# Pixel War

The NFT RPG

## NOTE:

This is still a work in progress. Send us feedback, thoughts, questions, or errors via Discord.

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Pixel War is a strategic role-playing game (RPG) featuring 10,000 genesis pixel hero NFTs created with randomized attributes. These attributes are both aesthetic: fantasy origin, gender, appearance, etc.; and game impacting: classes ([mage](file:///o/zEYBuG3SlIbgzOkIW0dd/s/7GyQl2lKNUnBqXjjh28l/pixel-heroes/classes/mage), [rogue](file:///o/zEYBuG3SlIbgzOkIW0dd/s/7GyQl2lKNUnBqXjjh28l/pixel-heroes/classes/rogue), [warrior](file:///o/zEYBuG3SlIbgzOkIW0dd/s/7GyQl2lKNUnBqXjjh28l/pixel-heroes/classes/warrior)) and primary [attributes](file:///o/zEYBuG3SlIbgzOkIW0dd/s/7GyQl2lKNUnBqXjjh28l/pixel-heroes/attributes-and-stats%23attributes) (strength, intelligence, dexterity, and constitution). A new pixel hero is also assigned an [Aspect](file:///o/zEYBuG3SlIbgzOkIW0dd/s/7GyQl2lKNUnBqXjjh28l/the-six-aspects) at creation.

Pixel heroes exist on the Ethereum blockchain as composable NFTs using the ERC998/ERC721 topdown model. A composable NFT has one very special and unique capability: it can own other NFTs.

When a genesis pixel hero is minted they are granted 9 item NFTS - items use the ERC1155 standard are pre-minted in limited quantities. The number of each item that can exist is determined when it’s created, based on its [rarity](file:///o/zEYBuG3SlIbgzOkIW0dd/s/7GyQl2lKNUnBqXjjh28l/rarity/rarity-table), which is indicated by a colored border on the item’s icon. Items always have a slot or hand. Slots indicate where a piece of [armor](file:///o/zEYBuG3SlIbgzOkIW0dd/s/7GyQl2lKNUnBqXjjh28l/items/armor) will go, such as head, chest, feet, hands, etc. Hands indicate where [weapons](file:///o/zEYBuG3SlIbgzOkIW0dd/s/7GyQl2lKNUnBqXjjh28l/items/weapons-and-shields) and class items ([shields](file:///o/zEYBuG3SlIbgzOkIW0dd/s/7GyQl2lKNUnBqXjjh28l/items/weapons-and-shields/shields), [wands](file:///o/zEYBuG3SlIbgzOkIW0dd/s/7GyQl2lKNUnBqXjjh28l/items/weapons-and-shields/magic-weapons), etc.) are wielded—main hand or offhand. The 9 initial items a pixel hero receives at mint include 1 for each slot or hand so the pixel hero starts fully geared.

Because the hero is a composable NFT, when an item is equipped to a pixel hero the ownership of that item NFT is transferred to the hero NFT. The item NFT will no longer appear in the pixel hero owner’s wallet after the item is equipped. If the owner of the pixel hero equips a different item (which must be in the owner’s wallet) in that slot, the new item will be removed from the owner’s wallet and transferred to and equipped by the pixel hero NFT, who is now the item’s owner. The item NFT that was previously owned and equipped by the pixel hero NFT will be transferred to the owner’s wallet.

This means the owner can change the appearance, attributes, and statistics of their pixel hero NFT at any time by equipping new item NFTs. This allows for deep strategic planning and configuration of the pixel hero as well as optimizing for personal aesthetics.

### For additional details, please visit this [overview](https://www.pixelwar.com/overview).


# Pixelos

The Intersection of the Four Worlds

Six major cities, so old their origins are lost in the fog of history. Their names morphed by time.

* **Etheros**: Humming with the machines and miracles of the Aspect of Artifice, the factory city of Etheros is home to both the Central Armory and the sprawling Clothier’s District. Anything and everything is for sale here, from the mundane to the bizarre. The peace is kept by patrol automatons, and every third “person” you might see on the streets is mechanical in nature.
* **Solum**: As rigid as it is frigid, the city-state of Solum is the very heart of the Aspect of Order. The glistening white towers of the High Court soar above the city, the ranks of inquisitors looking down on the world itself with a critical eye. And while the Royal Armories invent nothing, centuries of an economy in perfect balance have allowed it to gather the world’s greatest cache of weapons, magic items, and who knows what else.
* **Logrand**: Nestled on a blue bay on the fertile plains of the southern peninsula, and protected by the verdant Lorean and Eastern Woods, it’s no wonder Logrand has attracted a majority of followers of the Aspect of Life. Here, the bards of the Thespian’s Guild gather to trade songs and tales, and the Laboratories of the Biomancers delve into the very nature of life itself.
* **Cardas**: The jungle city of Cardas is itself a living tribute to the Aspect of Nature. The Huntsmen gather in longhouses grown, not built, and from scattered settlements in the surrounding jungles, the brigands of the First Tribes come to trade, and drink, and gather new recruits.

These six cities each have ancient portals, not understood by their locals, that connect to the [Four Worlds](/lore/history). Etheros's portal connects to Eth, Solum's to Sol, Logrand's to Algo, and Cardas's to Flow.

**THE DARK SITES**

Secretive and impenetrable, the so-called Dark Sites host the most dangerous adherents of the most dangerous of the Six Aspects. You don’t go to these places uninvited, and almost no one is ever invited.

**Errat**

Steeped in the ways of the Aspect of Death, Errat might appear to be any ordinary trade town or coastal fishing village, but nestled as it is between the fiery peaks of Mount Naul and Mount Ash, this soot-blackened hellhole serves as the training ground and armory for the Silent Collegia. The most dangerous assassins don’t so much live here as pass through for assignments, bounties, orders, and training.

**Discordus Crossing**

On a good day you might pass through this simple town of a few hundred residents and never feel it thrum to the irregular heartbeat of the Aspect of Chaos. Somewhere deep under the town, hidden from sight, are the dreaded Screaming Halls in which barbarian hordes gather, impatient to be released.

**Ancient Tower**

From outside, it’s a ruin, as old as the world itself. Inside, it is the Schola Arcanum, where mages are born, trained, and set loose into the world—for good or ill. Or both.

**Everywhere**

The Multifold Web is everywhere—every city, every town, every settlement… Or are they?

&#x20;

## The World of Pixelos

![Pixelos](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FD0DP0L9rAgaygySaoGbq%2FallpixelsMAP%20\(2\).jpg?alt=media\&token=51828170-7c7a-4001-98ca-313fd60e4e2c)

## The Under

![The Under](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FghS8kBWprBxcsPOVEinR%2Fundermap%20DONE.jpg?alt=media\&token=4a1af9bc-ee13-43ab-8069-972ab359fe3e)

The Under is a vast world hidden under the surface of Pixelos. It's a dangerous place, full of monsters and demons. There are cities, dungeons, warrens, and more.


# The Six Aspects

Six primordial forces bring structure to the universe. They exist in opposing pairs.

The Six Aspects are pivotal to the lives of the inhabitants of the Four Worlds. These six primordial forces, discovered by the original colonists, were all that stood in the way of their imminent destruction. Any memory of exactly how the Aspects were discovered, and who first recognized their potential, was lost in the chaos of the early colonies, but what was born of desperation soon weaved its way into everyday life.

To some, the Aspects are akin to a religion, treated like powers of some unknowable deities. Others look at them more pragmatically, exploring their limits and testing them with the rigor and meticulous nature of scientists. Still, no one on any of the Four Worlds has reached a conclusion about what the Aspects truly are, just that they are as real as any part of the universe around them. Proponents of each Aspect struggle to master them, pushing their minds and bodies past the point of exhaustion, and into a militant acceptance. The Aspects are singular in their ability, so if one Aspect is mastered, that hero will never taste the power of the other five. While the Aspects exist in a necessary peace on their home planets, once transported to Pixels, their rage for each other—especially their opposites—is harnessed, encouraged, and sent into battle.


# Nature

The Aspect of Creation

| Opposing Aspect | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F9Oi0FcaeqhjJYLRYJvG4%2FArtifice.png?alt=media&amp;token=dc5313fd-62ce-436f-9a94-e2044a4335a3" alt="" data-size="line"> [Artifice](/the-six-aspects/artifice) |
| --------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Melee Affinity  | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FM9OCTtlwOIlEnx49BitT%2Fbash.png?alt=media&amp;token=ead67aa6-ef1c-4e22-9750-16d74469d14b" alt="" data-size="line">Bash                                       |
| Magic Form      | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FiSZ5EdvzOjhxIwRGAUSd%2Fpoison.png?alt=media&amp;token=25e67f00-be8a-4ae5-8b25-98f5b18188a3" alt="" data-size="line">Poison                                   |

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fj4LncdQ07qfEzxITJOQV%2FLife.png?alt=media&amp;token=0c097342-81e2-4b17-b0d6-211f8a4073e1" alt="" data-size="line"> Legends of the Four Worlds tell how Nature was the first Aspect discovered. Before the colonists’ arrival, the Four Worlds existed in a primordial state, with dense forests and fast flowing rivers. A huge variety of native animal species covered the worlds—many of them dangerous. To survive, the new arrivals had to strike a balance between their old habits, and the natural states of the planets. It was this slow, painful process that first connected the people to the magics of this powerful Aspect, saving their lives in the process.

Since the earliest days, those following the Aspect of Nature seek to maintain equilibrium between the progress many yearn for, and a necessary veneration of the natural world and their place in it. While some feel Nature holds them back, nurturing each of the Four Worlds’ natural states requires diligence and respect. Not everyone understands this, though, leading those with the strongest connection to seek to return civilization to the forests, turning their backs on all signs of modernity. Of course, the Artificers stand in their way, and as the opposing side of this Aspect, the two seek to keep each other in check—or at least limit the victories of their opposite numbers. The Three Thousand Armories, in particular, have felt their ire on many an occasion.

The followers of Nature are many, and those fully in tune with the Aspect go all in on their veneration of the natural world. Rangers, druids, brigands, and forest folk enjoy the strongest control over its magics. Using their wisdom, they bring the benefits of the forest to the masses, their skills in communication to discover the wants and needs of the plants and animals of the woods, and their fierce strength to protect the natural world against any and all interlopers. When fighting’s required of them, their weapons reflect their intrinsic respect for all things natural. Simple objects, items devoid of over-engineering, and poisons cultivated from the local flora and fauna all take their place in this Aspect’s arsenal, resulting in particularly messy ends for those standing in their way.\
\
Followers of the Nature Aspect are associated with the color <mark style="color:green;">green</mark>.


# Artifice

The Aspect of Advancement

| Opposing Aspect | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fj4LncdQ07qfEzxITJOQV%2FLife.png?alt=media&amp;token=0c097342-81e2-4b17-b0d6-211f8a4073e1" alt="" data-size="line"> [Nature](/the-six-aspects/nature) |
| --------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Melee Affinity  | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FM9OCTtlwOIlEnx49BitT%2Fbash.png?alt=media&amp;token=ead67aa6-ef1c-4e22-9750-16d74469d14b" alt="" data-size="line">Bash                               |
| Magic Form      | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FStgRTbJwQimu0xDlcFaT%2Flightning.png?alt=media&amp;token=6fa964d3-a053-4203-8dcb-0c96e8d850bd" alt="" data-size="line">Lightning                     |

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F9Oi0FcaeqhjJYLRYJvG4%2FArtifice.png?alt=media&amp;token=dc5313fd-62ce-436f-9a94-e2044a4335a3" alt="" data-size="line"> The people of the Four Worlds know they originate from a shared culture, a culture advanced enough to have transported them through the vastness of space. The hardships they faced on their new worlds erased much of this ancient knowledge, but the Artificers strive to either reclaim it, or build a body of work to rival and surpass it. Progress isn’t just a desired state, but required to keep them alive—any stagnation would see them succumb to an always hostile environment. Without the Aspect of Artifice, few believe the colonists would have survived beyond a handful of generations. This claim is often at the heart of much of their conflicts with the Aspect of Nature.

If, as the followers of Nature suggest, humanity was given dominion over the natural world, then surely that world is there to exploit in any way benefiting them. Creation doesn’t have an end point, and raw materials exist to be transformed into something new, more refined. The followers of the Aspect of Artifice seek to raise humanity up from its degraded state and into a future of limitless progress. Advancement in all its forms is at the core of Artifice, and one should never rest while there is still work to be done. Artificers *know* Nature was just the beginning, and while we might owe it a debt, the best way to repay that debt is to build upon its foundation, and venerate its possibilities.

The arrival of the Unrevealed has whipped the followers of Artifice into a frenzy of creativity. Not only do they need to create weaponry and defenses to protect their way of life, but they’ve been shown just how far progress can take them. The Unrevealed are clearly highly evolved and technologically advanced, and if they want to stand a chance at surviving their ministrations, they need to surpass them. The first step is ensuring their “chosen” warriors win their battles, and the second is convincing their worlds to put their heft behind the Aspect of Artifice—they cannot hope to win if they remain divided.

While devotees of Artifice exist wherever people enjoy creature comforts or the trappings of modern society, the strongest adherents of Artifice command great power and control over the world. Made up of thieves, engineers, and soldiers, this inner circle feeds the wheel. Thieves provide materials, engineers craft them into tools, and soldiers use those tools. While simple and utilitarian designs abound, the most skilled among their number are capable of creating truly magnificent creations, each powered by unfathomable magics. These artifacts are often marked with the Artificers’ chosen element: lighting. Whether it’s employed as a potent energy source, seen crackling around the forms of their automatons, or blasting forth from their devastating weaponry, by harnessing the energy gifted by their Aspect, they’ve pulled themselves out of the hole they landed in so many generations ago.

&#x20;Followers of the Aspect of Artifice are associated with the color <mark style="color:blue;">blue</mark>.


# Order

The Aspect of Structure

| Opposing Aspect | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FbN65KhgxIgVDbIq4yZHL%2FChaos.png?alt=media&amp;token=58e70050-e48f-4815-901f-502e5b5a32b8" alt="" data-size="line"> [Chaos](/the-six-aspects/chaos) |
| --------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Melee Affinity  | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F83OwLqjecghIJD6LmSGW%2Fslash.png?alt=media&amp;token=6040e37c-44fe-4fec-b9d6-cae90ce7b02c" alt="" data-size="line"> Slash                           |
| Magic Form      | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FAfQo1VAVz19IZKnhzQ8p%2Fice.png?alt=media&amp;token=a37c3ede-9919-4eb9-bed0-693edd22f985" alt="" data-size="line"> Ice                               |

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FQbYZhihiaS3AP45hexZ9%2FOrder.png?alt=media&amp;token=28c61e3e-97ad-424b-b9f0-5b33f75380a1" alt="" data-size="line"> The Aspect of Order has been critical to the survival of the Four Worlds, as without structure, they’d have never made it through those initial tough, brutal years. Some devotees suggest it was breaking the rule of Order that nearly doomed the colonists in the first place. By splitting the meagre and desperate survivors across four, unknown planets, they almost doomed them all. Such a haphazard decision should never be repeated, lest the civilizations they’ve built fall to ruin. Of course, each world blames the leaders of the other three for making this careless decision, seeing the toll of dead as blood on their hands, a sin never to be forgiven.

Order brings some much needed structure to the inhabitants of each world, especially with the arrival of the Unrevealed. While they’ve stabilized their way of life after many centuries of struggle, it’s only because this Aspect enforced its will wherever possible, ruling with an icy and inflexible approach to the word of law.

The anarchists who follow the Aspect of Chaos offer the single biggest threat to the societies of the Four Worlds, and the hatred between the two Aspects runs deep. The fight between the two is nothing new, and those taken by the Unrevealed are all too willing to fight for what they believe in. The Aspect’s disciplined approach to training, planning, and general existence gives them an edge they’re happy to exploit. The strongest followers of Order gain the ability to summon and control ice—a fitting element for the Aspect, as what is ice, if not free-flowing water brought to heel and given structure?

Devotees of Order love to serve, and their existence is built upon the laws they enforce. Loyalty isn’t just required, it’s a moral imperative. To break one’s word is seen as the worst crime possible, and the Aspect has called for severe punishments for infractions such as these from its members. The ice prisons are full of such perpetrators, with loyal devotees submitting themselves willingly, once they accept their crimes. Followers of Chaos make up the bulk of the inmate population, their inability to respect structure a step too far for the militant inquisitors of the Aspect.

The Aspect is fond of titles for its members, and while the touch of the Aspect is felt across many strata of society, the chosen few are referred to as knights, inquisitors, and agents—titles befitting their roles in society. Knights serve to protect and enforce the law; inquisitors investigate breaches, judging those who needlessly flout the ethics of the Aspect; and agents monitor the masses, define the law, and perpetuate the Aspect to the populace. This makes the Aspect of Order one of the most visible of the six, its influence having defined much of the culture of the Four Worlds. Removing this Aspect would eviscerate the four societies, and as it’s members are stolen by the Unrevealed, a quiet panic has started building, as even if they win, will enough if their society survive? Will the Four Worlds fall to chaos if enough of the heroes of Order are lost? Of course, those fighting for the Aspect of Chaos call this out as needless propaganda, that even in their death throes, the Aspect of Order seeks to impose its will.

Followers of the Aspect of Order Aspect are associated with the color <mark style="color:purple;">purple</mark>.


# Chaos

The Aspect of Entropy

| Opposing Aspect | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FQbYZhihiaS3AP45hexZ9%2FOrder.png?alt=media&amp;token=28c61e3e-97ad-424b-b9f0-5b33f75380a1" alt="" data-size="line"> [Order](/the-six-aspects/order) |
| --------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Melee Affinity  | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F83OwLqjecghIJD6LmSGW%2Fslash.png?alt=media&amp;token=6040e37c-44fe-4fec-b9d6-cae90ce7b02c" alt="" data-size="line"> Slash                           |
| Magic Form      | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FO30SrVmTx5VJkjLcco8m%2Ffire.png?alt=media&amp;token=2b6ddc5a-49b7-4118-8ba9-660bd25e3d37" alt="" data-size="line"> Fire                             |

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FbN65KhgxIgVDbIq4yZHL%2FChaos.png?alt=media&amp;token=58e70050-e48f-4815-901f-502e5b5a32b8" alt="" data-size="line"> The laws of nature and the universe are but a thin veneer of lies concealing the simple reality that the entire universe is a massive, ongoing explosion. To believe any power can control or contain that explosion is absurd.

Devotees of the Aspect of Chaos reject the rules of society, and follow their hearts wherever that might lead them. But Chaos isn’t about mindless destruction, or chaos for chaos’s sake—although radical fanatics of Chaos certainly exist—it’s about freedom from structure and needless restriction. Those who embrace the Aspect of Chaos know their own minds, and know they can’t live while crushed under the thumb of others, that submitting to something they see as limiting will only lead to pain and hurt. Chaos isn’t a choice, it’s a necessity.

Somewhat ironically, the lawmakers of the Aspect of Order impose their rules to give society structure and peace, but in doing so, the fervor with which they approach it drives many, many others in the opposite direction. Without this abundance of structure, followers of Chaos would have less to rebel against, and the more they fight against structure, the more potent they become. As they grow in power, their magics grow in tandem, and as they radicalize themselves, others are drawn inexorably into their circle. It’s a haphazard way to grow, but the Aspect of Chaos wouldn’t have it any other way.

It’s not that civilization is anathema to the Aspect of Chaos, as many followers function peacefully in the societies built across the Four Worlds, but they clearly occupy the spaces at the fringe. For many of them, Order in itself isn’t a problem, the problem is with Order’s attachment to stagnation. To grow and thrive, you need to adapt. No society ever prospered by remaining the same, and more so than any other fact, it’s clear that the first settlers needed to adapt or die.

The devotees of Nature might claim it to be the first known Aspect, but adherents of Chaos know that before anyone felt its delicate pull, Chaos was there, waiting for them to notice. Of course, its pull wasn’t always delicate, but such is the way of change. The clever ones didn’t fight the pain though; they embraced it, learned from its ways, and saw where it could take them. Following Chaos meant breaking down barriers without heeding the potential risks. The earliest days of the Aspect were tough, but those emerging from the other side were some of the most spirited individuals on their worlds. Once Chaos had its hooks in the populace, they, and by extension the Aspect, became too powerful to be removed.

While principles of the Aspect of Chaos have seeded themselves across the Four Worlds, the true followers exist on the edges of their societies. Radicals, barbarians, warlocks, and tricksters swell their ranks, as once the mind is opened to the potential for Chaos, potent magics follow in its wake. Few are as devoted to their Aspect as those embracing Chaos, and once they cross the threshold into madness, there’s no chance of return. Like the fire of their magics, they cannot be controlled or contained, and to be extinguished before leaving your mark is seen as a great failing. Indeed, members of the group calling themselves the Screaming Hall fight to ensure their changes are seen as worthy of their own execution, should they be captured by the Aspect of Order’s Final Court. Dying for Chaos is better than living for Order.

Followers of the Aspect of Chaos are associated with the color <mark style="color:red;">Red.</mark>


# Life

The Aspect of Beginnings

| Opposing Aspect | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FnKYxcO0eWQzrzpSKWIo7%2FDeath.png?alt=media&amp;token=a0440119-0a82-4ab6-bf26-eb1acf6b1960" alt="" data-size="line"> [Death](/the-six-aspects/death) |
| --------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Melee Affinity  | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F3mt8nu8jb8YeNIaflI7r%2Fpierce-stab.png?alt=media&amp;token=7d383b29-8f68-4862-bd99-117dbdfa84e0" alt="" data-size="line"> Pierce                    |
| Magic Form      | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fhi4iDCkTqphru6dX3WnE%2Fhealing.png?alt=media&amp;token=030f6766-1359-4417-99bf-839ef3bec700" alt="" data-size="line"> Heal                          |

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FIJEznukGIVdDoqXNu0mV%2FLife.png?alt=media&amp;token=243c54cd-ec15-40a1-a82f-07d932472799" alt="" data-size="line"> Since before they even set foot on the Four Worlds, the inhabitants fought for one thing above all: Life.

Order, Chaos, Nature, or Artifice are but constructs supporting Life, and it’s the presence of the living that gives these terms meaning. From the most advanced sentient species, to the plants and trees, and down to the smallest amoeba, Life persists everywhere, but always in a delicate balance against its inevitable conclusion: Death. While the end isn’t to be feared, celebrants of Life seek to force it back at every turn, giving life the ammunition it needs to thrive for as long as possible. Life isn’t always neat and tidy, but without it, who would notice the mess? Unchecked Life can be a problem, but surely it’s better to live with abundance than suffer extinction.

As the colonists pushed past those first, deadly years, they put their efforts into healing then procreating, looking beyond mere survival. This is where they discovered the Aspect of Life. As the first adherents to the Aspect of Life’s efforts for survival turned to growth, others flocked to study under them. They wanted to know how they could help. What changes should they enforce to make a difference in the lives of others? How could they heal, grow, and stave off Death? Slowly, these new students unlocked further secrets of the Aspect, enriching their lives, and the lives of the other colonists. In the space of a few short years, the people of the Four Worlds went from fighting for their lives to enjoying a fruitful existence, with enough comfort and support to do much more than simply exist. For the first time in what seemed like forever, life on the Four Worlds became tolerable, then even comfortable. The people had something to live for.

In time, having grown accustomed to their new, healthier, and enjoyable lives, many forgot the hardships they’d once survived. As new generations came and went, veneration for the Aspect of Life faded, and the populace grew jaded, failing to acknowledge the part the Aspect played in their lives. Rather than being spread neatly across the inhabitants, rather than being a gift for all, the power of Life became a tool of the dedicated few. Of course, among the living, the power of Life is never too far away, but those dedicating themselves to this Aspect found themselves able to wield Life energies in spectacular ways, eventually forming the Laboratories of Life.

Gregarious, and just a little bit self-righteous, the Aspect of Life attracts bards, biomancers, and paladins to its illustrious ranks. These chosen few are brimming with energy and enthusiasm, taking this infectious energy and using it to heal the sick and inspire the masses. Some have mastered using the Aspect of Life offensively, inspiring unchecked growth and aggressive spikes of adrenaline. The necromancers of the Aspect of Death, and their reanimations, are especially vulnerable to the pure energies of Life—and they would say the opposite is also true. Like all the opposing Aspects, distrust between Life and Death is endemic, although a slightly more pragmatic view persists, recognizing that neither can exist without the other. Their primary disagreement focuses on the balance of power, with radicals on each side seeking to escalate the conflict at each turn.

Followers of the Aspect of Life are associated with the color white.


# Death

The Aspect of Endings

| Opposing Aspect | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FIJEznukGIVdDoqXNu0mV%2FLife.png?alt=media&amp;token=243c54cd-ec15-40a1-a82f-07d932472799" alt="" data-size="line"> [Life](/the-six-aspects/life) |
| --------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Melee Affinity  | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F3mt8nu8jb8YeNIaflI7r%2Fpierce-stab.png?alt=media&amp;token=7d383b29-8f68-4862-bd99-117dbdfa84e0" alt="" data-size="line"> Pierce                 |
| Magic Form      | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FJQzf9OFfe8vA5mRyzYQt%2Fdeath.png?alt=media&amp;token=8f8d6f7f-0644-40c5-b241-9dd6f2aad01f" alt="" data-size="line"> Decay                        |

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FnKYxcO0eWQzrzpSKWIo7%2FDeath.png?alt=media&amp;token=a0440119-0a82-4ab6-bf26-eb1acf6b1960" alt="" data-size="line"> Death is the Aspect of finality, an understanding, perhaps even a celebration, of the end of all things. More so than almost anything else, the one constant linking everything is that all things must meet their end. Where there is Life there is Death, where there is creation there is destruction, and the Aspect of Death encompasses both these things and more. For some, knowing that all things must end is liberating, freeing them from responsibility or fear of the unknown. By embracing the ultimate end, they find peace. Others see the Aspect of Death more akin to a cult, with its followers venerating murder, decay, and fear—and there is more than a measure of truth in this. While some find acceptance in its bleak message, the majority do not like to be reminded of their fleeting mortality, and it’s this fear that drove the adherents of the Aspect of Death underground.

In the early days of the Four Worlds, death was common and swift. The colonists had yet to band together, and seemed unable to adjust to their new homes. With so many dying in those first days, people became accustomed to it, inured to its frequency, and even accepting of its inevitability. A death became an opportunity for many to wallow in hopelessness, affirming their own fleeting place in the universe as they did so. As time passed, and the body count rose, those who’d spent the most time among Death felt a calling. They understood there was more to Death than just an end, and that the end of life was just a transfer of energy. Some believed that energy meant something—went somewhere—but others assumed it was simply recycled into the universe. Still others wondered what they could do with this transfer of energy from Life to Death, creation to destruction. It was these people who discovered the Aspect of Death, and brought its grim message to the masses.

And that message wasn’t always well received, especially since the Aspect of Life was there to stand in its way. But Death didn’t care. The brutality this opposition generated only fed the Aspect of Death, or occasionally delayed its inevitability. Death didn’t need to take an active role in this fight, since in the end if a battle was won or lost, still there was Death. Even the arrival of the Unrevealed hasn’t troubled the devotees of the Aspect of Death in the same way it has the other Aspects. What damage could this unknowable force possibly inflict that doesn’t serve Death’s purpose?

Death touches everyone, everywhere. Its inescapable nature ensures everyone is a follower, whether they like it or not. The greatest of the devotees study and train hard to master the powers of the Aspect of Death—and being a simple killer isn’t nearly enough to achieve recognition. No, to truly get ahead, you need to make Death a lifestyle, and assassins, necromancers, and reapers emerge as the strongest followers of the Aspect.

Not all followers are corrupt and evil, and the Aspect of Death attracts those who act as executioners or vigilantes, bringing death only to the deserving. The Silent Collegia trains its students on the many methods of dealing death, both painful and painless. When war strikes, necromancers raise the dead to bolster the ranks, and protect their side of choice from an end before their time’s due.&#x20;

Followers of the Aspect of Death are associated with the color black.


# Aspect Tables

Reference tables for Aspect effects

### Aspect Opposition

<table data-header-hidden><thead><tr><th></th><th width="150">DAMAGE</th></tr></thead><tbody><tr><td><strong>ASPECT</strong></td><td><strong>OPPOSES</strong></td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FIJEznukGIVdDoqXNu0mV%2FLife.png?alt=media&amp;token=243c54cd-ec15-40a1-a82f-07d932472799" alt="" data-size="line"> <a href="/the-six-aspects/life">Life</a></td><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FnKYxcO0eWQzrzpSKWIo7%2FDeath.png?alt=media&amp;token=a0440119-0a82-4ab6-bf26-eb1acf6b1960" alt="" data-size="line"> <a href="/the-six-aspects/death">Death</a></td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fj4LncdQ07qfEzxITJOQV%2FLife.png?alt=media&amp;token=0c097342-81e2-4b17-b0d6-211f8a4073e1" alt="" data-size="line"> <a href="/the-six-aspects/nature">Nature</a></td><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F9Oi0FcaeqhjJYLRYJvG4%2FArtifice.png?alt=media&amp;token=dc5313fd-62ce-436f-9a94-e2044a4335a3" alt="" data-size="line"> <a href="/the-six-aspects/artifice">Artifice</a></td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F9Oi0FcaeqhjJYLRYJvG4%2FArtifice.png?alt=media&amp;token=dc5313fd-62ce-436f-9a94-e2044a4335a3" alt="" data-size="line"> <a href="/the-six-aspects/artifice">Artifice</a></td><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fj4LncdQ07qfEzxITJOQV%2FLife.png?alt=media&amp;token=0c097342-81e2-4b17-b0d6-211f8a4073e1" alt="" data-size="line"> <a href="/the-six-aspects/nature">Nature</a></td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FQbYZhihiaS3AP45hexZ9%2FOrder.png?alt=media&amp;token=28c61e3e-97ad-424b-b9f0-5b33f75380a1" alt="" data-size="line"> <a href="/the-six-aspects/order">Order</a></td><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FbN65KhgxIgVDbIq4yZHL%2FChaos.png?alt=media&amp;token=58e70050-e48f-4815-901f-502e5b5a32b8" alt="" data-size="line"> <a href="/the-six-aspects/chaos">Chaos</a></td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FnKYxcO0eWQzrzpSKWIo7%2FDeath.png?alt=media&amp;token=a0440119-0a82-4ab6-bf26-eb1acf6b1960" alt="" data-size="line"> <a href="/the-six-aspects/death">Death</a></td><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FIJEznukGIVdDoqXNu0mV%2FLife.png?alt=media&amp;token=243c54cd-ec15-40a1-a82f-07d932472799" alt="" data-size="line"> <a href="/the-six-aspects/life">Life</a></td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FbN65KhgxIgVDbIq4yZHL%2FChaos.png?alt=media&amp;token=58e70050-e48f-4815-901f-502e5b5a32b8" alt="" data-size="line"> <a href="/the-six-aspects/chaos">Chaos</a></td><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FQbYZhihiaS3AP45hexZ9%2FOrder.png?alt=media&amp;token=28c61e3e-97ad-424b-b9f0-5b33f75380a1" alt="" data-size="line"> <a href="/the-six-aspects/order">Order</a></td></tr></tbody></table>

### **Aspect Melee Damage Affinity**

| **ASPECT**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       | **MELEE DAMAGE AFFINITY**                                                                                                                                                                                                                                          |
| -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FbN65KhgxIgVDbIq4yZHL%2FChaos.png?alt=media&amp;token=58e70050-e48f-4815-901f-502e5b5a32b8" alt="" data-size="line"> Chaos, <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FQbYZhihiaS3AP45hexZ9%2FOrder.png?alt=media&amp;token=28c61e3e-97ad-424b-b9f0-5b33f75380a1" alt="" data-size="line"> Order         | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F83OwLqjecghIJD6LmSGW%2Fslash.png?alt=media&amp;token=6040e37c-44fe-4fec-b9d6-cae90ce7b02c" alt="" data-size="line"> Slash        |
| <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FIJEznukGIVdDoqXNu0mV%2FLife.png?alt=media&amp;token=243c54cd-ec15-40a1-a82f-07d932472799" alt="" data-size="line"> Life, <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FnKYxcO0eWQzrzpSKWIo7%2FDeath.png?alt=media&amp;token=a0440119-0a82-4ab6-bf26-eb1acf6b1960" alt="" data-size="line"> Death           | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F3mt8nu8jb8YeNIaflI7r%2Fpierce-stab.png?alt=media&amp;token=7d383b29-8f68-4862-bd99-117dbdfa84e0" alt="" data-size="line"> Pierce |
| <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F9Oi0FcaeqhjJYLRYJvG4%2FArtifice.png?alt=media&amp;token=dc5313fd-62ce-436f-9a94-e2044a4335a3" alt="" data-size="line"> Artifice, <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FkAkBUMysHgOglCNF9JX2%2FNature.png?alt=media&amp;token=14af4d00-d7bf-4cc6-8fdf-5cf4b60155b7" alt="" data-size="line"> Nature | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FM9OCTtlwOIlEnx49BitT%2Fbash.png?alt=media&amp;token=ead67aa6-ef1c-4e22-9750-16d74469d14b" alt="" data-size="line"> Bash          |

### **Aspect Magic Form**

<table data-header-hidden><thead><tr><th></th><th width="150">DAMAGE</th></tr></thead><tbody><tr><td><strong>ASPECT</strong></td><td><strong>MAGIC FORM / DAMAGE</strong></td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FIJEznukGIVdDoqXNu0mV%2FLife.png?alt=media&amp;token=243c54cd-ec15-40a1-a82f-07d932472799" alt="" data-size="line"> <a href="/the-six-aspects/life">Life</a></td><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fhi4iDCkTqphru6dX3WnE%2Fhealing.png?alt=media&amp;token=030f6766-1359-4417-99bf-839ef3bec700" alt="" data-size="line"> Heal</td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fj4LncdQ07qfEzxITJOQV%2FLife.png?alt=media&amp;token=0c097342-81e2-4b17-b0d6-211f8a4073e1" alt="" data-size="line"> <a href="/the-six-aspects/nature">Nature</a></td><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FiSZ5EdvzOjhxIwRGAUSd%2Fpoison.png?alt=media&amp;token=25e67f00-be8a-4ae5-8b25-98f5b18188a3" alt="" data-size="line"> Poison</td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F9Oi0FcaeqhjJYLRYJvG4%2FArtifice.png?alt=media&amp;token=dc5313fd-62ce-436f-9a94-e2044a4335a3" alt="" data-size="line"> <a href="/the-six-aspects/artifice">Artifice</a></td><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FStgRTbJwQimu0xDlcFaT%2Flightning.png?alt=media&amp;token=6fa964d3-a053-4203-8dcb-0c96e8d850bd" alt="" data-size="line"> Lightning</td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FQbYZhihiaS3AP45hexZ9%2FOrder.png?alt=media&amp;token=28c61e3e-97ad-424b-b9f0-5b33f75380a1" alt="" data-size="line"> <a href="/the-six-aspects/order">Order</a></td><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FAfQo1VAVz19IZKnhzQ8p%2Fice.png?alt=media&amp;token=a37c3ede-9919-4eb9-bed0-693edd22f985" alt="" data-size="line"> Ice</td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FnKYxcO0eWQzrzpSKWIo7%2FDeath.png?alt=media&amp;token=a0440119-0a82-4ab6-bf26-eb1acf6b1960" alt="" data-size="line"> <a href="/the-six-aspects/death">Death</a></td><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FJQzf9OFfe8vA5mRyzYQt%2Fdeath.png?alt=media&amp;token=8f8d6f7f-0644-40c5-b241-9dd6f2aad01f" alt="" data-size="line"> Decay</td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FbN65KhgxIgVDbIq4yZHL%2FChaos.png?alt=media&amp;token=58e70050-e48f-4815-901f-502e5b5a32b8" alt="" data-size="line"> <a href="/the-six-aspects/chaos">Chaos</a></td><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FO30SrVmTx5VJkjLcco8m%2Ffire.png?alt=media&amp;token=2b6ddc5a-49b7-4118-8ba9-660bd25e3d37" alt="" data-size="line"> Fire</td></tr></tbody></table>


# Pixel Heroes

Class, Attributes, Aspects, Item - Synergize

### The Pixel Heroes <a href="#basimijiajvn" id="basimijiajvn"></a>

Waking up embodied as a pixel hero can be quite disorienting. Perhaps that is why pixel heroes often have a rough start to their journey. But one learns, one survives. One gets better, develops strategy. One learns to win, to advance.

While some of the elements of a pixel hero—class, basic attributes, Aspect, and base appearance—are locked when the pixelation occurs, changeable items are the tools that come to define a pixel hero.

Learning to use the unique strengths of their class, enhancing various attributes and stats with the right items, and cleverly aligning them to maximize the impact of their Aspect, is a long and rewarding journey.

Play.

Earn.

Strategize.

Win.

Play now:

[Learn more about Discord Pixel Heroes (free).](/discord/create-a-discord-hero)


# Attributes and Stats

## Attributes

Your pixel hero has four primary attributes that dramatically influence your hero’s performance in combat. They are impossible to change—or are they?

* :muscle:**STR** - Strength
* :fast\_forward:**DEX** - Dexterity
* :brain:**INT** - Intelligence
* :heart:**CON** - Constitution

#### Special Attributes

* :zap:**Power** - Power is a special stat that is a limit on what the pixel hero can equip. Each item has a power rating, and the hero can not have items whose total power sums to greater than their power level.
* **Health** - Health is how much damage a pixel hero can take before getting depixelated… which is a lot like dying.

Base attribute prioritization by class:

<table><thead><tr><th width="150">Class</th><th width="167.42034939241324">Stat Priority</th></tr></thead><tbody><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FNsCUVLhCoSMsQldDPsMs%2Fwarrior.png?alt=media&amp;token=acfdfd37-6097-46c3-b701-63c04df69591" alt="" data-size="line"> Warrior</td><td>STR -> CON -> DEX -> INT</td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FRcZFJbAoNNZ8liQusTr8%2Frogue.png?alt=media&amp;token=e1c0190b-e2c1-4713-b3d1-2d3bfc5b64de" alt="" data-size="line"> Rogue</td><td>DEX -> STR -> INT -> CON</td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FORVSPDVeZULxBDgPTYoO%2Fmage.png?alt=media&amp;token=3836a5ad-623f-45dc-85a1-b25c1a98309f" alt="" data-size="line"> Mage</td><td>INT -> CON -> DEX -> STR</td></tr></tbody></table>

## Stats

Stats represent a hero's combat effectiveness and are broken down between offensive and defensive. The are derived from a hero's attributes and equipped items. They can also be enhanced by skills.

### Offensive Stats

Offensive stats help a pixel hero inflict damage.

| Offensive Stat                                                                                                                                                                                                                                            | Function                                                                                  | Underlying Attributes |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------- | --------------------- |
| Attack                                                                                                                                                                                                                                                    | Basic attack power that determines chance to hit opponent - offset against their defense. |                       |
| Damage                                                                                                                                                                                                                                                    | Base damage comes from weapons.                                                           | Weapon                |
| Damage Modifier                                                                                                                                                                                                                                           | Additional damage on top of the equipped weapon.                                          | STR                   |
| <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FYfhadhTPBQ1kUUJzCUxW%2Fcrit.png?alt=media&amp;token=42ec4443-cb2a-404e-9301-c3e26ba2317f" alt="" data-size="line"> Crit | Determines the chance to score a critical hit.                                            | DEX                   |
| Precision                                                                                                                                                                                                                                                 | Determines the damage multiplier when the hero makes a critical hit.                      | INT, DEX              |
| Speed                                                                                                                                                                                                                                                     | Speed is both offensive and defensive. It primarily impacts who gets to attack first.     |                       |

### Defensive Stats

Defensive stats help pixel heroes avoid being hit, mitigate damage or stop it outright, protect against magic, and more.

| Defensive Stat                                                                                                                                                                                                                                                    | Function                                                                                                             | Underlying Attributes |
| ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------- | --------------------- |
| Defense                                                                                                                                                                                                                                                           | Basic defensive ability that offsets opponent's attack.                                                              | DEX                   |
| <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FAjS4JA9Xvu3KD6SnBqfo%2Fdodge.png?alt=media&amp;token=69b30987-d8c7-456c-babf-d3af7ff6c17f" alt="" data-size="line"> Dodge       | Determines chance to dodge an incoming attack.                                                                       | DEX                   |
| Absorb                                                                                                                                                                                                                                                            | Determines how much inbound damage from an attack is absorbed (mitigated).                                           | CON                   |
| <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FzIoSUfOmaSpRa4qkiQ3x%2Fblock.png?alt=media&amp;token=50f7aef2-fda2-4bc1-a7f0-9d884d25ad38" alt="" data-size="line"> Block       | Determines chance to block an incoming attack.                                                                       | Shield                |
| Speed                                                                                                                                                                                                                                                             | Speed is both offensive and defensive. It primarily impacts who gets to attack first.                                | DEX                   |
| <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FoiHt1gKS9Mn1NEWV4BFY%2Fresist.png?alt=media&amp;token=9ac90bb1-567a-4165-9da9-4879bbab9a54" alt="" data-size="line"> Resistance | Determines chance to avoid an incoming magical attack.                                                               | INT                   |
| Saves                                                                                                                                                                                                                                                             | Determines chance to reduce damage (by half if successful) against a specific magic damage type (fire, poison, etc.) |                       |


# Classes

### Classes <a href="#l1he567i46u2" id="l1he567i46u2"></a>

The Unrevealed don’t just pick anyone to participate in their battles, choosing instead those most in tune with their Aspects and capable of wielding its magics. Of course, the Aspects are varied, as is the manner in which they’re tapped into. Each Aspect may use different names when discussing their heroes, but they each fulfill a particular niche, either acting as the physical front; using charm, guile, and skill to further their agenda; or exploring the depths of an Aspect’s magic.

The three classes define not only how heroes best serve their Aspect and interact with the world, but how they fight for their very lives.

### &#x20;<a href="#tk35xn5dzuok" id="tk35xn5dzuok"></a>


# Warrior

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FOJnulwFES9OfEdDt1ofk%2Fwarrior.png?alt=media&amp;token=68323c54-0c34-4dbe-80d3-90203d083b54" alt="" data-size="line"> An obvious choice for the Unrevealed to steal away, warriors represent the physical peak of their Aspects. No strangers to combat, to be a warrior is to expect a fight, and to be prepared to win. Warriors often believe they’re best suited to the arena, but this arrogance can be their undoing. Just because they’ve trained to fight doesn’t mean they’re the most capable combatant, and many a warrior has been caught out by an unexpected blade from a rogue, or been unable to overcome the awe-inspiring spells of a mage. Still, each warrior is a potent fighter in their own right, and they’re not brought down easily—or without inflicting a serious amount of hurt on the way down.

Warriors approach their role as pixel heroes in different ways, depending on their Aspect, so while the end result is always a skilled combatant, the manner in which they approach the fight differs immensely.

**Rangers** follow ancient ways, adhering to the laws of Nature. Often keeping to the wilds, their rugged lifestyle makes them naturally tough.

The **soldiers** of the Aspect of Artifice use their advanced weaponry and protective armor to survive, and fight another day. Highly mechanized, they’re a military force to be reckoned with.

Impulsive and reckless, the **barbarians** are chaos incarnate. They may lack the training of their peers, but their unpredictable ferocity gives them an edge others struggle to match.

The **knights** stand in heavy contrast, as their code requires a rigid structure to everything from their personal morality to their training regime. Disciplined, organized, and methodical, knights fight to win.

While they respect the Aspect of Life in all its forms, the **paladins** aren’t afraid to avenge what’s been taken, or fight with an unmatched ferocity to protect their own lives, or the lives of the masses.

**Reapers** don’t fear death, knowing it comes for all. Few are as skilled, or as comfortable with the taking of a life as these remorseless killers.


# Warrior Skills

The basic skills known by every Warrior.

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FOJnulwFES9OfEdDt1ofk%2Fwarrior.png?alt=media&amp;token=68323c54-0c34-4dbe-80d3-90203d083b54" alt="" data-size="line"> [Warriors](/pixel-heroes/classes/warrior) can use [shields](/items/weapons-and-shields/shields), [melee weapons](/items/weapons-and-shields/melee-weapons), and great weapons.

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FOJnulwFES9OfEdDt1ofk%2Fwarrior.png?alt=media&amp;token=68323c54-0c34-4dbe-80d3-90203d083b54" alt="" data-size="line"> [Warriors](/pixel-heroes/classes/warrior) can use [armor](/items/armor) of type Heavy or Any.

<table data-header-hidden><thead><tr><th width="283.3333333333333"></th><th>Skill</th><th>Mechanics</th></tr></thead><tbody><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FccZQ6HBJd3KqXG2OBKN7%2Fshields.png?alt=media&amp;token=f545967a-dd4d-41e2-8e6c-58f9521f1178" alt="" data-size="original"></td><td><strong>Shield and Great Weapons</strong><br>The ability to equip and use <a href="/items/weapons-and-shields/shields">shields</a> and great weapons is unique to the Warrior.</td><td></td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F6qnosJkRo58Aob7jWhnA%2Fsmash.png?alt=media&amp;token=974b011e-a0f6-4cfd-b0a6-7a77d0827a8c" alt=""></td><td><strong>Smash</strong><br>When you get a critical hit or block, you have a chance equal to your STR to smash for Block + Damage Bonus. This also increase Block by 5 for next attack.</td><td>Proc: On critical or block, immediately inflict STR damage that cannot be stopped or reduced.</td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FkgjvfcdRFXBe5KdaucSL%2Fenhanced_armor.png?alt=media&amp;token=4bf44d8f-cac0-48d4-b749-d59b5c83e041" alt=""></td><td><strong>Enhanced Armor</strong><br>You are comfortable with heavy armor and can use it to your advantage, increasing damage absorption and damage.</td><td>+2% Damage <br>+3% Absorb</td></tr></tbody></table>


# Aspected Warrior Classes

Warriors are famed for their victories over fearsome foes, but competition is fierce for those who wish to become a legend. When it’s simply not enough to be a warrior, those craving more power seek out the adherents of the Six Aspects. These primordial forces grant structure to the universe and great strength to those who begin to understand their ways.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FkAkBUMysHgOglCNF9JX2%2FNature.png?alt=media&amp;token=14af4d00-d7bf-4cc6-8fdf-5cf4b60155b7" alt="" data-size="line"> Ranger - Nature Warrior (:shield:,:leaves:)

With their intimate knowledge of Nature, rangers are most comfortable in the wild places. Though deadly with a sword, rangers are also familiar with all sorts of poisons extant in the Four Worlds. In addition to their deadly and varied arsenal, rangers adapt to any terrain as if they’ve lived there their entire life. They can sense the most minute disturbances in the natural world and instantly know who belongs in their neck of the woods and who is a threat. Rangers can be found almost anywhere in the Four Worlds, but especially places where man carelessly takes until nothing of value remains.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F9Oi0FcaeqhjJYLRYJvG4%2FArtifice.png?alt=media&amp;token=dc5313fd-62ce-436f-9a94-e2044a4335a3" alt="" data-size="line"> Soldier - Artifice Warrior (:shield:,:gear:)

To be the best, you need to wield the best. When the skill between you and your opponent stands on equal footing, it is the quality of gear that decides the victor. Soldiers are sometimes considered foolish, fearlessly equipping themselves with untested prototypes and engaging in dangerous experiments, all for the betterment of the Four Worlds. For this bravery—or foolishness—they are rewarded with the power to do things others only dream of. Soldiers are often found in big cities, where artificers of reputation reside, pushing the limits of their body and technology to greater heights. Soldiers of the Aspect of Artifice are the pioneers of innovation, charging ahead so the artificers can observe and improve upon the gear they wield.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FbN65KhgxIgVDbIq4yZHL%2FChaos.png?alt=media&amp;token=58e70050-e48f-4815-901f-502e5b5a32b8" alt="" data-size="line"> Barbarian - Chaos Warrior (:shield:,:fire:)

Warriors that lose themselves in the thrill of combat are either born barbarians or eventually descend into this state. The strongest of barbarians have the keenest of instincts. They invite challenge upon themselves and rarely bother with intel on their adversaries. They revel in Chaos for its own sake, sowing it upon themselves and others. Barbarians enjoy seeing who survives the Dance of Chaos, revealing who has the better instincts. Despite their lack of strategy and tactics, barbarians still often succeed against overwhelming odds by adapting to the ever-changing battlefield in seconds. Barbarians are found anywhere there is or will be battle. They may show up in wars they have no part in, just to fight. Which side they fight for often changes with the wind, so even as allies they bring little ease.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FQbYZhihiaS3AP45hexZ9%2FOrder.png?alt=media&amp;token=28c61e3e-97ad-424b-b9f0-5b33f75380a1" alt="" data-size="line"> Knight - Order Warrior (:shield:,:crown:)

Knights adhere to a strict code they believe grants stability to not only themselves, but everything they care for—even the entire universe around them. While they can often be accused of being as cold as the ice magic they utilize, the knights of the Final Court are always attempting to protect the Four Worlds from descending into anarchy. Knights are champions of everything they know is right and solid and eternal about life in the Four Worlds, regardless of anyone else’s strange, dangerous ideas on how to live their lives.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FIJEznukGIVdDoqXNu0mV%2FLife.png?alt=media&amp;token=243c54cd-ec15-40a1-a82f-07d932472799" alt="" data-size="line"> Paladin - Life Warrior (:shield:,:yellow\_heart:)

Paladins are sworn to protect Life, no matter the cost. And it is said that only the wicked should fear the paladin. Usually seen battling monsters or aiding those in danger, paladins do not concern themselves with lawbreakers, unless their crime is murder. They are the heroes sung about in song for their constant effort to protect the vital Aspect of Life. Paladins are often found around the Laboratories of Life, accompanying biomancers on dangerous rescue missions. Many revere these walking symbols of hope, a select few are allowed to even attempt to join their ranks, and fewer still become that light in the darkness.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FnKYxcO0eWQzrzpSKWIo7%2FDeath.png?alt=media&amp;token=a0440119-0a82-4ab6-bf26-eb1acf6b1960" alt="" data-size="line"> Reaper - Death Warrior (:shield:,:skull:)

Nothing sends a shiver down a man’s spine quite like the laugh of a reaper. Many see them as evil maniacs who serve no master but Death itself, basking in an aura of Death and dancing their way across the battlefield. Unlike the assassins of the Silent Collegia, who believe it their duty to ensure everyone receives a fitting end, reapers just really enjoy killing. As such, reapers are sent for the scum of the Four Worlds, to make their targets wish their last moments would come just a few seconds sooner. Reapers are hard to find but it’s easy to tell where one has been. If you find a room painted with blood, and an Aspect of Death symbol drawn into it, the artist was a reaper.


# Rogue

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FFgw4ai4bzgpj4dNSRdKO%2Frogue.png?alt=media&amp;token=1075de11-0706-41f7-83c6-9055c5f01cfd" alt="" data-size="line"> Not every battle is won through direct, unrelenting offense, and the rogues of the Four Worlds know this better than most. Sometimes, a good defense, an unusual strategy, and a well-placed blade will win the day faster and more reliably than a frontal assault. Relying on their speed, stripped down weaponry, and guile to get to their marks, rogues might not always be the most flashy opponent, but that doesn’t stop them thriving in the Unrevealed’s brutal tournament. While lacking the raw strength of warriors and the showy spells of mages, rogues can evade and trick their opponents to the point of exhaustion, delivering the killing blow at the perfect moment.

The **brigands** of the Aspect of Nature know how to use cover and ambush to their advantage. After all, you can’t defend against what you can’t see, and Nature’s always provided the best camouflage.

Progress doesn’t come for free, and the **thieves** of the Aspect of Artifice know exactly where to acquire what’s needed. Subtle of hand and mind, they rule the streets and back alleys of the Four Worlds.

The Aspect of Chaos doesn’t stand still, and neither do the **tricksters**. They go wherever fate takes them, and fight with whatever comes to hand. Deception comes naturally to these wild, unpredictable maniacs.

The **agents** of the Aspect of Order use their talents to hunt down their prey, be that information, materials, or people. Unassuming and cunning, their training teaches them the perfect moment to strike, and how to put their targets at ease just before they put their targets to death.

Life is to be lived, and the **bards** excel at sharing this joy with others, and protecting its sanctity wherever they’re needed. Inspiring and passionate, their enthusiasm for the Aspect of Life in all its glories is infectious.

Sometimes, a targeted kill is the right tool for the job, and invariably it’s one of the Aspect of Death’s **assassins** wielding the blade. Coming and going as they please, few of their victims see their death coming until it’s too late to do more than accept it.


# Rogue Skills

The basic skills known by every Rogue.

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FFgw4ai4bzgpj4dNSRdKO%2Frogue.png?alt=media&amp;token=1075de11-0706-41f7-83c6-9055c5f01cfd" alt="" data-size="line"> [Rogues](/pixel-heroes/classes/rogue) dual wield, so they can use two [melee weapons](/items/weapons-and-shields/melee-weapons). They cannot use great weapons.

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FFgw4ai4bzgpj4dNSRdKO%2Frogue.png?alt=media&amp;token=1075de11-0706-41f7-83c6-9055c5f01cfd" alt="" data-size="line"> [Rogues](/pixel-heroes/classes/rogue) can use [armor](/items/armor) of type Medium or Any.&#x20;

<table><thead><tr><th width="313.3333333333333"></th><th>Skill</th><th>Mechanics</th></tr></thead><tbody><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FUjKTjryoWZVLhhl6TAQA%2Fdual_wield.png?alt=media&amp;token=7101ac3f-ebba-4e38-b5d7-5da64e845bc3" alt=""></td><td><p><strong>Dual Wield</strong></p><p>The ability to wield two melee weapons (excluding great weapons such as polearms and great swords) with no off-hand penalty.</p></td><td></td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FZy26JQG66jSREo6VvgxT%2Fdouble_tap.png?alt=media&amp;token=4a198485-2e71-4578-8920-edbed8876a8b" alt=""></td><td><p><strong>Double Tap</strong></p><p>Chance equal to DEX on a critical hit to get another free attack with the weapon.</p></td><td>Proc: On a critical hit there is a chance equal to DEX to get a free attack with the same weapon.</td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FBbmHMDFCsY7pkmeUpYKI%2Fcriticality.png?alt=media&amp;token=2f481a46-0d4a-40de-86da-888ccdb1fb2c" alt=""></td><td><p><strong>Criticality</strong></p><p>The rogue has advanced their understanding of anatomy and use their own dexterity  to increase their chance of a critical hit.</p></td><td>+2% Critical</td></tr></tbody></table>


# Aspected Rogue Classes

The image of a successful rogue is sometimes likened to a successful entrepreneur. Stylish clothing, an untold number of riches, and a lingering question: How many did they step on to achieve their success? But for some rogues, success is not enough. Some know they are capable of more. Some *need* to be capable of more. For whatever their reason, they seek out the Six Aspects to gain a taste of truly primordial power.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FkAkBUMysHgOglCNF9JX2%2FNature.png?alt=media&amp;token=14af4d00-d7bf-4cc6-8fdf-5cf4b60155b7" alt="" data-size="line"> Brigand - Nature Rogue (:crossed\_swords:,:leaves:)

Has the brush ever moved as you walked by it? A shadow slip across the bark of a nearby tree? It was probably just a squirrel, a bird… It’s an easy comfort to cling to. But in truth, these strange hints that something’s right there behind you are often the subtle traces of a brigand. Rogues aligned with the Aspect of Nature, brigands assist lost travelers, guiding them away from danger with their ghostly lanterns or making a path for them in the underbrush. But to those who enter the wildlands with ill intentions, the brigand is a nightmare. A vengeful ghost rarely glimpsed. While you can find a brigand in almost any forest or jungle, they will always have found you first.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F9Oi0FcaeqhjJYLRYJvG4%2FArtifice.png?alt=media&amp;token=dc5313fd-62ce-436f-9a94-e2044a4335a3" alt="" data-size="line"> Thief - Artifice Rogue (:crossed\_swords:,:gear:)

Resources are limited. That’s what makes them valuable. And the ambition of the Artificers often outstrips their supplies. That’s a cold hard truth of the Aspect of Artifice the people of the Four Worlds must deal with on a daily basis. But with their natural cunning and specialized tools, thieves venture wherever they must to acquire whatever they need. Artificers rarely ask how thieves acquire the resources they do, and while some may believe they steal for the advancement of technology, a thief is a thief all the same.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FbN65KhgxIgVDbIq4yZHL%2FChaos.png?alt=media&amp;token=58e70050-e48f-4815-901f-502e5b5a32b8" alt="" data-size="line"> Trickster - Chaos Rogue (:crossed\_swords:,:fire:)

It is of common belief that tricksters are directionless psychopaths that care little for anything but their own amusement. But as believers in the Aspect of Chaos, many tricksters are simply honoring the spirit of their chosen Aspect. You need to adapt to survive and tricksters test the survival instinct of the civilized, especially if they are in conflict with their fellow Chaos worshippers. If things go bad during wartime, you will often hear people curse the Aspect of Chaos. Catapult not firing? Stairs coated in slippery oil? Armor falling apart? There’s probably a few tricksters cackling to themselves as they watch the civilized and orderly fumble about in confusion and panic—the natural state of humankind.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FQbYZhihiaS3AP45hexZ9%2FOrder.png?alt=media&amp;token=28c61e3e-97ad-424b-b9f0-5b33f75380a1" alt="" data-size="line"> Agent - Order Rogue (:crossed\_swords:,:crown:)

Those who know how to break the law also tend to be adept at helping enforce it. Rogues that have found purpose outside themselves often become agents. They blend in with the common folk and serve as the eyes and ears of the Final Court. Agents, like knights, record how the people react to the laws that are imposed upon them and report to the Final Court to help determine how the law should be updated to promote a better living experience—or more sternly enforced to promote the primacy of the Aspect of Order. They also track down threats where a knight would be too obvious. Agents can be found in any civilized corner of the Four Worlds, though you’ll likely never know you’re looking at one. But rest assured, they’ll be looking at you.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FIJEznukGIVdDoqXNu0mV%2FLife.png?alt=media&amp;token=243c54cd-ec15-40a1-a82f-07d932472799" alt="" data-size="line"> Bard - Life Rogue (:crossed\_swords:,:yellow\_heart:)

Masters of music and stewards of song, bards express the Aspect of Life through their instruments to lift the spirits around them. While they hold loose connections with the Laboratories of Life, they are not fully integrated, and this lets them take their talents wherever they please. Bards try to talk down conflicts before they become deadly, soothe tensions with a lighthearted story. But don’t let that fool you. They remain ever capable in combat. Bards will step in to defend those who cannot defend themselves and they’ll make a good show of it in the process. Bards can be found easy enough. Just listen for the applause.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FnKYxcO0eWQzrzpSKWIo7%2FDeath.png?alt=media&amp;token=a0440119-0a82-4ab6-bf26-eb1acf6b1960" alt="" data-size="line"> Assassin - Death Rogue (:crossed\_swords:,:skull:)

Hands of the Silent Collegia, assassins deliver deaths that others deserve. While reapers are public with their executions, assassins are responsible for many mysterious deaths over the years. They are sometimes gentle in their approach, if the fitting end of their target is meant to be a painless one, but they can be equally cruel if it is believed their target deserves the most painful death they can imagine. Assassins team in the underbellies of the major cities of the Four Worlds, and if you see one, it is probably too late for you. Your final chapter is being written.


# Mage

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FS1c8fCVvXFTpWvTxp7Vp%2Fmage.png?alt=media&amp;token=df4b79cc-c5d9-40bf-bde3-47655ed4a95d" alt="" data-size="line"> The Six Aspects are not just a series of traditions, or a mantra to live your life by. Those who delve deep into their history and lore uncover something ancient and primal within themselves. The Aspects are the essence of existence, and the mages have tapped into this essence, wielding it for the benefit—or detriment—of the Four Worlds. Each Aspect bends reality in their own manner, and the mages have their own style, knowing the Aspects are generous with their gifts. Mages aren’t tough like warriors or cunning like rogues, but the very shape of existence answers to their call.

The Aspect of Nature has delivered the **druids** to the world. Connected to the web of creation that binds everything, they call upon the uncorrupted world to ensnare and overwhelm those who would attempt to harm them.

The **artificers** of the Aspect of Artifice resurrect ancient technology, and create new devices, all with the intention of releasing the most destructive weapons possible. Their magic is enabled and amplified through their connection with the Aspect of Artifice—and they’re masters of what they do.

**Warlocks** make pacts with the Aspect of Chaos, siphoning mana from the unknowable so they might release it when the time is right. What emerges is a surprise to their hapless victims, and the warlocks themselves.

Standing strong against lawlessness, are the **inquisitors**, staunch supporters of the oldest codified religion in the Four Worlds. Deviation from what is locked in place by the Aspect of Order is unforgivable, and the inquisitors’ right to rule is supported by the divine energies they channel on behalf of a controlled and endless peace.

Perhaps the strangest addition to the field of battle are the **biomancers**, more used to healing than harming, they still maintain a grasp on every fragment of of the Aspect of Life, including a fearsome knowledge of anatomy. Biomancers know just where to strike.

**Necromancers** relish their entry into the arena, flaying the souls from the enemies of the Aspect of Death and using their corpses as unliving shields. For every necromancer that falls, another gains a body for their ever-growing army—albeit a little on the putrescent side.


# Mage Skills

The basic skills known by every Mage.

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FS1c8fCVvXFTpWvTxp7Vp%2Fmage.png?alt=media&amp;token=df4b79cc-c5d9-40bf-bde3-47655ed4a95d" alt="" data-size="line"> [Mages](/pixel-heroes/classes/mage) use occult items, labelled as [magic weapons](/items/weapons-and-shields/magic-weapons). They cannot use melee weapons or shields.

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FS1c8fCVvXFTpWvTxp7Vp%2Fmage.png?alt=media&amp;token=df4b79cc-c5d9-40bf-bde3-47655ed4a95d" alt="" data-size="line"> [Mages](/pixel-heroes/classes/mage) can equip these items in both their main hand and off hand slots. They can only equip one item of type Staff or Wand at a time as a primary weapon - the second item must be a Book or a Talisman. The primary weapon determines attack, damage, and damage type and the second item enhances it.

<img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FS1c8fCVvXFTpWvTxp7Vp%2Fmage.png?alt=media&amp;token=df4b79cc-c5d9-40bf-bde3-47655ed4a95d" alt="" data-size="line"> [Mages](/pixel-heroes/classes/mage) can equip [armor](/items/armor) of type Light or Any.

<table><thead><tr><th width="277.3333333333333"></th><th>Skill</th><th>Mechanics</th></tr></thead><tbody><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F5QDSjKpYdeiiTfGAPuX8%2Fmagic_weapons.png?alt=media&amp;token=9c385436-5d05-4c13-a799-703999ef79a4" alt=""></td><td><p><strong>Magic Weapons</strong></p><p>The mage can equip and use <a href="/items/weapons-and-shields/magic-weapons">magic weapons</a>. One staff or wand and one additional magical weapon.</p></td><td></td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fqr20hjysPCl6WGcJDszi%2Fsabl_038.png?alt=media&amp;token=bf41893e-1731-4367-99b6-93d30b196f67" alt=""></td><td><p><strong>Fireball</strong></p><p>When a mage scores a critical hit, they have a chance equal to INT to cast a fireball.</p></td><td>Proc: On crit, chance equal to INT to cast a fireball that does fire damage of INT/2 - INT.</td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FdllDINpBcgzX2rwRX1gu%2Fadvanced_magic.png?alt=media&amp;token=402934bf-99f4-45ec-99e3-47f376f83012" alt=""></td><td><p><strong>Advanced Magic</strong></p><p>The mage has increased their potency, increasing the damage they do with all magical effects.</p></td><td>+2% Magic Damage</td></tr></tbody></table>


# Aspected Mage Classes

Mages rarely settle. They are constantly in pursuit of greater heights. Greater understanding. Greater power. And so mages eventually turn to specialization in one the Six Aspects. They wield these primordial forces to a far greater degree than others, often becoming a new beast entirely in the process.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FkAkBUMysHgOglCNF9JX2%2FNature.png?alt=media&amp;token=14af4d00-d7bf-4cc6-8fdf-5cf4b60155b7" alt="" data-size="line"> Druid - Nature Mage (:mage:,:leaves:)

Druids are one with the Aspect of Nature. The very plants bend to their will. The creatures whisper to them their secrets. Druids speak to Nature as if it were a familiar friend, allowing them to wield the deadliest of poisons or use the very land itself to ensnare their opponents. It is rumored that fighting a master druid in the forest is akin to fighting a battalion of normal enemies given how many plants and animals will attack for them from all sides. Druids can be found in most forests, just be wary how you decide to approach them and their holy realms.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F9Oi0FcaeqhjJYLRYJvG4%2FArtifice.png?alt=media&amp;token=dc5313fd-62ce-436f-9a94-e2044a4335a3" alt="" data-size="line"> Artificer - Artifice Mage (:mage:,:gear:)

The great inventors of the Four Worlds, artificers use the magic of the Aspect of Artifice to create technologies that can be used by all. These mages are often looked at more favorably than others, since they look to share their power by creating devices that can empower anyone. By harnessing lightning, they make their creations self-sustaining and potent. Even a child can become a devastating combatant when outfitted with the best an artificer has to offer. Artificers are easily found in major civilizations across the Four Worlds, working on making the lives of those around them better, and reaching for ever greater heights of destruction in the process.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FbN65KhgxIgVDbIq4yZHL%2FChaos.png?alt=media&amp;token=58e70050-e48f-4815-901f-502e5b5a32b8" alt="" data-size="line"> Warlock - Chaos Mage (:mage:,:fire:)

One of the most feared of all the mages, rivaling even necromancers, warlocks join the ranks of barbarians in seeking constant conflict. They rely on their natural spellcasting talents to see them through the most difficult of situations, but their literal approach to the Aspect of Chaos means they’re just as likely to raze seemingly innocent settlements to the ground as they are to dispatch a fairly matched opponent. The heat from their flames are so devastating that even the most heat resistant of armors rarely lets you escape a warlock’s flames unscathed. You can find warlocks on any battlefield, fighting for any side. Just follow the smoke and flames. And the stench of burning flesh.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FQbYZhihiaS3AP45hexZ9%2FOrder.png?alt=media&amp;token=28c61e3e-97ad-424b-b9f0-5b33f75380a1" alt="" data-size="line"> Inquisitor - Order Mage (:mage:,:crown:)

The lawmakers, judges, and jailers of the Four Worlds, the inquisitors wield ice magic that imprisons criminals, even trapping them forever if they deem it so. Working together with knights and agents, inquisitors work to create better laws by which to impose the iron will of the Aspect of Order. Many fear inquisitors not only for their magic, but their sheer knowledge of the law. It’s said that if an inquisitor stares at you longer than three seconds, it’s because you’ve broken a law. And if you have, your best option is to immediately throw yourself on the mercy of the Final Court.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FIJEznukGIVdDoqXNu0mV%2FLife.png?alt=media&amp;token=243c54cd-ec15-40a1-a82f-07d932472799" alt="" data-size="line"> Biomancer - Life Mage (:mage:,:yellow\_heart:)

With all the dangers in the Four Worlds, for a time civilization teetered close to extinction. This was until mages discovered how to wield the Aspect of Life, greatly increasing the survival rate of the early colonists. Since then, biomancers have have spread across the Four Worlds. They founded the Laboratories of Life, an organization dedicated to studying and advancing magic utilizing the Aspect of Life. Biomancers can be found in any major population center on the Four Worlds, and some even make house calls.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FnKYxcO0eWQzrzpSKWIo7%2FDeath.png?alt=media&amp;token=a0440119-0a82-4ab6-bf26-eb1acf6b1960" alt="" data-size="line"> Necromancer - Death Mage (:mage:,:skull:)

Mages associated with the Silent Collegia, the dreaded necromancers serve the Aspect of Death by ensuring that all are given the ending they deserve. Of course, this power soon became twisted and aggressive. Many used the Aspect of Death to gain knowledge of undeath. There is a good reason to fear necromancers, for if they kill, they gain allies. Cold, dead, unthinking, utterly loyal allies that fight to the death, then welcome still more cold, dead, unthinking, utterly loyal allies.


# Equipping and Power

### :hammer\_pick:Equipping Items

Your hero can equip 9 items.

Seven pieces of [armor](/items/armor) in the following slots:

* Head
* Back&#x20;
* Chest
* Hands
* Waist
* Legs
* Feet

And two additional items, depending on class:

* [Melee Weapon](/items/weapons-and-shields/melee-weapons)
* [Magic Weapon](/items/weapons-and-shields/magic-weapons)
* [Shield](/items/weapons-and-shields/shields)

### Chain Equip vs Game Equip

**Chain Equip**: You can equip an item NFT to a hero NFT, which will cost gas. This process is covered in a separate section. (WIP, will link when complete).

**Game Equip:** When you equip an item in the discord game (whether it is an NFT item or a degen item) it will be equipped to your hero for gameplay, but will not change the hero NFT's appearance or items. It will also not effect certain player vs player challenges such as web and Twitter duels.

### :zap:Power is a critical stat for every pixel hero.

Every item has a power rating that reflects the overall benefits it brings when used by a hero.  But a hero only has so much power—and so many hands—so must choose which items to use. The hero's power cap limits the total power of all  items equipped. If a hero tries to equip an item that would result in their total equipped power exceeding their power cap, the hero will not be able to equip that item.

* Power Cap for NFT Heroes:   :zap:**1300**
* Power Cap for Discord Heroes:    :zap:**1000**


# Items

Items come in two basic types: [**armor**](/items/armor) and [**weapons**](/items/weapons-and-shields).&#x20;

Each has several common traits:

* [Rarity](/rarity/rarity-table): This determines not just how rare the item is, but also makes it slightly more or less powerful. Rarity is expressed in the border color of its icon and in the item's details.
* [Power](/pixel-heroes/equipping-and-power): All items have a Power rating. It is calculated based on the stats and modifiers of the item, the item's type, and its rarity. A hero cannot equip an item if the change in power (from the currently equipped item to the new one) would exceed the hero's power cap.&#x20;
* Modifiers: These add or subtract from [stats](/pixel-heroes/attributes-and-stats#stats), changing the hero's combat effectiveness.


# Armor

Protection is important.

test

<table><thead><tr><th width="155.26614948489362">Class</th><th width="167.42034939241324">Armor Type</th><th></th></tr></thead><tbody><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FNsCUVLhCoSMsQldDPsMs%2Fwarrior.png?alt=media&amp;token=acfdfd37-6097-46c3-b701-63c04df69591" alt="" data-size="line"> Warrior</td><td>Heavy</td><td></td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FRcZFJbAoNNZ8liQusTr8%2Frogue.png?alt=media&amp;token=e1c0190b-e2c1-4713-b3d1-2d3bfc5b64de" alt="" data-size="line"> Rogue</td><td>Medium</td><td></td></tr><tr><td><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FORVSPDVeZULxBDgPTYoO%2Fmage.png?alt=media&amp;token=3836a5ad-623f-45dc-85a1-b25c1a98309f" alt="" data-size="line"> Mage</td><td>Light</td><td></td></tr></tbody></table>


# Weapons and Shields

### **The Types**

There are several different types of items, which vary by class.&#x20;

### **Main Hand vs Off Hand**

**Main Hand (MH):** Most weapons can be main hand weapons. Which specific weapons can be used are based on the pixel hero's class.

* Melee Weapons
  * **Great Weapon**: A great weapon can only be wielded by a warrior, and only one can be equipped at a time.
* Magic Weapons
  * **Staff and Wand**: A staff or wand can only be wielded by a mage, and only one of this type of weapon can be equipped at a time.

**Offhand (OH):** The weapon (or other item) used in the offhand is defined by class.&#x20;

* <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FOJnulwFES9OfEdDt1ofk%2Fwarrior.png?alt=media&amp;token=68323c54-0c34-4dbe-80d3-90203d083b54" alt="" data-size="line"> [Warriors](/pixel-heroes/classes/warrior) use shields.
* <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FFgw4ai4bzgpj4dNSRdKO%2Frogue.png?alt=media&amp;token=1075de11-0706-41f7-83c6-9055c5f01cfd" alt="" data-size="line"> [Rogues](/pixel-heroes/classes/rogue) dual wield, so they can use another melee weapon.
* <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FS1c8fCVvXFTpWvTxp7Vp%2Fmage.png?alt=media&amp;token=df4b79cc-c5d9-40bf-bde3-47655ed4a95d" alt="" data-size="line"> [Mages](/pixel-heroes/classes/mage) use occult items.

A hero’s main hand weapon will always define the damage type (unless it is a shield, in which case the off-hand weapon defines it, as a shield “main hand” is main hand for cosmetic reasons only.)

**NOTE**: Main hand and offhand can be represented in either hand on the hero card.

### The Finer Points of Mayhem

All damage types are associated with at least one Aspect.

* If a hero’s Aspect matches the damage type they are attacking with, they get a small damage bonus.
* If a hero’s Aspect matches the damage type of an incoming attack, they get a slight absorption bonus (ie: take slightly less damage) or they get a slight increase to the associated saving throw.


# Melee Weapons

Melee weapons are used by <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FOJnulwFES9OfEdDt1ofk%2Fwarrior.png?alt=media&amp;token=68323c54-0c34-4dbe-80d3-90203d083b54" alt="" data-size="line">Warriors and <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FFgw4ai4bzgpj4dNSRdKO%2Frogue.png?alt=media&amp;token=1075de11-0706-41f7-83c6-9055c5f01cfd" alt="" data-size="line">Rogues.&#x20;

**Melee Weapon Types**

* Polearm (Restricted to <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FOJnulwFES9OfEdDt1ofk%2Fwarrior.png?alt=media&amp;token=68323c54-0c34-4dbe-80d3-90203d083b54" alt="" data-size="line">Warriors)
* Great Sword (Restricted to <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FOJnulwFES9OfEdDt1ofk%2Fwarrior.png?alt=media&amp;token=68323c54-0c34-4dbe-80d3-90203d083b54" alt="" data-size="line">Warriors)
* Great Axe (Restricted to <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FOJnulwFES9OfEdDt1ofk%2Fwarrior.png?alt=media&amp;token=68323c54-0c34-4dbe-80d3-90203d083b54" alt="" data-size="line">Warriors)
* Great Mace (Restricted to <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FOJnulwFES9OfEdDt1ofk%2Fwarrior.png?alt=media&amp;token=68323c54-0c34-4dbe-80d3-90203d083b54" alt="" data-size="line">Warriors)
* Sword
* Axe
* Mace
* Whip
* Dagger
* Fist

Melee weapons are further broken down into subtypes:

| Melee Weapon Subtypes | Included Weapons                                         | Restrictions                                                                                                                                                                                                                                                                                                               |
| --------------------- | -------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Great Weapons**     | Polearms, Great Swords, Great Axe&#x73;**,** Great Maces | <p>Only 1 may be equipped at a time.<br>Restricted to <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FOJnulwFES9OfEdDt1ofk%2Fwarrior.png?alt=media&amp;token=68323c54-0c34-4dbe-80d3-90203d083b54" alt="" data-size="line">Warriors.</p> |
| **Fast Weapons**      | Swords, Daggers, Whips, Fists, Axes                      |                                                                                                                                                                                                                                                                                                                            |
| **Blunt Weapons**     | Maces                                                    |                                                                                                                                                                                                                                                                                                                            |

### Melee Damage Types

Melee weapons have three basic damage types: Slash, Pierce, and Bash. While they often align with a weapon type, there are sometimes exceptions. For example, most swords do Slash damage, but rapiers inflict Pierce damage.

| Melee Damage Type                                                                                                                                                                                                                                                      | Aspect Alignment                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               | Mechanics                                  |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ------------------------------------------ |
| <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F83OwLqjecghIJD6LmSGW%2Fslash.png?alt=media&amp;token=6040e37c-44fe-4fec-b9d6-cae90ce7b02c" alt="" data-size="line"> **Slash**        | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FbN65KhgxIgVDbIq4yZHL%2FChaos.png?alt=media&amp;token=58e70050-e48f-4815-901f-502e5b5a32b8" alt="" data-size="line">Chaos, <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FQbYZhihiaS3AP45hexZ9%2FOrder.png?alt=media&amp;token=28c61e3e-97ad-424b-b9f0-5b33f75380a1" alt="" data-size="line">Order         | Less effective against Medium, Heavy armor |
| <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F3mt8nu8jb8YeNIaflI7r%2Fpierce-stab.png?alt=media&amp;token=7d383b29-8f68-4862-bd99-117dbdfa84e0" alt="" data-size="line"> **Pierce** | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FIJEznukGIVdDoqXNu0mV%2FLife.png?alt=media&amp;token=243c54cd-ec15-40a1-a82f-07d932472799" alt="" data-size="line">Life, <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FnKYxcO0eWQzrzpSKWIo7%2FDeath.png?alt=media&amp;token=a0440119-0a82-4ab6-bf26-eb1acf6b1960" alt="" data-size="line">Death           | Absorb is less effective against Pierce    |
| <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FM9OCTtlwOIlEnx49BitT%2Fbash.png?alt=media&amp;token=ead67aa6-ef1c-4e22-9750-16d74469d14b" alt="" data-size="line"> **Bash**          | <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F9Oi0FcaeqhjJYLRYJvG4%2FArtifice.png?alt=media&amp;token=dc5313fd-62ce-436f-9a94-e2044a4335a3" alt="" data-size="line">Artifice, <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FkAkBUMysHgOglCNF9JX2%2FNature.png?alt=media&amp;token=14af4d00-d7bf-4cc6-8fdf-5cf4b60155b7" alt="" data-size="line">Nature | Absorb is more effective against Bash      |


# Magic Weapons

Magic weapons are different from *magical weapons*. Any weapon can be magical. Magic weapons allow mages to amplify and use their magic-based attacks more effectively.&#x20;

### **Magic Weapon Types**

* Staff
* Talisman
* Focus
* Book
* Wand


# Shields


# Lore

A collection of stories and history from the Pixel War

The plane of Pixelos is rich with history, dynamic struggles between different kingdoms, and imperialism. There are multiple races, each with unique histories, legends, and origins. Here is a collection of documents, many of which are based on common knowledge held by the inhabitants of Pixelos. Many, however are based on widespread legends found by heroes over the ages, as inscribed on monuments and relics of bygone eras. &#x20;


# The World of Pixelos


# The Nations on Pixelos


# Overland Nations


# The Primary 6


# Logrand

Logrand is the center of medicinal research and development. Logranon is regarded as being the highest ranked and most widely worshiped god among the Pixelosian pantheon. Logrand serves as the foremost authority on religion and thus is a hub for clerical study and the development of life preserving magic. The Kranken Labs are famous worldwide for the potions and medicines they develop. Magic is highly connected to the presence of and commune with the ancient gods. While whispers of corruption exist about the church, but most turn a blind eye and simply allow the practices to continue as they will, so long as medicine and healing magic continue to improve. Logrand is the god of life, and that includes undeath. Meddling in the affairs of the church may very well result in an undeath curse being placed on one’s household. Conversely, by utilizing the mystical incantations of Logranon, adept healers can prevent death on the battlefield, and they can heal wounds as if they were never inflicted. They also wield the power to cure illness within the body simply by administering a potion and whispering an incantation.

**PATRON GOD:** Logranon&#x20;

**GOVERNING BODIES:** The Church of Logranon/Kranken Labs ("The Laboratories of Life")&#x20;

Founding legend/history:\
\*Tablets under translation\*


# Errat

Formerly the illustrious “Golden Kingdom”, Errat now serves as a humbling reminder that one’s fortune is not to be taken for granted, and that one should always remember to honor the gods. Errat is located next to the formerly bountiful Mt. Errat, but since the eruption which decimated the great kingdom, Mt. Errat has remained an ominously quiet geological shadow which looms over the Western peninsula. There were few survivors of the cataclysmic eruption, but those who did survive are said to have relocated, settling in the Cavernous Cliffs and forming small tribes which eventually founded the refugee nation of Bhiessia. There is rumored to be a passage inside the Golden Castle which allegedly connects to Naul’s Shrine, which is located in the mountain of its namesake. The Hellgate is located in the area of the Under which is just below where Errat exists in the Overlands, and the Eye of Ganeath is located somewhere on the Western peninsula, near the ashen kingdom of Errat. The area is inhabited by wildlife, elementals, and undead creatures, though in recent times, as activity has increased in the hellscapes, demonic creatures have begun spewing forth from the Eye, surveilling the environment.

**PATRON GOD:** Naul \
**GOVERNING BODY:** The Golden King

**Founding legend/history:** \
\**Tablets under translation\**


# Solum

Solum is the most integrated of nations on the plane. The citizenry is made up mostly of dwarves, humans, and Seladrian elves, though there are other races which also . Hamar’s Court is the governing body which decides the fate of the nation; they decide trade with other nations, determine changes to economic and social policies within Solum, declare wars and draft treaties upon their conclusion. It is this inter-racial cooperation that has solidified Solum’s place in Pixelos as a beacon of order. Hamar’s court is comprised of leaders representing each of the races in the nation. Representation is largely “fair”, due to it being proportional to demographic size. The top level of the court is called the Tribunal of the Elders, and consists of: Solmur, the leader of the Solumerian Dwarves, Thaelyr, the emissary representing the wishes of the Seladrian elves, and Phaedra, who is known throughout Solum as being the most knowledgeable of all humans when it comes to law and history.

**PATRON GOD:** Solumar \
**GOVERNING BODY:** Hamar’s Court

Founding legend/history: \
\**Tablets under translation\**


# Bhiessia

Bhiessia is the only of the Twin Cities surviving today. It is the home to the Dark Circus, which is known planewide for its spectacular performances and breathtaking displays. The circus also has a reputation for being a facade for the Chaos Nation’s criminal network, and it serves as a hub for finding and contracting mercenaries, adventurers, assassins, trackers and thieves.

**PATRON GOD:** Bhiessi & Bhienbi \
**GOVERNING BODY:** Dark Circus (Mercenaries’ Guild)

Founding legend/history: *Tablets under translation*


# Etheros

Etheros is home to the Inventors’ Academy which is the authority on all matters of artifice, technology and machines. Etheros is also the home of the Schola Arcanum and attracts promising mages from across the plane. As such, Etheros has solidified its position at the forefront of magical development, as its students are constantly testing the boundaries of conventional magic and are creating new innovative ways to master the craft. Being the most technologically innovative of all nations on Pixelos, Etherian warships are unmatched in power and precision. This has given Etheros a commanding maritime presence which fuels the proliferation of their culture and mechanical wonders throughout the plane. They say that whosoever controls the waters determines the tides of the war, and Etheros’s domination of the Pixelosian seas is testament to that.

**PATRON GOD:** Aetherian \
**GOVERNING BODIES:** Inventors’ Academy / Schola Arcanum

Founding legend/history: \
\**Tablets under translation\**


# Cardas

Cardas is the best assimilated of all nations on Pixelos and is typified by not only a vast understanding of nature, but a deep love and respect for it.. Rather than dominating the natural environment, the Cardasian way is to embrace it, learn from it, and integrate with it. Despite many philosophical differences, this perspective aligns well with the nearby nation of Fontuum, which has led to strong trade relations between the two. In Cardas, none are presumed to be superior to others on the basis of race, and there is a remarkable lack of fear between races. It is quite common to see orcs breaking bread with humans, and machines playing games with elvish children. Medullonians integrate with society and fight alongside other Therians, and humans, when their collective way of life is threatened by invaders. This type of inter-species communion and camaraderie are rarely found in other places, but in Cardas it is a way of life and is deeply woven into the social fabric.

**PATRON GOD:** Cardaius \
**GOVERNING BODY:** Council of Elders

**Founding legend/history:**\
\**Tablets under translation\**


# The Supporting 3


# Exava


# Fontuum


# Tezotia


# Realms of the Under


# Seladria


# Wardinar


# Dom-Vergesse


# Prominent Areas


# Hellgate & Beyond

Hellgate

<figure><img src="https://lh5.googleusercontent.com/jPybXX2Yjvw1-vc-eTamSCfzCqSWNxRexR1looox6q6LvM2jA8w33lQoNBJ4WLRLZOHycqCopUX6ILErdywODZYKjT8Nw20ji97l-IadUK4c02iT-fSKaCgE20FDlT5PV-vm4GUo8Nu8zkX-dYNVGPcmJHERJ7l6UhlBuBYbaw5Fj7h0jUoDz2yEzg" alt=""><figcaption><p>For the right price, all are welcome to enter the all consuming "Maw of Ghaen". Exit is not guaranteed.</p></figcaption></figure>

Hellgate is the access point linking the Under to the hellscape below; home to legions of demons and nightmarish horrors. Hellgate remains closed so long as war rages on the plane, satisfying its hellish inhabitants with fresh souls to terrorize. There exist ways to force it open from the outside, but such arcane mysteries of the deep are only revealed upon approaching the gate. Seeking an audience with a host of demons, one might approach the gate with a sacrifice, whispering vile incantations. Most legends of terrifying warlords and powerful necromancers begin (and end) with a passage into the hellscape.\
\
One might approach Hellgate on an honorable quest to rescue a loved one, offering nothing more than a desperate, naive heart. Anxious to devour any soul, Hellgate may open briefly allowing anyone daring, and foolish, enough to enter. Even if successful in one’s quest, finding an escape is a different quest entirely, and entering into the mouth of hell may indeed turn out to be sealing one’s own doom. After consumption, the mouth of damnation is greedy and gluttonous.

Hellgate is located in the Under, below the devastating volcanic Mt. Naul. Near the volcano, in the outskirts of the ruined kingdom of Errat exists a shrine to the god of death, and legends tell of a winding staircase inside which descends all the way down to the edge of the abyssal sea, whence exists the entrance to Hellgate's High-wire. The staircase is said to be 100,000 steps, and any who dare descend tend to choose parachuting their way down. Choosing to descend the staircase has only ever resulted in exhaustion at some point which has resulted in a lengthy tumble down the staircase. No one has ever survived to tell the tale, but the bone mounds at the bottom tell enough.&#x20;

**The Eye of Ganeath**

<figure><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fop6Nt4E2SNFN8OqZRIfm%2FX_EYE_OF_GANEATH.jpg?alt=media&amp;token=caae751f-e91c-4d02-9243-01c496453006" alt=""><figcaption></figcaption></figure>

Named after the goddess of hell, The Eye is a massive multilayered tower. It serves as a beacon, inviting desperate souls towards it, while also providing Ganeath and Ghaen with surveillance of the Under. The Maw is insatiable, and the war torn plane of Pixelos provides The Under with a plethora of travelers who are lost, both physically and spiritually. By ushering these pitiful beings into the traps of hell, the menacing structure uses their fear, despair and desperation, tormenting their minds and coaxing them into making deals with the Maw. The looming spire protrudes through the crust of the Overlands on the Western Peninsula, near the ruined kingdom of Errat, providing the hellscape with surveillance of the Overlands as well. <br>

**The Abyssal Sea**&#x20;

<figure><img src="https://lh4.googleusercontent.com/nh0ofN9zq1m8rL4cBQhCkfTdF6uDsyDt1Vrg6rFpncbv-vDmHICbf5m2w4QCIzShTisfgvZyvf3nRcD9FCs21XGWZD4MZaCMWHavr-c58CESj5XbsJbUt6TYax52tNPvqVpPB10ZrdwLbE2YsVnihOhpPA" alt=""><figcaption><p>A massive pool of liquid death, this molten sea is vast and there are no shortcuts.</p></figcaption></figure>

Though more of a lake, The Abyssal Sea is home to a myriad of unimaginable creatures. It is hard to fathom how a creature could survive in the molten rock, but this is just one of the many mysteries of Pixelos. This fiery lake is the source of "liquid death" which spews from Mt. Naul when the planet calls for a cataclysm. &#x20;

\
**Hellgate's High-wire**

<figure><img src="https://lh5.googleusercontent.com/Op5my4ROqS2PF8QwxWUnhS4XNNlGkSGJrHSEfN3y5iuWbIevayRjVfmUNJbH-BWwUvgMsL_bk3p1K15GGVqjRhNdTgfz8lF5nvqdn91nRfqitG06xzUQCG3cgNJgSqmeXex-mhet3b30D7M_ndAvkwio" alt=""><figcaption><p>Named after the daring, and foolish, endeavor of walking a tightrope. This bridge is only wide enough to hold foot traffic in one direction. Pedestrians rarely return once they've crossed over the abyss below. </p></figcaption></figure>

The trek across Hellgate's High-wire is said to take a full day of nonstop walking but there are multiple checkpoints along the way. These are however not to be mistaken as a kindness offered by the gods of hell. They are simply necessary to assist adventurers, and fools, along the way to the Hellgate. An offering dying before reaching the gate, or falling into the abyss, is a waste (though it is a fate preferable to what lies behind the gate.) Hellgate is manned by a horde of demonic forces, most of whom serve their post in hopes of ascending the ranks of depravity and being welcomed into the armies of the damned. Throughout the histories these sentinels have doubled as a labor force, tasked with building and maintaining these checkpoints. \
\
Hellgate has remained ominously open since activity has resumed in Mt. Naul and the nearby ruins of Errat. Many speculate that an onslaught of hellish minions is assembling and is preparing to unleash war on the Overlands.


# Hadus

The Cradle of Hatred

<figure><img src="https://lh5.googleusercontent.com/8Gz-aIIXVSO_6FkWCIlWpzhyRVGEOvFHU1HeFaeYUU3eabVrCFlYuvB_4QEwnVWmtftLJEQqW0PhK76NXYE-i_ESc7a4K6MIGAAdcGY-cdEMWfSuid5xc3gI1uP9afnpOwpARo4Mmvp2CTU5QyMF8-pC" alt=""><figcaption><p>Abyssal Incursion</p></figcaption></figure>


# Ahn-Thorrach

Abyssal Hellscape

<figure><img src="https://lh3.googleusercontent.com/60xxJ3rlga1SFgc3YzmRKCyFiJ7qlscpznECn_T92Tbf1YvUezGf-QyycIKMsz1FZPHCjl8Ya0bKl9vHX32pjehNsb_3cOxkM0ztXUO4lchZr2vrJc_pbv209Yv6tLqoNXpJWRDEgsQ6SGW0YX47rf0YeA" alt=""><figcaption><p>The Smoldering Barrens</p></figcaption></figure>


# Malefor

Den of Djinns

<figure><img src="https://lh5.googleusercontent.com/NyobH3yBABM2-cs8nCLTm38ddrIsFlfxcEQEpRtdo2HxNN4-pJj5kexHijrrcEXWk115Whe2sybrx0w1J9aeahib3InfCcwDOQybw3xj2KChTL6VhiEwvFaCM1KeC7MO0HkzFfPbWAZCVnDK2v6Sa-4Z9w" alt=""><figcaption><p>The Rising Doom</p></figcaption></figure>


# Rostea

The Sanguine Foundry

<figure><img src="https://lh6.googleusercontent.com/5AFNR0r_9eY4FbR-5apyfdyIS4CBmVmnRv1cdm5feQ1TBVg_fG7K9ZcZvDHoL0lYeIEFimHPAKV8sHZeREUc5KuQx5EtE3EdaVkLXwC8q2ibYu2iEn7TkkpQ3rVd1KPEopkbJtKfdiCFlBq2MVPwozWvLw" alt=""><figcaption><p>Abominable Incubator</p></figcaption></figure>


# Ureus

Ureus

<figure><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fs1btwmEGlAdUHBaOa26j%2F*Ureus.jpeg?alt=media&amp;token=8cf5cfdf-edbc-4028-abbf-f9a41a112b00" alt=""><figcaption><p>The Gateway of Emptiness</p></figcaption></figure>


# Pandemonium

Pandemonium

<figure><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FyOSOJtZgqRF78wPntHym%2F*220_Pandemonium.png?alt=media&amp;token=bf177fe0-9b1f-44d5-82ba-68819499b839" alt=""><figcaption><p>Spiritual Rot, Winding Panic</p></figcaption></figure>


# Stygian Labyrinth

Stygian Labyrinth

<figure><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FRmYuxEkDmJ9Qeg4zAqA5%2F*219_Stygian_Labyrinth.png?alt=media&amp;token=a6936036-f7f0-4292-98fb-290c211236f0" alt=""><figcaption><p>Eternal Disorientation</p></figcaption></figure>


# Altar of Asteron

<figure><img src="https://lh6.googleusercontent.com/5VLpHNcLHYhU9SKIcQnrL4H--JviLeigWQ3L6ZejlN9CeHZkxvcycNfwG_OMaFHDaZO6H3uah-d-kDWbXWIcOetjdGTYVcDlJW6rO8AMwC4We2CFC-q8KLKBUxOgxJP73fc6elbHiug2LzCRd9Q3pCeew5sF0F9h" alt=""><figcaption><p>This is the site where the god of mystery died and returned to the cosmos from whence it came.</p></figcaption></figure>

The Altar of Asteron is home to a few important relics.&#x20;

First is the Thulean Eye, a Glowing Blue stone, the size of a human skull. It is said to have come from the bottom of the ocean, and was found by Cephla divers long ago. It is protected at the center of the shrine and the altar which holts it is said to have a pulsating gravity which pulls viewers ever closer.&#x20;

Second is the Drachenstone, a Red Jewel which naturally formed in the shape of a dragon scale. It was allegedly found along a cavern wall deep in the heart of the Cavernous Cliffs, by a lowly herder who got lost in the caves while looking for a yochenhoof which strayed from the herd. The shepherd managed to pull the stone from the wall with relative ease, as if she was destined to bear the stone. Upon returning home, her hair had turned from pale blonde to fiery red and she was stricken with a fever which lasted for 12 days and nights. According to one legend, when she recovered, she had a particular sensitivity to the sun, and could no longer bear to stand under its warm rays. Such was her curse that she would never again feel comfort of the sun, and she returned to the cavernous cliffs and was never seen again. She allegedly  transformed into a fire drake over time. Another tale suggests that the shepherd was imbued with the exact opposite; a resistance to heat and the ability to generate fire at will. Regardless, her bright red hair is unmistakable, and that detail is confirmed to be true, at least according to the locals who live near the Cavernous Cliffs.&#x20;

Third is the shard of Netherglass, allegedly left behind at this very site when the god of the cosmos was defeated and the soul of the god left its worldly body and returned to the cosmos. The Netherglass is said to be a fragment of the god's eye and it is said that gazing through it shows the viewer alternate realities which exists concurrent to this one. Such revelations are not to be taken lightly however, as there are some truths which are not meant for human minds to bear.&#x20;


# Crystal Caverns

<figure><img src="https://lh3.googleusercontent.com/lkQcE4QsQ5tjSlLReM-gLsoIIq7p_dsxwQNywLaCCifMNp6oyIDdfBa67YsjxfTYYJQfF3qK7y6wEKPFUYNmlbYSqv24fpJ48im6db2zuyWezlkQbS5x-7omZFVFMXAJyKdCrGY9Or7cx65C-6F1qG0M-I-f69Aa" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh4.googleusercontent.com/OKLiQHVbLco5S43BbIgW7BcuQgUHpQ79x4i2chsIKdcaO03Jpx15qRN-s27IyvfNbbwBKjiXbKrM81wDGY3FhHgq8orCni_ee5_bmxb367tWvMouuxVj2F7siuTjrJHrxY3ovoz-cbb6f5Medu0eh69v9qn8vkIf" alt=""><figcaption></figcaption></figure>


# Tempest's Landings

<figure><img src="https://lh5.googleusercontent.com/5kSHCfSQJdv_i0UmIOoTsZ5nOxUvtTDln6dQZ9fqHdGfwuvY4b4JmGlzJi4C38asclh47e3gR8uJLHLOc0kCPtihfL8RjrWf4t2K9-cKzm2ZBsyBtkGuws5dHcTO9gcvs_IX9REs2pI_7J9b3u8soJ_J" alt=""><figcaption><p>The Ports are owned by the cities they are located in, but they are truly controlled by the pirates who do business there.</p></figcaption></figure>

Located throughout Pixelos, these ports are the quickest way to connect adventurers with the corners of the plane.&#x20;


# Port of Eldrimar

Mysterious Port

<figure><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fah4x2KgHjwxWM08aak1s%2FX_GHOST_PORT.jpg?alt=media&amp;token=2cf264c0-cc7a-476a-a7ef-a3e91bf2cd0f" alt=""><figcaption><p>Ghosts or whispers from beyond?</p></figcaption></figure>

Some believe in ghosts. Others believe in spirits. Others believe in nothing. Regardless, there is something which haunts this oddity of a town. While there are people who live here, the town is eerily lifeless. Those who befall this mysterious port are said to be cosmically stained, attracting misfortune and madness. The curse which beholds them is like a cosmic sickness, without any apparent cause, and unfortunately without any known remedy. There are preventative measures which one can, and should, make before venturing here, and this area should only be explored after precise preparations are made. The allure of this place is irresistible to some, and there are whispers of ancient knowledge which is somehow accessible here, though the risk of madness is very high.&#x20;


# Gods

The full details are still being uncovered by the loremasters as additional ancient texts are uncovered.

The ancient gods are less of a certainty in modern times, and the fervency and fanaticism that would entice one to learn the ancient tongues is increasingly difficult to come by. The facts contained herein may indeed change as more qualified scribes and storytellers review the ancient texts.

## **Primary gods**

Each god has a primary attribute which defines their persona. Each also has a secondary attribute which complements their primary attribute and a tertiary attribute, which at first glance appears contradictory to the first two. These tertiary attributes are crucially important however, as one can only truly understand the gods by learning about the balance that exists by virtue of their conflicting characteristics. No one knows the origins of the gods, but they are believed to be at least as old as the planet itself. Believed to have an affinity for the sky to which they eventually retreated, they resided in the Overlands, and are believed to have rarely, maybe never, ventured into the Under.

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FIJEznukGIVdDoqXNu0mV%2FLife.png?alt=media&amp;token=243c54cd-ec15-40a1-a82f-07d932472799" alt="" data-size="line"> **Logranon**

**Primary trait:** Life\
**Secondary trait:** Creation\
**Tertiary trait:** Undeath\
**Magical manifestation:** Healing\
\
**Appearance:**\
Logranon is depicted as young woman and she is often pregnant in paintings. She wears a tight necklace of scarlet pearls around her neck, and she is dressed in a slim white gown with gold cuffs and gold trim along the bottom of the dress. She holds two golden rings in one hand and a sprig of wheat in the other.\
\
As the god of life and creation, Logranon is regarded as the highest of deities. Logranon’s life-giving powers are the most directly accessible, but are arguably the most difficult to actually activate, since they require an offering of life. Tribal blood rituals were not uncommon in the histories as they were practiced by early peoples, but modern Pixelosian rituals are much more subtle and systematic. The Infirmari takes donations of blood both as penance for ethical crimes, and as a means of currying favor with Logranon (or the church). Blood is important for the development of tinctures, potions, spells, and curses, though some whisper of nefarious uses for the blood of the common folk. Logrean incantations have the power to heal wounds and cure diseases, preventing death almost indefinitely. Powerful sorcerers can allegedly extend life to immortality, though the sacrifice required for that depth of spell is too great for any conscionable being to amass. The most depraved or desperate can even restore life by forbidden spells of resurrection and undeath. \
Undeath is a corruption of life, and most do not however understand the costs of necromancy until the debt is inexorably due.\
\
**Story 1**\
\*\*\*Texts are being transcribed\*\*\*

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FnKYxcO0eWQzrzpSKWIo7%2FDeath.png?alt=media&amp;token=a0440119-0a82-4ab6-bf26-eb1acf6b1960" alt="" data-size="line"> **Naul**

**Primary trait:** Death\
**Secondary trait:** Fear\
**Tertiary trait:** Prosperity\
**Magical manifestation:** Decay

**Appearance:**\
Naul is represented as a tall, slender humanoid figure with giant eagle wings. Naul is headless without a neck. Where a face should be are wispy black tendrils of smoke and behind the cloud is one glowing ember of an eye. Naul carries a spear.\
\
Though most fear the presence and influence of Naul, this god isn’t inherently evil. Before birth, nothing is guaranteed to enter into existence, but after birth, all are destined to meet the same fate and die. Death is the only certainty after life begins and Naul simply ensures the maintenance of the proper life cycle. \
Realizing this, the most visionary of mortal beings are inspired to make the most of their short existence, and the most successful among them attain glorious levels of wealth and achievement. This isn’t limited to material riches. It could be renown, wisdom, prestige, legacy…\
\
**Story 1**\
\*\*\*Texts are being transcribed\*\*\*

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FQbYZhihiaS3AP45hexZ9%2FOrder.png?alt=media&amp;token=28c61e3e-97ad-424b-b9f0-5b33f75380a1" alt="" data-size="line"> **Solumar**

**Primary trait:** Order\
**Secondary trait:** Balance\
**Tertiary trait:** Deception\
**Magical manifestation:** Ice\
\
**Appearance:**\
Solumar is represented as white haired woman, wearing a blank black mask, covering her whole face. She is clad a pristine long coat, with icicles hanging off the bottom of the long sleeves. The blank mask is a testament that emotion is secondary to the primary directive of order. She is always depicted as carrying an open book. Some believe it is the Book of Judgment, and it is always open because she is always watching and balancing the cosmos.\
\
Order is typically regarded as a virtue, but it comes with great costs and sometimes maintaining order requires one to blur ethical boundaries. Whether a white lie, or overtly malicious conspiracy, sometimes deception is necessary for maintaining order. Solumar maintains balance of all things, but is in constant struggle with the gods of chaos. Solumar protects and preserves, which is why the region devoted to her is so cold. Ice freezes things, keeping them forever unchanged, preserving balance in perpetual stillness.\
\
\
**Story 1**\
\*\*\*Texts are being transcribed\*\*\*

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FbN65KhgxIgVDbIq4yZHL%2FChaos.png?alt=media&amp;token=58e70050-e48f-4815-901f-502e5b5a32b8" alt="" data-size="line"> **Bhiessi & Bhienbi**

**Primary attribute:** Chaos\
**Secondary attribute:** Mischief\
**Tertiary attribute:** Ascendancy\
**Magical manifestation:** Fire

**Appearance:**\
Bhiessi and Bhienbi are depicted as a bull and a bear, respectively. Some depictions have them as complete animals, but most depict then as having some characteristics of the respective animal mixed with a humanoid form. Sometimes these elements are as simple as a man wearing a helmet with horns and a woman wearing the pelt of a bear. In most pictures however, they take the form of humanoid figures with human torsos and animal limbs and heads, and thus they are believed to be the progenitors of all therians.\
\
**Story 1**\
In a show of power, and to conclusively decide who was the true master of chaos, Bhienbi once challenged the younger Bhiessi to a competition. The challenge was to test who could first break through the planetary crust and gain access to the Underlands, unleashing the monstrosities of the deep upon early civilizations of the Overlands. Bhienbi was the larger of the two, and thus was uncontested when claiming the Western shore along the Southern Sea. Bhiessi's plan was to find the lowest point in the chosen plot and pound through the ground with such force and consistency that eventually, a hole would open up. Knowing this would take long to be successful, Bhiessi waited throughout the first day, and instead of digging sought the intervention of the Exava, the god of the seas. Bhiessi told Exava that the forests on the Western shore were dying and were in need of water. Exava understanding the need for ecological balance to sustain live on the plane decided to raise the tides, and in doing so, unwittingly flooded the Western shore, turning the once dried sand into a thick mud. Despite the stickiness of the mud, determined, Bhienbi kept pounding away, ignoring the time that was elapsing. Before Bhienbi knew it, daybreak broke, and the sun quickly rose high in the sky, drying out and hardening the mud. This ensnared the pummeling paws of Bhienbi, stopping all progress by midday. Bhiessi then had ample time to dig at whatever pace. Not really interested in the challenge, but rather seeing this as an opportunity to make a mockery of Bhienbi, Bhiessi fell over in laughter. The fall made such a huge shockwave that the ground in the are split and created what is now known as the Bhiessian Breach.

![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FxTJwdINbn8ji6mZ9sbbt%2F*Bhiessian%20Breach.png?alt=media\&token=9b33e2cf-3f39-491e-bf37-92d497f4de96)\
The Bhiessian Breach now separates Bhiessia from the rest of the plane, leaving only the treacherous landscape of the Cavernous Cliffs as an alternate way of access.\
\
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### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FkAkBUMysHgOglCNF9JX2%2FNature.png?alt=media&amp;token=14af4d00-d7bf-4cc6-8fdf-5cf4b60155b7" alt="" data-size="line"> **Cardaius**

**Primary attribute:** Nature\
**Secondary attribute:** Growth\
**Tertiary attribute:** Disease\
**Magical manifestation:** Poison

**Appearance:**\
Cardaius is depicted as a large floating tree enclosed in a glass sphere. There are six roots, each of which end in a gloved hand, each of which point in a counterclockwise direction to the next. The leaves are in a constant whirlwind around the glass sphere. On both sides of the center of the trunk exists a hole. The Left hole houses an egg and right hole houses a skull.&#x20;

Cardaius blesses the plane with sustenance and gives vitality to all who seek commune with nature. Cardaius does not distinguish between what life forms are good or bad, and does not interfere to give existential preference to any. Thus, horrible diseases can be birthed through proper evocation of Cardaius. So too can the proper medicines and antidotes be derived by the works of a skilled pharmacist.\
\
**Story 1**\
\*\*\*Texts are being transcribed\*\*\*

### <img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F9Oi0FcaeqhjJYLRYJvG4%2FArtifice.png?alt=media&amp;token=dc5313fd-62ce-436f-9a94-e2044a4335a3" alt="" data-size="line"> **Aetherian**

**Primary attribute:** Artifice\
**Secondary attribute:** Creativity\
**Tertiary attribute:** Misfortune\
**Magical manifestation:** Lightning

**Appearance:**\
Aetherian is depicted as a large hexagonal pillar made of metal; gray at the bottom and gradually transitioning to incandescent at the top. There are six gears each connected to each other by a strip of electricity, creating a ring which orbits the center of the pillar. Above the pillar is a spinning hammer. Aetherian is depicted as more of a monument than a living creature.

Inventors are often so myopic that they are mistaken as being aloof and/or foolish for how clumsy they can be. Such clumsiness can also lead to perceivable misfortune. Aetherian inspires inventiveness and can sometimes inhabit creatives of very high caliber. He also forces inventiveness by imposing famine and scarcity.\
\
**Story 1**\
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## **Second order gods:**

Fontu’um - God of might and destruction. God of the land.\
\*\*\*Texts are being transcribed\*\*\*

&#x20;Exava - God of storms and change. God of the seas.\
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Tetzie - God of exploration and wonder. God of the skies.\
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### **Tertiary gods:**

**Ghaen & Ganeath**\
Their children were all killed in the great cosmic war of the gods, and in grief, they fled to the underworld to retrieve their children. Upon entry, they found the hellscape in disarray, and while terrifying, the full force of the underworld was untenable and wasn’t fully realized in its chaotic state. Out of vengeance for their children’s deaths, they placed a curse upon the hellscape, vowing to claim any newcomers as their own children, trapping their souls in hell for all eternity. They erected the Maw of Ghaen and the Eye of Ganeath. The Maw served as the gateway/entrance into the hellscape, and the Eye served as an outpost where they could monitor the corners of the Under, scoping out unwitting adventurers and scouting for unclaimed territories where they could set up camps in preparation for an onslaught of evil and treachery on the Overlands. <br>

**Asteron**\
God of Mystery and the Cosmos\
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# Races


# Humans

Humans arrived on Pixelos quite mysteriously. It is unknown when humans first arrived, but the plane is in such unrest that most don't dwell on it much.

### **Prominent humans**


# Archons/Faceless

The Archons represent the 6 aspects which fuel life on Pixelos.

The archons are fundamental forces that have been on Pixelos since the birth of the plane. They each represent one of the six Aspects.

The six main cities were established in the area surrounding each archon's strongest point of concentration and influence, as a stronghold of sorts. The archons do not identify solely with any kingdom or place, as their effects and influence are felt across the plane, but they do assert a heightened influence on certain regions, in proximity to particular monuments. As varying races congregated and built their societies on Pixelos, they discovered six obelisk type structures, each imbued with the a concentrated power of each of the Six Aspects. The archons are as follows:&#x20;

**Archon of Life**\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FqQVeET7tITttJfRxyHlQ%2Fthe_unrevealed_01.png?alt=media\&token=95ec5fbd-40f8-4210-9a5a-08d988754bc8)\
\ <br>

**Archon of Death**\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F7uoLylCDdyiuwMTlU0N4%2Fgrim_reaper***.png?alt=media\&token=0424e479-704a-4e81-85fa-51e38ef30d11)\
\
\ <br>

**Archon of Order**\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FliVqd5osxtnG75Di7WvC%2FDryland_07***.PNG?alt=media\&token=d0fb9535-4088-4115-ae59-ebf7aa28a140)\
\
\ <br>

**Archons of Chaos (Twins)**\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FWyZob3qGrAbcQjNmJLqf%2Fthe_unrevealed_03.png?alt=media\&token=90b4bb24-6a4a-4d0a-8813-692aa89a6189)

![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FAGzSjMLhTSntOyVRrDX2%2Fshadow_assasin***.png?alt=media\&token=d5db1c62-85c6-42dc-af78-831b9b58eedc)\
\
\ <br>

**Archon of Nature**\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Ff2814i7YxRytF2iqqJYq%2Fthe_unrevealed_04.png?alt=media\&token=3ba91003-8d81-4377-9c7d-723e72d3cd3d)\
\
\ <br>

**Archon of Artifice**\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FSkNfA1Mt0JDCCf5dqK3h%2Fthe_unrevealed_02.png?alt=media\&token=649a226d-8e98-463d-8a52-15a8c6f26a3e)

\
\
\ <br>

**The Faceless** are servants of the archons. They are divine, celestial beings who keep their identities hidden. Their superior fighting skills and evasive skills make them hard to kill, and they will often escape before a fight is finished. Killing them yields powerful potions and other helpful items.


# Elves

The Origins of the Elves

Modern elves are the descendants of the progenitor elves: immortal beings who came into existence ages ago. Most of these progenitors have disappeared, but a handful remain in the underground realms, close to the Lifestones. The first elves are immortal but their descendents are not, though they do live very long lives and outlive generations of other races. For example, citizen elves of Seladria have a life expectancy of around 700 years on average. However, an Elf who chooses to live on the upper layer of Pixelos, in Etheros for example, will experience accelerated aging starting after around 100 years, and will likely die around the age of 150. Elvish strongholds and cities, such as Seladria, are built around important natural monuments, such as the Lifestones, because of their attunement to the planet’s cosmic vitality. The royal chambers are built around these geologic relics and they are heavily guarded and sealed by powerful magic, making them impossible to penetrate. The energy that flows from the Lifestones resonates with the elves in the proximity, tuning their bodies on a molecular level, extending their lifespans: the closer they live to the Lifestone, the longer they live. Venturing away from their realm, for example to partake in a quest or pilgrimage, is a big sacrifice. Over many generations underground and in a sprawling network of caverns, elves evolved, growing elongated ears and and very sharp eyesight incredible eyesight to hear and see in the depths of the underground. Some have the gift of “moonsight”.

**The Seladrians** live underground in the “Empire of the Shrouded Moon”, named Seladria. They are the sworn defenders and citizens of the underground realm, which is hidden behind the magically sealed Selamon (Moongate). They wield repressive magic which prevents therianthropic transformation, which has aided them in warding off the invasions from the Volvenhaar (Northern werewolves) since their origin. They alone have the understanding and commandment of the Seladrian language to speak the spells required to open the Moongate. \
\
**Leader:** Hestyr, Keeper of Selamon.

<figure><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FM6psKUblIX9496amS2Cd%2Felves_army_02_05.PNG?alt=media&amp;token=3e78a75e-174c-4205-a023-e832988743b8" alt=""><figcaption><p>Dubbed the "Keeper of Selamon", Hestyr is to be the next ruler of Seladria. Currently, she acts as the protector of the mystical "Moongate", where she remains at her post until the time of her trial and coronation.</p></figcaption></figure>

**Selene-Súl elves** are dispersed throughout Pixelos, inhabiting wooded areas. Every 2-3 years, a blue moon occurs. Seladrian elves born under a blue moon are born with the gift of “moonsight”. When surrounded by darkness, their eyes glow incandescently, allowing them to see in the dark, making them expert hunters in the caves. During the 4th age, the armies of the Klodtroddir (“cloud tramplers”: the word for inhabitants of the Overlands) excavated deep into the planet, tapping into the planet’s vitality to fuel their war machines and spells. As a result, the soils across the plane were affected and a great famine spread throughout Pixelos. Vegetation was strangled and the harvests yielded very little. Elves were by nature a vegetarian species, but in desperation during the famine, they resorted to hunting. Edible species were very sparse underground, so Selene-Súl hunters were sent to the surface to hunt food to bring back to Seladria. Traveling back to Selamon with freshly killed prey drew the attention of the Volvenhaar, leading them to the once hidden gate, and after a series of attacks and murders of Selene-Súl hunters, the Seladrian Empire established a military outpost in what is now dubbed the Cave of Gemlar. Some Selene-Súl were frightened into the nearby woods and never returned. They adapted very well to life in the forest, and despite a shortened lifespan, they enjoyed commune with nature and established a secondary elvish settlement where a new lineage was birthed above ground. Though not usually needed on the surface, their glowing eyes are a remnant of their cave dwelling heritage. They do prefer deeply wooded areas, as the light of the suns is too bright for their dark adapted eyes. When extra-woodland diplomacy is required, they will don masks to protect their eyes from the sunlight. \
\
**Leader:** Kosantyr, Sylvan Safekeeper

<figure><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FSFiXMRgauAUuuBFHh5sf%2Fforest_keeper***%20copy.png?alt=media&amp;token=53bb1c81-48b7-498a-ac8c-b23f263f0c47" alt=""><figcaption></figcaption></figure>

**City Elves** are for all intents and purposes, humanized. They live an average of 150 years, but otherwise they are completely out of touch with their elvish ancestry. They have chosen life on the surface and assimilated with other races on the plane. Because of their abnormally long lives they enjoy they live as gods among men. \
\
**Notable characters :**

\
**The Seladrian Lifestone** is a pillar roughly 8 feet tall, which protrudes out from the earth in an area of the Under. This geological anomaly is thought to be one of many, but only a few similar structures have been found. Each has a power which it lends to the inhabitants who remain in its close proximity. The power of the Seladrian Lifestone is very concentrated and very few have the tolerance to remain close enough to inhabit the royal chamber. When a potential heir is identified, their endurance and tolerance are tested, by spending a night inside the room. The Lifestone is said to whisper the secrets of the cosmos, and a failed attempt at proving one’s eligibility for the throne can leave one mentally scarred, with a lasting degree of insanity (though it reduces over time).

In the Great War of the Fourth Age, the second Lifestone was stolen. On the night before her marriage, Freylar’s royal chamber was infiltrated by the treacherous Thrystia, who stole the Lifestone shard from around her neck while she slept. This shard was one of two and was worn on a necklace. The ruler of Seladria could gift the necklace to anyone they wished to marry and it would grant the wearer immortality. The other shard was embedded inside of her back, between her shoulder blades. The shard was surgically inserted during the ritualistic coronation of a new ruler. Located in this part of the body, the only way it could be removed would be by a fatal surgical extraction. This shard of the Lifestone also granted immortality to whoever bore it, and thus the ruler was not only impervious to death, but was prevented from ending their own life; the only way to free them at the end of their reign was a vote by the council and the coronation of a successor.

**Thrystian Bloodline** is a tribe of elves who were cast out of Seladria because of their heretical practices and rituals. Initially they remained in the surrounding caverns, but eventually they made their ascent to the Overlands. They sought to regain the long lifespans they were denied due to their exile from Seladria and separation from the Lifestone. Their exodus led them to Logrand, where they worked as assistants/assassins/kidnappers for the Infirmari (Laboratories of Life) searching for specimens. Their sharpened senses made them particularly suited for this and they became experts in espionage. Though not actually invisible, their evasive prowess garnered a reputation of invisibility. Using the crumbled shards of the Lifestone stolen from Freylar, in the basement lab of the Church of Logranon, Thrystia concocted potions and elixirs, hoping to restore immortality to her people. Hailing from the caves of the Under, Thrystia and her followers had affinity for spiders, and some worshipped them. Harnessing the power of spider venom, she used spider blood to terribly potent effect. The elixir was only one half of the equation however. The Lifestone shard, being so far removed from the source, was only potent enough to extend life, but could not provide immortality. Through her access to the tomes in the private Logrean library, Thrystia discovered ancient manuscripts detailing rituals which could allegedly affect the pace of time. But the rituals required sacrifice in exchange for the powers they granted: blood offerings and a sacrificial killing. With the knowledge of ancient Logrean rituals she merged them with the cabalistic rituals of her heretical past. Combined with the elixir, the magic conjured by the rituals completed the transformation and vampirism was born. Upon initiation and completion of the transformation, the gift of immortality would be accompanied by an insatiable thirst for blood. Ingesting blood was the body’s tribute to the spider’s genes. Siphoning the blood (the Logrean equivalent of life) from their sacrificial victims, and killing the victim, was the spiritual tribute to Logranon. Logranon viewed blood and life as one and the same.

When Logrean officials learned of her experiments and dark magic, they jealously raided the labs and threw Thrystia in prison. When she was interrogated about her concoctions, she confirmed that she had made immortality elixir and that drinking it would grant immortality. Without further investigation, the officials drank the potion. Little did they know that the spider venom would be fatal, and that the ritual was required to revive the body after death. Though she was already locked in a cell, the guards all died from the potion, and she was able to retrieve the keys from a fallen guard. Fortunately for her, she had hidden a vial of the potion in her pocket and with only one chance at using the potion, Thrystia drank it, performed the ritual sacrifice, and became the first artificially made immortal. The power of the lifestone coursing through her veins, she was truly deathless, but immortality came at a high cost. She mutated into a horrific, otherworldly form and became a hideous monstrosity of a creature. Only under certain conditions can she temporarily restore her formerly beautiful elven form, though the exact conditions remain a mystery, even to her. Seeking a cure to her curse, she and her bloodline continue developing potions for Logrand, in order to retain access to the labs and the library. \
\
**Leader:** Thrystia, Antediluvian One/ Thystia, Restored

<figure><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FVBA8ZeGtSzQe9c9jk1Wg%2Fvampire_army_05***.png?alt=media&amp;token=d76fad02-5baa-425d-be3a-e1a406f43642" alt=""><figcaption><p>This alluring temptress of elvish blood, Thrystia, succeeded in achieving synthetic immortality.</p></figcaption></figure>

<figure><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FcfAc8Z2XJg38FwusYGPy%2Fnightmare_creature_04.png?alt=media&amp;token=c5b09cbd-73b8-4f5f-b492-ad58bdf9bcdf" alt=""><figcaption><p>Betrayed by her own abominable experimentation, Thrystia is cursed to persist in immortal horror.</p></figcaption></figure>


# Dwarves

Dwarves are physically very similar to humans but notably, they have very heightened senses compared to humans, and they are also much stronger on average. The point at which they diverged from humans has been lost to the ashes of history, but they are mostly the same as humans, which is why it isn't entirely uncommon for dwarves and humans to marry and have children. Most notably, dwarves are gifted in ways which can make one question if they are telepathic. For example, dwarves are expert navigators, and can locate items and locations with pinpoint precision, without any detectable hint, as if they simply divine the location. This “sense” is very useful when searching for valuable, precious materials, and is partially why dwarves tend to mine for metals. Additionally, dwarves are very musical and love to sing, so they relish the thought of spending days or weeks on mining excavations in empty, reverberant caves. \
\
There are two tribes of mainland dwarves, each led by one of two brothers, divided by ethical differences and disputes over imperialism versus diplomacy. Solmur observes the nature of societies, and is an accomplished scholar and through his studies he learned much about different types of governments, alliances, and partnerships. His belief is that cooperation and diplomacy pave the most direct paths to prosperity and longevity. His core ethos holds that there are more important things to make life meaningful, and he devotes his efforts to collaboration and peaceful integration with the other races on Pixelos. Nalur, the younger brother, sees conquest as the best way to provide for his people. Observing the natural order and observing predation and tribal dynamics shaped his belief that only through domination can a people truly prosper and evolve.

**The Dwarves of Solum** coexist with the humans, therianthropes and all other races which inhabit Solum. They use their strength and high tolerance to cold to explore the tundras, expanding the reach of Solum and gathering materials from the mountaintops. Chief among these is “frozen sol”: a highly malleable metal which softens under direct sunlight, and can then be freely shaped by hand, without the need for fire. Solumerian dwarves are also skilled builders and they lend their strength and endurance to construct walls and other important architecture. \
\
**Leader:** Solmur, the Gavel

<figure><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fqj1borFxThG9E0uUFNdF%2Fnords_army_03***%20copy.png?alt=media&amp;token=22011eb7-d77f-439c-87c4-adc30705d2ac" alt=""><figcaption><p>Solmur was named in honor of Solumar, and has leaned into his name as an embodiment of order.</p></figcaption></figure>

**The Dwarves of Fontuum** are secluded on the Island of Fontuum, which was chosen for its separation from the mainland. Frustrated with his brother’s aversion to war, Nalur grew to despise his brother Solmur because of what he considered Solmur’s cowardice. He recruited a troop of his fiercest fighters and left the kingdom. They planned to overtake the nearby city-state of Tezotia but the siege of the city was fruitless; they weren’t numerous enough to overtake any other kingdoms. They refused to integrate, so their search for independence led them to the comparatively defenseless island of Fontuum, which was mostly inhabited by small tribes and wildlife. They quickly acclimated to the elements, tamed the wildlife and drove the Gnolls into the forests on the island. They don’t trade with most of the world, and only send emissaries when necessary. The Fontuum dwarves do however trade with Cardas because they like the Cardasian way of life, due to the similar way Cardasians interact with nature and wildlife. Fontuum dwarves believe the only way to preserve peace is by forcing defeated enemies into compliance. Some respect and admire their strength, while others fear it. They believe that if conquered by strong, benevolent peoples, over time, most assimilate. \
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**Leader:** Nalur, the Warhammer

<figure><img src="https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FjqgcKcOXCUFIyN8JvQOz%2F*savage_clan_02***%20copy.png?alt=media&amp;token=f4571f21-a8e0-4627-b076-b1590020a14f" alt=""><figcaption><p>Nalur, named in honor of Naul, embraces the power of death and he leverages it to aid in his dreams of conquest. </p></figcaption></figure>

\
Nomadic Dwarves - Not all dwarves are made equal. While dwarves are known for their brute strength and affinity for building (and demolition), some prefer to see the plane and appreciate the brevity of their lives by experiencing as wide an array of cultures and peoples as possible. They feel a life of wandering and exploring is a life well lived. The more traveled and cultured a dwarf’s life, the more honor their pursuits being to their name and their lineage. Nomadic dwarves often travel alone, but when trekking very large distances or setting out on new escapades, they will often travel in groups. A solitary dwarf in any locale is likely to have been there for a majority of their life, and thus they tend to be expert guides, trackers and cartographers. They are likely fluent in the local language and are very well versed in the local lore. \
**Leader:** None, since they are very diasporic.

**Half-Dwarves** are dispersed all over the place. They are similar to hobbits or tieflings from other planes. The most remarkable thing about them is their expert culinary skills.&#x20;

**Frozen Sol:** Due to its high density it needs to be broken apart in order to be transported off of the Solum Heights. Therefore it can only be mined in lulls between snowstorms, when the sun can shine through and soften it, making it possible to pull off in clumps. After shaping and forging, it is hardened by a process called Solmurizing, which is a process of submerging the metal in a pool of melted ice from the caps of the Solum Heights. The Solum Heights are the tallest mountains on Pixelos and reach high up into the clouds, collecting a variety of minerals from waters all over the planet. This makes the ice very high in cardalium and other minerals from the Cardasian Jungle which reacts with the Frozen Sol to harden it. Once hardened the only foundries capable of melting it are at the base of the notoriously dangerous Mt Naul.


# Vampires

Bloodthirsty elves, exile

**Thrystian Bloodline** is a tribe of elves who were cast out of Seladria because of their heretical practices and rituals. Initially they remained in the surrounding caverns, but eventually they made their ascent to the Overlands. They sought to regain the long lifespans they were denied due to their exile from Seladria and separation from the Lifestone. Their exodus led them to Logrand, where they worked as assistants/assassins/kidnappers for the Infirmari (Laboratories of Life) searching for specimens. Their sharpened senses made them particularly suited for this and they became experts in espionage. Though not actually invisible, their evasive prowess garnered a reputation of invisibility. Using the crumbled shards of the Lifestone stolen from Freylar, in the basement lab of the Church of Logranon, Thrystia concocted potions and elixirs, hoping to restore immortality to her people. Hailing from the caves of the Under, Thrystia and her followers had affinity for spiders, and some worshipped them. Harnessing the power of spider venom, she used spider blood to terribly potent effect. The elixir was only one half of the equation however. The Lifestone shard, being so far removed from the source, was only potent enough to extend life, but could not provide immortality. Through her access to the tomes in the private Logrean library, Thrystia discovered ancient manuscripts detailing rituals which could allegedly affect the pace of time. But the rituals required sacrifice in exchange for the powers they granted: blood offerings and a sacrificial killing. With the knowledge of ancient Logrean rituals she merged them with the cabalistic rituals of her heretical past. Combined with the elixir, the magic conjured by the rituals completed the transformation and vampirism was born. Upon initiation and completion of the transformation, the gift of immortality would be accompanied by an insatiable thirst for blood. Ingesting blood was the body’s tribute to the spider’s genes. Siphoning the blood (the Logrean equivalent of life) from their sacrificial victims, and killing the victim, was the spiritual tribute to Logranon. Logranon viewed blood and life as one and the same.

When Logrean officials learned of her experiments and dark magic, they jealously raided the labs and threw Thrystia in prison. When she was interrogated about her concoctions, she confirmed that she had made immortality elixir and that drinking it would grant immortality. Without further investigation, the officials drank the potion. Little did they know that the spider venom would be fatal, and that the ritual was required to revive the body after death. Though she was already locked in a cell, the guards all died from the potion, and she was able to retrieve the keys from a fallen guard. Fortunately for her, she had hidden a vial of the potion in her pocket and with only one chance at using the potion, Thrystia drank it, performed the ritual sacrifice, and became the first artificially made immortal. The power of the lifestone coursing through her veins, she was truly deathless, but immortality came at a high cost. She mutated into a horrific, otherworldly form and became a hideous monstrosity of a creature. Only under certain conditions could she temporarily restore her formerly beautiful elven form, though the exact conditions remain a mystery… Seeking a cure to her curse, she and her bloodline continue developing potions for Logrand, in order to retain access to the labs and the library. \
\
**Leader:** Thrystia, Antediluvian One/ Thystia, Restored\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FcfAc8Z2XJg38FwusYGPy%2Fnightmare_creature_04.png?alt=media\&token=c5b09cbd-73b8-4f5f-b492-ad58bdf9bcdf)![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FVBA8ZeGtSzQe9c9jk1Wg%2Fvampire_army_05***.png?alt=media\&token=d76fad02-5baa-425d-be3a-e1a406f43642)


# Goblins


# Orcs

“Orc” is an old Logrean word for “guilt”. The progenitor orcs were an accidental creation made by The Krankstadt, which doubles as the foremost medical authority in all of Pixelos. The Infirmari sought to develop potions and elixirs for all sorts of ailments, but chief among these was the aim of creating elixirs to heal criminal minds and “cure” evil. Because their mixtures were so enigmatic, finding willing test subjects was difficult, and the Infirmari resorted to using their potions on prisoners as test subjects. Most of the prisoners died, but some mutated. Over time, the order would use the potions to transform prisoners they didn't have the proof to sentence, and instead mutate them, blaming their appearance on the evil in their hearts. Afraid of the political backlash of using human test subjects, the orcs were then banished to the outlands and legends were created to make the common folk fear the orcs. They were turned into a class of outcasts, forever abandoned by their human kin due the Infirmari’s propaganda. Over time, the orcs reproduced and grew in numbers and strength. The roots of their ire run deep and the seeds of hatred sprout sturdy in drought. Despite being forgotten by their Logrean brethren and sistren, they do not wish ill upon the citizens for their ignorance, They do seek revenge on the Infirmari for their humanitarian crimes. Though they are not only defined by hatred and vengeance, the truth of their origins is passed down to every generation, and their quest for vengeance is important to their culture. \
Names ending in "-rath" represent that the orc has earned the suffix through battle and have earned their position of power and leadership for the wrath they may one day help bring down on the head of the Infirmari. \
\
The common misconception is that the stench in Dom-Vergesse is due to the orcs who live there. Because of their massive stature and preponderance to anger, they are presumed to be stupid, brash, unrefined brutes, and most assume they live in filth and squalor. Despite their intimidating appearance, orcs are however of the same intelligence as humans, both cognitively and emotionally; for they are of human descent. Aware of the importance of sanitation, they are ironically very clean. The true cause for the stench in their homeland is the sulfur mines and the underwater rivers of molten rock. When the orcs were mutated, their senses were changed. Their sense of sight was all that was enhanced. Their sense of smell and taste were dulled. This enables them to live in the dank caverns unbothered, and also allows them to eat all of their food raw, without seasoning. It is well known that orcs will snatch p prey, snap their neck and begin eating right away. Because of their predatory practices, they are thought to be barbaric, but one could argue that the way “civilized” peoples’ raise their food in captivity and slaughter wasteful byproducts like bacon is the true crime against the natural order. Because they can’t enjoy the luxury of culinary delicacies, their diet is focused on what provides the most nutrition, and they don’t waste time on cooking. Most notably, their sense of touch was also dulled. This makes them formidable in battle, as their tolerance for pain is incredibly high.

## **Dom-Vergesse**&#x20;

Dom-Vergesse is an underground network of caves, first inhabited by the orcs who were exiled from Logrand after their mutation. The conditions are bleak, and the stench of ash and sulfur are unbearable to most who come close. The nauseating odor keeps most foreigners far away, as even the outermost caves which lead to Dom-Vergesse signal to knowledgable trackers and guides that the cave likely leads to the exiled lands.

\
\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2Fuoj0IL8UmOQnjqeRv54f%2Ftemple_creature_08***.png?alt=media\&token=929575ea-8872-4c5b-b928-e52be8c7d402)

**Leader:** Skaargrath, Demolisher of Dissent

Skaargrath acts as the current leader of Dom-Vergesse and is the protector of the realm. Skaargrath rules with an iron fist, and ensures the remembrance of the atrocities against the orcs since their unfortunate genesis.

## **Temple Orcs**

After generations of exile and rebuke, many orcs turned to religion. As they wandered the plane, they uncovered many powerful relics of the past, and learned much about the gods, their exploits, and many historical figures whose legends had fallen out of modern circulation. Through their devotion to the gods, some felt drawn to protect the temples and keep their secrets hidden. Many temples have underground caves which provide access to the upper layers of the Under&#x20;

\
\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FWOVBFirI1s4OtQ65Bk84%2Fswamp_demon_05***.png?alt=media\&token=f810902a-c9fd-41ff-bd11-063934947731)

**Leader:** Sturmrath, Guardian of Secrets\
\
Sturmrath commanded a legion of 1,000 during the Great War of the Fourth Age. When confronted with a swathe of invading troops near the mouth of Dom-Vergesse, Sturmrath summoned a devastating cyclone which threatened the invaders with death. Surrounded and helpless,most of the terrified troops dropped their weapons in their chaotic attempts to flee. The defenseless enemy was in disarray, and annihilation was within reach, freeing Dom-Vergesse from the woes of generational aggression and countless invasions. Vengeance was long overdue. The meteorological feat was truly impressive, but what really made Sturmrath legendary was what followed. Witnessing the panic in the troops below, thoughts of orphaning an entire nation’s children shook the wise and weathered orc. Rather than destroying the invading force, Sturmrath allowed the cyclone to dissipate and when the chaos had cleared, decreed that a truce must be reached to avoid any more unnecessary bloodshed. The invaders retreated with their lives, and Dom-Vergesse was never invaded again. The orcish forces were astonished, and many were angry, but the orcish queen was so moved by Sturmrath’s clarity and decision valuation of life over vengeance that she honored Sturmrath with the designation as the guardian of the Tomb of Ulricus. The orcs revere the tomb for the Lifestone buried beneath its center, and as guardian of the tomb, Sturmrath remains immortal so long as its sanctity is protected. Though Sturmrath has chosen a path of peace, protecting the temple from desecration will always be prioritized with brutal lethality if necessary.


# Oculi

The Oculi serve Hellgate as scouts and monitors. The origins of their name is rather obvious, as their unique biologies are heavily influenced by either the presence of many eyes or by the prominence of one very keen eye. \
\
Oculi Monitor\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F3qCEe3jeKM8wpjzm7WEk%2Fdemon_eye%20copy.png?alt=media\&token=eb735458-58e2-4e22-914e-9571c78dc4d0)\
Oculi monitors tend to be less assuming, as their primary purpose is to simply observe the happenings in the Under and to report back to the higher ranking Oculi near Hellgate and along Hellgate's High-wire.\
\
Oculi Recruiters\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F94r17ytX7QwXje03Ww8w%2Fdemon_eye_02%20copy.png?alt=media\&token=acd169cd-a19d-4a40-a47b-d1f92d4176db)![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FErj9GulSx7Kssdi3h3MS%2Fdemonic_creature_03%20copy.png?alt=media\&token=78e92b2f-015d-4ec5-83f8-95007a50e5b1)\
Oculi recruiters do not "recruit" by sweet talk or promising fame and riches. The only language they speak is horror, and they terrorize lost cave dwellers and adventurers, trapping them against Hellgate's High-wire, with the only egress being an abyssal drop or traversing the bridge towards Hellgate.&#x20;


# Thuleans

Not much is known about the Thuleans, as very few have ever lived to tell of their encounters with the "vassals of emptiness".


# Therianthropes

Therianthropes are humanoid creatures whose bloodlines have by magic fused with those of lesser creatures. Commonly refered to Therians, they're either as cursed or evolved, depending on perspective.

**Volvenhaar:**\
No one really knows the exact origin of the species, but they rose to menacing prominence during the Famine of the Fourth Age, notably around the area whence the legendary journey of Gemlar met a mysterious end. <br>

**Federvolk:**\
Descendents of the Caledonian Crows, said to be of royal Logrean blood. <br>

**Kharkhan Clan:**\
Rat-people whose origin lies in a curse which plagued the people of a powerful empire. <br>

**Medullonians:**\
Lizard people who inhabit the jungles and coastlines, mostly near the nature infused city-state of Cardas. <br>

**Gnolls:**\
Hill dwelling beast-people who first inhabited Fontuum.&#x20;


# Volvenhaar

No one really knows the exact origin of the species, but they rose to menacing prominence during the Famine of the Fourth Age, notably around the area whence the legendary journey of Gemlar met a mysterious end. \
\
**Volvenhaar Alpha**\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FEGoXjya9YCaPipQ7aRXD%2Fwolf_05***%20copy.png?alt=media\&token=a8b1b8e0-f025-46f0-913b-fa5c4f4cc009)


# Federvolk

**Adrian, First of Caledon**\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FVkATzWajY1Fzj7V5gWDR%2Fraven_10***%20copy.png?alt=media\&token=49be9f1a-ed37-4d54-9811-3ab984de1957)


# Kharkhan Clan

The Kharkhan Clan once had a different name. Before the curse which has plagued their existence ever since the Fourth Age, the desert dwelling empire of \_\_\_\_\_\_ was rich with not only natural resources and physical magic, but the vibrant culture contained within its borders was equally as enchanting as the mystic arts its people mastered. \
\
\
**Kharkhantum, Vermin King**\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FPtAPsZlyghojUZ8EMarY%2Fratman_05***%20copy.png?alt=media\&token=08f35831-047f-405a-8917-fa6d94d85edb)


# Medullonians

Experimentation in the Cardasian labs revealed methods for evolving lizards into humanoids, and Cardas is the only realm claiming to have methods for undoing the transformation, should a sentient test subject wish to reverse the process. Medullonians wish to be seen as possessing more than just the lizard brain their name refers to and they go to great efforts to develop high levels of literacy and manners. Reflecting their desire to assimilate, they also adopt very human names and they go to great efforts to develop curated tastes as well as a breadth of knowledge on a myriad of subjects including history, language, magic, and mathematics.\
\
**Theodrea, Purveyor of Truths**\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F14dwrFxCa6UHzSAFHvfC%2Fsea_03%20copy.png?alt=media\&token=2b7dacea-cac2-41a3-b4ef-ec57c52fd245)<br>


# Gnolls

The Gnolls were driven from their homelands into the forests and caves on the island of Fontuum, upon the arrival of Nalur and his horde of marauding dwarves.\
It's believed that they are were common animals who happened upon a Moonstone, similar to the Lifestone in Seladria, only this stone had the power of evolution and ascendance.\
\
**Krrgrr-Akh, Primal Claw**\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FGAkkihRBsNrKo2WSBgKC%2Fgnoll_10***%20copy.png?alt=media\&token=4fd55384-79df-4387-9b33-085e3e5519b9)


# Cephla


# Undead


# The Boraxian Fog

Revenants of the fallen Empire of Boraxia, the Fog wanders the plane, in constant conquest, searching for their long forgotten homeland. Boraxia was a powerful empire at the height of the Fourth Age, but fell to ruin during the Great War. The empire was led by a corrupted queen who only found contentment by conquering surrounding villages and enslaving their citizens for her entertainment. When she tired of them, she executed them en masse, secretly feeding their corpses to her subjects, and would begin plotting a new conquest. With each slaughter, her empire fell further into darkness. \
She was a beautiful woman in her youth, but as she aged, the evil of her wickedness weathered her face. In her desperate, vain search for eternal youth, she appealed to Logranon, secretly sacrificing slaves in her chambers, hoping to curry the god's favor and blessings. Though the god of life could be invoked for the purposes of undeath and life preservation, and although sacrifice was indeed a requisite for such rituals, she was ignorant of the true nature of the rituals. Any life offerings must be given freely, with the only exception being the just execution of particularly heinous murderers. Innocent life disrupted the balance of life, and displeased Logranon. Thinking the god of life had any interest in preserving the beauty of a being so internally vile, and especially insulted at her presumption that such blessing could be bought at the cost of innocent life, Logranon brooded. Upon her own death, after a lifetime of cruelty and torture, she was cursed to forever roam the plane in undeath, starvation, and spiritual vacancy. There was no path for her to ever find peace or contentment, and those who served her sadistic conquests met the same fate when the vile empire was toppled in the great war.&#x20;

![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2FjTAeRNC7iIUTHB6zw38r%2Fundead_army_07***.png?alt=media\&token=8544b051-af7a-47f6-97ac-421c8edc9160)\
**Coparrah, Queen of Cruelty**\
\
Coparrah's reign of terror brought the ire of all Pixelos upon Boraxia, and was one of the catalysts for the Great War. She grew up in a small fishing village off the Western coast, and she was married into the great "Emerald Empire" when her beauty caught the eye of King Jadus. An expert in manipulation, she enjoyed the life of bureaucracy for a time, but she eventually tired of it and her appetite set on conquest. \
She believed that physical beauty was the highest of virtues, and as she aged, she grew fearful that among her subjects existed one whose beauty might surpass her own. She selected all of her servants individually, only accepting the most beautiful of maidens. At first, those who were selected reveled in the prospect of entering the royal circle, but over time multiple disappearances aroused suspicion and rumors arose of the queen locking away her servants, or worse. As the rumors spread, it became more and more difficult to find willing servants. So she turned to to the surrounding villages. When she found resistance, she resorted to enslavement and executed any who dared question her right to abduct who she pleased. Aware Jadus was not in alignment with her cruelty and was plotting to have their union nullified after their daughter reached ruling age, she enlisted the help of the royal mage, Talfus, to help solidify her uncontested role as ruler. \
Talfus was a simple enough man, as he was known to have many mistresses. As royal mage, he was a powerful man and could coerce any he wished into submission, but the queen was the forbidden fruit he longed for the most. Once she revealed to him her desire to be rid of the king, Talfus quickly devised a scheme to stage an accident which would kill the king, creating a vacancy on the throne. When the deed was done and the king was removed, Coparrah renounced her daughter as the heir and sent her away to the distant realm of Ulricus, where she was to be groomed as an heiress to the throne. Talfus was ready to take his place as the ruler of Boraxia. \
But Coparrah had different plans. Knowing the only thing which surpassed his desire for her was his desire to rule, she knew that he would not simply let her take the throne. She was not prepared to release her most manipulable servant however, so before the light of the next full moon, she enlisted the help of her most trusted mage, Khaianne, to create an undeath potion and prepare the resurrection ritual. Believing this to be intended for Jadus, Khaianne quickly made it, and upon its delivery, was rewarded with her own swift death. Coparrah would murder Talfus, silencing the last voice who could tell of her treason, and upon his death, she would bring him back in undeath, to serve her for as long as she reigned. \
Having drawn the ire of Solumar for her depraved abuse of power and invoking the wrath of Logranon for her insults, the gods decided to put an end to her reign. The united armies of the East descended upon her empire, and she was killed in the invasion. Upon her death, Logranon intercepted her soul, preventing her from approaching the river to the afterlife, and condemned her soul to wander restlessly until the plane was no more. \
\
![](https://1690486595-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7GyQl2lKNUnBqXjjh28l%2Fuploads%2F9YXJdqLzuR0Aa0RyKI5u%2Fundead_army_06***.png?alt=media\&token=b6ebb7df-7e1f-413a-a885-6c8704d24794)\
**Talfus, the Green Flame**\
\
Talfus was born into poverty, and as a young boy was stricken with a crippling case of Horseman's fever, which left him horribly scarred on the left side of his body. He was always self conscious of his scarring, and in pursuit of healing he ventured to the Logrand, hoping to learn how to heal his body. He was a diligent student, and during his time in Logrand he learned not only how to heal virtually any malady which he encountered, but he also learned how to restore the scars on his own body. He became obsessed with physical beauty, and by learning to master the elements, he earned a reputation as one of the most powerful mages in all of Pixelos. This drew the attention of Jadus, who recruited him to serve in his royal court as the royal mage, giving him command over the empire's academy, as well as command over a legion of 1,000 mages in times of battle. \
Talfus's obsession with beauty made him particularly weak to the charms of the young queen Coparrah, and nurtured his unquestioning devotion to her. Unable to fully comprehend the depravity in her heart, his ignorance led to his demise and he now serves the cruel queen in undeath until the cosmos swallow the plane and they both pass out of existence.


# Wraiths/Ghosts/Spectres


# Other Factions

Known for documenting armor and weapons of note

### **The Huntsmen**&#x20;

A collection of hunters, many Warriors get their start here. The various monsters, beasts, and other problems present the Four Worlds with many problems. Hunting them down is good practice and good pay. Taking down particularly high marks is a good way to get noticed by some of the other major factions, notably those with a strong tie to the Aspects, who are always looking to fill their ranks with capable fighters.

### The Thespian’s Guild&#x20;

What appears to be a collection of actors with a love for stage is far much more beneath the surface. One’s talents are watched far more closely upon this stage than first appearances would suggest. Those with a knack for sneaking, performing, or agility especially. Closer investigation may lead one to find its leader runs a criminal network and the Guild is simply a front to recruit them into the life. Top performers, on stage or in the streets, do often find other job offers. Notably, those with a strong tie to the Aspects, who are always looking for extraordinary individuals to join them.

### Schola Arcanum&#x20;

A prestigious school for up and coming Mages. Those who attend and complete their courses here rarely go jobless once leaving. Studious and powerful Mages find no end to the amount of offers they receive. The most prestigious offers come from those who are tied to the Aspects, who are always short on good Mages.

### The Central Armory&#x20;

While the Three Thousand Armories are second to none in terms of quality weapon creation, the Central Armory is second to none in the speed at which they create weapons. The Central Armory is a widespread business that has the capabilities to equip armies faster than any other smithing service. Despite their speed, their weapons rarely suffer in terms of quality. Why need something weird when you can have something dependable?

### The Clothiers’ District&#x20;

What began as a simple clothing shop has since become a wide reaching chain of shops. They gained a surge in popularity when they began releasing clothing that would be favored by Mages and adventurers alike. This surge in popularity has led them to become just as well known as the Central Armory, especially for those who look to go dungeon delving without a suit of armor around them.

### The Multifold Web&#x20;

A neutral faction claiming to be all knowing. Their network connects between every faction across the Four Worlds. They are invaluable for gaining information on beasts, factions, events, or people of interest.They will frequently help bridge the communication gap between the warring factions if deals need to be brokered. For a cut, of course.

### Royal Armories&#x20;

A top-shelf armory. Their wares are expensive but they also are a status symbol. Royalty and nobles alike are the primary buyers from the Royal Armories, but their massively expensive weapons will sometimes tumble their way down the ranks for the less wealthy to own.

### Three Thousand Armories&#x20;

The Three Thousand Armories are relics from the Great War of the Fourth Age. In preparation for the Great War, the allied nations of Solum, Logrand and Etheros pooled their resources together to battle the forces of Errat. Massive armories were built in each of the three allied nations, each with the capacity to arm one thousand Soldiers, of three different classes, from head to toe. These classes were: infantry, archer, and knight. The armories have been out of use for ages, but the legends of their magnificent weaponry still tempt thieves to this day.

### The Inventors' Academy&#x20;

The Academy is renowned worldwide as the foremost authority on technology, machinery, energy manipulation, and magic. Located in Etheros, smart minds from all over Pixelos, regardless of race or nationality are welcome to study. Upon admission into the academy, they must sign a soul contract agreeing to use their knowledge for the betterment of the plane. This is of course a subjective condition, and not all students honor the code they pledge to. Given the mental rigors of studying Etherian engineering, the minds of students inevitably expand, and most do however grow to see the benefits of cooperation. As a result, most students develop a bond with their varied peers, and most do uphold the code even after they leave the academy and return to their homelands.

### The Council of Roots

Legends tell that the Ancient Tree was so large that its canopy could not even be seen, for it stretched so high above the clouds that it couldn’t be seen from the ground. Allegedly, its roots stretched all the way down to the roof of the Under, and spread from Solum to Cardas, Errat to Fontuum. The most devoted of any race may ascend to thepeak of the natural order, achieving status as a “Root of the Ancient Tree”, a designation that not only tells all of their synchronicity with nature, but one which also earns them a seat in the Council of Roots.

The Council of Roots is a summit which meets once every blue moon, determining which areas of the natural world shall be bolstered and which will require sacrifice, in order to preserve planetary equilibrium.

### The Cloven Canopy

\*History under transcription\*

### The Screaming Hall

\*History under transcription\*

### Mercenaries' Guild (Name yet to be transcribed)

The desert lands of Bhienbia and Bhiessia are harsh and one must be both clever and tough survive. Trust no one in these parts, and expect that no one else will trust you. Because of its central location, this is a convenient place for mercenaries and assassins to gather. Anyone is welcome to live in the twin , but all contracts come through the Mercenaries’ Guild. In order to be considered for a contract, mercenaries and assassins must prove their worth to the guild by performing a death defying fear in the Dark Circus. Similar to the Arena of Champions, the Dark Circus is notorious for providing unforgettable entertainment that one truly must see to believe.

### The Infirmari/Kranken Labs (the true name is yet disputed)

\*History under transcription\*

### The Library of Lenna

\*History under transcription\*

### The Cult of Asteron

\*History under transcription\*

### The Silent Colegia

\*History under transcription\*


# History

A Brief History of the Four Worlds

### Pre-History of the Four Worlds <a href="#v5a3ouoqt4s7" id="v5a3ouoqt4s7"></a>

In the beginning they were one, the remnants of a forgotten civilization.

Loaded onto ships of an advanced, and ultimately lost technology, they fled their dying world in search of new homes, and a safe place to settle and raise their families, far away from whatever tragedy set them on this path.

In time, the ships found a singular star, surrounded by four hospitable planets. While far from ideal, and a significant departure from the world they’d abandoned, these worlds could sustain them.

Barely.

Life would be hard, and sacrifices would be required, but the alternative was extinction. Discussions were held as to which planet would be most suitable for their people, and while it got heated in parts, the decision to split the survivors between the four Goldilocks planets was cordial enough. It was to be the last group decision they ever made, for their paths took them farther and farther apart from each other.

As years turned into centuries, and centuries turned into millennia, the people of what became known as the Four Worlds adapted to their new environments, made new discoveries, and experienced new hardships. The advanced technology responsible for their arrival faded into memory, with other “advancements” taking precedence. Bit by bit, the culture from which they all sprung was lost to the vagaries of time. Then the shared history and peaceful accords failed as one refused to support the other during times of extreme hardship. Communications became increasingly fraught between the Four Worlds, until any semblance of peace snapped. One by one, they turned their backs on each other, accusing their former allies of denying them aid, sabotaging their way of life, and actively stealing resources. For what was once a single people united in their dreams of a new life, now only bitterness remained.

The loss of spacefaring technology was the only thing preventing all out war between the Four Worlds, so instead a battle of propaganda began on each planet, their leaders teaching the young only about the many betrayals and refusals perpetrated by their neighbors. Distrust became bitterness, and with no outlet for their anger, it festered into hatred.

For all their losses, something was discovered by each of the Four Worlds, something they came to treasure above all else: the Six Aspects. Sitting neatly between the space between religion, science, and magic, the Aspects proved to be a driving force in the development (or regression) of each of the Four Worlds. Representing binary elements of existence, the Aspects provided not just safety but hope on the otherwise hostile planets. By balancing the dueling Aspects, they managed to ensure their survival, even began to thrive. The Aspects are the reason the people of the Four Worlds survived those first, harsh years, and their reverence for them never went away.

**THE FOUR WORLDS**

**Eth**

The first of the Four Worlds to host a human colony, Eth was once a pristine paradise, settled by people fleeing their dying homeworld. These first colonists brought with them the fears and superstitions that, over millions of years, evolved into the Six Aspects. Eth still considers itself the center of human civilization, and sees Sol, Algo, and Flow as merely colonies—rebellious upstarts to be brought back in line.

**Sol**

The original settlers of Sol escaped what they saw as the stifling monoculture of Eth. Ancient legends tell of their utopian ideals—ideals that were quickly traded away for the planet’s rich deposits of minerals. Now, generation after greed-addled generation later, the mines of Sol are played out, and its people look to their neighboring worlds for power, money, and elbow room.

**Algo**

Settled only a few generations after Sol, Algo was once a dead world, made livable, even beautiful, by a thousand-year project of terraforming known as the Great Travail that stretched the possibilities of the magic of all Six Aspects. Though people have lived on Flow almost as long as they’ve lived on Sol, it’s still a smaller colony, but one that wields the pride of its Great Travail as both a shield and a spear. Though Algo is the least expansionist of the Four Worlds, it has vowed to conquer before it is conquered.

**Flow**

The youngest of the Four Worlds, Flow is another social experiment gone terribly wrong. First settled by practitioners of Chaos, smaller pockets of followers of the other Six Aspects trickled in from the other worlds triggering, at first, minor skirmishes and the occasional attempt at unification, then a series of world wars that has left Flow the least populated, but most heavily armed of the Four Worlds. Now operating under a loose federation that has tenuously united the Six Aspects, Flow, like Sol, is looking to spread onto a world less scarred by war.

In time, the Aspects attracted the attention of the greatest threat the people of the Four Worlds had yet faced…

**The Unrevealed**

Who the Unrevealed are, what they want, and where they came from has been the source of many a campfire story since their arrival. And yet, despite all this discussion, no one on the Four Worlds is any the wiser. They can only report on what they’ve seen: the Unrevealed are a potent foe, draw their power from an unknown source, and they have a burning hatred for those with a strong grasp over the Aspects. The only time the Unrevealed make even an iota of their presence known is when they steal heroes of the Aspects from the Four Worlds for…

**The Pixel War**

To those left behind, the Unrevealed’s motives are unknown. For those taken, their fates become quickly apparent: gladiatorial combat. The heroes of the Aspects are taken off world, awakening to find themselves transformed into beings of harsh edges and blocky composition, though the landscapes of varied arenas and battlefields appear perfectly normal—some horrifying, some beautiful. The survivors call this world “Pixels” for how it makes them look—and feel. And for many, it’s the last home they’ll ever know.

Fighting is the only staple of life on Pixels, and as regular as clockwork. The combatants spend their days trying in vain to fathom a pattern, but the thought processes of their captors are as unknown to them as the source of the Aspects. Some fights are one-on-one, while others pit legions of fighters against each other. One world might be forced to fight another, or friends might be pitted against each other. It’s just as likely to see an Aspect battling its opposite element as it is to find them trying to survive in the face of the same source of power. If there's a pattern to the madness, no one has yet figured it out. The only thing a pixel hero knows is battle, and the only way to survive another day is to win.

And who knows, if they win enough, they might win their freedom, or at least a glimpse of the motives of the enigmatic Unrevealed.


# The Void


# The Four Worlds


# The Epochs


# The First Age

The Dawn of Celestial Birth

* The birth of Pixelos
* The birth of the elementals
* Arrival of the gods


# The Birth of Pixelos

Natural elements of the planet are imbued with energy, commonly referred to as spirits. Most take form as “elementals”. When the planet was stratified and the Overworld was separated from the Under, the trauma the planet suffered endured, concentrated in the caves, leaving behind powerful geological wounds. These wounds remained as planetary pain points and attracted the planet’s cosmic healing energy which would attract earth spirits. These locations retained their connection between the Over and Under, and eventually they would calcify, creating natural structures either in the form of pillars (Lifestones) or holes (portals).


# Arrival of the Gods


# The Creation of the Elementals


# The Second Age

The Era of Discovery

* Humans arrive on Pixelos via portals, which close after their arrival.
* Birth of the elves and the founding of Seladar.


# The Third Age

The Divergence of Bloodlines

* Birth of new species: Dwarves, Orcs, Volvenhaar, Federvolk, Medullonians,&#x20;
* The construction of the Eye of Ganeah
* The fall of Ulricus
* The fall of Asteron


# The Fourth Age

The Great War and the Great Famine

* The Great War
* The Great Famine
  * The dissolution of the Eastern Alliance.&#x20;
* Attempted invasion of Selamon by the Volvenhaar.&#x20;
* Curse of the Kharkhan clan.&#x20;
* Naul’s Fury & the demise of the Golden Kingdom


# Naul's Fury

Mt. Naul and the Decimation of Errat

Named after Naul, the god of death, the soul of Naul was believed to reside within the heart of the great mountain of his namesake. The clouds enshrouding its peak were tinted with gold, and the glimmer could be seen across the Pixelosian Plains even in the deepest of twilight. The flora was abundant and the fauna in the region flourished. Pilgrimage to the great mountain was an integral part of adolescent upbringing across the plane of Pixelos. Naul was also ironically the god of prosperity (the connection is explained in other ancient manuscripts). All who visited the mountain were filled with hope, and the streams which flowed from the mountain provided riches which seemed almost beyond possibility.

Seeking bounty and fortune, droves of hopeful merchants set up colonies along the base of the mountain. Very quickly the camps banded together and the bustling city-state of Errat was founded as a pillar of commerce. Its immense coffers legitimized the kingdom's reputation as a beacon of stability and prosperity. The local economy grew, and tales of the great kingdom spread. Legends matured to become common knowledge, and over generations, the citizens of Errat forgot their humble origins and hummed the song of hubris. They had forgotten from whence their blessings came, and pilgrimages and offerings honoring the God of the Mountain dwindled. The ire of Naul swelled, but the fields continued to yield and the rivers flowed, so the citizens of Errat became complacent. The tales of Naul eventually faded and the Naulean rituals, which were once central to Erratian culture, were lost.&#x20;

In what would become the end of the Fourth Age, the Golden King declared himself a god, claiming victory over the forces of nature, and even claimed his divinity protected him from death. He declared that the great fortune of Errat was destined from the beginning of time; for  an heir was to be born and his son was to be welcomed into a kingdom of gold.

On the night of the child's birth, the whole kingdom was in celebration. The king had promised a new age of Erratian prosperity, even surpassing the current decadence and luster. The Golden King promised his kingdom that before the newborn baby was to become a man, the kingdom of Errat would enjoy dominion over the entire plane, unified under one golden banner. While the people celebrated, the swelling activity in the underbelly of the mountain surged and surpassed the threshold. The molten core became overheated, melting the shackles constraining Naul, and the furious god was freed from bondage. Prosperity can not be perpetually obtained without sacrifice, and Naul had been brooding in furious abandonment. Naul's head tilted back and a horrid screamed emerged towards the night sky.&#x20;

The mountain bursted under immense, unsustainable pressure sending fiery death down towards the unsuspecting city below. Mortar filled the sky and a deluge of purification rained down. Few had listened to the warnings of the oracle and sought refuge, and devastation ran amok as the streets were stained with ash. Citizens ransacked their neighbors and fled with what they could. Those closest to the city center were unable to escape, and they perished, most without any knowledge of their impending doom.

In desperation, in their darkest hour, the remaining survivors turned to their scriptures and dusted off their histories and ledgers. Though rapidly dwindling, they grasped to whatever hope they had. But alas, they were too late. Naul’s wrath had been invoked and retribution was overdue.

The city-state faced a harsh errata; it was effectively wiped from the world. All that remains now is a petrified ruin and the fading tales of Naul’s wrath. Efforts have been made to resurrect the crumbled visage of the once glorious city, but those who remain have found life to be harsh, and the arid land impossible to cultivate. Naul had shown the fury of the forsaken, and humbled the hubristic. Never to be forgotten again, the few who heeded to oracles’ apocalyptic warnings spread into the nearby mountains, embracing the beauty of life in the wild. The emblem of Naul’s fury was branded on the hearts of the disciples of Chaos.


# The Great Famine

During the 4th age, the armies on the surface excavated deep into the planet, tapping into the planet’s vitality to fuel their war machines and spells. As a result, the soils across the plane were affected and a great famine spread throughout Pixelos. Vegetation was strangled and the harvests yielded almost nothing. Elves were by nature a vegetarian species, but in desperation during the famine, they resorted to hunting.


# Gemlar's Journey


# The Great War


# Siege of Selamon

Attempted invasion of the Volvenhaar


# Kharkhantum's Curse




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