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Osirus and its coat of arms

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“The Pillar Reigns”

Shining bright upon the banners and shields of its warriors, is that of the Osirian Owl. The charge of the coat of arms is a symbol of which the city prides itself on, reflecting wisdom and knowledge. The field is painted verdant green to mirror the Temperate Forest which the city is flanked by. The motto “The Pillar Reigns” echoes through its denizens to remember that the city withstood hard circumstances during the death of Emperor Calaban and the onslaught of the Death's march.

Population: 8,357 (Predominantly Elves) 

Size: Small City

Inhabitant Demonym: Osirians

Government: Monarchy, The King of Osirus, Nathaniel Vandrel aka The Emerald Bannerlord and The Queen of Osirus, Mida Vandrel aka The Crimson Mother

Defence: The Arcane Pillar, Walls, The Bastion, The Hollow 

Commerce: Gems, stone, metal, grain, game, literature, arcane scholarship

Organizations:, The Osirian Magis, The Verdant Bannermen, Crimson Falcons, The Emerald Navy, Canary Grove Sept, The Grand Pony Chariots, The Emerald Marketplace, The Miragem, The Amending Corps, Cognitive Bureaulis

Religions:
Pallidane, The Goddess of song, dance and birds
The Seldarine, The Faerune Elven Pantheon

Geography

-Notable locations


City Locations

Emerald Heights - Known mainly to house corporations backed by The Pillar, here is where to find those who run the minor functions in Osirus that keep businesses running smoothly. Corporations found here include the Grand Pony Chariots and The Pillars Masonry and Artisan Guild among others.
Blade’s District - Also referred to as the military quarter, here is where the guardsmen and soldiers train under the banner of Osirus. Within the keep known as The Hollow, The Nameless Warrior trains the soldiers diligently, in hopes that one day they can aid the Duke in his time of need.
Blossom’s Peak - This district mainly houses the common civilians of Osirus, its streets are dotted with trees from the Pink forest, leaving its streets to be littered with soft pink petals in the springtime.

Government

Summary

Although the Cor'Quessir and Cor'Etriel of Osirus rule as a single body, much of the decision making and administer of its ideological direction and relations with other Kingdoms are left to the Cor'Etriel to oversee and secure, while the Cor'Quessir keeps preoccupied with the security of the country and the vigilance of kingdoms who border the northern realms, Cor'Etriel is charged with growing the capital in its alliances, economy and culture.


Province of Lyelath

The following major Cities are under the baronry of Lyelath:

  • LyuEnera
  • Rairalra
Law & Order

The city takes a special interest in extraplanar threats and catastrophe.The Cognitive Bureau specialize in unraveling mysteries around those who invite evil into the plane and extraplanar entities itself. However once a lead has been concluded and solidified, the Osirian Magis in conjunction with The Featherlings are called to form a strike team to banish the creatures. Lastly, the embodiment of the Kings protection, Rhuzger the Iron Golem occasionally patrols the streets of Osirus as a constant symbol of order, suppressing any brewing conspiracies in the minds of criminals.

Arcane Licensing

Osirus requires magic-users to obtain a license to practice magic within the city or while representing the city's interest. This ensures that only those who have been trained and deemed responsible are allowed to use magic. Sanctioned magic users casting magic of 3rd level or higher within the city would need to be supervised or acknowledged by a professor or officer of the law for it to be considered lawful. You are obligated to present an authentic Arcane License if requested, failure to do so will result in immediate incarceration within the Tower of Abjuration for a unspecified amount of time.

The application process for the Arcane License involves providing identity, completing a written test on the laws and regulations surrounding the use of magic, and demonstrating proficiency in the magical arts to a board of examiners. Once the applicant has successfully passed all requirements, they are granted the Arcane License which is a specialized feather of an Osirian owl.


The
Arcane License must be renewed every year, during which time the licensee must demonstrate continued competence in the practice of magic. Failure to renew the license or any violation of the laws and regulations governing the use of magic may result in revocation of the license and charges.

The
Arcane License includes a registry number, which serves as a unique identifier for the licensee and can be used to track their magical activities within the kingdom. Such activities is kept by the Cognitus Burealis using magical avenues to document. This is to ensure that all magic practiced within country is conducted in a safe and responsible manner, and to hold practitioners accountable for any misuse of their abilities.

The Osirian Arcane Act

Osirian Code 801, Section 1
Using magic to harm others: Any use of magic to cause harm to another individual, whether intentional or unintentional, physically, mentally, or emotionally, would be considered a serious violation and could result in revocation of the Arcane License and incarceration.

Osirian Code 802, Section 2
Using magic for personal gain: Using magic to gain an unfair advantage in business, politics, or any other area of life is grounds for revocation of the Arcane License, up to 1 year License
ban and incarceration. This includes using magic to cheat or deceive others, as well as using it to acquire wealth or power at the expense of others.

Osirian Code 803, Section 3
Practicing dark magic: The use of dark magic, such as necromancy not or blood magic, is strictly prohibited within the kingdom of Tyrael. Practicing such magic will result in immediate revocation of the Arcane License,
incarceration and criminal charges.

Osirian Code 804, Section 4
Failing to renew the license: Failing to renew your arcane license annually revokes your license and garners a fine on renewal.

Osirian Code 805, Section 5
Endangering public safety: Any use of magic that endangers the safety of Tyrael, such as summoning dangerous creatures or causing widespread destruction, are grounds for revocation of the Arcane License
, incarceration, charges and a high level curse cast by the Cor'Quessir himself or even execution and arcane imprisonment.

Osirian Code 806, Section 6
Using magic while under the influence: Using magic while under the influence may impair judgment and possibly endanger public safety, and would therefore be grounds for a fine and temporary incarceration.

Osirian Code 807, Section 7
Revealing lawfully obscured magic to individuals: Revealing the existence or practice of lawful obscured magic from the public to individuals is strictly prohibited. Violating this law
would therefore be grounds for revocation of the Arcane License, charges and Enchantment magic to memory wipe of such knowledge.

Osirian Code 808, Section 8
Using magic to impersonate someone else: Using magic to disguise oneself as someone else, whether to deceive or manipulate others or to avoid consequences, would be considered a violation of the Arcane Act and ethics governing the use of magic and would therefore be grounds for revocation of the Arcane License, charges and a curse cast by the Cor'Quessir himself.

Osirian Code 809, Section 9
Participating in illegal or unethical magical activities: Practicing magic for illegal or unethical purposes, such as participating in illegal duels or using magic to aid criminal or cult activities, would be considered a violation of the governing the use of magic and would therefore be grounds for revocation of the Arcane License, charges and incarceration.

Osirian Code 810, Section 10
Performing magic without proper training or
license: Practicing magic without proper training or license would be considered a violation of the governing use of magic, and would therefore be grounds for a fine and incarceration.

Osirian Code 811, Section 11
Using magic to abuse the natural order: Using magic to abuse the natural order of the world, such as by manipulating time or space, is considered a violation of the governing use of magic, and would therefore be grounds for revocation of the Arcane License, a fine and incarceration.

Osirian Code 812, Section 12
Performing unauthorized magic: Performing magic that has not been authorized or blacklisted by the Pillar, such as experimenting with new spells without proper testing or approval, is considered a violation of the governing use of magic, and would therefore be grounds for revocation of the Arcane License, a fine and incarceration.


Aula Cognitionis

The city is home to arguably the best library in the world, which attracts scholars, researchers, and book lovers from all over the land. As a result, the city has thriving handful of publishing houses, calligraphers, and bookbinding shops who have flourished. 

The city features numerous bookstores and public libraries, which stock a vast collection of valuable books and manuscripts while the most rare are in the Aula Cognitionis itself, bearing rare literary artifacts gifted by a Silver Greatwyrm. Access to the grand library is granted to students by default up to uncommon topics, anything beyond that or non-students will require a limited-time 7 day pass granted by the Headmaster of the Pillar.

The city is a hub of intellectual activity, and its bustling streets are lined with cafes, gardens, restaurants, and other establishments where scholars and book lovers gather to discuss and debate the latest literary trends and discoveries.


Crime

Order is maintained by the regulars of The Verdant Bannermen garrisoned at the city. The Emerald Vanguard act like the city watch, dealing with specialized efforts to cull criminality and cultists not sanctioned by the small city. Denizens and visitors are expected to abide by the common law, and those found guilty of crimes are imprisoned until a hearing has been made. The Crimson Mother and those whose power she invested in will carry out any court sessions for crimes of grave or complex nature. Otherwise the officers of the Bannermen carry out verdicts on petty crimes.

Special laws have been created to deal with magic in the city. Magic is not to be used against another creature with ill-intent. If an individual is convicted of utilizing magic to harm or damage another creature or its property. Depending on the severity of the act, which is judged with power vested by the monarchy of Osirus, the verdict can range from community service to exile.

The Criminal Factions in Osirus

After the banishment of the Rakshasa Subhur, Master of The Hunt; minor criminal factions who hide from Osirian Law, saw the opportunity for organization and association with a being of the same criminal ideology as them. Forming multiple criminal factions that would then operate in Tyrael.

  • The Ascendit Aranea: operates in Osirus and administers the black market in the entire kingdom, ultimately running the underworld. The Arachne is the rumored leader of this shadowy faction..
  • The Fiend’s Grip: operates in Osirus, its operation types involve racketeering and muscle to any who have the coin, and those unfortunate enough to have too much.


Defense

Current banners in the service of osirus directly is listed below:
* The Osirian Night Owls, Recon
* The Verdant Bannermen, Foot Soldiers
* The Crimson Falcons, Bowmen
* The Elk Cavalry, A noble Cavalry Unit, 170 cavalry in total
* The Stonemasons, Engineering and city defense
* A large adamantine wall surrounds the outer city.
* A keep with stone walls surrounds the arcane pillar. There is a moat on the inside of the walls with a defended bridge connecting the wall.


1,000 archers

1,500 infantry

60 war magis

40 Griffon Cavalry 

500 Elk Cavalry

150 Night Owls (Recon)


Trade

Osirus trades with all its neighbors, supplying The March with enough iron and components used to fortify the bastion of the north. Other kingdoms benefit from its commerce regularly.

Organizations

  • The Amendment Corps
  • The Arcane Pillar 
  • The Cognitus Burealis 
  • The Emerald Market Association 
  • The Grand Pony Chariots 
  • The Verdant Bannermen

Culture

Citizenry

The citizenry of Osirus is mostly normal high elves,. 

Generally, Elves of Tyrael have isolated from their original kingdoms (Kalyve, Orebelleman, Veras, Selenian), are more inclined to establish relationships with non-elves (the opposite of most Elves), and due to their kingdom’s role in the Deathsmarch, are more battle-ready than most Elvish cultures, here are a few bullet points to help you roleplay as an Elf of Tyrael.

  • JadedThe Elves of Tyrael have seen the horrors of the Deathsmarch War, and are forever scarred. These psychic wounds have left them disconnected from the luxury of peace of mind concept. They are always ready to meet evil, and happy to give their lives for the safe-keeping of their Kingdom.
  • Life is Short. Unlike most Elves, the people from Tyrael are way more forgiving when forming relationships with non-elves. The aid they granted in the Deathsmarch has given them the sense that the chances of them living out their full 750 years lifespan is unlikely with such volatile neighbors such as the Cult of Death, Green Dragon and The Cult of the Witch
  • Blood Oath. The Elves of Tyrael have vowed an ancestral oath of blood. Vowing eternal hatred against the northern realms and necromancy, they will go to questionable lengths to enact retribution on the perpetrators that keep them awake at night.
  • Short Circlets of Communities. Since the end of the Deathsmarch, the people of Tyrael have severed their communities to anything larger than a burg. This closed-circuit community ring has been reduced to strengthen its active denizens rather than a whole kingdom. However the new generation seems to be brewing rivalry between cities of the Kingdom.


Fashion

Religion

Festivals and Holidays

Nobility

They have a social ladder of Banner Houses from which the nobility resides in. There is a unique social upward mobility if you gain the title of Arcanist. An arcanist is someone who has graduated from the Pillar and works as freelance agents in the kingdom. A sizeable deal of noblemen children are sent to Osirus from the surrounding areas to enroll into the Arcane Pillar.

Notable People

Important Osirians include the following NPCs:

  • Mitha Udrisei: Manager of the Grand Pony Chariots - A female Apjin elf personally chosen to administer the guild’s affairs by Mida Vandrel herself. She is normally found at the organizations headquarters located in the Guilds district in the city of Osirus managing trade and transport during the day and peddling information during nightfall. 

  • The Nameless Leader can be found in the Hollow, usually spending time overseeing the master-at-arms training the Verdant Bannermen daily

  • Kilgras Ashstone: is a male dwarf who is the chief inspector of the Cognitius Burealis

  • Ayen Scalanis, The Eagle: is a female high elf that is the cult leader of the Featherlings

  • Dersyg Warmhart is a male Adult Gold Dragon in charge of golden kingdom branch in Tyrael

  • Grazu Tinkermuch: is a male gnome, the head of the Amendment Corps

  • Aolis Norlynn: Aolis Norlynn is a female High Elf who administers The Miragem organization. She is curious 

Taleiya Luraris: Known as the Head Owl. Taleiya is a wood elf ranger famously known in Novus for being one of the few to survive Acererak’s tomb of horrors. Originally from another continent where she achieved noble status from this feat, she has relocated to Novus to assist her elder sister; Duchess Mida by lifting the duties of managing the Night Owls. Taleiya is seldom be found within The Branch and is more commonly out amongst the Temperate Forests or wandering Osirus.

History of Osirus

The city wasn't always named Osirus, it used to be known as Eville. Before King Vandrel, at the time Duke Vandrel, it was a small village which suffered heavy decimation from dragons, incursions from the cults, and other threats. It wasn't until the time of The New Duke of Tyreal in 3422 that it had shown great prospects about its future. Osirus has endured great hardship through the decades, but it has always endured.

The Aftermath of Draconic Bloodsport Period (3405-3405)

During the Draconic Bloodsport Period, dragons inevitably clashed small city of Eville was caught in the middle of these conflcits. One particular year the city was reduced to ruins several times. Primarily Dragons from the Cult of the Green Dragon would harass the city, pillaging it and committing other atrocities to a mostly weak city. The city population of almost ten thousand dwindled to some two thousand denizens. Those that were left survived by seclusion from the outside world and living underground hiding from the dangers above.

The New Monarch of Osirus (3422-3425)

After Nathaniel successfully hauled the Axe of the Dwarven Lords to Calaban, Emperor Versulis Calaban prized him with the entire dominion of Eville, which was renamed Osirus. With the rule of this new lord, came countermeasures to safeguard its surviving denizens and traditions. Nathaniel vowed to never let the new city of Osirus be allowed such injustice and decimation to befall it.

Time of Rebuilding (3425-3428)

Nathaniel orders to reconstruct the city and raise a tower fortress upon a moat, also building a huge library in the tower

After Nathaniel safeguarded the town of Osirus, he ordered several defensive structures to be constructed in wake of the eminent danger from its neighbors and henceforth employed one hundred stonemasons from the east to build the Arcane Pillar upon a moat which would serve as a tower-fortress for the barren city.

The Dawn of the Deathsmarch (3428-3428)


At the height of the imminent dawn of the Deathsmarch, Nathaniel instantly issued the surviving denizens to evacuate the Osirus to Orebelleman for safekeeping while all those who stood behind were warriors and the former Reichsguard who barricaded themselves in the city for the impending doom.

Time of Peace and Magic (3428-3445)

After the war, Osirus receives its denizens back and a large number of migrants from Orebelleman populate the city, now close to eight thousand elves.

After the events of the Deathsmarch, Nathaniel promised a new age for Osirus.

Osirus Today(3445)

Osirus today has blossomed into a city where the remnants of its past no longer linger throughout its streets. Having become the epicenter of arcane mastery and knowledge in the realm of Novus; scholars and aspiring casters of all kinds flock to the Arcane Pillar to indulge themselves with the mass knowledge accrued within the halls of the Pillar’s Library. Aside from that, its citizens rest their weary heads and live with the knowledge and safety that they are protected by the Duke’s formidable army. 

King Nathanial, formerly known as the Duke of Tyreal has left a sour taste in the mouths of many houses across Tyreal, with them feeling as though the title of Duke was unceremoniously handed to an outsider. Being relatively new to the rulership of Osirus, ties are left to be made between the rulers of Osirus and its neighboring cities and regions. This feeling isn't limited to the borders of Osirus. The neighboring elven kingdoms of Veras and Orebelleman, while not harboring any ill feelings towards the newfound duke, carry an air of concern for Tyreal regarding the new leadership of a region they once considered allies.

While the past of the Draconic Bloodsport is now a distant memory, the acts of the Kings past haunt his legacy in the beautiful tapestry that is Osirus. Rumors of fiends, devils, and undead, make their way down the grapevine muttered under the breath of the commoner as gossip. The King himself still battles these rumors and with his own personal devils.

City Table Rolls

Law-Enforcement Reactions

Use the following tables each time the party has a run-in with any military faction that is  endorsed by The Pillar and your not sure how the encounter should play out. Such interactions occur often at the city's gate. Roll on the "Gate interactions" table if you want to randomly determine the experience characters have as the attempt to pass through a gate. If someone calls for law-enforcement refer to the "Law-Enforcement Type" first(if needed), then the "Law-Enforcement Arrival" table to see how long it takes for the authorities to show up. Lastly, roll on the "Law-Enforcement Reactions" to determine how the law-enforcers behave when they arrive.

Law-Enforcement Types

d6

Type

1

Rhuzger

2

The Featherlings

3-4

The Verdant Bannermen

5

The Crimson Falcons

6

Osirian War Magi’s


Gate Interaction

d10

Interaction

1

The Gatekeepers  suspects that a random party member is a cultist of The Little Fingers, and summons the Featherlings to carry out an intrusive investigation.

2

The Gatekeepers forces a line of travelers to wait for 6d10 minutes for no clear reason.

3

The Gatekeepers  refuses to allow the players in with their weapons out of suspicion

4

The Gatekeepers  don't let anyone through the gate. Those wishing to enter or leave must wait until the gate reopens or try another day.

5

The Gatekeepers  focus their attention on a suspicious traveler and wave a bunch of other people through without searching them or their belongings.

6

The Gatekeepers  clear the gate swiftly to let a squad of Osirian Night Owls (Scouts) pass through, harboring new reports of dangerous activities.

7

The Gatekeepers  skip the search if a traveler pays 1 gp for "express gate" service.

8

The Gatekeepers suspect the party to be smuggling illicit Draconic Milk from the Kingdom of Chromatics.

9

The Gatekeepers focus their attention on a suspicious traveler while allowing the characters to pass swiftly. The suspect is in a fine looking trench-coat that is being worn by three kobolds - they disperse the moment the trench-coat falls.

10

Corrupt Gatekeepers falsely believe that the party members are from the Ascendit Aranea - letting them pass and telling them to deposit the batch at the usual location.

Law-Enforcement Arrival

District

Arrival Time

Forces

Emerald Market

2d6 minutes

2d4 +2 (roll on Law-Enforcement Type table)

Blossom Peak

2d8 minutes

2d6 +2 (roll on Law-Enforcement Type table)

Blade District

1d4 minutes

2d4 +2 Verdant Bannermen

Myriam’s Rest

1d6 minutes

2d4 +2(roll on Law-Enforcement Type table)

Emerald Heights

1d6 minutes

2d4 +2(roll on Law-Enforcement Type table)

Arcane Pillar

Instant

2d4+2 War Magis


Rhuzger’s Reactions

d8

Reactions

1

Rhuzger sees the party, chants “The Pillar Reigns” through a magic mouth spell, and seeks to punt the party over the walls.

2

Rhuzger can be seen chasing a cultist out of the vicinity and almost tramples the party.

3

Rhuzger chants “The Pillar Reigns” through a magic mouth spell, doing a wind wheel while running after two smugglers, hitting the party if they don’t move out of the way.

4

Rhuzger locks his eldritch eyes on to the party, menacingly watching and then tailing them very inconspicuously 

5

Rhuzger grabs one combatant, while running into the direction of the Hollow Keep to incarcerate them, shouting “The Pillar Reigns” in the distance.

6

Rhuzger watches the fight unfold due to eldritch winds that disrupt his perceptiveness. Drawing his own conclusions in the aftermath.

7

Rhuzger bulldozes all combatants involved non-lethaly and ferries them to the Hollow Keep for incarceration

8

Rhuzger sides with the party and helps puts an end to the turmoil



The Verdant Bannermen Reactions

d8

Reactions

1

The Nameless Leader (Warlord) appears and resolves the disturbance with force.

2

The Verdant Bannermen form a phalanx, steadily approaching the commotion.

3

One Osirian Night Owl acts as a sniper (Sharpshooter), taking shots with non-lethal ammunition at the combatants from a safe distance.

4

One of the Verdant Bannermen is a professor of the Arcane Pillar, casting shatter at the most concentrated location of the commotion, then advises the combatants to disperse before conjures a fireball.

5

The Osirian Night Owls arrive at the commotion with random thugs having already been captured beforehand.

6

The Osirian Night Owls are getting ready to leave for an expedition beyond the wall, and do not wish to deal with the nuance. 

7

The Verdant Bannermen arrests everyone without questions and ferries them to Hollow Keep for temporary imprisonment.

8

The Verdant Bannermen are already chasing a pack of thieves and rushes by the area.


The Featherlings Reactions

d8

Reactions

1

One of the Featherlings sends a familiar into the direction of Rhuzger, whose scream will echo in the distance “The Pillar Reigns” and appear in 1d4 rounds to stop the fighting.

2

The Featherlings are currently chasing a pack of four imps in an urgent fashion and do not report to the scene.

3

The Featherlings are called to the scene with Ayen Scalanis the Cult leader to resolve the situation as peacefully as possible.

4

The Featherlings are escorting 1d6 Cultists who are to be enrolled onto their ranks, taking the opportunity to showcase their might be bludgeoning anyone that looks suspiciously like an illicit Cultist or from a criminal faction.

Vowing to take them to the Canary Grove Sept for questioning.

5

The Featherlings appear, casting flock of familiars to cull the disturbance.

6

One of the Featherlings is in secret a member of “The Fiend’s Grip”, leading the Featherlings to do the most violent action to stop the fighting.

7

One of the Featherlings is in secret a “Little Finger”, leading the Featherlings to do the most violent action to stop the fighting.

8

The Featherlings casts daylight right in the center of the commotion in hopes to blind the rowdy crowd.

Osirian War Magis Reactions

d8

Reactions

1

After their initial warning fireball, the Osirian War Magis prepare to cast a barrage of fireballs in 1d4 rounds, shouting for the combatants to get on their knees immediately.

2

The Osirian War Magis casts Lightning Bolt, hitting the most amount of combatants as possible in hopes to awe the commotion to a halt.

3

A single Old Osirian War Magi arrives at the scene, begging the combatants to stop making noise. If they fail to do so on a subsequent turn he casts Whirlwind (DC18) on the most concentrated area.

4

One of the Osirian War Magis is an arcane trickster, appearing behind the main combatant with a shadowblade, whispering into the ear to drop their weapon. The trickster steals with mage hand dangerous equipment off them in the meantime.

5

The Osirian War Magis mistakenly believes that the players are extraplanar creatures, casting 1d4 Banishments on them.

6

The Osirian War Magis appear, casting Fog Cloud in the most concentrated area, led by 1d3 Shatter spells scattered to act as flash bangs. They shout in Elvish for the combatants to lay down

7

A Squad of Osirian War Magis arrive at the scene, casting Hold Person on 1d4+2 combatants, vowing to barrage all those who do not stop with magic.

8

A single Osirian War Magis junior appears, begging for the fighting to stop. The War Magi is Nathaniel himself who is under the effects of Alter Self,  appearing like a meek wizard.

The Crimson Falcons Reactions

d8

Reactions

1

A prototype Arrow of Banishment/Shatter is used at a random combatant. An unseen Crimson Falcon uses Thaumaturgy to command the fighting stop lest they unleash more arrows.

2

Screeching arrows soar over combatants, signalizing the arrival of the crimson Falcons. In 1d4 turns the Crimson Falcons appear to apprehend offenders.

3

A single Crimson Falcon appears at the scene, He is a senior student of the Arcane Pillar who casts Slow (DC15 Wisdom Save) in the most concentrated area.

4

A volley of whistling arrows rains down to scatter combatants. For the remainder of the encounter, combatants must make a DC 14 Wisdom save while in range of the volley. Becoming frightened on a failure until the end of the round.

5

A marksman on the Crimson Falcons snipes the weapon out of the grasp of a random combatants hand. The shooter cannot be seen with anything short of a DC20 Perception check on a Search Action. On the next turn if the combatants do not disperse he begins to target random combatants with a +8 to hit with advantage, rolling 1d8+4 Piercing damage.

6

A squad of Crimson Falcon’s appear, sending a Flock of Familiars to assail the combatants, seeking to put an end to the turmoil. If the combatants do not cease their actions, on the next turn they cast Spike Growth in the concentrated area.

7

A large squad of Crimson Falcon’s dash to the scene, hurling nets at 1d4+2 combatants. DC 14 Dexterity Save or be subjected to the Net Rules.

8

The Scarlet Eagle appears upon the scene, asking offenders to lay down their weapons


Osirus  Encounters

d20

Encounter

1-4

Threat (roll on table C)

5-10

Denizens (roll on table B)

11-14

Harmless Interaction (roll on table A)

15-19

No Encounter

20

Emotional Echoe


Table A: Osirus Harmless Interaction

d12

Interaction

1

A stray fire bolt spell soars over the party, nearly hitting

2

A pack of 1d2+2 Animated Armor are on the run from the Arcanium Transmutus floor of the Arcane Pillar.

3

A merchant is currently running away from a Swarm of Rats

4

A Incognitus from the Cognitus Burealis are currently arresting a wanted Arcanist, they are currently disarming the suspect while it is under the effect of Hold Person

5

A Grand Pony Chariots Carriage without its stagecoach goes bounding through the street. A few minutes pass before a stagecoach follows the trail of the carriage.

6

Pling-Plong leads a small party of Kobolds into Osirus, he looks at the party and describes to the Kobolds each character individually, as if he was a Safari Master.

7

A bard is heard singing a diss track, earning silver for speaking ill of the party.

8

1d6+2 Animated Brooms begin sweeping the streets, throwing dust onto the party who instantly start Choking.

9

An eagle collides into one of the party members. As it hits the ground it shifts back into a Nestling, Embarrassed, they run off before the party has a chance to interact with them.

10

A canary creature lands on a random party member's shoulder for 1d4 hours. If the bird is shooed or slain, Pallidane casts Bane on that character for 1 hour.

11

A student from the Arcane Pillar is secretly handing out fliers. Apparently the latest work from a student named Halymae. It is another provocative picture of the duke.

12

Roll a 1d(the number of players in the party), Starting from the top of the group downward, the result is hit in the head by an owl pellet. 

 

Table B: Osirus Denizens

d12

Denizens

1

Bartholomew is sighted, he challenges one of the party members for a duel.

2

The Amendment Corps are currently performing reparations on a area which has been closed off due to a fireball exploded recently.

3

A group of Nobles seek to hire the party members for an entourage out of the city for 2 silver a day.

4

A group of Osirian Owls are heading outside Osirus, they ask the party if they wish to aid them in hunting a criminal

5

The Miragem seems to be making a reporting on a wild rumor of a black market activity

6

Rhuzger charges through the street, carrying 1d4 children on its hands who are currently running late for a yearbook picture.

7

A Nestling is currently preaching about Pallidane’s tenets to the masses

8

Kilgras Ashstone is sighted, leading a small band of 1d4+2 Incognitus into an alley to investigate an area allegedly said to have been used by The Little Fingers.

9

A pair of Verdant Bannermen; recovering from a long night of drinking are seen stumbling their way back to the The Hollow. Visibly and vocal of their worry of The Nameless Leaders wrath.

10

A commoner stands outside a tent beckoning passersby to take a look inside. Inside is a small shop where the shopkeep appears to be selling overpriced memorabilia of Osirus.

11

A shady individual tries to sell the characters a illicit item. The shady individual are three kobolds in a trench coat.

12

A single page of a random spell (DM’s Choice) flies from the Arcane Pillar and lands in front of the party

 

Table C: Osirus Threats

d12

Threats

1

The Little Fingers boldly spring their trap on the party, roll initiative

2

An Acendit Aranae burglar (Reaper of Baal) is seen sneaking into a window to steal for the organization.

3

A Wanted Spellcaster (Illegal Spellcaster) is on the run from the Osirian War Magis, he casts thunderstep in the vicinity of the party.

4

1d8+2 Flying Daggers drop from a nearby Wagon. The constructs then seek to attack the nearest creature

5

1d6+2 Cultists of The Little Finger had completed their infernal ritual while hiding inside mirror illusions. They summon a Bearded Devil and commence their attacks

6

A run-away wagon from the Grand Pony Chariots rampages through the streets. Characters roll DC14 Dex Save or take 2d8 Bludgeoning damage and are left prone.

7

The Featherlings and The Little Fingers begin to skirmish in the middle of Osirus

8

A kidnapper of The Acendit Aranea casts Dominate Person on a random party member (Dc15) and instructs the afflicted creature to break away from the party so she may be sold to the Black Market. 

9

A thief (Assassin) bumps into a party member, stealing one valuable object (DM’s Choice) DC17 Passive Perception.

10

A party member triggers a symbol spell rigged with the stunned condition (DC19 Wis Save) after which a band of theives come to rob all those affected by the spell of their valuables

11

A wild magic barbarian spots the party while in a mindless rage and charges towards them. Making use of the d100 wild magic table, roll initiative.

12

A Fiend Golem spawns in the middle of Osirus, the perpetrator is out of sight and hiding