. 
  Heartstone Temple 
  Heartstone Temple resembles a lavish cathedral 
  rather than the base of a far-reaching and highly 
  organized order. The mystical nature of the Servants 
  of Balance permeates the place, and their devotion to 
  the spirits is as much a conviction as a religion. 
  Above 
  Heartstone 
  temple 
  are 
  the 
  inner 
  sanctuaries of the Servants, where rituals are 
  performed to induct new members. Higher still 
  beyond that is the map room, where a living map of 
  Empyrean is kept, and where the elite of the 
  Servants—known 
  as 
  the 
  Auditors—work 
  to 
  maintain balance and chart the progression of 
  Empyrean's restoration. 
  Dreiz’s Jungle 
  Dreiz, the Great Spirit of Fire, lives deep within 
  a jungle so thick that it is a fortress. Within the deep 
  canopies of this lost world are mighty creatures 
  forgotten to time as well as deadly hazards of nature. 
  It is a place where the strongest survive, and where 
  the fight to thrive and conquer is eternal. 
  Within the darkest heart of the Jungle, Dreiz 
  watches over his kingdom, daring any to challenge 
  him. Visitors to Dreiz are expected to bring an 
  offering of bravery or to make a show of great 
  power. 
  Dawn Lodge 
  The Brilliant Dawn League possesses many 
  lodges all across the world, but the Dawn Lodge is 
  the oldest and most expansive of these. It is filled 
  with museums of findings, records of adventures, 
  and supply outlets which serve members of the 
  Dawn. Members can stay in the Lodge and are given 
  mystical tools which allow them to travel instantly 
  between it and other lodges. 
  The lodge is much like a resort hotel. It is filled 
  with fine foods and drinks and decorated with 
  taxidermy trophies and lavish furs. Older explorers 
  in the lodge are prone to tell stories about how these 
  trophies were acquired, as well as the wonders of 
  Old Empyrean. 
  Atamos’ Temple 
  The ancient temple dedicated to Atamos is filled 
  with pilgrims seeking knowledge from the Great 
  Spirit. Atamos, most proud of the Great Spirits, is 
  also the one who is known to give audience most 
  often to Eidolons. The temple built in his honor is 
  filled with books and wonders of academia, 
  including a library of unwritten books that have yet 
  to be completed by their authors, but which are 
  stored in their entirety in a sealed vault. 
  Atamos will answer any who seek him, though 
  if he is not impressed with their questions, he may 
  leave them with answers they cannot understand or 
  make use of. A gift of wisdom is the expected 
  offering of those who seek his knowledge. 
  Terelt’s Spire 
  An improbably formed tower of debris, steel, 
  and scrap rises shakily towards the sky, held 
  together by no tangible force save the will of the 
  Great Spirit of Lightning. Terelt is a whimsical and 
  unpredictable spirit, and sometimes destroys and 
  rebuilds the tower in different locations across the 
  world, completely ignoring the presence of any who 
  are climbing it as he does so. 
  Terelt is a being ruled by moods, and he will 
  delegate any number of conditions to those who 
  wish to see him, such as engaging in trivial quests, 
  guessing random words or numbers, composing 
  poetry, or committing specific acts of virtue or vice. 
  Those who visit him are expected to offer a gift that 
  intrigues him. 
  
   
   
  67 
  Realms 
  Lemnas’ Tomb 
  Dreiz, the Spirit of Fire, arranged to have this 
  elaborate tomb built for his rival Lemnas as a show 
  of intimidation. Lemnas, in a gesture of his natural 
  good humor, flooded the tomb and took up residence 
  there, converting it into an undersea paradise of 
  coral, majestic sea creatures, and magnificent sunken 
  wonders. 
  By 
  descending 
  into 
  this 
  ever-changing 
  submersed labyrinth, Eidolons can seek an audience 
  with the Great Spirit of Water himself. Visitors are 
  expected to bring a gift of entertainment to offer to 
  Lemnas. 
  Brigantin’s Fortress 
  Within the deep bowels of the earth, the Great 
  Spirit of Earth, Brigantin, has created a massive 
  fortress that runs down into the darkest heart of 
  nature. Strange things live and toil at the behest of 
  the Great Boar in his subterranean stronghold, 
  which is ever defensing itself against the assaults of 
  the servants of Brigantin’s enemies. 
  The Great Spirit himself lives in the deepest 
  cloisters of the fortress, and only those who endure 
  countless challenges and trials are able to gain an 
  audience with him. Those who do meet with the 
  Stone Spirit are expected to bring an offering of 
  respect. 
  Orelk’s Den 
  In a hidden place where 
  the sun does not rise nor 
  the 
  moon 
  ever 
  shine, 
  Orelk, darkest and most 
  sinister of the Great Spirits 
  makes 
  his 
  den. 
  The 
  twisting 
  labyrinth 
  he 
  resides in takes many 
  forms—a cave filled with 
  great monsters, or a city 
  of thieves and cutthroats, 
  or an alien 
  landscape 
  where time and gravity are 
  beyond 
  comprehension—
  nothing is as it seems in 
  the den of the great spirit 
  of lies and illusions. 
  Those who seek Orelk 
  must ignore the truth and 
  seek to find him within the 
  illusions, for he is a being that 
  is only smoke and guile, with no 
  truth or substance. Those who 
  wish to have an audience with him are expected to 
  bring an offering of secrets. 
  Kinado’s Skycastle 
  High up above the land, in a castle built of 
  clouds and dreams, the sky-wolf Kinado holds his 
  courts. The castle is solid and quite traversable by 
  Eidolons and other heavy creatures, though it floats 
  on the air and is carried by the winds as though it 
  were weightless. 
  Kinado’s court is one of debate, politics, 
  protocols, and niceties. And only those with the 
  proper channels and connections can gain audience. 
  An offering of wit is required of all those who visit 
  the Great Wolf. 
  Places of Wonder 
  Every realm should have at least one central 
  ‘Place of Wonder’, be it a grand palace, a massive 
  tower of crystal, a library that has stood for ten 
  thousand years, or a castle that exists only in the 
  reflection on the surface of a lake. It is within these 
  places of wonder that Eidolons can seek adventure 
  and treasure. It is also a landmark that defines the 
  realm and which will stick in the memories of the 
  visitors long after. 
  In the old world of Empyrean, great cities were 
  raised, and massive temples and wonders were 
  constructed. These fell to ruin with the catastrophe 
  that split apart the world, and 
  were 
  eventually 
  lost 
  and 
  forgotten in the mist of Aether. 
  Rediscovered once again in the new 
  Empyrean, these ruins are often 
  filled with ancient secrets and 
  treasures, as well as clues to 
  the 
  reasons 
  behind 
  the 
  destruction of the old world. 
  Explorers should enter these 
  places at their own risk, however, 
  as 
  all 
  manner 
  of 
  hazards, 
  including Aetherlings, structural 
  instabilities, and ancient traps may 
  be found there as well. 
  When creating your place 
  of wonder, it is important to 
  write some description, draw 
  a simple picture, or find a 
  graphic that you can show to 
  the other players. This will get 
  them into the mood and context 
  of the area you are creating, and 
  help to draw others into your tale. 
  
   
   
  Realms 
  68 
  Sample Places of Wonder 
   
  If you’re having trouble coming up with 
  Places of Wonder for your realm, try starting 
  with some of the inspirations on this list and 
  adding details. For example, “An Inventor’s 
  Castle” might become “An inventor’s castle 
  where powerful artifacts are routinely created, 
  staffed by a host of sentient Anima-powered 
  robots.” 
  1. An abandoned mansion 
  2. An active volcano 
  3. An ancient ruin 
  4. A bazaar 
  5. A casino 
  6. A circle of mysterious stones 
  7. A city built within a skeleton 
  8. A city buried under a millennium of ice 
  9. A courthouse 
  10. A door that seemingly leads nowhere 
  11. An extravagant palace 
  12. A factory 
  13. A flying castle 
  14. A ghost ship 
  15. A ghost town 
  16. A gigantic stone statue 
  17. A graveyard 
  18. A hidden grove 
  19. A hidden jungle city 
  20. A hidden treasure cave 
  21. The inside of a massive creature 
  22. An inventor’s castle 
   
  23. A landmark that appears only at night 
  24. A legendary restaurant 
  25. A lighthouse 
  26. A lush garden 
  27. A mechanical tower 
  28. A military base 
  29. A monster’s nest 
  30. A museum 
  31. An opera house 
  32. A palace in a mirror 
  33. A peculiar forest 
  34. A planetarium 
  35. A portal to an alternate reality 
  36. A power plant 
  37. A prison complex 
  38. A pyramid 
  39. A research laboratory 
  40. A sealed cavern 
  41. A secret underground complex 
  42. A temple 
  43. A tomb sealed one thousand years 
  44. A totem pole 
  45. A tower of crystal  
  46. A tower of indefinite height 
  47. A tunnel of unknown depth 
  48. An underwater city 
  49. A university 
  50. A war memorial 
   
   
   
   
  
   
   
  69 
  Realms 
  Step 5: Encounter Tables 
  In order to help GMs narrate events within the 
  realm, it is useful to create a Resolution Table. The 
  resolution table is a part of the realm sheet, and has 
  five categories of items divided among each of the 
  seven elements, for a total of thirty-five different 
  possibilities. 
  When players are adventuring in the realm, and 
  they need to find hooks for encounters, invoke 
  realm-specific people, or generally just come up with 
  something for the party to do, someone to talk to, or 
  something to encounter, they can randomly draw 
  from this table. Places may have their own 
  encounter tables, which detail the hazards of 
  adventuring in those places. 
  The Places category can be filled in with places 
  that you devised in Step 4 of realm creation. If you 
  do not have enough places to fill the entire chart, 
  then you may wish to consider creating more to add 
  more depth to your realm. If you have more places 
  in your realm than there are spaces on the chart, you 
  can include multiple places within one cell. Try to 
  sort your places according to those most relevant to 
  the given element. 
  Groups or People, the second category, has 
  spaces that should contain groups, organizations, or 
  important people within the realm. If there are 
  enough groups and people, include one of each in 
  each space. 
  The Creatures or Monsters category contains 
  the kinds of life or beings that players are likely to 
  encounter within the realm. You may want to create 
  original creatures to fill in this category, or you may 
  use broad categories such as ‘jungle cats’ or ‘polar 
  bears’. Remember to include any Nascent tribes that 
  you create on this list as well. 
  Items or Trade Goods are the products that the 
  realm creates, or natural resources that can be 
  harvested there. Broad categories of items, such as 
  ‘spellbooks’, ‘meats’, or ‘precious stones’ are 
  acceptable as well. Generally, you should avoid 
  specific items, and use small categories of items that 
  are produced or harvested in a realm. 
  The Culture or Events category is a place to 
  record local customs, recurring events, or holidays 
  that occur in the realm. ‘Technology Festivals’, 
  ‘Public Executions’, ‘Seasonal Floods’, or ‘Daily 
  Siestas’ are good examples of customs or events. 
   
  
   
   
  Realms 
  70 
  Sample Trade Goods and Items 
  Take a look at this list for inspiration for trade goods when building your realm. 
  1. Alcohol 
  2. Ammunition 
  3. Blank Books 
  4. Boats 
  5. Cameras 
  6. Clocks 
  7. Crystals 
  8. Currency 
  9. Fancy Hats 
  10. Glasswork 
  11. Gold 
  12. Guns 
  13. Horses 
   
  14. Houseplants 
  15. Incense 
  16. Ivory 
  17. Lanterns 
  18. Lenses 
  19. Licenses 
  20. Lockboxes 
  21. Lucky Trinkets 
  22. Luxury Foods 
  23. Medicines 
  24. Miniature Models 
  25. Music Boxes 
  26. Musical 
  Instruments 
   
   
  27. Musical Scores 
  28. Pack Animals 
  29. Pet Monsters 
  30. Popular Fiction 
  31. Portrait Paintings 
  32. Potions 
  33. Precious Ores 
  34. Precision 
  Instruments 
  35. Preserved Foods 
  36. Rare Food 
  37. Raw Metals 
  38. Sculptures 
   
   
  39. Secret Documents 
  40. Silk Clothes 
  41. Simple Machines 
  42. Slaves 
  43. Spellbooks 
  44. Staves 
  45. Stimulants 
  46. Stone Tablets 
  47. Swords 
  48. Tapestries 
  49. Textbooks 
  50. Wool 
   
   
   
   
  Sample Creatures and Monsters 
  If you are having trouble coming up with creatures or monsters to include in your realm, check 
  this list for inspiration. 
  1. Air Pirates 
  2. Aliens 
  3. Angels 
  4. Barbarian Raiders 
  5. Changelings 
  6. Demihumans 
  7. Demons 
  8. Dimensional 
  Horrors 
  9. Dinosaurs 
  10. Doom Cultists 
  11. Doppelgangers 
  12. Dragons 
  13. Dryads 
  14. Elementals 
  15. Fey 
  16. Future People 
  17. Game Animals 
  18. Ghosts 
  19. Giant Insects 
  20. Goblins 
  21. Gremlins 
  22. Imperial Army 
  23. Insect Swarms 
  24. Jungle Cats 
  25. Land Birds 
   
  26. Living Fungus 
  27. Living Spells 
  28. Lizardmen 
  29. Maniacs 
  30. Merfolk 
  31. Mutants 
  32. Nanomachines 
  33. Nature Spirits 
  34. Plague Zombies 
  35. Poltergeists 
  36. Rhinoceros 
  37. Robots 
  38. Rocs 
   
  39. Sea Monsters 
  40. Slimes 
  41. Sorcerers 
  42. Terrorists 
  43. Titans 
  44. Treants 
  45. Tribal Hunters 
  46. Werecreatures 
  47. Witches 
  48. Wolves 
  49. Yokai 
  50. Zombies 
   
   
   
   
  
   
   
  71 
  Realms 
  Sample Cultural Events 
  If you need inspiration coming up with cultural events for a realm, try drawing from this list. 
  1. Arranged Marriage 
  2. Assassination 
  Attempts 
  3. Aviation Festival 
  4. Awards 
  Ceremonies 
  5. Book Burning 
  6. Bullfighting 
  7. Cannibalism 
  8. Caste System 
  9. Civil War 
  10. Coming of Age 
  Ceremonies 
  11. Conscription 
   
  12. Cooking 
  Competition 
  13. Daily Siestas 
  14. Evacuation Drills 
  15. Fireworks Display 
  16. Gang War 
  17. Gladiatorial 
  Games 
  18. Guided Tours 
  19. Interpretive Dance 
  20. Invasion 
  21. Local Festivals 
  22. Martial Arts 
  Tournaments 
  23. Mass Hysteria 
  24. Mass Paranoia 
  25. Memorial Day 
  26. Military Games 
  27. Militia Call 
  28. Mind Control 
  29. Natural Disaster 
  30. Olympic Games 
  31. Peculiar Wine 
  32. Pirate Landing 
  33. Poetry Readings 
  34. Poisonous Cuisine 
  35. Prophecy 
  36. Public Debates 
  37. Public Elections 
  38. Public Executions 
  39. Public Prayer Services 
  40. Recycling 
  41. Revolution 
  42. Shamanic Ceremonies 
  43. Slavery 
  44. Spy Networks 
  45. Storytelling 
  46. Strange Fashion 
  47. Street Fair 
  48. Talent Show 
  49. Terrorist Attack 
  50. Traveling Circus 
   
   
   
   
  
   
   
  Realms 
  72 
  Step 6: Realm Balance 
  There is no definite rule about how to distribute 
  anima in the realm’s balance. Consider the idea of 
  the realm, its technologies and life forms, and 
  cultures, and determine which elements best fit the 
  realm. Distribute 21 points of anima to the realm’s 
  balance, giving each element with between 1 and 7 
  points. You can optionally add 1 to 3 points of 
  Aether to make a realm more difficult to adventure 
  in, and 1 through 3 points of Pure Anima to make 
  adventuring easier. 
  The realm’s balance determines the attitude of 
  the realm’s citizens and culture. There are seven 
  scales of cultural balance, one for each element. 
  Pacifism vs. Militarism (Fire) 
  A realm’s level of Fire Anima determines its 
  position on the scale of Pacifism vs. Militarism. 
  Peaceful societies are less prone to war, and also less 
  able to defend themselves from outside influence. 
  Militaristic nations are difficult to conquer, provide 
  great security, and have strong laws, but also require 
  much more upkeep. 
  Superstition vs. Education (Light) 
  A realm’s concentration of Light Anima dictates 
  where it falls on the scale of Superstition vs. 
  Education. In more superstitious societies, teaching 
  is accomplished by storytelling and oral tradition, as 
  well as learning from parents and from experience in 
  the world. In educated realms, teaching is a formal 
  classroom affair, and mandatory grades may be 
  imposed on students before they can become 
  effective members of society. 
  Stagnation vs. Innovation 
  (Electricity) 
  A realm’s level of Electricity Anima determines 
  its position on the scale of Stagnation vs. 
  Innovation. Little changes in stagnant civilizations, 
  and things continue on the way they have for 
  hundreds 
  and 
  perhaps 
  thousands 
  of 
  years. 
  Innovative civilizations become bored quickly, and 
  are 
  constantly 
  restructuring 
  and 
  remaking 
  themselves according to the latest big idea or fad. 
  Exploitation vs. Conservation 
  (Water) 
  A realm’s level of Water Anima determines its 
  position 
  on 
  the 
  scale 
  of 
  Exploitation 
  vs. 
  Conservation. Exploitative cultures expand rapidly 
  and consume the resources around them, while 
  conservative cultures seek balance and sustainable 
  development. Exploitative civilizations tend to be 
  nomadic or colonial, since the land they settle does 
  not sustain them for long. Conservative cultures are 
  often less developed in terms of technology and 
  infrastructure, since they must be more careful when 
  developing their cities and other improvements. 
  Mobility vs. Tradition (Stone) 
  A realm’s level of Stone Anima determines its 
  place on the scale of Mobility vs. Tradition. Mobile 
  civilizations 
  are 
  able 
  to 
  adopt 
  new 
  ideas, 
  infrastructure, laws, and policies without difficulty, 
  while traditional civilizations take longer to accept 
  new ideas, or may reject them outright. Mobile 
  cultures are often less centralized and driven to 
  explore and innovate, while traditional cultures are 
  stronger and less easily destabilized by rebellion or 
  revolution. 
  Honor vs. Corruption (Darkness) 
  A realm’s level of Darkness Anima determines 
  its position on the scale of Honor vs. Corruption. 
  Honorable societies place great weight upon the 
  individual’s sense of truth, justice, and duty, while 
  corrupt societies value individual initiative, cunning, 
  and ruthlessness. More honorable societies may dole 
  out draconian justice and be short on mercy, but 
  more corrupt societies are easily undermined and 
  exploited. 
  Introversion vs. Multiculturalism 
  (Air) 
  A realm’s level of Air Anima determines its 
  position 
  on 
  the 
  scale 
  of 
  Introversion 
  vs. 
  Multiculturalism. Introverted civilizations shun 
  outside contact and are distrustful of the world at 
  large. Multicultural nations embrace the outside 
  world with zeal and absorb as much of its culture 
  and technology as possible. Introverted nations are 
  less susceptible to colonization and exploitation, but 
  multicultural nations are often more progressive and 
  better equipped, taking the best from all of their 
  neighbors. 
   
  
   
   
  Paradigms 
  73 
  
   
   
  Paradigms 
  74 
  Paradigms 
  “The foolish respect power, but the wise respect ideas. 
  One with great power can shape the world, but even the 
  smallest idea can transform it completely and utterly.” 
  — Alveric, Keeper of the Light 
  A world is not composed solely of realms—of its 
  physical, material components. No, it is far more 
  than that. What of science? Of magic? Of wonders? 
  Of arts? The ancients of Empyrean had mastered 
  many possibilities of which Eidolons now cannot 
  dare to dream. Whole facets of reality collapsed 
  beneath the Aether, and were themselves sealed 
  within cornerstones. These ideas, known as 
  paradigms, gave stability and coherence to the world 
  of Empyrean. Once restored to the world, they will 
  provide great boons to the Eidolons in their fight 
  against Aether. 
  Players can use cornerstones to introduce new 
  Paradigms into the game. The Paradigm is a new 
  mechanic that affects the way that Eidolons can 
  interact 
  with 
  the 
  world. 
  These 
  mechanics 
  immediately apply to all characters, and become 
  integrated seamlessly into the lives and societies of 
      
  peoples all across Empyrean. Unlike technologies, 
  magics, and tools, Paradigms do not give the Eidolon 
  specific 
  items to solve problems or resolve 
  encounters. Instead, they populate the world with 
  whole new kinds of treasures, give additional 
  options when resolving encounters, and allow 
  players the ability to bend Empyrean to their will. 
  It is suggested that if you wish to introduce a 
  paradigm into your game, talk to the other players 
  about it. If none are opposed to using the option, 
  proceed to include it in the game. Individual 
  Paradigms should not be added to the game if they 
  are opposed by any of the players, since all players 
  have to deal with the challenges and changes they 
  present. 
  There is no requirement to use all or any of the 
  Paradigms in this section. Players may decide they 
  want to create their own Paradigms, or that they 
  wish to include some Paradigms from the very start 
  of the game (this is recommended for more 
  advanced players). 
  All Paradigms offer an additional benefit to the 
  Eidolon who unlocks the paradigm, so there’s no 
  downside to an individual for expanding the world 
  in this way with his cornerstones. 
   
  List of Paradigms 
    Free Time: Allow Eidolons to pursue their 
  own interests outside of the game, granting 
  additional emergence and adding a solo aspect 
  to play. 
   Draw Power: Eidolons become able to draw 
  power out from the world in order to fuel 
  their abilities. 
   Guided Establishment: Players can use guided 
  establishment to heavily influence encounter 
  generation. 
   Currency: Anima Pearls are established as a 
  universal currency, and can be traded for 
  goods, services, and wonders. 
   Plot Twist Cards: Add some unique twists of 
  fate to the World Balance. 
   Encyclopedias: The world becomes filled with 
  Encyclopedias that contain all manner of 
  items and tools. 
   Masks: The world becomes filled with 
  Masks, which allow an Eidolon to 
  temporarily use rare traits. 
   Dice: Use dice-based resolution for 
  encounters. 
   Alchemy: Grant Eidolons the power to 
  transmute the elements within their 
  balances. 
   Milestones: Milestones allow Eidolons to 
  develop additional powers whenever they 
  complete certain achievements. 
   Critical Success and Failure: Raise the 
  stakes during encounter resolution with 
  an additional level of success and failure. 
   Technology: Specific kinds of technology 
  are able to work all across the world 
  instead of just in their relevant realms. 
   Universal Trait: Give all Eidolons in the 
  world a special power. 
   
   
   
  
   
   
  Paradigms 
  75 
  Free Time 
  Free Time allows Eidolons to have adventures 
  outside of their in-game activities. It allows a solo 
  aspect to gameplay, and gives Eidolons a little bit of 
  extra development in their personality traits as well. 
  Free time is required for a few other paradigms to be 
  unlocked. 
  Unlock 
  An Eidolon who unlocks Free Time gains an 
  additional Pure Anima element in his personal 
  balance. 
  Effects 
  At the start of each game session that does not 
  end with a cliffhanger or in the middle of a conflict, 
  the players each receive two units of free time. Each 
  unit of free time represents two to three days. The 
  player describes what his character has been doing 
  during each unit of free time, and awards himself 
  one point of emergence in one personality trait per 
  unit of free time spent. Players may divide their free 
  time in order to split this emergence between two 
  traits, or may place both units into the same 
  category. 
  A player cannot raise his rank in any personality 
  trait using free time. For example, if a player has six 
  points of emergence in a trait, he cannot use free 
  time to gain the seventh point (thus raising the trait 
  to superficial level). 
  Players who miss a game session can be awarded 
  double free time. This can keep them from falling 
  too far behind the rest of the group, and also gives 
  them an opportunity to describe what their 
  characters were actually doing during the previous 
  game session. 
  Free time is a great place to insert story hooks 
  for the session that’s about to begin. If a player goes 
  exploring, perhaps he stumbles upon a clue or lead 
  that will bring him into the scenario you have 
  planned for this particular game. Free time can be 
  loosely role-played, just like encounters can. 
  Resolving actions are not normally used as part of 
  free time. 
   
   
   
   
   
   
   
   
   
   
   
  Drawing Power 
  Eidolons expend power into the world when 
  they use their abilities or Anima Surges—so it only 
  makes sense that they are able to leech from the 
  world just as easily.  
  Unlock 
  The Eidolon who unlocks this paradigm gains an 
  additional Pure Anima in his personal balance. 
  Effects 
  An Eidolon can Draw Power as an action on his 
  turn. This requires complete concentration, and he 
  cannot do it while attempting any other action. 
  The Eidolon takes one Anima of his choice from 
  the world balance and places it into his personal 
  balance. An Eidolon cannot take the last element of 
  any type from the world balance. Then the Eidolon 
  adds one anima from his personal balance to the 
  world. Additionally, if an Eidolon takes Pure Anima 
  from the world balance, he must add an Aether to 
  the world to take its place. If an Eidolon takes 
  Aether from the world balance, he immediately loses 
  one Anima of his choice from his own balance 
  instead of gaining Aether. 
  
   
   
  Paradigms 
  76 
  Guided Establishment 
  Eidolons, as beings of creative energy, are able to 
  subtly influence the world around them and its 
  formation. Using the power of Anima in his own 
  heart, an Eidolon can subtly influence the world 
  around around him, altering its very nature and 
  causality. 
  Unlock 
  The Eidolon who unlocks this paradigm gains an 
  additional pure Anima in his personal balance. 
  Effects 
  With Guided Establishment, a player can create 
  changes to an Encounter before it begins. After 
  explaining the context of an encounter, either before 
  or during establishing questions, a player may spend 
  Anima just like an Anima Surge. By doing this, he is 
  able to alter the encounter by adding stipulations to 
  the original context. 
   
  Fargan (GM): You enter the Hives of Nitar, a 
  huge housing project of irregular tunnels and 
  stairways that ascends upwards nearly twelve stories. 
  You are searching for Ja'ar, a Nitari mine worker 
  who was rumored to have recovered a strange stone 
  from the mines. 
  Lyons: I'd like to guide the establishment to add a 
  little action.  
  Fargan (GM): That’s fine with me. 
  Lyons: (He spends an anima of any type he 
  wishes). There's been a boiler valve break, and the 
  Hive is flooding rapidly from the inside. 
   
  By using Guided Establishment, Lyons has 
  turned a social encounter into a puzzle encounter, as 
  the party now has to deal with the flood and the 
  ensuing evacuation rather than simply with finding 
  and questioning an NPC. 
  Including Guided Establishment in a campaign 
  allows encounters to adapt to fit the players' talents 
  and interests, while taking power away from the 
  campaign planner to create a more streamlined plot. 
  It is recommended for lighter campaigns or 
  randomized campaigns.  
  The realm owner and scenario owner are allowed 
  to deny a guided establishment attempt if it would 
  upset the scenario or break the conventions of the 
  realm. In this case, the spent Anima would be returned 
  to the player who attempted to guide establishment. 
  Currency 
  "Wealth is a means to an end. And there are some 
  ends that require great means indeed." 
  — Lamarck, Treasure Hunter 
  Currency is a system that allow players to reap 
  rewards in the form of money, which can be 
  converted into whatever tools or gear the players 
  desire.  
  Unlock 
  All Anima Pearls in the world are immediately 
  converted into AP. Anima Pearls in this form do not 
  have specific traits or alignments. 
  The Eidolon who unlocks this paradigm gains 
  1000 AP immediately. 
  Effects 
  While gold works fine for buying mundane 
  goods and luxuries, the important things in 
  Empyrean—wonders, must be bought with Anima 
  Pearls. Anima Pearls can be acquired in several 
  ways. 
   
   They can be found (usually in small 
  quantities) in the hearts of slain Eidolons 
  or in sites related to the old world. 
   They can be traded by other Eidolons. 
   They can be created by outgrowing traits. 
   They can be acquired by placing a 
  cornerstone directly into Grand 
  Cornerstone (without activating it to 
  create a realm, paradigm, or conceit). 
   
  Anima Pearls are often classified by weight, 
  according to the chart below: 
   
   Sliver (level 0 trait) - 1 AP 
   Drop (level 1 trait) - 5 AP 
   Pearl (level 2 trait) - 20 AP 
   Crystal (Level 3 trait) - 50 AP 
   Heartstone (Level 4 trait) - 100 AP 
  (players may still wish to keep a record of 
  heartstones rather than converting them to 
  AP, as these materials are necessary for 
  creating masks) 
   
  
   
   
  Paradigms 
  77 
  Wonders and Gear are usually priced according 
  to the following chart. If you are not sure of an 
  item’s price, it can be rolled with dice: 
   
  1. Minor wonders - 30-100 AP or 1d100 + 20 
  2. Major wonders - 1000 AP (or priceless, for 
  some) or 900 + 2d100 
  3. Consumables - 3-10 AP or 1d10 
  4. Technology Goods & Spellbooks - 5-100 
  AP or 1d100 
  5. Trade Goods - 1-40 AP or 2d20 
  6. Artisan Goods - 10-50 AP or 2d20 + 10 
   
  Plot Twist Cards 
  If working with a card-based balance, you have 
  great freedom to expand the game and include 
  additional mechanics by adding cards to the world 
  balance. Each plot twist card has a very specific 
  meaning and effect. 
  Unlock 
  The Eidolon who unlocks this paradigm may 
  choose one of these cards (or create his own) and 
  include it in the world balance. The card is always 
  included in the world balance at the start of a game 
  session. 
  Effect 
  These cards can be created and added to your 
  world balance as needed. All of these special cards 
  are removed from the world balance once they are 
  drawn, and remain removed for the rest of the game 
  session. It is recommended that no more than three 
  or four of these be put at random into the world 
  deck. 
  This paradigm can be introduced multiple times. 
  Each time it is introduced into the game, put a new 
  card into the world balance, chosen from the list 
  below. When a plot twist card is drawn during 
  resolution, it stops the resolution immediately and 
  cannot be re-drawn, just like pure Anima and Aether 
  draws would be. 
   
   The Hero: This card has the same effect as a 
  draw of Anima, and has the additional effect 
  of invoking an NPC ally to assist the party. 
  The NPC appears and assists the party as a 
  mutually controlled NPC for the rest of the 
  encounter. You may choose to have the hero 
  be one specific NPC, or allow the current GM 
  to choose one which fits the situation. This 
  choice should be made when the card is 
  created. Excellent for campaigns involving a 
  team of allies or a single mysterious helper 
  who follows the party. 
   The Villain: This card has the same effect as a 
  draw of Aether, and has the additional effect of 
  invoking an NPC villain to antagonize the 
  party. The NPC villain is a GM controlled 
  NPC that works against the players for the rest 
  of the encounter. Good for including a single 
  comical antagonist, or a dedicated team of 
  antagonists. The NPCs villains that this card 
  can invoke should be decided at creation time, 
  or given to the GM to decide during play. 
   Wondrous Treasure: The effect of this card is 
  the same as a draw of Anima. Additionally, a 
  wondrous item is acquired somehow in the 
  resolution of the action, and this card is 
  removed from the world deck. The wonder 
  will usually have only temporary use, or 
  vanish at the end of the encounter. Great for 
  players who are interested in puzzle-oriented 
  scenarios and have a knack for inventing 
  exciting treasures. 
   Escalation: This card is the same as a draw of 
  Aether. The GM immediately makes an 
  Escalation Draw and interprets the results. 
  Good for games where the players want more 
  chaos, or are becoming complacent in their 
  ability to overcome every situation. 
   Breakthrough: The Eidolon's allies immediately 
  choose a trait to assign three points of 
  Emergence to based on the action he or she is 
  committing. This can be a new trait or a trait 
  already on the character sheet. The player 
  immediately gains a brand new trait with three 
  points of Emergence, chosen by his allies, and 
  relevant to the action he was committing. If he 
  already had the chosen trait, three points of 
  Emergence are added to its existing emergence 
  level. Adding this card to a game will force 
  players to be more conscientious of the actions 
  they take, as their deeds may need to be 
  accounted for at any time. 
  
   
   
  Paradigms 
  78 
  Encyclopedias 
  Encyclopedias are powerful relics from the old 
  days of Empyrean. These mystical tools use Anima 
  to compress innumerable objects into the pages of a 
  book. An Eidolon can reach into the book and draw 
  forth any item stored in its pages. Encyclopedias 
  were penned by type, so the Encyclopedia ‘swords’ 
  contains every manner of sword imaginable. One 
  need only open the book and reach in, and he could 
  equip an entire army. 
  Unlock 
  The 
  world 
  becomes 
  populated 
  with 
  Encyclopedias. Though these books are rare and 
  precious, some can be found, purchased, or stolen 
  from important places or people. The player who 
  unlocked this paradigm gains a free Encyclopedia of 
  his choice. 
  Effects 
  When an Eidolon uses an Encyclopedia, he must 
  spend one Pure anima. Then, any item or items 
  imaginable of the type the Encyclopedia holds are 
  released from its pages. Encyclopedias can never 
  contain other wonders, as objects infused with pure 
  Anima (as wonders are) do not compress the same 
  way mundane items do. The items that come from 
  an Encyclopedia are bound to the Encyclopedia, so 
  destroying it or closing it will cause them to vanish. 
  It should also be noted that Encyclopedias were 
  created as catalogs of items, not storehouses. Because 
  of this, an Encyclopedia will only contain one copy 
  of an item. If an Eidolon draws 10,000 different 
  swords from the ‘Swords’ Encyclopedia, each one 
  will be unique. 
  Notes 
  Encyclopedias are incredibly useful tools that 
  can provide endless entertainment to a party of 
  Eidolons. Because of the relative usefulness of these 
  tools, they must be included sparingly in a 
  campaign—perhaps one or two being shared by the 
  entire party. They are best incorporated into games 
  where puzzles and obstacles feature heavily. 
  When choosing an Encyclopedia to include in 
  your game, try to think of one that has few obvious 
  uses. ‘Weapons’ is far too useful to be very 
  interesting after a single game. ‘Tableware’ could be 
  a far more interesting thing to try and repurpose for 
  puzzle solving. ‘Minions’ is almost impossible not to 
  abuse, but ‘Chickens’ could be utilized effectively in 
  many of the same situations and provide more fun 
  for the party while doing so. 
   
   
   
   
   
   
   
   
   
  Masks 
  Masks are among the rarest of wonders. A mask 
  must be carved from a single massive Anima Pearl—
  one grown from an All-Consuming trait that has 
  been developed to the point where it has been 
  expelled forcefully from the heart of an Eidolon. 
  When worn, the mask confers the trait linked to 
  that Anima pearl at Deep Level.  
  Unlock 
  When this paradigm is unlocked, all of the 
  masks that were previously sealed within the 
  cornerstone are returned to various places in the 
  world, and must be discovered. Eidolons also gain 
  the ability to carve masks from Massive-sized 
  Anima Pearls (level 4). 
  The Eidolon who unlocks this paradigm is 
  granted one mask of his choosing. 
  Effects 
  Donning a mask requires the spending of one 
  Anima of any type from the Eidolon’s personal 
  balance. While he wears a mask, an Eidolon gains 
  the powers of the persona trait associated with the 
  mask at the Deep level, though he may not 
  necessarily display the mask's linked personality. 
  Normally, Eidolons can wear only one mask. An 
  Eidolon with the trait Many Masks (Insecurity) can 
  wear an additional mask for every rank of that trait 
  he possesses. 
  
   
   
  Paradigms 
  79 
  Dice 
  Dice-based resolution is often faster and more 
  varied in numeric results than balance based 
  resolution. 
  While 
  dice 
  cannot 
  replace 
  the 
  storytelling functions provided by the balance, they 
  can be used during the resolution segments of the 
  game to move play along faster. 
  Unlock 
  The player who unlocks this paradigm gains an 
  additional point of Pure Anima in his personal 
  balance. 
  Effects 
  During resolution, an Eidolon will use dice 
  instead of balance cards to resolve actions. Roll one 
  10-sided dice for every point of anima an Eidolon 
  possesses in the element relevant to his action. If the 
  result of any single die, plus the current world 
  balance of that element, is equal to or greater than 11, 
  then the result is an outside success. Otherwise, the 
  result is a failure. 
  If at least two dice are rolled, then two or more 
  results greater than 11 make a perfect success, while 
  one result greater than 11 makes an outside success 
  and zero results greater than 11 make a failure. 
  If Dice Resolution is to be used in an encounter, 
  it must be used for the entirety of the encounter by 
  all players and the world. 
  A Balance Tool should still be used to resolve 
  escalations, context generation, monster actions, and 
  other storytelling tasks. 
   
  Alchemy 
  "That we are separate is an illusion to be overcome." 
   — Rhyl, the Dual Natured 
  Alchemy allows an Eidolon to transmute the 
  elements of Anima in their purest forms.  
  Unlock 
  The Eidolon who unlocks this paradigm gains an 
  additional Pure Anima in his individual balance. 
  Effects 
  Any Eidolon may choose to use a transmutation 
  during his action. He chooses one Anima from his 
  personal balance, and one Anima from the world, 
  and swaps those two elements. An Eidolon may 
  swap any number of elements in this way as a single 
  transmutation. However, all the elements must be of 
  the same type. For example, an Eidolon could 
  transmute three fire anima into three water anima, 
  but he could not transmute three fire into two water 
  and one electricity, or a water and a stone into two 
  fire. Eidolons cannot transmute pure Anima or 
  Aether. 
   
  
   
   
  Paradigms 
  80 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Milestones 
  Eidolons 
  are 
  constantly 
  changing and growing. However, there 
  are many events which have a profound effect on 
  them and define them in ways even deeper than 
  traits. These important events, called Milestones, 
  give an Eidolon the strength he needs to face 
  challenges, and the wisdom to act and react with 
  greater efficacy. 
  Unlock 
  The Eidolon who unlocks this paradigm gains a 
  Pure Anima in his Individual Balance. 
  Effects 
   An Individual Balance normally begins with no 
  Pure 
  Anima, 
  but 
  every 
  time 
  an 
  Eidolon 
  accomplishes one of these milestones, his Personal 
  Balance gains a Pure Anima permanently. An 
  Eidolon can only accomplish each milestone once. 
  Accomplishing the same feat a second time is not 
  considered reaching a milestone. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Milestones 
   The Eidolon completes his personal story 
  (see Personal Stories on pg 97) 
   The Eidolon uses a cornerstone to create a 
  new realm 
   The Eidolon outgrows an All-Consuming 
  Drawback Trait 
   The Eidolon acquires the blessing of an 
  Anima Spirit or other being of power (see 
  Summoning on pg 87 and Channeling on 
  pg 85) 
   
  
   
   
  Paradigms 
  81 
  Critical Success and 
  Critical Failure 
  Eidolons cannot settle for mere mediocrity, and 
  are by their very nature epic beings of phenomenal 
  power. It is only logical that their triumphs and 
  failures be of legendary proportions as well. 
  Critical Successes and Critical Failures add an 
  additional level of suspense to resolution draws, by 
  allowing the possibility of extreme success and 
  extreme failure. 
  Unlock 
  The Eidolon who unlocks this paradigm gains an 
  additional point of Pure Anima in his personal balance. 
  Effects 
  Whenever a draw results in a Perfect Success for 
  a Player, he makes an additional draw immediately. 
  If the second draw is also a Perfect Success, then the 
  result is upgraded to a Critical Success. The Critical 
  Success is a wildly successful attempt that exceeds 
  even the effectiveness originally imagined by the 
  Eidolon (but is never beyond his control or 
  intentions). 
  Whenever an Eidolon draws a Failure, he must 
  immediately make a second draw. If the second 
  draw is also a Failure, the result is downgraded to a 
  Critical Failure. A critical failure represents a 
  fumble or failure of epic proportions, such as an 
  Eidolon tripping in the heat of battle and landing on 
  his own sword, or gravely misjudging a jump and 
  falling down into a deep chasm.  
  Technology 
  It is possible for Eidolons to master the different 
  kinds of technology that exist in realms across 
  Empyrean, but most technologies draw their borders 
  with the realms. With the Technology Paradigm, 
  one kind of technology can become widespread 
  around Empyrean. While the new technology may 
  not be adopted everywhere, it will be functional 
  anywhere in the world. 
  Unlock 
  The 
  Eidolon 
  who 
  unlocks 
  a 
  technology 
  paradigm immediately gains mastery of that 
  technology. He can build devices, invent spells, or 
  create new tools based upon it as though he were a 
  master artisan in that craft. 
  Effects 
  The player who unlocks this paradigm should 
  choose one type of technology possessed by any 
  realm in the world. That technology becomes 
  available all across Empyrean. Realms surrounding 
  the ‘founding realm’ may begin to adopt the 
  technology, but most realms will continue to 
  function according to their old ways. The main 
  advantage is that the technology is universalized—it 
  will work everywhere in the world, and not just in 
  the lands surrounding its founding realm. 
  The technology paradigm can be instituted 
  multiple times with a different technology each 
  time. A single player should not master two 
  technologies, and no two players should ever master 
  the same technology. 
  Possible Technologies 
  Players are encouraged to create their own technologies, but here are some examples: 
  1. Animal 
  Domestication 
  2. Astral Projection 
  3. Ballistics 
  4. Biotechnology 
  5. Chemistry 
  6. Clockwork 
  7. Cloning 
  8. Cryogenics 
  9. Cybernetics 
  10. Dimensional Travel 
   
  11. Divine Magic 
  12. Druidic Magic 
  13. Electronics 
  14. Elemental Magic 
  15. Forensics 
  16. Fortune Telling 
  17. Genetic Engineering 
  18. Golem-Building 
  19. Medicine 
  20. Metallurgy 
   
  21. Nanotechnology 
  22. Necromancy 
  23. Robotics 
  24. Space Travel 
  25. Spirit-Channeling  
  26. Steamtech 
  27. Summoning 
  28. Time Travel 
  29. Transmutation 
  30. Wireless 
  Communications 
   
   
   
  
   
   
  Paradigms 
  82 
  Universal Trait 
  Perhaps in bygone days, all Eidolons possessed 
  powers that are now given to only a select few. The 
  Universal Trait paradigm gives a new power to 
  every Eidolon in the world, including all of the party 
  members. 
  Unlock 
  The Eidolon who unlocks the universal trait 
  paradigm may utilize the Deep and All-Consuming 
  powers of the trait he chooses without experiencing 
  any drawbacks. 
  Effects 
  When this paradigm is unlocked, choose a trait. 
  All Eidolons in the world gain the powers associated 
  with that trait at either the Superficial or the Deep 
  level (this is at the discretion of the unlocker). 
  Eidolons cannot increase the emergence of this trait, 
  nor can they lose or gain it. It becomes an innate 
  ability which all Eidolons have. 
  Those who already possessed the trait before it 
  was granted to everyone in the world gain an Anima 
  Pearl to replace the trait that is now no longer 
  available for them to grow. 
   
  Note 
  Some traits make better Universal Traits 
  than others. Here are a few suggestions: 
   Achilles’ Heel 
   Cosmopolitan 
   Living Weapon 
   Patchwork 
   A Weapon for the Strong 
   
  
   
   
  83 
  Conceits 
   
  
   
   
  Conceits 
  84 
  Conceits 
  “Have you considered the possibility that a whispered 
  secret might carry more weight than all the world?” 
  — Lieselotte, Who Sees Beneath 
  Many cornerstones contain neither new lands 
  nor world-changing ideas. Instead, they contain 
  specific secrets, memories, instructions, or relics. 
  The weight of these specific facets of the world was 
  so great that they solidified into their own 
  cornerstones. These single, powerful elements of 
  reality are compact enough that they can have only 
  one master. They are known as conceits. 
  Eidolons, Cornerstones, and Realms are all made 
  of the same basic stuff—Anima. It is simple for an 
  Eidolon to unlock the secrets within a cornerstone 
  for himself, granting access to unfathomable and 
  forgotten powers of which only the legendary 
  masters of Old Empyrean had knowledge. The 
  Anima contained in the cornerstone is returned to 
  Grand Cornerstone, and the element of Empyrean 
       
  that he releases from within the cornerstone is kept 
  within his heart—a piece of the world and also a 
  piece of himself. 
  Conceits are specialized mechanics that Eidolons 
  can gain access to on an individual basis. They are 
  typically different than Persona Traits in that they 
  do not grant the Eidolon specific problem-solving 
  powers. Instead, they expand his abilities with new 
  options for changing the world, interacting with it, 
  and utilizing its conventions. Unlike Paradigms, 
  only the Eidolon who unlocks a Conceit is able to 
  use it. Other members of his party do not gain 
  access to the Conceit unless they unlock it through 
  their own use of cornerstones. 
  Note: Using a cornerstone to release a conceit is not 
  considered a selfish or evil act. In game, Eidolons do not 
  decide what their cornerstones hold. The cornerstone has 
  contained the unique power since it was fractured from 
  Grand Cornerstone. The Eidolon is only discovering it 
  and putting it to use, making himself a vessel for the 
  restoration of an element of the world. Eventually, when 
  he passes on, the power that is held within his heart will 
  return to the root of Empyrean once more.  
   
  List of Conceits 
   
   Abundance - Gain 2,000 AP. This conceit is only 
  available if the currency paradigm has been 
  unlocked. 
   Aethermancy - Your understanding of Aether 
  allows you to utilize an Anima Surge to cancel a 
  draw of Aether. 
   Channeling - You may choose an elemental 
  spirit to be your master and gain its permanent 
  blessing. 
   Core Values - Allows an Eidolon to keep a trait 
  permanently. 
   Elemental Reconstruction - When healing from 
  wounds, you become a construct of elemental 
  power for a short time. 
   Filled with Anima - You have an additional pure 
  Anima in your Personal Balance at the start of 
  each game session. This can be taken up to 3 
  times. 
   Forgotten Treasure - You may gain a Major 
  Wonder of your choice. 
   
   
   Geomancy - Utilize the powerful rituals of 
  geomancy to rewrite maps. With this power 
  and with the right tools, you can change the 
  terrain of realms, move whole cities, or lay 
  waste to them without leaving any trace 
  behind. 
   High Summoning - You gain the ability to 
  summon a titan, one of the most powerful 
  servants of the great elemental spirits. 
  Titans are nearly as large and powerful as 
  Colossi. 
   Imaging - You gain the power to convert 
  Anima 
  directly 
  into 
  matter, 
  creating 
  absolutely anything you need with a 
  thought. 
   Sealed Memories - You may gain a new 
  trait at any level of emergence you wish (or 
  create your own trait). 
   Surging Power - You can spend any kind of 
  Anima when using an Anima Surge. 
   Wonder Crafting - You are able to craft 
  wonders using Anima Pearls, as well as to 
  break down wonders you find into Anima 
  Pearls. 
   
  
   
   
   
  Conceits 
  85 
  Abundance 
  Not all cornerstones contain ideas or realms—
  some contain only the pure energy of creation. Such 
  a stone shatters when used, becoming a large 
  collection of Anima Pearls. 
  Effects 
  The Eidolon gains 2,000 AP. These Anima Pearl 
  fragments are only usable if the currency Paradigm 
  has been unlocked. 
  Aethermancy 
  Within the cornerstone is sealed an innate 
  understanding of the nature of Aether that cannot be 
  explained or quantified. With this understanding, an 
  Eidolon is more resistant to the effects of Aether, 
  and can even manipulate it to his advantage. 
  Effects 
  The Eidolon is able to use an Anima Surge even 
  when he draws Aether. 
  Usage 
  Whenever the Eidolon draws an Aether from 
  the world, instead of immediately failing his 
  attempt, he is able to utilize an Anima Surge to 
  succeed his attempt. 
   
   
   
   
   
   
   
   
  Channeling  
  A different kind of blessing from the Great 
  Anima spirits allows an Eidolon to channel an 
  Anima Spirit. During Channeling, the Eidolon 
  himself becomes a spirit, and is able to completely 
  control his actions. By becoming an incarnation of 
  one of the spirits, the Eidolon gains great power over 
  that Spirit’s element. 
  Effects 
  The Eidolon meets one of the Great Anima 
  Spirits, and is awarded with a blessing. The blessing 
  leaves a brand on his body, and allows him to 
  channel the power of the spirit as his own. 
  Usage 
  To channel a spirit, the world must contain at 
  least three of that spirit’s elemental Anima. Take all 
  Anima of the spirit’s type from the World Balance 
  (or as much as will fit into your individual balance 
  without exceeding the limit of 5), and place it into 
  your Individual Balance. For the rest of the 
  encounter, you are considered to be channeling that 
  spirit. 
  When the world balance would be drawn from 
  in conflict resolution and you are channeling, you 
  may use an Anima Surge of the type you are 
  channeling in place of the world’s normal draw. 
  Anima used in this way is returned to the world 
  balance. 
  You can only invoke a channel blessing once per 
  game session. 
  
   
   
  Conceits 
  86 
  Core Values 
  Sometimes a trait becomes so important to a 
  character that it is a major part of him. In this case, 
  he may not want to relinquish it when it grows too 
  great within his heart, and would instead like to 
  retain it forever in its present state. When an 
  Eidolon uses a Cornerstone that contains a Core 
  Value, a trait that previously occupied a place in his 
  heart becomes fused to it, permanently fixed as a 
  part of his being. 
  Effects 
  The Eidolon chooses a persona trait he possesses 
  at rank 2 or higher to become a Core Value. That 
  trait is removed from his Personal Balance (or 
  marked in such a way that it is locked from further 
  change). The Core Value trait always contributes 
  only one elemental anima to its owner’s balance. 
  However, the Eidolon who possesses it is able to use 
  all of its inherent abilities (Superficial, Deep, and 
  All-Consuming) without the drawbacks associated 
  with the All-Consuming Trait. The Core Value 
  takes up only 1 rank towards his limit of Persona 
  Traits. 
  Elemental Reconstruction 
  When an Eidolon spends Anima to recover from 
  wounds that he suffers, he must use one kind of 
  Anima or another from his personal balance. With 
  Elemental Reconstruction, an Eidolon can form his 
  body not out of its ordinary flesh, but out of pure 
  elemental matter. 
  Effects 
  An Eidolon becomes a pure elemental for some 
  time, with all the powers and weaknesses that 
  confers. 
  Usage 
  Whenever the Eidolon recovers from wounds 
  using elemental Anima, note the kind of Anima that 
  was used. Until the end of his next turn of the 
  encounter, the character’s body is wreathed in 
  elemental energy, and he can act as though he were a 
  construct of pure elemental power of whatever type 
  he recovered with. The Eidolon gains the power to 
  control, manipulate, and fuse himself with other 
  materials made of the same elemental type for a few 
  moments--effectively becoming one with a single 
  facet of the environment while he draws in its 
  energy to rebuild his body. 
   
  Filled with Anima 
  The pure energy of creation contained within 
  the Cornerstone takes hold within the Eidolon’s 
  heart, granting him an additional Anima in his 
  personal balance at the start of each game session or 
  extended rest. 
  Effects 
  The 
  Eidolon’s 
  personal 
  balance 
  has 
  one 
  additional Pure Anima. 
  Forgotten Treasure 
  Many of the most powerful tools of Old 
  Empyrean were so mighty, they were sealed up 
  within individual fragments of Grand Cornerstone. 
  Their power and complexity was of such a 
  magnitude that a single cornerstone—a piece of the 
  root of the world that might contain an entire 
  realm—was required to contain them. By unlocking 
  a Cornerstone containing a Forgotten Treasure, the 
  Eidolon claims one of these legendary artifacts for 
  himself. 
  Effects 
  The Eidolon gains a major or legendary wonder 
  of his choice, at the discretion of the rest of the 
  party. 
  Usage 
  The Player should describe what this wonder is 
  and does, as well as what its role was in Old 
  Empyrean. 
   
  
   
   
   
  Conceits 
  87 
  Geomancy 
  Geomancy is a powerful form of magic that 
  allows Eidolons to reshape the world according to 
  their whims.  
  Effects 
  A Geomantic ritual allows an Eidolon to change 
  the terrain of a realm—dredging up lost ruins 
  beneath the surface, turning deserts into lush forests, 
  draining lakes, and leveling whole cities. 
  Usage 
  To perform a Geomantic ritual, you will need 
  the help of several other Eidolons, and a powerful 
  source of Anima, such as a cornerstone or large 
  Anima Pearl. In a three day ritual, Anima from the 
  power source is used to create new terrain features, 
  which are integrated either seamlessly or violently 
  (at the Geomancer’s discretion) into the makeup of 
  the realm. The Geomancer can also rebalance the 
  realm’s Anima levels, though this may cause 
  unexpected results on natural creatures and on the 
  local Nascent population. 
  High Summoning 
  Use the power of Anima to call upon a titan, the 
  most powerful servants of the elemental spirits. 
  Titans are living disasters—volcanoes, blizzards, 
  hurricanes, and earthquakes, that can come alive and 
  aid the summoner. Titans can even be formed of 
  clockwork, magic, or spirit, though their scale is 
  every bit as imposing as natural titans. Each titan is 
  tied to one of the seven elements. Design and name 
  your titan when you gain this power. The titan is 
  spiritually bonded to a single Eidolon, and an 
  Eidolon always summons the same titan. 
  Effects 
  While a titan is summoned, the summoner can 
  control the creature through a direct telepathic link 
  with the creature. The Titan and Eidolon can act 
  together, or the Titan can act alone under the 
  Eidolon’s direction. A Titan and Eidolon cannot 
  perform two separate actions, however. If the 
  Eidolon becomes incapacitated or suffers a Heart 
  Wound while the Titan is active, it goes berserk, 
  laying waste to everything it can reach. 
  Usage 
  Summoning a Titan requires the use of a 
  powerful source of Anima, or of three levels of 
  Elemental Anima aligned with the titan, taken from 
  the Eidolon’s personal balance. The titan appears on 
  the turn after it is summoned, and obeys the 
  summoner without fail or question as long as it is 
  needed. Titans are so large that they are only 
  effective in large scale battles and against colossi—or 
  in situations where you just want to destroy 
  absolutely everything within a one mile radius. 
  Imaging 
  In the old world, Eidolons were able to use a 
  technique called “Imaging” to create the tools they 
  needed from the raw Anima that saturated the 
  world. Since the fall of the old world and the coming 
  of Aether, this technique is no longer possible. 
  However, Eidolons are able, with careful study, to 
  recreate this art in their own way. 
  Effects 
  Using fragments of Anima Pearls, Eidolons can 
  create tools and gear they need from thin air. 
  Usage 
  Anima Pearls can be divided into AP via the 
  currency table on page 76. A single AP can create up to 
  twenty pounds of solid matter, or one cubic yard of 
  matter, whichever is smaller. As a single use of 
  Imaging, an Eidolon can Image one AP per level of 
  Pure Anima in his personal balance. (For example, if 
  his balance contains 3 Anima elements, then he can 
  image up to sixty pounds or three cubic yards of matter 
  in whatever shape or form he wishes). Aside from the 
  Anima Pearls that are consumed in the process, there 
  is no other cost for this ability. Also, as part of an 
  Imaging action, the Eidolon can also make use of the 
  tool or device that has been created. 
  Sealed Memories 
  Sometimes ancient Eidolons’ memories and 
  emotions are sealed within Cornerstones. When the 
  cornerstone is used, the Eidolon who uses it is forced 
  to relive and experience these memories, and 
  instantly develops persona traits as though he had 
  committed the actions remembered within the stone. 
  Effect 
  The Eidolon gains a new trait of the player’s 
  choice, at any level of emergence desired. 
  Usage 
  The player should describe what he has experienced 
  and why it has affected the Eidolon in such a way. The 
  player may choose to alter the Eidolon’s personality or 
  creed as a result of this traumatic experience. 
  
   
   
  Conceits 
  88 
  Surging Anima 
  The cornerstone contains ancient knowledge of 
  the nature of Anima, and reveals to the Eidolon the 
  way to transform elements from one into another. 
  The ancient Empyreans used similar principles to 
  shape their world through Geomancy, and to create 
  powerful artifacts.  
  Effects 
  Whenever the Eidolon makes an Anima Surge 
  or Assist Surge, he may spend elemental anima as if 
  it were Pure Anima instead of its elemental type. 
  Wonder Crafting  
  The secrets to crafting wonders were forgotten 
  long ago, and sealed within a cornerstone. Once this 
  cornerstone is unlocked, and these secrets are once 
  again returned to the land, Eidolons are able to 
  create their own gear using Free Time. Enterprising 
  Eidolons will want to craft their own weapons and 
  armor, to get the exact look and feel they wish for. 
  Mundane items can be acquired quite readily in any 
  civilized area, but finding craftsmen to make 
  wondrous items with special properties can be 
  difficult. 
  Effects 
  The Eidolon is able to create relics and Anima-
  powered wonders. These are capable of a wide 
  variety of abilities. 
  Usage 
  During 
  Free 
  Time, 
  Eidolons 
  have 
  the 
  opportunity to build weapons or gear. They should 
  discuss with the Scenario Owner what kind of gear 
  they wish to create, and the Scenario Owner should 
  dictate that it will take between 3 and 7 units of free 
  time to complete the project. For extremely difficult 
  or strange projects, the Scenario Owner may also 
  stipulate that certain materials or reagents must be 
  collected in-game to complete the task. 
  When an Eidolon is working on a project, he 
  may spend free time on the crafting project instead 
  of to gain emergence levels. Instead of describing 
  adventures or activities during free time, the Eidolon 
  should describe what project he is working, and 
  what lengths he has gone to gather the materials and 
  parts required to make it happen. Once he has spent 
  an adequate amount of free time as dictated by the 
  Scenario Owner, the craft is complete and he may 
  freely use it. 
  Anima Pearls are the main power source for 
  wonders. Eidolons can use these jewels to imbue 
  special powers into ordinary objects, or to craft new 
  wonders from scratch. The kind of wonder that can 
  be created and its power level are dependent on the 
  size and number of the pearls that are incorporated 
  into its creation. 
  There is no set formula for a given wonder. 
  Instead, players should consider what traits are most 
  closely linked to the properties they wish to imbue. 
  To create a sword that burns with undying flame, 
  for 
  example, 
  a 
  Pearl 
  grown 
  from 
  Wrath 
  (Hotheaded) or Zeal (Eye of Flame) would be an 
  appropriate core. The Scenario Owner has the final 
  say on whether or not materials are adequate for the 
  effect the player wants to achieve. 
   
  Wonder Rank Guide 
    Consumables (1 
  unit free 
  time) 
  - 
  Consumables are easy to make, and not 
  all may even require Anima Pearls. Exotic 
  trophies like the blood of Colossi or 
  Eidolons, or even the captured breath of 
  an Anima Spirit may be enough to create 
  a power source for these items. 
   Minor Wonders (3 units free time) - 
  Minor 
  wonders 
  are 
  non-consumable 
  wonders with limited, localized effects, 
  such as elemental weapons, enchanted 
  gear, and protective charms. 
   Major Wonders (5+ units free time) - 
  Major wonders include powerful gear and 
  weapons that can have vast-reaching 
  effects such as mind control, instant 
  death, and summoning and binding 
  Anima Spirits. 
   Legendary Wonders (7+ units free time) - 
  Masks and Encyclopedias are among the 
  Legendary wonders that can be created in 
  Empyrean. The Mask or Encyclopedia 
  paradigms must be unlocked before 
  wonders of these types can be created. 
   
  
   
   
  Storytelling 
  89 
  
   
   
  Storytelling 
  90 
  Storytelling 
  Storytelling is what Mystic Empyrean is all 
  about, and this section will give you tips and 
  information about how to run a successful story and 
  keep the game moving effectively, as well as ideas 
  for the Scenario Owner about how to move the 
  game and resolve conflicts. 
  Scenario Owner 
  The Scenario Owner is the player who is 
  responsible for determining the rules of the setting, 
  the conventions of the world, and the overall story 
  that ties games together. This player is also 
  responsible for having the final ruling on in-game 
  disputes, advising the others on how their realms 
  will fit into the rest. When disputes arise during the 
  course of the game, the Scenario Owner is the one 
  who must be the voice of reason and maintain order. 
  As the scenario owner, you must form a contract 
  with your players, whether written or implied, about 
  how the game will be run and how disputes will be 
  resolved, as well as what kind of behavior can be 
  tolerated in-game by the player characters. For 
  example, an Eidolon that starts fights everywhere he 
  goes and won’t be reasoned with may make sense in 
  a more adventure-themed campaign, but this 
  character will quickly be booted out of a social 
  campaign. Eidolons can develop traits associated 
  with vices and more sinister traits, but players may 
  decide to ban overtly evil or depraved player 
  characters from their campaign—if players don’t feel 
  comfortable with their own characters and the rest 
  of the party, the story will suffer as a result. 
  Mystic Empyrean is a game that can focus as 
  much on the social issues of building and managing 
  a world as it can on combat and puzzle solving. If 
  your players have strong moral feelings about 
  certain societal issues, and are not willing to have 
  those views challenged or overturned, then you 
  should take this into consideration when planning 
  your stories. 
  Here are some questions to keep in mind: 
   How is the question of good and evil dealt with 
  in the world? Are the players necessarily good, 
  and the villains necessarily evil? Or are they just 
  clashing ideologies? 
   Are the citizens of Empyrean best fit to govern 
  themselves, or is it alright for Eidolons, stronger 
  and wiser creatures, to dictate how they should 
  live? Can Eidolons interfere with the culture and 
  practices of the Nascent, even if it is for their 
  benefit? 
   Will modern-day social issues be brought into 
  the game world? Differing opinions on how 
  these issues are best resolved can easily divide a 
  party, and should only be undertaken if players 
  understand that their characters’ opinions and 
  actions do not reflect directly on them. 
  Hierarchy 
  Whenever storytelling disputes arise, as they 
  inevitably will, players should keep a calm head. 
  These disputes should be resolved as follows: 
  If two players have a dispute  The current 
  GM decides which is right. 
  If the current GM and a player have a dispute  
  The current GM’s word takes precedence. 
  If 
  the 
  current 
  GM 
  and 
  the 
  realm/element/scenario owner have a dispute in 
  relation to the realm/element/scenario  The 
  owner’s word takes precedence. 
  Players are advised to remember that the cards 
  are primarily a storytelling tool, and that using them 
  for resolution is purely at the GM’s discretion. The 
  GM also has the power to overturn card results as 
  well, or to interpret success or failure as loosely as he 
  or she wishes. Remember this is a game about 
  storytelling—if something doesn’t work out exactly 
  the way you planned it, then roll with the punches 
  and try something different next turn. After all, 
  without the occasional taste of failure, a hero cannot 
  put his successes in the proper scope. 
  Running Your Realm 
  So the party is coming to your realm for the 
  next game, and you want to prepare what you will 
  need to make the game run smoothly. Here are a few 
  things you will want to do. 
   Make sure you have completed all six steps of 
  realm creation (pg 56). 
   Plan a two or three sentence blurb about the 
  realm, so that you can tell the players what they 
  see as they enter it for the first time.   
  
   
   
  Storytelling 
  91 
  Defining Just Enough 
  There is a delicate balance to running a realm 
  and realm ownership. If you specify too much before 
  the game begins, then your players will not be able 
  to effectively use establishing questions to set up 
  encounters. If you establish too little, the context of 
  your realm will be so vague that the players will not 
  be able to see the realm in their mind’s eye.  
  The most important line to draw is that as a 
  Realm Owner, your job is to define the world—not 
  specific situations or people. If an encounter begins 
  with ‘A cart has turned over in the road.’ And the 
  realm’s owner immediately bursts out “but there are 
  no roads in this realm!” it just destabilizes the 
  narration and forces the GM to correct himself. A 
  better policy is to leave the realm open enough to 
  incorporate these elements. An example of a better 
  response would be “roads are rare in this realm, so the 
  real question might be ‘who built this one’ and ‘why’. 
  Perhaps that would give us a clue as to who the cart 
  owner is?” Instead of correcting the Game Master 
  and spoiling the narrative, the second option opens 
  up an even greater mystery for the players to 
  explore. 
  This careful balance is a skill that you will 
  develop and hone over time, and players are 
  encouraged to be patient with new game masters and 
  new realm owners. There are plenty of good game-
  mastering advice columns and books out there, so 
  look into these if you want extra guidance. 
  The First Encounter 
  Plan a social encounter in the realm that is going 
  to be your group’s first encounter. The players 
  should meet and interact with people in the realm, 
  who are going to tell them what this area is like and 
  what kinds of things there are to do here. Make sure 
  that at least two or three story hooks get offered to 
  the players during this encounter, and take the 
  opportunity to wave as many of the realm’s legends, 
  places of wonder, and conventions as possible in 
  front of the players. You may also want to drop the 
  names of important NPCs that could be encountered 
  later, or talk about famous events and festivals 
  (“tomorrow is the public execution festival! Don’t you 
  want to stay and see it?”). You will probably be GM 
  for this entire encounter, since you understand more 
  about the place than anyone else. The main goal of 
  this encounter is to give players a taste of what 
  people, conflicts, and culture exist in this realm, so 
  that they can decide where they want to go or what 
  they want to do here. 
  Usually during this first encounter, you will 
  answer all establishing questions. Keep in mind that 
  you are allowed to answer any establishing question 
  that regards the nature of your realm (even in later 
  encounters). It is a good practice for players to defer 
  to the realm’s owner preemptively whenever a 
  question is asked about the lifestyles, people, trades, 
  places, or similar in the realm. 
  Leaving the Nest 
  As early as possible, try to get players into an 
  encounter where they can use rotating game 
  mastery. Usually, this will be a puzzle or combat 
  encounter—either heading off to a dungeon, fighting 
  a villain in the town, or something similar that does 
  not rely too much on the definite establishment of 
  the realm.  
  Improvised Encounter 
  You do not need to completely plan out every 
  encounter that will occur in the game. Often, there 
  will be some filler time in between the events of a 
  particular game’s scenario. The players may traverse 
  a dungeon, or encounter a social conflict in town, or 
  need to build or design some machine or strategy. 
  These three types of encounters, combat, social, and 
  puzzle, can be improvised mid-game using draws 
  from the World Balance. 
  It may sound like a bit of a paradox, but you can 
  and should plan to include improvised encounters in 
  your game. Even exciting stories can become 
  monotonous if every event the characters encounter 
  is critical to the story and carefully guided by the 
  scenario owner. Improvised Encounters give players 
  a chance to stretch their wings and explore their 
  characters in a less structured environment. It is 
  recommended to include space for at least one 
  improvised encounter per dedicated story encounter. 
  A ratio of two or three improvised encounters for 
  each major scenario encounter is typical. 
   
  
   
   
  Storytelling 
  92 
  Collaborative 
  Storytelling 
  Improvised encounters are the best 
  place to use collaborative storytelling, 
  and they are the place where rotating 
  GM-ship can really shine. Many of the 
  most 
  notable 
  moments 
  of 
  your 
  adventure will doubtless occur in the 
  collective 
  stories 
  told 
  through 
  Improvised Encounters. 
  There is one important thing for all 
  players to remember in a collaborative 
  storytelling environment—the goal is 
  the story, not the resolution. The 
  encounter can carry on as long as all 
  players are enjoying it and interested in 
  its outcome. Players are not working 
  against the scenario builder, but rather 
  working 
  together 
  to 
  build 
  an 
  interesting encounter. It’s easy for a 
  player who has received rotating GM-
  ship to say “the monster dies as you 
  impale it cleanly on your sword with 
  little effort. Well, that’s that. Let’s 
  move on.” However, what kind of 
  encounter would that be? Not one that 
  awards any emergence points or is at all 
  memorable. 
  When resolving encounters, give 
  the party the maximum opportunity to 
  use their equipment, talents, and 
  powers. If one player loves to play with 
  fire, provide explosives during the 
  establishing questions. If one has an 
  item that notifies him in advance when 
  he is surprise attacked, use surprise 
  attacks against that player more often 
  than others. Run encounters such that 
  you bring out your friends’ strengths, 
  not exploit their weaknesses. If you do, 
  your encounters will be much more 
  epic and memorable. 
  When you are playing the role of 
  GM, 
  remember 
  that 
  the 
  more 
  interesting and fanciful your narration, 
  the more excited and involved the 
  party will become. This will give you a 
  better chance to play out character 
  traits (thus gaining more emergence 
  and thus more power) as well as the 
  opportunity to craft memorable narrative moments. 
   
  
   
   
  Storytelling 
  93 
  Scenario 
  The overarching story of the campaign is called 
  a Scenario. Scenarios have vastly different rules or 
  conventions. Some are straightforward enough that 
  they can even be combined to create more complex 
  and layered stories. The player who is the scenario 
  owner is generally the last word as to what the 
  conventions of the world as a whole are, and should 
  be intimately familiar with the game systems 
  presented here. 
  The scenario determines not only the flavor of 
  the game, but its power level and options. Some 
  games will take players head to head with the forces 
  of Aether that threaten the world, and give them the 
  power to triumph. Others may make them 
  underdogs fighting against evil Eidolons shaping the 
  world to a dark vision, and they will have very little 
  power—but a great pool of resources—to draw on. 
  Whether encounters tend towards social, puzzle, or 
  conflict types is mostly at the whim of the scenario 
  owner. 
  A Scenario typically has three parts: 
  The Main Characters, also called the PCs or 
  Player Characters, around whom the narrative 
  revolves. The Main Characters each tie integrally to 
  the scenario via their fates. Often their pasts and 
  ultimate goals are intertwined with the story as well. 
  The World the Player Characters live in. This 
  includes its inhabitants, its conventions (like magic, 
  time, and technology), and the politics that govern 
  it. The players will have to work within the 
  boundaries of the world in order to accomplish their 
  goals. 
  The Conflict that the Player Characters must 
  resolve. If all is right in the world, then there is little 
  reason to adventure. However, if there is something 
  the players want, some aspect of the world they feel 
  is unjust, or some force that threatens what they 
  love, then they must fight to thwart those forces or 
  accomplish those goals. 
  Scenarios are Optional 
  Scenarios are an option that you can use to add 
  structure and narrative flow to a continuous story. 
  Mystic Empyrean is built to encourage exploration 
  and discovery, and can be played just as well 
  without a main narrative as it can be played with 
  one. You do not need to decide whether or not there 
  will be a scenario for the first game—in fact, if a 
  scenario does develop, it will likely occur organically 
  as the party progresses. 
  If the group does wish to incorporate a scenario 
  into the Mystic Empyrean game, consider making 
  only every second or third game session directly 
  related to the main narrative, and allowing the 
  players to explore the world they are building and 
  exercise their characters’ whims without the long-
  term repercussions for their actions that a more 
  continuous narrative can introduce. 
  Basic Scenarios 
  The following example scenarios all fall within 
  the basic premise of Mystic Empyrean: Grand 
  Cornerstone is destroyed, and it is up to you and 
  your allies to rebuild the world. It is recommended 
  to play with the scenarios here to get the most out of 
  this book and your game. 
  Scenario: A Conflict Of 
  Interest 
  Perhaps your PC party isn’t the only one on a 
  quest to rebuild the world―there may be other 
  organized groups or individuals with the same goal 
  in mind, be they sinister, idealistic, or simple rivals 
  with a different idea of the way things ought to be. 
  To hold cornerstones is to have power over the 
  reshaping of the world―a power which is easily 
  coveted. 
  Building this Scenario 
  Create one or more parties of NPCs, each with 
  their own ultimate vision for the world. Try to make 
  these visions conflict with the party's vision of the 
  world, to create appropriate tension. The conflict 
  does not always need to be direct—there can be 
  subtle flavors of difference and varying ideologies 
  that are conflicting in the creation of this world. 
  Game Ideas 
  To introduce your alternate party, it can be 
  interesting to place the players into a realm this 
  alternate party has created, or even to give them a 
  glimpse of such a realm without allowing them to 
  enter. This serves two purposes. One is to let the 
  party realize that other forces are working in a loose 
  collaboration with them to create the world. The 
  other is to give them an idea of the kind of people 
  who have created this realm and whether or not they 
  should be trusted or thwarted. 
  If the PC party is working against the 
  “alternate” party, it is good to occasionally pit them 
  against 
  one 
  another 
  in 
  various 
  races 
  for 
  cornerstones, government favors, treasures, and the 
  
   
   
  Storytelling 
  94 
  like. These conflicts need not always be combat. 
  Perhaps a cornerstone is awarded by a guardian to 
  the party that proves themselves most worthy, or 
  who possesses the most popular support, or even for 
  winning a sporting competition. 
  The PC Party and one or more of the Alternate 
  Parties must work together to stop a powerful threat 
  like a colossus. Of course, afterwards, they must 
  divide the spoils of the battle, and cornerstones are 
  not easily divided. 
  Scenario: The Old 
  World 
  What caused Grand Cornerstone to be destroyed 
  in the first place? What force or disaster caused this 
  terrible cataclysm that wrapped the world in Aether? 
  And when the world is reassembled, will it return to 
  threaten the world again? As the PCs come closer 
  and closer to the goal of rebuilding the world, this 
  question begins to become more and more pressing, 
  potentially culminating into a final battle with the 
  forces that originally shattered Grand Cornerstone. 
  Building this Scenario 
  Secretly decide what force it was that split the 
  Grand Cornerstone, be it the forces of the 
  Aetherlings, the mistakes of society, a dissatisfied 
  god, the spirits of Anima disagreeing, or some other 
  being or reason of your choice. Drop subtle hints at 
  the existence of this force, and perhaps even work 
  them into your backstory. 
  Game Ideas 
  The players meet a sage who relates to them the 
  story of the actual destruction event. 
  The players confront a monster or NPC who is 
  hunting cornerstones down with an intent to 
  actually destroy them. This character can become a 
  recurring villain, or may even be part of a larger 
  villain party. 
  The forces of Aether actually ‘steal’ an entire 
  region of the world by trapping it within another 
  cornerstone, and begin a plot to either ransom or 
  destroy it. 
   
  
   
   
  Storytelling 
  95 
  Scenario: The Chosen 
  Ones 
  The Eidolons have been told―either by a sage, a 
  dream, 
  a 
  master, 
  or 
  some 
  other 
  form 
  of 
  revelation―that in order to achieve their destiny, 
  they must travel to the far ends of the earth and 
  consult the seven great Anima Spirits. Each will 
  bless them with a powerful gift that they will need 
  to overcome their final trials. 
  Building this Scenario 
  This scenario is straightforward, and provides a 
  campaign with a very epic feel and deterministic 
  direction to it. Often the players will need to fight 
  the great spirits or their guardians in order to receive 
  the promised blessing. In a more comical campaign, 
  the spirits may not be aware of the prophecy, and 
  treat the players as deluded lunatics whom they give 
  gifts to in order to appease and get rid of. In either 
  case, the ultimate conflict does come, and the players 
  must be ready to fight a powerful and sinister foe, 
  using the relics given to them by the spirits.  
  Game Ideas 
  The great foe at the campaign's end may be the 
  spirit of Aether, or even a whole army of 
  Aetherlings. 
  The relics given by the Great Anima Spirits 
  need not be weapons or armor―they may be 
  trinkets that can be used to solve puzzles, overcome 
  dangerous social conflicts, or even unite the greater 
  forces of the world into one larger army for the 
  coming battle. 
  The Great Anima Spirits may have palaces full 
  of traps and puzzles that the players need to 
  complete in order to prove themselves 'worthy' of 
  receiving an audience. 
  The Great Spirits may bind themselves to 
  individual Eidolons, and be accessible as summons 
  (see channeling rules on pg 85). 
  Give the Anima Spirits extreme or eccentric 
  personalities and voices. They are the ultimate 
  embodiments of a diverse set of extreme persona 
  traits, after all. 
  Advanced Scenarios 
  These scenarios are more complex than those 
  presented in the previous section, and require a 
  skilled Scenario Owner to run them. They are 
  presented here for players who want to take Mystic 
  Empyrean in a completely different direction, or just 
  incorporate Eidolons into a more traditional fantasy 
  game. 
   
  Scenario: Tides of Time 
  The Eidolons possess an artifact or machine that 
  allows them to travel between ages of the world they 
  are creating. It moves them to specific eras between 
  the destruction of Grand Cornerstone and some 
  indeterminate point in the future―an undefined 
  singularity. 
  Building this Scenario 
  In this unique scenario, the world is built in 
  layers. There are several regions, and each has a 
  slightly different manifestation in each era. The 
  players must not only recreate the world (by 
  rebuilding Grand Cornerstone in the distant past), 
  they must also guide it to a point where it can stand 
  against the coming singularity which threatens to 
  destroy it again in the distant future. 
  World Conventions 
  Cornerstones are timeless―thus it does not 
  matter in which era a piece of the world is 
  restored―it is permanently restored in all eras. 
  The singularity may have agents of its own, 
  working to ensure the downfall of the world 
  throughout history. Though these antagonists are 
  not able to move through time as the players can, 
  they are present to thwart the players (or to be 
  thwarted) at every age. 
  Sages and Anima spirits will remember the 
  players and are immortal, so they will prove to be 
  long-term allies. 
  The party may eventually come into possession 
  of a time traveling fortress or ship of some kind that 
  allows them to bring a city's worth of allies and 
  amenities with them on their adventures. This can 
  provide stability and social development in the 
  midst of a constantly shifting campaign. 
   
  
   
   
  Storytelling 
  96 
  Scenario: Before the Fall 
  The world is united and strong, built upon the 
  foundation of a united Grand Cornerstone. An age 
  of peace, exploration, and prosperity is upon the 
  world. However, dark creatures form a growing tide 
  within the mists at the edge of the world, working 
  their plots to unravel society and strike at the heart 
  of Grand Cornerstone. 
  This scenario is appropriate for players who 
  want to experience the full world of Empyrean, but 
  do not want to deal with creating and managing the 
  realms themselves. Instead, these details are 
  delegated entirely to the scenario owner. This model 
  provides a more traditional role-playing experience 
  in the vein of traveling, seeking fortune, fighting 
  monsters, and attempting to save the world from 
  evil. Can you change history and save Empyrean 
  from destruction? 
  Scenario: Astral 
  Reflections 
  In a world much like our own, Eidolons are but a 
  dream—inhabiting a realm that intersects with our 
  own only in the slightest corners of the mind. A few 
  humans, called Astrals, have uncovered the power to 
  tap into this collective dream and summon forth 
  Eidolons of their own reflection.  
  In this scenario, the players develop Eidolons, 
  but are not Eidolons themselves—they summon 
  their Eidolons from within their hearts by force of 
  will when needed. The Eidolons appear as guardians 
  under the control of their masters. 
  This scenario setting is best for games that want 
  to use the mechanics and abilities of Eidolons 
  presented in this book, but would like to do it in a 
  more modern setting completely detached from the 
  one presented here. Players in an Astral Reflections 
  scenario can live in a modern world, a supernatural 
  anachronism, a fantasy setting, or anything similar. 
  In an Astral Reflections scenario game, all 
  mechanics work exactly the same as those presented 
  in this book, though any world-specific information 
  can be safely ignored. 
  The existence of wonders in this campaign is at 
  GM discretion. Commonly, wonders in an Astral 
  Reflections game will be ordinary objects that are 
  overlaid with a tinge of the supernatural, and only 
  provide their mystical benefits when wielded by an 
  Eidolon or Astral. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  In another Variant of Astral Reflections, the 
  Astrals actually become their Eidolons, rather than 
  summoning them. The Eidolon is like a skin or suit 
  that appears and is dismissed at will. 
  Setup Questions 
   How are Astrals regarded in this world? Are 
  they known, or secretive? 
   Have the player characters been Astrals since 
  birth? Have they recently discovered their 
  abilities? Was there some breakhrough or 
  catalyst that brought this on? 
   What kind of technology level exists in this 
  world? Are Astrals considered a scientific 
  anomaly, or a norm? How do Astrals interact 
  with magics or psionics (if those exist)? 
  
   
   
  Storytelling 
  97 
  Personal Stories 
  There are a number of common story elements 
  that bind a scenario together. But what about the 
  individual characters and their stories? Every person 
  has their own story to tell, and their own conflicts to 
  face. Personal stories are the goals and destinies of 
  the player characters as individual―goals and 
  destinies that may or may not be shared by their 
  peers. 
  Personal Stories are an optional game system 
  where each player in the party is responsible for 
  running a miniature scenario that fleshes out and 
  resolves the past of another player’s Eidolon. 
  After the player characters have had a few 
  adventures to establish themselves is a good time to 
  introduce the concept of personal stories to your 
  group. Each player is given the name of another 
  player (make sure no one gets their own name!). 
  Then, each player should consult with the player 
  whose name he drew in order to get a feel for where 
  that character is heading. 
  Even though you are telling a personal story, it's 
  not your story―it's the story of the player whose 
  character is experiencing it. Ideally, you and that 
  player need to collaborate to find a story that you are 
  comfortable with 
  telling 
  and 
  that 
  they are 
  comfortable with playing out. 
  The best way to choose a story that fits the 
  character is to take a look at that character's creed 
  and motivations (if your characters have not created 
  creeds yet, then this is a good time to do it). See 
  what the character wants and if there are any 
  inherent flaws or quirks in his moral system that 
  can be exploited as story points. Once you know 
  what he can be tempted with to get involved in a 
  story, then you’re ready to begin planning the plot. 
  If you pick the wrong story for a player, then 
  they won't bite the hook, and all your plans will 
  come to naught. Usually, it's a good idea to at least 
  discuss the premise of the story with the relevant 
  player before it happens in-game, so at least they 
  know what to expect and you can get an idea of 
  what choices they will make. 
  If at all possible, involve the other party 
  members in the Personal Story you are crafting. 
  Getting everyone involved with a Personal Story 
  also gets them involved in the development of the 
  character the story revolves around, allowing for 
  different relationships to develop and different traits 
  to shine. 
  All personal story owners should begin to 
  consult with the Scenario Owner (or owners) as 
  their personal stories begin to draw to a close. 
  Personal stories should somehow integrate into the 
  scenario, in order to lend weight to the development 
  of the characters, and make this development 
  relevant to the final narrative. By out-of-game 
  discussion, you can create a tightly coupled story 
  where the characters and their Becoming are integral 
  to the success of their ultimate quest as a group. 
  The personal stories presented in this section are 
  possibilities that can be easily tapped to create a 
  number of interesting stories that speak directly to a 
  player’s motives and past. Personal Story owners 
  should feel free to create their own personal story 
  types if so inspired. 
  Personal Story: Torn by Regret 
  The Eidolon did something foolish in his 
  past―something he regrets horribly. The regretted 
  action may even occur during a game session. The 
  nagging, gnawing despair in his heart manifests as 
  the trait 'Torn Apart' at a superficial level. This trait 
  does not count towards a players maximum trait 
  ranks when conferred by this personal story. 
  Until the player can find solace for his sins, the 
  regret for his misdeed continues to tear at him. At 
  the end of every game session, he gains 1 point of 
  emergence in the Regret trait. Once his regret 
  progresses beyond all consuming, he will be 
  destroyed by it, and so must come to terms with his 
  grief and atone for his sins before the weight of 
  regret becomes too much for him. 
  Personal Story: Power at a Cost 
  A patron approaches the player, offering him 
  power to aid on his quest at seemingly no cost. 
  However, as the Eidolon comes to rely on the power 
  of his patron more and more, it becomes apparent 
  that the cost is greater than he thought. Perhaps the 
  patron is an Anima Spirit that is slowly turning the 
  Eidolon into a spirit like himself. Perhaps it is an 
  Aetherling that is subtly corrupting all the realms 
  the Eidolon creates through their shared bond. 
  Perhaps the patron is corrupting the morality of the 
  Eidolon, turning him into a being of similar values 
  and desires, or making him a thrall dependent on 
  power. Ultimately, the Eidolon will need to break 
  free of the hold his patron has on him, or find a 
  balance between power and cost. 
  
   
   
  Storytelling 
  98 
  Personal Story: Dependent 
  Over the course of the story, the Eidolon comes 
  into contact with an NPC whom he has vested 
  interest in protecting. Be it a lover, a child, a close 
  friend, or some other related role, the NPC needs 
  protection, and is a common target of the Eidolon's 
  enemies. The Eidolon will be torn between 
  protecting this person and performing their duties, 
  and must eventually make a choice between doing 
  what is best for this individual or doing what is best 
  for the greater good and his own dreams. 
  Personal Story: Vision Quest 
  Possessed of a dream or vision of a greater 
  destiny, the Eidolon has a definite task to complete 
  that only he knows about. He may undergo an 
  allegoric journey, where the end treasure is not some 
  magic sword or great power, but is Becoming the 
  person he needs to be in order to achieve his destiny. 
  Of course, real magic swords and relics of power are 
  an option as well. 
  Personal Story: Shattered Faith 
  The Eidolon has put his will and heart into the 
  cause of an organization, only to learn that his trust 
  was misplaced. Perhaps the organization itself is not 
  evil, but somewhere within its ranks, the ultimate 
  cause that was supposedly just has been perverted and 
  corrupted by a human element. The Eidolon may 
  decide to purify the organization, or try to separate 
  from it with those still faithful to the cause. 
  However, he is prevented from simply leaving 
  outright and abandoning the cause. 
  Personal Story: Becoming Oneself 
  The Eidolon desires some persona trait and the 
  power it brings. He can force himself to become a 
  certain way, thus gaining the trait, but things begin 
  to go awry―the persona trait works against him, or 
  begins to consume him, fighting against his goals 
  and perhaps even corrupting his personality to a 
  point where he is no longer able to work together 
  with his former allies. In the end, the Eidolon must 
  come to terms with the disparity between who he is 
  and who he wishes to be, and overcome the persona 
  trait that has consumed him. 
  Personal Story: Becoming the Mask 
  The Eidolon acquires a mask or other powerful 
  relic through some chain of events. The power of the 
  artifact is great, but it begins to corrupt him, and 
  slowly alters his personality into that of the previous 
  owner. It becomes apparent that it was not the 
  previous owner, but the artifact itself which is evil. 
  Thus, it falls to his allies to defeat the spirit of the 
  relic and rescue their friend, before he is consumed 
  by this dark power. May also culminate in a spiritual 
  confrontation between the owner of the artifact and 
  the evil spirit trapped within it. 
  Personal Story: Rival 
  The Eidolon has a personal rival who dogs his 
  every step―either from a sense of personal vendetta 
  or out of conflicting ideals. Perhaps the player 
  character is wrong, or deserves this unwanted 
  attention. In either case, he must ultimately defeat 
  this rival on his own―with or without using the help 
  or resources of his allies, depending on wether your 
  story is about the value of teamwork or personal 
  valor. Ultimately, the defeat of the rival should show 
  what separates him from the player Eidolon. 
  Personal Story: Clouded Past 
  The Eidolon's past is shrouded in mystery, and 
  he is on a personal quest to discover his own place in 
  the world. He will have opportunities to search out 
  this information in ancient libraries and by seeking 
  out sages. He may even come into contact with 
  NPCs that love him, hate him, or recognize him due 
  to events in the past that he has forgotten. Or 
  perhaps he will recognize someone, with no idea 
  why, and be compelled to chase down this person for 
  whatever information they have. 
  Personal Story: Old Debts 
  The Eidolon owes allegiance to an individual or 
  organization whose goals conflict with those he now 
  follows. He is bound to complete some quest or boon 
  for this group, and perhaps even several, before he can 
  be free of their influence. If he tries to dodge or defer 
  this duty, it comes back to haunt him―either in the 
  form of assassination attempts, some magical geas, or 
  by manifesting as the trait 'Bound' in a greater and 
  greater emergence. 
   
  
   
   
  Storytelling 
  99 
  Guiding Character 
  Development 
  Making sure that your Eidolon develops the 
  powers and persona traits that you want him too is 
  an exercise in both roleplaying and ingenuity. Below 
  are a few tips that can help you bring out the life in 
  your character, and help both you and your friends 
  get a deeper sense of immersion into the world of 
  Empyrean and its characters. 
  Embellishment 
  Ensuring 
  that 
  your 
  allies get the right 
  impression of your character is the best way to make 
  sure that your Eidolon develops the traits and 
  powers that you want.  There is a little skill to this, 
  and a little exercise in roleplaying as well. The  more 
  skilled a role-player you become, the more quickly 
  your characters will develop the traits you want, and 
  the more fun you will have with Mystic Empyrean. 
  Roleplaying is all about bringing out your traits 
  in every possible instance. Consider a combat 
  scenario. Your character has a gun, and the monster 
  is charging towards you. The unskilled roleplayer 
  says: 
  “I fire the gun and then roll out of the way.” 
  The skilled roleplayer says: 
  “I brace myself, waiting until the thing is only 
  feet away. As it charges in, I step forward, with a 
  laugh ‘hahaha’ and unload the gun into its skull, 
  vaulting up and over its back as it charges through.” 
  A few more turns pass in the same style, and 
  eventually 
  the 
  encounter 
  ends. 
  The 
  skilled 
  roleplayer will receive emergence in Cartwheel 
  (Reckless) from almost every member at his table. 
  The unskilled roleplayer will leave the others at his 
  table scratching their heads as to what trait he 
  deserves. He may even end up acquiring drawbacks, 
  such as Grey (Apathy) for being uninteresting or 
  Spiral (Unstable) for being wishy-washy. 
  When making an action, consider which trait 
  you are trying to gain emergence in and bolster, and 
  try to incorporate that trait (not the linked power, 
  but the personality) in your attempts. This takes a 
  little practice and ingenuity, and not every trait can 
  be integrated into every action, but with practice, 
  you’ll become a better roleplayer and a more 
  powerful Eidolon. 
  Reversing Drawbacks 
  Drawbacks are tied to traits that make for 
  uninteresting roleplaying. If a character is apathetic 
  (never part of the action), collusive (he gives in to 
  enemy demands without a fight), unstable (he can 
  never decide what he really wants to accomplish), or 
  the like, he will develop these negative persona traits 
  which hold him back. 
  Drawbacks should not be considered as a 
  punishment, but they are a signal as to areas where 
  one’s roleplaying might be improved. If a player 
  improves his roleplaying and consciously works 
  against a drawback, he can reverse that trait and 
  turn it into a positive trait. 
  Reversing a drawback usually happens in 
  conjunction with a major plot point. If a Cowardly 
  Eidolon stands his ground against old fears, or a 
  Collusive Eidolon shows backbone when his beliefs 
  or loved ones are threatened, or when a Grey 
  Eidolon discovers some cause about which she can 
  truly become passionate, a reversal may occur. 
  These situations are usually built up to, and do not 
  happen all at once. 
  The owner of a player’s personal story should be 
  responsible for what developments can trigger this 
  change. When a player subverts or reverses his 
  drawback, it vanishes. At the start of the next game, 
  (or immediately if the situation in his personal story 
  calls for it), he gains a different persona trait of the 
  same element, usually one that is strongly opposed 
  to the linked personality of the drawback. 
  Experienced roleplayers can also use drawbacks 
  to add depth to their character and take them on as a 
  roleplaying challenge. At the highest levels of 
  emergence, these traits actually offer powerful boons 
  and can be quite interesting to play out for a skilled 
  player. 
  
   
   
  Storytelling 
  100 
  Difficult Traits 
  There are some persona traits that are difficult to 
  acquire. How exactly do you roleplay a character with 
  a sense of entitlement, or with a lucid mind, or whose 
  manners are odious? Below are a few techniques that 
  you can use to guide the emergence of your character 
  towards the traits that you want to develop. 
  Pre-fill Your Character Sheet 
  If there are unused slots in your character sheet, 
  use free time to put a single point of emergence into 
  traits that you want to develop. These developing 
  traits will serve as hints to other players as to the 
  aspects of your character that you are trying to build 
  upon. 
  Talk “Over the Top” 
  In roleplaying games, you can say whatever you 
  like in-character, as pretentious or extreme as you 
  wish. Try to minimize out-of-character speech, 
  so that everyone knows you’re speaking for 
  your character when you talk. If you make 
  memorable, strongly characterizing quotes 
  like many of those found in the sidebars 
  and the persona traits list, then it will 
  be easy for the other players in your 
  group to characterize your Eidolon 
  with the traits you want. In order 
  to assist in characterization, you 
  may want to acquire a printed 
  picture of your character, and 
  hold it up when you are 
  speaking in character. This 
  lets 
  the 
  other 
  players 
  associate 
  your 
  character 
  with the words being 
  spoken, 
  and 
  makes 
  characterizing easier. 
  Create 
  Opportunities for 
  Characterization 
  When GM’ing, try to 
  give the players as much 
  opportunity as possible to do 
  what they wish. In cities, it 
  can be useful to include in-
  game free time. The benefits 
  of this are multiple—players 
  can characterize, you have a 
  few moments to plan what 
  comes 
  next, 
  and 
  the 
  players’ 
  actions 
  may 
  provide a hook or lead in for 
  the next encounter, as well as giving 
  you the opportunity to embellish 
  some of the culture of the region 
  you are in. 
  
   
   
  Storytelling 
  101 
  Special Encounters 
  For important plot points in the story, the 
  Scenario Owner may wish to use special encounters 
  that fall outside the norm that the party is used to. 
  In these kinds of encounters, the rules and 
  conventions of the game may change drastically. It 
  is up to the Scenario Owner to make sure that the 
  contexts and rules of these encounters are explained 
  clearly to all the players, and to moderate the rules if 
  any disputes or disagreements come up. 
  Special Political 
  Encounters 
  Here are some examples of special political 
  encounters. 
  Temporary Powers 
  Influential friends of the party may have their 
  own errands, quests, or concerns to attend to. In 
  these cases, they often leave their responsibilities to 
  the party by proxy. As proxy guild leaders, store 
  owners, or even rulers, the players must make all the 
  decisions and face all the problems that come with 
  the position they have been placed in. 
  Favors 
  Rewards need not always be material. Favors 
  received are common rewards for succeeding in 
  political episodes, and should be recorded just like 
  items. 
  Favors can be called to gain extra assistance in 
  other encounters. In important encounters, like 
  dungeoneering, large scale battles, or making a 
  political power play, favors can be of pivotal 
  importance. 
  Minor Factions 
  Factions are groups larger than individuals or 
  cities—they are organizations that reach as far as 
  across the world, and wield great power over large 
  groups of people. 
  Being a friend of an organization means 
  neutrality on their part, along with some favors and 
  perhaps hospitality. Being an active member of one 
  confers additional favors, but at the cost of 
  responsibility as well. Leading one is a lofty position 
  that gives an individual extensive power to shape 
  the world’s ideologies and society. On the flipside, 
  however, becoming an enemy of one faction (which 
  is usually as easy as aiding or joining another), can 
  subject an Eidolon to baseless scorn, maltreatment, 
  and even persecution, depending on the locales he 
  visits.  
  If you are building a game that leans heavily on 
  the political aspect of managing a world, then you 
  will almost certainly need a collection of smaller 
  factions to put your party in the midst of. 
  The core of a faction is its ideology, stated as a 
  Creed, just like an individual Eidolon’s Creed. 
  Sometimes the tenants of the creed are very basic, 
  such as “Lord Gharl should be king.” Sometimes 
  they are more complex, like “people deserve equal 
  rights and privileges of the law.” When stated, 
  they’re often combined, such as “Lord Gharl should 
  be king, because he believes in giving all people 
  equal treatment under the law.” Different people 
  within the organization may believe in one half of 
  the creed more than the other, but for the most part, 
  those who subscribe to a faction will believe in the 
  whole thing.  
  The important question is what order the 
  tenants fall in. Is the throne more important, or is 
  the faction willing to sacrifice it for the sake of the 
  equality they believe in? Under pressure, the real 
  goals of the organization rise to the surface, and its 
  leaders can be seen for what they truly are. 
  Power Play 
  A political episode where one party 
  is 
  attempting to gain significant leverage or power by 
  using all of their weight and resources is called a 
  ‘Power Play’. If the play succeeds, then the one who 
  initiated it stands to gain unstoppable influence, 
  perhaps coupled with access to important secrets or 
  technology. It is the political equivalent of putting 
  all the eggs in one basket and going for broke. 
  Power Plays can be considered the political 
  equivalent of a final battle—if the villain’s power 
  play succeeds, he can become king (or president, 
  prime minister, pope, or whatever else), and have 
  his enemies exiled or executed as it suits him.  
  Players need to circumvent a power play, often 
  through 
  calling 
  favors, 
  negative 
  propaganda, 
  thwarting the villain’s own intrigues, and revealing 
  his true motives to the masses. Unlike a climactic 
  battle where the players face the villain head on, 
  they may instead spend several smaller encounters 
  collecting evidence and making allies, then use all of 
  these against their opponent in a direct verbal 
  confrontation, often in a courtroom, parliament, or 
  public debate. 
  
   
   
  Storytelling 
  102 
  Special Puzzle 
  Encounters 
  Here are some examples of special puzzle 
  encounters, or conventions you can introduce to 
  make puzzles more compelling. 
  Indestructible Objects 
  High technology has created an indestructible 
  substance made of pure Anima called Permate. 
  Permate cannot be destroyed or separated from other 
  pieces of Permate with any amount of force. It can 
  be moved, however, given enough force. 
  Untouchable Objects 
  Pandoran Technology has harnessed Aether in 
  order to create Aetherium. Aethereal objects are toxic 
  to the touch of an Eidolon, and burn away his flesh 
  when contact is made. They also project a weak aura 
  for several inches that repels the use of Persona 
  Traits. Trapping an Eidolon in a box lined with 
  Aetherium prevents him from leaving the box, and 
  also from using his traits to destroy the Aetherium. 
  Espionage 
  Players will often need to move without 
  detection. Darkness is the governing element for 
  stealth, Electricity for distraction, and Light for 
  finding hidden things. 
  For each kind of preparation the party makes to 
  sneak into an area, add one Darkness Anima to the 
  world balance. If they are sneaking at night, remove 
  one light and add an additional Darkness. In areas 
  that aren’t governed by day and night (such as 
  subterranean areas), this bonus is applied during the 
  non-active portion of the day, when people sleep or 
  when business is not being conducted. It can be 
  reversed during periods of high alert, such as in 
  times of statewide emergency or when the security 
  of an area is expected or forewarned of infiltration. 
  Fighting a War 
  Planning and executing a battle strategy is one 
  of the most interesting kinds of puzzle. The players 
  may choose to make a limited number of 
  preparations. Equipment strength and warrior skill 
  are determined by Fire. Morale and team capability 
  are determined by Air. Ability to hold a position 
  against attack is governed by Stone. 
  For each preparation the players make (such as 
  developing a superior weapon, hiring a legendary 
  warrior, or providing additional troop training), set 
  aside an Anima of the relevant type in a ‘war 
  council’ balance. 
  When the battle is taking place, players may 
  spend Anima from the War Council Balance just as 
  though it were in their personal balances. 
  Tool Based Puzzles 
  Some 
  of 
  the 
  most 
  interesting 
  puzzle 
  opportunities arise from the use of relics with very 
  specific functions. In a typical puzzle of this type, 
  the Eidolons find themselves in a room with some 
  obstacle that their traits cannot be used to solve. In 
  the room are a number of tools, or perhaps one 
  specific tool. The Eidolons must then use this tool in 
  conjunction with their own powers in order to 
  overcome the obstacle and move on with their 
  adventures. 
  Aether Saturation 
  Some areas are permeated with Aether in its 
  natural, mistlike form. While shrouded in the mist 
  of Aether, Eidolons are unable to use their traits 
  without spending Anima.  
  Especially thick Aether is toxic to Eidolons. Not 
  only can they not use their traits at all in this mist, 
  but they will wither die if exposed to it for more 
  than a few hours. 
  
   
   
  Storytelling 
  103 
  Special Combat 
  Encounters 
  Here are some examples of special combat 
  encounters, or elements that can be incorporated into 
  combat to create more exciting or tense scenarios. 
  Using Pets and Minions 
  During combat, pets and minions may try to 
  assist. It is best to think of these characters as movie 
  extras. The minions or pet will act ineffectually 
  against enemies, firing weapons enough to hold 
  ground, or looking for an opening to attack, or the 
  like. The minions will never actually affect combat 
  or cause damage on their own. Instead, a player uses 
  his action to direct them or assist them, using these 
  NPCs much like he might involve the environment 
  or a weapon. The elemental alignment of directing 
  minions or coordinating a group is Air. With the 
  direction of a player, minions are capable of pushing 
  back foes and doing real damage. 
  Involving NPCs in Combat 
  If NPCs are aiding or working against the party, 
  then these can be involved in combat indirectly. 
  Rather than receiving turns like players do, the NPC 
  receives a special token or card with his name on it, 
  and is placed into the world balance. If the NPC is 
  drawn and is working with the party, then his token 
  is considered a success (or pure Anima) when 
  drawn. If the NPC is a villain working against the 
  party, then his token is considered a failure (or 
  Aether) when drawn. If multiple NPCs are aiding or 
  interfering with the party, multiple tokens or cards 
  may be placed into the world balance to reflect this. 
  The Balance of Power 
  When villains or monsters gain advantage over 
  the players in combat, this can be represented by 
  placing Aether cards into the World Balance. 
  Advantages gained by the players over their enemies 
  can be acknowledged by placing a Pure Anima into 
  the World Balance. 
  Situational events that are neither beneficial nor 
  deadly, but can have an influence of the World 
  Balance can be represented by placing one, two, or 
  three elements of that type into the Balance. For 
  example, another battle occurring on the battlefield 
  around you makes it much more likely for someone 
  to get hurt or for something to be destroyed. In this 
  case, it would be prudent to add two or three fire 
  elements into the World Balance. 
  Eidolon Battles 
  The players may do battle with NPC Eidolons. 
  Like the players, these characters possess a pool of 
  Anima that they can draw from to fuel their 
  abilities. Each NPC should have a collection of 
  Anima that represents their Individual Balance. 
  Before the fight begins, place these elements in the 
  center of the table. The player who is GM’ing can 
  spend these elements instead of making a World 
  Draw, to represent the influence and interference of 
  the villain. After being used in this way, these 
  elements are placed into the World Balance. 
  Colossi Battles 
  Cornerstones lost in the mists of Aether 
  sometimes become Colossi. Colossi are legendary 
  beasts that inhabit the Realms. Usually dormant, 
  they can awaken and wreak terrible havoc. Their 
  size ranges from that of a small village to that of an 
  entire mountain. 
  Nearly indestructible, Colossi can devour the 
  earth to restore their damaged flesh. Many possess 
  living creatures that serve and protect them via 
  subconscious instinct or conscious worship. The 
  only way to kill one is to remove the cornerstone 
  that forms its heart. Without this central part, the 
  creature will collapse once more into dormant earth. 
  Fighting Colossi is never easy, and such a battle 
  is always rife with casualties and wounds. However, 
  tangling with these creatures is the surest way to 
  acquire new cornerstones. 
  Aetherling Battles 
  Battling with the forces of Aether is a difficult 
  proposition for Eidolons, as any substance or power 
  forged of Anima cannot harm them, and is 
  consumed upon contact with their bodies. No 
  weapon, physical substance, or energy can harm or 
  even affect them. 
  Instead, battles with Aetherlings take on a 
  slightly different style, as Eidolons must come up 
  with ways to trick the Aetherlings, use their own 
  weapons against them indirectly, or somehow trap 
  them or bury them. 
  Aetherlings can have any of the traits of 
  ordinary monsters. Some fly, some have intelligence 
  and tools, some are amorphous, and others are as tall 
  as mountains (though these are especially rare). 
  
   
   
  Storytelling 
  104 
  Dueling 
  Duels may be declared between two Eidolons 
  with a personal vendetta. The duel is a sacred rite 
  among Eidolons, and is not to be taken lightly. A 
  duel must be justified in that it settles some slight or 
  wrongdoing—a duel cannot be declared simply for 
  its own sake.  
  Fleeing 
  from 
  a 
  duel 
  or 
  backing 
  down 
  immediately confers the persona trait Shatters Like 
  Glass (Cowardice) at a Deep level, possibly 
  eliminating some of the Eidolon’s other traits. 
  Cheating during a declared duel confers the persona 
  trait Featherweight (Dishonorable) at Deep level. 
  The duel continues until one party admits 
  defeat, or is battered into submission. 
  When GM’ing a duel, every round of the duel 
  will result in a wound to either one party or the 
  other. If the player fails to succeed in an attack or 
  action, then he is considered to have been hit by his 
  opponent, and wounded accordingly. 
  The loser of the duel suffers a Heart Wound 
  inflicted by the mystical bond of the duel itself (See 
  wounds on pg 49), and must concede whatever favor 
  or vendetta was originally contested by the duel. 
  Against some crueler Eidolons, this concession may 
  mean the life of the loser. 
  Endgame 
  Mystic Empyrean campaigns are open ended. 
  There is not always a need for the end of a scenario 
  or main plot arc to signal the end of the game. The 
  world can be built as large as your imagination, and 
  there is always more adventure to be had. If you are 
  trying to find a good way to close a game of Mystic 
  Empyrean, this section will give you some tips as to 
  how the game might end, and how to bring a 
  dramatic close to the building of the world. 
  The exploration and building of the world does 
  not necessarily end with a final battle, of course. If 
  the players wish, they may continue to explore and 
  build, or even let a new group of Eidolons inherit 
  their world and begin a brand new quest, using one 
  of the alternate advanced scenario options. 
  Loose Ends 
  The important function of the Endgame 
  scenario is to tie up all of the loose ends. What is the 
  relationship between Anima and Aether? Why was 
  Grand Cornerstone destroyed in the first place? 
  What role do the factions play in all this? How 
  about the Great Spirits? Where do Eidolons and 
  Nascent come from? All these questions that were 
  asked early on in the campaign should be answered 
  before the final conflict begins, or as a reward for 
  succeeding in the final conflict. 
  Concluding Questions 
  Much like establishing questions, concluding 
  questions can be used to determine what happens 
  after the end of resolution and even how loose ends 
  tie up at the end of a scenario. Players ask questions 
  to one another in exactly the same manner as they 
  would ask establishing questions, except that the 
  restrictions on what kinds of questions can be asked 
  are removed, and the questions should pertain to 
  what happens in the aftermath of the situation, and 
  not to its set-up. 
  The World Recast 
  When the players finish building the world, it’s 
  a good signal that the endgame is beginning. When 
  exploring a new realm, if the party encounters not 
  mist at its edge, but one of their own realms, known 
  to exist far across the world, then they have 
  discovered that the world is round, and that only a 
  few pockets of mist must remain to be sealed away. 
  There is still plenty to explore in the world the 
  players have built, but things are starting to come to 
  a close, and it may be time to rally allies, gather 
  weapons, and make a final assault on the 
  strongholds of the Aetherlings (or whatever other 
  villains inhabit the mist or the world). 
  The Final Battle 
  When the final battle begins, some kind of 
  ultimate, climactic conflict is usually necessary. 
  This conflict doesn’t necessarily need to be a combat 
  encounter. More commonly, it is a succession of 
  various kinds of encounters. A social one to gather 
  your resources, allies, and weapons, followed by a 
  puzzle or military conflict as the players assault the 
  enemy’s base and thwart his minions or powers, and 
  a combat encounter where the final enemy or 
  monster is challenged in a head-to-head duel. This is 
  just one possibility for what a final game might take 
  shape as. There are as many possibilities for the end 
  of Empyrean as there are for its creation. 
   
  
   
   
  Nitar 
  105 
  
   
   
  Nitar 
  106 
  The sun rises high over a towering monolith of steel and 
  stone, cutting through the smoke that billows from the 
  chimneys and finally capping the tip of the great city in a 
  blaze of light that makes it seem as if a fire has kindled 
  upon the roof of the place. 
  However, the fire is much deeper. Within the heart of 
  the city, a massive boiler devours coal and refuse, creating 
  the blistering smog that keeps the wheels of the great city 
  turning. The trains run, the elevators lift, and the gates 
  open to the world, as Nitar, a city built in the fashion of 
  one gargantuan machine, grinds to life and begins to 
  operate for another day. 
  The stratified city operates in many layers, from the 
  ruling and regulatory bodies above to the miners working 
  deep below. Each individual does his part to keep the 
  thriving city alive, each for his own benefit and for the 
  collective whole. It is a city of unity and solidarity, but 
  also one of great distance and division, for the lower tiers 
  must support the higher, and what will the higher give 
  back to them for this service? 
  As the sun rises, the city thinks of its people and their 
  purpose, and what their destiny must be—to toil forever 
  as gears in the belly of a great machine. 
  Nitar is a small realm that is comprised almost 
  entirely of one massive city that towers upwards 
  above the surrounding lands. It is a place filled with 
  technology and convenience, but stagnated in an 
  unhealthy and unsustainable industrial revolution.  
  The majority of the citizens of the city, the 
  Nitari, live in the lower tiers of the city, working the 
  mines and factories for meager wages, while the 
  aristocrats, the rich, and the privileged live in the 
  upper tiers, ruling and regulating the operation of 
  the city. 
  Below even the mines are the ruins of a more 
  ancient Nitar, upon which the present city was built, 
  destroyed by a little known calamity many centuries 
  ago. 
  Nitar is a fortified city, nearly unassailable, built 
  as a haven to protect its citizens from the colossi 
  that roam the world. Less deadly creatures prowl the 
  underground caverns that are hidden beneath the 
  city, and these catacombs still hold many secrets 
  waiting to be discovered by adventurous Eidolons. 
  Nitar is an excellent realm for social games, as 
  there are many conflicting factions that can be 
  explored and interacted with, as well as a volatile 
  political climate. 
  Realm Balance 
   
  Fire **** 
   
  Light ** 
   Electricity **** 
   
  Water ** 
   
  Stone ** 
   Darkness ** 
   
  Air ***** 
   
  Terrain: Caverns. Most of the realm that is not 
  taken up by the city is encompassed by the network 
  of caverns that run beneath it. 
  Technology: Steam. Conveniences in Nitar are 
  powered by large boilers situated beneath each 
  district. Cars fill the upper city streets, and 
  tramways link the various parts of the city. 
  Elevators can provide easy access between the 
  various levels of the city, which are otherwise 
  separate from one another. 
  Government: Plutocracy. Recognized guilds 
  have seats on the senior council of the Guild of Law, 
  with more successful guilds being awarded more 
  votes. The guild of law publishes laws that help 
  enforce public safety and keep citizens out of the 
  more dangerous and lawless portions of the city. 
  Wildlife: Aberrant. Terrifying creatures formed 
  from pollution and death live in the caverns beneath 
  the city. 
  Culture: 
  Industrious. 
  The 
  Nitari 
  make 
  machines, factories, and a wide assortment of 
  manufactured 
  goods. 
  They 
  value 
  exquisite 
  craftsmanship and elegant design. 
  Society: Great City. The population of the realm 
  lives almost entirely within the walls of the single 
  Great City. 
  Creed: Ritualistic. The Nitari must be laid to 
  rest within the heart of their great boilers, or their 
  spirits rise again in torment. As long as the city 
  functions, it maintains balance with the world, but 
  interfering with its operation may have dire—
  perhaps even mystical—consequences. 
   
  
   
   
  107 
  Nitar 
  
   
   
  Nitar 
  108 
  Nitari 
  The average citizens of the city are a tribe of 
  Nascent called the Nitari. While Eidolons are very 
  common in the city, the Nitari are by far the 
  dominant populace. These beings appear as petite, 
  rotund humans with tanned skin and milky white 
  eyes. They generally have dark hair, and wear 
  clothing adorned with all manner of jewelry and 
  anything else that will shine. 
  The Nitari have a magpie-like love of jewels and 
  gold, and adorn their structures with grand statues, 
  gold leaf overlays, and beautiful ornaments. Though 
  few of their goods, clothing, and tools have real 
  value or practical use, all products developed within 
  the city have an exquisite and expensive look. 
  The Nitari have sharp ears and eyes for detail, 
  though they cannot see well at long distances, and 
  many use glasses, binoculars, or spyglasses in daily 
  life. They are an industrious lot, and value 
  individual initiative and creativity. Most of the 
  jewelry and clothing in Nitar is created by the Nitari 
  themselves, working out of their homes and trading 
  with their neighbors. Because of this, each district of 
  the city has its own fashions and styles. 
  The Nitari have strict rituals for marriage, birth, 
  and burial, all revolving around their massive city. It 
  is said that Nitari whose bodies are not fed to the 
  great boiler beneath the city will rise again, 
  discontent not to do their final service to their 
  homeland. 
  Downcaste 
  Unknown to even the Nitari, they share the 
  deepest depths of their city with the Downcaste, a 
  race of cavern dwelling Nascent who are perhaps 
  descendants of the original citizens of old Nitar. The 
  Downcaste have a decent grasp of thuamic 
  technology, and inhabit the sewers beneath the 
  undercity―the deepest reaches of Nitar. 
  The Downcaste are blind, and light burns at 
  their skin. They subsist primarily on cultured 
  mushrooms and on the Prakk, which they also farm. 
  Despite the best efforts of their leaders, the 
  Downcaste society is dying out, and there are 
  perhaps a hundred or so of these left, living in small 
  villages of twenty or thirty together. 
  Librarium Omnibus 
  The Librarium Omnibus shares an outpost 
  within Nitar with Brilliant Dawn, as both parties 
  have an intense, shared interest in the catacombs 
  beneath Nitar. The Librarium’s primary interest is 
  in discovering what calamity befell Old Nitar, and 
  making certain that it does not recur again in the 
  future. 
  The Librarium also has strong ties to the 
  Burning Tower University, whom they support 
  with equipment, materials, and lecturers. 
  Order of the Seven Heroes 
  The Order of the Seven Heroes sees Nitar as an 
  important stronghold that can use its walls and 
  cannons to protect the citizens of surrounding 
  realms from danger and to manufacture the 
  equipment needed to support an army that can keep 
  peace and maintain order. They often have a hard 
  time convincing the rulers of Nitar that the causes 
  of the outside world are more important than their 
  own pursuits, however. 
  Utopian Society 
  The Utopian Society runs clinics and welfare 
  programs in the lower areas of the city, and hosts 
  grand charity events in the upper tiers. Many believe 
  that it is the hard work of the society that keeps 
  revolution from sweeping over the city. While the 
  society strives for a better lifestyle for the majority 
  of citizens, they do not support the use of violence or 
  coercion to achieve these goals. 
  Servants of Balance 
  The Servants of Balance are interested in the 
  mining and operations of Nitar, and in the city’s 
  trade with surrounding realms. They work to 
  regulate mining operations and introduce alternative 
  power sources into the city, lest the mines 
  eventually run dry and leave the city an empty shell. 
  Brilliant Dawn League 
  The Brilliant Dawn League works with the 
  Librarium Omnibus to search the vast network of 
  caverns below the city and to discover the secrets of 
  Nitar’s past. While the Librarium is more interested 
  in the actual history of the place, the Brilliant Dawn 
  is more concerned with recovering treasures and 
  relics from the vaults of the ancient city, which was 
  renowned for its thaumic technology. 
  
   
   
  109 
  Nitar 
  Coalition of Guilds 
  The major guilds of Nitar form a coalition that 
  rules over the city affairs. Chairman Gharl of the 
  Guild of Law presides over this coalition, which 
  makes policies that determine how the city will be 
  run. The guilds subsidize food and water, pay for 
  public housing, and even support entertainment for 
  the citizens of the first tier, while the upper tiers live 
  primarily by their own vast wealth. 
  Black Guild Counsel 
  There are many guilds within Nitar that are not 
  invited to join the ruling coalition. Guilds such as 
  Information Control, Thieves, and Assassins keep 
  the city running and carry out the duties too dirty 
  for the official guilds to handle. While these 
  groups are not a part of the coalition, 
  they collectively gather in secret to 
  influence the decisions and direction 
  of the city. 
  The Nitari Mint 
  The Nitari Mint controls all trade and 
  production in the city, and keeps things running 
  smoothly according to a philosophy of pathological 
  self-interest. Arc Salle, the Mint’s leader, pushes 
  production at a breakneck pace and trades with 
  outside realms at a great profit to the city, bringing 
  in and producing enough wealth to keep the citizens 
  fed and protected. 
  Burning Tower University 
  The Burning Tower is where the brightest 
  minds in Nitar work tirelessly to develop advanced 
  steam technology and to train new technicians who 
  will maintain the city during the next generation. 
  The tower itself is a beautiful work of art and 
  craftsmanship that is considered one of the many 
  architectural 
  wonders 
  of 
  Empyrean. 
  The 
  government of the city exerts great influence over 
  the operations and research of the city, a situation 
  which causes great stress for the professors and 
  researchers there. 
  Coalition of Unions 
  In response to the control the guilds exert over 
  the city’s daily life, the workers have formed a series 
  of unions, and these have formed together into a 
  loose coalition of their own. While the unions have 
  much less power than the guilds, their ability to 
  rally the people and to exert pressure on the upper 
  tiers of the city is undeniable. 
   
  
   
   
  Nitar 
  110 
  The Strata 
  First Tier 
  The first tier of Nitar is composed primarily of 
  slums and housing projects for the working classes 
  and the poor. Those who work in the city mines and 
  in industry are guaranteed housing in the city's vast 
  public housing system, called the Hives. For others, 
  private homes, or the solace of the Warm District, a 
  heavily populated slum which sits above the city's 
  main boiler, are all they can return to at the day's 
  end. 
  The Hive 
  This massive social housing project is so named 
  because of the resemblance of its hexagonal 
  windows to a beehive. Inside the Hive are amenities 
  such as public baths, schools, and produce markets, 
  though these facilities receive little funding and are 
  sometimes ill-maintained. The Hive ranges between 
  ten and twelve stories all throughout, and its 
  twisting staircases and irregular, curving halls make 
  it easy to become lost within for those unfamiliar 
  with its interior. 
  Black Guild Assembly 
  An organization rather than a place, the Black 
  Guild Assembly meets every few nights in a 
  different location. This assembly is made up of the 
  guild masters of guilds that are not recognized by 
  the city's administration guilds that the city's 
  administration requires but would not dare to 
  acknowledge. Representatives from the higher guilds 
  that require the assistance of the so called 'Black 
  Guilds' attend these meetings as well. 
  Second Tier 
  The second tier houses professional soldiers and 
  workers that keep the city operating. The largest 
  structure in this layer is a Military Citadel which 
  trains recruits. Along the walls are various Barracks 
  that operate the city's defenses, as well as the 
  operation hub for the Strata Elevator, the most 
  reliable means of transportation between the tiers. 
  Strata Elevator Hub 
  Documents 
  granting 
  passage 
  or 
  detailing 
  executive orders are required for visitors wishing to 
  advance beyond the second tier. Though checkpoints 
  are present at every landing for the elevator, the hub 
  is the most stringent of these. 
  Nigelline Citadel 
  The military stronghold of Nitar and training 
  ground for its soldiers, Nigelline is built directly 
  into the city's central support structure, and thus is 
  the safest building for residents to flee to if the city's 
  higher levels begin to buckle. 
  Nitari soldiers are constantly trained here, and 
  experiments in military technology are also carried 
  out. The Nitari military is famous for steam 
  powered heavy armored units, which are very 
  similar to the mining robots used beneath the city, 
  but militarized and with weapons to match their 
  carrying capacity. These and other mechanized 
  vehicles are stored in the citadel. 
  The Citadel also has direct access to any tier of 
  the city, utilizing its own private elevator system. 
  Third Tier 
  The third tier is primarily devoted to commerce 
  and regulation. Those who live in this layer are 
  affluent, but much less so than those who occupy the 
  fourth tier of the city. A mint in this tier is 
  responsible for regulating currency in Nitar and the 
  surrounding realms, and the Nitari stock exchange 
  coordinates the influx of resources needed to keep 
  the city powered and fed. 
  Stock Exchange 
  The stock exchange is the bureaucratic center of 
  Nitar. It serves primarily as the headquarters of the 
  guild of City Affairs, which is in charge of 
  managing supply and demand within Nitar. While 
  the Merchant's Guild deals with distributing 
  conveniences 
  and commodities 
  to 
  the city's 
  individual citizens, the guild of City Affairs is 
  responsible for importing and managing the massive 
  amounts of food, fuel, and currency that are 
  necessary to keep the city running like a well-oiled 
  machine. 
  The stock exchange sets prices and tariff rates 
  for metals, luxury goods, and produce that are 
  imported in quantity from the outside. The cost of 
  individual items within the city can change at a 
  daily flux based on the carefully managed rates set 
  in this building. For this reason, merchants and 
  enterprising 
  Nitari 
  watch 
  the 
  building's 
  announcement board closely for price changes that 
  can make or lose fortunes in a moment. 
  
   
   
  111 
  Nitar 
  Treasury and Mint 
  The Treasury of Nitar is a nondescript building 
  that resembles a dome and rests on the north side of 
  the city's third tier. Nitari currency is minted here, 
  and citizens can exchange gold, silver, and gems 
  directly for currency. The building is designed with 
  state of the art mechanical traps, which make 
  venturing into its depths a deadly proposition for any 
  who do not carry the keys which disable these traps. 
  Citizens may store their personal wealth in private 
  vaults within the treasury, which are rented at a 
  high price from the city. Officially recognized guilds 
  within the city are each granted their own guild 
  vault. 
  Fourth Tier 
  The Fourth Tier of Nitar is primarily the estates 
  of the wealthy and influential class. Those who live 
  here enjoy amenities such as theaters, public baths, 
  museums, and schools. 
  Steam Gardens 
  The Steam Gardens are an artificial wonder of 
  steam technology and botany. This corner of the 
  fourth tier of Nitar is a natural zone that is heavily 
  watered by hot steam that disperses from vents 
  below. This constant supply of hot steam allows 
  plants to grow here which are commonly only found 
  in Rain Forests. 
  Byproducts from coal and industrial waste float 
  up from below in small quantities on the steam 
  updrafts, and these foreign substances have caused 
  many of the natural plants in this area to take 
  unnatural turns in their development. Botanists 
  from the University above use this area to study the 
  effects of these substances on natural life, and 
  herbalists often enter this district of the city in order 
  to collect herbs which cannot be found anywhere 
  else in the world. 
  Opera House 
  The Opera House is an architectural wonder 
  that hosts dramatic performances for the upper-class 
  citizens of Nitar. The Opera House serves as a 
  headquarters for the guild of Arts and Culture, since 
  Nitar's culture revolves primarily around dramatic 
  performance, particularly the areas of set and 
  costume design.  
  Nitari performances are known for their use of 
  chemical 
  and 
  mechanical 
  special 
  effects. 
  Transforming stages, volcanic bursts of flame, and 
  controlled electric discharges are common sights of 
  the theatre. Costume designs are generally gaudy 
  and heavy-laden with jewels and gold, while the foci 
  of the most popular narratives is romance between 
  citizens of different tiers in the city. 
  
   
   
  Nitar 
  112 
  Fifth Tier 
  The administrative bodies of Nitar occupy the 
  lofty fifth tier of the city, where they govern the 
  lives of the citizens below. On this tier can be found 
  legal institutions, a university, and the great guild 
  assembly hall. 
  Guild Assembly Hall 
  This massive monument of architecture and 
  design stands proudly in the center of Nitar's 
  highest strata. Guilds officially recognized by the 
  city meet here in order to manage their affairs and 
  discuss new regulations. 
  A short list of the most important guilds in the 
  city is as follows: Law, Mercantile, Scientific 
  Development, Defense, External Affairs, Health 
  and Welfare, Industry, Arts and Culture, City 
  Affairs 
  The Burning Tower 
  The Burning Tower, Nitar's University, is the 
  scientific and educational center of the city. It is 
  called the 'Burning Tower' because the dark metal 
  that forms the central clock tower's body reflects the 
  sunset over the city and appears as though it has 
  caught fire from the lower tiers. 
  Nitar's sciences focus on metallurgy and 
  mechanics, with a smaller focus on agriculture. The 
  Burning Tower is primarily a research institution, 
  with no formal classes. Nitari who wish to receive 
  higher education must do so by working at minimal 
  wages as gophers and assistants to the Tower's 
  senior staff, slowly working their way upwards 
  through the ranks. For many, entering the Tower at 
  a young age is the most promising way to climb out 
  of the slums and establish oneself in the higher 
  strata. 
  Undercity 
  The Undercity beneath Nitar is a vast network 
  of caverns that connect the upper layer to Old Nitar 
  and the city's coal mines. 
  This Undercity is filled with boiler lines, sewers, 
  and municipal maintenance tunnels that make it a 
  truly boggling labyrinth.  
  Ordinary citizens are barred from entering the 
  Undercity because of three primary dangers: 
   The possibility of becoming lost within the 
  caverns. 
   The monsters which proliferate in the old city 
  and sometimes climb to the higher layers of the 
  undercity. 
   Sensitive machinery, such as the great boiler, 
  which could be sabotaged by intruders. 
  Main Boiler 
  Nitar's main boiler, T-12, is a monolithic 
  chamber about the size of an underground reservoir. 
  Water in this boiler is kept at a steady temperature, 
  and is piped as needed to various smaller boilers. 
  The smaller satellite boilers each serve a different 
  strata of the city, and pump steam up through 
  massive vents that are integrated into the city's 
  construction. 
  Old Nitar 
  The sewers of Nitar are built atop the streets of 
  what was the highest strata of old Nitar. The old 
  city had three strata, and a sewer system of its own 
  beneath these. The old city was built with grand 
  architecture and huge rooms, which supported great 
  plates that separated the tiers. 
  Coal Mines 
  The Nitari working class typically spends its 
  days mining coal to feed the boilers and fuel the city. 
  While scientists in the top tier are constantly 
  maintaining and improving Nitar's boilers to 
  improve efficiency, the boiler system still demands 
  an extensive amount of coal to run. 
  The mines are large and cavernous, having been 
  dug primarily with steam-driven machines. There 
  are few records of what caused the destruction of the 
  old Nitar and buried it beneath miles of stone and 
  soil. However, scholars worry about what might be 
  unearthed within the mines, should they be dug too 
  deep or too recklessly. 
  Caverns 
  Natural caverns within the undercity and coal 
  mines are indicative of a sudden, catastrophic burial 
  of the original city beneath massive stones the size 
  of mountains. Underground lakes and water-carved 
  tunnels link the gaps between these colossal rocks, 
  and provide homes to some of the unsavory 
  creatures that stalk the undercities. 
   
  
   
   
  113 
  Nitar 
  Important People 
  Nitar contains a vast array of NPCs which the 
  players may encounter. From guild masters to hired 
  muscle to politicians, everyone in Nitar has 
  something they want, and something to offer in 
  exchange for it. 
  Lord Gharl, the Devourer  
  “His noble robes split apart as his whole body opened 
  like a hinge, devouring the hapless victim whole.” 
  Gharl is the leader of the Guild of Law within 
  Nitar, and is a collector of cornerstones with 
  ambitions to build his own world. As a collector, 
  Gharl would happily sponsor any excursion to 
  acquire a cornerstone, so long as the stone reaches 
  his hands in the end. Gharl believes that the Great 
  Spirits of Anima are responsible for the destruction 
  of old Empyrean, and has banned worship of the 
  spirits within his city. 
  Though sympathetic to the plights of the people 
  of Nitar, Gharl's increased control over life in the 
  city, even for the better, has drawn sharp criticism 
  from political rivals.  
  Creed: 
  1. 
  The 
  world 
  must 
  be 
  rebuilt 
  without 
  interference by the Spirits of Anima. 
  2. Eidolons are more important than the 
  Nascent. 
  3. With hard work and sacrifice, we can build 
  the ideal world. 
  Traits: 
  Living Trap (Entitlement) 
  Insatiate Jaws (Gluttony) 
  Treasure Box (Secretive) 
  Lady Belanya, Mistress of Blades 
  “Heavy chains bound her to the tablet behind her, 
  upon which were written all the laws of the city.” 
  Belanya is the guildmaster of the Nitari guild of 
  defense and security. Her soldiers are in charge of 
  the yearly culling of dangerous creatures in the 
  sewers. For this event she commonly hires 
  adventurers to head down into the depths of the 
  undercity to deal with the creatures there when they 
  grow too numerous.  
  Though well-liked by her soldiers, Belanya is 
  viewed with disdain by the lower classes of Nitar, 
  since her job also includes dispersing riots and 
  enforcing order. 
  Belanya is bound with heavy chains, which are 
  strung with hundreds of knives of every shape and 
  description. She can wield these chains with deadly 
  efficiency in combat, and her body is completely 
  indestructible. 
  Creed: 
  1. My duty to the city supersedes all else. 
  2. Security is the maintenance of the status quo. 
  3. Safety is more important than happiness. 
  Traits: 
  Bound (Dutiful) 
  Endless Knives (Relentless) 
  Indestructible (Determined) 
  
   
   
  Nitar 
  114 
  Lamarck, Ubiquitous Merchant 
  “His clothing was adorned with gold and jewels, and 
  little sparks of light and color crackled around him as he 
  smiled.” 
  An enterprising merchant with an eye for 
  opportunity, Lamarck is well known within the 
  mercantile districts of Nitar and in the surrounding 
  areas. He sees the possibility of more realms in the 
  world as a business opportunity, and would gladly 
  sponsor any effort which might increase the 
  affluence of his city, family, and guild. 
  Lamarck can turn things that he touches to gold, 
  and can create fireworks with a snap of his fingers. 
  He loves to party, throws lavish festivals for no 
  reason at all, and is well liked by just about everyone 
  in Nitar, except political rivals who seek to curb his 
  wealth and influence. 
  Though once a renowned treasure hunter, he has 
  settled into a quiet life and changed his demeanor 
  considerably from what it once was. 
  Creed: 
  1. Freedom is the highest virtue. 
  2. Wealth is a guarantor of freedom. 
  3. A life’s worth is measured by the joy it brings 
  others. 
  Traits: 
  Gilded (Greed) 
  Festival (Jubilant) 
  Edible (Collusive) 
  Arc Salle – Master of the Mint 
  “I could read the ebb and flow of trade and currency 
  flashing across his skin. He took off one eyepiece, 
  revealing an empty socket, and replaced it with another, 
  through which a red, condescending eye looked at me.” 
  Arc is the leader of the guild of internal affairs 
  in Nitar, and perhaps the most influential person in 
  the city, outside of Gharl himself. Arc controls 
  currency value and the cost of raw materials within 
  the city, carefully controlling these to maintain 
  status quo and keep the city thriving.  
  Arc has only one natural eye. To cover his 
  missing left eye, he wears an assortment of different 
  eyepieces, each one of which allows him to see with 
  a different property. He also wields an endless array 
  of knives, which turn the blood of their victims into 
  paper money when it is spilled. 
  Arc has a close connection to the Burning Tower 
  University, and he sees investment in the university 
  as the best way to continue improving life and 
  technology in the city. 
  Creed: 
  1. The world requires strong guidance to reach 
  its full potential. 
  2. Nitar is the center of the world. 
  3. The Nascent are tools to be used in building 
  our grand design. 
  Traits: 
  Endless Knives (Relentless) 
  Infinite Eyes (Faultfinding) 
  Words Within (Academic) 
  
   
   
  115 
  Nitar 
  Ophelia, Revolutionary 
  “She looked up at me, dirty and discontent, her 
  eyes blazing with a deadly fire.” 
  An 
  Eidolon 
  consumed 
  by 
  defiance 
  and 
  discontent, Ophelia works tirelessly from the city 
  shadows to improve conditions within the mines 
  and the hive. An outspoken member of the populace, 
  Ophelia has rallied the working class of Nitar to 
  violence more than once, and has seen the inside of 
  Gharl's prisons just as often. Though considered a 
  public menace, Ophelia has managed to win some 
  concessions from the upper classes, for the threat of 
  citywide revolution is the one thing that the upper 
  tiers fear the most. 
  It is rumored that Ophelia is the Guildmaster of 
  Information Control (one of the city’s unrecognized 
  guilds), but these rumors are unconfirmed. 
  Creed: 
  1. The power of government must be derived 
  from the people. 
  2. Ideals are more important than individuals. 
  3. Change should be embraced, not resisted. 
  Traits: 
  Eye of Flame (Zealous) 
  Light Eater (Pessimistic) 
  Banneret (Brave) 
   
   
  
   
   
  Nitar 
  116 
  Technology 
  Great boilers beneath the streets of Nitar 
  constantly devour coal mined from beneath the city, 
  and an elaborate network of pipes and reservoirs 
  releases the produced steam to power various 
  amenities and utilities in the cities. Private homes 
  often have a central boiler system to power their 
  conveniences. 
  Robots and other industrial constructs contain 
  their own steam boilers and act according to simple 
  programming commands, some of which are 
  contained on punch cards, and others which are 
  learned by fusing Anima Pearls into complex 
  gearboxes to create limited artificial intelligence. 
  True simulated intelligence has not been developed 
  yet in Nitar, and all constructs are the property of 
  the city or of individuals. 
  Some Technologies that are used daily in Nitar: 
  Railroads - The primary method for importing 
  and exporting goods. 
  Manufacturing - Nitar’s industrial economy 
  mass-produces all manner of goods. 
  Steam Power - Just about all power in Nitar is 
  derived from steam in great boilers housed beneath 
  this city. 
  City Planning - The upper and middle levels of 
  Nitar are expertly designed and constructed for 
  comfortable living and easy transportation and 
  navigation. 
  Trade Goods 
  Nitar’s artisan crafts focus mainly on utilitarian 
  goods and industrial conveniences such as guns, 
  household machines, and steam fueled furnaces. 
  Plenty of these goods are highly sought after by less 
  developed neighbors—most especially weapons, 
  transportation, and heating (in colder regions).  
  Nitar does not have any of its own animal 
  resources and very minimal agriculture, so all food is 
  imported or hunted from the surrounded areas and 
  bought by the city. Usually Nitar’s currencies and 
  conveniences are sought after by less developed 
  neighbors. However, if the city is in contact with 
  more sophisticated neighbors, it can turn its 
  factories to the production of spare parts and refined 
  materials 
  that 
  these neighbors can 
  use for 
  production. 
  Some of Nitar’s Rare Trade Goods: 
  Powdered Steam - A chemical compound that 
  reacts violently with water and evaporates several 
  hundreds of gallons of it per second. Used in large-
  scale steam-tech projects, such as heating the city 
  during winters, or powering artillery weapons that 
  are not based on combustion. A fifty-pound bag of 
  powdered steam can drain a large lake within half an 
  hour. 
  Intelligent Gearbox - A mechanical brain of sorts. 
  This box can be attuned to a master, and then 
  implanted inside of a construct or other autonomous 
  machine. The machine then obeys the commands of 
  the attuned master while he or she is within 100 yards. 
  Assembly Servitor - A primitive and cheaply 
  produceable construct that performs a simple task 
  mindlessly until ordered to stop. The servitor can 
  observe a task that takes no more than five distinct 
  steps to complete, and then repeat the process 
  indefinitely. Commonly used for mining, assembly 
  lines, or household chores. 
  Wildlife & Monsters 
  Nitar’s civil servants and internal security force 
  generally keep the streets of the city clean of any 
  kind of undesirable creature. Malfunctioning robots 
  are the most common kinds of conflict encountered 
  in the upper levels of the city.  
  Outside the city, many creatures flock to the 
  city’s sewers to dine upon refuse and offal cast out 
  by the citizens. These creatures are sometimes 
  corrupted or warped by chemicals they ingest or the 
  effects of forgotten Anima-tech research. Bounties 
  are commonly posted for creatures that are causing 
  havoc outside the city. 
  Beneath the city, the ruins of a more ancient 
  Nitar can be found. These ruins are filled with 
  ancient constructs and dire subterranean creatures 
  that have been living in close proximity to damaged 
  thaumic devices left behind from Old Nitar. 
  Prakk 
  These bone-thin mongrels have long talons 
  which they use to climb through the walls and 
  caverns of Nitar's depths with frightening ease. 
  They pursue intruders within the caverns in packs, 
  and fight with relentless intensity and group 
  intelligence, using their talons in surprise strikes to 
  puncture and eviscerate prey, then disappearing into 
  the darkness while their victims bleed out. Single 
  Prakk are known to have been tamed, but groups are 
  difficult or impossible to control. 
  
   
   
  117 
  Nitar 
  Gutslag 
  Hazardous waste from the factories above and 
  the sorrows of the underprivileged working class 
  coagulate 
  together 
  with 
  abandoned 
  thaumic 
  technology 
  of 
  ancient 
  Nitar 
  to 
  create 
  Gutslags―horrifying elemental incarnations of rage 
  and despair. The existence of these oily masses of 
  poison and living death is endless pain, and the 
  kindest mercy is to show them a swift end. Their 
  only instinct is to vent their anger upon any creature 
  they encounter, which they do by spitting acidic 
  venom and hurling their grotesque bodies of metal, 
  oil, and dross towards enemies full force. 
  Floodsouls 
  Many miners die when floods and cave-ins 
  occur within the coal mines of Nitar. The souls of 
  those who are not properly incinerated within the 
  city's boilers rise up in anger, attempting to drag 
  their brethren down into the flooded reaches of the 
  mines. Floodsouls are capable of possessing the 
  fallen bodies of the dead, and fight with intelligence 
  born of an deep and calculated malice. 
  Crystal Slag 
  When the thaumic technology of old Nitar was 
  buried beneath the earth, many pieces of unstable 
  machinery and magic were pressed together with 
  incredible force, creating a mess of magic and refuse. 
  This refuse eventually coagulates into something 
  resembling life, and oozes its way out of the cave-ins 
  and debris of the undercity. 
  Crystal Slags shimmer with brilliant light, and 
  devour all forms of energy, adding to their reserves 
  of strength. Though they appear jellylike, these 
  creatures have flesh as hard as steel, and as fast and 
  adaptable as quicksilver. 
  Mycotropica 
  Legend holds that within the depths of the 
  undercity's sewers is a forest composed entirely of 
  mushrooms, which give off faint glowing light. At 
  the heart of this forest, created by the fusion of 
  thaumic waste and concentrations of Dark Anima, a 
  colossus of fungi lives as one with the forest. The 
  Mycotropica controls and sees through all the 
  fungus in this forest, and is worshipped by the 
  Downcaste. 
   
  Element 
  Place or 
  Dungeon 
  Group or Person 
  Monster or 
  Creature 
  Item or 
  Technology 
  Culture or Event 
   
  The Coal 
  Mines 
  Ophelia, 
  Revolutionary 
  Prakk 
  Steam Tech 
  Culling the Mines 
   
  Burning Tower 
  University 
  Arc Salle, Master of 
  the Mint 
  Crystal Slag 
  Opera 
  Glasses 
  Coalition of Guilds 
  Assembly 
   
  Boiler T-12 
  Burning Tower 
  University 
  Floodsouls 
  Service Bot 
  Street Riots 
   
  Steam Gardens 
  Coalition of Unions 
  Mycotropica 
  Gourmet 
  Soup 
  Street Festivals 
   
  Nigelline 
  Citadel 
  Lady Belanya, 
  Mistress of Blades 
  Gutslag 
  Jewelry 
  Steamworker's Fair 
   
  Old Nitar 
  Gharl the Devourer 
  The 
  Downcaste 
  Alcoholic 
  Drink 
  Black Guild Assembly 
   
  Stock Exchange 
  Lamarck, Ubiquitous 
  Merchant 
  The Nitari 
  Phone Tube 
  Opera Night 
   
   
   
   
  
   
   
  Nitar 
  118 
  Mines Dungeon Challenges 
  The mines are populated by a number of 
  dangerous monsters, and the most common reason 
  for adventurers entering this area is to cull these and 
  make the place safe for mineworkers. Occasionally, 
  powerful or dangerous relics are discovered in the 
  area, which require special talents to safely extract. 
   
   
   
  You enter a large cavern. At the center of the cavern, a massive gutslag rears up, several stories tall, 
  and bears down on the party. 
   
  A disgruntled mineworker has left a series of primed explosives in the mine, and the foreman asks 
  you to escort him down into the mines alone to disable the charges. 
   
  A crystal slag, seemingly resilient to all attacks, blocks the path ahead with its body as though 
  guarding something. 
   
  A solid boulder of near-impenetrable rock blocks the expansion of the mines, resisting even 
  explosive force. The miners have asked you to help with removing it. 
   
  A fossilized beast pulls itself free from the walls of the cavern and attacks, driven by an ethereal, 
  haunting light. 
   
  In a chamber containing an underground lake, Floodsouls, the ghosts of those drowned in the 
  mines, begin to rise up as constructs of water. Destroying their bodies just causes them to form new 
  ones from the water of the lake. 
   
  A pack of wild Prakk surround you, hungry for flesh. 
   
  In a cavern, you discover a gigantic bone—large enough to belong to a colossus of some type. It 
  might hold secrets of what fate befell Old Nitar, if you can bring it back to the University. 
   
  Traveling in the mines, you reach an impenetrable bedrock at the lowest level. What could be 
  beneath this stone? 
   
  A vent in the lower mines is expelling a foul-smelling, explosive gas that is toxic to the Nitari 
  miners. They ask you to seal up the vent so that they can purify the air and continue work. 
   
  You enter a sealed off portion of the mines to discover the corpses of nearly a hundred miners 
  sealed off in a cave in long ago. A haunting presence lingers. 
   
  A piece of valuable ore has been lost in the many piles of rubble that line the cavern. You are asked 
  to recover it. 
   
  A tiny, glowing spirit seems to be leading you ahead. Dare you follow it? 
   
  A broken mining robot is hacking away at the walls of the cavern with mindless abandon. If it isn’t 
  stopped, it could bring the entire roof down! 
   
  A burst steam vent causes the mine to fill rapidly with boiling water, trapping you inside. 
  
   
   
  119 
  Nitar 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The rocks at the top of the runnel begin to crack. You must brace the roof quickly, or be ground to 
  dust under tons of solid stone. 
   
  A glowing orange stone the size of a boulder melts the flesh of any who come close to it. You are 
  asked by the miners to remove this obstacle. 
   
  A series of cave-ins force you to evacuate the mines in a rush. The miners are also trying to escape, 
  creating a bustling crowd that is difficult to move through. 
   
  Breaking through a cavern wall, you discover an underground lake filled with eerie bleach-white 
  plants and fish unlike anything you’ve seen before. An ancient thaumic device rests at the center of 
  the lake, apparently the source of this fantastic menagerie. 
   
  A boulder weighing several thousand tons has collapsed over a mine shaft, trapping a group of 
  miners below. It must be moved in order to get them free. 
   
  You enter a sealed off cavern to find a vast underground lake, with a sleeping leviathan visible 
  beneath the water’s clear surface. As you enter, it opens a great eye to stare at you. 
   
  A cave in has sealed a group of miners in a cavern deep in the mines. There is only a limited time 
  to reach them before they suffocate. 
   
  In a sudden rumbling, the tunnel overhead collapses, trapping the party in a tomb of stone and 
  rubble. 
   
  A vent in the mines spews forth molten lava, and has flooded the lower mines with fiery rock. The 
  miners ask you to seal off the area before the entire mine is lost. 
   
  The miners have spoken to you of a treasure that was recently found in the mines, but lost beneath 
  a cave in before it could be extracted. 
   
  The mines begin to twist and wrap in labyrinthine shapes, getting you hopelessly lost. You fear 
  that some force is clouding your senses and attempting to trap you here forever. 
   
  A ghostly miner asks you to recover his bones, which were buried in a cave in, and return them to 
  his family. 
   
  The mines have dug into a Downcaste village, and the villagers are violently resisting the 
  expansion of the mines further. 
  
   
   
  Nitar 
  120 
  Old Nitar Dungeon Challenges 
  Old Nitar is filled with crumbling architecture, 
  ancient devices, and the secretive Downcaste, all of 
  which serve to protect its secrets. Adventurers are 
  often sent by the University to gather data on this 
  place, or on their own in search of treasures that 
  may have been lost in its many vaults. 
   
   
   
  A pack of diseased, doglike creatures leer out at you from the shadows and begin to move in, 
  surrounding you. 
   
  A glowing obelisk of solid metal and stone seems to be generating a barrier that blocks the path 
  ahead. 
   
  A boulder falls from above, and begins rolling down the long, narrow hallway towards you. 
   
  You enter a room that is swarming with snakes. The creatures snap aggressively, and cover every 
  inch of the floor. 
   
  A collapsing support fixture cracks above you. You have only moments to take cover, or you will 
  be crushed! 
   
  A swarm of vampiric bats surround you, biting relentlessly at your exposed flesh. Hunger seems to 
  have driven them to a kind of madness. 
   
  A group of Downcaste warriors stand in your way, insisting that the path ahead is forbidden to all, 
  and that you must turn back. 
   
  You reach a sealed door covered in brightly glowing runes. The runes appear to contain some 
  message or clue about how to open the door, but you have no idea how to read them. 
   
  Before you is a great vault door, powered by an ancient Thaumic device which is dilapidated and 
  broken. Only by repairing the device will you be able to move the impenetrable door aside. 
   
  You find a hall with hundreds of doors. Many of them seem to lead only to dead ends, or to 
  nowhere at all. How will you proceed? 
   
  You enter a chamber with vaulted ceilings of shimmering, smooth white stone. There is no apparent 
  exit—except for through the chamber’s roof. No obvious way to climb the walls presents itself to 
  you. 
   
  You reach a wide hall with a dead end. You know there must be some kind of passageway or door 
  here, but nothing obvious catches the eye. 
   
  A door before you is sealed with a mystical password. In order to proceed, you must convince the 
  Downcaste in a nearby village to teach you the password. 
   
  As you cross a wide, empty room, the ground under your feet begins to give. Even the slightest 
  move will send you all tumbling down into an unknown abyss. 
   
  A vast chasm, spanned only by a crumbling bridge of natural rock, stands before you. 
  
   
   
  121 
  Nitar 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  You discover a key which obviously belongs to some kind of vault or reliquary by its design. If you 
  were to search the area around here, perhaps you might find something of value… 
   
  The path ahead is completely dark, and light seems not to penetrate beyond a mystical barrier at its 
  entrance. Navigating the labyrinthine tunnel will be no small task. 
   
  A strange, elegant, and eerie music floats up hauntingly from a corridor below. Could it be that 
  someone is still living down here in the undercity? Perhaps this being could guide you in your 
  search. 
   
  A small tunnel in the wall seems to be the only way forward through a dead end. However, the 
  tunnel is far too small for even a child to fit through. 
   
  You reach a subterranean chasm, probably a thousand meters across. A cable car system is 
  evidently designed to cross this chasm, but it appears to be broken. 
   
  A deep pool of icy cold water is the only way forward from where you stand. A few minutes in this 
  pool will freeze you solid, but you must dive deep beneath it to find the way forward. 
   
  The path ahead is completely dark, and light seems not to penetrate beyond a mystical barrier at its 
  entrance. Navigating the labyrinthine tunnel will be no small task. 
   
  A heavy stone door blocks your path, controlled by a strange machine with no obvious control 
  panel. 
   
  A powerful barrier blocks the path ahead, but light seems to weaken it slightly. It will take a light 
  as bright as the sun to break through the barrier. 
   
  Before you stands a stone double door nearly five stories tall. It appears to be sealed by a great bar, 
  which can be removed by turning a crank whose handle is itself two stories tall. 
   
  You encounter a dead-end room filled with skeletons and mummified corpses. There appears to be 
  no indication of how to proceed from here, but maybe some clues are hidden within… 
   
  You find an old urn set upon a dais in the middle of one of the rooms of the undercity. It seems to 
  be sealed shut. However, some kind of creature is clearly inside, and speaks to you, begging to be 
  released. 
   
  You find a wounded Downcaste lying alone in the mines. He begs you to help him back to his 
  village, in exchange for a map that will show you the way through the undercity. 
  
   
   
  Nitar 
  122 
  Steam Vaults Dungeon Challenges 
  Technicians routinely enter the Steam Vaults, 
  and can always use help with maintenance. The 
  suits they provide will shield an Eidolon from the 
  scalding steam in the air, but are not strong enough 
  to withstand the boiling water, and will melt under 
  that amount of heat. Players must be cautious in 
  their use of force within the steam vaults—a 
  misplaced attack can often burst pipes and create 
  more problems than it solves. The hallways and 
  chambers of the vaults are pipes and reservoirs 
  themselves, and may be flooded or emptied at any 
  time as the city needs, making coordination with the 
  technicians important for adventuring inside the 
  area. 
   
   
  A maintenance mech has malfunctioned and is advancing on you to attack. 
   
  A ball of waste and unfiltered garbage is clogging a major pipeline. You must remove the hardened 
  clog, but without causing damage to the pipes around. 
   
  A maintenance mech has malfunctioned and is causing damage throughout the pipe systems. 
   
  An explosion seals the players together with a number of steam technicians in a room rapidly 
  flooding with boiling water. 
   
  A corrosive, rapidly-growing algae has spread all throughout the pipes, and you must find some 
  way to eradicate it all at once, before it spreads. 
   
  A gigantic plant has grown in one of the pipes of the steamworks, and is blocking your path 
  forwards. 
   
  A boiler ahead is over-pressurized, and its pressure must be reduced immediately or it could 
  explode. 
   
  You find a technician’s badge in one of the pipe’s and suspect that a steamworker has become lost 
  and needs your help. 
   
  The mechanical control for the gate before you appears to be broken, and the gate will not open 
  until it is fixed. 
   
  The room beyond is filled with water, and must be drained before you can safely open the gate 
  ahead. 
   
  A blockage somewhere in the system is causing pressure damage throughout the pipes. Of course, 
  its dangerous to remove a blockage from the inside of the pipes. 
   
  You discover what appears to be a recent sabotage in one of the pipes, and the technicians ask you 
  to track down who must have caused the problem. 
   
  You step out onto a tiny platform overlooking the giant boiler’s reservoir. Scalding hot water and 
  blistering steam fill the air. Across the vast reservoir, you can see another platform with a door that 
  will allow you to proceed onwards. 
   
  A corridor with a series of boiler valves rapidly open and shut at different rates, slicing with 
  enough hydraulic force to divide anything that stands between them. 
   
  A steam powered lift leads to the next area, but the boiler is not directing enough heat to this area 
  to raise it. 
  
   
   
  123 
  Nitar 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A jammed gate is flooding the room ahead, and it must 
  be sealed before the way forward is opened. 
   
  A technician contacts you and explains that a bomb has been threatened within the boilers. He asks 
  you to find it and disarm it. 
   
  Leaks are springing rapidly in the room, and a steam technician asks you to stem the flow of 
  boiling water long enough for her to cut off flow to this section of the boilers. 
   
  The smooth, vertical pipe you are in is gradually filling with water. You must find some way to 
  rapidly reach the top, or be boiled alive in the rising tide. 
   
  A rapidly-regenerating grey algae has grown over the boiler’s filtration system, shutting off water 
  flow. 
   
  The path ahead is submerged beneath a pool of boiling water. 
   
  A mis-communication with the technicians has caused the pipe that you are sealed in to be flooded 
  with boiling water. You have only a few moments to protect yourselves, and no way out. 
   
  The gate ahead of you seems to be sealed tight, but simply breaking through it would damage the 
  steamworks. 
   
  A steamworker cries out for help ahead. He appears to be sealed in a rapidly flooding room, with 
  only a few moments left before the water reaches him. 
   
  The structure of one of the reservoirs is beginning to deteriorate due to heat. It will burst soon 
  unless its walls are reinforced in some way. 
   
  The room you are sealed in is flooding, and you must find the shutoff valve from among fifty 
  unmarked valve handles on the wall. 
   
  A rushing sound signals that that the pipe you are in is about to be flooded with boiling water. 
   
  In order to repair a control mechanism in the chamber ahead, you need the assistance of a steam 
  technician, who you must guide safely to the area. 
   
  
   
   
  Nitar 
  124 
  Treasures 
  The Nitari use mechanical technologies that can 
  sometimes bend and defy natural law as we know it. 
  Their devices involve excellent workmanship and 
  ornamental design, with special attention to comfort 
  and durability. 
  The Nitari have created many treasures over 
  their thousand year history. Depending on the area 
  in which one searches, he may find technological 
  wonders in the Steam Vaults, Thaumic gadgetry in 
  the Undercities, or mysterious natural treasures in 
  the mines.  
  These treasures can be generated by drawing 
  two cards from the world Balance, and follow the 
  format of: “[draw 1] that [draw 2]”. For example, a 
  draw of Fire and Darkness in the Mines would 
  create “A glowing ruby that attracts ghosts and lost 
  souls.” 
   
  Upper City Goods and Treasures 
   
  Treasure 
  Power 
   A Pair of Gloves 
  Returns when thrown. 
   A Spyglass 
  Causes a bright flash. 
   A Gun 
  Unleashes a burst of static electricity. 
   A Vial of Liquid 
  Seals cracks in metal. 
   A Pair of Boots 
  Magnetizes anything it touches. 
   A Monocle 
  Reveals hidden treasures. 
   A Musical Instrument 
  Grapples into walls and ceilings easily. 
   A Vehicle 
  Unleashes incredible force. 
   An Advertisement for a Tool 
  Emits an annoying sound 
   
  Steam Vaults Treasures 
   
  Treasure 
  Power 
   A Metal Rod 
  Vaporizes metal. 
   A Set of Capsules 
  Controls a miniature robot. 
   A Remote Control 
  Magnetizes metal objects from afar. 
   A Chemical 
  Instantly freezes anything it touches. 
   A Glove 
  Puts out fires. 
   A Jar 
  Has a retractable chain and grappling hook. 
   A Fine Cloth 
  Dehumidifies the air completely. 
   A Pocketwatch 
  Creates a bubble of cool, temperate air. 
   A Broken Tool 
  Unleashes a scalding burst of steam and liquid metal. 
   
  
   
   
  125 
  Nitar 
   
   
   
   
   
   
   
  Mines Treasures 
   
  Treasure 
  Power 
   A Glowing Ruby 
  Creates light and heat in endless supply. 
   A Torch 
  Prevents cave-ins. 
   A Mining Robot 
  Disintegrates stone. 
   A Pool of Water 
  Grants exceptional vision in the dark. 
   A Chunk of Ore 
  Is extremely heavy. 
   A Carved Symbol Attracts ghosts and lost souls. 
   A Fungus 
  Frightens away spirits. 
   An Altar 
  Restores Anima energy when destroyed. 
   A Skull  
  Is highly volatile and could explode without warning. 
   
  Undercity Treasures 
   
  Treasure 
  Power 
   A Sword 
  Sunders metal on contact. 
   A Book 
  Glows with brilliant energy. 
   A Pair of Goggles 
  Allows one to see through others. 
   A Potion 
  Turns things to ice. 
   A Glove 
  Summons objects from a distance. 
   A Sheet of Fabric 
  Makes its user invisible. 
   A Crystal 
  Opens a portal in space. 
   A Mask 
  Confers ancient knowledge to its bearer. 
   An Idol 
  Possessed of Malevolent energies. 
  
   
   
  Nitar 
  126 
  Random Encounters in Nitar 
  Use this chart to generate random encounters in 
  Nitar by drawing two cards and interpreting the 
  results. Ignore draws of Aether and Anima. 
   
   
   
   
  A colossus approaches Nitar, and has just been spotted off in the distance, closing in rapidly. 
   
  The players are asked to build a weapon which will help protect the city from colossi in the future. 
   
  A terrorist bent on starting a revolution in the city threatens that he has built a bomb that will 
  collapse the upper tiers of the city. 
   
  A big game hunter from the upper tiers asks the party to take him on a 'safari' of the lower tiers so 
  that he can find the legendary Mycotropica. 
   
  A burst water valve in T-12, the city's main boiler, is rapidly flooding the mines with boiling water. 
   
  Invading armies from another realm are laying siege to Nitar, camping outside the city's walls and 
  waiting for a chance to invade. 
   
  Pirates with airships have landed in the fifth tier of Nitar and taken the various guild leaders as 
  hostages. 
   
  An incredibly powerful weapon has been developed in the Burning Tower
  ―one which can destroy 
  cities in far away realms. The guilds plan to use this weapon to exploit their neighbors and exert 
  even greater trade pressures. 
   
  A thaumic device from Old Nitar is rumored to be recovered. The University wants this device 
  and worries it may be dangerous, but the miner who found it has not come forward. 
   
  A new kind of plant which extends life and grants health has been discovered to grow in the Steam 
  Gardens. Now the gardens have been flooded with hysterical visitors clamoring to acquire some. 
   
  An upstart scientist devises a machine that converts wind power into energy, potentially obsoleting 
  the boilers and putting the miners and steamworkers out of business. 
   
  A professor from the Burning Tower has disappeared into the undercity and has been lost several 
  days. 
   
  An expedition to recover thaumic technologies from the undercity has brought back a relic which 
  could become either a weapon or a power source, depending on what the guilds decide to do with it. 
   
  A collapse in the mines causes all of Nitar's walls to fall in sequence, killing the majority of the 
  military and police, and leading to massive panic and a breakdown of civil society. 
   
  A malfunction in the central boiler, T-12, has flooded the boiler control room. The city has shut 
  down until the problem is fixed. 
   
  A researcher in the Burning Tower develops a fully autonomous mining robot, and moves to have 
  the robots mass-produced to replace live mineworkers. The miner's guild opposes violently. 
  
   
   
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  Nitar 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A collapse in the mines has created a large pit in one of the central squares of the city. Monsters 
  from the undercity and below are escaping out into the city through this fissure. 
   
  Rumors of a settlement of Nascent living deep in the ruins of Old Nitar have come to the attention 
  of the city officials, who wish to make contact with these individuals. 
   
  Fueled by the strange chemicals and pollution that have run off from the city, fungus are beginning 
  to rapidly spread over the lower tier, forcing people out of their homes and causing widespread 
  sickness. 
   
  Food shortages in the surrounding realms are impacting Nitar, and many citizens are starving in 
  the streets. 
   
  Reports of a terrible ghost that haunts the mines have become more prevalent, and the party are 
  asked by the Miner's union to investigate. 
   
  A miner has contracted a deadly contagion in the mines which is quickly spreading throughout the 
  lower tiers. 
   
  A revolt in the lower city gains momentum and threatens to flare into full revolution. The guild 
  leaders instruct the military to institute martial law and restore order. 
   
  A notorious criminal has escaped prison and fled into the undercity. The party is asked to track 
  him down and bring him back to justice. 
   
  A large portion of the wall of Nitar has collapsed, and citizens have begun using this area to trade 
  with the outside realms ignoring tariffs and regulations, upsetting economic balance. 
   
  A band of well-organized criminals have broken into the treasury and have taken a number of 
  hostages. 
   
  A worker riot has broken out in the first tier, and the military of the city are drafting Eidolons to 
  help them restore order. 
   
  The players are put in charge of Nitar's guild of Tourism, and are tasked with the hard job of 
  making the city more profitable and improving its public image. 
  
   
   
  Nitar 
  128 
  Adventure Tracks 
  In addition to general adventures, the players 
  may choose one of these adventure tracks that they 
  wish to follow. These tracks give the Scenario 
  Owner a set of fixed encounter contexts which they 
  can use to create a running narrative in the city. 
  Revolution! 
  This scenario leads the players in a revolution to 
  overthrow the plutocracy and establish a democratic 
  government in Nitar. If you follow this Scenario, 
  Ophelia will be the major ally of the party, while 
  Lady Belanya and Gharl the Devourer will become 
  major villains. 
  1. The players are asked by an underground 
  movement to free a political prisoner from the 
  prison on the Second Tier of Nitar. This prisoner is 
  Ophelia, the leader of the revolutionary movement. 
  2. With Ophelia rescued and back in the lead of the 
  revolution, she asks the players to procure enough 
  weapons and gear to arm the revolutionary force. 
  3. Lady 
  Belanya 
  orders 
  a 
  raid 
  of 
  the 
  revolutionary headquarters. 
  4. The Revolution begins! Ophelia leads the 
  primary force of the revolution to secure the first 
  tier, while the party is sent in advance to secure the 
  strata elevator hub in the second tier. 
  5. At the top tier of Nitar, Gharl and Belanya 
  face off against Ophelia and the party, while the 
  forces of the city clash with those of the 
  revolutionaries. 
  The Heart of the Earth 
  This scenario enlists the party members as 
  peacekeepers who are working to maintain safety in 
  the caverns beneath Nitar, as well as to discover 
  what secrets lie beneath the surface. 
  1. The party is hired by Lady Belanya to clear 
  monsters from the mining tunnels beneath Nitar. 
  2. The party is hired by Lady Belanya to protect 
  an expedition from the Burning Spire to explore the 
  ruins of Old Nitar beneath the city. 
  3. Within the ruins of Old Nitar, links to a new 
  civilization have been found. The party is asked to 
  explore the depths beneath Old Nitar to find out 
  what became of this civilization. 
  4. On the previous expedition, evidence was 
  found of a massive creature living beneath the city. 
  The party journeys with Belanya into the deepest 
  depths to find and destroy this monster. 
  The Big Machine 
  This scenario invites the players to become 
  involved in managing the Oligarchy and improving 
  the life of the citizens of Nitar. Any NPCs may 
  become the players’ allies in this scenario, but others 
  are doubtless to become enemies based upon your 
  actions. 
  Since this is a political-focused scenario, the 
  goals of the major NPCs are especially important. 
  Gharl 
  the 
  Devourer: 
  Maintain 
  Nitar’s 
  independence from foreign influence and increase its 
  influence on neighbors. Improve the quality of life 
  in all stratae. Increase the exercisable power of the 
  ruling classes.  
  Gharl controls the legal system of Nitar, and has the 
  power to veto policy changes instituted by others. 
  Arc Salle: Improve production output and 
  sciences of the city. Increase the influence of the 
  wealthy classes. Channel as much of the city’s 
  disposable wealth as possible to the Burning Spire 
  University. 
  Arc controls the flow of money and resources within 
  Nitar. 
  Belanya: Improve security and safety for 
  citizens and workers. Regulate Guilds. Institute 
  mandatory military service for citizens. 
  Belanya controls the military and safety regulations 
  within Nitar. 
  Lamarck: Increase wealth and standard of living 
  in all stratae. Increase the influence of the middle 
  classes. Create dependencies between Nitar and 
  nearby realms to build up trade routes. 
  Lamarck controls foreign affairs and guild regulations 
  within Nitar. 
  Ophelia: Improve social programs like welfare 
  and education. Increase the influence of the lower 
  classes. Regulate Guilds. 
  Ophelia controls propaganda and overall happiness 
  within Nitar. 
  1. The party members are invited to a party at 
  Lord Gharl’s mansion, where they are able to meet 
  Gharl, Arc, Belanya, Lamarck, and Ophelia. 
  2. Belanya is at odds with Arc over whether to 
  allocate funds from the treasury to improve safety in 
  the undercity and the mines, or to improve research 
  and grant more scholarships for the university. 
  3. Gharl asks the party to do whatever is 
  necessary to improve education in the lower strata, 
  
   
   
  129 
  Nitar 
  and gives them a writ of permission to allocate 
  whatever resources they need in order to do so. 
  4. Lamarck asks you to convince Gharl to open 
  the city to foreign trade. 
  5. The country is divided over whether or not to 
  increase regulations on the guilds. Gharl asks you to 
  investigate the issue and give your recommendation 
  to him. 
  6a. If the party has sided with the wealthy 
  classes, the Lamarck and Ophelia lead the lower tiers 
  in a revolution against the upper tiers, intending to 
  set up a representative government. 
  6b. If the party has sided with the lower classes, 
  a cornerstone is found in the mines, and Gharl sends 
  Belanya to interrogate and bully citizens until it is 
  brought to him. 
  The Burning Tower 
  This scenario focuses on the Burning Tower, 
  Nitar’s university, and focuses less on the class 
  divides and politics of Nitar. It also provides the 
  players with an option to build up a force to defend 
  the city. 
  1. The players are invited to a scientific expo at 
  the Burning Tower, where they meet Arc Salle, and 
  are able to participate in a contest to design a 
  mechanical device. 
  2. The players are invited to assist in the 
  production of a powerful weapon that will be used to 
  defend the city from danger. 
  3. A power source is rumored to be hidden in 
  Old Nitar, but is held sacred by the Downcaste 
  tribes within the old city. This device would give a 
  great power boost to the party’s weapon if they can 
  recover it. 
  4. A great colossus is sighted in the distance and 
  is soon to descend upon the city. It falls to the 
  players to use their knowledge and connections to 
  prepare the city for the assault, as well as to carry it 
  out. 
  
   
   
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  134 
   
  
   
   
  135 
  Persona Traits 
  
   
   
  Persona Traits 
  136 
  Persona Traits Listed by Name 
  Name 
  Group Anima Personality 
  A Weapon for 
  the Strong 
   
   
  Obedient 
  Achilles Heel 
   
   
  Boastful 
  Always 
  Prepared 
   
   
  Organized 
  Arclight 
   
   
  Ingenious 
  Art Cast 
  Living 
   
   
  Artistic 
  Artificially 
  Sustained 
   
   
  Obsessive 
  Ashen Flesh 
   
   
  Callous 
  Babbling 
   
   
  Verbose 
  Banneret 
   
   
  Brave 
  Barrier 
   
   
  Courteous 
  Bastion 
   
   
  Selfless 
  Beast Form 
   
   
  Competitive 
  Beast Master 
   
   
  Controlling 
  Blissful Gaze 
   
   
  Optimistic 
  Bound 
   
   
  Dutiful 
  Carapace 
   
   
  Gruff 
  Cartwheel 
   
   
  Reckless 
  Clockwork 
   
   
  Meticulous 
  Compass 
   
   
  Faith 
  Cosmopolitan 
   
   
  Fashionable 
  Crystalline 
   
   
  Lucid 
  Deathly Grin 
   
   
  Malice 
  Dragonlike 
   
   
  Pride 
  Duskwalker 
   
   
  Furtive 
   
   
  Name 
  Group Anima Personality 
  Edible 
   
   
  Collusive 
  Endless Knives 
   
   
  Relentless 
  Energized 
   
   
  Athletic 
  Explosive 
   
   
  Vindictive 
  Eye of Flame 
   
   
  Zealous 
  Eye of Truth 
   
   
  Honest 
  Featherweight 
   
   
  Dishonorable 
  Festival 
   
   
  Jubilant 
  Fist of Stone 
   
   
  Slothful 
  Forked Tongue 
   
   
  Duplicitous 
  Frozen Heart 
   
   
  Solitary 
  Gilded 
   
   
  Greedy 
  Graven Eye 
   
   
  Scornful 
  Grey 
   
   
  Apathy 
  Hand Cannon 
   
   
  Headstrong 
  Handy 
   
   
  Helpful 
  Healing Hand 
   
   
  Kind 
  Heart of Iron 
   
   
  Sorrowful 
  Hollow 
   
   
  Detached 
  Hotheaded 
   
   
  Wrathful 
  Illusionist 
   
   
  Exhibitionist 
  Immovable 
  Object 
   
   
  Steadfast 
  Indestructible 
   
   
  Determined 
  Indeterminate 
  Size 
   
   
  Excitable 
  
   
   
  137 
  Persona Traits 
   
  Name 
  Group Anima Personality 
  Insatiate Jaws 
   
   
  Gluttonous 
  Inverse 
   
   
  Contrarian 
  Kinetic 
   
   
  Fair 
  Lantern 
   
   
  Demagogue 
  League 
  Sprinter 
   
   
  Flighty 
  Life in 
  Footsteps 
   
   
  Charitable 
  Light Eater 
   
   
  Pessimistic 
  Liquid Flesh 
   
   
  Acrobatic 
  Living Trap 
   
   
  Entitled 
  Living 
  Weapon 
   
   
  Bloodthirsty 
  Magnetic 
   
   
  Lustful 
  Man in the 
  Box 
   
   
  Reliant 
  Many Masks 
   
   
  Insecure 
  Mimic 
   
   
  Adaptable 
  Music Box 
   
   
  Minstrel 
  Of Many, One 
   
   
  Gossiping 
  Omnidextrous 
   
   
  Opportunist 
  Painted 
   
   
  Envious 
  Patchwork 
   
   
  Wheedling 
  Phased 
   
   
  Mischievous 
   
   
  Name 
  Group Anima Personality 
  Polluted 
   
   
  Odious 
  Portal 
   
   
  Wandering 
  Radiant 
   
   
  Vain 
  Sandshaper 
   
   
  Resourceful 
  Shatters Like 
  Glass 
   
   
  Cowardly 
  Silver-tongued 
   
   
  Amicable 
  Simulacrum 
   
   
  Reputed 
  Spiral 
   
   
  Unstable 
  Sure of Foot 
   
   
  Confidence 
  Third Eye 
   
   
  Curious 
  Torn Apart 
   
   
  Regretful 
  Touch of Dust 
   
   
  Cruel 
  Towering 
   
   
  Boisterous 
  Treasure Box 
   
   
  Secretive 
  Twin 
   
   
  Empathetic 
  Unihorned 
   
   
  Pure 
  Webweaver 
   
   
  Brooding 
  Wellspring 
   
   
  Humble 
  Windborne 
   
   
  Capricious 
  Words Within 
   
   
  Academic 
   
    
   
    
   
    
   
    
   
    
   
    
   
    
   
   
   
    
   
    
   
    
   
    
   
    
   
  
   
   
  Persona Traits 
  138 
  Achilles’ Heel 
   
  BOASTFUL: “None can dare to challenge my might!” 
  An Eidolon displays Boastfulness if: 
   He inflates his own reputation at the expense of 
  others. 
   He makes claims and bets which are beyond his 
  capability. 
   He demands recognition for his deeds from 
  others. 
   “His strength was apparent from his imposing figure. 
  Only the reddish crystal in his forehead displayed the 
  slightest weakness, for I could see slight cracks 
  formed in it from battles past.” 
  Superficial: A small patch of vulnerable skin, 
  perhaps the size of a fist, appears somewhere on the 
  Eidolon's flesh. The rest of his body becomes as 
  tough as hardened oak, but this patch of skin 
  remains soft and vulnerable. A strike to the 
  vulnerable area, wracks his body with extreme pain, 
  disabling him 
  temporarily and returning 
  his 
  defenses to normal. 
  Deep: The weak point of the Eidolon grows slightly 
  and becomes more obvious to those who see it. He 
  also gains great strength to match his tough exterior, 
  becoming not wholly invulnerable to wounds, but 
  very close. A strike to the vulnerable area severely 
  debilitates him, negating his physical defenses 
  temporarily and reducing his ability to move and 
  act. 
  All Consuming: The Eidolon's weakness becomes 
  more prominent, often glowing or pulsing—perhaps 
  even taking on the form of his exposed heart. His 
  body is completely indestructible, and possessed of 
  great strength. However, a single solid blow to this 
  weak point will completely debilitate him. 
   
   
  Always Prepared 
   
  ORGANIZATION: “Don't worry, I know exactly what 
  the plan is.” 
  An Eidolon displays Organization if: 
   He needs to know and plan out every detail of 
  an activity or schedule. 
   He remembers tiny details about things that 
  were said or done. 
    He keeps a large assortment of tools and items. 
  “I was dismayed when I saw the obstacle before us. 
  We hadn't brought what we needed, and so there was 
  no obvious way to proceed. I was surprised when my 
  friend reached into himself and withdrew exactly the 
  tool we would need to continue.” 
  Superficial: The Eidolon's body conceals a secret 
  compartment within her heart that can hold almost 
  any object or tool without it taking up space. 
  Drawing and placing things into this compartment 
  takes careful concentration. By spending a point of 
  Anima, the Eidolon can draw any small-sized 
  mundane 
  object, 
  tool, 
  or 
  device 
  from 
  this 
  compartment (presumably because she placed it 
  there ahead of time in preparation). 
  Deep: The Eidolon's internal compartment is larger, 
  and can contain and disgorge larger objects and 
  tools, some as large as herself. Though living things 
  can never be stored in this way, organic objects like 
  food can be. The Eidolon does not need to spend 
  Anima to draw things from this compartment. 
  All Consuming: The Eidolon's internal storage can 
  contain even rare and magical treasures. By 
  spending a point of any kind of Anima, the Eidolon 
  can draw wonders from her internal storage as well. 
  For each item the Eidolon draws from her internal 
  storage and does not replace by the end of an 
  encounter, she loses 1 Anima or suffers a deep 
  wound that disables this ability (she must lose 
  Anima if possible before taking the wound). Any 
  items that are not replaced into her storage will 
  vanish in several hours. 
   
  Arclight 
   
  INGENIOUS: “I think I have a plan...” 
  An Eidolon displays Ingenuity if: 
   He discovers new but effective uses for the tools 
  at hand. 
   He is interested in repairing, using, and 
  improving technology. 
   His plans for overcoming obstacles and enemies 
  display remarkable insight. 
  “Coils rose from his shoulders and crackled with 
  powerful electrical charge. He raised his hands, and 
  let out a cry, and the night sky was lit like day with 
  the bolt of thunder that reached down to meet his 
  call.” 
  Superficial: Small fixtures in the Eidolon's body are 
  capable of releasing electric current that can be 
  
   
   
  139 
  Persona Traits 
  channeled to activate electronic machines, shock 
  enemies with a touch, or form small magnetic fields. 
  Deep: The electric fixtures on the Eidolon's body 
  become more pronounced, and capable of producing 
  a more deadly electric shock. Furthermore, the 
  Eidolon can 'sync up' with machines and control or 
  speak to them in mysterious ways. 
  All Consuming: The Eidolon's body constantly 
  brims with electric power, and it is sometimes 
  difficult to contain. He can extend bolts of electrical 
  force like tentacles of magnetic power to grapple and 
  manipulate metal, and can blast with the power of a 
  thunderbolt. When grounded, however, he loses all 
  of these powers, making rubber shoes indispensable. 
   
  Art Cast Living 
   
  ARTISTIC: “You can't just rush in—It has to be done 
  with some semblance of style.” 
  An Eidolon displays Artistic Tendencies if: 
   She is interested in the presentation of her 
  actions, describing vividly how she looks, acts, 
  or sounds. 
   She is interested in the art and culture of 
  Empyrean (or of Old Empyrean). 
   She spends her time working on artistic or 
  cultural endeavors. 
  “She existed only as color and sound, painting herself 
  into the air with each action and word. She appeared 
  as a watercolor painting on the canvas of the world, 
  and could recast herself to any image her heart 
  desired.” 
  Superficial: The Eidolon can flow and move as 
  though a liquid. When standing still, she retains 
  their ordinary shape and look, but when moving, she 
  can dart effortlessly through the arms or legs of 
  clumsier foes without a thought. Climbing and 
  acrobatics are also unnaturally easy for an Eidolon 
  with this ability. Water is especially dangerous to 
  the Eidolon, and dousing her with water temporarily 
  removes these abilities and returns her to a normal, 
  static form. 
  Deep: While standing still, the Eidolon's dimensions 
  vanish, and she appears to become a painting on a 
  wall or a part of the scenery. She can alter her 
  exterior colors to match those of her surroundings, 
  becoming 
  invisible 
  with 
  an 
  ever-shifting 
  camouflage. 
  All Consuming: The Eidolon can freely change her 
  appearance to anything she wishes, though she must 
  be careful to suppress her body of flowing colors and 
  sounds if she is to be passable as another being. 
  While these Eidolons can easily frighten, inspire, 
  and seduce others, they are more fragile, and flake 
  away at a touch—just like an oil painting. 
   
  Artificially Sustained 
   
  OBSESSIVE: “Sorry, I was just thinking about it 
  again... I just can't seem to get it off of my mind.” 
  An Eidolon displays Obsessive Tendencies if: 
   She talks continuously about one thing, or 
  becomes fixated on that one thing. 
   She cannot abandon a proposed course of action 
  or a plan until she has tried it. 
   She pursues habitual courses of action when 
  presented with the opportunity or during free 
  time. 
  “She coughed discreetly as she reached again for the 
  vial of medicine that hung at her side. It was the 
  source of both her strength and misery, for without it, 
  she would have been free.” 
  Superficial: The Eidolon gains a dependence on 
  some substance. While that substance is readily at 
  hand, he never grows tired, and can heal superficial 
  wounds easily by consuming it. There is no 
  withdrawal or downside to running out of this 
  substance at the superficial level. Also, the substance 
  need not be a consumable—it could as easily be an 
  object, a feeling, or a person. 
  Deep:  While the Eidolon is in possession of his 
  sustaining substance, he is slightly faster and 
  stronger than normal, and can regenerate superficial 
  wounds easily by consuming a portion of the 
  substance. Without it, he becomes lethargic, and 
  more susceptible to wounds than usual. 
  All Consuming: The Eidolon's need for his artificial 
  sustenance supersedes any other need. While he has 
  it, he gains proficiency in most mundane skills, and 
  is much stronger than normal. However, his 
  sustaining force must constantly be replenished, as 
  having it near is no longer enough—it is constantly 
  being whittled away by his use. Without the 
  substance, he becomes catatonic, and unable to act at 
  all. 
  
   
   
  Persona Traits 
  140 
   
  Ashen Flesh 
   
  CALLOUS: “How do I feel about killing you? 
  Hmm... Do you feel a pang of guilt when burning 
  your garbage?” 
  An Eidolon displays Callousness if: 
   He does not feel any compunction or grief when 
  watching others come to harm. 
   He ignores pleas of help from others. 
   He appears to be emotionless or otherwise 
  disconnected from the pathos of those around 
  him. 
  “Her skin was grey and burnt, and flecked away as 
  she brushed a hand to her cheek, as though it were 
  made of ash. She shrugged calmly and pulled the 
  sword out from her breast, tossing it to the ground as 
  the wound closed painlessly.” 
  Superficial: The Eidolon does not feel pain, and is 
  never debilitated by the crippling pain of even the 
  most terrible superficial wounds. She regenerates 
  sensitive organs like eyes, vitals, and skin with 
  supernatural speed, though bones and lost limbs take 
  much longer. 
  Deep: Large portions of the Eidolon's body may be 
  gouged out or blasted apart, and they will simply 
  flow back together like sand flowing back into a 
  mold. The Eidolon no longer has vitals other than 
  the heart—her body is composed completely of 
  powdery dust. The ability to ignore pain allows her 
  to push her muscles and senses beyond the normal 
  limits. 
  All Consuming: Other than her heart, the Eidolon's 
  body is completely immune to pain or harm, and 
  will regenerate any superficial wound in moments. 
  She can shift her cold flesh to a diamond-like 
  hardness on limited surfaces of her body, creating a 
  shield for her heart when necessary. In heavy winds 
  or in water, the dust that forms her body may begin 
  to disintegrate, however, leaving all her powers of 
  regeneration for naught. 
   
  Babbling 
   
  VERBOSE: “I do suppose the possibility of success 
  has a chance to somehow exist, in the context of this 
  plan.” 
  An Eidolon displays Verbosity if: 
   She talks constantly, even when asked to be 
  quiet. 
   She cannot keep a thought to herself, and must 
  speak her mind at every opportunity. 
   She attempts to talk through problems and 
  conflicts, even when other courses of action 
  might be more expedient. 
  “His whole body seemed to hum and mumble in a 
  jitter of words, even though his mouth was closed. 
  When he did speak, his voice shifted and took on 
  many forms, from the roar of a lion to the crash of 
  thunder, to the whispering of a song.”  
  Superficial:  An Eidolon with this trait can speak all 
  languages with ease. Furthermore, they speak all 
  languages at once, and do not need to translate or 
  repeat themselves. Every person hears the Eidolon in 
  their own language. 
  Deep: Able to emulate any sound, and Eidolon with 
  this trait can speak with the voice of a symphony or 
  the crash of a volcano. Their shout can deafen and in 
  some cases even daze an enemy. 
  All Consuming: The body of the Eidolon ripples 
  with chittering voices, all speaking in conflicting 
  tones. 
  The 
  Eidolon 
  serves 
  as 
  a 
  hub 
  for 
  communication, and his allies can speak to him from 
  any distance, and he can speak to them at any 
  distance. This comes at a price—however, as the 
  Eidolon no longer has any internal monologue. 
  Every thought that crosses his mind must be 
  vocalized for the world to hear. 
   
  Banneret 
   
  BRAVE: “Abandon your fears and fight beside me!” 
  An Eidolon displays Bravery if: 
   He will not stand down when threatened. 
   He puts himself in danger in order to save or 
  protect others. 
   He rallies those around him to bravery by his 
  actions. 
  
   
   
  141 
  Persona Traits 
  “A myriad of flags, banners, and sigils adorned every 
  inch of his body. He was so heavily layered with 
  valorous commendations I could scarcely believe a 
  man could bear their weight. I wondered if perhaps 
  there were no man at all, and that the very ideal of 
  courage and bravery stood before me.” 
  Superficial: Flags and banners are a part of the 
  Eidolon's body. When he joins a battle or endeavor, 
  he can let out a rallying cry that, by spending an 
  Anima, inspires all those around him who might flee 
  in fear to turn and join the battle. Allies within sight 
  of his banner can fight with slightly more 
  proficiency. 
  Deep: The sigils and medals of valor that cover the 
  Eidolon's body reflect his power and strength. Just 
  as he inspires allies to courage, he can inspire 
  enemies to fear with his charge. Though this power 
  is weaker against Eidolons and strong minded 
  individuals, those who are wavering on the 
  possibility of joining the battle on an enemy's side 
  will inevitably turn and flee at the sight of him. 
  All Consuming: The Eidolon becomes one with 
  battle, and those allies at his side are imbued with 
  the same infectious strength, each fighting with a 
  proficiency of heroic proportions. So powerful is his 
  link to battle that the Eidolon is unable to stop 
  fighting until an enemy flees or surrenders. In order 
  to retreat, he must be forcibly bound or torn from 
  the conflict. 
   
  Barrier 
   
  COURTEOUS: “Let me speak for my companions as 
  well when I say that we are most grateful for your 
  generosity.” 
  An Eidolon displays Courtesy if: 
   She offers respect to others where it is due. 
   She acts in a well-mannered and well-tempered 
  way, even when tempted to act otherwise. 
   She wins the affections and favor of those with 
  power and responsibility. 
  “As the avalanche closed over us, she calmly raised 
  her hand, as if to catch that incredible flow. The air 
  shimmered above us, and as I watched in wonder, the 
  snow slid over us, cascading across an invisible 
  barrier in the air.” 
  Superficial: The Eidolon's face hardens to become 
  much like a mask, though one that captures her 
  features perfectly and beautifully. Her flesh is 
  powdered pale, as though with makeup. With a 
  flourish of the hand, she can create walls of force 
  that will repel or redirect most assaults. The air 
  shimmers with these forces, making them apparent 
  to 
  intelligent 
  creatures, 
  but 
  confounding 
  to 
  monsters. It requires both hands to maintain these 
  barriers, and the Eidolon cannot hold a barrier where 
  she cannot see. 
  Deep: The Eidolon may use her power to create 
  opaque, reflective, translucent, or glowing barriers. 
  Additionally, she can maintain two separate barriers 
  within sight, one per hand. 
  All Consuming: The Eidolon can create resistive 
  barriers that redirect force back upon attackers, or 
  spring like rubber against strong forces. She can 
  maintain up to three of these barriers within sight at 
  any given time—one per hand, and one with pure 
  visual focus. The Eidolon's pale, mask-like flesh 
  reacts violently to skin contact with any other 
  creature, and she must keep others at a distance and 
  wear heavy clothing to avoid contact and the pain it 
  inflicts. 
   
  Bastion 
   
  SELFLESS: “How could I do nothing while others 
  need me?” 
  An Eidolon displays Selflessness if: 
   He puts himself in harm’s way to protect those 
  around him. 
   He thinks nothing of his own wounds or 
  inconvenience. 
   He offers to others what he could rightly keep 
  for himself. 
  “A sudden storm rose up as we climbed the cliff face, 
  and I was certain we were doomed. But our guide 
  stood like an oak before us, shielding us from the 
  torrent of wind with his own body. When the blast 
  had ended, he dusted himself off and continued the 
  climb as though nothing had happened.” 
  Superficial: The Eidolon's body becomes nearly 
  invulnerable and is strong enough to resist direct 
  attacks from both guns and steel. Strong forces can 
  still knock him down or shove him aside, however. 
  Deep: Planting his feet firmly on the ground, the 
  Eidolon gains great traction, and can brace against 
  almost any force. While not completely immovable, 
  it takes incredible force to lift him from his position. 
  Additionally, he may grow slightly larger while 
  using this ability. 
  
   
   
  Persona Traits 
  142 
  All Consuming: The Eidolon can utilize his 
  selflessness to become a veritable fortress, growing 
  several sizes larger than normal, and becoming 
  completely invulnerable and immobile. With this 
  great power, however, comes great weight and a 
  terrible loss of speed. 
   
  Beast Form 
   
  COMPETITIVE: “Let's settle this with a challenge...” 
  An Eidolon displays Competitiveness if: 
   He will not back down from a challenge to his 
  abilities. 
   He feels a need to display superiority over 
  others. 
   He challenges others even when he cannot be 
  sure of victory. 
  “He crouched low, waiting to strike. I braced myself 
  to do battle with the man, but what leapt for me was 
  not a man, but a nightmare of claws, fangs, and 
  fury.” 
  Superficial: The Eidolon's teeth lengthen into fangs, 
  and his fingers sharpen into claws. With a little 
  concentration he may transform into any natural 
  creature he has seen or studied. He does not become 
  an exact copy of the creature, but he does become a 
  perfect member of its species. The size of the 
  creature he can become must not be larger or smaller 
  than his own natural size. 
  Deep: With even greater control over his form, the 
  Beast Former can become a creature as large as four 
  times his own size, or as small as a quarter of his 
  own size. 
  All Consuming: The Eidolon can transform into 
  even mythical or fantastic creatures, even forming 
  his own unnatural “chimera” creatures by fusing 
  multiple animal traits together. He is never able to 
  take on the same form twice, and must constantly 
  shift his physical features to match the challenge at 
  hand. 
   
  Beast Master 
   
  CONTROLLING: “How dare you defy me?” 
  An Eidolon displays Controlling tendencies if: 
   He needs to be the one ‘in charge’ of the team. 
   He takes control and gives orders with ease. 
   He manipulates others by a careful 
  understanding of their motivations and desires. 
  “He spoke to the earth, and it burst forth with a 
  myriad of life, all rising to obey and serve him.” 
  Superficial: The Eidolon has the power to speak to 
  animals and assert some limited control over them. 
  Since the Eidolons are creatures much akin to 
  Anima Spirits, less intelligent wild creatures will 
  interpret their commands as the voice of nature 
  itself, and obey without question.  
  Deep: The Eidolon can bind to himself a single 
  creature who serves him as a pet. The bound 
  creature 
  obeys 
  unquestioningly 
  his 
  master's 
  commands, and can speak and share its eyes with its 
  master. If killed, the Beast Master can spend Anima 
  to revive his pet, just as he can heal himself. 
  All Consuming: Using the power of Anima to give 
  life to dust, the Eidolon can create wild beasts and 
  creatures with a thought. These simulacra obey his 
  orders completely before turning to dust. The 
  Eidolon must maintain focus to hold the reigns of 
  control over his creations. If he loses concentration 
  or performs a strenuous activity while controlling 
  these beasts, they will turn upon him out of spite for 
  their forced, unnatural life. 
   
  Blissful Gaze 
   
  OPTIMISTIC: “Try to think positive—it will do us 
  all good.” 
  An Eidolon displays Optimism if: 
   She never admits defeat or gives up hope. 
   She relies on others, even when there is no 
  evidence they will help or aid her. 
   She considers the optimal outcome of a situation 
  as a given, rather than a possibility. 
  “She looked at me with a serene smile, and I felt all 
  my worries and anger melt away. My head was 
  clouded with a giddy excitement, and I was unable to 
  think for the beautiful calm that had settled into my 
  mind.” 
  
   
   
  143 
  Persona Traits 
  Superficial: One or both of the Eidolon's eyes glows 
  with a soft white light. With direct eye contact and 
  an expenditure of Anima, the Eidolon can cause an 
  artificial happiness to well up within another who is 
  not extremely agitated or distracted. This sensation 
  causes the target to behave much like he is 
  intoxicated, saying or doing things that he would 
  not otherwise, and becoming rather susceptible to 
  suggestion. After a single dose of this false 
  happiness, creatures develop an immunity to it that 
  lasts a lifetime. 
  Deep: The Eidolon can turn her calming gaze to 
  create a rush of excitement and optimism-fueled 
  adrenaline as well. This inspires an ally to 
  temporarily forget his wounds and act with full 
  proficiency. Allies do not become immune to this 
  boost of energy if they willfully accept it. 
  All Consuming: The Eidolon's gaze can send even 
  an angry, rampaging beast to its knees for a few 
  moments. So consumed by optimism and bliss, the 
  Eidolon loses some sense of Empathy. She never 
  feels urgency, anger, or despair, and is unable to 
  actively engage in combat with any creature. 
  Instead, she is relegated to aiding allies and fighting 
  indirectly. 
   
  Bound 
   
  DUTIFUL: “Come wind or storm, it's my duty, and 
  I'll not leave it.” 
  An Eidolon displays Dutifulness if: 
   She will not abandon a cause even when all 
  seems lost. 
   She operates according to plans and objectives, 
  rather than desires and whims. 
   She accepts responsibility and takes it seriously. 
  “Chains bound her body from head to toe, holding 
  her arms fast at her sids and shackling her down to 
  all manner of weapons and weights. We thought her 
  helpless, but at her command, those same chains rose 
  up and brought their weapons to bear against us.” 
  Superficial: Chains, or some other form of bond, 
  form on the limbs of the Eidolon. These can be used 
  to grapple, shield oneself, or lash out at enemies. 
  The chain's owner has some control over the physics 
  surrounding his chains. A bound character can never 
  escape from a bond or imprisonment without 
  assistance. 
  Deep: The Eidolon's chains gain additional weights 
  or burdens, such as books, blades, treasure chests, or 
  the like, which can add power and utility to their 
  movements but can prove as much of an 
  impediment in the wrong situations. 
  All Consuming: The Eidolon becomes bound to a 
  debilitating object such as a throne, heavy treasure 
  chest, massive sword, giant rock, or some similar 
  structure that precludes movement entirely, unless 
  he spends Anima to pick up his bond and move it 
  with him (or has assistance with it). The Eidolon 
  can trap anyone who comes close to him by lashing 
  them to the same bond he shares, debilitating them 
  in a way similar to his own. With assistance, he can 
  also use his massive bond as a weapon against foes, 
  to hold ground from enemies, or provide shelter, 
  depending on the type of bond. 
   
  Carapace 
   
  GRUFF: “If you're not going to make yourself useful, 
  then get out of the way.” 
  An Eidolon displays Gruffness if: 
   He pushes away others who would become close 
  to him. 
   He speaks to others harshly. 
   He shows little patience with the failures of 
  those around him. 
  “A hardened shell covered in rough spikes covered 
  his back, making him slow but sturdy. That shell was 
  as much a weapon as a defense, and I could smell the 
  blood upon the barbs of it.” 
  Superficial: A thick, plated shell covers the exterior 
  of the Eidolon. The shell fits comfortable and is 
  normally soft, but can be strengthened to resist 
  heavy impacts and absorb direct attacks easily. 
  Deep: The Eidolon's exoskeleton is always at full 
  strength, and cannot be cracked except by the 
  toughest of forces. Additionally, he can adorn his 
  shell with spikes, barbs, or hooks that cause 
  extensive damage when slammed into enemies. 
  All Consuming: The Eidolon's bulky outer shell is 
  completely indestructible, and makes a powerful 
  weapon in addition to its capabilities as armor. It is 
  coated with a natural oil that makes impacts slide off 
  of it, making its spikes or barbs even deadlier. 
  However, the grotesque shape of the shell and the 
  smell this oil emits make the Eidolon unwelcome in 
  most social situations. 
  
   
   
  Persona Traits 
  144 
   
  Cartwheel 
   
  RECKLESS: “It's all about the rush.” 
  An Eidolon displays Recklessness if: 
   He acts without thought of the consequences to 
  himself or others. 
   He is more interested in the excitement of a 
  plan or course of actions than its practicality. 
   He plays against odds and plays against them at 
  high stakes. 
  “A huge wheel of wood and stone was bound to his 
  back, its weight and ponderousness cutting down into 
  his flesh. As I watched in wonder, he swung the 
  wheel down from his back and proceeded to ride 
  upon it, becoming an unstoppable, uncontrollable 
  force.” 
  Superficial: A wheel or sled of some kind is built 
  into the Eidolon's body. She can use this implement 
  to hurl herself at great speed in any direction, 
  usually dictated by gravity. While rushing like this, 
  her body is protected by the wheel. However, once 
  she drops to a controllable speed, this invulnerability 
  fades. 
  Deep: The Eidolon's wheel is her preferred method 
  of movement. While moving at great speed, she is 
  unstoppable, able to smash through all but the 
  strongest barriers. Those that are too strong to be 
  broken will deflect her without harm. 
  All Consuming: The Eidolon is bound to her wheel, 
  and must utilize it for all movement. While moving 
  at great speeds, she gains some limited hovering 
  ability, and can lift into the air like a helicopter or a 
  boomerang. 
   
  Clockwork 
   
  METICULOUS: “There's a certain way it has to be 
  done.” 
  An Eidolon displays Meticulousness if: 
   She does things ‘by the book’ or according to 
  rigid guidelines. 
   She leaves things in order, and avoids disturbing 
  others or their property. 
   She cannot stand to have a job half-done or 
  sloppily done. 
  “He moved with a rigid but practiced step, each 
  footfall measured exactly to a distance from the last. 
  His voice was like sheets of tin scraping together, and 
  he appeared as heavy as a solid stone.” 
  Superficial: The Eidolon's bodily is partially or 
  wholly created from machines and synthetic parts. 
  With mechanical precision and hydraulic strength, 
  the Eidolon can act with great force, both on a 
  concentrated and wide scale. 
  Deep: The Eidolon can graft mechanical and 
  technological enhancements into his clockwork 
  body, so that they have increased power or limitless 
  ammunition. 
  He 
  may 
  also require alternate 
  sustenance, such as oil and fuel rather than food and 
  water. As with all machines, he is susceptible to 
  jamming and malfunction if he becomes too dirty or 
  wet. 
  All Consuming: The Eidolon is predictable. Anyone 
  who has watched him for a few minutes (or even a 
  few seconds in combat) and has the presence of 
  mind to consider him can predict exactly how he 
  will move and act. The limits of his gears prevent 
  him from doing otherwise. The Eidolon's clockwork 
  strength is so great that once he engages in an action 
  or attack, it cannot be stopped or sabotaged (though 
  it may still be resisted). 
   
  Compass 
   
  FAITH: “Things will work out—just try to believe.” 
  An Eidolon displays Faith if: 
   He believes in a higher power that guides him 
  and his actions. 
   He trusts others to lead him and guide him. 
   He often bases decisions on uncertainties which 
  he unwaveringly expects to come to pass. 
  “Her flesh was scrawled with notes and treasures and 
  warnings like the face of a map, and her hair was 
  black and sparkling with motes of light like a star 
  chart. When she spoke, it was with perfect 
  confidence regarding our next destination and what 
  we would find there.” 
  Superficial: With a map of the world and the 
  heavens written down upon his very flesh, the 
  Eidolon seems to have an uncanny grasp of the order 
  of things around him. By fueling this power with 
  Anima, he can reach within his soul and find the 
  path to any destination, provided that he knows 
  
   
   
  145 
  Persona Traits 
  what he is looking for. 
  Deep: The Eidolon has a supernatural clairvoyance 
  which reveals the locations of things around him. 
  He can sense even the contents of closed doors or 
  containers. These supernatural senses flood in faster 
  than his natural senses, and sometimes even faster 
  than time itself, giving the Eidolon a limited pre-
  cognizance. 
  All Consuming: The Eidolon is blind and deaf, and 
  must rely wholly on his supernatural senses for 
  direction. He instinctively knows the architectural 
  layout of any area he is in, and has a clairvoyant 
  sense of who occupies space and where. However, 
  these senses are not always easily to interpret, and 
  make his reflexes slow. 
   
  Cosmopolitan 
   
  FASHIONABLE: 
  “It's 
  the 
  look 
  that 
  counts. 
  Everything else is second impressions.” 
  An Eidolon displays Fashionable Tendencies if: 
   She worries about what others will perceive her 
  as. 
   She strives to adopt the customs, fashion, 
  language, and ideas of whatever culture she 
  visits. 
   She takes an interest in politics, art, and culture 
  of the realms of the world. 
  “Before I even saw her, I knew. This is someone that I 
  wanted to be around. Someone worth listening to. 
  Someone worth lending support to. When I saw her, 
  all semblance of doubt fled from my mind. I wanted 
  to be beside her, and hear her. I wasn't alone.” 
  Superficial: The Eidolon possesses a jewel that looks 
  similar to jewelry of one kind or another, but built 
  into her body. By 'turning on the charm', the 
  Eidolon makes everyone who gazes upon the light of 
  this jewel consider her as a friend, even if they have 
  never before met. This effect doesn't work on 
  enemies or those who have renounced the Eidolon as 
  a friend due to her actions. 
  Deep: Beloved of those surrounding her, the Eidolon 
  may ask favors of those who are caught in the web 
  of her will. These false friends are not just friendly, 
  but loyal to the Eidolon. Even in the face of reasons 
  to the contrary, they will continue to treat her as a 
  friend and ally. This effect still only works in social 
  situations—the 
  Eidolon 
  cannot 
  request 
  any 
  dangerous or strenuous favors from her allies. 
  All Consuming: The Eidolon's conscriptive nature 
  brings all those around her together to her will. She 
  can request dangerous and strenuous favors, such as 
  to fight in her name or to sacrifice one's life in her 
  place. For all this, the Eidolon becomes far more 
  delicate, and suffers deep wounds far more easily 
  than others. 
   
  Crystalline 
   
  LUCID: “It all seems perfectly clear to me.” 
  An Eidolon displays Lucidity if: 
   He does not doubt his decisions or actions. 
   He reflects carefully upon his words before 
  speaking, and speaks exactly as he means. 
   He remains calm in the face of chaos and 
  danger. 
  “His whole body was covered in crystals of perfect 
  color and clarity, reflecting the light like a prism. A 
  calming light seemed to wash over me at his smile, 
  and he exuded an aura of knight and scholar and 
  sage all merged into one.” 
  Superficial: Crystals adorn the body of the Eidolon, 
  and these can store and release light as needed. With 
  sufficient charge, the Eidolon can release beams of 
  intense, burning light, or radiate like a lantern. 
  Deep: The Eidolon's crystalline body is resistant to 
  damage, but is brittle and shatters with sufficient 
  force. By drawing in light from the sun or some 
  other powerful source, the Eidolon can restore his 
  crystal flesh with only a few moments of 
  concentration. 
  All Consuming: The Eidolon's transparent body 
  reveals a heart encased in crystal and pulsing with 
  glorious light. Able to generate his own powerful 
  source of light at will by expending Anima, the 
  Eidolon's transparent flesh makes it easy for 
  enemies to strike out at his heart, creating an easy 
  target for some. 
   
  
   
   
  Persona Traits 
  146 
  Deathly Grin 
   
  MALICE: “There's no point if I can't watch someone 
  suffer.” 
  An Eidolon displays Malice if: 
   She takes pleasure in harming others or taking 
  revenge for wrongdoings against her. 
   She holds grudges for long periods, and will not 
  accept apologies. 
   She relishes in wielding power over others to 
  their detriment. 
  “When I looked into her black eyes and her sinister, 
  expectant grin, I saw a  premeditated, methodical evil 
  more profound than anything I had ever imagined. It 
  chilled me so deeply, I could neither scream nor 
  run.” 
  Superficial: The Eidolon's eyes take on a pitch black 
  sheen. With direct eye contact, they can freeze a 
  sentient enemy perfectly in place with fear for as 
  long the eye contact is maintained. 
  Deep: Any creature who sees the Eidolon's face is 
  struck with terrible fear. After a few moments of 
  broken line of sight with the Eidolon, beings who 
  have been frozen in fear can break free of the 
  power's grip and return to normal, though they may 
  still be shaken for several minutes afterward. 
  All Consuming: A single look at the Eidolon's face 
  induces blood curdling madness. Even after line of 
  sight or eye contact is broken, a victim is often so 
  shaken they can do nothing but curl up and whimper 
  on the ground. If the Eidolon ever glimpses her own 
  reflection, however, she suffers the same terror that 
  is inflicted on others by her gaze. 
   
  Dragonlike 
   
  PRIDE: “You're nothing compared to me!” 
  An Eidolon displays Pride if: 
   He talks down to others or demands undue 
  respect from them. 
   He feels that he is above law, courtesy, or 
  morality. 
   He overestimates his abilities or reputation. 
  “His skin was covered in scales, and he seemed to 
  slither in a lithe, practiced way, even as he crossed 
  the floor. Little jets of smoke escaped his mouth, and I 
  knew on some instinctive level that I was being 
  considered for a potential meal just as seriously as for 
  a potential ally.” 
  Superficial: Scales and neck frills adorn the 
  Eidolon's flesh, making him tougher and more 
  resilient to the elements. He is taller and stronger 
  than average, and may also develop claws and a tail, 
  depending on the exact manifestations of the trait.  
  Deep: The Eidolon can contort his body like a lizard, 
  and slither up walls and across floors easily. He 
  develops the ability to breathe fire, as well as to eat 
  raw meat without fear of disease. With effort, he 
  can grow slightly larger and shift shape to the size 
  and form of a small land dragon. 
  All Consuming: With the ability to transform into a 
  full-sized dragon at will, the dragonlike Eidolon can 
  fly and possesses great might. However, regardless 
  of his size, he possesses the appetite and metabolism 
  of a full sized dragon, and is unable to sleep soundly 
  except on a bed of gold. 
   
  Duskwalker 
   
  FURTIVE: “I’m not sticking my neck out there. I’ll 
  stay back here where it’s safe.” 
  An Eidolon displays Furtiveness if: 
   He prefers to keep to himself and avoids 
  attention. 
   Stays out of danger and dangerous situations. 
   Avoids taking risks or putting himself in 
  situations that could become dangerous. 
  “I wasn't sure at first if it was a man or a shadow that 
  approached me. He seemed to be both there and not. I 
  know he gave me his name, and showed me his face, 
  but in my memories there are only shadows of our 
  conversation, and I'm certain that I would not 
  recognize him, should I meet him again.” 
  Superficial: The darkness seems to shift and clamor 
  about the Eidolon's feet like a robe. The Eidolon's 
  features and words become muddled and vague 
  when recalled, and he blends away to near 
  invisibility in crowds or dark corners. 
  Deep: The Eidolon can become a shadow, and 
  physical forces pass through him as though he were 
  made only of smoke. As a shadow, however, he is 
  unable to come into direct contact with glowing 
  objects, bright lights, or fire without being harmed. 
  These objects are always solid to him. 
  
   
   
  147 
  Persona Traits 
  All Consuming: Able to manipulate his shadow as a 
  weapon and a shield, the Eidolon is also bound to it. 
  Bright light sears his body, and can leave blistering 
  scars. While in darkness or dim lights, he can form 
  powerful weapons, blades, armor, and other tools 
  from the very darkness around him. 
   
  Earth Whisperer 
   
  CONSCIENTIOUS: “You have to consider the bigger 
  picture.” 
  An Eidolon displays Conscientiousness if: 
   She considers the larger outcome of her actions. 
   She is concerned with the culture, welfare, and 
  development of realms. 
   She shows an interest in the motivations and 
  reasons for others actions, even her enemies. 
  “As she spoke to the earth, I felt the whisper of a 
  breeze and the soft settling of loam as a reply. The 
  ground swelled to aid her, forming stairs of stone to 
  make a way out for us.” 
  Superficial: The Eidolon is possessed of a golden 
  tongue that knows the secret language of the stones. 
  By pleading for aid from the earth, the Eidolon can 
  cause tremors, reform terrain, and raise barricades of 
  stone. The earth is more able to hear and respond to 
  the Eidolon in undeveloped places, such as fields or 
  caverns, where civilization has not conquered. 
  Deep: The Eidolon's power of speech expands to 
  encompass water as well. Using this gift, she can 
  speak to oceans and streams, all of which connect 
  and form a valuable network of information. 
  All Consuming: Able to speak to the sky itself, the 
  Eidolon has almost unlimited access to information 
  from a bird's eye view, and can call down thunder, 
  lightning, and heavy winds in places where the air is 
  clear and unpolluted. This mighty voice comes at 
  the price of her ability to speak other languages. 
  Though she can speak silently to the earth, other 
  creatures regard her to be wholly mute. 
   
  Edible 
   
  COLLUSIVE: “Let's just give them what they want, 
  and maybe they'll leave us alone...” 
  An Eidolon displays Collusion if: 
   He gives up or surrenders with little resistance. 
   He will quickly apologize or back down from 
  things he has said. 
   He attempts to bargain with enemies to save his 
  own skin. 
  “Looking at him, a strange, alien hunger seemed to 
  come upon me. I couldn't help myself, he just looked 
  too delicious to resist...” 
  Superficial: The Eidolon's body is actually composed 
  of some commonly edible substance, such as bread, 
  confectioner's sugar, smoked meat, or the like. 
  Enemies find it difficult to ignore this creature, and 
  focus on him first whenever they would want to 
  make a snack of any party member. 
  Deep: Even more edible than before, the Eidolon 
  gives off a wonderful odor of freshly baked bread, 
  freshly roasted meat, or other delicious foods that 
  even civilized creatures have trouble resisting. 
  All Consuming: The Eidolon can lace his body with 
  natural toxins, making his flesh deadly or at least 
  unpleasant for any who happen to eat it. If he 
  willfully wounds himself by tearing off a limb, or 
  other body part, that part grows back quickly, just as 
  it was before being torn off. 
   
  Endless Knives 
   
  RELENTLESS: “You know I'm not going to stop until 
  I have my way, so make this easier for us all and 
  yield.” 
  An Eidolon displays Relentlessness if: 
   He will not stop fighting until his enemies are 
  dead or surrendered. 
   He continues to press others for information or 
  concessions even after being told off. 
   He ignores threats, injunctions, or ultimatums 
  without considering them. 
  “He came at me in a stream of blades—a whirling 
  torrent of death and blood that whipped through 
  everything in its way and whisked toward me at 
  
   
   
  Persona Traits 
  148 
  inhuman speed. I didn't have even the time to 
  scream...” 
  Superficial: The Eidolon's skin takes on a silvery, 
  metallic sheen, and he can produce metal weapons of 
  any kind from beneath his skin with a thought. 
  These weapons disappear several seconds after they 
  leave contact with him. The Eidolon also gains a 
  slight advantage to speed and perception when using 
  these blades. The Eidolon's own weapons, created 
  from his flesh in this way, can never harm him. 
  Deep: By focusing his power, the Eidolon can will 
  the blades he creates to last longer, even after they 
  leave his immediate sight. This allows him to arm a 
  small force all on his own.  
  All Consuming: The Eidolon can eject and 
  withdraw blades from any part of his body, making 
  him deadly on every side. He can harden the 
  metallic sheen of his skin to create a powerful 
  defense against enemy strikes. However, contact 
  with water will cause his body to rust rapidly unless 
  he dries off and polishes his skin meticulously. 
   
  Energized 
   
  ATHLETIC: “Let's get up and move! I'm not going to 
  sit here all day!” 
  An Eidolon displays Athletic Tendencies if: 
   She prefers physical action to talking or puzzle 
  solving. 
   She trains constantly to increase her ability. 
   She utilizes her own dexterity, strength, and 
  agility more than special powers, weapons, or 
  tools. 
  “With a small effort of will, she charged her hand 
  with electric power. Lightning crackled between her 
  fingers as she touched the machine, and it whined 
  hideously and died in a puff of black smoke.” 
  Superficial: 
  The 
  Eidolon's 
  fingertips 
  become 
  crystalline—looking like precious stones of various 
  hues. With a force of will, she can fill her hands 
  with elemental power and press that power into 
  another object with a touch. This power can be used 
  to create a flaming sword, to ground an electrical 
  device, or to create a shield against elemental 
  attacks, just to provide a few examples. The effect of 
  this power is always localized, and generally wears 
  off within a few minutes of activation. 
  Deep: With a greater infusion of will, the Eidolon 
  can hurl blasts of elemental energy in whatever 
  flavor she wishes. These blasts explode on contact 
  with a target, and do not energize it in the same way 
  that she can energize objects with a touch. 
  All Consuming: The Eidolon can draw out the 
  power of Anima to create new objects forged of pure 
  creative energy. Rather than a flaming sword, for 
  example, she could create a sword of fire itself. The 
  Eidolon automatically charges everything she 
  touches with whatever type of energy she last used, 
  making everyday life awkward and sometimes 
  difficult. 
   
  Explosive 
   
  VINDICTIVE: “No one talks to me like that and gets 
  away with it!” 
  An Eidolon displays Vindictiveness if: 
   He must have the last word in an argument, or 
  the last blow in a fight. 
   He must ensure retribution against those who 
  wrong him. 
   He reacts violently to small slights or others’ 
  mistakes. 
  “I could feel the temperature rising sharply as his 
  anger grew hotter, eyes on me. His flesh turned red 
  with rage and concentration, and I ran, unsure of 
  what would happen, but certain that I did not want to 
  be close when it did.” 
  Superficial: With bright red skin that is wholly 
  immune to fire, the Eidolon can unleash explosive 
  force from his body. Though he does not actually 
  explode, an explosive force washes off of him just as 
  though he had.  
  Deep: The Eidolon can cause objects to charge with 
  unstable energy and explode several seconds after 
  touching them. This unstable energy visibly warps 
  and deforms an object before it ignites. 
  All Consuming: With greater control over his 
  power, the Eidolon can create concentrated and 
  pinpoint explosions that lash out in only a single 
  direction or in a cone before him. He is unable to 
  turn down a challenge, ignore a threat, or be insulted 
  or struck without returning the same in kind unless 
  physically prevented from doing so. 
   
  
   
   
  149 
  Persona Traits 
  Eye of Flame 
   
  ZEALOUS: “Any means necessary are justified by 
  my goal.” 
  An Eidolon displays Zeal if: 
   She pursues her goals with fanatical devotion. 
   She believes in ideals and is prepared to act upon 
  them. 
   She is willing to sacrifice herself for the sake of 
  an idea or moral. 
  “With eyes of smoldering flame, he looked at me, 
  passing judgment in a single moment. As I felt the 
  flames began to sear through my very skull, I knew I 
  had been found unworthy.” 
  Superficial: Burning with an eternal flame, the 
  Eidolon's eyes glow red hot with power. With a 
  look, he can ignite anything within sight, setting it 
  aflame if flammable, melting it if not. 
  Deep: The Eidolon's flame grows in power, and can 
  lance out as a physical beam of red-hot energy that 
  slices through anything he gazes upon. 
  All Consuming: With power exceeding reason or 
  judgment, the Eidolon's gaze burns to cinders 
  anything it rests upon, whether he wills it or not. 
   Eye of Truth 
   
  HONEST: “If I cannot trust my own words, how can 
  I trust anything?” 
  An Eidolon displays Honesty if: 
   He feels compelled to tell the truth, especially 
  when it is inconvenient. 
   He does not embellish the truth, nor detract 
  from it in speaking. 
   He speaks and acts earnestly, believing in the 
  things he says and does. 
  “His glowing gaze seemed to burn through me, 
  reading me from the inside out. I knew that every 
  word I spoke and every move I made was being 
  scrutinized. A single lie, and I would be undone.” 
  Superficial: The Eidolon's eyes glow a haunting 
  bluish color, and his gaze intimidates any whose 
  eyes he meets. The Eidolon can instinctively tell if 
  the words spoken by another are truth or lies, as 
  long as he is able to meet eyes with the speaker 
  while he speaks. 
  Deep: With a gaze that penetrates both word and 
  action, the Eidolon can read another's body language 
  and intentions almost without fail. He instinctively 
  senses insecurity, fear, confidence, deception, and 
  the like. 
  All Consuming: By gazing into the eyes of another, 
  the Eidolon is able to read the very thoughts from 
  another's mind. While he cannot dredge up the 
  thoughts or memories of another, he can read their 
  surface thoughts. So deeply ingrained in his being is 
  the spirit of truth, the Eidolon becomes unable to lie 
  willfully. 
   
  Featherweight 
   
  DISHONORABLE: “I know what I said, but the 
  situation has changed.” 
  An Eidolon displays Dishonor if: 
    He goes back on his commitments without 
  compunction. 
   He uses underhanded tactics or cheating to get 
  what he wants. 
   He quickly abandons codes or morals when they 
  no longer suit him. 
  “He stood strong and imposing in my way, but as I 
  stepped forward to face him, his confidence wavered. 
  I saw the worry in his eyes, and in a rush of 
  inspiration, I charged forward. As though he weighed 
  no more than a stone, I tossed him aside.” 
  Superficial: Though he is as strong as any ordinary 
  creature of his stature, the Eidolon has very little 
  weight—only a tenth of what he would normally 
  weigh. Others can push him about or toss him aside 
  with little effort. 
  Deep: The Eidolon's weight diminishes even more, 
  so much so that a strong wind can pull him away. 
  Many Eidolons compensate for this by wearing 
  heavy armor and clothing to increase their weight. 
  All Consuming: Completely weightless, the Eidolon 
  has limited control over his movement. Like a ghost, 
  he can guide himself slowly though the air, and can 
  fly freely without external aid. Anything he wears 
  or carries becomes weightless while in his grip as 
  well. 
   
  
   
   
  Persona Traits 
  150 
  Festival 
   
  JUBILANT: “This calls for a celebration!” 
  An Eidolon displays Jubilance if: 
   He spends his spare time partying or 
  celebrating. 
   He will accept any excuse to celebrate. 
   He pays special attention to tradition, hoidays, 
  and festival culture of the realms he visits. 
  “A broad, smiling man stood before the crowd, as 
  though ready to make a celebratory speech. He raised 
  his hands in the air and, with a clap, an explosion of 
  fireworks and brilliant lights erupted overhead, 
  drawing the awe of the crowd and heralding the start 
  of the festivities.” 
  Superficial: The Eidolon's hands are dusted with 
  gunpowder, and the smell of delicious food and wine 
  follow him everywhere. With a simple snap, he can 
  create brilliant flashes of light or sounds like 
  fireworks. He can light candles or fuses and can 
  send out showers of colored sparks with a flick of his 
  fingers. 
  Deep: With a little concentration, the Eidolon can 
  will rockets and fireworks into being around him. 
  These rockets are too small to carry people, but 
  could be used to send messages, carry small objects, 
  or create projectiles of light and deafening sound. 
  All Consuming: The Eidolon can create rockets 
  large enough to fly upon, and can send fire and 
  sparks from his feet to hover or leap great distances 
  with rocket power. He requires laughter and wonder 
  much like others require food, and his powers begin 
  to wane unless he can entertain and be entertained. 
   
  Fist of Stone 
   
  SLOTHFUL: “That seems like a lot of trouble for 
  what it will get us.” 
  An Eidolon displays Sloth if: 
   She seems uninterested in rewards and 
  incentives which would normally catch her 
  attention. 
   She declines quests, jobs, and chances to help 
  others if they seem to inconvenient. 
   She is interested in getting a full share of 
  rewards while doing as little work as possible. 
  “One massive arm dragged the ground behind 
  him.Though it must have weighed a ton, he lifted it 
  with an indifferent sort of boredom and smashed 
  through the gate in a single blow.” 
  Superficial: One of the Eidolon's limbs is overlarge 
  and heavy. The additional weight of this arm makes 
  it slow to move, but nearly unstoppable once it is set 
  into motion. 
  Deep: The Eidolon's heavy limb is hardened to the 
  point of indestructibility, and his grasp is strong 
  enough to twist metal with ease. He may adorn this 
  arm with barbs or nails so that it causes additional 
  damage when used to attack. 
  All Consuming: Weighted by his heavy limb, the 
  Eidolon is unable to run or quickly react to 
  oncoming danger. He can fuel Anima into this limb 
  to increase the weight and durability of his entire 
  body for a short time, becoming like an unstoppable 
  golem of granite. 
   
  Forked Tongue 
   
  DUPLICITOUS: “A little lie can take you a long 
  way.” 
  An Eidolon displays Duplicity if: 
   He uses lies to get his way. 
   He has no compunction at deceiving others. 
   He accepts credit and rewards where they are 
  not due to him. 
  “I didn't want to believe, but his words had that grim 
  quality of truth to them. They were the kind of words 
  you hope are a lie, but cannot deny deep down.” 
  Superficial: With a snakelike tongue, the Eidolon 
  finds it uncannily easy to weave tales and lies that 
  will goad others into doing his bidding. Non-
  Eidolons will believe the speaker without fail, and 
  Eidolons are hard pressed to ignore his words. 
  Deep: Even Eidolons believe the speaker's words 
  without fail, as long as they are not presented with 
  evidence to the contrary. 
  All Consuming: Even in the face of direct evidence 
  to the contrary, those who hear the Eidolon's words 
  can do naught but to believe them. However, the 
  Eidolon is unable to lie, and thus must forge his 
  deceptions through half-truths alone. 
   
  
   
   
  151 
  Persona Traits 
  Frozen Heart 
   
  SOLITARY: “I don’t need you or anyone else to help 
  me.” 
  An Eidolon displays Solitary Tendencies if: 
   He keeps to himself and does not share his past 
  or feelings with others. 
   He prefers to be alone, rather than to travel or 
  stay with the group. 
   He seeks out quests, adventures, or jobs that 
  allow him to work alone. 
  “Her lips were blue and icy, and little wisps of frost 
  escaped her lips in the summer heat. As she looked at 
  me, I felt my blood turn to ice, and everything went 
  dark as her impossibly cold fingers brushed my eyes. 
  Superficial: Chilled by solitude and separation, the 
  Eidolon is able to create ice with a touch, or harden 
  the vapor in the air into a solid form. Immune to 
  cold, Eidolons with this ability are susceptible to 
  heat and fire. 
  Deep: The Eidolon's sphere of influence with this 
  power increases. Temperatures drop when she enters 
  a room, and she can freeze nearby sources of water 
  with a look rather than a touch. Summer plants 
  often wither in her gaze. 
  All Consuming: Fire flees from the presence of the 
  Eidolon, and candles, fireplaces, campfires, and any 
  other incandescent source of light or heat sputters 
  out in her presence. Combustion-powered weapons 
  and engines refuse to work in her presence, and 
  incendiary weapons have no effect on her or those 
  around her. 
   
  Gilded 
   
  GREEDY: “If there's profit to be had, count me in.” 
  An Eidolon displays Greed if: 
   He desires wealth for its own sake, rather than 
  its uses. 
   He thinks of value solely in terms of money, 
  rather than utility, spiritual, or sentimental 
  value. 
   He hoards money and does not spend it when he 
  does not have to. 
  “His skin shimmered like the sun, and his hands 
  glittered with outstretched treasures, offered to me 
  with a glittering smile. As I reached out to touch 
  them, the gold sheen of them began to cover my own 
  skin, sinking in to the bone, turning me to gold.” 
  Superficial: With shimmering golden skin, the 
  Eidolon can create gold coins and other small gold 
  baubles with a touch. These baubles can be used to 
  tempt others, to make payments, or for any other 
  use that a soft, highly conductive metal might find. 
  The gold created by the Eidolon is real, and does not 
  disappear or fade with time. Creating gold like this 
  exhausts an Eidolon, and most cannot create more 
  than a handful of coins without rest. 
  Deep: Just as creating gold exhausts the Eidolon, 
  consuming it gives him strength. He can devour 
  precious metals and gemstones to restore his 
  wounds, though he cannot consume gold that he has 
  created himself. 
  All Consuming: Anything the Eidolon touches 
  becomes tinged with gold, and eventually turns to 
  gold completely. This transformation gradually 
  wears off on Eidolons, but is permanent when 
  effected on other things. The Eidolon is unable 
  prevent himself from using this ability on anything 
  he touches. 
   
  Graven Eye 
   
  SCORNFUL: “Someday I hope I’ll understand why 
  we put up with someone as worthless as you.” 
  An Eidolon displays Scorn if: 
   She talks harshly to others and reprimands them 
  strongly. 
   She expects more of others than is reasonable. 
   She feels entitled to the service and praise of 
  others. 
  “She looked at me with such derision and scorn as I 
  had never seen—her stony eyes glinting with 
  terrifying malice. And then, as my eyes met hers, 
  everything was suddenly dark.” 
  Superficial: For as long as the Eidolon's stone eyes 
  meet those of another, that victim is turned to solid 
  stone, and he is unable to move or act. 
  Deep: The Eidolon's gaze can turn another to solid 
  stone, and even when she looks away they remain 
  stone for several seconds afterwards. She can harden 
  her own flesh to stone by closing her eyes for a 
  moment, though unlike her victims, she moves 
  freely while in this state. 
  
   
   
  Persona Traits 
  152 
  All Consuming: A being turned to stone by the 
  Eidolon's gaze remains a solid stone statue until the 
  rising of the sun the next morning (or for 24 hours 
  in regions with no sunrise or sunset). An Eidolon 
  with this trait is unable to love or form meaningful 
  relationships. None are loyal to her, and will serve 
  her only out of fear or for the promise of a reward. 
  Note: Stone is chosen for classical reasons. Feel free 
  to use glass, steel, coral, gold, or anything else that 
  suits the flavor of your character. 
   
  Grey 
   
  APATHY: “Tell me why I should care?” 
  An Eidolon displays Apathy if: 
   She seems disinterested in events 
  around her. 
   She is not moved to emotion or distress 
  by any means. 
   She has no care for the wellbeing of 
  herself or others. 
  “Her form was like a silent ghost—a half being 
  without emotion or desire. She simply sat 
  there, rapt in her own world, without concern 
  or care for the dangers and wonders all around 
  her.” 
  Superficial: The Eidolon's skin pales, and color 
  drains from their features and clothing. She 
  speaks in muted tones, and cannot be heard 
  over others without expending a considerable 
  effort of will. 
  Deep: Completely without color, the life and 
  excitement seems to drain from the air around 
  the Eidolon. She moves slowly, and no one 
  notices her or pays her mind unless she forcibly 
  imposes her presence on a situation. Her opinions 
  and will often go unrepresented. 
  All Consuming: The Eidolon is completely 
  impossible to notice, except when she exerts 
  her will to become noticed. She can speak 
  only in the tiniest whisper, and no 
  one who sees her after can 
  remember her features or even 
  that she was there at all. 
   
  Hand Cannon 
   
  HEADSTRONG: “Anyone who doesn't get our of my 
  way had better be prepared to get hurt!” 
  An Eidolon is Headstrong if: 
   He prefers direct approaches in situations where 
  delicacy is expected. 
   He does not bow or bend to the authority of 
  others. 
   He strongly prefers action to deliberation. 
  “He raised his hand and shouted, unleashing a 
  barrage of molten energy that splashed through our 
  best-laid defenses. All we could do was to cover our 
  heads and pray for our lives.” 
  Superficial: The Eidolon's palms open up into veins 
  that connect to his heart and open into the air. With 
  a thought, the Eidolon can send a surge 
  of Anima through these veins, 
  which manifests as a powerful 
  burst of elemental energy. 
  Deep: With increased power, 
  the Eidolon's Hand cannon can 
  form its destructive energy into 
  grappling hooks, ropes, acid 
  blasts, grapeshot, and any 
  other material object that can be 
  reasonably shot. 
  All 
  Consuming: 
  The 
  destructive power of the 
  Eidolon's Hand Cannon 
  increases, such that he 
  can hurl explosive bursts 
  of energy that spread 
  over a wide area. He 
  can also maintain a 
  continuous 
  short 
  stream 
  of 
  energy 
  that 
  projects in a cone before 
  him. The Eidolon finds 
  himself unable to wield 
  any 
  weapon 
  in 
  his 
  hands, and they blister 
  and burn at the touch 
  of metal. 
   
   
   
   
   
  
   
   
  153 
  Persona Traits 
  Handy 
   
  HELPFUL: “To each according to his need.” 
  An Eidolon displays Helpfulness if: 
   He is more concerned about the wellbeing of his 
  allies than himself. 
   He is constantly assisting others, rather than 
  pursuing his own initiatives. 
   He is unwilling to ignore pleas for aid from 
  others. 
  “His many limbs stretched and worked, lifting and 
  freeing me from the debris with speed and skill. 
  Before I could stand and thank him, he had already 
  turned to save the others who were crying for help.” 
  Superficial: The Eidolon possesses additional limbs 
  that are just as strong as dextrous as his standard pair. 
  These additional arms make him an expert climber, 
  swimmer, melee fighter and grappler. 
  Deep: All of the Eidolon's arms can stretch and 
  deform to a limit of five times their normal length. 
  This can allow the Eidolon excellent acrobatic 
  ability, as well as the opportunity to reach things 
  that are outside the grasp of others. 
  All Consuming: The Eidolon can create limbs of 
  phantom energy at will. These limbs function just as 
  well as his standard limbs. Bound by his nature, he 
  can never ignore a plea for help that reaches his ears. 
   
  Healing Hand 
   
  KIND: “You look like someone who could use a 
  friend.” 
  An Eidolon displays Kindness if: 
   She gives to others what she could rightly keep 
  for herself. 
   She will not speak ill of others, even if they 
  deserve it. 
   She offers aid without being asked. 
  “As her hand rested on my brow, a soft glow and a 
  cool, calming sensation fell across my whole body. As 
  my eyes opened, I felt whole once again.” 
  Superficial: With a touch of her hand, the Eidolon 
  can heal any superficial wound. Although she 
  cannot heal herself, she can repair the wounds of 
  others, including those of animals and spiritual 
  beings. 
  Deep: The Eidolon can expend Anima in order to 
  remove all deep wounds from any Eidolon, 
  including herself. With a simple touch, the 
  corruption that ravages another's heart can be 
  carried away in a puff of mist. 
  All Consuming: The Eidolon's touch heals all 
  wounds, and she herself heals rapidly from any kind 
  of wound (except a heart wound or a superficial 
  wound that removes her healing Hand). Sworn only 
  to heal, she suffers a deep wound every time she 
  causes harm to another—direct or otherwise. 
   
  Heart of Iron 
   
  SORROWFUL: “If only things were different…” 
  An Eidolon displays Sorrow if: 
   She holds grudges and regrets, but does not act 
  upon them. 
   She has little will to fight back against forces 
  that oppress or discourage her. 
   She discourages others from their passions or 
  goals. 
  “Her whole countenance seemed heavy and forlorn, 
  as though living itself were a loathsome burden to 
  her.” 
  Superficial: With a heavy heart, moving quickly is 
  difficult for the Eidolon. She has trouble reacting to 
  danger, and the brittle iron in her heart makes her 
  more susceptible to heart wounds. 
  Deep: The cold iron heart of the Eidolon chokes out 
  compassion and joy. She displays little emotion, and 
  is never shaken by appeals for mercy or pity. 
  All Consuming: A barbed iron heart ravages the 
  Eidolon's insides, filling her with constant pain. 
  With a touch, she can share this pain with others. 
  Anytime the Eidolon causes a deep wound to 
  another, that wound is automatically upgraded into 
  a heart wound. 
   
  
   
   
  Persona Traits 
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  Hollow 
   
  DETACHED: “And what does that matter to me? 
  Nothing.” 
  An Eidolon displays Detachment if: 
   She is unconcerned about the suffering or trials 
  of others. 
   She does not make friends or allies. 
   She does not display emotional reaction to 
  things happening around her. 
  “The wraithlike thing moved in a blur of smoke. 
  Everything about him was nondescript and nebulous, 
  held together only by his coat and hat. Without those, 
  he would have had no form at all.” 
  Superficial: The Eidolon's body is less substantial 
  than usual, and is only given form by the clothing he 
  wears. Unclothed portions of the Eidolon's body 
  cannot exert force in the same way that clothed 
  parts can. His gloved hand can wield a weapon, but 
  it will fall through his naked hand as though it were 
  a puff of smoke. Conversely, his unclothed body can 
  pass through walls, and cannot be wounded. 
  Deep: Without clothing to hold him together, the 
  Eidolon becomes completely incorporeal. He can 
  also fold himself “inside out”, for a few moments, 
  making his clothing incorporeal as well. 
  All Consuming: By occupying the same space as 
  another Eidolon, the Hollow one can control them 
  like a puppet, wearing another's body as a suit of 
  clothes to control. This works more reliably on 
  weaker willed Eidolons and on Nascent. Even if the 
  Hollow one is unable to take total control of an 
  Eidolon, they can produce subtle influences on 
  another’s actions that make them more clumsy. 
  Because of his closeness to nonexistance, the Hollow 
  Eidolon has one less Pure Anima in his personal 
  Balance at the start of a game session. 
   
  Hotheaded 
   
  WRATHFUL: “You cross me, and nothing in this 
  earth will be able to help you.” 
  An Eidolon displays Wrath if: 
   He becomes extremely angry at any slight. 
   He acts upon his anger without thought of the 
  consequences. 
   He takes disproportionate retribution on those 
  who wrong him. 
  “The flames that wreathed her face burned white 
  with heat, and I could feel her rage radiant and 
  terrible.” 
  Superficial: Glowing with living fire, the Eidolon's 
  hair is like a flame that crowns her head. With a 
  little effort, she can create and control flames within 
  her immediate presence, a sphere extending about 3 
  feet from her body. 
  Deep: The Eidolon can wreathe her entire body in 
  flames, becoming a living furnace powered by the 
  rage in her heart. Using the flame, the Eidolon can 
  ignite anything with a touch, melt the strongest 
  metals, or hurl herself at enemies as a living fireball. 
  All Consuming: The Eidolon's mask of living flame 
  is constant, and her body is always alight with 
  phantom flames that burn anything touching her 
  skin to ash. By fueling this power, she can become a 
  colossal being of fire several stories tall. 
   
  Illusionist 
   
  EXHIBITIONIST: “I’ll bet 
  you’ve 
  never seen 
  anything like this before!” 
  An Eidolon displays Exhibitionist Tendencies if: 
   She always needs to be the center of attention. 
   She enjoys showing off. 
   She uses a complex and showy action where a 
  simpler one would suffice. 
  “The beautiful form moved towards me with subtle 
  grace, meeting my eyes and holding all of my senses 
  rapt. When I reached out to touch her, there was 
  nothing there but smoke, and the man with his sword 
  at my throat.” 
  Superficial: The Eidolon possesses a third eye that, 
  when opened, projects illusions. Anyone who meets 
  the gaze of this third eye can be made to see 
  anything the Eidolon wishes. Looking away from 
  the gaze of the Eidolon's eye breaks the spell, and 
  reveals the falsehood of these illusions. 
  Deep: The Eidolon's spell of illusion lasts for several 
  seconds after he breaks his gaze with a victim. After 
  this point, the Eidolon no longer controls the 
  illusions—they play themselves out in whatever 
  actions they were carrying out when the Illusionist's 
  gaze broke. 
  
   
   
  155 
  Persona Traits 
  All Consuming: The Eidolon's illusions grow in 
  power and depth, and they can overwhelm the 
  senses of smell, hearing, and taste. Only a touch 
  shows their true natures. The Eidolon himself 
  becomes a being of image, much like his illusions, 
  and lacks the substance and strength to lift or 
  manipulate anything heavier than his own clothing. 
   
  Immovable Object 
   
  STEADFAST: “I will not stand down!” 
  An Eidolon displays Steadfastness if: 
   He keeps his promises and will not back down 
  from his word. 
   He sticks to his morals and ideals even when 
  backing down would be easier. 
   He resists changing his impressions or 
  perceptions, even when presented with 
  compelling arguments or evidence. 
  “The explosion rocked the earth, and the house began 
  to fall in on itself. I thought for sure they would all 
  have perished, but beneath the flames, I saw a single 
  man standing in place of the central support, holding 
  up the structure for others to escape. 
  Superficial: While he stands still, nothing can move 
  or overburden the Eidolon. No weight is too heavy 
  for him to bear, and no force strong enough to 
  displace him. If he attempts to push back or alter his 
  positioning at all, however, the spell breaks, and he 
  will be overwhelmed or crushed. If the ground 
  beneath him moves or shifts, his position is changed, 
  and his stance is broken. 
  Deep: The Eidolon draws his strength from the 
  earth, and can root himself to the ground, imparting 
  it with the same immutability that he possesses. 
  All Consuming: The Eidolon can move freely and 
  still retain his immutability, as long as his feet 
  remain firmly planted on the ground. Cars, trains, 
  trolleys, and other land-based transportations do not 
  operate while this Eidolon occupies them. 
   
  Indestructible 
   
  DETERMINED: “I will 
  not be dissuaded or 
  discouraged. Get in my way, and you won't like 
  what comes next.” 
  An Eidolon displays Determination if: 
   She pursues her goals relentlessly. 
   She does not consider failure an option or a 
  possibility. 
   She prefers to accomplish goals with hard work 
  rather than cunning. 
  “I fired again and again, but he only laughed as the 
  blows and bullets washed off of his skin like rain, and 
  continued to walk toward me with that grim, steady 
  pace.” 
  Superficial: With a dark, steely sheen, the Eidolon's 
  skin is impervious to mundane attacks like blades, 
  claws, blunt trauma, and the like. This indestructible 
  
   
   
  Persona Traits 
  156 
  skin will not resist Anima or Aether fueled attacks 
  or magic, however. 
  Deep: The Eidolon's indestructible flesh grows even 
  tougher, to resist Anima-based assaults that rely on 
  energy or on the science that powers wonders and 
  magic. 
  All Consuming: The Eidolon's indestructible nature 
  grows so deep that he cannot be deafened, blinded, 
  or unwillingly distracted from his goals. However, 
  this strength is not without cost, as the Eidolon's 
  weight increases significantly, making it difficult for 
  him to move at a fast pace. 
   
  Indeterminate Size 
   
  EXCITABLE: “Woohoo! This is the greatest!” 
  An Eidolon displays Excitability if: 
   He displays extreme emotions, such as distress, 
  ecstasy, or wrath, in response to trivialities. 
   He has strong emotional responses to hearsay 
  and offhand comments. 
   He continues to be worked up about events long 
  after their impact has passed, 
  “He took a deep breath, and stood suddenly three 
  times my height, raising his foot above my head with 
  a look of annoyance.” 
  Superficial: The Eidolon is able to grow to several 
  times his own height by drawing air into his 
  expandable body. His shape, weight, and strength 
  remain similar to his normal state, despite his new 
  size. Clothing and mundane items grow with the 
  Eidolon's body, but wonders do not. 
  Deep: When the Eidolon grows, he may choose to 
  increase his mass and strength to match the size of 
  his new form.  
  All Consuming: The Eidolon may increase the size 
  of wonders he possesses along with his body. 
  However, his normal size is extremely small, 
  comparable to a small dog or even a mouse. The 
  Eidolon must return to this tiny size when not 
  actively using his indeterminate size ability. 
   
  Infinite Eyes 
   
  FAULTFINDING: “How do you make such obvious 
  mistakes? Any idiot could do better than this!” 
  An Eidolon displays Faultfinding if: 
   She is dissatisfied with the adequate efforts of 
  others. 
   She insults or demeans others. 
   She is unsatisfied with the things she has or is 
  offered. 
  “Her whole body opened up at once, a thousand 
  eyelids sliding open to gaze at me from every 
  direction. Each one glared at me with venomous 
  disdain.” 
  Superficial: The Eidolon can open additional eyes 
  anywhere on her body by spending Anima. These 
  eyes can see directly through walls and people, into 
  locked boxes, and through doors. This vision 
  extends about fifteen feet in all directions from the 
  Eidolon. Even with this supernatural vision, she still 
  needs light in order to see. 
  Deep: The Eidolon's extra eyes emit an eerie golden 
  glow, and can penetrate even complete darkness. 
  All Consuming: The Eidolon can 'hijack' others' 
  eyes and see through them as easily as her own. This 
  power can extend to monsters, allies, animals, and 
  other living 
  beings with eyes, but 
  not 
  to 
  supernatural creatures like Anima Spirits or 
  incorporeal beings like ghosts. It has a range of about 
  fifty yards. The Eidolon's personal field of 
  clairvoyance is always active, but her long distance 
  vision is lost, so she can only see past her fifteen 
  foot sphere of vision by using another's eyes. 
   
  Insatiate Jaws 
   
  GLUTTONOUS: “Mmmm…” 
  An Eidolon displays Gluttony if: 
   He enjoys fine food, drink, and pleasures in 
  excess. 
   He takes more than he needs for himself. 
   He complains often of being hungry or thirsty. 
  “His jaws opened wider and wider, baring row upon 
  row of sharpened teeth. Backed into a corner as I was, 
  all I could do was wait helplessly to be devoured.” 
  
   
   
  157 
  Persona Traits 
  Superficial: The Eidolon is never completely full, no 
  matter how much he eats. Able to unhinge his jaws 
  wide, he can swallow anything he can't chew up, and 
  can digest anything at all, regardless of its material 
  composition. 
  Deep: The Eidolon's jaws are sharpened and 
  hardened such that they can slice through almost 
  any substance with little difficulty. He can unhinge 
  his jaw wide enough to swallow creatures as large as 
  himself, though nothing he eats takes up any space 
  in his stomach. 
  All Consuming: Able to devour at an unbelievable 
  pace, the Eidolon can eat tunnels through the earth 
  or snack through the walls of the most well-
  defended fortress in moments. His metabolism is 
  incredible, and he will drop unconscious if he does 
  not eat some kind of nutritious food every two 
  hours. 
   
  Inverse 
   
  CONTRARIAN: “I just do it for the sake of being 
  different, that's all.” 
  An Eidolon displays Contrariness if: 
   He goes against the group for no reason other 
  than to be different. 
   He lacks common sense, or has a different kind 
  of common sense than others. 
   He separates himself from others, and prefers to 
  be recognized as an individual. 
  “He walked casually along the wall, traversing the 
  bottomless well as though there were no danger of 
  falling. Bound as we were by our own gravity, there 
  was nothing we could do to chase him down into that 
  abyss.” 
  Superficial: Affected by a unique gravity all his own, 
  the Eidolon can choose to orient himself with a 
  different surface than the ground. Using this power, 
  he can treat walls, ceilings, or even specific objects 
  as 'down', and gravity will affect him as such. 
  Deep: The Eidolon is able to transfer his unique 
  sense of direction to any other person or object with 
  a touch. The time they continue to be affected by 
  this power depends on how long they are in contact 
  with the Eidolon and how long he wishes the effect 
  to last. 
  All Consuming: Unable to stand beside others, the 
  Eidolon cannot be subjected to standard gravity, and 
  is constantly bound to one surface or another. In 
  open areas, he can create his own kind of 'invisible 
  ceiling' to walk upon, which puts his head at about 
  the level of others' knees. At any time, he can create 
  one such 'invisible surface' to impose on himself and 
  others under his power. Only those who are sharing 
  his gravity are affected by this surface. 
   
  Kinetic 
   
  FAIR: “For every action, a consequence.” 
  An Eidolon displays Fairness if: 
   He rewards favors and slights in kind. 
   He will not harm another who has done no 
  harm. 
   He gives gifts and assistance where deserved, 
  rather than where they are needed. 
  “He released the sword, and it flew home like a bullet, 
  as though thrown with such force as to be shot from a 
  cannon.” 
  Superficial: The Eidolon's left and right hands are 
  infused with a red and blue glow respectively. The 
  red glow infuses anything it contacts with energy, 
  unleashing it with the force of an explosion. The 
  blue glow drains away energy from an object, 
  causing it to drop like a dead weight when released.  
  Deep: The Eidolon can project his blue glow to 
  create a field of negative kinetic energy that stops 
  fast any projectile or bullet. 
  All Consuming: The Eidolon can project his red 
  glow as well, to cause unattended objects to fire off 
  like bullets in any direction he wishes. Consumed by 
  his nature of justice and fairness, the Eidolon must 
  return any gift or favor, or any slight or injury, with 
  one in kind. 
   
  Lantern 
   
  DEMAGOGUE: “Let me tell you a thing or two, 
  child.” 
  An Eidolon is considered a Demagogue if: 
   He is interested in teaching others. 
   He feels it necessary to instruct those around 
  him on matters of opinion and fact. 
  
   
   
  Persona Traits 
  158 
   He corrects others when they speak incorrectly. 
  “Her body glowed with a calming, unearthly blue, 
  and I was captivated by the presence of that glow—
  drawn to it like a moth.” 
  Superficial: Somewhere within the body of the 
  Eidolon, usually around her heart, is a brilliant 
  natural light. This light can be dimmed or 
  brightened at will. When fueled with Anima, the 
  light calms and pacifies aggressive creatures and 
  enemies, as long as they remain within its glow.  
  Deep: The Eidolon can create a great flash of light 
  from her lantern, which momentarily stuns any who 
  are looking at her when it occurs.  
  All Consuming: The entrancing vision of the 
  Eidolon captivates all who see her, and looking at 
  her for more than a few moments, especially if she 
  dims her light, lulls them into a soft sleep. As for 
  herself, the Eidolon draws attention like a beacon, 
  and is unable to hide or conceal herself by any 
  means. 
   
  League Sprinter 
   
  FLIGHTY: “Sorry, but something more important 
  just came up.” 
  An Eidolon displays Flightiness if: 
   He breaks commitments and promises with 
  disregard. 
   He is forgetful or unconcerned with 
  responsibilities. 
   He makes promises or appointments without 
  plans to keep them. 
  “His long, spindly legs leapt up and whisked him 
  away in a cloud of dust. I waited only a minute, 
  before he returned with the goods I had requested, 
  saying that he had just bought them in a town thirty 
  miles away.” 
  Superficial: The Eidolon possesses long, thin legs, 
  not unlike those of a bird, which allow him to run at 
  great speeds. He can run up to six hundred miles an 
  hour, but not for any longer than one minute at a 
  time without rest. While running at these speeds, he 
  has very little power to stop or turn. Thus, a 
  knowledge of terrain and good eyesight are required. 
  He cannot carry more than half his own weight 
  while sprinting like this. 
  Deep: The Eidolon possesses incredible acrobatic 
  ability and dexterity, in addition to his already 
  superhuman running speed. He can dash for a 
  sustained five minutes without rest.  
  All Consuming: Able to dash around the entire 
  world without stopping, the Eidolon can share his 
  speed by holding the hand of another while dashing. 
  The Eidolon's metabolism and energy expenditure 
  are both incredible to match his speed, and so he 
  must eat several large meals a day and sleep twice as 
  long as normal. 
   
  Life in Footsteps 
   
  CHARITABLE: “You need this more than I do.” 
  An Eidolon displays Charity if: 
   She goes out of her way to give to others what 
  she could rightly keep for herself. 
   She provides for others before herself. 
   She offers assistance before being asked. 
  “Where she walked, the flowers blossomed and 
  thrived, and life seemed to shine greener and more 
  vibrant than I had ever seen.” 
  Superficial: The soles of the Eidolon's feet are green 
  and brown, and her skin has a loamy color and smell 
  to it. Wherever the Eidolon walks over fertile soil, 
  plants, flowers, and grasses spring up in her wake. 
  By focusing this power, she may control these plants 
  to be any shape or size necessary, though the time 
  they take to grow may be relative to their size and 
  complexity. 
  Deep: The Eidolon's plants can increase in 
  complexity to have more interesting properties, such 
  as resistance to fire, poisonous barbs, or grappling 
  tendrils. 
  All Consuming: A being more plant than animal, 
  the Eidolon can grow a new body for herself from 
  fertile soil, and transfer her heart to it through its 
  roots. She cannot prevent grasses and roots and even 
  trees from blossoming in her wake. This makes 
  traveling in cities difficult for her. 
   
  
   
   
  159 
  Persona Traits 
  Light Eater 
   
  PESSIMISTIC: “We can try, but this is going to go 
  just as badly as the last plan.” 
  An Eidolon displays Pessimism if: 
   He assumes the worst outcome in any situation. 
   He plans contingencies for failure in each 
  situation. 
   He discourages and dissuades others from risk.  
  “A thick cloak of darkness seemed to surround her, 
  greasy and sinister. From her scowl and glare, I could 
  tell there was nothing she wanted with me, or the 
  world at all, for that matter.” 
  Superficial: The Eidolon possesses a lanternlike 
  organ, usually centered on her heart. However, 
  instead of emitting light, this part of her boy absorbs 
  it, creating a continual shadow. She can create 
  localized darkness, or blind others by focusing this 
  power on a concentrated area. 
  Deep: Using her power to devour all light that 
  reflects from or reaches an object, the Eidolon can 
  turn any single thing invisible to the naked eye. 
   
  All Consuming: With an even greater power over 
  darkness, the Eidolon is able to drain electricity and 
  other energy-based power sources as well as light, 
  nullifying many kinds of technology. So dependent 
  is she on consuming light, that she is possessed by a 
  debilitating fear of darkness. 
   
  Liquid Flesh 
   
  ACROBATIC: “Moving, turning, feeling the air 
  around me. That's what it feels like to be alive.” 
  An Eidolon displays Acrobatic Tendencies if: 
   She jumps, flies, or climbs whenever possible. 
   She prefers wide open spaces to enclosures. 
   She finds unorthodox ways to traverse difficult 
  terrain. 
  “Her body twisted like a spout of water, slipping 
  through the cracks in the sidewalk as I tried to 
  approach. There was no hope of catching her.” 
  Superficial: The Eidolon has a sea green twinge to 
  her skin, and smells faintly of salt and brine. The 
  Eidolon can deform and manipulate individual limbs 
  to become any shape or size. She cannot disconnect 
  them from the rest of her body, or deform more than 
  a cubic foot of flesh at a time in this way. 
  Deep: With an even greater control over her 
  contortions, the Eidolon is able to deform and 
  reform her entire body at once. She cannot deform 
  her heart, however, which always retains its original 
  size. 
  All Consuming: The Eidolon's heart swims like a 
  fish beneath her transparent skin. Any water that 
  her heart is placed into immediately forms a brand 
  new body. Additionally, she can break up her limbs 
  into liquid that moves separately from her body. 
  Naturally, she suffers and shrinks whenever the 
  humidity is low, or whenever there is a shortage of 
  water. 
   
  
   
   
  Persona Traits 
  160 
  Living Trap 
   
  ENTITLED: “I deserve it.” 
  An Eidolon displays Entitlement if: 
   He speaks constantly of his rights, liberties, and 
  what he is due. 
   He takes things that he has no claim to without 
  thought. 
   He does not display gratitude for favors or gifts. 
  “His whole body opened wide, like a great maw. 
  Before I could think or scream, a tendril like a long, 
  thin tongue lashed out and wrapped around me, 
  pulling me inside...” 
  Superficial: The Eidolon's entire body is able to open 
  up like an iron maiden, able to envelop another 
  Eidolon whole. While another Eidolon is caught 
  inside this trap, the Living Trap may use the traits 
  of his captive as though they were at superficial 
  level. He does not develop any of the physical 
  changes associated with those traits, however. A 
  trapped Eidolon falls into a sort of slumber, from 
  which they awaken only when they reemerge. A 
  trapped Eidolon cannot be held for more than ten 
  minutes or so in this way. 
  Deep: The Eidolon may spend his captive's Anima 
  instead of his own. If he spends all of the victim's 
  Anima in this way, his victim is destroyed utterly. 
  All Consuming: The Eidolon may use his victim's 
  traits at the deep level. In addition he can keep a 
  victim bound for any length of time, and loses a 
  portion of his strength when he does not have a 
  captive. 
   
  Living Weapon 
   
  BLOODTHIRSTY: “Is 
  there 
  anything 
  else 
  so 
  intoxicating as the power over life and death?” 
  An Eidolon displays Bloodthirstiness if: 
   He loves battle for its own sake. 
   He relishes in the suffering of others. 
   He stirs others up to conflict simply in order to 
  spectate or participate. 
  “Armor and weapons were fused to her being—a 
  living incarnation of war and bloodshed. She walked 
  across the battlefield like a shadow of death itself, 
  drinking in the horrors of the war like a fine wine.” 
  Superficial: The Eidolon possesses natural armor 
  and weapons formed from nearly unbreakable metal. 
  These weapons can be wielded with expert 
  proficiency, but she can never disarm them or share 
  them with others. Her armor, similarly, is fused to 
  her body and can never be removed. 
  Deep: Whenever the Eidolon encounters a mystical 
  weapon or gear, she can leech away that equipment's 
  special powers or properties with a touch. Her own 
  natural armor and weapons gain those properties 
  instead. This effect generally lasts for the length of 
  an encounter, though it can be made permanent if 
  the Eidolon is able to meditate for several 
  uninterrupted hours while holding an artifact. 
  All Consuming: The Eidolon's armor is so strong 
  that it prevents all superficial wounds. As for the 
  being herself, she must kill at least one living thing 
  each day, or she begins to grow weak and 
  disempowered. If she does not kill for an entire 
  week, her armor and weapons disintegrate, and this 
  trait becomes inactive until she can kill again. 
   
  Magnetic 
   
  LUSTFUL: “I desire it, and I shall have it!” 
  An Eidolon displays Lust if: 
   She desires only the company of the beautiful or 
  handsome. 
   She strives to possess things to which she has no 
  right. 
   She desires things that are the property of 
  others. 
  “He raised a hand, and all of our weapons suddenly 
  whisked out of our hands and turned upon us, 
  chasing us from the field.” 
  Superficial: A dull iron ball is pitted into the palm of 
  either hand of the Eidolon. From this ball, he can 
  emit magnetic forces, either attractive or repulsive. 
  The forces are imprecise, but can be used to grab 
  distant metal objects or to deflect incoming attacks 
  made with metal weapons. 
  Deep: The Eidolon's control over his magnetic fields 
  increases, allowing him to manipulate metal objects 
  at a distance as precisely as he could with his own 
  hands. This takes intense focus, however, and can 
  only be performed on a single metal object at a time. 
  All Consuming: Utilizing superior control over his 
  magnetic fields, the Eidolon can control and 
  
   
   
  161 
  Persona Traits 
  manipulate any number of metal objects at a time. 
  He is unable to rest or sleep alone, and quickly 
  becomes fatigued in situations where he cannot find 
  companionship. 
   
  Man in the Box 
   
  RELIANT: “I beg you, please, help me.” 
  An Eidolon displays Reliance if: 
   She often requires help from others. 
   She asks others to perform tasks which she 
  might be able to perform herself. 
   She uses others to accomplish tasks that she 
  does not want to dirty her own hands with. 
  “She rode in on a glorious palanquin carried by 
  servants and arrayed in fabulous gold and jewels. 
  When I bade her step down and stand beside me, she 
  shook her head, and told me that alone, she had not 
  the strength to stand.” 
  Superficial: The Eidolon's body is divided into two 
  parts. One comprises most of her body, usually the 
  upper torso or the entirety of her physical form. The 
  lower part is some sort of cart, box, or palanquin 
  that can only be moved about by the aid of others. 
  The Eidolon possesses the power to summon five 
  diminutive servants from thin air or from the earth. 
  These she can use to move about or conduct affairs. 
  Deep: The Eidolon's entourage of servants increases, 
  and she can now summon up to seven servants who 
  are fully sized, and as capable as any average person. 
  Her box becomes a more protective shell, and houses 
  her heart under layers of protective wards and metal. 
  All Consuming: The Eidolon's frailty increases, to 
  the point where she is unable to do any strenuous 
  action of her own accord. She sleeps for the vast 
  majority of the day, waking to eat only meager 
  meals. While in slumber, she can continue to 
  summon and direct her entourage of servants, who 
  can use the same traits that she possesses. 
   
  Many Masks 
   
  INSECURE: “Is this right? Did I do it right?” 
  An Eidolon displays Insecurity if: 
   He is uncertain of his actions. 
   He constantly asks others for instructions and 
  guidance. 
   He lacks confidence in his skills or abilities. 
  “His whole body was arrayed with silent, stoic faces 
  of plaster, stone, and wood, each displaying a 
  different emotion. When he spoke to me, they all 
  moved in unison, and I could not fathom to which 
  face I should look when replying.” 
  Superficial: The Eidolon possesses the skill to 
  fashion Masks from massive (level 4) Anima pearls. 
  Unlike other Eidolons, he can don and remove 
  masks without spending Anima. 
  Deep: Masks do not affect this Eidolon as they do 
  others. He may wear up to three masks at once. 
  All Consuming: All other traits the Eidolon 
  possesses do not manifest while this trait is All 
  Consuming. The Eidolon can wear up to five masks 
  at a time, but he may only use traits granted by 
  masks, and never those that are inherent to himself. 
  While not wearing any masks, the Eidolon is 
  weakened severely. 
   
  Mimic 
   
  ADAPTABLE: “I can do that, easy.” 
  An Eidolon displays Adaptability if: 
   He is interested in learning new skills. 
   He is interested in picking up new arts, crafts, 
  and culture. 
   He acts pragmatically and does not question the 
  situations he finds himself in. 
  “She followed my motions perfectly, matching each 
  blow in strength and form. There was nothing I could 
  do to break her defenses—for they were equal in 
  every way to my own.” 
  Superficial: The eyes of the Eidolon reflect like a 
  mirror, and do not have pupils. She can mimic 
  perfectly the actions of any other creature or Eidolon 
  that she fixes her eyes on, though she does not 
  match its strength, equipment, or physical attributes 
  (such as natural weapons or armor). 
  
   
   
  Persona Traits 
  162 
  Deep: The Eidolon implicitly mimics the strength 
  and speed of any creature she reflects in her eyes. 
  All Consuming: Able to temporarily manifest the 
  traits of any Eidolon reflected in her gaze, the 
  Mimic is unable to utilize her own traits while she 
  focuses on another Eidolon in this way. In order to 
  use her own Persona Traits in the presence of 
  another Eidolon, she must spend Anima to suppress 
  this trait. 
   
  Music Box 
   
  MUSICAL: “I sing not for the ears, but for the soul.” 
  An Eidolon displays Musical Tendencies if: 
   He is interested in musical culture and theater. 
   He sings, plays instruments, or makes music 
  whenever possible. 
   He comes up with ways to use his musical or 
  vocal talents to solve difficulties. 
  “A haunting melody emanated from his body, moving 
  all who heard it to tears. For a moment, as we listened 
  to the eulogy, we could almost see the scenes of grim 
  suffering the music described to our souls.” 
  Superficial: It is said that music is the language of 
  the soul, and the Music Box is able to play melodies 
  that inspire emotion in his audience. Any who hear 
  his music are struck by a sudden emotion, though if 
  they consciously attempt to suppress this implanted 
  emotion, they will almost always succeed. 
  Deep: The Eidolon no longer needs an instrument to 
  play, as any kind of music can be emulated from his 
  own voice or body. Many Eidolons begin to develop 
  musical instruments within their bodies. The 
  Eidolon's powers of emotional triggering are harder 
  to resist. At close range, he can also unleash a sonic 
  blast which deafens any who hear it for a few 
  moments. 
  All Consuming: A master of weaving melodies, the 
  Music 
  Box's 
  emotional 
  triggers 
  are 
  nearly 
  impossible to resist, and he can move crowds to 
  extreme emotions, such as revolution, indolence, or 
  mass hysteria. The Eidolon himself is not immune 
  to the deep emotions of his music, and feels the 
  effects of whatever emotions he instills in others 
  with this trait. 
   
  Of Many, One 
   
  GOSSIPING: “Let me tell you what I just heard…” 
  An Eidolon displays Gossiping if: 
   She has difficulty keeping a secret. 
   She is intensely interested in the affairs of 
  others. 
   She uses political manipulation, blackmail, and 
  personal information against enemies. 
  “She was not one being, but a swarm of tiny insects, 
  all chittering in unison to form something like a 
  voice. I thought I heard it arising out of many 
  conversations, like a single picture emerging from a 
  collage.” 
  Superficial: The body of the Eidolon is made of 
  many parts. Her flesh crawls, and her skin is merely 
  a sack that holds together a myriad of smaller 
  entities. One large single entity holds her heart, 
  though it is in form and function the same as all of 
  the others that make up her body. She can split apart 
  her body into its individual parts, and reassemble it 
  back together, with her heart forging a new skin 
  over the course of just a few moments. 
  Deep: The Eidolon's heart can rapidly disgorge more 
  creatures to replenish any lost, rapidly healing 
  wounds to her unorthodox form. 
  All Consuming: The tiny creatures which make up 
  the Eidolon have the power to burrow into the flesh 
  of others and infect them, gnawing away traits or 
  even biting at the heart of the victim. The hideous 
  smell and sight of the Eidolon generally prevent her 
  from being a member of polite society in any 
  function, and those who see her true nature are often 
  so revolted that they may choose not to speak with 
  her or do business with her. 
   
  Omnidextrous 
   
  OPPORTUNIST: “The chance is here—let’s take it!” 
  An Eidolon displays Opportunism if: 
   He seizes opportunities because they are 
  available, not because he wants them. 
   He is easily tempted by limited-time offers and 
  chances. 
   He takes advantage of situations that offer it to 
  him, regardless of honor or personal misgivings. 
  
   
   
  163 
  Persona Traits 
  “He sprang and leapt through the air, dodging the 
  debris and hazards around him as though they were 
  mere annoyances.” 
  Superficial: The Eidolon's feet look just like a second 
  set of hands, and can perform as dextrously at any 
  given task. 
  Deep: Additional strength in his limbs gives the 
  Eidolon the power to perform incredible acrobatics, 
  such as vaulting high into the air and using movie-
  inspired martial arts skills. 
  All Consuming: When fighting or acting in close 
  combat, the Eidolon perceives everything to be 
  almost in slow motion, and can move at incredible 
  speeds. However, he is unable to wear heavy armor, 
  cloaks, or capes, as these impede his range of 
  movement, entangle him, or break quickly with the 
  friction of his speed. 
   
  Painted 
   
  ENVIOUS: “I’d like to have that for myself.” 
  An Eidolon displays Envy if: 
   She takes things from others that she has no 
  right to. 
   She aspires to be like others, rather than 
  choosing her own path. 
   She conspires to acquire position, favor, or 
  possessions that belong to others. 
  “Her skin was awash with colors and designs, and I 
  realized that even her clothing was only painted 
  colors against her flesh. When I looked again, she 
  was gone, and only the wall behind her remained. 
  Superficial: Able to rapidly recolor her skin to match 
  any surrounding, the Eidolon can camouflage 
  perfectly while standing still. Anything she touches, 
  she can repaint to the color or colors of her choice, 
  giving her an advantage against enemies that 
  camouflage or otherwise disguise themselves. 
  Deep: The Eidolon can repaint herself so skillfully 
  that she can simulate an active camouflage that 
  works even while she moves. She can also paint the 
  flesh and clothing of any creature she remains in 
  constant contact with, sharing this ability with allies 
  when the situation calls for it. 
  All Consuming: The Eidolon's hands can unleash a 
  spray of paint-like substance that stains and recolors 
  anything it touches. She can cause this paint to be 
  fluorescent, glow in the dark, or mildly acidic, as it 
  suits her. Consumed by her envy, the Eidolon is 
  compelled to steal any items of value which she sees 
  and can safely abscond with. 
   
  Patchwork 
   
  WHEEDLING: “Please, sir, couldn't you spare me 
  just a bit more?” 
  An Eidolon displays Wheedling if: 
   She asks others for favors she does not 
  necessarily need. 
   She excels at enlisting the aid of others for her 
  own ends. 
   She is extremely persuasive. 
  “His flesh was a horrible amalgam of stitches and 
  straps, like a bag of parts only loosely held together 
  by a harness of leather and thread. 
  Superficial: The Eidolon is able to graft parts of 
  other creatures to his own body. When he places a 
  severed limb, horn, claw, or other appendage to his 
  skin, his flesh opens to accept the new part, and if 
  necessary, a thread spools outward from his heart to 
  lash it into place. The Eidolon has full control over 
  these additional limbs or appendages, but they 
  eventually decay and rot, according to natural laws. 
  Deep: The Eidolon's body sustains any grafted limbs 
  he possesses, so that they do not rot. He can also 
  devour tissue and muscle from deceased creatures in 
  order to add them to his own body. 
  All Consuming: When grafting, if the Eidolon 
  grafts a body part with a trait attached (such as the 
  eye of an Eidolon with Third Eye or the hand of an 
  Eidolon with Touch of Dust) he can use those 
  powers, though he does not develop the traits 
  associated with them. He can never heal from his 
  own wounds, and must patch them up as best he can 
  with secondhand flesh and skin. Eventually, an 
  Eidolon with this trait becomes no longer himself, 
  but a collection of discarded or stolen parts patched 
  entirely from others. 
   
  
   
   
  Persona Traits 
  164 
  Phased 
   
  MISCHIEVOUS: “I just can't wait to see the looks on 
  their faces...” 
  An Eidolon displays Mischievous Tendencies if: 
   He loves to play tricks on others. 
   He does things “just for laughs” rather than for 
  any practical purpose. 
   He puts himself and others in danger with his 
  antics. 
  “I watched in wonder as he reached straight through 
  the vault door, and drew out a handful of coins and 
  stones. With a grin and a step through the wall, he 
  was gone.” 
  Superficial: The Eidolon's body can turn incorporeal 
  in certain places, allowing him to reach through 
  walls, pass through danger, or steal without breaking 
  and entering. At no time can the Eidolon phase more 
  than one cubic foot of his own flesh. 
  Deep: The Eidolon's ability grows such that he can 
  phase his entire body at once, but not for longer than 
  a few seconds. 
  All Consuming: Not only can the Eidolon phase his 
  entire body, but he can teleport several steps in any 
  given direction instantly when he does so. He may 
  reach through ten feet of space with a single arm's 
  length, or suddenly appear on the opposite side of 
  the room. The Eidolon cannot use this teleportation 
  rapidly without growing extremely fatigued. At a 
  steady pace, though, he can phase along the road to 
  match pace with his companions. Whenever the 
  Eidolon phases to a place, he becomes anchored 
  there. It is impossible for him to move more than 
  two paces from that spot without phasing again. 
   
  Pocket Time 
   
  INDUSTRIOUS: “Don’t just stand there. There’s 
  work to be done here.” 
  An Eidolon displays Industry if: 
   He is always looking for opportunities to make 
  himself helpful to the task at hand. 
   He is interested in production, manufacturing, 
  and trade goods in the realms he visits. 
   He is capable of creating impressive devices, 
  artworks, or tools. 
  “Around him, the air seemed to grow grey and cold, 
  as his hands blurred inhumanly at the task he set 
  himself to. Within only a few seconds, the 
  masterwork I had commissioned was finished and 
  resting in my arms.” 
  Superficial: A clock is planted somewhere within the 
  flesh of this creature. While his feet remain planted 
  firmly on the ground, the Eidolon can move his 
  hands and upper body at an incredible speed, and the 
  entire world seems to slow down for him. 
  Deep: The Eidolon can activate the clock planted 
  into his flesh to create a few seconds of stopped 
  time. During this stopped time, he may move freely 
  and act freely, though he cannot harm another or 
  alter the state of any physical object until natural 
  time resumes. 
  All Consuming: The Eidolon can move freely while 
  in his pocket of slow time—he no longer needs to 
  stand still to act at incredible speeds. This does not 
  allow him to move or run quickly—only to perform 
  feats of extreme dexterity at an incredibly rapid rate. 
  Surrounded by a field of faster time than others, the 
  Eidolon's equipment rusts or breaks within hours, 
  and any food left to his care spoils within a few 
  minutes. Artifacts and mystic gear are resistant to 
  these effects but still show signs of wear that might 
  otherwise take centuries to accumulate.  
   
  Polluted 
   
  ODIOUS: “If they don’t like me, they can just deal 
  with it.” 
  An Eidolon displays Odiousness if: 
   He has a complete disregard for social grace. 
   He acts in ways that cause others to be disgusted 
  with or upset with him. 
   He proceeds with disruptive actions despite the 
  protests of others. 
  “The stink proceeded him into the room, and I heard 
  retching sounds all around me, though I could see 
  nothing through the watering of my eyes.” 
  Superficial: At will, the Eidolon's skin excretes an 
  oozing black oil that smells horrible to all save 
  himself. No amount of perfume or washing can ever 
  cover or cleanse this smell as long as the Eidolon 
  continues to emit it. This smell is so horrible that it 
  can temporarily nauseate or sicken those who inhale 
  it. 
  
   
   
  165 
  Persona Traits 
  Deep: The black sludge that oozes from the Polluted 
  One's skin can be excreted at an extremely fast rate, 
  covering him and all around him in filth. He can 
  manipulate this sludge into clumsy tendrils, or hurl 
  it at foes like a weapon. 
  All Consuming: The toxic sludge that excretes 
  constantly from the Eidolon cannot be suppressed or 
  stopped (unless he chooses to suppress this trait). 
  His corrosive filth inflicts sickness and disease on 
  others it touches, almost immediately causing sores 
  and lesions on the skin. 
   
  Portal 
   
  WANDERING: “I have a dream—that I will see all 
  the corners and facets of this world.” 
  An Eidolon displays Wanderlust if: 
   She is interested in exploring the distant corners 
  of realms and discovering new wonders. 
   She becomes bored quickly staying in one place. 
   She prefers the wilderness to cities and towns. 
  “She snapped her fingers, and a window appeared in 
  the air, linking two wholly disparate points in space.” 
  Superficial: The Eidolon has two crystals embedded 
  into her body, usually in the palms of her hands. 
  These two crystals, commonly blue and yellow, are 
  each connected to a separate portal. Touching a 
  surface with the yellow or blue crystal causes it to 
  become a blue or yellow portal, respectively. 
  Stepping through the blue or yellow portal created 
  by the Eidolon immediately transports a creature to 
  the other portal. The Eidolon can also close these 
  portals with a touch. She can have only one of each 
  type open at a time, and opening a new portal 
  automatically closes the most recent one of the same 
  color. 
  Deep: Able to open portals using only the glow from 
  her crystals, the Eidolon can project portals onto any 
  surface within sight for about twenty feet in any 
  direction. She still needs a touch to close a portal, 
  however. 
  All Consuming: A third, green crystal develops on 
  the Eidolon's body. This crystal works just like the 
  other two, and opens a third green portal, which is 
  bound by the same restrictions and has the same 
  properties of the other two. Whenever an object or 
  creature enters a portal, the Eidolon decides which of 
  the two other portals in emerges out of. Consumed 
  by her nature of wanderlust, the Eidolon is unable to 
  rest within ten miles of the place she rested the 
  previous night. Each time she does so, one of her 
  crystals loses its color, and becomes useless until she 
  rests again ten miles beyond the point where she last 
  rested. 
   
  Radiant 
   
  VAIN: “Am I not beautiful?” 
  An Eidolon displays Vanity if: 
   She takes meticulous care of her appearance. 
   She is interested in fashion, arts, and beauty in 
  the realms she visits. 
   She will accept only the best and most beautiful 
  of gifts, clothing, and friends. 
  “A brilliant glow seemed to rise out of her skin, and 
  little lights danced around her as she walked. Her 
  beauty captivated every stare, and she reveled in the 
  attention.” 
  Superficial: Little motes of light surround the 
  Eidolon's body, and emanate from her skin. She can 
  use these to illuminate areas, or channel them 
  towards an enemy's eyes to blind or distract them. 
  Deep: The Radiant one is able to let out a burst of 
  colored light that dazzles and blinds any who see it. 
  Those at extremely close range to her may become 
  nauseated when this occurs. 
  All Consuming: The Eidolon can control and 
  solidify the motes of light that effuse from her skin 
  to create temporary structures and gear, when 
  necessary. However, she is so consumed by vanity 
  that she requires praise as much as others require 
  food. Unless she receives several compliments or 
  praises each day, her light begins to dim, and she 
  loses the powers associated with it.  
   
  
   
   
  Persona Traits 
  166 
  Sandshaper 
   
  RESOURCEFUL: “I can make that happen.” 
  An Eidolon displays Resourcefulness if: 
   He is able to accomplish with simpler tools and 
  resources what would be difficult or impossible 
  for others. 
   He makes due with what he has, and does not 
  idly wish for more than he has. 
   He finds unorthodox uses for common tools, 
  devices, and powers. 
  “At his command, the ground grew and formed for us 
  a bridge. 'Quickly!' he called, for even as we watched, 
  the sand began to drain from it.” 
  Superficial: Within his immediate sphere of 
  influence—about three feet from his body—the 
  Eidolon can manipulate and reshape sand at will. 
  The structures he creates with this power break 
  down quickly once they leave his sphere of 
  influence, but while within this range, they are as 
  strong as iron. 
  Deep: The Eidolon's sculptures and creations of sand 
  remain strong for as long as a minute after he is 
  through crafting them. Also, by great force of will, 
  he can extend his sphere of influence nearly five 
  times to fifteen feet, to create more massive and 
  powerful structures of sand. 
  All Consuming: Stones the Eidolon touches will 
  break down into sand, making them easily 
  manipulable with this power. However, any wonder 
  that he comes into contact with, other than a 
  cornerstone, becomes temporarily stripped of its 
  powers, and remains a mundane item for as long as 
  he touches it or owns it. 
   
  Shatters Like Glass 
   
  COWARDLY: “I have a bad feeling about this. You 
  go first.” 
  An Eidolon displays Cowardice if: 
   He is unwilling to put himself in any risk—be it 
  perceived or real. 
   He becomes frightened even at tales and 
  conjectures, when no threat is present. 
   He hesitates before performing any potentially 
  dangerous or risky action. 
  “The light blow struck him square in the chest, and a 
  look of horror flashed across his features. Cracks 
  began to form across his body, and within a few 
  moments had spread to the tips of his hair and to his 
  toes. All at once, he collapsed into a pile of shards.” 
  Superficial: When struck by a blow, the Eidolon 
  collapses into a pile of shards unless he spends 
  Anima to suppress this trait. If the Eidolon does 
  collapse, then he must spend an action to reassemble 
  himself, and he may not perform any other action 
  until he does this. 
  Deep: The Eidolon can reassemble himself for a free 
  action at the start of his turns, but he can no longer 
  use Anima to suppress this trait. 
  All Consuming: The Eidolon no longer shatters, but 
  instead explodes into a blast of deadly shards of 
  glass, each a foot long and flying at high speed. His 
  entire body is restructured from his heart during the 
  start of his turns, and he does not need to reassemble 
  himself. 
  Options: The Eidolon may collapse into shards of 
  glass, metal, stone, hardened clay, or any other 
  substance that thematically makes sense for him. 
   
  Silver Tongued 
   
  AMICABLE: “I seek only friendship with the people 
  of these new lands.” 
  An Eidolon displays Amicability if: 
   He speaks kindly to others. 
   Spends significant energy gaining and 
  maintaining friends. 
   Is receptive to the needs and complaints of 
  others. 
  “When he spoke, I was hypnotized by his words. They 
  rang with such truth and simplicity that I felt 
  compelled to act on them.” 
  Superficial: The silver tongued Eidolon has a subtle 
  degree of power over those that listen to him. They 
  are not immediately convinced of the truth of his 
  words, but suggestions that he makes seem like 
  strangely good ideas to them.  
  Deep: Once per encounter, the Eidolon is able to 
  give a single command, no longer than about ten 
  words, that another creature who understands him is 
  compelled to obey. The compelled being must obey 
  the command to the best of its ability, but 
  afterwards will remember that he was being 
  
   
   
  167 
  Persona Traits 
  compelled. If the command is impossible or cannot 
  be carried out within the space of one minute, then 
  the spell breaks and the creature returns to its senses 
  immediately. 
  All Consuming: The Eidolon's command may 
  require up to an hour to complete, and if the 
  command is successfully carried out, the creature 
  will not realize that he was compelled to act (though 
  he may construe this if he knows that someone he 
  was in contact with recently possesses this ability). 
  The Eidolon himself is unable to insult, degrade, or 
  condescend anything when he speaks, and must 
  always use a friendly tone when talking. 
   
  Simulacrum 
   
  REPUTED: “A good name is better than wealth, and 
  honor more valuable than victory.” 
  An Eidolon displays Reputation if: 
   He will not stand to have others speak ill of 
  him. 
   He is more interested in reputation than 
  rewards. 
   He feels compelled to do what others expect of 
  him. 
  “He stood alone on the field of battle, against all of 
  our armies and weapons. We laughed at first when 
  we saw the lone soldier, but blinked and suddenly 
  saw more. There were thousands upon thousands, all 
  exact duplicates of that one man. 
  Superficial: The Eidolon is able to create simulacra, 
  or hollow duplicates of himself. These beings have 
  the same strength and mass as his true self, but 
  shatter into nothing when struck. The simulacra 
  cannot speak or be reasoned with—their lips are 
  fused together, and their eyes have an eerie, glassy 
  look to them that belies no intelligence, only an 
  instinct to carry out the will of their creator. The 
  Eidolon may create up to three simulacra at a time, 
  and must arm them as necessary for any tasks they 
  are to carry out. Simulacra shatter and vanish if they 
  move more than a hundred yards from their creator. 
  Deep: The Eidolon can create up to fifteen simulacra 
  at a time, and each is armed with exact duplicates of 
  any non-artifact gear that he possesses. 
  All Consuming: Able to create Simulacra without 
  limit, the Eidolon is for all effects and purposes his 
  own personal army. Any harm done to his original 
  person causes all of his simulacra to vanish at once. 
   
  Spiral 
   
  UNSTABLE: “In a mad world, only the mad are 
  sane.” 
  An Eidolon displays Instability if: 
   His plans and actions show a complete disregard 
  for common sense. 
   He experiences unwarranted emotional swings. 
   He acts crazy. 
  “A perpetual look of confusion and disorientation 
  covered her features, and she could neither speak nor 
  walk in any reasonable manner.”  
  Superficial: The Eidolon can spin herself into a 
  human hurricane, stirring up wind as well as 
  striking out at anything nearby. However, this 
  power leaves her exhausted, and causes her to 
  collapse into sleep once it is used. 
  Deep: The Eidolon's speech 
  is garbled and 
  unintelligible at worst, and spoken in riddles and 
  references at best. She cannot walk straight, and is 
  perpetually dizzy.  
  All Consuming: Able to inflict her dizzying spiral 
  on any she holds, the Eidolon can cause enemies she 
  grasps to spin out of control with her, becoming 
  sickeningly dizzy and unable to move or act 
  effectively afterwards. 
   
  Sure of Foot 
   
  CONFIDENCE: “I have resolved myself to abstinence 
  from all doubt, distraction, and despair.” 
  An Eidolon displays Confidence if: 
   He speaks in absolutes and definitives. 
   He does not doubt the abilities of himself or 
  others. 
   He encourages others to press the limits of their 
  capabilities. 
  “He stood on a single toe, poised over the smooth 
  surface of the lake. I thought he must be standing 
  upon a stone, until he walked forwards to meet me.” 
  Superficial: The Eidolon always lands expertly on 
  his delicately pointed feet, and never suffers ill 
  effects from falling. He can land perfectly on the 
  
   
   
  Persona Traits 
  168 
  tips of needles without harm, or walk across a bed of 
  nails without thought. He never loses Balance, and 
  cannot be knocked down. 
  Deep: The Eidolon's footing is so sure that he can 
  walk easily across the surface of water or upon 
  clouds, regardless of his weight or load. He never 
  makes noise while moving, unless he wishes to. 
  All Consuming: So delicate are the steps of the 
  Eidolon that he can walk across thin air without fear 
  of falling. He becomes so consumed by his drive to 
  succeed that he is unable to give up at a task he has 
  begun, even if its completion becomes irrelevant. 
   
  Third Eye 
   
  CURIOUS: “It's natural to wonder, but I make it my 
  business to find out.” 
  An Eidolon displays Curiosity if: 
   He presses others for information they seem 
  unwilling to give. 
   He sees secrets as a challenge to unearth, rather 
  than something to be left alone. 
   He is interested in the mysteries of Empyrean, 
  its past, and its lost powers. 
  “An eye opened in his hand, scanning over me, and I 
  got the horrible feeling of being dissected and 
  evaluated from the inside out.” 
  Superficial: The Eidolon can open a third eye which 
  detects the traits of other Eidolons nearby. This 
  sense can find the presence of other Eidolons even 
  through walls or floors, as far as the Eidolon could 
  theoretically see if there were no obstructions. 
  Deep: The Third Eye can detect Anima and Aether 
  in any form, allowing it to sense wonders and 
  cornerstones as well as Eidolons. 
  All Consuming: The Eidolon's Third Eye is always 
  open, and can see directly through to the hearts of 
  others. This precise understanding of his enemy's 
  weakness gives the Eidolon deadly proficiency in 
  battle. However, the Eidolon's curious nature easily 
  overwhelms him, and he can be distracted with little 
  difficulty. 
   
  Torn Apart 
   
  REGRETFUL: “I am the victim of this chain of 
  consequence, and there is no breaking it.” 
  An Eidolon displays Regret if: 
   He speaks and thinks constantly of the past. 
   He blames himself for mistakes and failures of 
  the group. 
   He talks constantly of “what-if’s” and what used 
  to be. 
  “A ragged scar ran down his face, marring his 
  features horribly. Only the stitching held him 
  together, and as he spoke his lips worked against each 
  other oddly, split in half as they were.” 
  Superficial: Rent into two halves by his own past, 
  the Eidolon is prone to falling apart at the wrong 
  moment.  
  Deep: The Eidolon's wound runs deeper than ever, 
  and he is unable to heal during encounters. He must 
  find other ways to hold himself together than 
  relying on his natural regeneration. 
  All Consuming: Channeling his discontent and 
  regret into a contempt for the entire world, the 
  Eidolon is able to inflict grave wounds upon others 
  with any weapon, as he is always considered to have 
  a personal desire to harm another. The wounds he 
  causes to others cannot be healed via an Eidolon’s 
  natural regeneration. His heart itself is cracked and 
  broken with rage. Should this trait develop further, 
  it risks utterly destroying him from the inside out. 
   
  Touch of Dust 
   
  CRUEL: “Your suffering is most unfortunate—but 
  not for me.” 
  An Eidolon displays Cruelty if: 
   She seeks to inflict pain on others. 
   She relishes in the pain of others and the 
  destruction of their works. 
   She enjoys wielding power over others to their 
  detriment. 
  “I froze in horror as she advanced upon me, cruel 
  malice gleaming in her eyes. My friend stepped 
  forward to block her way, but she only smiled wider 
  and touched his forehead with a finger. Before my 
  eyes, his body fell in upon itself in a heap of dust.” 
  
   
   
  169 
  Persona Traits 
  Superficial: The Eidolon possesses a withered, 
  gnarled limb or finger that radiates malevolent 
  power. Any organic substance he touches with this 
  limb turns to dust within a few seconds. Living 
  creatures may lose only a small part of their bodies, 
  but the effect increases the longer contact is 
  maintained. 
  Deep: With increased destructive power, a touch 
  from the Eidolon can turn even inorganic substances 
  like stone into a fine powder. 
  All Consuming: The Eidolon can wield her 
  fearsome power through her entire body. Anything 
  that comes into contact with the Eidolon's skin can 
  be turned to dust by an act of will. Because of this, 
  however, she must avoid the contact of those she 
  does not wish to harm. 
   
  Towering 
   
  BOISTEROUS: “I've got quite a tale to tell you of MY 
  adventures...” 
  An Eidolon displays Boisterousness if: 
   He needs to constantly be the center of 
  attention. 
   He talks far more than he listens. 
   He feels compelled to add his input and opinions 
  to any conversation. 
  “He stood vast and tall above us, looking down and 
  across the field. 'Who will challenge me?' he 
  bellowed. Though we waited and waited none 
  stepped forward to meet him in battle.” 
  Superficial: The Eidolon grows to a great size, being 
  half again as large as any ordinary person. This 
  increased size comes with additional strength, mass, 
  and weight as well. 
  Deep: Growing in boastfulness and strength, the 
  Eidolon is twice as large as any ordinary person, and 
  has all the mass, strength, and weight that come 
  with this increased size. 
  All Consuming: Three times as large as any 
  ordinary person, the Eidolon is a mountain among 
  his peers. However, he must accept any challenge 
  that is issued to him, and make good on any boast he 
  proclaims. 
   
  Treasure Box 
   
  SECRETIVE: “That’s not any of your business.” 
  An Eidolon displays Secretive Tendencies if: 
   He keeps to himself and does not speak openly 
  of his thoughts or feelings. 
   He has some past history that he does not wish 
  to share with the group. 
   He seems reserved and abrasive when asked 
  about himself or his opinions. 
  “He crossed his chest with a finger and to my 
  amazement it opened as though on a hinge. Within 
  his body were hidden all manner of treasures and 
  wonders. When he heard my gasp and realized he 
  was being watched, he quickly shut this compartment 
  away and turned in a rage.” 
  Superficial: A hidden compartment within the 
  Eidolon's body can contain any amount of hidden 
  treasures and wonders. Anything placed into the 
  compartment takes up less space than it would 
  normally. An Eidolon can easily carry up to five 
  times his own body weight and bulk in this 
  compartment. He cannot store living things or 
  artifacts within himself. If the Eidolon dies or loses 
  this ability, everything stored within his body is 
  disgorged in a torrent of debris. 
  Deep: The Eidolon's secret compartment can contain 
  an unlimited number of items, so long as no single 
  item is larger than his own body. He may store 
  artifacts within his body, but not living things. 
  All Consuming: The Eidolon may store even living 
  things within his body. Anything stored within his 
  secret compartment goes to sleep until removed, and 
  does not age. The Eidolon has been collecting and 
  hoarding things for so long, that he can assume he 
  has collected any mundane item, and produce it 
  from himself at a moment' notice. Bound by his 
  introversion, only he can use the things he has 
  collected, and is unable to share them with any 
  other. 
   
  
   
   
  Persona Traits 
  170 
  Twin 
   
  EMPATHIC: “Trust me, I know exactly how you 
  feel.” 
  An Eidolon displays Empathy if: 
   He is concerned with the emotions and 
  distresses of others. 
   He sympathizes with the plights of people he 
  meets and civilizations he visits. 
   He is capable of seeing things from opposing 
  viewpoints. 
  “The two of them spoke in perfect unison, 
  complimenting one another's appearance and attitude 
  with a perfect Balance of symmetry.” 
  Superficial: The Eidolon possesses a twin form that 
  shares his or her body. By spending Anima, these 
  two parts may split into two separate beings, both 
  sharing the same consciousness, but possibly with 
  different personality aspects or attitudes. Each half 
  possesses only half the strength of the original, 
  complete Eidolon. 
  Deep: The Eidolon's twin forms can split apart and 
  reform at will. In addition, each half is as strong as 
  the whole. 
  All Consuming: The Eidolon can split off additional 
  clones of himself, each with the same strength and 
  attributes as his whole being. Any wound or distress 
  suffered by one of his clones is reflected by all of 
  them, however, and the pain each clone feels is 
  multiplied by the number of them that exist. 
   
  Unihorned 
   
  PURE: “To know what you are not is to define 
  yourself.” 
  An Eidolon displays Purity if: 
   She clings tightly to a moral or ethical code. 
   She resists outside influences, including those 
  from substances or situations. 
   She sets herself apart from others. 
  “A single, pearly horn protruded from the front of 
  her forehead, shimmering with radiance. I felt a calm 
  strength and purity around her, as though in all the 
  trouble and care in the world, nothing could touch 
  her.” 
  Superficial: The 
  Eidolon 
  possesses 
  a 
  single, 
  indestructible horn. This horn is surrounded by a 
  powerful aura of purity. Anything it touches 
  becomes purified—diseases may be cured, water may 
  be cleansed, metal may be refined—even Aether 
  seems to shrink back from its proximity. The 
  Eidolon also displays excellent resistance to mental 
  influence. 
  Deep: The Eidolon can channel the power of her 
  horn to purify things with a touch. Additionally, she 
  is completely immune to poison, disease, and 
  corrosion. Her horn is a deadly weapon, and always 
  causes a deep wound when it strikes enemies. 
  All Consuming: All-Consumed by her purity, the 
  Eidolon is immune to any impure or tainted hazards. 
  Anything that is not ritually cleansed or concentrated 
  in nature simply washes off of her skin without effect 
  or direct contact. However, she may eat and drink 
  only specially prepared bread and purified water, and 
  no person can touch her. 
   
  Webweaver 
   
  BROODING: “I’ve been waiting a long, long time for 
  this opportunity.” 
  An Eidolon displays Brooding if: 
   She plans elaborate ways to exact vengeance on 
  others. 
   She designs elaborate schemes and machinations 
  to acquire what she wants. 
   She will not be rushed to act without time to 
  prepare and think through her actions. 
  “Her spindly arms moved in a distracted motion as 
  she talked, pacing around me. When our 
  conversation had ended, I turned to leave, only to 
  realize I was trapped in an invisible net of stinging 
  threads.” 
  Superficial: The Eidolon can draw a 
  near-
  indestructible thread of silk from the palms of her 
  hands, and attach it to any solid surface with a 
  touch. Her arms become longer and slimmer, adept 
  at weaving and shaping the silk she creates. 
  Deep: The Eidolon can coat the threads of her silk 
  with stinging, sticky, or flammable mucus. She can 
  also attach webs by throwing them or 'shooting' 
  them from her palms.  
  All Consuming: As her arms become lighter, 
  quicker, and capable of more fine movements, they 
  grow useless for tasks other than weaving her webs. 
  
   
   
  171 
  Persona Traits 
  The Eidolon's skill is such that she can weave 
  complex objects like nets, clothes, and even full 
  barricades within a few seconds. 
   
  Wellspring 
   
  HUMBLE: “Surely I am the least deserving of such 
  honors.” 
  An Eidolon displays Humility if: 
   He cannot stand for others to praise him or 
  congratulate him. 
   He gives credit to others when he could take it 
  for himself. 
   He does not think of himself as higher or better 
  than others. 
  “He offered me a hand, as water seemed 
  to seep from his sleeves and from 
  between his fingers, running down 
  his arms as though his heart was an 
  endless fountain.” 
  Superficial: 
  Water 
  flows 
  constantly from the Eidolon's 
  heart, seeping off of his body at a 
  rate of about a gallon per minute. 
  The Eidolon can reduce or stop 
  this flow as he wishes. With 
  concentration, he can control 
  any water that links with the 
  flow springing from his heart. 
  He cannot manipulate more 
  water than his body's 
  volume. 
  Deep: 
  The 
  Eidolon's 
  eyes, ears, and mouth run 
  with water, though he can 
  breathe perfectly 
  both 
  water and air. He can 
  manipulate up to five times 
  his body's volume in water. 
  All Consuming: 
  Able 
  to 
  unleash a flood of water at will, 
  the Eidolon's wounds spray water 
  with relentless pressure. He can no 
  longer cut off the flow from his heart at 
  will, but can control up to twenty times his 
  body's volume in water. 
   
  Windborne 
   
  CAPRICIOUS: “Why? Well, I just felt like it. What 
  more reason do you need?” 
  An Eidolon displays Caprice if: 
   She changes her mind freely and easily. 
   She has difficulty focusing on any one thing or 
  idea for too long. 
   She is easily convinced or swayed in her 
  opinions. 
  “The breeze began to pick up, then lifted her into the 
  air by the billow 
  of her robe. As I watched in 
  wonder, she sailed off into 
  the night on the 
  summer breeze, never 
  to be seen again.” 
  Superficial: 
  Surrounded by 
  her 
  own 
  personal wind 
  current, 
  the 
  Eidolon is able 
  to 
  control 
  and redirect 
  winds. She can 
  unleash a burst 
  of wind to throw 
  herself high into the air, 
  or 
  to 
  knock 
  down 
  an 
  unsuspecting foe, or accomplish 
  anything else that sudden gusts of 
  wind are good for. 
  Deep: The winds that surround the 
  Eidolon are reigned by a more precise 
  level of control. Using a cape or sail, 
  she can fly through the air with 
  limited proficiency. 
  All Consuming: The Eidolon's 
  wind 
  currents 
  are 
  extremely 
  powerful 
  and precise. She can lift 
  and manipulate objects 
  with ease, as though she 
  had invisible hands, and can 
  fly with only a billowing robe 
  rather than a cape or sail. However, 
  terrible storms gather anywhere that this 
  Eidolon remains for more than a day. 
   
  
   
   
  Persona Traits 
  172 
  Words Within 
   
  ACADEMIC: “Knowing justifies itself.” 
  An Eidolon displays Academic Tendencies if: 
   He is more interested in history and culture 
  than in treasure or glory. 
   He spends significant time researching and 
  reading. 
   He always has the answer to questions on 
  history, culture, or technology. 
  “The words seemed to swirl about 
  beneath her skin, revealing and 
  obscuring and revealing again. Her 
  knowledge, I knew, was a treasure 
  which she guarded jealously.” 
  Superficial: A skittering ink slithers 
  beneath and upon the skin of the 
  Eidolon, forming and unforming 
  words. With milky 
  white eyes, he can 
  read any language 
  and 
  inherently 
  understands the meaning behind 
  forgotten and iconographic languages. 
  Deep: The Eidolon's body is a living 
  work of literature, filled with 
  words. He bleeds ink and 
  knowledge, and can eat 
  books in order to recover 
  from wounds. He can 
  also draw knowledge 
  out or inject knowledge 
  into 
  another’s 
  mind, 
  though 
  both 
  of 
  these 
  procedures 
  are 
  quite 
  traumatic. 
  All Consuming: Able to 
  transform his body into a 
  living construct of ink and knowledge, 
  the Eidolon can take any shape and 
  comprehend any riddle. However, his 
  body is made of different stuff than most, 
  and he is only able to heal from wounds by 
  consuming books or knowledge. 
   
  A Weapon for the Strong 
   
  OBEDIENT: “I just do what the boss says. If you 
  don't like it, talk to him.” 
  An Eidolon displays Obedience if: 
   He goes against his personal wishes for the 
  wishes of a master or authority. 
   He commits actions against his morality 
  according to the wishes of a master or authority. 
   He does not consider or question the motives 
  behind the orders he receives. 
   
  “His skin gleamed like metal and his 
  face was stoic and empty. I asked him to aid 
  me, and he merely nodded 
  without a word. Before my eyes, 
  there was no more man—only the 
  most deadly blade I had ever seen.” 
  Superficial: The Eidolon can transform 
  himself into a deadly handheld weapon that 
  can be wielded by another. While wielding 
  the Eidolon in weapon form, the wielder can 
  add all of that Eidolon's strengths, skills, 
  and trait powers to his own. The weapon is 
  usually capable of anti-personnel damage. 
  Deep: The Eidolon can become a more powerful 
  weapon or vehicle capable of causing damage on 
  a vehicular or building scale. This form allows 
  for more control over his own actions, but as the 
  Eidolon's obedience deepens he is 
  less and less likely to exercise that 
  control for reasons other than to 
  perform his masters' orders. 
  All Consuming: Becoming a vehicle or 
  weapon as powerful as a tank or bomber, 
  the Eidolon can cause damage on a grand scale. 
  Because of the size and complexity of this form, 
  the Eidolon is more in control of his own 
  actions than in any other form, and may not 
  even need the assistance of a pilot. However, 
  consumed by Obedience to his masters, he is 
  sure to carry out their orders with ruthless and 
  cunning efficiency. A weapon of this scale is capable 
  of destroying whole cities. 
   
  
   
   
  173 
  Wonders 
   
   
   
   
   
   
   
   
   
   
   
   
  This section is provided to offer you some 
  potential wonders that may appear within 
  your Empyrean, and to inspire your own 
  creations. Players are encouraged to 
  produce their own treasures and 
  wonders, but these wonders can give 
  you an idea of what kinds of 
  treasures exist in the world, as well 
  as get you started quickly with 
  some exciting gear. 
  As a start-up option when 
  beginning a new campaign, you can 
  give each player a minor wonder 
  of their choice. This can help to 
  bolster and diversify the 
  flavor of individual player 
  characters. 
  A few treasures are listed 
  with the ‘Elemental’ technology 
  type. These are wonders that are 
  created directly by the Great Spirits 
  or are part of the fundamental nature 
  of the world.  
  Creating Wonders 
  Creating wonders is a very open process without 
  many concrete rules. An anima pearl component is 
  required, along with mastery of whatever kind of 
  technology will be used to create the wonder. 
  Beyond this, players can 
  spend some of their free 
  time between games to design 
  and construct their wonders. The 
  complete process is described on 
  page 88. The Conceit “Crafting 
  Wonders” is required for a player to 
  be able to craft wonders himself. 
  Otherwise, 
  he 
  must 
  find 
  an 
  appropriate sage or artisan who can 
  produce the wonder from his 
  materials. 
  Buying Wonders 
  With the institution of the 
  Currency Paradigm (page 76), players 
  can buy and sell wonders for currency. 
  With the currency paradigm, Anima 
  Pearls are typeless, and can be freely 
  broken and exchanged between players. 
  Institutionalizing a universal currency like this 
  can keep all players on equal footing in terms of the 
  rewards and treasures they earn, but does not 
  prevent players from crafting custom-made wonders 
  of their own. 
  The exact prices for a Wonder can be rolled 
  using dice, as described in the Currency Paradigm 
  section. Since prices vary by location, the same item 
  may have a different price in a different realm.
   
  
   
   
  Wonders 
  174 
  Consumables 
  Wonder 
  Special Power 
  Suggested Materials 
  Bottled 
  Ocean 
  This jar produces an unlimited quantity of pure drinking 
  water. Smashing it causes a lake to form in the area. 
  Superficial Pearl (Wellspring), a 
  gallon of lake water. 
  Creeping 
  Death 
  A black gas slowly escapes from this vial once it is opened. 
  Any organic substance that inhales or comes into contact 
  with the gas is turned to dust in a matter of moments. 
  Deep Pearl (Touch of Dust), 
  and soot from a funeral pyre 
  Dissolving 
  Vial 
  Anything this oil is coated by dissolves into a puddle. The 
  puddle reconstitutes itself back into its normal form after 
  several hours if possible. 
  Superficial Pearl (Liquid Flesh), 
  and a rare kind of oil 
  Eternal Life 
  A single draught of this endless potion causes the drinker 
  to need neither food nor water nor sleep, and not to age, for 
  an entire day. Nascent who are fortunate enough to possess 
  a vial can use it to stay alive for generations. 
  All-Consuming Pearl 
  (Artificially Sustained) 
  Giant's Blood 
  Drinking this potion causes an Eidolon to grow to between 
  two and four times his ordinary size for a short time. 
  Superficial Pearl (Towering), 
  and a strong red wine 
  Indestructible 
  Unguent  
  Anything coated by this oil is rendered indestructible for 
  several hours. 
  Superficial Pearl 
  (Indestructible) 
  Irresistible 
  Treat 
  This candy is completely irresistible. Anyone who sees it is 
  compelled by an all-consuming desire to eat it. 
  Superficial Pearl (Edible), a 
  spice costing more than a day's 
  wage. 
  Mask Maker's 
  Kit 
  Spending an Anima and using this tool allows the owner 
  to create a perfect mask resembling the face of another. 
  While worn, the mask causes everyone who sees or hears 
  the mask-bearer to imagine the owner of the mask's face in 
  his stead. 
  Deep Pearl (Painted), a set of 
  paints, a blank mask 
  Regenerating 
  Potion 
  This potion smells horrible and looks like black tar. 
  Drinking it heals all of one's wounds in an instant. 
  Superficial Pearl (Ashen Flesh), 
  some dust from a tomb. 
  Shattering 
  Glass 
  This mirror shatters easily, and is designed to break apart 
  at the touch of a button. When it does, anything reflected 
  in its glass also shatters in a similar manner. 
  All-Consuming Pearl (Shatters 
  like Glass), and a mirror that 
  has been owned by at least five 
  different people. 
  Unattuned 
  Potion 
  Putting a drop of Eidolon's blood into this potion will 
  randomly imbue this potion with one of that Eidolon's 
  traits. Drinking this potion grants that trait for the 
  duration of a conflict. 
  Superficial Pearl (Mimic), pure 
  spring water 
  Rising Sun 
  Talisman 
  Burning this mystical card during the night causes it to 
  become day. 
  Superficial Pearl (Crystalline) 
  Rising Moon 
  Talisman 
  Burning this mystical card during the day causes it to 
  become night. 
  Superficial Pearl (Light Eater) 
  Cryogenic 
  Solution 
  Drinking this potion causes an Eidolon to freeze solid for 
  one day up to a week, depending on how much was taken. 
  Superficial Pearl (Frozen Heart) 
  Sleeping Salt 
  Inhaling this poison causes an individual to fall into deep 
  slumber for a year and a day. 
  Superficial Pearl (Fist of Stone), 
  mucus from a colossus. 
  
   
   
  175 
  Wonders 
   
  Volcano Seed 
  Planting this seed causes a volcano to grow from the earth 
  in a violent eruption. It takes about a day to germinate. 
  All-Consuming Pearl 
  (Hotheaded), and a large chunk 
  of obsidian. 
  Heart of the 
  Forest 
  Planting this seed causes a forest to spring up overnight, 
  growing rapidly and violently for many miles. 
  All-Consuming Pearl (Life in 
  Footsteps), and seed that weighs 
  more than ten pounds. 
  Promissory 
  Note 
  Brandishing this note and concentrating on an object 
  owned by another will cause the note and the desired 
  object to exchange places from anywhere in the world. The 
  note cannot be used again for one day. 
  All-Consuming Pearl 
  (Borrower), and a piece of 
  currency from a fallen empire. 
  Soul Eraser 
  This clear gel can be used as a poison or weapon coating. 
  Effective only on Eidolons, it causes ordinary wounds to 
  become deep wounds. 
  Deep Pearl (Heart of Iron) 
  Aged Wine 
  When this wine is poured over any organic substance, it 
  rapidly ages that substance by a century. 
  Superficial Pearl (Touch of 
  Dust), and a bottle of hundred-
  year old wine 
  Regression 
  Tonic 
  Drinking this potion causes an Eidolon to appear as a 
  Nascent for up to one day. The potion can be attuned to a 
  specific tribe of Nascent with a drop of blood from a 
  member of that tribe. 
  Superficial Pearl (Painted) 
  Leveler 
  This bomb is powerful enough to level an entire city, 
  reducing all settlements for several miles to ruins. It leaves 
  plants, wildlife, and natural structures unharmed. 
  All-Consuming Pearl (Earth 
  Whisperer), and a radioactive 
  catalyst 
  Enchanted 
  Rose 
  Smelling this rose causes another to fall into a thousand 
  year slumber. The rose withers and dies after it casts its 
  spell on another. 
  All-Consuming Pearl (Fist of 
  Stone), a red rose. 
  Vermillion 
  Shroud 
  The wearer of this shroud can cause another to become 
  infatuated with him or her for a half-hour. It becomes an 
  ordinary garment after being used in this way. 
  Deep Pearl (Silver Tongue) 
  Blood Kohl 
  Wearing this eye makeup causes any who lock eyes with 
  you to experience hysterical fear. 
  Superficial Pearl (Deathly Grin) 
  Viridian 
  Shroud 
  The wearer of this shroud can cause another to develop a 
  murderous hatred of him or her for a half-hour. It becomes 
  an ordinary garment after being used in this way. 
  Deep Pearl (Hotheaded) 
  Heavenly 
  Arrow 
  This arrow strikes through the heart of a named enemy 
  when it is fired, no matter where he is in the world.  
  All-Consuming Pearl 
  (Windborne) 
  Vaporizer 
  This cylinder puts all animals and Nascent within a 1 mile 
  radius into a suspended state, where they become like a 
  vapor. They return to normal unharmed when its effects 
  expire. 
  Deep Pearl (Duskwalker) 
  Bottled Storm Opening this jar unleashes the trapped weather inside. 
  While storms are most common, any kind of weather can 
  be stored in the bottle. 
  Superficial Pearl (Windborne) 
  Aether 
  Charge 
  This small bomb unleashes a wave of Aether, which 
  temporarily disrupts the powers of Eidolons and weakens 
  them. 
  Deep Pearl (Spiral) 
  
   
   
  Wonders 
  176 
  Minor Wonders 
  Wonder 
  Special Power 
  Suggested Materials 
  Arcane 
  Revolver 
  An enchanted gun that fires elemental energy in the form 
  of a beam. Requires an anima to use. The type of energy 
  shot out does not need to be the same as the anima used. 
  Deep Pearl (Hand Cannon), and a 
  normal revolver. 
  Blasting 
  Chain 
  This chain has a heavy weight on the end, and glows with 
  destructive Anima. Anything the weight smashes into is hit 
  with the force of an explosion. 
  Deep Pearl (Cartwheel), a steel 
  chain, a heavy lead weight 
  Bound 
  Weapon 
  This weapon can be of any size or shape. On verbal 
  command, it returns back to its owner, flying through the 
  air in a direct path to his hand. 
  Deep Pearl (Endless Knives) 
  Creeping 
  Lash 
  This living rope will bind itself around creatures and grow 
  strong as iron. It releases its hold only at the touch of its 
  owner. 
  Deep Pearl (Webweaver) 
  Eternal Rose 
  A sword of glass with a crystal rose on its hilt. Every time 
  it breaks, the blade instantly reforms anew, leaving behind 
  shards of shattered glass in the flesh of victims. 
  Deep Pearl (Shatters like Glass), a 
  single black rose. 
  Lightning 
  Rod 
  This rod fires out a tentacle of living electricity, which can 
  be manipulated to pick up, move, or draw in objects. 
  All-Consuming Pearl (Arclight) 
  Sundering 
  Spear 
  The wounds from this spear must be healed naturally over 
  time. 
  All-Consuming Pearl (Torn Apart) 
  Silverlite 
  When this dagger spills blood, the blood turns to silver 
  coins when it touches the ground. 
  Deep Pearl (Gilded) 
  Blacklung 
  Kiseru 
  This oriental pipe emits a terrible black cloud when 
  smoked. The owner of the pipe is immune to its effects, but 
  others who inhale the potent smog it emits are sent into a 
  violent fit of coughing. 
  Deep Pearl (Polluted) 
  Air Striders 
  These boots can walk for up to three steps in midair, and 
  can also traverse still water. 
  Superficial Pearl (Blissful Gaze), 
  five unique kinds of feathers. 
  Bag of 
  Secrets 
  This bag never runs out of space, but finding anything 
  inside of it takes a great deal of time... almost as if it doesn't 
  wish to relinquish its treasures. 
  Deep Pearl (Always Prepared), and 
  a bag made from the stomach of a 
  legendary beast. 
  Clear Crystal A pendant that resists all forms of mind control and 
  domination. It also helps the bearer to remain calm in 
  situations where he would otherwise be gripped by fear. 
  Superficial Pearl (Crystalline), a 
  large quartz crystal 
  Clockwatch 
  This pocket watch slows or stops time within a five foot 
  radius for up to 10 seconds. Requires an anima to use. 
  All-Consuming Pearl (Pocket 
  Time), and a pocket watch made 
  by a master artisan. 
  Dancing 
  Rope 
  This rope is extremely durable, and follows an owner's 
  commands whenever the owner is within sight. It moves 
  and strikes like a snake. 
  Deep Pearl (Bound), and a clump 
  of hair from a legendary beast. 
  Endless 
  Money Bag 
  This bag produces an unlimited supply of gold coins, but 
  the gold vanishes after three hours. 
  All-Consuming Pearl (Gilded), a 
  bag made from rare leather. 
  Golden Glass A monocle that reveals the intentions of those around its 
  owner. 
  All-Consuming Pearl (Eye of 
  Truth) 
  
   
   
  177 
  Wonders 
   
  Gripping 
  Boots 
  These boots never slip and fall, even when walking on walls 
  or ceilings. Reinforced metal bands keep the user's feet 
  secure in the boots even under these circumstances. 
  Deep Pearl (Sandshaper), nails 
  from a building over 10 years old 
  Hunter's Eye This monocle reveals any weakness or flaw in an 
  opponents' armor (natural or otherwise). 
  All-Consuming Pearl (Scornful), 
  and a loop of platinum 
  Literary 
  Lantern 
  When shone upon written words, this lantern translates 
  them into a language understood by the bearer. 
  Deep Pearl (Words Within), and 
  the embers from a funeral pyre. 
  Phase Cloak 
  This cloak allows its owner to walk through walls by 
  spending a point of Anima. 
  Deep Pearl (Phased), a cloak made 
  from rainbow-dyed silk 
  Shadow 
  Shroud 
  This cloak merges with the darkness, making its owner's 
  body intangible for a few moments. It can be used only 
  once per conflict. 
  Deep Pearl (Duskwalker), a sheet 
  of fine black silk. 
  Universal 
  Translator 
  This matching earring and lip ring translate any language 
  into the owner's language, and translate the owner's 
  language into that of whomever he is speaking to. Any 
  intelligent being can be communicated with using this tool.  
  Deep Pearl (Babbling), two rubies 
  cut from the same raw stone. 
  Vaulting 
  Boots 
  These boots let the owner jump over fifty feet into the air 
  and land safely with little effort. 
  Deep Pearl (Windborne), precisely 
  tuned springs 
  Matador's 
  Cape 
  When the bearer of this cape would be struck by a surprise 
  attack, he immediately vanishes in a puff of smoke and 
  appears three yards away in a safer area. Once used, it takes 
  several hours for the cape to recharge its power. 
  Deep Pearl (Duskwalker), a dead 
  hero's cape 
  Soulglobe 
  An indestructible miniature world. Eidolons can activate 
  this item to shrink down to a tiny size and enter the globe, 
  making it like a portable home base of sorts 
  Deep Pearl (Bastion), a used 
  cornerstone 
  Repulser 
  Metal weapons and projectiles bounce harmlessly off of the 
  flesh of the one who wears this bracelet. 
  Deep Pearl (Carapace), a bracelet 
  made from seashells 
  Haunted 
  Mirror 
  Staring into this mirror transcends one's consciousness into 
  the spirit world. 
  Deep Pearl (Inverse), a brass 
  mirror 
  Folding 
  Carriage 
  A full sized carriage, complete with beasts to pull it, that 
  folds up into a cube the size of a fist on command. 
  All-Consuming Pearl (Man in the 
  Box), a carriage with horses or 
  other creatures. 
  Pocket Flame A living, cold flame that follows its master as a familiar. 
  Can cast any color of light, or turn its flame hot at will. 
  May or may not have personality and voice. 
  Deep Pearl (Energized), and some 
  pieces of flint carved with runes. 
  Revealing 
  Lantern 
  This lantern lights up an area as bright as day. The light is 
  ambient, as though the sun were shining down from above, 
  so it cannot be blocked or blotted out. 
  Deep Pearl (Lantern), and a sun-
  bleached cloth 
  Homunculus 
  A miniature clone of its owner that can carry out tasks and 
  commands. It obeys its master's orders without question, 
  and sleeps in a flask when not working 
  All-Consuming Pearl 
  (Featherweight) 
  Impregnable 
  Box 
  A box the size of a jewelry box (though sizes vary). This 
  box knows its owner, and only the owner’s touch can open 
  it. No other amount of force or magic can open it. 
  Deep Pearl (Treasure Box), a 
  jewelry box, chest, or trunk. 
  Meteor Glove Wearing this glove allows the owner to summon down a 
  meteor from space. It can only be used once a day, outdoors. 
  Deep Pearl (Sandshaper), some 
  dust from a meteorite. 
  
   
   
  Wonders 
  178 
  Solar Ring 
  The wearer of this ring can summon a white-hot mote of 
  solar energy that moves according to the bearer's command. 
  The mote can burn through almost anything. 
  All-Consuming Pearl (Radiant), a 
  loop of meteoric metal. 
  Astral Rail 
  Ticket 
  This ghostly ticket summons a phantom train to anywhere 
  in the world. The train can be taken to any civilized 
  settlement in the world that has been previously visited by 
  the party. 
  All-Consuming Pearl (Portal), a 
  hundred-year old train ticket. 
  Wall 
  Generator 
  This small cylinder-shaped device projects an impenetrable 
  wall of force in one direction. 
  Deep Pearl (Barrier) 
  Specimen 
  Bottle 
  This bottle rapidly sucks in air when opened. A creature 
  can become trapped in this jar, where it remains in ageless 
  suspended animation until freed. 
  Superficial Pearl (Pocket Time) 
  Werecoat 
  When donned, the wearer of this coat takes on the same 
  form as the creature whose fur was used to create it. The 
  effect ends at will. 
  Deep Pearl (Beast Form), and fur 
  from a wolf. 
  Paradise 
  Horn 
  The sound of this horn pacifies natural creatures, though it 
  will not work on Eidolons or Nascent. It will only sound 
  once each day. 
  Deep Pearl (Blissful Gaze), a brass 
  trumpet 
  Infernal 
  Chime 
  The sound of this chime drives natural creatures into a 
  blind rage. It does not work on Eidolons or Nascent, and 
  sounds only once each day. 
  Deep Pearl (Hotheaded), a hand-
  carved alabaster chime 
  Radiant 
  Comb 
  Running this comb through one's hair confers incredible 
  beauty for one hour. 
  Deep Pearl (Radiant), a comb made 
  from tortoise shell 
  Fatalistic 
  Grey 
  This spear is unbreakable and returns to its owner on 
  command. 
  Superficial Pearl (Indestructible) 
  Lotus Wheel 
  This metal ring is indestructible, and can spin quickly to 
  create a shield of force around its owner. 
  Deep Pearl (Barrier) 
  Lens of 
  Deception 
  While starting another in the eye through this monocle, 
  anything said to that individual is believed by him 
  wholeheartedly. 
  Deep Pearl (Forked Tongue) 
  Clockwork 
  Blinds 
  These mechanical goggles lock onto the head of another. An 
  individual wearing these has no free will, and must obey 
  the commands of the one who winds up the goggles. 
  All-Consuming Pearl (Clockwork) 
  Grinding 
  Organ 
  While this music box is turned, all except the turner are 
  wracked with a terrible, debilitating pain. 
  Deep Pearl (Deathly Grin), and a 
  cylinder of black metal. 
  Record Box 
  This music box can be wound up and set on the ground. 
  While playing, it creates a field of pocket time for about 10 
  feet in each direction. Time outside of this field stops. 
  Deep Pearl (Pocket Time), and a 
  music box. 
  Command 
  Staff 
  This staff hovers in the air, and moves precisely according 
  to the mental commands of its owner. 
  Deep Pearl (Kinetic) 
  Mobius Loop This loop is a silvery blue band of silk with no beginning or 
  end, and a single twist that can never come out. When 
  something is passed through the center of the loop, gravity is 
  reversed for that thing until it can be passed through again. 
  Deep Pearl (Inverse) 
  Launch 
  Bracelet 
  This bracelet causes the wearer's strikes to impact with the 
  force of an explosion. 
  Deep Pearl (Explosive) 
  
   
   
  179 
  Wonders 
  Major Wonders 
  Wonder 
  Special Power 
  Suggested Materials 
  Ran's Golden 
  Claw 
  Those who are scratched by this claw become consumed with 
  an insatiable desire to own it. 
  All-Consuming Pearl 
  (Gilded) 
  Bottled 
  Entourage 
  This jar of firefly-sized insects buzz and hum and speak as one. 
  They obey their master's commands without question, and live 
  without sustenance in their jar until needed. They can take on 
  any form—be it nondescript humans, insects, animal 
  companions, or anything else generic enough to blend in with 
  their surroundings. 
  All-Consuming Pearl (Of 
  Many, One), a jar full of 
  captured insects 
  Brigantin's 
  Hoof 
  A massive drill that is capable of extracting cornerstones from 
  realms or Anima Pearls from Eidolons. 
  Not Creatable 
  Kinado's Tail 
  A flick of this great fan can create weather of any type its 
  holder desires. 
  Not Creatable 
  Atamos's Eye 
  Asking a question to this coin reveals any knowable truth to the 
  bearer. However, this knowledge always comes at a price. 
  Not Creatable 
  Dreiz's Fang 
  A being who wears this fang is indestructible, and can never be 
  defeated in direct combat. 
  Not Creatable 
  Lemnas’ 
  Whisker 
  A seemingly ordinary staff, this relic takes on any size, shape, 
  and properties desired by its bearer. 
  Not Creatable 
  Orelk's Heart 
  A covered lantern that emits darkness instead of light. Those 
  touched by its light are shaken with a fear that freezes them 
  solid like statues as long as the light remains trained on them. 
  Not Creatable 
  Terelt's Claw 
  A paintbrush that brings into being whatever is painted with it. 
  The painted creations can be washed away with water, but are 
  otherwise solid. 
  Not Creatable 
  Conscription 
  Order 
  Tableau 
  This large stone tablet bears the seal of the authorities of the 
  realm. The bearer may enlist any person within the realm not 
  actively fighting against him to join his side and fight for him.  
  All-Consuming Pearl 
  (Banneret), and a slab of 
  polished shale. 
  Gatekey & 
  Lock 
  This key always comes with a matching lock. No matter what 
  door the gate key is put into, the room with the corresponding 
  lock is always on the other side. This makes traveling back to a 
  single place extremely easy. 
  All-Consuming Pearl 
  (Portal) a key made from 
  crystal 
  Body Double 
  This wind up doll takes on the exact appearance of anyone who 
  sets it up and attunes it. It can be remotely controlled by this 
  person, who can see through its eyes and hear through its ears 
  and speak through its lips. If not destroyed, it can be used again, 
  though its appearance can be set up only once. 
  All-Consuming Pearl 
  (Twin), a sculpture of a 
  nondescript person. 
  Captivating 
  Sigil 
  Anyone who sees this design is captivated by its beauty and 
  elegance. Enraptured, they find it difficult to focus on anything 
  else for several hours afterward. 
  All-Consuming Pearl (Art 
  Cast Living), and a tablet 
  of jade 
  Image Jar 
  An Eidolon can store his image in this jar, rendering him 
  invisible to the eye as long as it remains held there. If the jar is 
  smashed while an image is contained within it, the image's 
  owner suffers a deep wound. 
  All-Consuming Pearl 
  (Duskwalker), a wine 
  bottle more than 100 years 
  old. 
  
   
   
  Wonders 
  180 
   
  Looking 
  Glass 
  This mirror will reveal any place or person's whereabouts, given 
  a description. The user must know the name of the person or 
  place it is trying to find, as well as a general idea of what that 
  person or place looks like. 
  All-Consuming Pearl 
  (Infinite Eyes), a large loop 
  of gold 
  Slave Collar 
  A creature wearing this collar is forced to obey all commands of 
  the collar's owner. 
  All-Consuming Pearl 
  (Beast Master) and Level 3 
  Pearl (Controlling) 
  Retroanimate 
  Crown 
  Placing this jeweled tiara on a corpse causes the corpse to 
  resurrect into a fully restored version of its former self. When 
  the tiara is removed, the corpse disintegrates into dust. 
  All Consuming Pearl 
  (Touch of Dust) 
  Spirit Drum 
  Natural creatures and Nascent are compelled to obey the 
  commands of whomever beats this drum. A steady beat must be 
  held, or the spell breaks. 
  All-Comsuming Pearl 
  (Banneret) 
  Empty 
  Cornerstone 
  Touching an element of the world with this cornerstone will 
  seal that element within the stone forever. The thing trapped in 
  the stone can be released by another Eidolon 
  Not Creatable 
  Glass 
  Skeleton 
  Key 
  This key opens any lock or sealed portal, but shatters after 
  doing so and cannot be repaired 
  All-Consuming Pearl 
  (Portal) 
  Seeker's 
  Compass 
  This compass always points in the direction of the item or 
  person you desire to find. Activating it costs 1 Light Anima. 
  All-Consuming Pearl 
  (Compass), a holy symbol 
  Puppet Wire 
  Penetrating the flesh of another with this wire allows the holder 
  of the wire to control all of the actions of his victim. 
  All-Consuming Pearl 
  (Hollow) 
  Attuning 
  Fork 
  Tapping an object with the short side of this fork causes it to 
  become attuned. Tapping anything with the long side causes the 
  last attuned item to be teleported to the fork's location. 
  All-Consuming Pearl 
  (Borrower) 
  Eternity 
  Engine 
  This engine stores up time in a battery. Once the battery fills 
  (or after a timer triggers), time is reset to the moment the 
  engine activated.  
  All-Consuming Pearl 
  (Pocket Time) 
  Exchanged 
  Rings 
  This pair of rings bind themselves to the fingers of the ones 
  who wear them. When the two rings are put on, the wearers 
  switch bodies. When the rings touch one another, they 
  disintegrate into dust and their effects end. 
  All-Consuming Pearl 
  (Painted) 
   
  
   
   
  Planning Sheets 
  181 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Character Sheet 
  The character sheet's front side records 
  information about your Eidolon's individual growth 
  and details, while the back can be used to store 
  information about their possessions, relationships, 
  and backstory growth. 
  Dungeon Sheet 
  You can create dungeons by filling in a sheet 
  like this with random encounters. Two draws from 
  the balance will generate a random encounter in 
  your dungeon. Seven encounters in sequence 
  typically constitutes a full dungeon encounter. 
  NPC Sheet 
  This is an abbreviated character sheet that you 
  can use to keep track of relevant NPCs. 
  Quest / Scenario Sheet 
  This sheet is optionally used for planning non-
  linear game sessions. Each box on the sheet has 
  room for an encounter's basic details to be recorded, 
  and has three lines at the bottom for you to draw the 
  connections between scenes, depending on the 
  important choices the players make. 
  Realm History Sheet 
  This is used for the group realm creation variant 
  (which I've published in full at the end of this post). 
  Print one out and try if with your group, if you 
  wish. This provides an alternative to out-of-game 
  planning, where the players sit at the table and 
  roleplay the history of the realm to determine what 
  form it takes. 
  Realm Sheet 
  This is the standard realm sheet. The front side 
  contains all the information relevant to run your 
  realm, as well as a map with keys. The back side is 
  optional and allows you to customize your realm 
  with special random encounters. While the game 
  book contains nearly 350 random encounters based 
  on realm traits and balance, you can create your own 
  to give the realm a unique touch or to guide your 
  group's exploration. 
  
   
   
  
   
   
   
  
   
   
  
   
   
  
   
   
   
  
   
   
   
  
   
   
  
   
   
  
   
   
    
  
   
   
  191 
  Balance Generators 
   
   
   
   
   
   
   
   
   
   
  Treasure Generation is based on the traits of the 
  realm. For naturally occurring treasures, draw once 
  (based on Terrain) to determine the kind of item 
  that is generated, then draw again (based on 
  Wildlife) to determine its effects. For synthetic 
  treasures, draw once (based on Culture) to 
  determine the kind of item, then again (based on 
  Technology) to determine its powers. The result 
  should be [an item] that [has a certain power]. 
   
  Terrain: Desert (Fire) 
   A sword of black stone 
   An ancient scroll 
   A pack animal 
   A Sash 
   An oasis 
   A bleached bone 
   A canteen 
   
  Terrain: Plains (Light) 
   A club 
   An inscribed stone 
   A carriage 
   A tunic 
   A road sign 
   A bottle of liquid 
   A discarded notebook 
   
   
  Terrain: Mountain (Electricity) 
   A quarterstaff 
   A wall carving 
   A sledge 
   A suit of armor 
   A roadside shrine 
   A smooth stone 
   A feather 
   
  Terrain: Forest (Water) 
   A woodsman's axe 
   A wood block carving 
   A cable car 
   A vest made from vines 
   A cottage 
   A rare mushroom 
   A glowing leaf 
   
  Terrain: Swamp (Darkness) 
   A harpoon 
   A piece of carved bark 
   A riverboat 
   A straw hat 
   A great tree 
   A poisonous flower 
   A spring 
   
  
   
   
  Balance Generators 
  192 
  Terrain: Caverns (Stone) 
   A pickaxe 
   An overseer's manifest 
   A mine cart 
   A bedroll 
   A lamp-post 
   An explosive 
   A crystal 
   
  Terrain: Seaside (Air) 
   A cannon 
   A sea chart 
   An airship 
   A leather vest  
   A dock 
   A fishing rod 
   A boat 
   
  Wildlife: Dire (Fire) 
   Unleashes a blast of mystical fire. 
   Creates a shield of pure light. 
   Emits a brilliant light on command. 
   Allows the bearer to freeze water. 
   Commands the earth to change form. 
   Forms a weapon out of pure darkness. 
   Allows the bearer to ride upon the wind. 
   
  Wildlife: Natural (Light) 
   Stings the skin on contact. 
   Causes hallucinations. 
   Fires poisonous quills or thorns. 
   Soothes wounds and hastens healing. 
   Cannot be broken or destroyed. 
   Is filled with tiny insects. 
   Induces allergic reactions. 
   
  Wildlife: Aberrant (Electricity) 
   Cuts through anything like butter. 
   Allows clairvoyant perception. 
   
  Teleports the user to a matching 
  item's location. 
   
  Transforms the user into an elemental 
  spirit. 
   
  Alters gravity according to the 
  owner's whim. 
   Can grow or shrink in scale. 
   Opens a dimensional portal. 
   
  Wildlife: Exotic (Water) 
   Secretes flammable oil. 
   Glows in the dark. 
   Releases electric shocks. 
   Leaches out poison. 
   Releases a horrible smell. 
   Releases an extremely deadly poison. 
   Calls and commands a flock of birds. 
   
  Wildlife: Epic (Stone) 
   Explodes with extreme force. 
   
  Alerts the owners when a monster is 
  nearby. 
   Makes the user grow to a colossal size. 
   Pacifies colossal beasts. 
   
  Cannot be broken by any amount of 
  force. 
   Frightens away monsters. 
   Is extremely valuable. 
   
  Wildlife: Unnatural (Darkness) 
   Causes a target to burst into flames. 
   
  Reveals the location of an important 
  place. 
   Reanimates the dead. 
   
  Heals any wound, but has side 
  effects... 
   Wards away unnatural creatures. 
   Confers powers over shadow. 
   
  Allows the owner to command 
  undead. 
   
   
  Wildlife: Organized (Air) 
   
  Is also a sophisticated mechanical 
  weapon. 
   
  Represents authority over monstrous 
  tribes. 
   
  Makes the holder susceptible to 
  suggestion. 
   
  Transforms one into a monster 
  temporarily. 
   
  Is a mark of honor to the monstrous 
  tribes. 
   
  Is considered accursed by monstrous 
  tribes. 
   
  Allows one to speak monstrous 
  tongues. 
  
   
   
  193 
  Balance Generators 
   
  Culture: Honorable (Fire) 
   An ornamental sword 
   A trumpet 
   A military uniform 
   A badge of merit 
   A shield 
   An idol 
   A war banner 
   
  Culture: Ascetic (Light) 
   A brush and inkpot 
   A heavy book 
   A mandala 
   A stringed musical instrument 
   A stone tablet with carvings 
   A covered lantern 
   A jar of dye 
   
  Culture: Progressive (Electricity) 
   A prototype weapon 
   A propaganda poster 
   A new power source 
   A professionally cooked dish 
   A tamed monster 
   A mirror 
   A foreign book 
   
   
  Culture: Artisan (Water) 
   A wood carving 
   An embroidered garment 
   A painting 
   A ceremonial dance costume 
   A handmade drum 
   A play script 
   A flute 
   
  Culture: Industrious (Stone) 
   An explosive fuel canister 
   A lamp 
   An engine 
   A stimulant 
   A clock 
   A jar of grease 
   A communication device 
   
   
  Culture: Militant (Dark) 
   A melee weapon 
   A ranged weapon 
   A bomb 
   A medical kit 
   A coat of arms 
   An officer's cap 
   A conscription order 
   
  Culture: Trading (Air) 
   A rifle 
   A compass 
   A grappling hook 
   A barrel 
   A breastplate 
   A set of manacles 
   A shipping manifest 
   
  Technology: Steam (Fire) 
   Generates incredible force. 
   Calculates odds. 
   Allows one to see at a great distance. 
   Opens up into a shield 
   Magnetizes objects 
   Absorbs sound 
   
  Can speed up time in the surrounding 
  area. 
   
  Technology: Thaumics (Light) 
   
  Causes an object to explode with 
  force. 
   Reveals invisible doors and treasures. 
   Transmutes one thing into another. 
   Repairs magical items. 
   Creates a wall of invisible energy. 
   Renders the user invisible. 
   Magnifies sounds a hundredfold. 
   
  Technology: Neotech (Electricity) 
   Fires a destructive energy ray. 
   Reveals structural data. 
   Enables space travel. 
   Transforms into a vehicle. 
   Generates a force field. 
   
  Causes high-tech equipment to 
  malfunction. 
   Unleashes a sonic attack. 
  
   
   
  Balance Generators 
  194 
  Technology: Biotechnology (Water) 
   Animates itself and attacks enemies. 
   
  Provides its owner with additional 
  strength. 
   
  Converts itself into any structure of 
  the same size. 
   Heals wounds on contact. 
   Can come to life and transport objects. 
   
  Makes the wearer susceptible to 
  suggestion. 
   
  Speaks normal language and records 
  information. 
   
  To Generate an 
  Encounter 
  To 
  create 
  an 
  encounter, 
  follow these steps: 
  Draw 
  a 
  card 
  from 
  the 
  Realm’s World Balance. 
  Based upon the element of 
  the card, select one of your realm 
  Traits: 
  Fire: Government Trait 
  Light: Creed Trait 
  Electricity: Technology Trait 
  Water: Culture Trait 
  Stone: Terrain Trait 
  Darkness: Wildlife Trait 
  Air: Society Trait 
  Look up that realm trait in 
  the following generation tables, 
  then 
  find 
  the 
  event 
  that 
  corresponds to the level of that 
  trait’s element in the realm.  
  Generated Encounters are a 
  great way to explore a realm for 
  the first time. Once players feel 
  comfortable exploring the realm, they will probably 
  want to come up with their own Encounter 
  Contexts, and this is encouraged.  
  Filling in the Gaps 
  Often the encounters generated here will not 
  specify the exact place, time, or person who is 
  making a request or will leave the place where the 
  conflict is occurring up to the players. The realm 
  owner can supply these elements, or they can be 
  created using the other generators in this guide. 
  Settlements, Citizens, Civilizations 
  Since different realms will have different kinds 
  of towns and people, these generic terms are used in 
  the contexts. A settlement is any city, town, village, 
  output, base, or the like that the realm’s civilization 
  controls. Civilization refers to the Nascent society 
  that controls (or attempts to control the realm). 
  Citizens are any individuals, Nascent or Eidolon, 
  that permanently call 
  the realm their home. 
  Making 
  Encounters Fit 
  Not 
  all 
  of 
  the 
  contexts 
  provide 
  a 
  direct conflict, and not 
  all 
  will 
  provide 
  a 
  conflict that the party 
  wants to participate in. 
  For example, “A wise 
  guardian 
  creature 
  protects the locals and 
  lives in harmony with 
  them. However, the 
  creature keeps a secret 
  treasure buried within 
  its lair that could be 
  extremely 
  valuable.” 
  Perhaps 
  your 
  party 
  isn’t the type to steal 
  treasures from 
  their 
  guardians—especially 
  those 
  who 
  protect 
  villages. In this case, 
  you can still use the 
  context, but reverse the 
  situation. For example, perhaps a less scrupulous 
  party isn’t above stealing said treasure, and it’s up to 
  you to protect it. Coming up with creative ways to 
  turn encounters into situations that players want to 
  participate in is one of the subtle skills that you will 
  acquire as you play Mystic Empyrean. 
  Creating your own Realm 
  Contexts 
  Once you’ve created and fleshed out 
  your own realm, you may wish to create 
  more elaborate adventure contexts that are 
  specifically applicable to your realm and its 
  evolution. The back of the Realm Sheet 
  contains an area where you can design 
  these contexts. 
  When creating a context, avoid being 
  too specific. Present only the problem at 
  hand, and let your party define the 
  specifics of the situation and the way they 
  want to go about solving it. If you give too 
  much information, you can stifle the plot 
  and make the scenario potentially less 
  interesting. 
  Understand that players are going to 
  take your adventure contexts in directions 
  that you didn’t expect. It is best to phrase 
  your contexts in the terms of myths, 
  rumors, or vague superstitions that the 
  party can investigate and move in their 
  own direction. 
  
   
   
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  Terrain Encounters 
  Plains (Light) 
  1 - A huge storm is coming across the plains, and 
  the farms’ harvest for this year will be ruined unless 
  something can be done soon. The locals ask the 
  party for help. 
  2 - A foreign plant has been growing and 
  gradually displacing other plants, unbalancing the 
  natural ecosystem and making farming difficult. 
  The party must find a way to eradicate it. 
  3 - A group of travelers seeking protection for 
  their trip across the plains wish to hire you to escort 
  them. 
  4 - In the dry season, a fire has blown out of 
  control and has set nearly the whole realm ablaze. 
  The party must find a way to help before the whole 
  area is destroyed. 
  5 - A recent earthquake has opened up a vast 
  canyon in the heart of the plains. The nearby 
  Nascent tribes need someone to build a bridge across 
  this canyon so that they can maintain trade between 
  settlements. 
  6 - Plants in the plains are dying of a mysterious 
  blight, and the people of the land are not able to 
  gather food or hunt effectively as a result. 
  7 - The lands are drying up due to an unnatural 
  drought, and someone must find the source of the 
  problem and stop it before all life on the plains is 
  destroyed. 
  Desert (Fire) 
  1 - Rumors of a legendary oasis where many 
  treasures are hidden circulate among the desert 
  settlements. Can the party piece together the puzzle 
  and find this elusive place? 
  2 - As the party travels through the desert, a 
  shifting dune reveals an ancient ruin that was buried 
  beneath the sands long ago. The desert will soon 
  swallow the ruin once more, and this is the only 
  chance there may be to explore it. 
  3 - A desert storm falls suddenly on the party, 
  and they must fight their way through the storm to 
  reach their destination and avoid being lost. 
  4 - A sudden desert storm has left the traveling 
  party alone and lost in the center of the vast desert. 
  It will be three days of traveling to return to the 
  nearest settlement, and until then, they must find 
  some way to survive. 
  5 - A major settlement’s water source has dried 
  up, and will soon die unless a renewable source of 
  water can be supplied to it. 
  6 - A group of desert nomads have asked the 
  party to aid them in crossing the harsh desert. 
  7 - The worst sandstorm in history is gathering 
  strength and heading straight for a major settlement 
  where the party is staying. It is up to them to protect 
  the place from being destroyed utterly. 
  Forest (Water) 
  1 - A brushfire has grown out of control and is 
  devouring the forest quickly. 
  2 - It is said that beneath the roots of the largest 
  tree in the forest is hidden a secret ruin from 
  millennia ago.  
  3 - Lost in the very heart of the forest, the 
  players must find some way to get back to 
  civilization without a map or compass. 
  4 - A powerful predator stalks the forest floors, 
  and terrorizes the Nascent settlements by night. A 
  hunting party is sent in to eliminate this threat. 
  5 - A potent herb is said to grow for one day a 
  year at the heart of the forest. Players must journey 
  in to find this rare plant in exchange for an item 
  they need. 
  6 - A mysterious jungle fever has come over 
  travelers who visit a certain corner of the forest, and 
  it is quickly becoming a haunted and forbidden 
  place. 
  7 - The forest is growing aggressively and 
  expanding into settlements and civilization with an 
  almost malicious intent. What could be the source of 
  this growth. 
  Seaside (Air) 
  1 - The water level is dropping recently for no 
  apparent reason. The party is asked to investigate. 
  2 - A ship carrying important cargo sinks near 
  the coast and the party is asked to salvage some 
  parts from it. 
  3 - Recently, the seawater around settlements has 
  become dangerously acidic, making the area around 
  dangerous and killing off wildlife. 
  4 - Piracy has become rampant, and huge 
  bounties are being placed on the pirates that patrol 
  the waters. 
  5 - A huge storm leaves the party shipwrecked 
  on a tiny island. 
  
   
   
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  6 - It is said that a ghost ship haunts the waters 
  near a settlement. 
  7 - The ruins of an ancient city have been 
  discovered deep beneath the surface of the waters. 
  Swamp (Darkness) 
  1 - A member of the party is bitten by a toxic 
  swamp snake, and he will deteriorate unless a cure 
  can be found soon. 
  2 - Swamp gas has been affecting the minds of 
  people in the settlements, causing them to become 
  violent. 
  3 - A certain part of the swamp is said to be 
  haunted by a malevolent spirit, and those who 
  venture there rarely return. 
  4 - A biologist asks the party to track down and 
  capture a rare species of bird, perhaps the last of its 
  kind. 
  5 - The swamp has begun flooding, and 
  settlements will be destroyed if it continues. The 
  party is asked to intervene. 
  6 - Strange lights can be seen in the swamp at 
  night, leading the way to a forbidden and ancient 
  corner of the bog. 
  7 - A zoologist asks the party to capture a 
  massive swamp snake for study, as well as to keep it 
  from terrorizing the villagers in the area. 
  Mountain (Electricity) 
  1 - The party stumbles upon a secluded mountain 
  village that has been cut off from civilization for 
  hundreds of years. 
  2 - Landslides have become increasingly common 
  as of late, and the people of the mountain settlements 
  believe that some active force is to blame. 
  3 - There are rumors of a mountain monster that 
  terrorizes the settlements but has never been seen or 
  tracked. 
  4 - A bridge has fallen out across a ravine in the 
  mountains, and the party is contracted to repair it. 
  5 - While climbing the mountains, the party are 
  caught in a storm and sealed underground in an ice 
  cavern from which there is no apparent escape. 
  6 - There are legends of an ancient city filled with 
  treasure that remains undiscovered in the mountains 
  and lost after a thousand years of isolation. 
  7 - A volcanic eruption wakes the party in the 
  night. Before it is too late, they must find some way 
  to save themselves and the settlement. 
  Caverns (Stone) 
  1 
  - 
  A 
  huge 
  underground 
  reservoir 
  of 
  undetermined depth can be found at the bottom of 
  the caverns. What could lie beneath these depths? 
  2 - A local child has become lost in the caverns, 
  and the party is asked to rescue them before they are 
  found by wild creatures. 
  3 - A cavern collapse has trapped the party under 
  miles of solid stone. 
  4 - In order to reach a settlement on the other 
  side of the mountains, the party must travel through 
  an uncharted cave system. 
  5 - A deadly creature lives deep within the 
  caverns, and the players are commissioned to 
  capture or kill it. 
  6 - A vein of precious minerals within the 
  caverns has been flooded. The party is asked to find 
  some way to clear the flood and make the mine safe 
  to work once more. 
  7 - A treasure is being kept safe deep within the 
  heart of the cavern. The party is asked to protect it 
  from a much larger force that is storming the 
  caverns in order to claim it. 
  Technology Encounters 
  Primitive (Stone) 
  1 - The party is asked to help establish the 
  educational system of the realm and bring them out 
  of the stone age. 
  2 - A handful of citizens have discovered high 
  technology in an ancient ruin, and are using it to 
  terrorize and extort from local settlements. 
  3 - The citizens of the realm are concerned about 
  invaders from other realms with more advanced 
  technology. 
  4 - The people of the realm have asked your 
  assistance in building a structure for them which 
  they could not create otherwise. 
  5 - A plague is sweeping the land, but the 
  citizens have no medicine or medical science with 
  which to combat it. 
  6 - Disturbances in the weather and a high rate 
  of natural disasters have the populace baffled as to 
  their origins. 
  7 - Crops are dying and animals are leaving the 
  realm. The citizens are unsure of why, but stand to 
  be in great trouble without these resources. 
  
   
   
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  Balance Generators 
  Steam (Fire) 
  1 - A shortage of coal has driven the price of this 
  commodity to extreme highs. 
  2 - Train robbers are common on the railways 
  that connect the settlements in this realm, and the 
  party is asked to deal with them. 
  3 - The steam engines powering the settlement 
  have been sabotaged, and will explode soon if 
  nothing is done to stop and repair them. 
  4 - A gigantic explosion has occurred across 
  town, and it’s up to the players to determine who’s 
  responsible and why it happened. 
  5 - The players are invited to design their own 
  steamwork robot to participate in a robot duel. 
  6 - There are rumors of strange experiments 
  happening in one of the laboratories outside town, 
  and a storm tonight may provide the power they 
  need to complete their experiments. 
  7 - A mad scientist has built a gigantic war 
  machine and is terrorizing the settlements in the 
  area with it. 
  Electronics (Air) 
  1 - A realm-wide power outage has left citizens 
  unable to communicate or perform daily tasks. 
  2 - A self-aware computer virus has taken 
  control of the settlement’s control systems, and is 
  causing considerable danger to citizens. 
  3 - Government documents and intelligence are 
  being stolen through a leak in the central computer 
  systems of the settlement. 
  4 - An underground ring of criminals exchanges 
  signals and meeting places through a little-known 
  network site. 
  5 - Strange electrical surges are occurring all 
  across the settlements, and rumors of a mysterious 
  electrostatic monster are circulating. 
  6 - A mechanical, artificially intelligent citizen 
  is built. The population is divided over whether he 
  should be allowed to exist or not. 
  7 - A virtual reality is built that allows citizens 
  to live completely inside the network for a time. 
  Those who do are becoming so enthralled with the 
  artificial world that they do not wish to return to the 
  real world. 
  Thaumics (Light) 
  1 - The players are able to design their own 
  magical tool and take it with them. 
  2 - A new kind of magic proves to be extremely 
  dangerous, and the government is doing everything 
  it can to suppress these new arts. 
  3 - A summoning spell has gone awry and 
  unleashed a number of powerful beings into the 
  center of the settlement. 
  4 - A powerful prodigy mage has been 
  discovered, and different factions are trying to entice 
  him to join their interests. 
  5 - A lone mage is pursuing a dangerous line of 
  magical research, and is coming close to completing 
  his project. 
  6 - A construct of thaumic energy has been 
  spontaneously born from magical experiments. The 
  construct wishes to become a citizen of the realm 
  and live among his creators. 
  7 - One morning, for some unknown reason, all 
  of the thaumic technology in the realm no longer 
  works. 
  Biotechnology (Water) 
  1 - The players are given an opportunity to 
  design their own servitor and have it come with 
  them. 
  2 - An experiment gone awry has created a 
  legion of endlessly self-replicating servitors that 
  threaten to devour the entire realm. 
  3 - A rogue servitor has gained sentience and is 
  slowly subverting others of his kind to lead a 
  revolution against their Nascent masters. 
  4 - The players are invited to participate a 
  sporting competition where servitors are designed 
  and created to compete with one another. 
  5 - A disease is killing off servitors all across the 
  realm, leaving citizens without a means of 
  sustaining themselves. 
  6 - A mad scientist has created a massive 
  servitor which he is using to terrorize settlements. 
  7 - A genetics workshop is allowing citizens to 
  customize their own genetics, leading to strange 
  changes in the population. 
  Pandoran Tech (Darkness) 
  1 - Citizens are disappearing in the night for 
  unknown reasons, and with increasing frequency. 
  2 - The exploitation of Pandoran Technology 
  has weakened the fabric of reality, causing 
  dangerous rifts in space and time. 
  
   
   
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  198 
  3 - A radiation emitted by the realm’s technology 
  is turning people and animals into mutated 
  monsters. 
  4 - A prodigy of Pandoran Technology seems to 
  know many secrets of the devices in the settlement 
  and how they function, but there is something 
  sinister about him. 
  5 - Many of the citizens in the realm begin 
  experiencing madness and dementia for unexplained 
  reasons. 
  6 - An inventor in the realm has developed a 
  weapon that can instantly kill an Eidolon. 
  7 - The party discovers the terrible truth about 
  the power source that keeps all of the settlement’s 
  technology running. 
  Neotech (Electricity) 
  1 - The party is asked to participate in a space 
  flight to discover what strange wonders lie beyond 
  Empyrean. 
  2 - An alien craft crashes near to a settlement. 
  3 - A military technologist has developed a 
  weapon capable of destroying entire realms. 
  4 - The party is asked to design and pilot a 
  massive spacecraft to defeat a colossal otherworldly 
  enemy. 
  5 - The party is caught in a dimensional shift, 
  and must find some way to return to their own 
  universe. 
  6 - A full scale invasion against the settlements 
  is being carried out by an alien menace. 
  7 - Artificially intelligent life has risen up in a 
  revolution against the Nascent. 
  Government Encounters 
  Plutocracy (Fire) 
  1 - The party is asked by a guild to undermine a 
  rival guild in exchange for the favor and protection 
  of the guildmaster. 
  2 - The party is heavily taxed by the Plutocracy, 
  and one of their powerful relics or tools is requested 
  to cover the tax. 
  3 - The people of the country plead with the 
  party members to ease their poverty and hunger by 
  stealing from the Oligarchs for them. 
  4 - The party is hired to protect a powerful 
  figure who fears that an assassination plot targets 
  him. 
  5 - By a strange twist of fate, a party member has 
  acquired a large amount of local land, and is invited 
  to become a Plutocrat and help manage the realm. 
  6 - Two rival factions are going to war with one 
  another, and they are drafting peasants into service 
  against their will as warriors. 
  7 - A peasant revolt is being viciously suppressed 
  by the private armies of the guilds, and the party 
  must choose a side in the fight. 
  Kingdom (Stone) 
  1 - The kingdom and parliament have a serious 
  divide over an important social issue. Each side asks 
  that you help the other to see things their way. 
  2 - The king’s daughter (or son) has been 
  kidnapped by seditious traitors. The party is asked 
  to find these villains and bring them to justice, as 
  well as to return their hostage unharmed. 
  3 - The players are invited to have an audience 
  with the king. According to custom, they must offer 
  the king a gift, but may also ask a single request of 
  the king. 
  4 - A sinister figure plots to overthrow the king 
  and take his place on the throne. The players must 
  decide whether to align with this figure or the king, 
  and see the conspiracy through to the end. 
  5 - The king has passed away without a 
  successor, and it is custom for the people of the city 
  to ask world-traveled Eidolons to appoint a new king 
  for them. 
  6 - The king’s advisors are plotting to assassinate 
  him, and you have become privy to the plot. 
  7 - A powerful Eidolon has deposed the king and 
  now sits upon the throne. It is up to you to 
  overthrow this despot and return the realm to the 
  control of its rightful master. 
  Theocracy (Light) 
  1 - A high priest curses the party for their deeds, 
  and now they must explain themselves to the god of 
  the realm. 
  2 - The god of the realm will not allow the party 
  to leave until they perform some service for him. 
  3 - The people of the realm believe one of the 
  party members has been sent by their god to end 
  poverty and social injustice in the civilization. 
  4 - The god of the realm desires an audience 
  with the party, and asks them to bring him a rare 
  treasure as proof of their devotion. 
  
   
   
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  Balance Generators 
  5 - A divine selection names one of the party 
  members as the next prophet to lead the Theocracy. 
  6 - A divine portent foretells of terrible calamity 
  that will soon befall the realm, and the players must 
  determine what it is and how they will lend aid. 
  7 - The patron god of the realm dies, leaves, 
  falls, or is otherwise removed from power, and must 
  be reinstated or replaced to return life to normal. 
  Tyranny (Darkness) 
  1 - The party members have gained an audience 
  with the tyrant, and are expected to bring along 
  some kind of gift. 
  2 - The tyrant has asked all Eidolons in the 
  country to join him in suppressing a rebel uprising. 
  The players must determine which side of the 
  conflict they wish to join. 
  3 - The party is invited to join an underground 
  movement that works against the tyrant, and is 
  asked to carry out a mission to eliminate one of his 
  generals. 
  4 - The party is jailed on suspicion of political 
  subversion, and must stand trial to clear their 
  names. 
  5 - The party inadvertently comes across a 
  political prisoner, who asks that he be set free and 
  tries to convince the party to join his cause. 
  6 - A shortage of resources causes the people of 
  the country to become restless. While rations are 
  shortened, dissent grows, and the party must do 
  what they can to deal with a potential insurrection. 
  7 - A revolution has begun to overthrow the 
  tyrant and give power to the people of the realm. 
  The party must decide which side of the struggle 
  they wish to join. 
  Technocracy (Electricity) 
  1 - A virus has been unleashed that is slowly 
  corrupting the technocrats and subverting their 
  ideals. 
  2 - The central intelligence systems of the 
  technocracy are utilizing hypnotic suggestions to 
  control and manipulate their subjects. 
  3 - The central intelligence of the technocracy 
  has become self-aware, and is subtly using its power 
  for its own ends. 
  4 - Hackers have infiltrated the technocracy’s 
  central computer systems, and tracing and stopping 
  them is a priority for the government. 
  5 - The central intelligence of the Technocracy 
  has outlawed a specific book, and has ordered all 
  copies of it destroyed. 
  6 - Agents of the Technocracy have declared 
  martial law and locked down all settlements, 
  preventing anyone from entering or leaving. 
  7 
  - 
  The 
  technocracy’s 
  intelligence 
  has 
  determined that “human elements” are no longer 
  necessary, and has begun a campaign to replace all of 
  its populace with robotic automatons. 
  Meritocracy (Water) 
  1 - The party are asked by rulers in the country 
  to help unearth a conspiracy to overthrow them. 
  2 - Due to their fame, the party is asked to 
  endorse a candidate for the upcoming election. 
  3 - The party have inadvertently entered 
  themselves into a competition to determine the next 
  ruler of the realm. 
  4 - For their deeds, one of the party members is 
  elected into the Meritocracy. 
  5 - The party witnesses one of the civilization’s 
  leaders working against his subjects, and must 
  unearth the conspiracy. 
  6 - A criminal organization is defrauding the 
  nation’s polls in order to mislead leaders about the 
  will of their subjects. 
  7 - One of the nation’s rulers is an impostor, and 
  the players must prove his true identity to the world, 
  as well as restoring the original to the throne. 
  Aristocracy (Air) 
  1 - A riot has formed in the streets with peasants 
  demanding food and clothing from the rich 
  aristocracy. 
  2 - The players are invited to join the 
  aristocracy, but to do so they must eliminate one of 
  the existing aristocrats. 
  3 - A rich middle class of tradesmen and guild 
  masters challenges the authority of the aristocrats by 
  defying tariffs and taxes, resulting in an escalating 
  conflict. 
  4 - Players are asked to assist in managing the 
  welfare of the poorer classes, and to improve health 
  and education in settlements. 
  5 - One of the aristocrats has challenged a party 
  member to a duel of honor, with the winner being 
  awarded the loser’s titles and properties. 
  
   
   
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  6 - A revolution breaks out, and the aristocrats 
  flee to a safe haven outside of the settlement. It falls 
  to the players to restore order and restructure the 
  civilization. 
  7 - The aristocrats have struck back against the 
  lower classes by seizing all property and forcing 
  peasants into indentured labor. 
  Creature Encounters 
  Exotic (Water) 
  1 - A rare animal has taken to one of the party 
  members and follows him everywhere. Poachers and 
  hunters are interested in capturing it from him. 
  2 - A species which was once a staple of the 
  realm is now being poached to near extinction. 
  3 - The party is tasked with capturing a rare 
  insect for a collector to put on display in a museum. 
  4 - An rich citizens rare bird has gotten lost in 
  the city, and he is desperately trying to hire help to 
  track it down. 
  5 - A member of the party has been stung by a 
  rare lizard and is in critical condition. Only the 
  venom of that exact lizard can be used to create a 
  cure. 
  6 - The party has been entrusted with a rare 
  species to release into the wild and find a suitable 
  home for. 
  7 - A natural disaster has displaced thousands of 
  wild creatures, which have overrun settlements 
  across the realm. 
  Aberrant (Electricity) 
  1 - A rift in space and time has unleashed a 
  terrifying monster into the streets of a settlement. 
  2 - The party discovers an enormous, dormant 
  monster trapped beneath the surface of the realm. 
  3 - A natural mutagen has been discovered that is 
  transforming ordinary animals into unspeakable 
  monsters. It falls to the party to find some way to 
  find some way of containing and controlling this 
  substance. 
  4 - A massive, aberrant creature has taken up 
  residence beneath the settlement, and its presence 
  causes unrest for citizens. 
  5 - The sting of a horrific monster leaves one 
  party member disabled. The others must try to find 
  an antidote. 
  6 - A mad sorcerer is raising an army of 
  unspeakable horrors, and it falls to the party to stop 
  him. 
  7 - An extra-dimensional monster has become 
  the center of a secret cult. Now, the cult is ready to 
  release their master into Empyrean. 
  Dire (Fire) 
  1 - Tomb raiders have awakened an ancient and 
  deadly creature which is now loose on the outskirts 
  of the settlement. 
  2 - A raging dire creature has charged into the 
  center of the settlement and is attacking people at 
  random. 
  3 - A dire creature is leading a number of natural 
  creatures of its kind on an organized raid against 
  Nascent settlements. 
  4 - A creature which used to guard settlements 
  in the area has turned to attacking them and trying 
  to drive the Nascent away. 
  5 - A terrible monster protects a secret shrine 
  that is rumored to contain ancient treasures. 
  6 - A wise guardian creature protects the locals 
  and lives in harmony with them. However, the 
  creature keeps a secret treasure buried within its lair 
  that could be extremely valuable. 
  7 - A great monster who defends the realm 
  demands a sacrifice of one citizen per month. 
  Natural (Light) 
  1 - An animal population is dying out from a 
  mysterious disease, and no one is sure why. 
  2 - A rare and important medicine can only be 
  made from the sinew of a rare animal whose 
  population is rapidly dwindling. 
  3 - Animals taking up residence in settlements 
  have caused health and sanitation problems lately. 
  4 - Pollution has caused animals to become 
  scarce, upsetting the natural food chain and creating 
  a scarcity of food. 
  5 - Domesticated animals have broken loose and 
  are overrunning the streets. 
  6 - A plague of pest animals have flown in, and 
  are rapidly spreading disease and devouring food 
  supplies. 
  7 - With their natural food chain disrupted by 
  expansion, animals have become violent and begun 
  attacking Nascent. 
  
   
   
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  Epic (Stone) 
  1 - Citizens have unknowingly built an entire 
  settlement on the back of a gigantic, slumbering 
  creature. Now, that creature is waking up. 
  2 - A seal which held a massive creature at bay 
  for millennia has been broken, and the party must 
  find some way of restoring the seal and trapping this 
  creature once again. 
  3 - A massive, immortal creature is wrecking 
  havoc on the local settlements. The party must find 
  some way to divert it or defend against it. 
  4 - The party is sent on a mission to capture 
  evidence of an elusive mythical creature. 
  5 - A gigantic creature guards the local 
  settlement, but recently, another creature has been 
  encroaching on its territory and trying to drive it 
  away. 
  6 - A stampede of enormous creatures threatens 
  to destroy an important settlement. 
  7 - A terrible monster has been sighted at the 
  edge of the wilderness, dwarfing cities and even 
  mountains. 
  Organized (Air) 
  1 - Due to a pillaging of food and resources by 
  organized monster tribes, the population of the local 
  settlements is going hungry. 
  2 - Organized monsters have settled cities near 
  resources that the local Nascent tribes want to 
  control. 
  3 - The monsters in the area have organized and 
  are demanding to be recognized as citizens of the 
  local nascent settlements. 
  4 - The monsters in the area have discovered 
  advanced technologies or magics that they are using 
  to wreak havoc on the nearby Nascent settlements. 
  5 - Monsters in the area have organized a 
  military campaign to drive back Nascent settlements 
  that are expanding into their lands. 
  6 - One of the party members has been captured 
  by the monster tribes, and is being held ransom. 
  7 - The Organized monsters of the realm have 
  built up an army and begun a campaign to 
  exterminate the Nascent once and for all. 
  Unnatural (Darkness) 
  1 - Ghosts from the past roam the lands at night 
  and prey on unwary travelers. 
  2 - The horrific monsters who roam the lands 
  display a sinister intelligence, and it is believed that 
  someone is controlling them for his own ends. 
  3 - A sinister castle on the hill overlooking the 
  settlement seems to be a source of the terrifying 
  creatures that roam the lands. 
  4 - An evil influence is preying upon citizens, 
  turning them into puppets under its control. 
  5 - A horde of undead abominations have risen 
  due to a convergence of the planets, and the 
  settlements must fend them off until the celestial 
  event ends. 
  6 - A witch claims to know of a way to destroy 
  the monsters that plague the lands once and for all. 
  7 - A terrifying colossus of death and decay rises 
  from the earth and is laying waste to the settlements 
  of the realm. 
  Culture Encounters 
  Ascetic (Light) 
  1 - The party will be offered a powerful relic kept 
  safe from the world, but only if they can complete a 
  series of challenges displaying their worthiness. 
  2 - A dark entity within the collective 
  subconscious of the realm is corrupting the minds of 
  its people. 
  3 - A few individuals in the realm have 
  developed psionic powers that are difficult for them 
  to control. 
  4 - A spiritual leader has died and been 
  reincarnated. The party is asked to help find his new 
  incarnation. 
  5 - The party is asked to prove their wisdom by 
  creating something that will last forever. 
  6 - The party members are sent on a spiritual 
  journey to speak directly to the Spirit of the World. 
  7 - The party members are sent on a spiritual 
  journey to confront their own inner demons. 
  Honorable (Fire) 
  1 - Before they can gain entrance to the realm’s 
  settlements, the party must prove their worth in a 
  contest of might and wisdom. 
  
   
   
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  202 
  2 - The party members are welcomed as guests 
  of honor in the settlement, but tales of their deeds 
  have been vastly inflated and misconstrued, such 
  that more is expected of them than they can provide. 
  3 - The party is asked to participate in an 
  unorthodox sporting competition that is popular in 
  the realm. 
  4 - A member of the party has accidentally 
  disgraced a warrior, who challenges him to a duel. 
  5 - One of the party members is asked to repay 
  an old debt by hunting a monster in the lands 
  surrounding the settlement. 
  6 - A member of the party has been accused of 
  theft and is about to be arrested. 
  7 - The realm’s champion challenges a member 
  of the party to a duel to the death. 
  Militant (Darkness) 
  1 - The party is dispatched with a team of 
  soldiers in order to take down a monster that has 
  been terrorizing the settlement. 
  2 - Paranoia runs high in the settlements, as 
  rumors spread that subversives wish to oust their 
  government. This distrust of outsiders causes 
  problems for the party. 
  3 - The party is invited to participate in an 
  underground arena sporting competition, with a 
  powerful relic being the prize. 
  4 - Two settlements have been at war with one 
  another for many years, and it is up to the party to 
  arbitrate their situation. 
  5 - Settlements have begun a campaign to 
  eliminate all monsters from their lands, and the 
  party is asked to help with this effort. 
  6 - The civilization has funded the construction 
  of a massive weapon with potentially devastating 
  power.  
  7 - The civilization has undertaken the invasion 
  of a neighboring realm. The party must decide 
  which side of the battle they wish to join. 
  Artisan (Water) 
  1 - An artist has produced a work so terrible that 
  it induces madness in all those who see it. 
  2 - The players are awarded a commission to 
  design a monument for the central square in a city. 
  3 - The party find themselves trapped within a 
  two dimensional painted world, and must find a way 
  to escape back to the real world. 
  4 - An expensive painting has been stolen from a 
  local museum, and the players are tasked with 
  finding it and returning it to its rightful owners. 
  5 - There is an author whose works all come 
  true. As different groups vie for control of his 
  power, the players must decide where they stand and 
  what they will do.  
  6 - An artist has produced a work of art so 
  beautiful that all who see it fall madly in love with 
  it. 
  7 - Citizens have been vanishing, and sculptures 
  of the missing citizens are appearing in the garden of 
  a mansion outside of the settlement. 
  Industrious (Stone) 
  1 - Greedy merchants are exploiting the hard 
  work of the masses to create huge profits for 
  themselves, while paying next to nothing to the 
  working classes. 
  2 - Bad working conditions are causing a high 
  mortality rate among laborers, causing unrest. 
  3 - An industrial accident has put the settlement 
  on alert, as immediate danger threatens all of its 
  citizens. 
  4 - Union workers have gone on strike, 
  effectively shutting down the settlement. 
  5 - Industrial Waste has caused severe ecological 
  impact, causing health problems for the lower 
  classes. 
  6 - Industrial policies are forcing the old, the 
  infirm, and children to work. 
  7 - A monstrous creature has taken up residence 
  in one of the factories, and the party is asked to 
  descend into the depths of the factory and destroy it. 
  Commercial (Air) 
  1 - The people of the settlement demand trade 
  goods from a foreign realm, and leaders promise to 
  give the party a powerful relic if they bring the 
  requested items. 
  2 - The settlement wishes to establish trade with a 
  neighboring realm, and asks the party to guide one of 
  their trade emissaries on a diplomatic mission. 
  3 - Bandits have blockaded an important 
  settlement, and the party is asked to break the 
  blockade and restore stability to the area. 
  4 - An influx of cheap goods from a foreign 
  settlement has destroyed the local economy, putting 
  citizens out of work. 
  
   
   
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  Balance Generators 
  5 - Government officials believe cheap goods 
  that are being sold by a particular merchant are 
  actually pirated, and asks you to investigate. 
  6 - An economic collapse has occurred in one of 
  the settlements, and the government asks you to 
  investigate what forces are responsible for it. 
  7 - Inflation has driven the currency of the 
  civilization 
  to 
  near-worthlessness, 
  and 
  the 
  government asks you to help them sort out the mess 
  before their economy implodes. 
  Progressive (Electricity) 
  1 - The government has implemented a policy of 
  privatizing everything, leading to a denial of basic 
  services for those who cannot afford them. 
  2 - New regulations allow citizens to buy their 
  way out of criminal charges, leading to widespread 
  corruption. 
  3 - A new policy allows a questionable 
  technology to become widespread, and the results 
  are troubling. 
  4 - Citizens have become so enthralled with a 
  new form of entertainment that they are abandoning 
  their work and families for it. 
  5 - Deregulation has allowed opportunistic 
  merchants to bring dangerous and addictive wares to 
  sale in the settlement, causing detrimental effects on 
  society. 
  6 - Runaway nationalization policies have taken 
  all property and put it under the auspices of 
  government, depriving citizens of their freedom and 
  creating unrest. 
  7 - A new policy would call for the immediate 
  elimination of a large portion of the civilization’s 
  population. 
  Society Encounters 
  Mercantile (Air) 
  1 - An artifact collector is said to have imported a 
  priceless artifact from Old Empyrean recently. 
  2 - Importation of an addictive, detrimental 
  substance has made some merchants rich, but is 
  increasing crime and desperation in the settlements. 
  3 - Some citizens have been disappearing in the 
  night, and officials believe 
  an 
  unscrupulous 
  merchant is kidnapping them to sell as slaves. 
  4 - A nearby settlement needs resources, but are 
  too poor to buy them at the exorbitant prices 
  demanded by merchants. 
  5 - A rich foreign settlement is buying up all of 
  the food and natural resources from the settlement, 
  sending it spiraling into a societal collapse. 
  6 - A rich, miserly merchant has passed away 
  without any successor, and his mansion on the 
  outskirts of town is said to be filled with treasures. 
  7 - Blockades and piracy have deprived all the 
  settlements of the realm of the resources they need, 
  and a group of bandits plans to seize control of the 
  vulnerable settlements. 
  Outposts (Fire) 
  1 - The party comes across an abandoned outpost. 
  What caused the place to become deserted, and does it 
  still pose a threat to the party? 
  2 - The sheriff of the outpost has been recently 
  killed, and the citizens force one of the party 
  members to become their new sheriff. 
  3 - Bandits are attacking the settlement and 
  carrying off citizens to trade to slavers. 
  4 - A bar fight breaks out at the local saloon, and 
  the party becomes caught in the middle. 
  5 - An Eidolon who feels the party has wronged 
  him challenges one of the party members to a 
  showdown at high noon. 
  6 - A disaster has cut the outpost off from other 
  settlements, and a lack of resources is gradually 
  making the citizens become cutthroat criminals. 
  7 - Bandits have taken over an outpost and made 
  it 
  their base of operations. The party 
  has 
  unwittingly stumbled into the middle of this rogue 
  settlement. 
  Exploitative (Electricity) 
  1 - A shortage of the area’s major resource has 
  caused this city to become a ghost town. Only those 
  too poor to leave remain, hoping and praying that 
  the lifeblood of their settlement will be restored. 
  2 - An accident at the city’s resource processing 
  center has caused chaos in the area, and many are 
  taking advantage of the chaos to loot and plunder. 
  3 - Pollution in the area has become so bad that 
  plants and wildlife are mutating and becoming 
  monstrous. 
  4 - A newer, cleaner type of power source has 
  been discovered, but officials who own the older 
  infrastructure are pushing against progress to 
  maintain status quo. 
  5 - Ecological activists have sabotaged the city’s 
  power source and are preventing it from being fixed. 
  
   
   
  Balance Generators 
  204 
  6 - Pollutants have mutated a wild creature into 
  a titanic monster that has been wrecking the 
  settlement. 
  7 - Pollution has increased to the point where 
  citizens are dying and the land has become 
  uninhabitable. However, the settlement controllers 
  are unwilling to abandon such a profitable site, and 
  are keeping citizens there to work against their wills. 
  Underworld (Darkness) 
  1 - An important item has been stolen from one 
  of the party members. 
  2 - The police have asked for your assistance in 
  raiding an area they believe to be a criminal 
  stronghold. 
  3 - A member of the party is framed for a crime 
  he did not commit. 
  4 - The party is asked to investigate the 
  disappearance of a noteworthy citizen of the realm. 
  5 - A building in town explodes and collapses, 
  killing hundreds. Authorities suspect that organized 
  criminal syndicates are responsible. 
  6 - The criminal syndicates of the city have 
  labeled the party as a threat and placed a huge 
  bounty on their heads. Assassins, criminals, and 
  even ordinary citizens are out to put them down all 
  across the city. 
  7 - The criminal bosses have marked one of the 
  party members for death, and he is now stalked by a 
  relentless Eidolon assassin. 
  Wondrous (Light) 
  1 - A group of citizens have discovered a new 
  location they wish to build a settlement, and ask the 
  party to join them and aid in establishing the new 
  area. 
  2 - A lost city has been unearthed, and explorers 
  are looking for escorts into its depths. 
  3 - The citizens of the realm ask for your help in 
  rebuilding a monument which has been destroyed. 
  4 - A settlement surrounding a natural wonder 
  has mysteriously become completely vacant, with all 
  of its citizens seeming to vanish into thin air. 
  5 - The citizens of a single settlement have 
  begun displaying strange behavior and supernatural 
  power. 
  6 - A comet has fallen from the heavens, and 
  explorers from all around are eagerly clamoring to 
  find its remains. 
  7 - An alien monument of some kind has been 
  discovered, and those who touch it become somehow 
  changed. 
  Nomadic Tribes (Water) 
  1 - A tribal prince has become separated from his 
  tribe and stumbles across the party. He asks them to 
  help him find his way home. 
  2 - Two tribes have declared war upon one 
  another, and their fighting is doing extensive 
  damage to the environment and to one another. 
  3 - One of the realm’s tribes has vanished, and 
  other tribal leaders ask you to discover the fate of 
  their brethren. 
  4 - A significant change in the habits of animals 
  in the area has tribal leaders worried. They ask you 
  to investigate. 
  5 - While traveling across the realm, you 
  discover an abandoned tribal settlement. What 
  caused all of the people to simply vanish? 
  6 - Colonists from a surrounding realm have 
  been pushing back the nomadic tribes and altering 
  their way of life. 
  7 - Colonists from a surrounding realm have 
  been capturing nomads and enslaving them as 
  laborers in their settlements. 
  Centralized (Stone) 
  1 - The party members require a permit in order 
  to leave the city and explore the realm, and the 
  examination for this permit could be deadly. 
  2 - Terrorists are suspected of plotting against the 
  central establishment, and you are asked to investigate 
  and prevent their plots from coming to fruition. 
  3 - The central city has become so overpopulated 
  that there is no room left to live. Still, the 
  government denies citizens the permission to settle 
  outside its borders. 
  4 - A group of citizens who disagree with the 
  central government wish to leave the city and 
  establish their own government, but authorities are 
  preventing them from leaving. 
  5 - A portion of the city has collapsed, and the 
  displaced population is overcrowding the rest of the 
  settlement. 
  6 - Class warfare within the city has resulted in 
  riots and uprisings all across the settlement. 
  7 - The party members are asked to join the 
  central city’s military force in order to help defend 
  the realm against an invasion. 
  
   
   
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  Balance Generators 
  Creed Encounters 
  Rational (Electricity) 
  1 - The players meet a nature spirit who has been 
  weakened by the inhabitants’ lack of faith, and asks 
  the party for aid. 
  2 - The people of the realm have publicly 
  renounced the Great Spirits of Anima, and the great 
  spirits are now moving to destroy them. 
  3 - A dimensional rift opens to another, 
  unexplored plane, and the party is asked to 
  investigate it. 
  4 - The leaders of the realm have started a 
  campaign to remove traditional and superstitious 
  elements by destroying shrines and slaying nature 
  spirits within the realm. 
  5 - The leaders of the realm have begun quashing 
  superstition by imprisoning or silencing any who 
  profess or subscribe to religion. 
  6 - Spirits and magic exist all across the realm, 
  but people seem to blatantly ignore them. 
  7 - With the gods and spirits having been chased 
  away by the rational inhabitants of the realm, more 
  sinister entities begin to encroach on the realm from 
  outside space and time. 
  Spiritual (Air) 
  1 - A strange tower appears only one night per 
  year. A mystical treasure is said to be kept within it. 
  2 - A legendary smith offers to create a weapon 
  of power for the party. The materials he will need to 
  create the tool are seven souls.  
  3 - Citizens of a settlement believe that the 
  spirits have sent the party to help them do battle 
  with a ghostly beast that terrorizes their village by 
  night. 
  4 - On a specific night, the ghost of an ancient 
  Eidolon is said to arise. Perhaps this individual can 
  aid the party in discovering what happened in the 
  past to destabilize the world. 
  5 - The party stumbles upon a city filled with 
  spirits, ruled by a ghostly king. The city wishes to 
  have dealings with their corporeal neighbors. 
  6 - Mischievous spirits have taken on the 
  appearance 
  of 
  the 
  party 
  members 
  and 
  are 
  committing crimes all across the realm. 
  7 - A ghostly colossus coalesces from the spirits 
  of the fallen in the realm, and begins destroying 
  settlements in the area. 
  Cults (Darkness) 
  1 - The party stumbles upon a dark ritual where 
  many helpless captives are about to be sacrificed to 
  an evil deity. 
  2 - A book of dangerous cult rituals has fallen 
  into the possession of a member of the party, and all 
  of the different cults are searching for it. 
  3 - A member of the party is kidnapped and 
  stolen away in the night to take part in some 
  unknown ritual. 
  4 - A strange meteor has fallen from the sky, and 
  the cults are racing to obtain it to accomplish some 
  unknown purpose. 
  5 - An occult relic has gone missing, and a string 
  of mysterious disappearances hint at sinister 
  conspiracy. 
  6 - The earth pitches and rumbles, and sinister 
  portents foretell of the soon wakening of a great and 
  ancient evil from a millennia of slumber… 
  7 - A terrible, cosmic evil rises from its ancient 
  slumber, and is worshipped and empowered by the 
  cults in its drive to devour civilization. 
  Theological (Light) 
  1 - The gods have entrusted the keepers of a 
  temple with a powerful relic that could destroy the 
  world in the wrong hands. Rival Eidolons now seek 
  to recover that artifact. 
  2 - A rain of tears and swords falls upon the 
  land, signaling a great calamity in the pantheon. 
  3 - The gods of the realm have gone to war, and 
  their servants have likewise gone to war on earth. 
  4 - A mortal has devised a plan to enslave one of 
  the realm’s gods to his will. 
  5 - A god has been born into mortal form for a 
  short time and desires the party to protect and escort 
  him around the realm. 
  6 - Gods of the realm have marked the party 
  members for death, and fanatical followers are now 
  chasing them down to kill them. 
  7 - One of the realm’s disgruntled gods desires to 
  destroy the realm once and for all, returning it to the 
  Aether. 
  Shamanic (Water) 
  1 - Strange lights flicker in the wilderness at 
  dusk, and the party is appointed to discover what 
  they are and to deal with them. 
  
   
   
  Balance Generators 
  206 
  2 - The party becomes lost in a morning mist, 
  and finds themselves trapped in the spiritual plane. 
  3 - A member of the party accidentally destroys 
  a ritual mirror, releasing a doppelganger of himself 
  into the world. 
  4 - A curse has fallen upon a member of the 
  party, and the group must enter the spirit world and 
  find the inflictor of the curse in order to break it. 
  5 - An angry spirit has breached the wall 
  between the worlds, and is rampaging through a 
  major settlement. 
  6 - An important figure in the society has 
  become lost in the spirit realm, and the party are 
  asked to follow him and try to guide him back. 
  7 - A celestial alignment causes the barriers 
  between the living world and the spirit world to 
  break down entirely, releasing the souls of old 
  enemies into the mortal realm. 
  God Kings (Fire) 
  1 - The god king rules with an iron fist, and sees 
  the players as a threat to this power, and plots to 
  have them eliminated. 
  2 - By a strange twist of fate, one of the party 
  members is marked to become the new god king. 
  3 - A successor to the throne plans to use the god 
  king’s supernatural powers for evil once he 
  overthrows the king. 
  4 - The god king has fallen ill, and darkness 
  slowly spreads across the lands. 
  5 - The god king hypnotizes or brainwashes his 
  subjects to remove their freewill and make them his 
  slaves. 
  6 - An unearthly figure descends from the sky in 
  a flash of light and declares himself the new god 
  king of the realm, in opposition to the old king. 
  7 - The god king has decided to destroy his 
  corrupt realm and rebuild a new one from its ashes. 
  Ritualistic (Stone) 
  1 - In order to perform an important ritual, the 
  blood of a specific creature is required. The party is 
  asked to travel to a faraway land and capture this 
  animal within a fortnight. 
  2 - An evil sorcerer has devised a ritual which 
  will allow him to channel unimaginable power, but 
  will have dire consequences on the realm. 
  3 - The keeper of rituals has passed away, and 
  has taken with him the knowledge needed to 
  maintain the realm’s Balance. The party is asked to 
  find an ancient book of rituals hidden in an ancient 
  ruin nearby. 
  4 - A seal which binds an ancient, evil spirit 
  grows weak. The party are required to travel to the 
  seal’s location and perform a ritual to restore it. 
  5 - An ill omen foretells that a great beast is 
  coming to destroy the realm. The players are asked 
  to help set up a massive sealing ritual to protect the 
  realm and its peoples. 
  6 - The rituals which have kept the land in 
  Balance are failing for no apparent reason, and the 
  alignment of the stars changes. The party is asked to 
  discover what sinister forces must be behind these 
  portents. 
  7 - A secret conspiracy has been plotting to drain 
  all power from the land with a huge ritual, thus 
  destroying it and returning it to the Aether. 
  Eidolon Generation 
  To generate a new Eidolon, especially one that is 
  very important to the story, your group should sit 
  down and design the character as a whole. 
  Starting with any player and going around 
  clockwise, each player should write one fact about 
  the Eidolon, and then one personality trait the 
  Eidolon possesses (or adds a check next to one of the 
  existing personality traits).  
  A new fact cannot contradict a previous fact 
  about the Eidolon, but it can be anything from a 
  description of his height, to what race of Nascent he 
  once was, to what his favorite food is. Things the 
  Eidolon owns, such as wonders, political positions, 
  or relationships to other characters are also facts (but 
  remember that a player character can deny any 
  associations others have with him, so ask before 
  creating one of these links). 
  After all the facts are determined (usually two or 
  three times around the table), the players should 
  each fill in one piece of important information about 
  the Eidolon in a final round (or multiple rounds, 
  whatever it takes to fill in the sheet): 
   Name (Example: Gharl, Lamarck, Ophelia) 
   Title (Ex: The Devourer, Treasure Hunter, 
  Revolutionary) 
   Creed (Fill in any of the three) 
  Finally, eliminate all traits that have no check 
  marks beside them from the Eidolon’s list. Traits 
  with one check are Superficial, traits with two 
  checks are Deep, and traits with three checks are 
  
   
   
  207 
  Balance Generators 
  All-Consuming. Traits with four or more checks are 
  removed from the Eidolon’s list and converted into 
  an appropriate wonder or piece of equipment. 
   
  Example NPC Generation 
  In this example, Arc, Belanya, Corin, and 
  Davos work together to create a new Eidolon. 
  Arc: He is male. Trait: Boisterous. 
  Belanya: He is very old. Trait: Cruel. 
  Corin: He controls a Nascent tribe that he has 
  enslaved. Trait: Cruel. 
  Davos: He owns a palace in the mountains 
  built out of white stone. Trait: Industrious. 
  Arc: His right eye is missing. Trait: 
  Detached. 
  Belanya: He lost the eye in a failed revolution 
  executed by his slaves. Trait: Cruel. 
  Corin: The slaves are automatons that he built 
  himself, but have their own free will. Trait: 
  Industrious. 
  Davos: He replaced his missing right eye with 
  an artificial one that can shoot lightning. Trait: 
  Ingenious. 
  Arc: He wears a military-style uniform, as do 
  his servants. Trait: Vindictive. 
  Belanya: He is plotting to take over the 
  villages below his palace when the time is right. 
  Trait: Power Hungry. 
  Corin: He has forgotten how to smile. Trait: 
  Detached. 
  Davos: He had a wife and son, but hasn’t 
  heard from them in many, many years. Trait: 
  Cruel. 
  Arc: His son is also an Eidolon, or so he has 
  heard. Trait: Cruel. 
  Belanya: He appreciates Literature, especially 
  Mystery stories. Trait: Industrious. 
  Corin: He’s rich—filthy rich. Trait: Power 
  Hungry. 
  Davos: He has a Nascent laboratory assistant 
  who is his one trusted advisor. Trait: Industrious. 
  At this point, the group decides that they 
  know enough about this person. 
  Arc: His name is Rabian. 
  Belanya: Rabian, the Toy Maker. 
  Corin: Creed #1: Hmmm…. Created things 
  are superior. 
  Davos: Creed #2: It’s fine to sacrifice others 
  for my ends. 
  Arc: Creed #3: Absolute Control is the path to 
  a perfect world. 
   
  Then the group tallies Rabian’s traits. 
   Boisterous 
   Cruel ++++ 
   Industrious +++ 
   Detached + 
   Vindictive 
   Ingenious 
   Power Hungry + 
   So Rabian’s final traits are… 
   Industrious (Clockwork): All-Consuming 
   Detached (Hollow): Superficial 
   Power Hungry (Beast Master): Superficial 
   
  They take a few more minutes discussing how 
  these traits apply to the character they’ve created, 
  and decide that Rabian has a number of clockwork 
  bodies (Clockwork) that he interchanges the parts 
  on (Hollow) as he wishes. He can animate 
  machines at will and force them to fight for him 
  (Beast Master).  
  Since Rabian’s Cruel (Touch of Dust) trait 
  had more than three marks, the group comes up 
  with a treasure or tool for him that applies that 
  trait. Arc suggests ‘Living Rust’, a bottle of rust-
  colored liquid that comes to life and devours all 
  metal at the command of its master. 
  Now they are all ready to meet this new 
  Eidolon in-game. 
  
   
   
  Balance Generators 
  208 
  Group Realm Generation 
  This is a short minigame that you can play in 
  order to create a realm. 
  All players should sit at the table in a circle and 
  have one realm sheet ready in the center of the table. 
  The player who can write the fastest can take over 
  the duty of filling in the realm sheet, or you can pass 
  it around the table. 
  There are two kinds of columns to fill in—
  Developments and Results. Developments are things 
  that happen and become permanent fixtures in the 
  realm. There are seven major types of developments: 
   A Region of the Realm is discovered. Describe 
  the region briefly. (Example: A vast desert, a 
  forest filled with mushrooms, a mountain 
  cavern filled with blue glowing ore.) 
   A Nascent Race is born. Describe the race. 
  (Example: The Gedda are battery-people with 
  slender limbs like wires; the Rekondt inhabit a 
  different reality than us, and are much like 
  ghosts; the Alembek are an artificial race who 
  recycle their dead by devouring them.) 
   A Settlement is founded. Describe the 
  settlement and its importance. (Example: A 
  Great City is built, a series of outposts are 
  settled.) 
   A Technology is discovered. Explain the 
  technology’s capabilities. (Example: Rocketry, 
  Magic, Time Manipulation, Electricity) 
   A Cultural Innovation develops. Describe the 
  innovation. (Example: Music, Dance, Sports, or 
  Art is developed) 
   An Organization or Government is founded. 
  Describe the Organization. (Example: A church 
  is founded to organize a new religion, a national 
  sports league organizes all sporting events, or a 
  warlord declares himself king and sets up a 
  monarchy.) 
   A Natural Law alters or a new resource is 
  discovered. Describe how the world works 
  differently. (Example: Gravity is reduced, time 
  happens slower in some places, crystals are 
  discovered to have psychic properties.) 
  A Result is something that arises from the 
  development in the realm. The result may be any 
  kind of thing, but it must be tied directly to the 
  development that caused it. There are seven kinds of 
  Results. 
   An Eidolon is born. Describe the Eidolon. 
   A Creature or Monster is born. Describe the 
  creature(s) or monster(s) that appear. 
   A Place of Wonder is built (or discovered). 
  Describe the place. 
   A Custom or Holiday is instituted. Describe the 
  custom. 
   A Historic Event takes place—such as a war, 
  singularity, or catastrophic event. 
   A Trade Good or Treasure is created. Describe 
  the item. 
   A Legend or Folktale is born. Describe the 
  legend. 
  The first player may write in one development 
  for the realm, then he passes the sheet to the left. 
  Subsequent players fill in the result column 
  beside 
  the development, 
  then write 
  in one 
  development of their own. This process continues 
  until the entire development column is full, or until 
  the players have made a predetermined number of 
  laps around the table. 
  The first three developments that are placed 
  must be a region, a race, and a settlement. After that, 
  anything goes. 
  The final player fills in the remaining result 
  column, then chooses any development, and writes a 
  current conflict that arises from that development. 
  For one more lap around the table, each player 
  writes in a conflict (for small tables, make 2 laps). 
  There should be at least 7 conflicts that exist within 
  the realm. These conflicts will be the story seeds for 
  encounters that take place in that realm. 
    
  
   
   
  209 
  Bonus Materials 
   
   
   
   
   
   
   
   
   
   
   
  A Note from the Author to Book 
  Borrowers 
  Borrowing RPG guides is a time-honored 
  tradition among gamers. If you were to ask me, 
  “Brad, can I borrow your copy of Mystic Empyrean 
  to play a game with?” I would say “Sure!” 
  The fifth or sixth time you asked, I would say 
  “why don’t I just print you one of your own so you 
  can stop asking me?” 
  Perhaps you’ve borrowed this corebook from 
  your friends, or they’ve sent you a copy of the PDF 
  via email, or you’ve obtained the copy through some 
  other means. As long as you’re running a game as 
  the scenario owner out of a borrowed book (or if you 
  haven’t paid for your copy, in the PDF case), your 
  Eidolon gets the following trait (Borrower) for free, 
  starting with 7 dots. At the end of each game 
  session, put 3 more points into the emergence of this 
  trait, but do not eliminate it even when it reaches 
  maximum emergence. When you buy your own 
  copy of the book, you can get rid of the trait at any 
  time. Happy gaming! 
  Borrower 
  “He had a sword and shield of his own, I could see 
  them at his side. ‘I’d rather not risk breaking mine,’ he 
  told me, as we both stood to face the advancing hordes. 
  When I reached for my own sword, I found it was gone, 
  and in his hands instead.” 
  Linked Persona: Miserly – “The purpose of a 
  thing is to be owned, not used.” 
  The group/element for this trait is Vice/Stone. 
  An Eidolon displays Miserliness if: 
   He will not spend his own money or use his 
  own tools when he can utilize someone else’s 
  instead. 
   He hoards treasures and wonders away 
  without using them. 
   He plays Mystic Empyrean using a corebook 
  he does not own or has not bought. 
  Superficial: The Eidolon’s hands glow with an oily 
  silver sheen. She can ‘borrow’ tools and weapons 
  from allies nearby and use them at a moment’s 
  notice, with or without their permission. The 
  borrowed item teleports into the Eidolon’s hands 
  while being used, and then teleports back to its 
  owner once it is no longer needed. 
  Deep: The Eidolon is able to borrow from enemies 
  
   
   
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  as well as allies. However, he can only borrow as 
  much as he can carry and use.  
  All Consuming: Consumed by the desire to protect 
  himself and his own possessions, the Eidolon can 
  never use equipment or traits that he possesses 
  (other than this trait). He may borrow traits from 
  nearby allies as well, but those allies lose the traits 
  while they are being borrowed. 
  Artist Postmortem 
  It's been a year since I started working on 
  Mystic Empyrean. It was my first time working on 
  a project of this scale, and I've certainly learned a lot 
  from it! From the start, when Brad first came to me 
  with the idea, I was sold on the intriguing premise 
  of the game. The traits and their physical 
  manifestations were varied, dynamic, and sounded 
  so interesting. I was to be responsible for character 
  and landscape art, and was excited by the 
  opportunity to draw new things and expand my 
  horizons. 
  Brad would provide me with descriptions of 
  characters, traits, or landscapes to get me started. On 
  the most part, I was given a liberal amount of 
  creative freedom. This made it a lot of fun, as I was 
  able to visually interpret the descriptions as I wished 
  and play around with different ideas. I tried to give 
  each piece a mood and atmosphere that I thought I 
  was fitting, and 
  to breathe some life and 
  individuality into each character. In addition to the 
  traits and physical appearances, I also hoped to 
  convey 
  character 
  personalities 
  through 
  body 
  language and colour composition. Although I'm not 
  sure if I truly succeeded, I really strived to create 
  images worthy of the world of Mystic Empyrean. 
  As much as I wish I had more interesting 
  problems to talk about, my biggest challenge for this 
  project boils down to the classic time management 
  story. As a full-time university student, I found it 
  difficult to Balance school work with project work. 
  The agreement was to get at least one piece of 
  artwork done every week. Although Brad was happy 
  to grant me extensions whenever I needed them, I 
  quickly realized that if I asked for one every single 
  time I felt slightly stressed about school work and 
  due dates, I would never get anything done! I wrote 
  "no rest for the weary" on a piece of paper, stuck it 
  below my computer screen as a constant reminder, 
  and eventually learned to make due parallel progress 
  in both academics and art. 
  However, due to time and energy constraints, I 
  was not always satisfied with the pieces I put out. 
  There were many times when I felt that if I had a 
  little more time and a little less work, I would have 
  been able to muster up more enthusiasm and energy 
  to do a better job. However, as a result of my 
  personal dissatisfactions, I have learned a lot about 
  my shortcomings as an artist, and was able to 
  achieve a better understanding of the things I should 
  work to improve on. 
  With the conclusion of the Mystic Empyrean 
  project, I plan to take some time off for personal 
  artistic endeavours and the like. Although there 
  were times when the project became the source of 
  much stress and frustration, it was ultimately a 
  rewarding experience. I'm glad I took the job, and 
  couldn't be happier or more flattered that I was 
  selected as an artist for this project. Thank you, and 
  enjoy the game! 
  Artist Bio 
  Katrina Lin is a concept artist and illustrator 
  from Canada who has been doing freelance work 
  since 2009. As a self-taught artist, she has always 
  strived for improvement independently through 
  study and practice. In her character art, she tends to 
  focus on creating a mood or atmosphere that defines 
  and speaks for the character. She likes to collect art 
  books, watch anime, read, and play video games. 
  Her work has been featured in Ballistic art book 
  series EXOTIQUE and EXPOSÉ.  
   
  
   
   
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  Author Postmortem 
  Mystic Empyrean began for me as a roleplaying 
  exercise: “How would you look and what powers 
  would you have if you were [insert personality trait 
  here]”. I started jotting down characters one 
  summer afternoon, and before I knew it, there were 
  thirty. Eventually those were expanded and adapted 
  into the traits that Eidolons now gain. 
  My favorite video game of all time was Legend 
  of Mana. In the game, players arrange pieces of the 
  world onto the world map, then zoom down and 
  explore them. While Legend of Mana didn’t allow 
  you to customize or influence your locations to any 
  great extent, the finding and placing of them onto 
  the map gave you a sense of ownership over the 
  world. I wanted to capture this kind of ownership 
  and discovery in one of my own games, and those 
  elements eventually became a great influence on the 
  core concept of Mystic Empyrean. 
  One of my big challenges for Mystic Empyrean 
  was “How can I let players make the world and still 
  have fun exploring it?” I realized that having players 
  make their own worlds was at odds with the ability 
  to discover and explore them, so some system that 
       
   
  would inject new elements into the worlds—but 
  within 
  certain 
  limits—was 
  required. 
  As 
  a 
  programmer, I have a background in procedural 
  generation, and 
  thought 
  that 
  this could 
  be 
  accomplished by combining draw tables to create 
  context and then leveraging player creativity to flesh 
  out encounters. Personally I’m a bit of a lazy GM. I 
  don’t enjoy writing out game plots ahead of time and 
  I certainly don’t like micromanaging combat and 
  scores of monster tables. I wanted to create a game 
  that could be played by a group of players with very 
  little setup time by integrating the setup and 
  planning into the game itself and distributing the 
  work to the players and GM. 
  Player community was something else that I 
  wanted to focus on extensively for the game. Many 
  RPGs are like islands in a sea—unconnected to other 
  games, and thus limited to only what the developers 
  publish on their official sites. With Empyrean, I 
  wanted to give the players power to expand the 
  game and create new content, not only for 
  themselves, but for the entire player-base. This way 
  a character need not die or fall into obscurity—he 
  might reappear in another story. A realm created 
  once need not be used only once—it might be visited 
  by a thousand parties in a thousand different 
  incarnations. By giving players both the power to 
  create and to share those creations via Living Mystic 
  Empyrean. I hope to create a world more expansive 
  than anything else seen before in RPG gaming. 
  Time will tell if this bold experiment comes to 
  fruition. 
  Mystic Empyrean has taken over a year to 
  produce, test, and develop, but ultimately the 
  experience has been incredibly encouraging and 
  enlightening. I’m looking forward to developing 
  many future expansions for the game and to 
  exploring the creations of other players as well.  
  Thank you once more for taking the time to read 
  through Mystic Empyrean, and I wish you the best 
  on your adventures through the vast, unexplored 
  worlds of your imagination. 
  Author Bio 
  Brad Talton lives in Albuquerque, New Mexico 
  with his fiancée Lynda Yang, and is a full time game 
  designer and developer. He has authored five 
  roleplaying games, but Mystic Empyrean is the first 
  to see publication. Brad’s hobbies include board 
  gaming, writing, traveling, and programming. He 
  has published several iPhone and iPad roleplaying 
  apps (www.lvl99games.com), and a board game, 
  BattleCON (www.battleconnection.com). 
  
   
   
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  213 
  Bonus Materials 
   
  Player-Created Eidolons 
   
   
  Caupolicán, the Toqui, is always ready for battle, filled with severity and determination. As a son of 
  the earth, he is a free spirit who inspires his followers. Born blind in one eye, his gaze is fierce and 
  grim--petrifying the hearts of his enemies. Traits: Reputed (Simulacrum), Conscientious (Earth 
  Whisperer), and Scornful (Graven Eye). Created by Pablo Ignacio Bustos Naulin. 
   
   
  Galia, the Curator, blindly stalks the halls of the Great Library, navigating by sound. She tirelessly 
  hunts down sources of noise to silence them. However, she is not the most frightening creature 
  buried in the vaults she protects. Traits: Verbose (Babbling), Pride (Dragonlike), Brooding 
  (Webweaver). Created by Luke Biornstad. 
   
   
  Amaric Ludaros, the Swashbuckler, continually finds excitement wherever he may be. His presence 
  causes improbable coincidences, mistaken identities, and adrenaline-laced chaos to unfold around him. 
  A simple package delivery once took two tavern brawls, a duel across gondolas, and a kidnap attempt 
  by mesmerised mimes, after he innocently offered his assistance to a pretty lady. Traits: Fashionable 
  (Cosmopolitan), Opportunist (Omnidextrous), Curious (Third Eye). Created by Drew South. 
   
   
  Goldie the Golem was designed as an arena fighting construct, modeled after a voluptuous goddess of 
  war. When the arenas closed she was reprogrammed as a performer, singer, comedian, and dancer. 
  Despite her great strength and towering stature, Goldie's personality is more in tune with her 
  feminine, playful side than her original design, and she is often unable to stop laughing once she 
  starts. Traits: Boisterous (Towering), Boastful (Achilles Heel), Minstrel (Music Box). Created by 
  Junius Stone. 
   
   
  Xasanath, the Raptor, resembles one of the ancient dinosaurs in more than just name, often wearing 
  a helm made from a fossilized raptor skull. He lives by his motto of "I watch, I study, I learn, I hunt, 
  I survive." He prefers to work with others, but can be quick to anger if things don't go his way. 
  Traits: Competitive (Beast Form), Wrathful (Hotheaded), Wandering (Portal). Created by Antony 
  Cleghorn. 
   
   
  Corinthi, the Mercy Killer, can see the suffering in all sentient beings and cannot abide it. His heart 
  is filled with empathic sorrow, and he cries poisonous tears which help to end the suffering of 
  others—permanently. His victims are legion. Traits: Empathic (Twin), Regretful (Torn Apart), 
  Unstable (Spiral). Created by Jesse Thacker. 
   
   
  Frederhica, The Burning Wheel, was a woman driven to test herself against every challenge.  She 
  earned her great wheel of flame after great trial and sought out others who would be worthy of this 
  gift.  She looks for someone strong enough to join her cause, but she has yet to find anyone good 
  enough by her standards. Traits: Reckless (Cartwheel),  Wrathful (Hotheaded), Faultfinding 
  (Infinite Eyes). Created by Jason Pitre. 
   
   
  Alm'ith Dhe, the Sagacious Prevaricator, knows many truths and must tell them wholly. He tells 
  only part of any truth to those who seek it, and the rest to the wind. People can hear these left over 
  truths when least expected. Traits: Academic (Words Within), Dutiful (Bound), Duplicitous 
  (Forked Tongue). Created by Clete D. Collum. 
   
   
  Jeremy Mondragon, the Black Dragon, is a collector and connoisseur of treasure; both material and 
  immaterial. He reflects his soul upon his possessions, loving to hear each item in his hoard sing the 
  name of his innermost self back to him. In return, the soul of any object that he has ever owned will 
  always be precious to him. Traits: Pride (Dragonlike), Determined (Indestructible), Curious (Third 
  Eye). Created by Jussi Myllyluoma. 
   
   
  A respected Elder Eidolon, Archon Lazonis advocates and chronicles the people of the Realms, 
  championing their protection and specializing in diverse cultures and customs.  Through mastery of 
  disguise and illusion, Lazonis travels incognito among the Nascent, testing the mettle of those he 
  meets - rewarding the worthy and punishing the deserving.  He's even been known to do this with 
  fellow Eidolons.  Traits: Faultfinding (Infinite Eyes), Exhibitionist (Illusionist), Capricious 
  (Windborne). Created by Dak Powers. 
  
   
   
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  Marl Cromp, the Leaf-monger, brews magical tea from the pages of books. The tea has various 
  properties depending on the words on the page, the language in which they are written and the 
  strength of thought behind them. The best and rarest books brew the most powerful tea. Traits: 
  Verbose (Babbling), Academic (Words Within), Duplicitous (Forked Tongue). Created by Gabriel 
  Francis Marmola. 
   
   
  Cassandra Aletheia, the Obsidian Rani, sees with her orichalcum eyes the strings of emotion that 
  connect all sentient beings, even as her black-iron heart prevents her from ever understanding them. 
  Pulling on the strings of everyone around her, she tampers in the hope of one day witnessing one she 
  will feel. Traits: Faultfinding (Infinite Eyes), Sorrowful (Heart of Iron), Duplicitous (Forked 
  Tongue). Created by Konstantions “Yo! Master” Rentas. 
   
   
  As an information runner, Celadon Cheyenne organizes and delivers books and information between 
  cities and academies. Everything she hears, from wheat prices to local legends and rumors, is 
  meticulously written down in her journals, color-coded and alphabetical. Occasionally she will sell 
  her journals to those whom she feels require more knowledge. Traits: Wandering (Portal), Academic 
  (Words Within), Organized (Always Prepared). Created by Celadon James. 
   
   
  Ivory Eyes is an inventor thrice spurned by small-minded bureaucrats. Her genius is matched only 
  be her mania, for no project will hold her attention past its completion. She will do anything to upset 
  inflexible societies... except work for sycophants. Traits: Ingenious (Arclight), Lucid (Crystalline), 
  Wandering (Portal). Created by Elliott Freeman. 
   
   
  Devius Whisselbump, the Treasure Hunter, searches the world for rare and exotic items. Partially 
  comprised of steam-powered clockworks, he is able to intuitively detect treasures, which he stores in 
  a secret compartment in his body. He will trade treasures with other explorers, and may help them in 
  exchange for rarities. Traits: Meticulous (Clockwork), Faith (Compass), Secretive (Treasure Box). 
  Created by Devon E. Rampe. 
   
   
  Madame Clox has a hobby: she travels in time to historic events of interest, watches them, rewinds 
  them and watches them again. She keeps a notebook of her observations and knows many forgotten 
  details about famous facts. Usually she doesn't interfere, but sometimes her curiosity is 
  overwhelming and she tampers with causality. Traits : Courteous (Barrier), Furtive (Duskwalker), 
  Meticulous (Pocket Time). Created by Nocker. 
   
   
  Orthas is something between a man and a clock. He gambles with everyone he meets, and almost 
  always wins because he can calculate the odds of the game perfectly. When he finds someone who 
  might beat him, he alters time to turn the odds in his favor. He has never yet been caught. 
  Meticulous (Pocket Time), Meticulous (Clockwork), Curious (Third Eye). Created by Aaro Viertiö. 
   
   
  Winddancer Lai is dangerous to listen to, but nearly impossible to ignore and even harder to catch. 
  She's wanted in several different localities for inciting rebellions, or just chaos depending on her 
  mood. But she has been known sell her services for pomegranates. Traits: Fashionable 
  (Cosmopolitan), Minstrel (Music Box), Mischievous (Phased). Created by Amy Waller. 
   
   
  James Kilwick-Ryann is considered to be one of the foremost authorities on Empyrean wildlife. He is 
  kind at heart, but his main motivation is to be the best in his field. He is always willing to help 
  people, and the only rewards he requires are acknowledgment and success. Traits: Competitive 
  (Beast Form), Academic (Words Within), Kind (Healing Hand). Created by Laura Buckland. 
   
   
  Endymion's donkey ears pick up all sorts of whispered words, but most clear are secrets born of 
  passion and oaths born of desperation. He chooses his obligations with an almost comedic 
  deliberation, and acquits himself of these self-chosen duties with equal gravity. He cannot refuse an 
  honest plea for aid from one truly in love. Traits: Kind (Healing Hand), Wandering (Portal), 
  Curious(Third Eye). Created by Daniel Ravipinto. 
   
   
  Jaira Zeruskchev, the Life Oracle, has a third eye on her right calf, and protects it heavily. When she 
  submerges this eye in water, she can see anything near the body of water that the water she is in 
  came from. Jaira has an unfortunate habit of spying on women when they are bathing. Traits: 
  Curious (Third Eye), Humble (Wellspring), Faith (Compass). Created by PJ Trauger. 
  
   
   
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  Leola is the mistress of shape and substance, within the canvas that is her body, lies the potential for 
  every solution. She rarely takes forms not associated with the animal kingdom, choosing instead to 
  limit the scope of her powers. It is not the victory that interests her, but the struggle itself. All over 
  Leola's body are stitches holding her skin together, whenever she invokes the power of change the 
  stitches unravel, revealing the pure potential underneath, the new limb or part then coalesce, leaving 
  the old to be discarded as a rag. Traits: Adaptable (Mimic), Confident (Sure of Foot), Competitive 
  (Beast Form). Created by Arcane Snowman. 
   
   
  Celia Ersatz is an amalgamation of flesh, clockwork, and anima. She works diligently to bring order 
  to the cosmos, whether it is desired or not. Her tripartite soul often manifests as separate, conflicting, 
  entities. Traits: Empathic (Twin), Obsessive (Artificially Sustained), Organized (Always Prepared). 
  Created by Jeremy Richard Roberts. 
   
   
  Randall Nillson, the Shadow, observes and chronicles the realms, tribes, and events of Empyrean. 
  Nillson has machined numerous copies of himself, losing a piece of his soul to every copy, in a 
  desperate race against the consuming Aether. The only proof of his existence so far are the caches of 
  notes he leaves in the path of other Eidolons. Traits: Apathy (Grey), Empathetic (Twin), Meticulous 
  (Clockwork). Created by Dustin Gulledge. 
   
   
  Deirdre Faye, the Empty Maiden, is doomed to a life without joy. Ironically, she can cause others to 
  be filled with peace and happiness. Sometimes when she is feeling especially empty and spiteful, she 
  uses her abilities to make men forget their quests, and sometimes their wives and lovers to become 
  her temporary playthings. Traits: Sorrowful (Heart of Stone), Optimistic (Blissful Gaze), Insecure 
  (Many Masks). Created by Christopher & Sandy Nickell. 
   
   
  Ciaran Obscurus, Lord of Light and Shade, sculpts with truth and fiction. He crafts intricate 
  conspiracies and forbidden secrets as works of art. As his creations grow beyond his control, he can 
  no longer tell his own lies from the truth. Traits: Honest (Eye of Truth), Detached (Hollow), 
  Duplicitous (Forked Tongue). Created by David Morrison. 
   
   
  Lyria, the Lost Queen, hunts for her purpose. She fancies all she meets her subjects, hoping to find a 
  reminder of who her people were. In her travels, Lyria ousts rulers and lives their lives while wearing 
  their skins; she is a benign ruler, until disobeyed. Traits: Wandering (Portal), Detached (Hollow), 
  Callous (Ashen Flesh). Created by Jonathan McCulley. 
   
   
  Beguyver, the Sceloglaux, strives for attention, even if it means performing flamboyantly obvious crimes. 
  Inversely, he may endear himself to others by performing fake acts of heroism against his own illusions. 
  He tries to acquire status by any means, as when he made himself mayor of an illusionary town. Traits: 
  Duplicitous (Forked Tongue), Envious (Painted), Exhibitionist (Illusionist). Created by Mark Ferguson. 
   
  Any  
  Renton Miriah goes by the name "Confessor." Tell him your woes, your sins or crimes - anything 
  that burdens your mind. He'll be only too happy to listen, and if he can forgive you, he will take your 
  torments and store them inside his heart. He collects these burdens and torments, and uses them to 
  build a hell for those who are beyond his forgiveness. Traits: Optimistic (Blissful Gaze), Secretive 
  (Treasure Box), Cruel (Touch of Dust). Created by Martin Dörfler. 
   
  Any  
  Lunaris, the Omen, claims to be able to predict the future. She cannot be found by people who want 
  to meet her. Instead, she finds them and brings them news of their impending doom. Traits: 
  Wandering (Portal), Faith (Compass), Detached (Hollow). Created by Bettina Tan. 
  Any  
   
  Straeshi, the Cartographer, roams between Realms mapping in minute detail. He leaves behind small 
  markers in places he finds interesting that can transport you away with the right word. Occasionally 
  he gifts intricate maps to people he meets on his travels. Traits: Meticulous (Clockwork), 
  Determined (Indestructible), Wandering (Portal). Created by Joshua Beale. 
  Any 
   
  Archan fer Targad, the Caretaker, was given charge over an ancient city centuries ago. He invites guests 
  into his city and treats them to all manner of luxuries and entertainment. Those who visit him find it 
  more difficult to muster with each passing day, and Archan hates to see his guests go... Traits: Optimistic 
  (Blissful Gaze), Fashionable (Cosmopolitan), Controlling (Beast Master). Created by Tom Hoefle. 
   
  
   
   
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  Player-Created Realms 
   
   
  The Parch is a desolate wasteland of grinding, rusted grit whipped into constant, ecstatic motion by 
  Orthuum the Scour. Caravans of prospecting thaumaturges brave the metallic seas and the harsh 
  sun's glare in search of exposed gem beds and veins of rare ore. Fabulous wealth litters the ground, 
  but the simple staples of mortal life are rare and precious. Traits: Desert, Thaumics, Aberrant, 
  Nomad Tribes, Plutocracy, Militant, Shamanic. Created by Douglas Laedtke. 
   
   
  A mystic throne at the heart of Val-karmun allows its master to recreate and alter the realm  as he 
  sees fit. New people, places, wonders, and technologies can all be created by the one who rules the 
  land. However, standing up from the throne erases all these illusions and returns the realm to a blank 
  slate. Traits: Desert, Pandoran, Unnatural, Centralized, Tyranny, Ascetic, God Kings. 
   
   
  The realm of Dringerdum beckons from just beyond the horizon. All of its inhabitants are split 
  between two factions called the natives and the newcomers. Control of underwater steam vents is 
  granted by the theocracy and lead to vast differences in privilege. Cities are constructed around 
  sources of ambient magic, and are filled with social injustices seeking to be righted. Traits: Caverns, 
  Steam, Organized/Natural, Centralized, Theocracy, Theological/Shamanic. Created by Guy Shalev. 
   
   
  Danaj is a floating island filled with steaming jungles, booby trapped ruins, and exotic animals. 
  Beneath its surface are caverns filled with crystals possessing many wondrous properties and rivers 
  of lava that flow endlessly into the Aether below. A mysterious force keeps Danaj aloft, and travelers 
  must decide whether they will preserve the land and its history, or risk exploiting its fantastic wealth 
  and resources. Traits: Forest/Caverns, Neotech, Exotic, Wondrous, Theocracy, Ascetic, Ritualistic. 
  Created by Shai-hulud. 
   
   
  Beneath the waving grass of the Devouring Plains, the slumbering earth is alive... and hungry. Those 
  who tread lightly are safe, mostly; but woe unto those who disturb the earth and awaken the Fangs of 
  the Land. Great hounds of earth and stone, these sessile beasts have gem stone teeth and blood of 
  molten gold coursing in their veins, a great treasure for any mighty, or clever, enough to survive their 
  furious emergence. Traits: Plains, Primitive, Dire, Nomad Tribes, Meritocracy. Created by David E. 
  Mumaw. 
   
   
  The Jorn Marshes are a realm of foul waters and fine secrets.  There are countless secret medicines 
  and forbidden herbs growing on the ever shifting floating fens.   The Nascent of the Marshes are said 
  to have a cure for every poison, and a poison for every purpose. Traits: Swamp, Pandoran, Exotic, 
  Merchantile, Aristocracy, Trading, Shamanic. Created by Jason Pitre. 
   
   
  The vast golden planar expanse of Emone is broken up only by the massive city of Mercant: the 
  market of dreams. Anything one's heart desires is rumored to pass through the crowded streets and 
  stalls at least once in a lifetime, if one can afford it. The only thing grander than the selection of 
  wares is the amount of money that lines the pockets of the successful sellers. Traits: Plains, 
  Electronics, Organized, Great City, Plutocracy, Trading, Rational. Created by Joshua Van Laningham. 
   
   
  Beneath the barren sands of Saafar lies a labyrinthine library which holds books on every subject. 
  Librarians haunt the twisting passageways, each altering the stacks to their own design. Many 
  travellers remain trapped in the darkness, for to leave the library of Saafar, one must find the 
  flickerings of light and leave with more knowledge than one entered. Traits: Desert, Thaumics, 
  Wondrous, Nomad Tribes, Meritocracy, Artisan, Ritualistic. Created by Shimmergeek. 
   
   
  Explorers who stumble upon the great cavern of Achthonia may feel they have somehow landed 
  among the stars. The shining lights of the elaborate buildings and walkways that hang among the 
  massive stalactites reflect off of the mirror-still lake far below. Delicate, phosphorescent, crystalline 
  creatures swim in those waters, and it is whispered that the future can be predicted by watching their 
  movements interact with the reflected lights of the city. Traits: Caverns, Thaumics, Exotic, 
  Wondrous, Aristocracy, Artisan, Ritualistic. Created by John Smith. 
  
   
   
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  Thangella is a seemingly endless ocean studded with groups of islands. The island nations are a 
  thriving web of trade and imperialism. The most prized trade goods are the products of the great 
  beasts that thrive in the deep oceans. Although killing these creatures is one of the most dangerous 
  occupations in the realm, the substances their bodies produce can be found nowhere else. Traits: 
  Seaside, Steam, Epic, Mercantile, Aristocratic, Trading, Rational. Created by Thomas Ladegard. 
   
   
  A realm of religious mysticism and ritual honor, Dolonie contains twelve cities, built around twelve 
  natural wonders that are the source of the realm's magics. The cults of Dolonie worship the Eidolons 
  of Empyrean and their realm's wonders. There is said to be a thirteenth wonder and a city built 
  around it, but since the city was sealed away, none have been able to penetrate it for ages. Traits: 
  Plains, Thaumics, Aberrant, Wondrous, Theocracy, Honorable, Ritualistic. Created by Adam Easterly. 
   
   
  The ancient realm of Chi is separated by a river which divides darkness from light. The eastern side 
  of the realm is saturated with life and abundance, while the western is filled with death and decay. 
  Each side's capital sits squarely in the center of the opposite land. Traits: Forest, Primitive, Epic, 
  Wondrous, Outposts, Ascetic, Ritualistic. Created by Matt May-Day. 
   
   
  Igi-Gub-Ba-Bi is known as the Realm of Circles, as its cities, roads, buildings, and even wildlife are 
  all as close to perfectly circular as possible. The inhabitants believe that the circle is the most perfect 
  form, and study mathematics so that they may 'optimize' their world. An individual's mastery of 
  mathematics determines his place within their highly organized society. Traits: Plains, Thaumics, 
  Exotic, Meritocracy, Centralized, Ascetic, Theological. Created by Peter Aronson. 
   
   
  The grand machine of Geldaril is a single engine as large as a realm. The inhabitants of the realm 
  dutifully carry out their functions, dreaming of a glorious day when the purpose of the machine will 
  finally be realized. However, none seem to know what his purpose is. Traits: Caverns, Steam, Dire, 
  Technocracy, Centralized, Meticulous, Cults. 
   
   
  Sailors say that the many-colored waters of Leshul, the painted sea, are comprised of every dream and 
  nightmare ever dreamt. Drinking the sea water induces chimerical visions, and navigators discover 
  strange islands under its influence. While no mariner has ever been able to chart or return to these 
  islands, otherworldly treasures are often recovered from their expeditions. Traits: Seaside, Thaumics, 
  Exotic, Mercantile, Plutocracy, Trading, Shamanic. Created by Link Hughes. 
   
   
  The plains of Migratean are ruled by independent city-states linked together by a highly developed 
  railway network. Visitors are often surprised by the strange forms that technology takes in each 
  different city. Despite friendly trade relations, the cities are in a constant arms race with one another. 
  Traits: Plains, Steam, Natural, Plutocracy, Outposts, Militant, Rational. Created by Richard 
  Oppenheim. 
   
   
  The unforgiving Baralt is often called the weeping seas, an island realm of stormy oceans and never 
  ending rain. Only through the guidance of the self-proclaimed Divine Aristocracy and their knowledge 
  of the book of 8,000 steps is life still possible here. They alone know the complex rules to reap the 
  many arcane resources that can be found on the numerous small islands, even though these same 
  rituals let the rain burn like poison or anger the dead enough to leave their graves. Traits: Seaside, 
  Pandoran, Unnatural, Outposts, Aristocracy, Trading, Ritualistic. Created by Hemming Wollny. 
   
   
  Somniumsolus is where all lost and discarded possessions from across Empyrean wind up. The great 
  trading houses of Emotion, nestled in the dense forest, are literally forged of re-purposed items from 
  across the world. The house artisans are the source for lost objects and the emotional memories 
  attached to them. Traits: Forest, Pandoran, Natural, Wondrous, Aristocracy, Trading, Ritualistic. 
  Created by Adrian Stein. 
   
   
  Curly Elm is a mystical forest filled with strange life forms and many natural wonders. The land is 
  saturated with magic, and its citizens are adept explorers, constantly searching out the mysteries of 
  their realm. The people of Curly Elm believe themselves to be the fractured remains of a long dead 
  god and that a reunification will occur when twelve lost artifacts are reunited. Traits: Forest, 
  Thaumics, Exotic, Wondrous, Aristocracy, Artisan, Theological. Created by Chip & Katie. 
  
   
   
  Bonus Materials 
  218 
   
   
   
  Arlingwood is a vast wooded realm, full of deer, squirrels and birds. There are plentiful supplies for 
  the traveller in need, so long as he has the skills to find and use them. Few people live here, save a 
  few peasant hunters and woodsmen, and a small group of philosopher-monks, living an isolated 
  existence in simple dwellings scattered through the forest. Traits: Forest, Natural, Ascetic, Thaumics, 
  Outposts, Kingdom, Spiritual. Created by Fiona Leiper. 
   
   
  Forested canyons cover Enadeen like veins on a leaf, changing constantly due to the fluid movement 
  of the dirt beneath its floating stone crust. Its many tribes must wander on a constant pilgrimage to 
  avoid falling prey to the shifting land and its monstrous wildlife. The few semi-stable areas house 
  temples where the tribes offer the ancient devices they discover in hope that the land will stable itself 
  once more. Traits: Mountain, Pandoran, Dire, Nomad Tribes, Meritocracy, Ascetic, Ritualistic. 
  Created by James Miller. 
   
   
  Lefarn is a quiet realm with its cities hidden away for only the keenest eyes to find, with buildings 
  constructed in trees, caves, and canyons, working alongside the natural environment rather than 
  trying to change it. Lefarnians each practice a craft according to their spiritual inclination, believing 
  that performing a task they love to do is the best possible worship of their elemental gods. It is 
  believed that goods from Lefarn are all connected to magics of animals, plants, and the earth from 
  which they were created. Traits: Forest, Thaumics, Dire, Wondrous, Meritocracy, Artisan, Spiritual. 
   
   
  The Deep forest of Kailan is watched over by an ancient palace carved into the heart of a great tree. 
  Arbiters—the ghosts of long past bureaucrats, watch over the palace and test those who enter, 
  searching eternally for Eidolons worthy of becoming the palace's new masters. Traits: Forest, 
  Primitive, Epic, Wondrous, Meritocracy, Honarable, Spiritual. Created by Dan Castro. 
   
   
  Forsaken is a forgotten place, an entire Realm composed of a single ruined and crumbling city that 
  goes on for miles. No one remembers the true name of Forsaken except, perhaps, the Guardians, 
  cyclonic Air Elementals that patrol the shattered streets and alleys, slaying anyone they come across. 
  The few Nascent that occupy this Realm are arrayed in loose tribes, foraging what they can, when 
  they can avoid the Guardians. All of them are quite mad. Traits: Desert, Thaumics, Dire, Nomad 
  Tribes, Plutocracy, Militant, Shamanic. Created by Jim Stutz. 
   
   
  The Shining Peaks of Tuarareth tower over steep valleys and rushing waterfalls. Leaders of each 
  enclave regularly face challenges from the upstart youth in their clan by fighting with wooden 
  weapons while balancing on ropes strung across the gorges and canyons, a practice as much art-form 
  as combat. Travelers are a cause for celebration in the enclaves, particularly when they bring new 
  crafts and dances from far-off Realms. Traits: Mountain, Primitive, Natural, Wondrous, 
  Meritocracy, Artisan, Shamanic. Created by Phil Bordelon. 
   
   
  The people of the Ghost-Realm of Kistra very nearly succeeded in harnessing Aether as a power source. 
  However, a grave malfunction saturated their realm with the substance, leaving behind only shadows of 
  creatures and people in an empty wasteland, wandering the preserved ruins of a once mighty race. Traits: 
  Plains, Pandoran, Unnatural, Centralized, Technocracy, Progressive, Rational. Created by Brad Wales. 
   
   
  Gravity holds no sway in Belkandrik, a realm whose plains sit horizontally on the side of a sheer 
  plateau face. The round plateau towers up to the sky, but the people of Belkandrik refuse to visit the 
  top of their home, saying that it at its peak is a city ruled by demons. Strange creatures often wander 
  down from the peaks, but few survive for very long. Traits: Mountain, Biotechnology, Exotic, 
  Outposts, Aristocracy, Ascetic, Cults. 
   
   
  The people of Mj'nrj are ruled from a floating castle that hovers above a great lake. Coatls are the 
  most common animal in the realm, and come in dazzling varieties, many of which are domesticated. 
  A massive, ancient creature known as the Granacruz has slept beneath the lake's surface for centuries. 
  Traits: Seaside, Primitive, Exotic, Monarchy, Wondrous, Mercantile, Spiritual. Created by Joma Celino. 
   Draw Again 
   Draw Again 
  
   
   
  219 
  Bonus Materials 
   
  Player-Created Nascent 
   
   
  The Sand Wraiths live in caverns beneath the deserts of Empyrean and have a strict hierarchy of 
  tribal leadership. They are able to craft powerful potions and tinctures which induce psychic power. 
  Overdosing on these substances, however, causes the  unfortunate victim to transformation into a 
  horrible creature wrought from his own madness. 
   
   
  One would be considered unlucky to have caught glimpse of the incredibly elusive Gruudash in 
  their natural slime-like state. Upon reaching maturity, individual Gruu leave their bubbling 
  mudpots of homes in search of a higher form to invade and form a mind link with, creating a 
  subservient husk to live inside. Difficult to discern from a normal individual, the mind-linked 
  Gruudash migrate to form massive geothermally powered cities, all answering their innate call to 
  serve the empire. Created by Mark McHaney. 
   
   
  The Toltekatli look like patchwork sculptures of imaginary animals. These synthetic chimerae use 
  magical and mechanical salvage to change their own bodies and craft new individuals. They are 
  always searching for exotic and eye-catching components for their projects. Created by Indi Coyote. 
   
   
  The Saiscin are resourceful fire-breathers resembling kangaroos. They are recognized for 
  cultivatating special peppers, and only they know how to transform it into delicious cuisine, salving 
  medicine, and deadly poison. Their dependence on ingesting Saiscin peppers to produce fire leads 
  them to despise outsiders getting too involved with their precious peppers. Created by Kellie Liang. 
   
   
  The Rhyux resemble humanoid rhinos possessing the same incredible strength and live alone or in 
  small groups. In spite of this, they are fiercely loyal to one another. Most Rhyux rely upon their 
  strength for defense, but a few have found that swords, axes, and other weapons work just as well. 
  The Rhyux see it as their duty to protect the natural world and will destroy any thing and any one 
  that threatens it. Created by Caleb Smay. 
   
   
  A nocturnal race by necessity, the reptilian Sylphes have come to terms with their arid climate by 
  forming underground complexes to free themselves from the upper world's oppressive heat. Having 
  created an ecosystem centered around cultivating mushrooms and slime molds, the Sylphes can 
  nearly self sustain by using their waste as a source of energy to grow their crops. At night they rise 
  to the surface to explore the lands around them, eternally unable to truly satisfy their intense 
  wanderlust for fear of day’s malevolent approach. Created by Stacy McHaney. 
   
   
  The people of the Agtano race are twenty feet tall each, and build monolithic structures to call their 
  homes. Each member lives a long time, but children are rare and take ages to grow to maturity. 
  Because of this, the Agtano usually live in tightly knit, insular communities where their cultures and 
  arts have flourished over centuries. 
   
   
  The Lumines glow with golden light, and are students of all scientific and magical substances. As a 
  general rule, they collect knowledge, but care little for its application. Most Lumines are incredibly 
  smart, but also quite useless for anything but teaching others. 
   
   
  The Ignotherium are a race of thermoluminescent sloths that stand four meters tall and are covered 
  in wiry metal hair. They digest organic matter and condense it into charcoal within their bodies. 
  This charcoal is the only fuel potent enough to power their massive clockwork war machines. 
  Created by Wesley Obenshain. 
   
   
  The Sparka are a young people, lithe in body and well suited to the fens. Their culture drives them 
  to challenge and try to refute every belief that they hold.  The Sparka often seek out travelers for 
  fresh perspectives which they could overturn. Created by Jason Pitre. 
   
   
  The Rorah are expert mages who draw their power from the sun. Able to cast mighty spells when 
  the stars and planets align, this race of astrologers and magicians is reaching the edge of extinction, 
  for their magic does not function in the close proximity of scientific technology. 
  
   
   
  Bonus Materials 
  220 
   
   
   
  The Invertii are a nomadic humanoid race that view time as space and vice-versa. They are a playful 
  and cunning folk, and use their worldview as a tool to beguile and swindle strangers, often by 
  making puns become quite literal. They react with greedy interest and intense puzzlement when 
  encountering strangers with powers as befuddling as theirs... Created by Manu Marron. 
   
   
  The Logosians are a race of dark-skinned, humanoid Nascent who embroider their clothes and tattoo 
  their bodies with carefully chosen words which come to shape and define them. They are entirely 
  devoted to the pursuit of the words which give meaning to their lives. They will stop at nothing to 
  spirit away words, definitions, and even names. Created by Peter Turrentine. 
   
   
  The Kotor are a race of incredibly gifted engineers that have created a myriad of automatons to do 
  their bidding. These automatons range in function from menial labor in factories to managing their 
  master's budget and are an integral, and crucial part of the Kotorean society. However, these 
  automatons run on power harnessed from the Aether-mist itself, and the evil nature of the Aether 
  has begun to manifest itself in erratic and violent ways... Created by Coleman Ellis. 
   
   
  Bun'harad are a vibrant people, colorful man-sized puppets each part of which is animated by a 
  shadowy monkey shaped beast. From infancy they have one puppeteer, until over time more of the 
  beasts join, finally parting as the adult ages and ultimately dies. From time to time a great bun'harad 
  will seek out other creatures as puppeteers, earning their respect and servitude or impressing them 
  with vile magic. Created by Mendel. 
   
   
  The celibate Hamelites roam the outskirts of larger settlements and lure children with their 
  hypnotic chanting towards them. Contrary to countless legends about the unspeakable things they 
  do to the stolen children, the Hamelites are the most loving and caring people imaginable and offer a 
  happy childhood otherwise not heard of. Created by Adrian Klein. 
   
   
  The Isara are a parasitic race that is primarily humanoid, if you can look past downy feathers for 
  hair and silken skin. Their eggs will only fertilize properly if laid in the corpse of a very strong 
  magical creature - which almost always must be a Nascent, perhaps even one of their own race. 
  Their relationship with magic-users is strained: the Isara always need them around, but quite often 
  want them dead. Created by Galina Tucker. 
   
   
  The Gedda have bodies like large batteries suspended above slim arms and legs. They are able to 
  control electricity to some degree, and are able to absorb it to charge their bodies up.Batteries are 
  their most common trade good, and these are created from mummified Gedda tribesman. The 
  Gedda believe it is an honor to continue to absorb and discharge electricity after death--almost akin 
  to immortality. 
   
   
  The frolicsome, sensual People of the Morning Aster take their name from the forests of white 
  Aster trees where they live. They eat only an intoxicating yellow fruit that grants them long life and 
  vitality, as well as causing a tree to grow from their remains when they do pass on. Travelers who 
  eat this fruit have been known to go mad, stealing children away to the forest to join the tribe. 
  Created by Bard College Tabletop Gaming Club. 
   
   
  The Dyn are a reclusive race of Nascent who live beneath oceans and lakes, and closely resemble 
  fish. They are an ancient and proud race, building wondrous aquatic cities and fashioning undersea 
  networks that lead across the world quickly. Their distrust of outsiders and culture of strict military 
  honor keep them isolated from others. 
   
   
  Gregarious and inquisitive, the felinoid Liathei are renowned storytellers with nigh-infallible 
  memories, but with no capacity to read or write – their minds are just not wired for it. Fervent 
  ancestor worshipers, they consume their dead in joyous cannibalistic feasts, adding their stories to 
  the collective history of the tribe. The Liathei will often separate one member of a party of strangers, 
  serving up the unlucky victim in a celebration to welcome the newcomers, a ritual that also serves to 
  grant the tribe insights into their visitors. Created by Nancy Feldman. 
  
   
   
  221 
  Bonus Materials 
   
   
   
  The Kavatii are spirit-beings who make themselves temporary bodies from plants, water, or other 
  natural materials, then dissolve these bodies when they no longer need them. Able to grow or shrink 
  as they wish, they build whole cities inside a single tree trunk or hollow stone. 
   
   
  The Parjhon are foraging, tribalistic Nascent that look like bipedal armadillos. They live in small 
  familial groups that avoid outside influence, and often center themselves around ancient 
  monuments. Parjhon intensely object to encroachment without forewarning, and will react violently 
  if their boundaries are not properly respected. Created by NimbleNonsense. 
   
   
  The Zacort are a short, rotund, almost gelatinous race who usually dress in rags. They look so 
  similar to each other that most are nearly impossible to tell apart, but each Zacort has a scent 
  distinctive from the others . They care little for material possessions, instead treasuring unique or 
  powerful scents and smells, gladly trading away wealth for aromas they find intriguing. Created by 
  Zackary Collins. 
   
   
  The Kazar are a race of people partially fashioned from a gleaming substance similar to metal. They 
  are expert metalworkers, and are able to fashion a substance called Moonsteel, capable of nullifying 
  magical power. The Kazar are fond of war, and see it more as a sport than a serious national affair. 
   
   
  Few know exactly what the Necronians look like, other than their identical Syndicate attire, 
  translucent skin, and captivating golden eyes. Led by a central Syndicate, the Necronians are 
  secretive, but eager to trade the Grimstone tech that powers the artificial augmentations visible 
  under their translucent skin. Though this technology is powerful and has nearly unlimited 
  applications, many refuse to use it due to the gruesome rumors of its source. Created by David Jacobs. 
   
   
  The Ferry Men appear as spindly giants around fifteen feet tall that are swathed in black bandages 
  and have glowing silver eyes. They possess ships that can sail through the Aether without becoming 
  unraveled, and charge a unique treasure as price for passage between realms. Able to shape the aether 
  into weapons, the Ferry Men are regarded by outsiders with both fear and wonder. Created by John 
  Albert Tate. 
   
   
  The Ascendant fly on feathery wings and have hollow bones, much like birds. They have mastered 
  the crafts of glassblowing, and are able to make all manner of curious wonders with this craft, 
  including buildings, airships, and weapons with unique properties. 
   Draw Again 
   Draw Again 
   
  
   
   
  Bonus Materials 
  222 
   
  Bonus Materials 
  222 
  
   
   
  223 
  Quick References 
   
   
   
   
   
   
   
   
   
   
  Encounter and Resolution  
  Summary 
  1. Context 
  One player, who will be the first GM, should 
  create, generate, or select an encounter context based 
  on the current realm. This can be done by drawing 
  against the Encounter Generator (pg 194) or the 
  random encounter table for pre-made realms (Nitar - 
  pg 105). Feel free to create your own context if you 
  have an interesting idea. 
  Read the context aloud to all players and make 
  sure that everyone understands the situation at 
  hand. You can answer questions about the wording 
  of the context (such as defining terms), but not the 
  situation itself. 
  2. Establishing Questions 
  The player to the left of the context-giver begins 
  by asking a question about the situation to the player 
  on his left. Allowed questions are things which the 
  players can learn by observing the scene. Questions 
  that grant players new abilities or change their state 
  are not allowed. The player to the left answers the 
  question, and this answer becomes a true fact about 
  the encounter. That player then asks a question of 
  his own. 
  A player who feels he has no further questions 
  about the scenario may elect to pass. Resolution 
  begins once all players pass in sequence. 
  3. Resolution 
  The player who read off the context will be the 
  first GM. Play moves clockwise around the table, 
  starting with the player to the GM’s left.  
  This player (the Active Player) explains what he 
  wishes to accomplish during his turn and how he 
  will accomplish it. The GM then interprets that 
  player’s decision into a resolving action and resolves 
  it if necessary. The active player then passes his role 
  to the left. 
  Players may freely talk among themselves and 
  make suggestions and plans, but the GM may 
  request that they make actions in a timely manner if 
  play slows down. 
  When the GM would become Active Player, he 
  first makes an Escalation Draw (see below), then 
  passes his GM role to the right (counter-clockwise) 
  and begins a normal player turn. 
  When all players agree that the encounter is 
  resolved to a sufficient degree, they may move on to 
  the Conclusion and Becoming. 
  3a. Conclusion 
  The GM may optionally say a few words to tie 
  up the encounter. Concluding questions may be used 
  as well if players wish (pg 104).
  
   
   
  Quick References 
  224 
  Wound Summary 
  Superficial Wounds 
  Deep Wounds 
  Heart Wounds 
  Can be inflicted by any weapon or 
  hazard 
  Can be inflicted only by an attack made 
  with great emotion, by a wonder, or by 
  the Aether. 
  Can only be inflicted if two 
  of the deep wound 
  conditions are met at once. 
  Draw from the world balance, then 
  disable a trait whose element 
  matches the wound (ignore the 
  wound if no trait matches) 
  The Eidolon loses one anima of his 
  choice, then suffers a superficial wound. 
  If he has no anima in his personal 
  balance after this, he is knocked out. 
  Follow instructions on page 
  49. The Eidolon also suffers 
  a deep wound. 
  An Eidolon may spend one Anima 
  of any type to fully recover from all 
  superficial wounds. 
  An Eidolon recovers from all deep 
  wounds when he rests for one night and 
  one day. 
  Heart Wounds cannot be 
  recovered from. 
   
  4. Becoming 
  The GM who finished the encounter declares 
  how many points of emergence the encounter is 
  worth. All players pass their character sheets to the 
  left this many times, marking off one point of 
  emergence in the character sheet in front of them, 
  based on how that player role-played during the 
  previous encounter. Players skip over themselves if 
  they receive their own character sheets during this 
  process. Once all sheets have the decided-upon 
  number of emergence points added, pass them back 
  to their owners. The owner may then add one point 
  of emergence to his own sheet in any category 
  (regardless of roleplay). 
  Resolution Draw Summary 
  The GM determines which element is most 
  closely aligned to the action being resolved. Make a 
  draw from the world balance and compare the drawn 
  element’s position to the alignment of the action. 
  Using the following table, narrate the outcome: 
  Perfect Success (Matching) - “Success and…” - 
  The action is more successful than expected, and 
  there are additional positive effects. 
  Outside Success (Adjacent) - “Success but…” - 
  The action is successful, but there are complications 
  or additional negative effects. 
  Neutral Success (Neither adjacent nor opposed) 
  - “Failure but…” - The action is unsuccessful, but 
  there are some positive effects. 
  Failure (Opposed) - “Failure and…” - The action 
  fails, and there are additional complications or 
  negative effects beyond that failure. 
  After looking at the draw, but before the GM 
  narrates the results, the player may opt to re-draw or 
  use an Anima Surge. A different player may also 
  choose to use an Assist Surge. A player receives re-
  draws equal to the level of his Anima in the element 
  aligned with the attempt (so having 3 Fire Anima 
  gives you 3 re-draws on fire attempts). Aether draws 
  cannot be re-drawn under normal circumstances. 
  Anima Surge - Spend an Anima from your 
  personal balance, and that is considered to replace 
  your draw. The anima is added to the world balance 
  and removed from your personal balance. 
  Assist Surge - Another player spends an Anima 
  from his personal balance to replace your draw, just 
  like a normal Anima Surge. 
  Opposed Draw - Both the player and the force 
  opposing him make resolution draws. Enemy 
  Eidolons will redraw or use Anima Surges at the 
  discretion of the current GM. In the case of a tie, 
  players win Perfect Success and Outside Success ties, 
  and enemies win Neutral Success and Failure ties. 
  Aether draws cannot be canceled by Anima or 
  Assist Surges. 
  Escalation Summary 
  Draw two cards from the world balance. Note 
  the relationship of the two cards: 
  If the first card forms a perfect or outside 
  success when compared to the second card, interpret 
  the element of the first card on the Escalation Table 
  If either card is Aether, interpret the element of 
  the other card on the Escalation Table. Add an 
  Aether to the World Balance if it contains less than 
  3 Aether. 
  If either card is Anima, do not trigger an 
  escalation. Add an Anima to the World Balance if it 
  contains less than 3 Anima. 
  Enemy Actions 
  Optionally, before Escalation, the GM may make 
  an action for each enemy in the encounter. To do so: 
  
   
   
  225 
  Quick References 
  Draw from the World Balance.  
  Look at the action chart and determine an 
  appropriate action of that element for the enemy. 
  Draw again to resolve that action as normal, 
  allowing players to oppose it if relevant.
   
   
   
  Escalation Table 
  Element 
  Combat 
  Puzzle 
  Social 
   
  Enemy becomes enraged 
  or gains additional 
  destructive power. 
  Enemy's attack disables 
  or destroys the party's 
  gear or weapons. 
  A deadly trap springs upon one of 
  the player characters. 
  A natural hazard puts the party in 
  immediate danger. 
  The room or area begins to 
  collapse. 
  Violence is threatened against 
  the party. 
  A challenge or test is issued to 
  the party. 
   
  The enemy learns a 
  critical weakness of one 
  of the players. 
  A weakness the enemy 
  previously displayed is 
  removed or protected. 
  A critical detail that was 
  overlooked by the party suddenly 
  gains deadly relevance. 
  The party must choose between 
  two paths, each littered with vague 
  clues as to where they lead. 
  The party learns that they have 
  been misled or betrayed. 
  An old ally of the party appears. 
  The party discovers a hidden 
  dungeon, catacomb, or other 
  such place. 
   
  The enemy snares, traps, 
  or otherwise restrains a 
  player. 
  The enemy develops a 
  new power or ability. 
  A device or construction of some 
  kind malfunctions. 
  It becomes expedient that the party 
  leave the area immediately. 
  A cursed device or item is 
  discovered. 
  The party learns that they are 
  searching for the wrong person 
  or thing. 
  A sudden disaster or crisis 
  strikes the area. 
   
  Enemy gains immunity 
  or protection against one 
  of the party's weapons or 
  tools. 
  The enemy regenerates 
  from any wounds it has 
  suffered. 
  The party is forced to find another 
  way forward. 
  A mysterious potion or food item is 
  discovered. 
  An ally NPC appears to join the 
  party. 
  The party receives questionable 
  information. 
  The party receives an 
  unexpected and suspect gift. 
   
  The enemies take hold of 
  an important tactical 
  position. 
  A trait possessed by a 
  party member is 
  weakened or disabled. 
  The way becomes blocked by a 
  difficult obstacle. 
  A dead end is reached. 
  An enemy NPC appears. 
  A past deed of one of the players 
  is recalled, and shown to have 
  caused harm. 
  An old enemy of the party 
  appears. 
   
  A wound inflicted by the 
  enemy is more deadly 
  than it first appeared. 
  The enemy vanishes or 
  goes into hiding, able to 
  strike again at any time. 
  Conditions in the area prevent the 
  party from staying there much 
  longer. 
  An ancient curse is triggered. 
  The party becomes lost. 
  Something is stolen from the 
  party. 
  A lie has been spread about one 
  of the party members. 
  The party realizes an supposed 
  ally is working against them. 
   
  Enemy reinforcements 
  appear. 
  The enemy's morale 
  increases, and he shakes 
  off any fear or confusion. 
  The way forward requires 
  something to be left behind. 
  The way forward requires the 
  answer to a riddle or ancient 
  codeword. 
  The reputation of one of the 
  players is questioned. 
  The party loses favor with one 
  of its supporters or allies. 
   No escalation this turn 
   Dire Escalation - Magnify the effects of an escalation based on the other element drawn. 
  
   
   
  Quick References 
  226 
  Glossary 
  Some important terms for everyday life in 
  Empyrean, and the page numbers on which they can 
  be found. 
  Aether (9): The mist that ebbs at the edges of 
  the world. Those who disappear into the Aether 
  rarely return, and it consumes more of the world 
  with each passing day. 
  Aetherling (25): Creatures that are rumored to 
  live in the Aether. They are alien in every sense of 
  the world, and feared by the people of Empyrean. 
  Air (25): The element governing speech, 
  negotiation, and coordination. Aligned with Fire and 
  Darkness. Opposed by Electricity and Water. 
  Anima (3): The force of existence from which 
  all things in Empyrean are woven. Except for the 
  Aether, all things are made of Anima. 
  Anima Pearl (51): A crystallized mote of pure 
  Anima. Often traded as currency, and useful for 
  creating wonders. 
  Atamos (22): The patron spirit of Light. Atamos 
  takes the form of a great stag, and shares knowledge 
  with those who seek it. 
  Brigantin (24): The patron spirit of Stone. 
  Brigantin takes the form of a mighty boar, and 
  fights against disorder and chaos which erode the 
  world. 
  Brilliant Dawn (16): An organization dedicated 
  to exploration and discovery of the far reaches of 
  Empyrean. 
  Colossus (10): A massive creature with a 
  cornerstone at its heart, corrupted by Aether to come 
  to life and destroy without aim. 
  Combat Encounter (40): An encounter that 
  focuses 
  mainly 
  on 
  defeating 
  an 
  enemy 
  or 
  overcoming a force of direct opposition. 
  Conceit (84): One of the things a Cornerstone 
  may contain. A conceit is a boon that is granted only 
  to the individual who unlocks it. 
  Consumable (51): A treasure that is lost after 
  being used. Typically the cheapest and most easily 
  obtained of wonders. 
  Cornerstone (3): A piece of Grand Cornerstone, 
  the heart of the world of Empyrean. When Grand 
  Cornerstone was shattered, these shards were lost 
  across the world. 
  Creed, Personal (35): The code by which an 
  Eidolon lives and makes his decisions. Some say the 
  strength of their creed is an Eidolon's true power. 
  Creed, Realm (63): The religious disposition of a 
  particular realm. Creed affects the superstitions, 
  traditions, and natural laws of the realm. 
  Culture (61): The cultural disposition of a 
  particular realm. Culture determines the kind of 
  trade goods that the realm's civilization creates. 
  Darkness 
  (24): 
  The 
  element 
  governing 
  deception, lies, and secrets. Aligned with Air and 
  Stone. Opposed by Light and Electricity. 
  Deep Wound (48): A wound which seriously 
  disables an Eidolon, causing him to act less 
  effectively until it is healed. 
  Dreiz (22): The patron spirit of Fire. Dreiz takes 
  the form of a proud lion. He revels in destruction, 
  death, and victory—especially the destruction of 
  Empyrean's enemies. 
  Eidolon (2): An immortal, living force of nature. 
  Eidolons all possess a connection to Grand 
  Cornerstone and desire to see it rebuilt. 
  Electricity 
  (23): 
  The 
  element 
  governing 
  invention, surprise, and innovation. Aligned with 
  Light and Water. Opposed by Air and Darkness. 
  Elemental Anima (19): Anima that is aligned 
  with a particular element. Most Anima is elemental, 
  and combinations of elemental anima make up all 
  material in Empyrean. 
  Empyrean (2): The world in which the game 
  takes place. Empyrean is a world composed entirely 
  of various combinations of an existential energy 
  called Anima. 
  Encyclopedia (78): A treasure that contains all 
  imaginable objects of one specific type. One of the 
  lost wonders of Old Empyrean. 
  Fire (22): The element governing power, 
  destruction, and strength. Allied with Light and Air. 
  Opposed by Water and Stone. 
  Government (59): The legal disposition of a 
  particular realm. Government determines what 
  forces rule the realm and how far their influence 
  reaches. 
  Grand Cornerstone (10): The heart of Empyrean 
  which sustains the world and pushes back against 
  the tide of Aether. Grand Cornerstone was 
  destroyed nearly one thousand years ago. 
  Heart Wound (49): The most deadly wound an 
  Eidolon can suffer. A heart wound destroys, alters, 
  or 
  corrupts 
  an 
  Eidolon's 
  Persona 
  Traits 
  permanently. 
  Kinado (25): The patron spirit of Air. Kinado 
  takes the form of a winged wolf. He excels in 
  diplomacy, games, and tricks, and loves to use others 
  to accomplish his goals. 
  
   
   
  227 
  Quick References 
  Lemnas (23): The patron spirit of Water. 
  Lemnas takes the form of a playful otter. He teaches 
  the 
  people 
  of 
  Empyrean 
  resourcefulness, 
  determination, and responsibility. 
  Librarium Omnibus (12): An organization that 
  collects and categorizes the history and science of 
  Empyrean. An order of scholars and researchers. 
  Light (22): The element governing knowledge, 
  discovery, and science. Allied with Fire and 
  Electricity. Opposed by Stone and Darkness. 
  Major Wonder (52): A powerful wonder with 
  far-reaching effects and consequences. Typically a 
  relic of Old Empyrean. 
  Mask (78): A treasure which temporarily grants 
  an Eidolon a trait he would not normally possess. 
  One of the lost wonders of Old Empyrean. 
  Minor Wonder (52): A wonder with local effects 
  or narrow consequences. Typically a relic of Old 
  Empyrean. 
  Nascent (7): The ordinary people of Empyrean. 
  Nascent live in tribes, each of which differs wildly 
  from the others in terms of physique, culture, and 
  lifestyle. 
  Order of the Seven Heroes (13): An organization 
  dedicated to the protection and safety of Empyrean 
  and its Nascent population. 
  Orelk (24): The patron spirit of Darkness. Orelk 
  takes the form of a cunning panther. He lives in the 
  shadows and manipulates his pawns indirectly. 
  Owner (19): The player who controls a specific 
  story element. The owner has final say on all 
  matters regarding his element. 
  Paradigm (74): One of the things a Cornerstone 
  may contain. A paradigm is a new law or concept of 
  reality that comes to permeate the entire world. 
  Persona Trait (5): A loose grouping of the 
  powers that Eidolons may develop. No two Persona 
  Traits are exactly alike, but they seem to have a 
  similar general function. 
  Personal Story (97): An Eidolon's personal 
  background, 
  including 
  both 
  past 
  and 
  future 
  struggles. 
  Places (65): Wondrous landmarks within a 
  realm that may be dungeons, monuments, natural 
  wonders, or anything else of note. 
  Pure Anima (45): Anima that is not aligned with 
  any element. In its pure state, Anima has the 
  greatest potentiality. 
  Puzzle Encounter (40): An encounter that 
  focuses mainly on overcoming obstacles or indirect 
  opposition. 
  Random Encounter (194): An encounter generated 
  randomly by drawing against the Encounter Generator 
  Table, as opposed to one planned by a player. 
  Realm (6): One of the things a Cornerstone may 
  contain. A realm is a new place in the world that can 
  be explored by Eidolons. 
  Realm Attributes (72): The seven traits that 
  determine the disposition of a realm. They are 
  Culture, Terrain, Government, Creed, Wildlife, 
  Society, and Technology. 
  Scenario (93): An overarching story that occurs 
  in episodes and leads to a definite conclusion. 
  Servants of Balance (15): An organization 
  dedicated to the careful rebuilding and balancing of 
  Empyrean, in order to prevent future calamity. 
  Social Encounter (40): An encounter that 
  focuses mainly on social interactions and dialogue 
  between multiple parties. 
  Society (62): The organization of a particular 
  realm. Society determines how the settlements in 
  the realm are organized and related to one another. 
  Special Encounter (101): An encounter with its 
  own special rules that set it apart from a standard 
  encounter. 
  Stone (24): The element governing fortitude, 
  resilience, and tradition. Aligned with Darkness and 
  Water. Opposed by Fire and Light. 
  Superficial Wound (48): A wound which 
  temporarily corrupts or destroys one of the Eidolon's 
  Persona Traits. Regenerating from Superficial 
  Wounds costs one Anima of any type. 
  Technology (58): The technological type of a 
  particular realm. Technology determines what 
  conveniences and sciences exist and function within 
  the realm. 
  Terelt (23): The patron spirit of Electricity. 
  Terelt takes the form of a wily fox. He acts 
  seemingly without motive, but history proves he 
  always has a plan behind his actions. 
  Terrain (57): The terrain type of a particular 
  realm. Terrain determines what kind of land fills the 
  realm and what hazards it might contain. 
  Utopian Society (14): An organization dedicated 
  to equality, peace, and prosperity among the 
  Nascent Tribes of Empyrean. 
  Water 
  (23): 
  The 
  element 
  governing 
  resourcefulness, life, and adaptability. Aligned with 
  Stone and Electricity. Opposed by Fire and Air. 
  Wildlife (60): The type of creatures living in a 
  particular realm. Wildlife determines what animals, 
  monsters, and plants occupy the area. 
  
   
   
  Quick References 
  228 
   
  
   
   
   
  
   
   
   
  
SOURCE: textdata/thevault/Collections/Collaborative & Peer & Gm-less & Shifting GM/Mystic Empyrean/Mystic Empyrean Corebook.pdf