$460,657
pledged of $800,000pledged of $800,000 goal
3,157
backers
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Funding Unsuccessful
The project's funding goal was not reached on Sat, February 22 2014 7:40 PM UTC +00:00
Visionary Realms, Inc.By Visionary Realms, Inc.
First created
Visionary Realms, Inc.By Visionary Realms, Inc.
First created
$460,657
pledged of $800,000pledged of $800,000 goal
3,157
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Sat, February 22 2014 7:40 PM UTC +00:00

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The Vrilaska (The Lost)

Posted by Visionary Realms, Inc. (Creator)
19 likes

Reptilian Warlords
Origin World: Vril
Current Homeland: Lost Lake (Rumored)
Pantheon: TBA
Language: Vril
Classes: TBA

The Lost: that is the Vrilaska, a reptilian humanoid race that walked Terminus in the early days following the Planar Collisions. These were amphibious warriors of great agility and strength. Their martial talents extended far beyond their cast iron weapons, often wielding their tails and talons just as effectively. A spiritualistic race, they paid homage to their ancestors and often communed with them for guidance. The Vrilaska on Terminus were some of the earliest to arrive and the first to become lost. Their small world was one of mangrove and marsh, the land they called the Spirit Marsh. It was a grave realm, a vast tract of land devoted to the fallen Vrilaska. Filled with towering monuments and mausoleums, the land was well defended, a sign of their reverence to their ancestors and the spirit gods they worshipped. Towards the end of the Cataclysmic Era, a massive quake swallowed the Spirit Marsh and covered it with a deadly abyss of cursed water. No Vrilaska was seen for centuries, but with the second wave of planar collisions, rumors have started to fill the taverns of lizard folk skulking within the Falmyrys. There are even rumors of ships sailing in the thick mist of the Lost Lake that are manned by Vrilaskan pirates who capture and drag down any who dare to venture into their realm. Have new Vrilaskans arrived in new fragments of their origin world or have they always existed as scaled overlords of the Lost Lake abyss?

Seeking Testers for New Pantheon Website

Posted by Visionary Realms, Inc. (Creator)
9 Comments
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The Shaman

Posted by Visionary Realms, Inc. (Creator)
31 likes

“Don’t aspire to ascend. The gods are cursed with immortality. They are the servants of paradise.” – Moda Khutar, High Priest of the Temple of A’Naza.

Role: Healer/Debuffer/Support

Style: Master of the spirits. Buffs, slows, paralyzing, disenchants; the Shaman is a versatile class, using the spirits to perform a wide variety of actions.

Specializations:

  • Ritualist: Perform ritualistic dances and chants to summon the spirits, command them to perform various actions against your foes. Use your idolistic doll to cripple the enemy or let the spirits shape it to their will.
  • Spirit Warden: Bonds with a totemic spirit and uses their spirit energy to enhance their abilities to buff their group while poisoning their enemies. Martial fighters, they prefer to use blunt two handed weapons but can be very effective with one.

The Shaman is a disciple of ancient mysticism that uses his powers to call upon spiritual forces. Residing within a planar realm called the Spiritual Arcana are the spirits of the dead and the energy they emanate. By following the techniques of Ethosian priests, Shamans can interact with spirits and syphon their energies to bolster their own powers. To the Shaman, death is not feared. It is a natural course all must take. Immortality is what they fear. 

Often referred to as the speakers of the spirit world, Shamans are extremely versatile in what they can do. Spirit energy is a force to be reckoned with and by using it the Shaman can force a variety of miasmas on their opponents, stitch up the wounded, breath cursed life into tiny dolls, or enhance their abilities with raw spirit energy. While the spirit realm grants the Shaman power never assume they cannot handle themselves without it. Formidable at almost every level the Shaman is a spiritual jack of many trades whose mastery of the spirits is second to none.

Ritualist: The Ritualist is known as a servant of the spirit lords. At the rear of the party, the Ritualist carves markings into the ground with their tribal staff, performing ritualistic dances to summon and command various spirits into the world. The Ritualist carries the bones of their ancestors, whispering to them to communicate with the ancestral spirits beyond the realm allowing them to cast healing rituals on their allies. They have a tether link to spirits. These links and the spirits can only be viewed by the shaman, other shamans and planeshifter rogues. When struck,enemies believe they are being attacked by invisible forces. The spirits heed to the command of the Ritualist, giving them the ability to curse their enemies by reaching into their souls and removing enchantments placed upon them, slowing their movements, or causing them to go berserk mistaking their allies as enemies. A Ritualist commonly carries an idolistic doll in hand. If a Ritualist can obtain a piece of the enemy, such as a strand of hair, they can bind it with the doll and use it to inflict pain or paralyze them. There have been cases where the Ritualist will toss the doll into the battlefield letting the spirits possess it, becoming an avatar under the spirits control. They may expand the size of the doll and turn it into a berserking golem, hex those around it causing them to panic, or cause the doll to shatter into many small dolls that swarm the enemy. Who knows what the spirits have in store?

Spirit Warden: Spirit Wardens have given up the ritualistic side of their discipline and have become more in tune with the less chaotic side of the spirits. Each Spirit Warden chooses a companion spirit to follow early in their development and as they grow in power so do their companions. Fighting together the Spirit Warden can take advantage of openings created by his companions allowing him to take advantage of his targets. Companions generate spirit energy while fighting and consume energy from the fallen. This energy can be used by the spirit warden to enhance his abilities unlocking new effects like group wide haste or transferring their targets vitae to the group for a short regen. While able to do good physical damage Spirit Wardens rely heavily on poisons to whittle their opponents down.

The Gnome

Posted by Visionary Realms, Inc. (Creator)
19 likes

Secretive Sorcerers
Origin World: Aruska
Current Homeland: Skyfen Mountains
Pantheon: Trove Lords
Language: Arcana
Classes: TBA

The Gnomes are a diminutive enchanted race who place their arcane desires above all else. Their race was born of magic and their bodies imbued with subtle arcane forces that emanate in the environment surrounding them. To the Gnome, magic is life. It is the foundation of all. It is the blueprint to the universe. Their affinity for magic has led them to be one of the more proficient crafters of magical items and allowed them to unlock the arcane potential of even the most mundane of items. However, that symbiotic relationship between Gnome and magic has slightly rattled their brains, leaving these tiny sorcerers a bit barmy. Most who encounter them find them somewhat loony and sometimes impish. If not for their superior arcane talents, they might be unwelcome in many villages. But a little madness is worth the magical prowess Gnomes offer. It is believed that it is a touch of this madness that drives them to secrecy, often hoarding magic items and rarely sharing the greatest of their knowledge. When not travelling through foreign lands in search of arcane secrets and enchantment gems, the Gnomes prefer the refuge of their hidden cities called troves. With their passion for enchanting objects, nearly everything in their world has some arcane function. When Dwarf miners discovered the first subterranean Gnome city, it was like hitting the treasure trove of a lich-king. Hence, the name trove stuck and even the Gnomes agree with it. They are extremely inquisitive and the many worlds of Terminus offer them a perfect arcane playground. Preferring to keep a neutral stance on diplomacy, they have forged secret alliances with every empire on Terminus for the sake of arcane acquisitions. Their innate desire for all things magic has driven some Gnomes to become adventurers, plying their magical trade for mercenary desires.

Gnomes originated on the arcane world called Aruska. This world was imbued with nearly as many magical forces found on Terminus. On that world of magic there were no supreme beings looking down from divine planes. This led the Gnomes to create their own gods, something that they have also done upon their arrival on Terminus. The Gnomes were quick to discover the existence of the Planes of Arcana, while most other races struggled to survive the great Cataclysmic Era. Tapping into these forces, their troves thrived and new gods they called Trove Lords rose to power. Not truly deities, these powerful leaders represented one of each of the magical planes that held fast the fabric of reality. But the greed of the Gnomes soon led them to seek magic secrets within the fragments of the other realms that had appeared on Terminus. Although they long concealed their existence for nearly two centuries, the Gnomes began a campaign to steal the greatest magical items and secrets from other civilizations. They did so in secrecy, employing rare arts such as teleportation to rob the vaults and towers of others. (This led to many myths of mischievous fairies and gremlins.) But ones that could rival their own powers soon discovered the Gnomes. The Ethosians, a mystical tribe of the Human race, had discovered a trove and the existence of the Gnomes. Conflict soon arose with the Gnomes wishing to remain hidden and mysterious. The Ethosians, ever inquisitive with arcane matters, ignored their wishes and plundered their troves. This led to a secret war between the Ethosians and the Gnomes. Although the Arcane War was short compared to most, with the superior arcane prowess of both participants, much devastation was had. Following on the heels of that arcane conflict, the Gnomes destroyed all known troves, leaving them as empty ruins that arcane scholars still seek today. Where the Gnomes created their new troves is unknown. Even the Gnomes unlucky enough to be left behind are unable to find their way home. This has left a small (no pun intended) population of Gnomes to live amongst the other civilizations as arcane scholars, artisans and adventurers.

The Halfling

Posted by Visionary Realms, Inc. (Creator)
30 likes

Cunning Craftsmen
Origin World: Dohmchanta
Current Homeland: The Blackwoods
Pantheon: Ryn’Etryas (The Eternal Rings)
Language: Dohma
Classes: TBA

The Halflings are stubby humanoid race with a preference for domestic tranquility rather than high adventure. Being a small race in a dangerous world, they have honed their skills of stealth and acrobatics to hide from or evade threats. Most would consider the humble looking humanoids nothing more than helpless children with the prowess to match, but that would be far from the truth of the agile Halflings. Their powerful legs and tactical spryness make them difficult targets to strike. The Halfling settlements are built into and onto the forest realm they live within to help conceal their presence from wandering giants and soaring dragons. Their communities are agrarian and they specialize in unique crops that only exist within the shaded fields of their villages. They are perhaps the most resourceful race, learning to craft superior goods from meager environments. Their skills with the needle and whittling blade have developed fine bows, leading them to become excellent archers. They are a gracious folk, welcoming to all; even a clumsy Ogre, if his temper has been tamed. It is rare to encounter Halflings outside of their towns, but when they are, it is often as a guide to adventure or thief to your purse.

The Halflings originated on a world called Dohmchanta, a relatively peaceful place with nearly no history of war. They had no actual contact with their sole deity, Cailloc the Mother of All. When a chunk of their world was magically relocated to Terminus, the Mother of All made her grand appearance before her reverent followers. The Halflings believed she came to deliver them from their cataclysmic predicament. They were extremely mistaken. Cailloc was angered and her truth was revealed. The tranquility of Dohmchanta fueled the beauty of her divine garden, a realm she wished to walk alone. Now separated from her eternal garden, the exposed witch hoped to steal the fragment of Dohmchanta for herself. With the last of her godly power she cast her followers to the winds of Terminus, either caring little that she would no longer be a god or oblivious to the fact. Many Halflings perished, but survivors did find their way to the continent of Celestius. With both Mother and world lost, the Halflings began a long search for a new homeland. What they encountered on Celestius was a world of worlds far more dangerous than the worst Dohmchanta had to offer. Surviving trials and attrition, they came to find a withering piece of unusually shaded woodland that seemed to be ignored or undiscovered. There in the Blackwoods the Halflings used their unique agrarian talents to give new life to dying woodlands and forged a refuge they named Hollowdown. It was not soon after that the Fal’Etryan (Wood Elves) discovered the beauty this stubby folk brought to a realm though dead. Finding that both races shared a reverence for nature, the two began a strong alliance. So strong is that alliance that the Etryan gods ascended a Halfling champion into their divine circle they call the Ryn’Etryas. As for their former Mother of All, the witch Cailloc and the fragment of Dohmchanta have never been seen again, but are surely lurking out in the unknown of Terminus.

The Halfing is currently a stretch goal.