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Angels of Tartarusdrgfdgrgdrdrgdrfgrdfgf

Angels of Tartarus is a codex exploring the world of Nephilim, dark angels born from a celestial's rebellion against divine order. The document outlines legal considerations for using its content, compatibility with existing gaming systems, and the lore surrounding the creation of Nephilim through the Soul Recombinator. It also details the political landscape of Tartarus, the Frozen Fortress, and the ongoing struggles for power among its inhabitants.
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0% found this document useful (0 votes)
353 views30 pages

Angels of Tartarusdrgfdgrgdrdrgdrfgrdfgf

Angels of Tartarus is a codex exploring the world of Nephilim, dark angels born from a celestial's rebellion against divine order. The document outlines legal considerations for using its content, compatibility with existing gaming systems, and the lore surrounding the creation of Nephilim through the Soul Recombinator. It also details the political landscape of Tartarus, the Frozen Fortress, and the ongoing struggles for power among its inhabitants.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

ANGELS OF TARTARUS

A Codex of Strings Production

Discover the world of the ruthless Nephilim, the dark


angels of the Frozen Fortress!
Legal Mumbo-Jumbo
Read the following considerations if you are interested
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As a paying customer, you may use our expanded


ruleset, our features, our spells, our monster –all our
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not owned by us or anyone else. We are not A lone Nephilim Acolyte prepares himself for the Trial of Triumph.
endorsed by any of the companies developing these If he succeeds, he will take his place among the Nephilim Warriors
technologies. Likewise, we do not claim ownership of the Obsidian Legion. If he fails… his soul will be destroyed by the
of the artwork, which may be used, commercially or Soul Recombinator, and his essence will fuel the Trials of other
Initiates to come…
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Legal Considerations
2
Contents
An Introduction 5
On Gyreon’s Authority 5
Descent into Tartarus 5
The Ploys of the Xildur 6
The Frozen Fortress 7
Half-Nephilim 8
Half-Nephilim Subraces 10

The Tower 12
Denizens of Babel 13
Wretch 15
Nephilim Acolyte 16
To Become a Warrior 17
Nephilim Warrior 18
Nephilim Sergeant 19
The Higher Levels 20
Wretched Jailor 22
Nephilim Lieutenant 23
Spoils of War 25
Blade of Infinite Blossoms 26
Axe of the Jade Sentinel 27
Box of Sins 28
The Lost Thread 29

Ariadne’s SRD
This document uses content from our SRD! You can get the
latest version of Ariadne’s SRD on our Patreon, by becoming
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a creature, item, spell, or feature is marked with a , that is
a visual indicator of content belonging to the Ariadne’s SRD.

3
– A S E C O N D C H A N C E –
Wake, mortal.

You have perished. The Court has assigned your fate to me. Your actions in life were cruel, self-interested. Your
ambition was your doom. Still, you showed promise, in your fall from grace. Resolve. Single-minded determination to
achieve your goals, selfish though they were. The Atherkin have judged you Evil, yet Lawful. Ordinate. You are to be
punished. Your soul is dangerous, and must be turned into energy, lest you one day become a servant of the Enemy.

I could destroy you. Make you into essence with which to fuel our cause. That would be just punishment for your
misdeeds. There is another option. Submit to me and become Nephilim. Indulge your wicked nature in the strict
pursuit of triumph over the ultimate evil. Follow the absolute rules of our creed and ascend the Frozen Fortress until
you have trumped all. An afterlife of toil, battle, and struggle, with the faint promise of your unlikely ascension. I give
you a second chance to serve the Universe. Will you redeem yourself?

Archnephilim Ybril, Principality of Redemption

4
An Introduction

D
o the means justify the ends? That is the
question at the heart of the Nephilim. Against
total annihilation, what good are morals,
anyway? Peacekeepers cannot fight a war.
Angels and Celestials cannot go far enough to
achieve their goals. Their triumph is impeded
by the very values they hold so dear. A vow
comes into question, when you try for the impossible. A
creed, an oath, a divinity, even; it all crumbles in the face
of victory. To win–to truly triumph–you must abandon
all else.
That is what the Archangel Azrael concluded, before
leaving the Celestial Realms of his brethren and
submitting into darkness, willingly sumbitting himself to
the Soul Recombinator of Gyreon, meant only for
mortal souls, and coming out the other side as the
original Dark Angel, the First Nephilim.

On Gyreon’s Authority
How are Nephilim created? What kind of magic turns a
celestial into such a malicious, tyrannical entity? The
answer comes in one of Gyreon’s ancient devices: the
Soul Recombinator of Tartarus, christened the
Fountain of Triumph, after Azrael’s passage.
Gyreon, God of Order, was one of the most powerful
divinities of the Age of Gods. Soul Recombinators are
devices engineered by Him, placed at the heart of every
plane of existence, meant to reincarnate the souls of
mortals into the afterlife. It was no coincidence their
reincarnations were that of devils, angels, and other
forms conspicuously reminiscent of the original
servants of the pantheon; in truth, Gyreon feared the
limitless potential of mortal souls and the White Flame
that spawned them, and had to create a mold, an
expected outcome, instead of letting them develop into
Gods know what. The God of Order–and the pantheon
at large, for that matter–needed to exert control. What
could have become of a leashless mortalkind? What
could they have achieved, were they not caged by the
Gods?

Descent into Tartarus


Yet Gyreon, for all His foresight, did not intend or
expect non-mortals to ever enter the great Soul
Recombinators.
And so, one daring celestial–a Xildur God, no less–
believed it possible to escape the confines of His form,
thusly overcoming his nature. The Archangel Azrael
attempted the impossible. He revoked his divine status
and began his quest to find one of the mythical Soul
Recombinators. Most were protected by the forces of
Gyreon and Osiris and could not be hijacked. Azrael had
to journey all the way down to Tartarus, known as the
Frozen Wastes, to find what he was looking for. That
forsaken plane was almost an afterthought in the minds

INTRODUCTION
5
of the Gods, an infinite glacial wasteland, where The Fountain of Triumph
damned souls went to freeze under the power of Stasis.
It was a labyrinth, of sorts, a deathly realm watched over Azrael plunged into the icy waters at the heart of the
by the beast-king Tauryl, a God of a younger race–the Soul Recombinator, letting himself go. He did not know
fateful Meratar. what would happen; he only hoped to be free. Free of
Tauryl was, in truth, a fire god, akin to Yhawe and his nature, free of his divine duty, free of his gilded cage.
Agni, burning bright through his Divine Domain of He wanted more. He wanted to be Great. In the depths
choice; Perseverance. He was given Stasis, a domain of of the universe, he called unto a higher power.
Ice, along with authority over Tartarus, as a means to And the Fountain of Triumph answered. The Soul
push him out of the Higher Planes. His influence among Recombinator turned his white wings into foils of black,
the Meratar was becoming too great, and many his body became laced with gold, and his eyes turned to
respected and turned to him over the Xildur. His brilliant pools of light. The algorithms of Gyreon did not
growing popularity had to be dealt with. account for a divine creature, and so, it attempted to
As such, the Pantheon plotted to disguise his exile as create something new, changing and rearranging Him
a call of duty. Such a ploy went unnoticed by Tauryl to fit the resolve He’d shown in His journey of defiance,
himself, until it was too late. After all, he could not reject and the aspirations lodged in His heart. Azrael arose
the task at hand; he was, indeed, the best choice to carry from the waters of Triumph, reborn as the first
Stasis, for he would balance its ice with the fires of Nephilim, and the Soul Recombinator was changed
Perseverance. forever.
The Fountain of Triumph would no longer create
The Ploys of the Xildur anything other than Nephilim, and of course, their
terrible variants.
Wounded and battered by his travels, Azrael found
himself on the doorstep of Tauryl, who welcomed a The War against the Gods
fellow exile. Together, they shared their grievances, and
Azrael spent the entirety of his life, up until Eternity’s
above all, their disdain for the Xildur Gods. Azrael
coming, fighting against the Xildur. He had claimed
pleaded with the Meratar of how trapped and limited he
Triumph, and the power of his Meratar friend and ally,
felt in his celestial body, of how his essence was meant
Tauryl, could not be discounted. Tartarus was a threat,
for so much more than being a pawn in the Xildur’s
and of the coming Nephilim, Azrael was the highest
game. He wanted to be free of his nature; of the
among them.
deterministic values he had to uphold, because of his
Such was his power the very Yhawe, God of Might
divine status. Azrael’s plead for freedom persuaded the
and previous Master of Azrael, decided to march to war
Bull-God to help, for Tauryl had been a victim of the
with Tartarus, and was soundly defeated by the nascent
very same ploys. Together, Meratar and Fallen Angel
Dark Angels. Not only did he lose, but Azrael took a
set out to find the Soul Recombinator, in the depths of
piece of his divinity for himself, for that was the price of
labyrinthic Tartarus.
defeat against almighty Triumph. In that moment, Odin,
When finally they reached their goal, Tauryl objected
son of Yhawe, decided to take up arms to recover the
one last time to Azrael’s suicidal endeavor; he did not
piece of his father that was lost, and Asgard went to war
want the Archangel’s blood on his hands, should the
against Tartarus in the longest interplanar conflict the
reincarnation fail. Yet, the soon-to-be Dark Angel
universe had ever seen up until that point.
showed such resolve, such determination, Tauryl could
Only the arrival of Eternity could force a truce
do nothing but watch.
between Azrael and Odin, and still, it took great effort to
convince them to work together. During their final
charge, even despite their bad blood, Odin knew the
Xildur would win. Triumph incarnate was on their side,
after all.

INTRODUCTION
6
The Frozen Fortress games of power made cooperation in such a large scale
impossible.
Before Azrael, Tartarus was a forsaken realm, an At the upmost floor of the fortress, in the middle of the
amalgam of elements beyond the planes of water and air. Astral Sea, the Thread of Triumph resides, the remnant of
A frigid island in the middle of a inhospitable frozen sea. Azrael’s divinity. It was passed onto his followers, on the
There was only the Labyrinth at the heart of the plane; condition they defeat the Enemy at any cost. In doing so,
a terrible construction of Gyreon, made to protect the Azrael ensured the Nephilim would always strive to
Soul Recombinator at its center, and to contain creatures protect reality, in spite of their evil nature; for whoever
the Xildur deemed too dangerous. Tauryl, exiled to the contributed the most in their eternal labor would be
frozen wastes and made to carry the divine domain of rewarded by the Thread of Triumph itself.
Stasis alone, slowly but surely figured out the maze in
such a way he would never forget it, which allowed him to In the Third Age
lead Azrael to the Fountain of Triumph, centuries later.
His perseverance, mixed with the power of stasis, made Today, the frozen fortress of Tartarus is a cutthroat game
the Labyrinth change from a frozen prison to a crucible of of politics and backstabbing, eternally at war against the
flames. It thus became his very own divine domain, in Enemy and all who would aid it, even unwittingly or by
which many creatures, including minotaurs and accident. Azrael’s dream of reaching the heavens under
Goristros, were born of Tauryl’s divinity. His own terms is nothing but a fairy tale, an impossibility
for the selfish and arrogant ranks of the Nephilim. The
The Tower of Babel Tower of Babel will thus forever be half-finished, having
never lived up to its full potential.
With the Labyrinth as its base, newly ascended Azrael Many believed the Nephilim would destroy themselves.
began building up. He knew the Xildur would not accept And yet, somehow, across thousands of years of
His rebellion, and so, He began preparing for war. In rebellions and plays for power, they reached some kind of
defiance of the Gods, He erected the Frozen Fortress of equilibrium. The current wielder of the Thread of
Tartarus, called Babel, a tower so high it would reach– Triumph, the Archnephilim Barbatos, has managed to
and surpass–the heavens themselves. hold on to the Thread for over a millennia, but came close
With the help of Tauryl, who presided over the to losing it during the War of Prophecy that devastated
Labyrinth, Azrael used the Fountain of Triumph to create Tartarus and rattled the hells.
more Nephilim; some out of willing celestials who Power is all that matters in that terrible fortress, which
defected the higher planes, and others from the promising trickled down into the Labyrinth and turned many of the
mortal souls that were sent to Tartarus to suffer. His army followers of Tauryl to evil. The Isark people fled from this
was not only powerful, but also fiercely loyal to him. Still, corruption into the material plane, and are the only
those who turned into Nephilim were rarely aligned with civilization that still worships Tauryl in its aspects of
morality, which meant the only thing keeping these evil perseverance and determination.
and tyrannical dark angels together was their faith in As such, in the current Age, an unprecedented period of
Azrael. order and cooperation is the current state of affairs down
At the moment of his death, during the War of Eternity, in Tartarus. Some even believe Barbatos to be the second
the Tower of Babel reached so high into the cosmos it cut coming of Azrael, able to continue the Fallen Angel’s
into the Astral Sea like a blade, having left Tartarus project. Perhaps, one day, the Tower of Babel will reach
behind. After Azrael’s sacrifice, the Nephilim lost their into the broken heavens, and the Nephilim will rule all.
aim, and could never continue their ascent. Their own

INTRODUCTION
7
Half-Nephilim
Playable Species by Ariadne’s Codex

Golden eyes. You must know… those are not common.


You are special. Born of divinity, born of unbridled
determination, born of freedom. And yet, destined to
become a Dark Angel, and in death, serve the fortress of
your forebearers. What melancholy must you feel, child,
to live a life that is not yours. Fear not. You were born to
do this. You will find a way to endure.

Of Freedom…
Celestials are inherently different from mortalkind.
Angels of the higher planes are incapable of
reproducing, for they are creatures of essence, created
to serve a purpose, bound to their planes in existence.
Most creatures in the universe, with the exception of
devils and seraphim, find themselves in this situation.
The flame of life, which pushes species to endure, to
change, and to ensure their own survival, is not very
bright among the higher beings.
Nephilim, however, made to be free from the shackles
of the Xildur, have discarded these limits.

…And Servitude
Though they cannot reproduce with each other, for a
trueborn Nephilim can only be created from a willing
soul plunged into the Fountain of Triumph, these dark
angels are able to cross with a multitude of species,
creating the fateful Half-Nephilim.
This act is highly encouraged in Tartarus; Nephilim
that have sired many children climb the Tower faster.
The reason for this is quite simple: the soul of a Half-
Nephilim is bound to the Tower of Babel, no matter
their actions in life. This means that, as mortals, Half-
Nephilim are destined to become Nephilim after their
death, and thus serve in Tartarus for all eternity. It is
ironic that the spawn of Azrael, who desired freedom
above all else, are fated to servitude in such way.

Abandoned
The Nephilim culture is extremely promiscuous, finding
in pleasure and sex another battlefield to conquer. It
does not, however, support parentage. As such,
Nephilim engage with other species for short periods of
time, in acts of great, fleeting love and pleasure, only to
abandon their newly formed family as soon as the
children are born. They do not deceive their partners;
yet they avoid the question, allowing the mortal’s own
hope to betray them.
The Tower of Babel gives a Nephilim that is in the
process of siring or raising a child several years of leave
from the army, to ensure the Half-Nephilim is born
strong and healthy. This said, most leave their partners
a few days after the birth, for they crave desperately to
return to battle, and the eternal quest of ascent of the
Tower of Babel.
INTRODUCTION
8
Children of Triumph
Half-Nephilim are born into this terrible situation, with
one parent broken and the other entirely absent, which
makes them have quite a hard time in their years among
mortalkind. And yet, these Children of Triumph
eventually mature to understand the purpose of
Tartarus, and most accept their place within the Tower
of Babel, indeed eagerly awaiting their deaths, if only to
finally live their true, destined afterlives.

Those who Rebel


Much like their celestial parents, Half-Nephilim are
incredibly determined, hard-headed, and ambitious.
This will often lead the young mortals to rebel against
anything and everything even slightly related to
Tartarus; a profound denial of their fate, much like the
one that led Azrael to the Fountain of Triumph in the
first place. These fires of hate and determination are
often encouraged by the Nephilim, who know first-hand
the frustration their tyrannical system begets.
And yet, as the years pass and death draws near,
many of these Half-Nephilim end up reaching for
Tartarus, in one way or another, for they know that,
ultimately, they belong there. That early rebellion is
quite important to their eventual acceptance, for it
solidifies their belief in the system of Tartarus, which is
the only place for souls so bright and full of ambition to
reach their true potential. Their drive to win, to triumph
against all odds; this is the core of all Half-Nephilim, a
secret they hide in their hearts, yet that will eventually
deliver them into the open wings of Tartarus.

Continuation of the Cycle


Interestingly enough, or perhaps, quite predictably, Half-
Nephilim who eventually become trueborn Nephilim are
the ones most likely to go out into the mortal realms
and take a groom or a bride, conceiving thus a new Half-
Nephilim, who will be born with the same anguish and
torment that haunted their celestial parent.
Angels and other creatures beyond the material plane
who turn into Nephilim don’t often have the drive to do
such a thing, even though they very well could. It’s the
souls of mortalkind–in another form, at least–that
perpetuate the cycle, forever growing the ranks of
Tartarus, one abandoned child at a time.

Of Divine Sin
Half-Nephilim walk the path of Azrael, a divine rebellion
they act out in their mortal lives. This is often one of
internal struggle, torn between celestial purity and the
darker tendencies that tug at their soul. They are
marked by their ethereal, golden beauty, mixed with an
intrinsically menacing aura, a foreboding feeling of
wrath, ambition, and catastrophe. Depending on their
mortal parent, they can skew one way or the other.

INTRODUCTION
9
Half-Nephilim Traits Human Resolve. When you fail a saving throw, you can
reroll it. You must take the new roll. Once you use this
Half-Nephilim share certain racial traits as a result of feature, you cannot do so again until you finish a long
their common and celestial origin. rest.

Ability Score Increase Elf/Half-Elf


Your Charisma and Constitution scores increase by 1. Half-Nephilim born of Elves combine celestial grace
with elven agility and fey lineage.
Age
Ability Score Increase. Your Dexterity score increases
Half-Nephilim mature at the same rate as humans but by 1.
often live longer, thanks to the longevity provided by
their celestial blood. A typical Half-Nephilim can expect Fey Ancestry. You have advantage on saving throws
to live about 50% longer than the race of their mortal against being charmed, and magic can’t put you to
parent. sleep.

Size Trance. Elves do not sleep. Instead they meditate


Half-Nephilim share the size of their mortal progenitors, deeply, remaining semi-conscious, for 4 hours a day.
most often Medium and between 5 and 7 feet tall. The Common word for this meditation is “trance.”
While meditating, you dream after a fashion; such
Speed dreams are actually mental exercises that have become
Your base walking speed is 30 feet. reflexive after years of practice. After resting in this way,
you gain the same benefit a human would from 8 hours
Darkvision of sleep.
Your celestial heritage gives you the ability to see in Celestial Senses. You have proficiency in the Insight
darkness. You can see in dim light within 60 feet of you skill.
as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only Dwarf
shades of gray. Half-Nephilim with Dwarven blood inherit their
hardiness and strong will, as well as their smaller size.
Power of Triumph
The golden light of triumph blesses your every action, Ability Score Increase. Your Constitution score
pushing you to greater and greater highs as you succeed increases by 1.
in battle. Whenever you reduce a creature to 0 hit
Dwarven Resilience. You have advantage on saving
points, you can choose to immediately take another
throws against poison, and you have resistance to
action on that turn. After you use this ability, you must
poison damage.
finish a long rest before you can use it again.
Speed. Your base walking speed is 25 feet. Your speed
Languages
is not reduced by wearing heavy armor.
You can speak, read, and write Common and Celestial,
and the language of your mortal parent. Celestial Toughness. Your hit point maximum increases
by 1, and it increases by 1 every time you gain a level.
Half-Nephilim Subraces
Nephilim traits they don’t impose themselves over those
of your mortal parent. Depending on what species you
hail from on your mortal parent’s side, you gain
different traits.
Human
Humans are versatile, and their mortal resilience melds
well with their Nephilim ancestry.

Ability Score Increase. Increase one ability score of


your choice by 1.

Versatile Heritage. You gain proficiency in one skill of


your choice.

INTRODUCTION
10
Halfling Tiefling
Half-Nephilim born of Halflings are marked by their Half-Nephilim born of Tiefling heritage are an especially
celestial heritage but maintain the resilience and luck of rare mix, with both celestial and infernal traits.
their mortal ancestors.
Ability Score Increase. Your Charisma score increases
Ability Score Increase. Your Dexterity score increases by 1.
by 1.
Hellish Resistance. You have resistance to fire damage.
Lucky. When you roll a 1 on the d20 for an attack roll,
ability check, or saving throw, you can reroll the die and Hellfire and Triumph. When you deal radiant damage,
must use the new roll. Once you use this ability, you you can change the damage type to fire, or vice versa.
must finish a short or long rest before you can use it Additionally, you know the thaumaturgy cantrip.
again. Constitution is your spellcasting ability for this spell.

Radiant Step. As a bonus action, you can teleport up to


Dragonborn
20 feet to an unoccupied space you can see. When you Half-Nephilim born from Dragonborn carry the majestic
teleport, enemies within 5 feet of where you land must lineage of dragons alongside their celestial ancestry.
succeed on a Dexterity saving throw (DC = 8 + your
Ability Score Increase. Your Strength score increases
proficiency bonus + your Constitution modifier) or take
by 1.
radiant damage equal to your proficiency bonus. You
can use this ability once per long rest. Draconic Ancestry. You gain a breath weapon tied to
your draconic ancestry, as per the Dragonborn racial
Speed & Size. Your base walking speed is 25 feet. Your
trait, but you may choose to change the damage type to
size is Small. You can move through the space of any
radiant whenever you use your breath weapon.
creature that is of a size larger than yours.
Gnome Celestial Scales. Your body is marked with divine scales
and protection. While you are not wearing any armor,
Half-Nephilim with Gnome lineage tend to be tricksters
your armor class equals 13 + your Dexterity modifier.
with a radiant edge.
You can use a shield and still gain this benefit.
Ability Score Increase. Your Intelligence score Orc
increases by 1.
Half-Nephilim with Orc blood combine the raw physical
Gnome Cunning. You have advantage on Intelligence, strength of their Orcish ancestry with their divine roots,
Wisdom, and Charisma saving throws against magic. making for terrifying warriors.

Golden Illusions. You know the minor illusion cantrip. Ability Score Increase. Your Strength score increases
At 3rd level, you can cast the mirror image spell once by 1.
per long rest without expending a spell slot.
Constitution is your spellcasting ability for these spells. Relentless Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
Speed & Size. Your base walking speed is 25 feet. Your instead. You can’t use this feature again until you finish
size is Small. a long rest.

Divine Fury. When you score a critical hit with a melee


weapon attack, you add radiant damage equal to your
proficiency bonus to the damage dealt by the critical hit.
I
The Tower

PART I | THE TOWER


12
Denizens of Babel

T
he winding, labyrinthic corridors of the in a profound, almost unnatural way. Other types of
megastructure known as the Frozen creatures, such as devils and celestials, can also be
Fortress extend beyond what most mortals changed by the Fountain, but most become a higher
can conceive, with over one hundred denomination of Nephilim. The Acolyte echelon is, more
thousand floors. Each level above ground than anything, a test. If you are deemed worthy in the
implies authority over the lower levels, with Trial of Triumph, you are allowed to ascend. If you are
the exception of level zero, which is not, your soul is once more unmade, to feed the waters
presided by the Principality of Havoc, the Archnephilim of the Fountain, and fuel another’s transformation.
Kali. Beneath the frigid arctic of Tartarus, the tower of The Trial of Triumph is extended to all Acolytes who
Babel finds its gigantic foundations in the Labyrinth, have exceeded expectations in their duties. It consists of
overseen by the followers of Tauryl. a fight to the death against another Acolyte, in which the
In the center of the Labyrinth, deep beneath the loser is destroyed and used as energy for the Soul
plane, the Fountain of Triumph is guarded by Recombinator. Afterwards, with the blood of their
unknowable sentinels of black iron, created by Tauryl comrade still in their hands, the Acolyte is plunged into
himself. In the cold waters of the soul recombinator, the the Waters of Triumph, and must retrieve a golden
souls of mortals are given the choice to power the feather from its bottom; a remnant of the wings that
machine with their essence or be turned into Nephilim Azrael once left behind. During the swim, the whispers
Acolytes, to be tested by Tartarus. It needn’t be said of the void assail the mind, for the depths of Tartarus
what path most choose. reach the edges of the known universe, further than
anything else.
The Nephilim Hierarchy Most Acolytes don’t succeed in becoming Warriors.
Those that do are changed completely; they become a
The most important factor in Tartarus is your standing drastically different person from the one they were at
among the fortress. Generally, the higher your quarters, the moment of their death. They come out of the water
the greater your status, and to ascend the tower, you reborn; they are now Nephilim, through and through,
must serve the Nephilim’s purpose. That generally and they thirst for power and victory.
implies a lot of fighting all across the universe, as the
Nephilim are considered the most important planar Warriors
force against the hosts of the Enemy, ever since the fall
The most common type of Nephilim across the
of Asgard. With each victory, your standing in Babel
universe, the Warriors are the second echelon in the
increases proportionally to your influence, and so does
hierarchy of Tartarus. They inhabit floors 1.000 to
your power. Servants of the void tremble at the sight of
9.999, and have a complex chain of command, in which
the black angels.
none, not a single one of them, is equal to another. They
Wretches are either above, or below their peers, who are peers in
name only. And those that are above have near absolute
The lowest rank of Nephilim are the Wretches, souls so authority over those below. This creates a climate of
wicked they could not be formed into proper Nephilim. absolute respect for your betters; a single misplaced
Either because of their actions in life or the darkness of word, a foul action, a questionable decision in the
their soul, these nightmarish creatures come out of the battlefield–these could all be punished by descent in the
Fountain as incarnations of evil, though always hirearchy, or in the worst of cases, it can lead to
subservient to their masters. These monsters are becoming a Wretch.
condemned to an eternity of servitude; many higher
ranks of Nephilim often threaten, or even punish, their
subordinates by forcefully turning them into wretches. Threadnotes: Devils of Tartarus
Wretches fly about outside the Tower of Babel, Devils, mortal souls reincarnated by the Recombinators of
commanded by other Nephilim, and are found all across Pandemonium and Sheol, have found great comfort in the
the plane of Tartarus. halls of Babel. They will never truly be considered Dark
Angels, but perhaps, that is for the best; they are not
Acolytes contained by the rigidity of the Nephilim caste system, and
can serve whomever they wish.
Next, the Nephilim Acolytes, the first echelon of the
These “independent contractors” wound the Nephilim’s
Nephilim order. They inhabit floors 1 to 999 in the pride, but they cannot turn them away, for they do, in fact,
Tower of Babel. A soul that is determined to be Lawful need their help to maintain the titanic systems of Tartarus
Evil by the Court of the Afterlife, and that has sufficient properly functioning.
potential for Tartarus, is offered the choice to become
an Acolyte. The Fountain of Triumph changes the soul

PART I | THE TOWER


13
Sergeants The Archnephilim
Within the rank of Warrior, group leaders are given the
There are few who outrank the mighty Centurions. They
title of Sergeants. These are exceptional Warriors, often
can be counted in one hand. These godlike creatures
allowed the highest of floors beneath the 10.000th level.
were among the first followers of Azrael, during the Age
Respected by their subordinates and their superiors, the
of Gods, and have been Nephilim longer than any other,
true strength of a Sergeant is often revealed during
before their kind found their purpose as the sworn
combat. Few creatures in the universe fight as viciously
enemies of the howling void.
as these dark angels; they worked too hard, and for too
No one knows how one is given such a rank among
long, to be defeated.
the Nephilim, nor how one ascends to it. In recorded
Lieutenant history, there have been only two instances where a
Centurion was granted the rank of Archnephilim; the
Centuries of service as a Sergeant might be rewarded case of Barbatos, the current Wielder of Triumph and
with the rank of Lieutenant. This new position sole resident of the 100.000th floor, and Ybril, the
comprises a tiny fraction of all Nephilim, below one current Afterlife Magister of Tartarus among the Court
percent, yet they inhabit floors 10.000 to 99.999, along of the Afterlife.
with the Centurions and the Archnephilim, in luxurious The third Archnephilim currently alive–for most of
accommodations that can span multiple consecutive these great demigods were slain in the War of Eternity–
levels. Lieutenants are as high as most great souls can is Kali, guardian of the Great Hall, otherwise known as
ever achieve. Sometimes, powerful celestials, such as floor zero. She found her ascension to be quite different
Devas and Planetars, who willingly turn from the than that of other Archnephilim, for she was betrayed,
Higher Planes, are directly reincarnated as Nephilim and wrought such chaos upon the ancient world she is
Lieutenants. still worshipped as a goddess of destruction.
The Archnephilim are also called the Principalities;
Centurions
each of them having great power over their chosen
The captains of the Nephilim Legions, Centurions are domain. They do not possess Threads of Divinity, per
some of the most powerful celestials in the universe. se, and yet, they seem to have an almost divine calling
Only an Archnephilim, with the approval of a council of for their chosen disciplines. Kali represents just
three fellow Centurions, can name a Lieutenant to vengeance and karmic retribution, and Ybril carries the
attempt the Trial of Absolute Triumph. Much like the power of redemption through penance and service.
challenge that Acolytes go through, they must duel Barbatos, meanwhile, does in fact bear the weight of
another aspiring Centurion, though not to the death, for Divinity in the form of Triumph, but he does it
Lieutenants are too precious to be wasted in such seamlessly, unaffected, as if he was born to carry such
manner. This said, many of them choose to die, rather power. The Principalities are some of the closest beings
than face the disgrace of defeat. The winner of the bout to godhood that roam the universe, thousands of years
is then offered the choice to remain a Lieutenant after the fall of the Gods.
forever, unable to ever ascend to the rank of Centurion,
or to be drained of their power completely, and turned
into a young Acolyte once more.
Those that choose to return to the lowest of ranks
within the Nephilim Hierarchy are given a brilliant
symbol of gold on their arms. After accruing three of
these symbols–that is, going through the entire
Nephilim Hierarchy three times–they are given the rank
of Centurion.
There are barely a score of Centurions in Tartarus,
each with a track record of thousands of years of
service. No matter what they once were, be they devils,
celestials, or mortals; they have become the ultimate
Nephilim lifeform. That is, other than the Three
Principalities; the Archnephilim.

PART I | THE TOWER


14
Wretch
Medium Celestial (Nephilim), lawful evil

Armor Class 16 (natural armor)


Hit Points 90 (12d8 + 36)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


14 (+2) 20 (+5) 16 (+3) 7 (-2) 10 (-) 14 (+2)

Skills Perception +3, Stealth +8


Damage Resistances radiant, necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands common and celestial but can’t speak
Challenge 5 (1,800 XP) Proficiency Bonus +3

Cursed Existence. The Wretch is immune to any spell or effect


that would alter its form. In addition, if a creature targets the
wretch with a spell that curses, diseases, poisons, or inflicts a
lingering harmful condition, the Wretch is not affected by the
spell and the creature that cast it must succeed on a DC 13
Charisma saving throw or become the target of the spell. The
creature suffers from the bane effect for the maximum duration
of the spell or until the Wretch is slain.

Flyby. The Wretch doesn’t provoke opportunity attacks when it


flies in and out of an enemy’s reach.

Keen Hearing and Smell. The Wretch has advantage on Wisdom


(Perception) checks that rely on hearing or smell.

Pack Tactics. The Wretch has advantage on an attack roll


against a creature if at least one of the Wretch’s allies is within
5 feet of the creature and the ally isn’t incapacitated.

Vengeful. The Wretch is hostile to all creatures other than


Nephilim and other Wretches and fights until destroyed. When
reduced to 0 hit points, the Wretch can still act as if it had 1 hit
point. The Wretch is only destroyed if it ends its turn with 0 hit
points. If the Wretch takes 30 points of damage from a single
source or is critically hit by an attack, this trait does not
function until the end of the Wretch’s next turn.
Actions
Multiattack. The Wretch makes two Claw attacks. If the Wretch
reduces a creature to 0 hit points, it can immediately make a
Triumphant Bite attack.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.


Hit: 9 (1d8 + 5) slashing damage.

Triumphant Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one


creature. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6)
necrotic damage. The Wretch regains an amount of hit points
equal to the necrotic damage dealt.
Reactions
Airborne Dodge. While flying, the Wretch can use its reaction to
add 1d6 to its AC against an attack that would hit it, potentially
causing it to miss.

PART I | THE TOWER


15
Nephilim Acolyte
Medium Celestial (Nephilim), typically lawful evil

Armor Class 17 (natural armor)


Hit Points 119 (14d8 + 36)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 18 (+4) 12 (+1) 12 (+1) 18 (+4)

Saving Throws Dex +8, Con +8


Skills Athletics +8, Intimidation +8, Perception +5
Damage Resistances radiant, necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 15
Languages common, celestial, infernal, telepathy 120 ft.
Challenge 9 (5,000 XP) Proficiency Bonus +4

Angelic Weapons. The Nephilim’s weapon attacks are magical.


On a hit, they deal an extra 3d8 radiant damage (included in
the attack).

Innate Spellcasting. The Nephilim’s spellcasting ability is


Charisma (spell save DC 16, +8 to hit with spell attacks). The
Nephilim can innately cast the following spells, requiring only
verbal components:

At will: compelled duel, guiding bolt

1/day each: hold person, branding smite

Magic Resistance. The Nephilim has advantage on saving


throws against spells and other magical effects.

Triumph (1/day). When the Nephilim reduces a hostile creature


to 0 hit points, it can choose to gain 10 temporary hit points
and immediately take another action.
Actions
Multiattack. The Nephilim Acolyte makes two attacks with its
Acolyte’s Blade.

Acolyte’s Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 7 (1d6 + 4) slashing damage plus 13 (3d8) radiant
damage.

Arts of War (Recharge 5-6). The Nephilim uses its martial


prowess to perform one of the following Arts of War:

Coup de Grace. The Nephilim makes one Acolyte’s Blade attack


against a creature within range. On a hit against a creature that
has 30 hit points or fewer, it must succeed on a DC 16
Constitution saving throw or be killed instantly. The Nephilim
can choose to reduce the target to 0 hit points instead, leaving
it stable.

Whirlwind. The Nephilim Acolyte makes two Acolyte’s Blade


attacks against each creature of its choice within 5 feet of it.
Reactions
Parry. The Nephilim Acolyte adds 1d8 to its AC against one
melee attack that would hit it, potentially causing it to miss. To
do so, the Nephilim must see the attacker and be wielding a
melee weapon.

PART I | THE TOWER


16
To Become a Warrior in their duties. That is, of course, if they are not murdered
in their sleep by their fellow Acolytes, which is allowed, as
It’s quite unclear how much or how little time one must far as the laws of the tower go, as long as it is done
spend as an Acolyte to be granted the chance to become a discreetly and without prejudice to the sacred mission of
Warrior. Of all echelons of the Nephilim hierarchy, this the Nephilim.
one might be the most competitive. Thousands of acolytes
attempt the Trial of Triumph every year, yet half of them Of Partners
are slain, as part of the trial, and another quarter fail to
retrieve the feather from the edge of the universe, Mentors are only allowed to choose apprentices in pairs.
drowning in the waters of triumph. Few indeed ever reach They make the Acolytes choose a teammate, a partner, to
the rank of Warrior, which makes the Acolytes that do accompany them all throughout their apprenticeship.
prevail become hardened and unmatched combatants, These bonds grow deep, for both Acolytes are tasked with
perhaps the strongest foot warriors of any planar host. defending one another. They are taught the values of
cooperation, which is the foundation of the Nephilim’s
Of Mentors incredible martial prowess and military doctrine. They
help each other through the many challenges of Tartarus,
When an Acolyte starts to show promise, often after a few sharing in their successes and in their failures.
years of training, they are assigned a mentor. These are And of course, once the apprenticeship is over and both
specialized Nephilim Warriors that have devoted their are ready to attempt the Trial of Triumph, they are taught
existences to the teaching of apprentices. Veterans, the most important lesson of Tartarus: ambition over
sometimes even sergeants, who have seen hundreds of everything. An Acolyte can only attempt the trial if they
years pass and have prevailed. are pitted against their partner. One of the two can
Mentors choose their apprentices from the pool of become a warrior, the other is slain and returned to the
Acolytes twice a year. A single mentor can have up to ten Fountain. Attempting the trial is not compulsory for either
at a time, and still, not many Acolytes are chosen to of the two; they must both agree to the bout for it to take
become apprentices, which makes the whole process very place. This makes it so only the most ambitious and
competitive. cunning ever attempt the Trial of Triumph, for such a
To prevail as an Acolyte is to survive the grueling challenge requires a great degree of pride, influence, and
months of training and battle, all the while risking cold-blooded determination from both aspirants.
demotion to a Wretch, should they offend an officer or fail

PART I | THE TOWER


17
Through the trials of Tartarus, we achieve
Triumph. We leave our partners behind, yet we carry
them into our eternal service. We cannot fail. If we
do, what would our unmade brothers and sisters say
of us? We robbed them of their chance at greatness.
We must now show them what their life has paid for.
We must strive towards victory, at any cost. The
memory of the fallen mustn’t be tarnished.

--- From the Creed of the Warrior

Nephilim Warrior Triumph (3/day). When the Nephilim reduces a hostile creature to 0 hit
points, it can choose to gain 10 temporary hit points and immediately
Medium celestial (Nephilim), typically lawful evil
take another action. The Nephilim can only use this trait once per turn.
Armor Class 18 (natural armor)
Hit Points 152 (16d8 + 80)
Actions
Speed 30 ft., fly 90 ft. Multiattack. The Nephilim Warrior makes three attacks with its Obsidian
Blade.
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 12 (+1) 14 (+2) 20 (+5) Obsidian Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) radiant damage.
Saving Throws Dex +10, Con +10, Cha +10 Arts of War (Recharge 4-6). The Nephilim uses its martial prowess to
Skills Athletics +10, Intimidation +10, Perception +12 perform one of the following Arts of War:
Damage Resistances radiant, necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks Coup de Grace. The Nephilim makes one Obsidian Blade attack against a
Condition Immunities charmed, frightened creature within range. On a hit against a creature that has 40 hit points
Senses darkvision 120 ft., passive Perception 22 or fewer, it must succeed on a DC 18 Constitution saving throw or be
Languages all, telepathy 120 ft. killed instantly. The Nephilim can choose to reduce the target to 0 hit
Challenge 14 (11,500 XP) Proficiency Bonus +5 points instead, leaving it stable.

Whirlwind. The Nephilim Warrior makes three Obsidian Blade attacks


Angelic Weapons. The Nephilim’s weapon attacks are magical. On a hit, against each creature of its choice within 5 feet of it.
they deal an extra 18 (4d8) radiant damage (included in the attack).
Sunder Defenses. The Nephilim Warrior makes one Obsidian Blade attack
Innate Spellcasting. The Nephilim’s spellcasting ability is Charisma against a creature within range. On a hit against a creature that is
(spell save DC 18, +10 to hit with spell attacks). The Nephilim can cast
wearing medium or heavy armor, the target must succeed on a DC 18
the following spells innately, requiring no material components:
Dexterity saving throw or have their AC reduced by 5 for one minute. A
At will: compelled duel, guiding bolt creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. This effect cannot be applied
1/day each: commune, branding smite, hold person, watcher’s smite  multiple times to the same target, and cannot lower a creature’s AC
below what they would have if they weren’t wearing any armor.
Magic Resistance. The Nephilim has advantage on saving throws against
spells and other magical effects. Reactions
Survivor. If the Nephilim Warrior starts its turn with less than half of its Parry. The Nephilim Warrior adds 1d10 to its AC against one melee
maximum hit points, it regains 10 hit points if it has at least 1 hit point attack that would hit it, potentially causing it to miss. To do so, the
remaining. Nephilim Warrior must see the attacker and be wielding a melee
weapon.

18
Nephilim Sergeant immediately take another action. The Nephilim can only use
this trait once per turn.
Medium celestial (Nephilim), typically lawful evil
Actions
Armor Class 18 (natural armor) Multiattack. The Nephilim Sergeant makes three attacks with
Hit Points 189 (18d8 + 108) its Obsidian Blade.
Speed 30 ft., fly 120 ft.
Obsidian Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 9 (1d6 + 6) slashing damage plus 23 (5d8) radiant
22 (+6) 22 (+6) 22 (+6) 14 (+2) 16 (+3) 22 (+6) damage.

Saving Throws Str +12, Dex +12, Con +12, Cha +12 Arts of War (Recharge 4-6). The Nephilim uses its martial
Skills Athletics +12, Intimidation +12, Perception +13 prowess to perform one of the following Arts of War:
Damage Resistances radiant, necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks Coup de Grace. The Nephilim makes one Obsidian Blade attack
Condition Immunities charmed, exhaustion, frightened against a creature within range. On a hit against a creature that
Senses darkvision 120 ft., passive Perception 23 has 50 hit points or fewer, it must succeed on a DC 20
Languages all, telepathy 120 ft. Constitution saving throw or be killed instantly. The Nephilim
Challenge 17 (18,000 XP) Proficiency Bonus +6 can choose to reduce the target to 0 hit points instead, leaving
it stable.

Angelic Weapons. The Nephilim’s weapon attacks are magical. Whirlwind. The Nephilim Sergeant makes three Obsidian Blade
On a hit, they deal an extra 22 (5d8) radiant damage (included attacks against each creature of its choice within 5 feet of it.
in the attack).
Sunder Defenses. The Nephilim Sergeant makes one Obsidian
Tireless Victor. The Nephilim Sergeant doesn’t require sleep, Blade attack against a creature within range. On a hit against a
food, drink or air, drawing all the sustenance it needs from the creature that is wearing medium or heavy armor, the target
divine domain of Triumph. It is immune to exhaustion. must succeed on a DC 20 Dexterity saving throw or have their
AC reduced by 5 for one minute. A creature can repeat the
Sergeant. The Nephilim Sergeant is a divine inspiration to those saving throw at the end of each of its turns, ending the effect
that fight by its side. Allies of the Sergeant’s choice within 30 on itself on a success. This effect cannot be applied multiple
feet of it add 1d4 to their attack rolls and saving throws while times to the same target, and cannot lower a creature’s AC
the Sergeant is not incapacitated. Creatures that benefit from below what they would have if they weren’t wearing any armor.
this trait deal an additional 4 (1d8) radiant damage on a hit
with a weapon attack. Staggering Strike. The Nephilim Sergeant makes one Obsidian
Blade against a creature within range. On a hit, the target must
Innate Spellcasting. The Nephilim’s spellcasting ability is succeed on a DC 20 Constitution saving throw or be
Charisma (spell save DC 20, +12 to hit with spell attacks). The incapacitated and have their speed halved for one minute. A
Nephilim can cast the following spells innately, requiring no creature can repeat the saving throw at the end of each of its
material components: turns, ending the effect on itself on a success.

At will: compelled duel, guiding bolt Reality Slash (1/day). The Nephilim Sergeant makes a singular
slash or thrust, either a 60-foot cone or in a 120-foot line that is
1/day each: commune, branding smite, pulverizing radiance , 5 foot wide. Each creature within that area must make a DC 20
watcher’s smite  Dexterity saving throw, taking 52 (15d6) force damage on a
failed save, or half as much damage on a successful one. This
Magic Resistance. The Nephilim has advantage on saving attack extends into the ethereal plane.
throws against spells and other magical effects.
Reactions
Survivor. If the Nephilim Sergeant starts its turn with less than
half of its maximum hit points, it regains 10 hit points if it has Parry. The Nephilim Sergeant adds 1d12 to its AC against one
at least 1 hit point remaining. melee attack that would hit it, potentially causing it to miss. To
do so, the Nephilim must see the attacker and be wielding a
Triumph. When the Nephilim reduces a hostile creature to 0 hit melee weapon.
points, it can choose to gain 10 temporary hit points and

PART I | THE TOWER


19
The Higher Levels have to personally deal with the rest of the Nephilim
hierarchy. Centurions often remain in Tartarus during
large scale engagements and only communicate with
Above the 10.000th floor, the Tower of Babel becomes
Lieutenants, who must then relay those orders to the
all the more wondrous. Gone are the black corridors,
rest of the Nephilim forces. They are the true
training grounds, and golden halls; each floor beyond
commanding officers of Tartarus, marshals of war in
those of the Warriors and Sergeants is a demiplane of
every sense of the word. Above all, however, most wish
its own, that twists and bends to the will of the presiding
to continue their eternal struggle and become
Nephilim. Sometimes, many floors are made into one to
Centurions–after several cycles of prestige, that is.
create entire battlefields in which to practice large scale
Those that do not choose to continue the grind remain
warfare and tactics. These floors are also where some
lieutenants for all time, being granted lives of extreme
of the high ranking devils of Tartarus reside, though
comfort and luxury in exchange for their immaculate
never presiding the levels, for only a Nephilim can
performance in the field. Such lieutenants are also
shape the Tower of Babel.
expected to sire a sizeable descendance.
In the Hands of the Few
Threadnotes: The Middle of the Tower
There are not enough lieutenants, centurions, and
The 50.000th floor is one of great import, for it is both the
principalities to preside over each of the 89.999 reception for highly important interplanar ambassadors and
remaining floors, so most higher-ranking Nephilim have the domain of Archnephilim Ybril, Principality of Redemption
control over several levels. Centurions, for their part, and Afterlife Magister of Tartarus within the Court of the
are responsible for hundreds of floors. The ranking of Afterlife. It is the most civilized floor in all of Babel, so much
these highly powerful Nephilim is determined, often so that weapons cannot be carried by anyone other than the
enough, by how many levels they control. Some of the Archnephilim and his personal guard.
most powerful Centurions, such as Thanatos, known as The followers of Ybril are quite an interesting sub-faction
within Tartarus, for they do not share the absolute ambition
the Angel of Death, control thousands of floors, about
of other Nephilim, instead toiling endlessly for a purpose
the same amount dedicated to all Warriors and beyond their grasp: forgiveness. These tortured souls might
Acolytes. be the noblest of Nephilim, yet they do not lack ruthlessness
The Archnephilim, who do not need to measure their in their methods, for redemption is, at least for them, only
worth in such a manner, each control a single plane-like achieved after significant punishment and penance.
floor. Archnephilim Kali controls floor 0 and defends
the tower from all that would assail it from the ground.
Archnephilim Ybril presides over the 50.000th floor,
and receives important visitors from the other planes of
existence. Finally, the Wielder of Triumph himself,
Archnephilim Barbatos, controls the 100.000th floor,
the top of the tower, surrounded by the nebulous
expanse of the Astral Sea.

Lieutenants
What other military bodies might consider a middle of
the pack rank, the Nephilim regard as a high honor.
Lieutenants are extremely powerful Nephilim, able to
easily defeat many scions of the void and even duel
against the dreaded Heralds of the End Times. These
are some of the most powerful celestials in the cosmos,
and without them, the forces of Eternity would have
swarmed the Universe long ago.
This said, Nephilim Lieutenants are especially
ruthless. They are angels of war and only care for the
ultimate salvation of existence, not the path they need to
take to get there, or what existence may look like after
they’re done. As such, they are incredibly wasteful of
their armies, and of life in general, throwing thousands
of Acolytes to their deaths only to overtake a single
position and exterminating entire planets to ensure the
void’s corruption does not spread. Lieutenants are also
the most intolerant of failure, for they are the ones that

PART I | THE TOWER


20
Centurions
In comparison to Lieutenants, Centurions are a much
more diverse bunch. Reaching such highs is akin to
conquering Babel, though many of them wish to go even
Trophies
further and become Archnephilim themselves. Each The higher levels of the Tower of Babel have an
Centurion is completely different than the last, both in enormous amount of trophies, for prestige is everything
abilities, temperament, and general attitude. They are among the Nephilim. These can range from incredible
old creatures, who have transcended the eternal artifacts to captive souls and unique slaves, most of
struggle after several cycles of prestige within the tower, which are looted in battle. Only Nephilim beyond the
and can now do with their power whatever they wish. rank of Sergeant can have personal possessions and
Their authority is absolute; only the Archnephilim claim spoils of war; all other treasures, trophy souls,
outrank them. and artifacts are to be given to the commanding
Some of the most important Centurions have become Sergeant, which in turn offers them to the higher floors.
mythological figures; Thanatos, the Angel of Death, is Lieutenants and Centurions display their spoils of
considered one of the greatest assassins in the history war in glorious fashion within the levels they preside,
of the cosmos, alive since the Age of the Gods and creating majestic cages for exotic creatures, hanging
credited with the killing of many corrupted Meratar and powerful artifacts on the walls, and dressing their slaves
children of Eternity. in gold and silver. The Tower of Babel has a
There is also Azazel, of the lineage of Azrael himself, complicated number of laws, yet none are more
who came close to steal the Thread of Triumph from important than the rule of might, which makes it a
Barbatos. Azazel was punished and turned into a terrible hell for the weak and dispossessed. There is but
Wretch, yet, in an unprecedented turn of events, he a singular clause that protects creatures from the
ascended the Nephilim hierarchy regardless, and once tyrannical Nephilim; a trophy soul can willingly end
more took his place among the Centurions. To this day, their enslavement if they choose to become Nephilim.
he still possesses the form and disposition of a Wretch Fortunately enough, Nephilim are not raiders, for they
and will forever be subservient to Barbatos. This said, believe the only battle worthy to be against a powerful
Azazel has already defied the impossible before, by opponent, and plundering non-corrupted populations
becoming a Centurion even as a Wretch; who’s to say he goes against their sacred mission besides. In addition,
cannot achieve a similar feat again, and once more rebel unless explicitly ordered to by their higher-ranking
against his master. officers, Acolytes, Warriors, and Sergeants will not steal
or enslave; they will only kill. This said, if in their
operations, a Lieutenant stumbles across a particular
creature and wishes to take it with them, there is little
their victims can do to resist.

Threadnotes: The Angel of Greed


Only a few Nephilim have fallen into hoarding and
decadence over the centuries, for becoming complacent in
luxury is a sure way of being demoted, betrayed, or killed by
an underling. There is, however, one Centurion that has been
able to maintain her position and thrive, even whilst
indulging in her every pleasure.
The Centurion Naamah, who was once a devil herself
before plunging into the Fountain of Triumph, is also called
the Angel of Greed, presiding over an infinite pleasure house
and gambling den in the 77,777th floor. The decadence of
Naamah is very attractive to devils all across the universe,
who are welcomed with open arms in Naamah’s domain.
Most devils that find a place in Tartarus do so within this
floor, called the Golden Pavilion.
Naamah is said to be cursed, for she bore thousands of
children with mortal species across history, but none have
ever become Nephilim, instead somehow reincarnating as
devils. Barbed tongues say her rebirth as a Nephilim was
nothing but a pantomime, but she has become so influential
that none dare prosecute or even investigate her. Naamah is
also rumored to be the mother of the terrible Lilith, Wielder
of Midnight and Lady of Sheol.

PART I | THE TOWER


21
Master of Chains
To control the many slaves kept by Lieutenants and
Centurions, the Nephilim created a particularly cruel
creature, capable of ensuring the compliance and
cooperation of its captives. The Wretched Jailor is a more
powerful variation of the Wretch, a nightmarish monster
covered in golden chains, made from a Nephilim who
once transgressed the order of Tartarus and now suffers
eternal penance.
These abominations are in constant pain, as shackles of
gold burn their skin with every movement. Hundreds of
souls are tied to them by invisible links that the Wretched
Jailors can pull on, should they misbehave. Their cruelty is
a product of their constant pain and frustration, for they
can only unleash such repressed anger on the souls they
control, if their masters allow them to.

To a mortal soul, there is only one escape from their


enslavement: to become a Nephilim. The only other way
to break their bonds is to kill their master of chains and
escape the Tower of Babel, which would incur the wrath
of Tartarus entire. It has been done before, several times,
yet most of these stories end in tragedy and a harsher
punishment. Few are those that escaped Tartarus, and
fewer still those that didn’t live to regret it.

Wretched Jailor hit points. If the Wretched Jailor takes 30 points of damage from a single
source or is critically hit by an attack, this trait does not function until
Medium celestial (Nephilim), lawful evil
the end of the Wretched Jailor’s next turn.
Armor Class 17 (natural armor) Pain Tolerance. The Wretched Jailor has a damage threshold of 10. It
Hit Points 153 (18d8 + 72) ignores instances of damage below 10 points, but takes the damage as
Speed 20 ft. normal in all other cases.

STR DEX CON INT WIS CHA Soul Link. The Wretched Jailor knows the precise location of all souls that
20 (+5) 7 (-2) 18 (+4) 7 (-2) 14 (+2) 14 (+2) are linked to it. A soul that is linked to the Jailor cannot be affected by
conjuration or abjuration magic unless the Jailor allows it to be. The
Skills Athletics +8, Perception +6 Jailor can use an action to enslave the soul of a creature that has been
Damage Resistances radiant, necrotic; bludgeoning, piercing, and dead for no more than an hour within 30 feet of it. The soul must
slashing from nonmagical attacks succeed on a DC 17 Charisma saving throw or be linked to the jailor. The
Damage Immunities poison Wretched Jailor releases all linked souls when it is slain.
Condition Immunities charmed, exhaustion, frightened, poisoned Actions
Senses blindsense 120 ft., passive Perception 16
Languages understands common and celestial but can only Multiattack. The Wretched Jailor makes three Chain attacks. If the
communicate in bellowing growls Wretched Jailor reduces a creature to 0 hit points with one of these
Challenge 12 (8,400 XP) Proficiency Bonus +4 attacks, it can immediately make an Enslave attack as part of this action.

Chain. Melee Weapon Attack: +9 to hit, reach 30 ft., one creature. Hit: 10
Cursed Existence. The Wretched Jailor is immune to any spell or effect (1d8 + 5) bludgeoning damage and the target is grappled (escape DC
that would alter its form. In addition, if a creature targets the wretch with 17). The Jailor can use this attack to pull on a grappled creature instead
a spell that curses, diseases, poisons, or inflicts a lingering harmful of dealing damage. The target must succeed on a DC 17 Strength saving
condition, the Wretch is not affected by the spell and the creature that throw or be pulled 15 feet closer to the Jailor. The Jailor can have up to
cast it must succeed on a DC 14 Charisma saving throw or become the six creatures grappled in this manner.
target of the spell. The creature suffers from the bane effect for the
maximum duration of the spell or until the Wretch is slain Enslave. Melee Weapon Attack: +9 to hit, reach 30 ft., one creature. Hit: 10
(1d8 + 5) bludgeoning damage plus 18 (4d8) radiant damage. The Jailor
Keen Hearing. The Wretch has advantage on Wisdom (Perception) regains an amount of hit points equal to the radiant damage dealt by
checks that rely on hearing. this attack. A creature with 0 hit points remaining that is hit by this
attack is instantly killed and its soul is enslaved by the jailor.
Compliant Relentlessness. The Wretched Jailor will not attack unless to
defend itself from creatures other than Nephilim or other Wretches. It Soul Wrench. The Jailor pulls on a soul is linked to it. Regardless of
will only be hostile to creatures its Master deems worthy of punishment. distance, the soul is restrained and incapacitated until the Jailor chooses
When reduced to 0 hit points, the Wretched Jailor can still act as if it had to release it. As a part of this action, the Jailor can choose to teleport to
1 hit point. The Wretched Jailor is only destroyed if it ends its turn with 0 an unoccupied space within 30 feet of the soul.

22
Nephilim Lieutenant At will: compelled duel, guiding bolt
Large Celestial, typically lawful evil
3/day each: commune, branding smite, pulverizing radiance ,
Armor Class 21 (natural armor) watcher’s smite 
Hit Points 250 (20d10 + 140)
1/day each: control weather, heavenly ire 
Speed 50 ft., fly 120 ft.
Magic Resistance. The Nephilim has advantage on saving throws against
STR DEX CON INT WIS CHA spells and other magical effects.
24 (+7) 24 (+7) 24 (+7) 18 (+4) 20 (+5) 24 (+7)
Survivor. If the Nephilim Lieutenant starts its turn with less than half of
Saving Throws Str +14, Dex +14, Con +14, Cha +14 its maximum hit points, it regains 10 hit points if it has at least 1 hit
Skills Athletics +14, Intimidation +14, Perception +19 point remaining.
Damage Resistances radiant, necrotic, poison; bludgeoning, piercing,
and slashing from nonmagical attacks Triumph. When the Nephilim reduces a hostile creature to 0 hit points, it
Condition Immunities charmed, exhaustion, frightened, poisoned can choose to gain 10 temporary hit points and immediately take
Senses truesight 120 ft., passive Perception 29 another action. The Nephilim can only use this trait once per turn.
Languages all, telepathy 120 ft. Actions
Challenge 21 (33,000 XP) Proficiency Bonus +7
Multiattack. The Nephilim Lieutenant makes two Greatsword attacks.

Angelic Weapons. The Nephilim’s weapon attacks are magical. On a hit, Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit:
they deal an extra 22 (5d8) radiant damage (included in the attack). 21 (4d6 + 7) slashing damage and 22 (5d8) radiant damage.

Warlord. Allies of the Lieutenant’s choice within 30 feet of it add 1d4 to Reality Slash (3/day). The Nephilim Sergeant makes a singular slash or
their attack rolls and saving throws while the Lieutenant is not thrust, either a 60-foot cone or in a 120-foot line that is 5 foot wide. Each
incapacitated. Creatures that benefit from this trait deal an additional 9 creature within that area must make a DC 22 Dexterity saving throw,
(2d8) radiant damage on a hit with a weapon attack. taking 52 (15d6) force damage on a failed save, or half as much damage
on a successful one. This attack extends into the ethereal plane.
Tireless Victor. The Nephilim Lieutenant doesn’t require sleep, food,
drink or air, drawing all the sustenance it needs from the divine domain Reactions
of Triumph. It is immune to exhaustion. Parry and Riposte. The Nephilim Lieutenant adds 1d12 + 5 to its AC
against one melee attack that would hit it, potentially causing it to miss.
Innate Spellcasting. The Nephilim’s spellcasting ability is Charisma (spell To do so, the Nephilim must see the attacker and be wielding a melee
save DC 22, +13 to hit with spell attacks). The Nephilim can innately weapon. If the attack misses, the Lieutenant can make a single
cast the following spells, requiring no material components: Greatsword attack against the attacker.

PART I | THE TOWER


23
Arts of War (Recharge 4-6)
The Nephilim Lieutenant can use an action on its turn to
perform one of the following Arts of War. It can only use one
per turn.

Coup de Grace. The Nephilim makes one Greatsword attack


against a creature within range. On a hit against a creature that
has 60 hit points or fewer, it must succeed on a DC 22
Constitution saving throw or be killed instantly. The Nephilim
can choose to reduce the target to 0 hit points instead, leaving
it stable.

Whirlwind. The Nephilim Lieutenant makes three Greatsword


attacks against each creature of its choice within 5 feet of it.

Sunder Defenses. The Nephilim Lieutenant makes one


Greatsword attack against a creature within range. On a hit
against a creature that is wearing medium or heavy armor, the
target must succeed on a DC 22 Dexterity saving throw or have
their AC reduced by 6 for one minute. A creature can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success. This effect cannot be applied multiple
times to the same target, and cannot lower a creature’s AC
below what they would have if they weren’t wearing any armor.

Crippling Strike. The Nephilim Lieutenant makes one


Greatsword attack against a creature within range. On a hit, the
target must succeed on a DC 22 Constitution saving throw or
be incapacitated and have their speed halved for one minute. A
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Banishing Strike. The Nephilim Lieutenant makes one


Greatsword attack. A creature hit by this attack must succeed
on a DC 22 Charisma saving throw or be banished to a plane of
existence of the Lieutenant’s choice. A creature can repeat the
saving throw at the end of each of its turns, returning to the
space where it was banished on a success.
Legendary Actions
The Nephilim Lieutenant can take 3 legendary actions, choosing
from the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn. The
Nephilim Lieutenant regains spent legendary actions at the start of
its turn.

Greatsword. The Lieutenant makes one Greatsword attack.

At Will. The Lieutenant casts one of its At Will spells.

Apparate (Costs 2 Actions). The Nephilim Lieutenant magically


teleports, along with any equipment it is wearing or carrying, to
an unoccupied space it can see up to 60 feet away.

Golden Armor (Costs 3 Actions). The Nephilim Lieutenant coats


itself with golden light and becomes resistant to all damage
until the start of its next turn.

Nephilim Smite (Costs 3 Actions). The Nephilim calls down a


radiant beam of light unto a target it can see within 120 feet.
The target must make a DC 21 Dexterity saving throw, taking
55 (10d10) radiant damage on a failed save, or half as much on
a successful one.

Arts of War (Costs 3 Actions). The Nephilim Lieutenant uses its


Arts of War action, if available.

PART I | THE TOWER


24
Spoils of War
The Treasures of the Nephilim

The Nephilim are a warring people, dedicated only to


conquest. As such, evidence of their combat exploits is
the most valuable thing they possess, within their
dystopian bastion. On each of their ruthless campaigns,
the Lieutenants and Centurions ask their underlings to
bring them the spoils of war; trophies, artifacts, and
slaves to exhibit in their lavish halls. Those that
contribute most to the cause are rewarded with honors
and promotions, ever closer to possessing a floor
beyond the 10.000th for themselves.

Depending on their leader, Nephilim can be quite


relentless in their pursuit of rewards.

PART I | THE TOWER


25
Blade of Infinite Blossoms
Weapon (Greatsword), Artifact (requires attunement)

This ornate greatsword was once the blade of an Archfey entangle the target, reducing its maximum speed by 10
by the name of Sarasel, Warlord of the Blossoming feet until the start of your next turn.
Steppes. The demiplane where the creature had made its
lair was overgrown with seeds of doom, weeds tainted by Vengeance of Thorns. While attuned to the Blade of
the void and allowed to blossom without end. Sarasel Infinite Blossoms, the critical range of all your attacks is
thought he could control these creatures and conquer increased by 1. If you score a critical hit with the Blade of
Elphame, the world of the Fey. To that end, he wedded a Infinite Blossoms, the vines explode into a shower of
powerful Princess of the End Times and watered his razor-sharp petals, forcing all creatures of your choice
demiplane with the vile blood of Eternity, creating an within 30 feet of the original target to make a DC 18
army of deathless voidborn. He was brought to heel by the Dexterity saving throw, taking 10d6 slashing damage on a
Archnephilim Kali herself, who relished in the absolute failed save, or half as much on a successful one.
destruction she brought to the Blossoming Steppes. Not a
Steps of the Archfey. While attuned to the Blade of Infinite
single drop of ichor remained after the Lady of
Blossoms, the ground beneath your feet blossoms with
Retribution was done with it.
flowers and vines as you walk. Your walking speed
The powerful weapon Sarasel left behind, however,
increases by 10 feet, and difficult terrain created by
caught Kali’s eyes. She took it back to Tartarus, where it
remains as one of her most valuable trophies. She often nonmagical plants does not affect you. Additionally, you
loans it to her trusted Nephilim Lieutenants, and in rare can cast the misty step spell at will, without expending a
cases, even to adventurers who show a particularly spell slot or requiring material components. Charisma is
promising gift for destruction. your spellcasting ability for this spell.

Fae-Killer Weapon. You have a +3 to attack and damage Blossoming Rebirth (1/week). Once per week, if you are
rolls while using this magic weapon. This weapon’s reduced to 0 hit points while wielding the Blade of Infinite
strikes extend into the ethereal plane, and fey creatures Blossoms, you can use your reaction before falling
take an additional 3d6 force damage on a hit with this unconscious to enwreathe yourself in a cocoon of radiant
weapon. vines that has 20 AC, 80 hit points, immunity to psychic
damage, and resistance to all other damage except fire. If
Flowering Wrath. Once per turn, when you hit a creature the cocoon has hit points remaining at the start of your
with this weapon, you can choose to have ethereal flowers next turn, you burst from it fully restored, having regained
and vines erupt from the point of impact, lashing out to all your hit points and recovered your features as if you
deal an additional 2d10 piercing damage. The vines had benefitted from a long rest.

PART I | THE TOWER


26
Axe of the
Jade Sentinel
Weapon (Battleaxe), Legendary (requires attunement)

This legendary battleaxe was wielded by a famous the Jade Sentinel wait patiently for its old owner to make
sentinel of the Blackstone wall, the great barrier that the grueling ascent to the rank of Lieutenant, when the
separates the Ichorous Peninsula from the Marshes of Nephilim will declare him worthy of wielding it.
Rhunia in the material plane. This enigmatic character
was nicknamed the Jade Sentinel, for he came from the Eldritch Slayer. You have a +3 to attack and damage rolls
Eastern country carrying weapons and artifacts of jade while using this magic weapon. Aberrations take an
and fought always behind the green mask of an Onryō. He additional 2d8 force damage from this weapon. In
is rumored to have been exiled from the kingdom of addition, Whenever you reduce an aberration to 0 hit
Daxin for having preached the dangers of the Ichorous points with this weapon, its body disintegrates into
Peninsula to the Dynast Xiyun herself, and being glowing jade dust.
punished for the insolence of thinking he knew better
Madness Immunity. While wielding this battleaxe, you are
than his draconic liege. A spirit such as his, however, is
protected by its potent warding magic. You have
not to be snuffed out, and so, the Dynast chose to exile
resistance to psychic damage and advantage on saving
him, for in secret, she was well-aware of the mounting
dangers of the south. throws against being charmed and frightened. You are
The Jade Sentinel found his doom in the marshes of immune to the demoralized  condition and to the effects
Selem, killed by an abomination of ichor and madness. of short and long-term madness.
Yet, such a determined character could not be wasted,
Jade Vigilance. While wielding the Axe of the Jade
even in death. The Nephilim envoys that escorted him
Sentinel, you can make an opportunity attack against a
from the Court of the Afterlife proposed a deal, extended
creature that enters your melee reach. When you hit with
by a Nephilim Centurion known only as Shinigami, who
an opportunity attack using this battleaxe, the target is
like the Jade Sentinel, was originally a mortal born in the
restrained until the start of your next turn, as magical
Rippling East. The Jade Sentinel had been noted as a
patches of jade manifest across their body.
great warrior, an expert at dealing death. He would be a
great addition to the fight against the eldritch beyond the Sentinel’s Gaze. As an action, you can channel the gaze of
material plane. the Jade Sentinel through this battleaxe. You gain
The Sentinel agreed to become a dark angel on one truesight out to 60 feet for 10 minutes. During this time,
condition. Shinigami, who was a known figure of attacks you make with it ignore damage resistances and
Daxinian legend, would have to reforge the jade battleaxe deal an additional 2d8 force damage. After you use this
of the Sentinel into the weapon of a true Nephilim feature, you must complete a long rest before you can use
Lieutenant. And so, Shinigami did, thus does the Axe of it again.

PART I | THE TOWER


27
Box of Sins hunter might see killing animals as part of his day to day
job, while a particularly zealous druid could consider
Wondrous Item, Legendary (requires attunement) that the ultimate crime. The morality of the box is
determined by the one that carries it. The DM has the
This legendary box was used by the Archdevil Jaspakar
final say on what the Box of Sins can affect, provided it
to store the wrongdoings of mortal souls. He offered his
is congruent with the character that is attuned to it.
services to those individuals that were consumed by
their guilt, allowing them to live free of their actions, for Lying (1 charge). For a minute after you roll a deception
the small price of their soul. Under the devil’s check, you can use your reaction to activate the Box of
command, these souls were judged worthy of higher Sins and reroll the die. You can tell a new lie, or stick to
planes in the Court of the Afterlife, for their crimes were your previous deception. You can also choose to tell the
hidden within the box. As such, the cunning Jaspakar truth instead of lying, should that prove more beneficial.
had agents under his command all across the universe,
using the Box of Sins to hide the terrible acts of his Stealing (3 charges). When a creature discovers you
servitors. stealing an item, you can use your reaction to activate
Jaspakar was eventually discovered, and a legion of the Box of Sins and have the creature forget you are the
Nephilim stormed his demiplane within the Broken culprit. If the crime is still obvious after you use the
Hells. It is said that Jaspakar was himself trapped within box–for example, if you are carrying the item for all to
the box, as punishment for his tampering with the Court see–the creature might come to the same conclusion.
of the Afterlife’s judgements.
Murder (5 charges). When a creature witnesses you
Storing your Sins. While attuned to the Box of Sins, you committing a murder, you can use your reaction to
can use your reaction to store your wrongdoings within activate the Box of Sins and have the creature forget
the box. Depending on the gravity of your sin, the box you are the culprit. If the crime is still obvious after you
gains a different amount of charges. The Box of Sins use the box, the creature might come to the same
can have up to 20 charges at a time, and loses all conclusion.
charges after not being used for 24 hours. If the box is
full, it cannot be used. At any point, you can open the Opening the Box. At any point, you can use your action
box, releasing your sins in an explosion of negative to open the box. When you do so, the box expends all its
energy. charges and all creatures within 60 feet of the Box,
When you store a sin in this manner, each creature of including yourself, take 1d6 psychic damage for every
your choice within 120 feet of you that witnessed your charge the Box has when you open it. All creatures that
wrongdoing immediately forgets you are the culprit, as were affected by the box in the last 24 hours regain
if they did not sense you committing the crime. After a their memories of the event they witnessed.
lie, they forget you uttered it; after a killing, they forget
you dealt the final blow. The extents of the memory
modification cannot change events that happened more
than a minute ago. If the sin is a complex chain of
events and requires a final deduction, the creatures
affected by the box defer to an explanation that does not
involve you in the crime, provided it is plausible.

Caught Red-handed. If the sin is still readily apparent


after you use the Box–if you are wielding the murder
weapon and are covered in the victim’s blood, for
example–a creature affected by the Box can once again
come to the conclusion that you are guilty.

Once a creature is affected by the Box of Sins and has


their recollection of an act erased from their memory,
they cannot be affected by the Box of Sins again for the
next 24 hours.

The Many Sins. The following are some of the acts the
Box of Sins can store and their immediate
repercussions. The Box of Sins can have another effect
that is not listed here, at the DM’s discretion. The
interpretation of what a sin consists of can differ from
culture to culture, even from individual to individual. A

PART I | THE TOWER


28
T h e L o s t T h r e a d
Hello, Ariadne.

You must excuse my lack of decorum. The Labyrinth took everything from me, you know. Part by part. I’m not quite
sure anything of me remains, after all this time. And I see you did so well for yourself. A City of Strings, eh? That’s a
little pretentious, even for you, my love. Have you told them about your brother, yet? The one you condemned to death.
The one you had me kill. That’s your true face, isn’t it? One you’ve reserved only for me. And for your wretched father,
of course. Well, the Labyrinth cannot contain me forever, my love. And every day, my power grows.

I see Luthael did not manage to kill you. A lousy character. Not quite as useful as I thought. No matter. You’ve made
quite a gallery of enemies these last few centuries, love. I’ll have no trouble finding others. Of course, I don’t expect
them to slay you. Oh… no. That is an honor reserved only for myself. I have a new Patron now. Every part of me the
Labyrinth took, my God replaced with great pleasure. Even if it takes the End of All Things, I will have my revenge. The
Nephilim cannot hold me forever. I will see you pay for what you did to me.

The universe will know. They will see me kill, and burn, and destroy. They will see me shout your name as I bring
oblivion to the stars. And they will see you, just as I see you. This is your fault, my love. I am doing this because of you.

Theseus, Champion of Eternity

29
That’s all, Folks!
We would like to extend a big THANK YOU to all of
our patrons, who make these entries possible and
give us starving creatives some stability in this
ever-fledging world.

These commendable Stringweaver-tier patrons


have climbed through the ranks of our
organization, and are the lifeblood of this project:

Antonio Affinito
Lynda Behling
LPM
Colt Fountain
Aden Leach
Anish Patel
Steven Zillinski

And to our legendary Masters of


Strings!

Shadowkihn

Richard J. Shepard III

Ky Erdmoor

Nick Gomez

Jayde Heathen

Cheers and Happy threadseeking!

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