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Ponderous

Maduin White
Hot-blooded, cool tempered youth of Gyr Abania


Professional bodyguard & confidante

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A young highlander, with less than twenty summers under his belt, yet with wisdom rivaling the ancients, and a youthful joy that is slowly tempering off into a more subdued demeanor.He would tell you he was born out 'In The Fringes', yet the statement sounds odd. A very guarded man, most who seek to know his past are often met with contradiction and confusion.Yet he never lies.
Or so he claims.

Born Third in his family (out of seven), Maduin White was a very precociously physical child. Be it racing his sisters, or the chocobos over at a ranch in the family, it was very, very clear that he was bound for some kind of greatness.A clear example of storied highlander ancestry, coupled with political prospects and a family gil account in the billions.However, growing up in a world that was aether-deprived left him (and most of his family) with aethersensitivity - manifesting in degenerative conditions.Overuse of aetheryte teleportation compounded with the sensitivity means Maduin is what you might call a "traditional adventurer".

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**[ [ D A T A C O R R U P T E D ] ]**

**[ [Data Recovery Possible] ]**

**[ [Per omnia saecula saeculorum sperantibus] ]**

Maduin White, Hyur Highlander
Level 20
Chaotic Good

Monk - Way Of Rhalgr

Happy
  • Passive Perception 14

  • Passive Investigation 10

  • Passive Insight 20

  • Martial Arts Die 1d10

  • Hit Die 1d8+1 20 total

Hit PointsKiArmor ClassProficiencySpeedSizeinitiative
1232017+660 ftMedium+4
STRENGTHDEXTERITYCONSTIUTION
202013
+5 Modifier+5 Modifier+1 Modifier
+11 Saving throw+11 Saving throw+7 saving throw
INTELLIGENCEWISDOMCHARISMA
101912
No Modifier+4 modifier+1 modifier
+6 saving throw+10 saving throw+7 saving throw

Actions In Combat
Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object

Actions


  • Unarmed Strike

You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier.
5ft Range, To Hit +10, 1d10+4 (bludgeoning)

  • Anatman (Empty Body)

You can spend 4 ki points to become invisible and gain resistance to all damage but force damage for 1 minute as an action. You can spend 8 ki points to cast the astral projection spell (for yourself only), without needing material components.

  • Touch Of Slaughter (Quivering Palm)

When you hit with an unarmed strike, you can spend 3 ki points to start harmless vibrations in the target, which last for 20 days. As an action you can end the vibrations and the creature must make a CON saving throw (DC 17). If it fails, it is reduced to 0 HP. If it succeeds, it takes 10d10 damage.

  • Stillness Of Mind

You can use an action to end one effect on yourself that is causing you to be charmed or frightened.

  • Second Wind (Wholeness Of Body)

Once per long rest as an action, you can regain 60 HP.

  • Grappling Pin

You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

  • Final Heaven

You take a turn to charge before lunging through the enemy traveling 15ft beyond before an explosion of Radiant Energy dealing damage to enemies within 10 feet of the target. While depleting 1-20 Ki points, for each Ki point expended the target receives 2d12 Radiant Damage, target makes a Dexterity Saving Throw and takes half damage on success.


Bonus Actions


  • Flurry Of Blows

After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
5ft Range, To Hit +10, 1d10+4 (bludgeoning)

  • Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

  • Step Of The Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.


Reactions


  • Opportunity Attack

You can make an opportunity attack when a hostile creature that you can see moves out of your reach.

  • Deflect Missiles

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +24. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.

  • Deflect Missiles Attack

If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).

  • Slow Fall

You can use your reaction when you fall to reduce any falling damage you take by 100.


Other Actions


  • Ki Points (Special)

You can spend Ki Points to fuel ki features. You have 20 points per short rest and your Ki save DC is 17.

  • Open Hand Technique (Special)

Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following effects on that target: fall prone if it fails a DEX saving throw (DC 17), get pushed up to 15 ft. if it fails a STR saving throw (DC 17), or it can't take reaction until the end of your next turn.

  • Perfect Self (Special)

When you roll for initiative and have no ki points remaining, you regain 4 ki points.

  • Stunning Strike (Special)

When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 17).

  • Tranquility (Special)

At the end of a long rest, you gain the effect of a sanctuary spell (DC 17) that lasts until the start of your next long rest (unless it ends as normal).

  • Greased Lightning

Beginning at 3rd level, you are able to launch attacks at an incredible rate. If you use flurry of blows and successfully attack your target with both of the unarmed attacks, you may make an attack roll for one more unarmed attack with double the proficiency bonus.

  • Embodied Element

Beginning at the 6th level, after completing a short or long rest you may select an element which to meditate on and gain the following benefits.

Fists Of Fire

You may change the damage type of your unarmed strikes to Fire. Your unarmed strikes deal additional damage equal to your Wisdom ability modifier as bonus damage. As an action, you may expend a number of Ki points up to the number of creatures in a 15ft. cone in front of you. You make an unarmed strike against a number of creatures equal to the Ki points used.

Body Of Earth

Damage from bludgeoning, piercing and slashing damage from non-magical means is reduced by your Wisdom modifier. As a reaction you may expend 1 Ki point to transfer half the damage a creature within 5ft. of you to yourself. Your resistance applies to this damage.

Legs Of Wind

You may change the damage type of your unarmed strikes to Thunder. Your movement speed is increased by 10ft. As an action, you may spend 2 Ki points to cast the Jump, Longstrider or spend 4 ki points to cast the Levitate spell on yourself.

  • Forbidden Chakra

Beginning at the 11th level, as an action, you are able to release dangerous amounts of Ki through your chakras. This release of Ki takes different forms depending on your current Embodied Element. While Fists of Fire is active you may use Howling Fist, while Body of Earth is active you may use Elixir Field, and while Legs of Wind is active you may use Tornado Kick. You spend 2 Ki points and may spend up to 3 additional Ki points to use Forbidden Chakra. For each extra Ki point spend, add an extra damage die to the effect.

Howling Fist

You release an incredible amount of Ki through your fist, causing a stream of Ki to burst from the ground before you. All creatures in a 40ft. line make a Dexterity saving throw against your Ki save DC, taking 3d8 force damage on a failure and half as much on a success.

Elixir Field

You unleash a forceful shower of aether from your body. All creatures in a 10ft. sphere around you make a Constitution saving throw against your Ki save DC, taking 3d6 force damage on a failure and half as much on a success.

Tornado Kick

You leap into the air and unleash a rain of powerful kicks on a single target creature. Make an unarmed strike against the target dealing 3d10 bludgeoning damage. If you hit, you may use your Flurry of Blows feature and both attacks have advantage.

  • Perfect Balance

Beginning at the 17th level, as a bonus action you enter a state of perfect balance for 1 minute. When you make an attack roll, after the die result is shown but not before the attack has been confirmed, you may expend a number of Ki points up to your Wisdom modifier, adding that number to your attack and damage roll. You may switch your selected element from your Embodied Elements feature as a bonus action. You must then finish a long rest to use Perfect Balance again.


Spells


  • Thunderclap

At 3rd level, you have mastered the legendary speed needed to perform a lightning fast dash towards a friendly ally or enemy. After a long rest, you build up enough stored energy to perform Thunderclap, you may spend 2 ki points, you can immediately move next to a target of your choosing (provided they are on the same elevation as you or lower and you have line of sight on them).
You may store up to two charges of Thunderclap (per long rest), up to 18th level. At 18th level, Thunderclap has three charges (regained per short rest) and costs only 1 ki point to use.

  • Mantra (Hands of Healing)

At 4th level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

  • Brotherhood

At 10th level, you understand the power that comes when rallied and united. As an action, you can spend 1 ki point per party member within 15 ft. of yourself to empower yourself those around you for the next 3 turns.For every attack a party member makes under the effect of Brotherhood, make an additional d10 roll and add to the total damage. If the attack is a critical, you regain 1 ki point.
Once Brotherhood ends, you cannot be affected by it until your next short rest.

  • Anatman (Astral Projection)

*9th Level Necromancy
Cast At Will
Casting Time: 1 hour
Range/Area: 10ft.
Components: V, S, M
(for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
Duration: Special

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut--something that can happen only when an effect specifically states that it does--your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.


Inventory


  • Clothes, Common

  • Adventurer's Backpack

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. (Can be glamoured over.)You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Weight: 10lb.
Capacity: 60lb.
Cost: 5 gp

Currently holding:
Bedroll, Mess Kit, Rope (Hempen, 50ft), Tinderbox, Waterskin, various dried herbs, wooden pipe, 5 lbs. of trail mix (containing dried berries, nuts, jerky, crumbled sweetbreads), a shard of white auracite, coupled together with a soul crystal (bound by a leather strap into a necklace), a map of the known world, inkwell and pen, notebook, a worn looking Allagan Platinum piece.


Monk Features


  • Hit Points

Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

  • Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Musician's multi-instrument
Saving Throws: Strength, Dexterity
Skills: Acrobatics, Insight, Cook's Utensils

  • Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

  • Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

  • Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

  • Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Ki Points: (No Action)
Uses: 20/Short Rest
Flurry of Blows: 1 Bonus Action
Patient Defense: 1 Bonus Action
Step of the Wind: 1 Bonus Action
Thunderclap: 1 Action
Mantra: 1 Bonus Action
Brotherhood: 1 Action
Anatman: 1 Action
Final Heaven: 1 Action

  • Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Unarmored Movement

Your speed increases by 30 feet while you are not wearing armor or wielding a shield.

  • Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

  • Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

  • Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

  • Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

  • Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

  • Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition: The Way of Rhalgr, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.(Note: This homebrew has been further expanded on, taking from other sources to form a more complete representation of Monk in FFXIV)

  • Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
+1 Wisdom, +1 Strength


Racial Traits


  • Ability Score Increase

The Hyur have a variety of natural abilities tied to their heritage of being a diverse peoples. An ability score of your choice
increases by 1.

+1 Strength

  • Ability Score Increase

The warlike Highlanders see battle as the reason for life. They are no strangers to violence living in the mountains, over time making great conquests against various groups of people. Life in these tough conditions has hardened the Highlanders as a people, leading to naturally powerful builds
+2 Strength

  • Naturally Honed Body

You gain proficiency in the Athletics skill.


Background


  • The Path Of The Wanderer

You were born far from now in an unknown future. But why are you here? And how do you intend to make your way?

Feature: Nobody
No one knows who you are, there are no records anywhere of you ever having existed. You also know certain things that have happened already in your time, that may not have happened yet in your current time. These traits might lead to people attempting to investigate you, but also will make it easier to fake your identity.


Characteristics


Chaotic Good
Male (20 years)
Hyur Highlander
5'11
167 .lbs
Black Hair
Brown Eyes
Bronze skin tone
Medium Size


Personality Traits


I have no idea how I got here.I judge people by their actions, not their words.If someone is in trouble, I’m always ready to lend help.I’m confident in my own abilities and do what I can to instill confidence in others.


Ideals


Respect. People deserve to be treated with dignity and respect **
(Good)**
Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)Destiny. Nothing and no one can steer me away from my higher calling.
(Any)
Home. I have to get home, I can't stay here.
(Any)
Heroism. I have to stop a tragedy before it happens.
(Good)


Bonds


I have a family, but I have no way to return to them. I hold onto hope that I may one day see them again.I am completely and utterly alone.My hero is still alive. I have to find him and warn him.As long as I have this token of my home time I will be okay. (Allagan Platinum Piece)I protect those who cannot protect themselves.


Flaws


I know absolutely nothing of how I got here.I stand out like a sore thumb everywhere I go.The people who knew me when I first arrived here know a shameful secret about me, one which I am reluctant to reveal to anyone.I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.


Skills


SkillProficient?ModifierBonus
AcrobaticsYesDexterity+11
Animal HandlingYesWisdom+10
ArcanaNoIntelligence0
AthleticsYesStrength+11
DeceptionNoCharisma+1
HistoryNoIntelligence0
InsightYesWisdom+10
IntimidationNoCharisma+1
InvestigationNoIntelligence0
MedicineNoIntelligence+4
NatureNoIntelligence0
PerceptionNoWisdom+4
PerformanceYesCharisma+7
PersuasionNoCharisma+1
ReligionNoIntelligence0
Sleight Of HandNoDexterity+5
StealthNoDexterity+5
SurvivalYesWisdom+4

Acrobatics


Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Demonstration at the Pugilist's guild


Animal Handling


When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

Cestcakweh and Maduin doing some awareness training


Arcana


Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

Failure to grasp a concept


Athletics


Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

  • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.

  • You try to jump an unusually long distance or pull off a stunt midjump.

  • You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.

The start of a training session


Deception


Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Quickly changing gear


History


Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

The world lies shrouded in darkness.
The winds die...
The seas rage...
The earth decays...
But the people believe in a prophecy, patiently waiting for its fulfillment.
'When darkness veils the world, four Warriors of Light shall come.'
After a long journey four young warriors did at last appear...
...and in the hand each was holding a crystal.


Insight


Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

Attempting to glean insight into Miss Tataru's words


Intimidation


When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

Scolded for playing cards instead of working


Investigation


When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

"Look! Someone's already here!"


Medicine


A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

"Don't just stand there gawping! Hold her down while I work!"


Nature


Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

*Taking the path less trodden *


Perception


Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

Land amongst the fog


Performance


Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Simple tune


Persuasion


When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

Negotiating a barrel of apples


Religion


Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

"Welcome to the Church of Saint Adama Landama."


Sleight Of Hand


Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.

Planting a smoke bomb on an unwitting patrol member


Stealth


Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

"...I've waited days, just a little longer..."


Survival


The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that certain wildlife lives nearby, predict the weather, or avoid quicksand and other natural hazards.

The type of cold to seek into your very soul


Before The Fall



Reborn Anew



Dragonsong War



Storm Of Blood



Shadows Of The End