Chapter 1: Session Zero
A Session Zero is the first gathering of your group, before anyone rolls dice. Its goal is to make sure everyone at the table feels safe, excited, and on the same page about the story you're about to tell together. Run this even if you've played with the same people for years — every campaign is different.
Session Zero Checklist
- Introduce the world in one sentence. "You're adventurers in a world three times the size of Earth, where gods walk the sun and dungeons are alive."
- Explain the tone. Is this campaign heroic, grim, comedic, political, or a mix? Give a touchstone: "It's like Castlevania meets Princess Mononoke."
- Discuss content and boundaries. Hand out the Trigger Warning Form (below). Explain Lines (topics that will never appear) and Veils (topics that can exist but happen "off-screen"). Establish the X-card rule: anyone can pause the game at any time, no questions asked, by tapping an X-card or simply saying "pause."
- Set PvP policy. Are player-versus-player actions allowed? If so, under what conditions? The default for Fheros is: PvP requires explicit, enthusiastic consent from both players and the GM at that moment.
- Discuss house rules. Will you use encumbrance? How strict are rests? Are certain Arts or species restricted?
- Create characters together. Players don't need to finish their sheets, but they should decide on species, mastery, and party role together so the group has a reason to adventure as a team.
- Set the first scene. End the session by placing the party in a location and giving them one immediate goal. "You're in the guild hall of Nautilus. The quest board has one job left: a missing caravan on the forest road. The reward is 1d4 Iron coins. What do you do?"
Printable Trigger Warning Form
Give this to each player before the campaign begins. They can fill it out privately and return it to you. Marked items will be completely absent from the game.
| Topic | Okay | Avoid |
|---|---|---|
| Sexual violence / assault | ||
| Torture (detailed description) | ||
| Harm to children | ||
| Real-world bigotry (racism, homophobia, transphobia) | ||
| Graphic body horror | ||
| Suicide / self-harm | ||
| Animal cruelty (detailed) | ||
| Slavery / human trafficking | ||
| Pregnancy / forced pregnancy | ||
| Mind control / loss of agency (extended) | ||
| Needles / medical procedures (detailed) | ||
| Arachnophobia / insects (detailed descriptions) | ||
| Other (write in): ____________ |
Lines (never appear): ___________________________________________
Veils (off-screen only): ___________________________________________
Player name (optional): __________________
Chapter 2: Running the Game
The Core Mechanic
Whenever a character attempts something with a chance of failure, roll a d20, add the relevant Action stat modifier (and your Proficiency Bonus if you are proficient), and compare the result to either the target's Defence or to a Reaction DC set by the GM.
Attack rolls: d20 + Action stat mod + Proficiency (if proficient with the weapon) vs target's Defence.
Skill checks: d20 + Action stat mod + Proficiency (if proficient in the skill) vs a GM-set DC.
Reaction checks: the target rolls a d20 + relevant Reaction stat mod. If the roll equals or exceeds the attacker's Effect Save DC (8 + Proficiency Bonus + Rank), the effect is resisted or halved.
Stats and Modifiers
There are 8 core stats, split into Action (used to do things) and Reaction (used to resist things).
| Action Stat | Governs | Reaction Stat | Governs |
|---|---|---|---|
| Strength (STR) | Melee attacks, athletics, endurance | Constitution (CON) | Physical resilience, HP |
| Dexterity (DEX) | Ranged attacks, stealth, finesse | Dodge (DOD) | Evasion, reflexes |
| Knowledge (KNO) | Arcana, history, investigation | Focus (FOC) | Mental fortitude, concentration |
| Creativity (CRE) | Social skills, performance, deception | Improvisation (IMP) | Quick thinking, adaptability |
Modifier: Stat divided by 2, rounded down. This modifier is added to all relevant d20 rolls.
Proficiency Bonus
Formula: your Rank + your highest Action stat modifier. This number is added to attack rolls with proficient weapons, skill checks with proficient skills, and your Effect Save DC.
Skills and The PTEL System
At character creation, you have 8 + Knowledge modifier skill points to spend (minimum 0).
| Level | Cost | Bonus | Limit |
|---|---|---|---|
| Proficient (P) | 1 point | +Proficiency Bonus | — |
| Trained (T) | 2 points | +2x Proficiency Bonus | 2 per Rank |
| Expertise (E) | 3 points | +2x Proficiency Bonus +5 | 1 before Mythril |
| Legendary (L) | — | As Expertise; rolls under 10 become 10 | Mythril only |
Action Economy
On your turn in combat, you have:
- 3 Actions – Attack, cast a spell, use an item, dash, disengage, hide, or help.
- 1 Bonus Action – quicker actions: certain attacks, Tricks, drinking a potion, giving a short command.
- 1 square of movement – 1 square = 10 m by 10 m. If you have fly or swim speed, the square becomes a 10 m cube.
- 1 optional skill check – can be attempted without spending an action.
If you follow an Adrenalium Mastery path (Berserker, Combatant, Martial Artist, or Stealth), you gain +1 Action, +1 Bonus Action, and +1 square of movement each turn.
Defence and Armour
Defence (DEF): 10 + the higher of your CON or DOD modifier. This is the number an attacker must meet or beat.
Armour: a flat value from equipment or traits. When you take damage, subtract your Armour value except from Mystic (Eclipse, Psychic, Lies) and Power (Radiant, Force, Necrotic) damage.
Arcanium and Adrenalium (Source Points)
Your magical or martial energy pool.
Arcanium (spellcasters): max = 20 + (CRE or KNO + Proficiency Bonus) x 10.
Adrenalium (martials): max = 20 + (STR or DEX + Proficiency Bonus) x 10.
Source Points: the combined pool; spent to cast spells or perform martial techniques. Recharges on rests.
Rest and Recovery
Short Rest: recovers 50% of max HP and 50% of max Source Points.
Plentiful Rest (Long Rest): recovers 100% of max HP and 100% of max Source Points. If fewer than half the party sleeps, recovery is limited to 75%.
Dying Rules
The first time you drop to 0 HP after a rest, you instead drop to 1 HP. If you fall to 0 HP again before resting, you begin making Death Saves (GM's call).
Player Character Death
Death is not the end, but it is serious. When a character dies:
- Their Source travels to Zaheer's Afterlife. The player may roleplay a brief scene in Exolvuntis or before the relevant Sin Ruler.
- Resurrection is possible but requires a quest: travelling to The After, petitioning Zaheer or Kaitlyn Booman (The Scythe), or retrieving the Source from Carceris. No spell simply brings someone back — the party must earn it.
- If the party cannot or will not pursue resurrection, the Source is purified in Exolvuntis and eventually reincarnated. The player creates a new character, who may have fragments of the old one's memories (GM's discretion).
- Only a wish, a god's help or a Mythril level pantheonic spell caster can revive you from death.
NPC Death and Undeath
NPCs follow the same rules. Villains who die may become undead if their Source crystallises rather than passing on. This is especially common for those killed by necromantic weapons, those who die in the Sanctuary of Zaheer, or those who have made pacts with the Skion Clan. A dead villain is not necessarily a finished villain.
Inspiration
When a character does something clever, heroic, or dramatically appropriate, the GM may award Inspiration. The player can spend it to add 1d4 to any d20 roll they make. A player can hold only one Inspiration at a time.
Range Bands
Close: 1 square (10 m) | Mid: 3 squares (30 m) | Long: 9+ squares (90+ m)
Chapter 3: Between Sessions
Downtime Activities
When the party rests in civilisation between adventures, offer them downtime choices:
- Crafting: Use looted body parts and gold to commission or create magic items (requires appropriate tools and sufficient time).
- Research: Spend time in a library or temple to learn about a relic, a god, or a villain. Grants advantage on relevant Knowledge checks for the next adventure.
- Training: Work with a mentor to swap one Trained skill for another, or to gain proficiency in a new tool. Requires a fee and 1d4 weeks.
- Networking: Build relationships with a faction. May yield future allies, discounts, or plot hooks.
Session Pacing
First 30 minutes: Recap, warm-up roleplay, set the immediate goal.
Middle 2 hours: The adventure's meat — exploration, combat, discovery.
Final 45 minutes: Climax or cliffhanger, loot distribution, downtime decision, and a teaser for next session.
Always end on a question: "The door swings open. Beyond it, you hear a child crying. What do you do?" Let them sit with that until next time. See it as homework that makes them think about your game.
Chapter 4: Additional Guidance
Adjudicating the Unusual
Players will inevitably attempt things not covered by the rules. When they do:
- Is it possible? If the action is within reason (even if highly improbable), allow a roll. If it's physically impossible or contradicts established lore, just say no — but offer an alternative.
- Which stat applies? Use the stat that best matches the intent: Strength for breaking things, Dexterity for balancing, Knowledge for recalling lore, Creativity for persuasion.
- Set the DC. 10 for easy, 15 for moderate, 20 for hard, 25 for heroic, 30 for legendary.
- Determine consequences. Failure doesn't always mean nothing happens — sometimes it means progress with a cost, a complication, or lost time.
Running Combat Efficiently
- Group initiative: Players act as a team, choosing their own order each round. Enemies act on a single GM initiative count (usually after the first player action). This speeds up play dramatically.
- Announce intent, then resolve: Ask "What do you do?" before rolling. Resolve all three actions together if possible, not one at a time.
- Use average damage: For large groups of low-Rank enemies, skip the dice and use the average value. A swarm of Paper-Rank goblins always deals 6 damage per hit — move on.
- Momentum: If a player describes a creative or cinematic action, grant Inspiration or lower the DC. Reward engagement.
Running Social Encounters
Not every conversation needs a roll. Let roleplay carry the scene. When dice are called for:
- One roll can cover an entire negotiation unless the situation escalates.
- Use Creativity (CRE) for persuasion, deception, intimidation, or charm.
- Use Knowledge (KNO) for logical arguments, legal debate, or recalling relevant facts.
- Attitude matters: Hostile NPCs impose disadvantage. Friendly NPCs grant advantage. Indifferent NPCs are neutral.
- Failure doesn't end the scene: It changes the terms. The NPC may demand a favour, raise the price, or require proof of good faith.
Exploration and Travel
Getting from one place to another is an adventure in itself. Use a simple rhythm:
- Set the scene: describe the environment, weather, and any visible landmarks.
- Ask for roles: who is navigating (Knowledge/Survival), who is keeping watch (Perception), who is foraging or scouting ahead?
- Roll once per leg of the journey (not once per day). On a failure, introduce a complication: a hazard, a lost trail, a wandering creature, damaged supplies.
- Offer meaningful choices: the safe road through civilisation costs coin and time; the dangerous shortcut through the wilds costs risk.
Chapter 5: Worldbuilding on the Fly
Improvising NPCs
When players ask for a name you didn't prepare, give one immediately. A dwarf blacksmith in Dur'Ned might be "Greta Val Coppervein," always wiping soot on her apron, allergic to silver, and secretly in love with the baker across the bridge. That's all you need — name, job, one physical detail, one quirk, one secret. Everything else can emerge in play. Use the Random npc generator on my website if you are really in a pickle.
Improvising Settlements
For a town you didn't plan, answer three questions:
- What do they produce or trade? (This tells you why the town exists.)
- Who is in charge, and who resents them? (This gives you conflict.)
- What rumour does every local know about the nearby wilderness? (This gives your players a lead.)
Using the Lore Bible at the Table
The full Lore Bible is a reference, not a script. When you need to answer a player's question about a god, a city, or a historical event, look it up — but don't read the entry aloud. Translate the lore into a sentence a local would actually say. "The Queen of Shards arrived 2,550 years ago through a fey portal and conquered Mountside" becomes a tavern rumour: "They say the elf queen came through a hole in the sky and turned the old human capital into a forest overnight. My grandmother's grandmother saw it."
Chapter 6: Quick Reference and GM Screen
Conditions
Physical
| Short | Long | Short | Long |
|---|---|---|---|
| Blinded | Cecity | Grappled | Restrained |
| Intoxicated | Poisoned | Prone | Unconscious |
| Deafened | Deaf | Stunned | Petrified |
| Bleeding | Bloodied | Hidden | Invisible |
| Stifled | Snuffed |
Mental
| Short | Long | Short | Long |
|---|---|---|---|
| Charmed | Enthralled | Frightened | Terrified |
| Outcast | Forsaken | Panic | Anxiety |
| Confident | Cocky |
Damage Types
| Element | Aether | Mana | Fell |
|---|---|---|---|
| Power | Radiant | Force | Necrotic |
| Water | Winter | Cold | Dry Ice |
| Fire | Summer | Heat | Black Flame |
| Earth | Autumn | Electric | Radiation |
| Air | Spring | Acid | Toxic Mist |
| Mystic | Eclipse | Psychic | Lies |
Physical damage: Impact, Slashing, Bludgeoning, Piercing, Lingering, Internal.
Armour bypass: Mystic and Power types ignore Armour.
Coinage
| Coin | Value in Previous | What 1 Buys |
|---|---|---|
| 1 Paper | — | A child's candy, a poem |
| 1 Copper | 1,000 Paper | A week at an inn (for a traveller) |
| 1 Iron | 1,000 Copper | A crafting licence and workshop |
| 1 Steel | 1,000 Iron | A townhouse with dimensional storage |
| 1 Silver | 1,000 Steel | A manor with warded grounds |
| 1 Electrum | 1,000 Silver | A small castle |
| 1 Gold | 1,000 Electrum | A lord's duchy |
| 1 Platinum | 10,000 Gold | A peerage and right to mint |
| 1 Mythril | 100 Platinum | Demiplanes, treaties, a dragon's ransom |
Reaction DC and Effect Save DC
Reaction check (creature resists): d20 + relevant Reaction stat mod.
Effect Save DC (spells/abilities): 8 + Proficiency Bonus + Rank.
Size Classes
| Class | Name | Max Size | Effects |
|---|---|---|---|
| 0 | Minuscule | less than 1 m | -2 Defense, +2 Dodge |
| 1 | Petite | 1 m | -1 Defense, +1 Dodge |
| 2 | Burly | 2 m | Normal |
| 3 | Hulking | 3 m | +1 Defense |
| 4 | Towering | 4 m | +2 Defense, reach +1 |
| 5 | Massive | 8 m | +4 Defense, reach +2 |
| 6 | Gargantuan | 16 m | +6 Defense, reach +3 |
| 7 | Titan | 40 m | +8 Defense, reach +4 |
| 8 | Colossus | 100+ m | +10 Defense, reach +5 |
Chapter 7: Building Adventures
Example Plothooks for Every Rank
Each hook is designed for a party of the given rank. The "twist" is optional — use it if your players enjoy intrigue or unexpected turns. The blank space at the end of each hook lets you personalise the adventure for your table. First batch are mild, second batch is to challenge your players.
Copper — The Missing Shipment
Hook: A caravan carrying iron ingots from Dur'Vanias to Illumis has vanished on the forest road. The merchant guild offers a reward for its recovery. The only clue is a broken wagon wheel and strange, three-toed footprints leading into the woods.
Twist: The shipment was stolen not by bandits, but by a group of kobolds from the Five Red Brothers, who mistook the ingots for dragon scales and are now building a "dragon shrine."
Rewards: 1d4 Iron coins, a Potion of Greater Healing, a +1 weapon from the grateful guild.
Iron — The Howling Mines
Hook: A dwarven mine near Dur'Ned has gone silent. Workers sent to investigate report hearing a terrible howl echoing from the depths. The mine's foreman fears an ancient beast has been awakened by a recent dig.
Twist: The "beast" is actually a group of Shadow Dogs that slipped through a planar rift. The rift is unstable and could collapse the mine if not sealed.
Rewards: 2d6 Iron coins, a rare gemstone, a magic mining pick (functions as a +1 weapon against constructs and earth elementals).
Steel — The Possessed Heir
Hook: The young son of a wealthy merchant in Nautilus has begun speaking in tongues and displaying impossible knowledge. His mother believes he is possessed and is offering a significant reward for an exorcism — discreetly, to avoid scandal.
Twist: The child is not possessed; he is the unwitting host of a memory-crystal from the Folding Halls of Halas. The crystal contains a fragment of Halass's research, and agents of the Skion Clan are already hunting for it.
Rewards: 1d4 Steel coins, a Ring of Mind Shielding, a favour from the Hydra Assembly.
Silver — The Tide of Teeth
Hook: The port city of Grumia on the Oravian coast is under siege. Every night, waves of piranha-like creatures swarm the docks, devouring anything organic. The city guard can barely hold them off, and the Brahash temple has gone silent.
Twist: The swarm is controlled by a minor demon lord attempting to establish a beachhead on the Material Plane. The temple priests have been bound by a curse of silence; freeing them is the key to breaking the swarm's coordination.
Rewards: 2d4 Silver coins, a Trident of Fish Command, the gratitude (and a ship) of the Plank Roa.
Electrum — The Sky-City's Cry
Hook: Eolis-Sora, the flying city, has reappeared over Magic City after centuries of absence. It broadcasts a distress signal in an ancient dialect. Several factions race to claim its technology, but the first expedition never returned.
Twist: The distress signal is a trap set by the Metal Archfey, who are using the city as a lure to capture adventurers and extract their Sources for their Dracomaton experiments.
Rewards: 3d6 Electrum coins, a rare magical artefact from the city's vaults, a permanent flying vehicle (GM's choice).
Gold — The Dragonvault of the Red Brother
Hook: King Hadrien St. Richard, the kobold ruler beneath the Five Red Brothers, has sent out a desperate plea. His tree has stopped moving, and a rot is spreading from its roots. He offers his entire dragonvault to anyone who can heal it.
Twist: The rot is not a disease — it is the work of the Skion Clan, who are siphoning the tree's life force to power a ritual to free Belial. The ritual site is deep within the dungeon, guarded by corrupted dryads and a Wrath Devil.
Rewards: 1d4 Gold coins, a choice of one item from the dragonvault (legendary tier), the eternal friendship of the richest kobold on Fheros.
Platinum — The Emperor's Scales
Hook: Emperor Piotr the Twelfth has begun to transform. His skin is hardening into scales, his eyes have slitted, and he has started referring to himself as "we." The Holy Knights blame the Dragontouched and have begun purges in the capital. The emperor's spymaster, however, suspects something far worse.
Twist: The transformation is the result of a slow-acting poison brewed from the blood of Stellarion, the dead dragon king, by agents of Dracula. The vampire lord is testing a new method of creating dragon-vampires, and the emperor is the prototype. To cure him, the party must obtain a vial of Dracula's own blood.
Rewards: 2d6 Platinum coins, a noble title and estate in Newmountside, a legendary dragon-slaying weapon.
Mythril — The Anvil's Call
Hook: The Oblivious Anvil has been found. It sits in the heart of a newly formed dungeon on the border of the Mystical Hemisphere, and its black hammer is missing. Three nations have already declared war over the right to claim it. The Queen of Shards has summoned the Nine Pillars — but Dracula has refused to attend.
Twist: The missing hammer is in the possession of the Lich, Halass's clone, who plans to use it to erase the original Halass from existence and claim the title of the Empty for himself. The party must navigate the war, enter the Lich's Well of Power, and decide whether to destroy the anvil, hide it, or — against all wisdom — use it.
Rewards: 1 Mythril coin (if they can find a buyer), the eternal enmity or gratitude of every major faction, and a permanent alteration to the world's balance of power.
Challenging Plothooks
Copper — The Cradle of Ashes
Hook: Every child born in the village of Ashfell this month has been stillborn, their tiny bodies cold as ice even in the height of summer. The midwife swears she saw a shadow with too many fingers hovering over the last crib. The villagers are terrified, and the local priest of Mellia has fled.
Twist: A pregnant Wrath Devil has hidden herself in the village root cellar. She is wounded and desperate, and the deaths are caused by her unborn child unconsciously draining life force to survive. She will beg the party for help; killing her means killing the innocent creature inside, but saving her means negotiating with a demon.
Rewards: The Devil's sincere gratitude (and a favour from her plane), a cursed yet powerful amulet of demonic protection, and the permanent hatred of a faction of demon-hunters.
Iron — The God in the Gears
Hook: A newly excavated section of the Dur'Vanias deep-road contains a chamber filled with clockwork constructs frozen mid-prayer before a thirty-foot statue of a figure made entirely of interlocking gears. The dwarven scholars are baffled — the statue predates Mekhis's ascension by thousands of years. Then the constructs begin to wake up.
Twist: The statue is the last remnant of Ogun, the first Allmaker, slain by Mekhis. It is not dead — it is dreaming. The constructs are trying to rebuild it, piece by piece, using living dwarves as raw material. The party must choose between destroying an irreplaceable piece of history or allowing it to consume the mine's workforce.
Rewards: A fragment of Ogun's divine essence (can be forged into a relic), the enmity of either the dwarven crown or the Nivaflow, depending on the choice.
Steel — The Feast of One Hundred Hearts
Hook: In the opulent salons of Nautilus, a new culinary trend has emerged among the nobility: "heart-fruit," a rare delicacy that grants temporary telepathy when consumed. The supplier is anonymous, the price astronomical, and the demand insatiable. Then a dockworker finds a corpse with its chest cavity emptied.
Twist: The "heart-fruit" are not fruit — they are the crystallised Sources of murdered sentient beings, prepared by a rogue Alchemist from the Hydra Assembly. The supplier is a respected professor who has been feeding the city's elite the souls of the poor. Exposing them means destabilising the political order; staying silent makes the party complicit.
Rewards: A complete alchemical laboratory (portable), a list of every noble who consumed a Source (invaluable blackmail), and the permanent enmity of either the Hydra Assembly or the Nautilus underworld.
Silver — The Song That Ends the World
Hook: In the Oravian desert, a group of birdfolk scavengers have uncovered a buried amphitheatre carved from a single piece of obsidian. When the wind blows through it, it sings — and anyone who hears the song forgets their own name within three days. The birdfolk capital of Avelia is already half-empty.
Twist: The amphitheatre is the fossilised heart of an ancient primordial entity, and the song is its dying scream, trapped in a time loop. A cult of the Skion Clan wants to amplify the song to wipe the memories of every mortal on the continent, creating a blank slate for Belial's return. The party must enter the heart itself and destroy it from within — while fighting their own eroding identities.
Rewards: A single memory-crystal containing the knowledge of the primordial (GM's choice), the eternal gratitude of the birdfolk, and a permanent vulnerability to memory-altering magic.
Electrum — The Parliament of Bones
Hook: Dracula has called a Conclave of the Nine Bloodlines — the first in three hundred years — to discuss a threat to the entire vampire nation. He invites the party as neutral observers. When they arrive at Stellarion Keep, they find one of the nine generals has been murdered in a locked room, with a silver stake carved from a world-tree branch driven through their Source-crystal.
Twist: The murderer is another general, acting on orders from a faction within the Hydra Assembly that wants to provoke a war between Illumis and Volturis. The party must solve the murder before the conclave dissolves into civil war, navigating vampire politics, ancient grudges, and the fact that every witness is a centuries-old predator with perfect memory and zero scruples.
Rewards: A boon from Dracula (one legendary item from his armoury), the blood-oath of whichever general the party exonerates, and the permanent suspicion of the other eight houses.
Gold — The Library of Unwritten Pages
Hook: Cognis's divine plane, the Plain Library, has suffered a breach. Books are writing themselves backwards, un-writing history as they go. The goddess herself has sent a desperate plea to the Hydra Assembly, and Sibylla Voluptis Sol has traced the disturbance to a demiplane on the edge of the Confluence — a library that never should have existed.
Twist: The library is the tomb of Hermaeus Mora, the old god of knowledge, who did not truly die — he retreated into a pocket of frozen time, and now his dying dreams are rewriting reality. The party must navigate a maze of impossible architecture where every book contains a life that never happened, and the librarian is a shade of Hermaeus Mora who offers them the power to rewrite their own past in exchange for freeing him.
Rewards: A single book that can change one historical event (GM's discretion, one use), the personal gratitude of Cognis, and the knowledge that somewhere, a version of themselves lived a completely different life.
Platinum — The Last Dragon's Egg
Hook: Stellaris, the dragon king, has discovered that his father Stellarion did not truly die — a fragment of his soul was preserved inside a single egg, hidden on the Mystical Hemisphere before Dracula's attack. The egg is about to hatch. Dracula knows. The race to the Mystical Hemisphere is on, and the party has been hired by one side — or caught in the middle.
Twist: The egg is a trap. Stellarion's soul is corrupted beyond saving, and what will hatch is not a dragon but a Dracomaton — the first successful creation of the Metal Archfey, planted millennia ago as a sleeper agent. The party must decide whether to destroy the egg before it hatches (earning Stellaris's undying hatred) or let it hatch and face the consequences (potentially dooming the dragon kingdom).
Rewards: A dragon-scale armour of either Stellaris's or Dracula's design, the allegiance of one dragon faction, and the permanent enmity of the other.
Mythril — The Key to the Cage
Hook: The Skion Clan has done it. They have all the components for the ritual to free Belial. The only thing they lack is the Cage of Eternal Night — Halass's fifth relic, currently in the vault of the Queen of Shards. The party is summoned by the Nine Pillars for an impossible mission: take the Cage into the Abyss, use it to reinforce Belial's prison before the ritual can be completed, and survive a journey into the heart of chaos itself.
Twist: Belial is not in the cage. He has already escaped — into the Cage itself, during its last use. The relic has been carrying him from vault to vault for centuries, whispering to its owners. The ritual will not free him; it will transfer his consciousness into the wielder of the Cage. The final boss of the campaign is not Belial — it is whichever party member holds the Cage when the ritual completes.
Rewards: If successful, a Mythril coin, the eternal gratitude of every living creature, and a seat at the table of the Nine Pillars. If they fail, the GM gets a new campaign villain with the face of a former friend.
Dungeon Delving
What Is a Dungeon?
In Fheros, a dungeon is not a cave. It is a demiplane — a pocket of reality folded into a space far larger than its entrance suggests. But their true origin is older and stranger than mere arcane accident.
Dungeons are the tears of Everblue. The moon goddess — the bright face of Tsukimichi — sheds them across the surface of Fheros like drops of divine sorrow. Where a tear falls, reality warps. A demiplane unfolds, larger within than without. At its heart, a Dungeon Core forms: a crystalline nexus of mana, semi-sentient, pulsing with the goddess's hidden grief.
Everblue is the goddess of the moon, of secrets, and of hidden things. She is also the greatest secret herself. The moon goddess Tsukimichi is two beings in one body. The bright face — serene, silver, worshipped by dragons on the far side of the world — is Everblue. The dark face — bitter, raging, sealed inside the lunar sphere — is Serma, the ancient betrayer goddess of Sun and Moon. Mellia believes Everblue is a new goddess who rose to replace the traitor. She is wrong. Everblue hides Serma within herself, and every dungeon on Fheros is a tear shed by a goddess who cannot show her true face.
Everblue does not control dungeons. She weeps them. Mortals can become dungeon masters by claiming a core, and the goddess does not interfere. Her role is that of a distant, sorrowful mother — she creates secrets, and she blesses those who hide things, but she does not manage what grows from her tears.
How a Dungeon Works
The Core: At the heart of every dungeon lies its Dungeon Core — a crystalline nexus of mana that anchors the demiplane to reality. The core is the dungeon's brain, its heart, and its womb all at once. It extrudes chambers, corridors, traps, and treasures according to its Rank, growing in size and complexity as time passes or as challengers delve deeper.
Emulation, Not Creation: The monsters within a dungeon are not truly alive. They are emulations — projections drawn from the dungeon's memory, perfect copies of creatures that exist or once existed outside the dungeon. When slain, they dissolve into shimmering magic and leave their loot neatly arranged on the floor. No butchering is required; the dungeon rewards its challengers by design. This is the fundamental difference between a dungeon monster and a wild monster: one is a projection that drops loot automatically, the other is a real creature that must be carved apart for its valuable parts.
Dungeon Masters: Every dungeon core can bond with a mortal — intentionally or accidentally — creating a Dungeon Master. The Master gains total awareness and control over the dungeon's layout, its creatures, and its traps. More often than not, the Dungeon Master serves as the final boss of the dungeon. Claiming a core requires defeating or supplanting its current Master, or bonding with an unclaimed core before it develops its own rudimentary will.
Dungeon vs. Civilization Core
A Civilization Core is the opposite of a Dungeon Core. Where a dungeon generates chaos, monsters, and treasure to lure adventurers, a civilization core generates order, protection, and the infrastructure that sustains a city — roads, wards, weather control, and communal magic.
From Dungeon to Civilization. When a dungeon is cleared — its master defeated, its core claimed or shattered — the crystal goes dark. This dead core is inert, but not useless. Mortals have learned to take these dead dungeon cores and refine them through arcane rituals and pact-magic into Civilization Cores. Where the old core extruded monsters and traps, the new core radiates life: it repels mindless creatures, purifies water and soil, and — most critically — causes every living being born within its reach to be born with a Source. This is the fundamental difference between a camp and a nation. A camp is a place where people survive. A city with a core is a place where people are born as true Persons, with souls that will one day journey to Zaheer's Afterlife and return.
Civilization cores require no fuel, no priesthood, and no maintenance. Their power is sustained by the simple cycle of life: the birth and death of the citizens who dwell within their aura. A core grows in strength as the population grows; Xevis, the elven capital, possesses a mythril-level core that has pulsed for two and a half thousand years. An abandoned core, left without mortal life, slowly reverts over decades into a dungeon core. A destroyed core plunges the land into hardship — crops wither, monsters return, and children are born without Sources — but the land does not die. It simply becomes wild again.
Mekhis, the god of artifice, sometimes assists in the rituals that refine dead cores, but his involvement is practical, not divine. Civilization cores are ultimately a mortal achievement, built from divine sorrow, blessed by a goddess who hides her own darkness behind a silver smile.
The presence or absence of a core defines whether a settlement is merely a camp or a true nation. Adventurers are often employed to clear dungeon cores so that civilization cores can be safely established nearby. This is one of the primary functions of the Adventurer's Guild.
Dungeon Structure by Rank
| Rank | MAX Levels | Example Theme |
|---|---|---|
| Paper | 2–3 | Abandoned cellar, spider nest, cave |
| Copper | 3–5 | Guarded outpost, cultists abandoned temple |
| Iron | 5–7 | Dwarven deep-road, golem guardians |
| Steel | 7–9 | Haunted manor, shadow-dog kennels |
| Silver | 9–12 | Sunken temple, electric demon lair |
| Electrum | 12–15 | Flying city fragment, automaton army |
| Gold | 15–18 | Dragonvault, kobold king's domain |
| Platinum | 18–22 | Palace of the undead, lich's well of power |
| Mythril | 22+ | World-tree heart, Halass's Folding Halls |
Each Level of a Dungeon Contains:
- Entrance / Threshold: a clear signal that you've crossed into the dungeon's domain. The air changes. The walls are alive. The door locks behind you.
- Guardian: the first combat test of the level. Usually a creature or group slightly below the level's average difficulty, to teach the party what to expect.
- Museum / Puzzle Room: a space that rewards exploration and intellect over combat. Lore carvings, hidden levers, environmental storytelling. Failure here costs resources or triggers a trap; it does not usually kill.
- Stagger Levels / Multiple Floors: a single "level" of a dungeon may span several floors connected by stairs, shafts, or teleporters. Each floor has its own identity but shares the same core thematic challenges.
- Social Encounter: not every resident is hostile. A trapped adventurer, a bored demon, a talking door — something that can be reasoned with, bribed, or tricked.
- Treasure Vault: a mid-level reward. Contains currency, consumables, and sometimes a permanent magic item.
- Boss Room: the climax of the level. The boss has Epic Actions and often Lair Actions. Defeating it (or sometimes convincing it) grants access to the next level.
- Core Shard (optional): a fragment of the dungeon's power source. Destroying or claiming it may alter the dungeon permanently. Destroying the core destroys the dungeon.
Dungeon Loot
Unlike surface monsters, dungeon creatures drop loot automatically — neatly arranged coins, scrolls, and items that appear in a puff of magic upon their defeat. This is the dungeon's reward system. Bosses drop signature magic items and 1d4 body parts that can be used for crafting (even though the creature itself was an emulation, the dungeon replicates physical components that remain real after death). The final core vault contains the dungeon's true treasure: 3–6 permanent magic items, 9–12 consumables, and a hoard of coins and gems appropriate to the Rank.
Encounter Building
- Small encounter: 1–2 creatures of the party's Rank, or a larger number of lower-Rank creatures.
- Medium encounter: equal number to the party, same Rank.
- Hard encounter: 1 creature 1–2 Ranks above the party, or multiple same-Rank with tactical advantage.
- Boss encounter: 1 creature 2+ Ranks above, with Epic Actions and Lair Actions. Adjust HP upward by 20–50% for solo bosses.
Traps and Hazards
Simple Trap Table (d6)
| d6 | Trap | Effect (Reaction Check) |
|---|---|---|
| 1 | Pitfall | DOD DC 14 or fall 2 sq (2d6 bludgeoning) |
| 2 | Poison dart | DOD DC 14 or take 2d8 Poison and be Poisoned (short) |
| 3 | Collapsing ceiling | DOD DC 16 or 4d6 bludgeoning, area becomes difficult terrain |
| 4 | Rune of Elemental Burst | DOD DC 15 or 3d6 Fire/Water/Earth/Air (GM choice) |
| 5 | Sleep gas | CON DC 16 or Unconscious (short) 1 minute |
| 6 | Teleportation sigil | IMP DC 16 or teleported to another room (GM's choice) |
Scaling Traps
Increase the DC by 2 and the damage by +2d6 per Rank above Paper. A pitfall at Steel Rank might be DOD DC 20 for 6d6 bludgeoning. Traps should feel dangerous at every level — never trivial.
Reward Distribution
- Per session: enough currency to move the party one small step toward their next major purchase. At Copper Rank, a handful of Iron coins; at Gold, a few Electrum.
- Per dungeon: 3–6 permanent magic items, 9–12 consumables, and a meaningful treasure hoard (coins, gems, art).
- Per boss: few signature magic items and 1d4 body parts usable for crafting, plus boss vault. Scale all these to rank of course.
Magic Item Distribution
Power Scaling by Rank
| Rank | Typical Item Rarity Found |
|---|---|
| Paper | Common, occasionally Uncommon |
| Copper | Uncommon, rarely Rare |
| Iron | Rare, occasionally Very Rare |
| Steel | Very Rare, rarely Legendary |
| Silver | Legendary (low tier) (dormant) |
| Electrum | Legendary (mid tier) (awakened) |
| Gold | Legendary (high tier) (Exalted) |
| Platinum | Artifact / Relic (unique) |
| Mythril | Artifact / Relic (unique + most likely sentient) |
Attunement Economy
A character can attune to a maximum number of items equal to 5 (+2 if arcanium mastery). This prevents high-level characters from stacking every legendary item they find. Encourage players to make choices: the cloak of shadows or the amulet of fire resistance? The ring of scrying or the ring of soul anchoring? Choices create memorable characters.
Some Sample Items to Run in Dungeons
Items, monsters and Dungeons will be found in their own manuals.
Potions
Potion of Healing (Paper): 2d4+2 HP. 10 Copper.
Potion of Greater Healing (Copper): 4d4+4 HP. 30 Copper.
Potion of Speed (Iron): double speed, +2 Def, advantage on Dodge checks, 6 rounds. 200 Copper.
Potion of Flying (Electrum): fly speed 6 sq, 1 hour. 1 Iron.
Scrolls
Scroll of Paper (Rank 1): any Paper-Rank effect. 20 Copper.
Scroll of Iron (Rank 3): any Iron-Rank effect. 120 Copper.
Scroll of Gold (Rank 7): any Gold-Rank effect. 2 Iron.
Magic Items
Common — Ever-Smiling Mug (Paper): Always fills with warm ale on command; flavour changes daily. 5 Copper.
Uncommon — Ring of Firestarting (Copper): Bonus action to ignite a flammable object within 1 sq. 36 Copper.
Rare — Lavastrider Boots (Iron): Walk on lava and hot surfaces without damage. Advantage on Dodge checks vs being pushed or knocked prone. (Attunement).
Legendary — Halassian Scepter of Voidcasting (Platinum): +2 to spell attack rolls. 5 charges: Void Blast deals 2d10 Power (Mana force) at 12 sq. Regains 1d4+1 charges at dawn. (Attunement).
Relic — Starfire Voidstaff (Mythril): A blackened-wood staff that transforms into a bow. Fires arrows of celestial flame (5d10 Power Aether +10 force) or crushes foes with void tendrils (6d8 Power Fell, restrained). Teleport 6 sq via shadows. (Attunement).
Random Encounter Tables
Roll 2d6 when the party travels through dangerous territory, spends too long in a hostile area, or whenever the pace needs a jolt.
Wilderness Encounters (Forest, Mountain, Plains, Swamp)
| 2d6 | Encounter |
|---|---|
| 2 | A wounded Razorbeak (Silver Beast, injured, may be friendly if healed). |
| 3 | A patch of Demonic Foliage (Silver Plant) has overgrown the trail; anyone passing must make a CON DC 22 check or be Poisoned. |
| 4 | A travelling merchant with 2 guards offers rare potions at double price — she's lost and desperate. |
| 5 | 1d4+1 Shadow Dogs (Copper Demon) hunting in a pack; they flee if the alpha is killed. |
| 6 | An old stone shrine to Mellia, overgrown. Leaving an offering restores 4d4+4 HP to the whole party. |
| 7 | 2d6 Goblins (Paper Goblinkind) ambush from the trees; they demand a toll of "shiny things." |
| 8 | A lone Firbolg (Copper Giantkind) offers cryptic directions to a hidden dungeon entrance. |
| 9 | A sudden thunderstorm (Air hazard); all Perception checks are at disadvantage, and fires are extinguished. |
| 10 | 1 Dire Wolf (Copper Beast) stalks the party; it attacks the smallest member if they become separated. |
| 11 | A Skion Clan cultist (Paper Humankind) is planting a corrupted seed; if confronted, she teleports away in a burst of black smoke. |
| 12 | A petrified Ancient Dwarf (Primordial) holding a treasure map etched in stone; the map leads to a minor dungeon (GM's choice). |
Urban Encounters (City Streets, Markets, Docks, Taverns)
| 2d6 | Encounter |
|---|---|
| 2 | A pickpocket (Paper Humankind) lifts a coin purse; chase through crowded streets (DEX vs DEX). |
| 3 | A member of the Amethyst Spirit (Copper Humankind) is recruiting for a secret mission; they test the party's trustworthiness. |
| 4 | 2d4 Halassian Cultists (Paper Humankind) are preaching in the square; they recognise any party member with visible magic. |
| 5 | A street performer (Creativity check DC 15) draws a crowd; players can compete for coin (1d4 Iron). |
| 6 | A watch patrol (Copper Humankind, 4 guards) questions the party about recent burglaries; they're looking for a scapegoat. |
| 7 | A food vendor offers a free sample; it's laced with a mild poison (CON DC 13 or Intoxicated for 1 hour). Who wants to try the "Gevantes Red"? |
| 8 | A noble's carriage is stuck; helping earns a favour from a minor house (useful later). |
| 9 | An apprentice Craven (Copper Oviparous) has escaped the Land of Halass and is hiding behind barrels, terrified. |
| 10 | A black-market dealer offers a single rare gem (GM's choice) in exchange for "a vial of your blood." |
| 11 | A note is slipped into a player's pocket: "They know what you did. Meet at the Plank at midnight." (It's a case of mistaken identity.) |
| 12 | A disguised Tiefling (Copper Demonkind) is being harassed by Holy Knight recruits; intervening gains a powerful ally or a dangerous enemy. |
Dungeon Encounters (Corridors, Vaults, Ancient Ruins)
| 2d6 | Encounter |
|---|---|
| 2 | A Rusted Custodian of Babel (Electrum Construct) awakens; it's damaged and confused, not immediately hostile. |
| 3 | A magically trapped door (DC 18 to disarm) releases a burst of Elemental energy (3d6 Fire/Water/Air/Earth). |
| 4 | A spectral apparition (ghost of a dead adventurer) offers a riddle; the answer opens a secret vault. |
| 5 | 1d4+2 Giant Cave Spiders (Iron Bugfolk) descend from the ceiling; they target the smallest party member. |
| 6 | A collapsed corridor; clearing it takes 1 hour and a successful STR check. On a failure, a second collapse deals 4d6 bludgeoning. |
| 7 | A treasure chest sits alone in a room. It's a Mimic (Copper Plant/Construct hybrid) — bite attack, ambush. |
| 8 | A wandering Puppet Demon (Iron Demon) is searching for its master; it can be reasoned with. |
| 9 | A fountain of glowing liquid; drinking it restores 2d8 Arcanium but also causes vivid hallucinations for 1 minute. |
| 10 | A rune of Sleep Gas (Steel trap); all creatures in 3 squares must make CON DC 18 or fall Unconscious for 1 minute. |
| 11 | A friendly Gelatinous Cube (Copper Slime) is blocking a doorway; it just wants to be fed a ration. |
| 12 | A Core Shard lies exposed; destroying it alters the dungeon's layout, revealing a hidden boss room or a swift exit. |
Environmental Hazards
These hazards can be used in any environment to add danger without combat. They scale with Rank: increase DC by 2 and damage by 2d6 per Rank above Paper. Roll 1d12 to determine which hazard the party encounters.
Chapter 8: The World at a Glance
More details can be found in the lore bible and in the records of revashir lore wiki.
Continents (Mortal Hemisphere)
Graham (East): Five nations — Newmountside (humans), Illumis (elves), Dur'Vanias (dwarves), Kody's Holy Land (reptilian folk), Sanctuary of Zaheer (undead).
Arvenos (Center): Elemental war zone — Land of Amon (fire), Land of Cocytus (ice), Sanctuary of Mellia (biome sanctuary).
Magic City (West): Post-apocalyptic magical wasteland; shattered kingdoms, surreal biomes.
Oravian Lands (South): Desert; birdfolk scavengers, Brahash's sanctuary on the west coast.
Oceans
Meridian Ocean (East): Trade routes; Sea of Death to the north, Sundered Sea to the far east.
Brahashii Ocean (West): Pirate waters; Graviathan's Heart (sea monsters), Frigid Sea to the north.
The Pantheon
Mellia: Allmother — nature, life/death, order. Fey Plane.
Mekhis: Allmaker — dwarven god of artifice and technology. Ingenuity Plane.
Zaheer: God-Prince of death, ravens, undeath. The After.
Kody: God-Prince of the sun, birth, healing. Heroic Plane.
Brahash: God-Prince of luck, storms, destiny. Everflow Tempest.
Everblue/Tsukimichi: Moon goddess (half of Serma).
Piotr: War god; title held by human emperors.
Cognis: Knowledge, stars, arts. Plain Library.
Bagit Sol: Trickery, enchanting, fun. His own demiplane store.
The Nine Pillars
Queen of Shards: Archfey avatar of Mellia; rules Illumis and the Feyrealm.
Dracula: First vampire, King of Volturis, Horseman of Zaheer.
Plank Roa: Goliath pirate king; champion of Brahash.
Veletor Yuul Mekhis: Dwarf king, mecha-maker, husband of the Ardent Phoenix.
Nivaflow: Mellia's first creation; tends all world-trees.
Stellaris: Dragon king; seeks vengeance against Dracula for his father's death.
Orion Sol: Retired crime lord; head of Illusion at the Hydra Assembly.
Varius Macabre: Dragon Vampire principal of the Hydra Academy.
Metal Archfey: Rogue Eol-Droid pair; wants to turn all dragons into Dracomatons.
Major Factions
Hydra Assembly: Nine mages who run the magic academy in Illumis; ignore the Queen of Shards when convenient.
The Skion Clan: Corrupted fey cult trying to free the old god Belial.
The Holy Knights of Piotr: Human-supremacist paladins; oppressive enforcers of Newmountside.
Vadislav and De Vincha Clans: Monster-hunting dynasties who consider all non-humans "monsters."
Priests of the Amethyst Spirit: Led by Sibylla Voluptis Sol; secret service of the Queen of Shards.
Villain Motivations at a Glance
Halass the Empty: Wants to steal Kaitlyn Booman's body, reclaim his power, and destroy the gods.
The Lich: Wants to annihilate all worlds out of existential spite.
The Skion Clan: Wants to free Belial and restore the old order of death.
Galen Towenaar Moordenaar: Wants to kill other mages and steal their power.
The Holy Knights: Wants to exterminate all "Monsters" — i.e., everyone not human. Just like the Vadislav.
Faction Politics (Optional Layer)
For GMs who enjoy intrigue, Fheros's factions can be used to create shifting alliances, betrayals, and morally grey choices. Consider the following baseline relationships:
- Queen of Shards / Hydra Assembly: Tense coexistence; the Assembly ignores her authority, but both protect Illumis.
- Dracula / Queen of Shards: Cold respect. Neither wants war with the other.
- Plank Roa / Dracula: Roa avoids Dracula's waters; Dracula tolerates the pirates as long as they don't touch undead ships.
- Veletor / Nivaflow: Mutual reverence; the dwarves depend on world-tree wood, and the Nivaflow respects dwarven craftsmanship.
- Stellaris / Dracula: Open hatred. Stellaris will never forgive the desecration of his father's remains.
- The Holy Knights / Vadislav Clan: Allied ideologically; the Knights provide religious backing for the clan's monster hunts.
- The Skion Clan / Everyone: Hostile to all. They seek Belial's return and consider everyone else a tool or an obstacle.
These relationships are not static. Player actions can shift them — a diplomatic mission might ease tensions between Illumis and Dur'Vanias; a stolen artefact could trigger war between Newmountside and the Sanctuary of Zaheer. Use the faction web to generate consequences for your party's choices.
Chapter 9: Adapting the Full Bestiary and Item Hoard
The complete bestiary and item hoard are separate volumes. To use them efficiently at the table:
- Bestiary: browse by umbrella to find thematic creatures for your dungeon. A fire-themed dungeon? Use Elementals and Demons. A haunted forest? Use Fey and Plant creatures. A vampire court? Use Vampires and Demonkind.
- Item Hoard: the relics and legendary items are plot devices first, treasures second. The Oblivious Anvil should be the focus of an entire campaign arc, not a random drop. Use common and rare items as dungeon rewards; reserve the relics for world-changing moments.
Scaling
If you need a creature at a different Rank than the printed version, adjust its HP by plus or minus 20 per Rank, its Proficiency by plus or minus 1 per Rank, and its damage dice by plus or minus 1 die per two Ranks. A Rank 3 Imp becomes a Rank 5 Imp with +40 HP, +2 Proficiency, and +1d6 on its Sting.