Faction: Empire of the Kanza

History

The Sun Elves the first peoples once thought to be extinct fled this realm under persecution of the High Elves seeking amiability and safety elsewhere. Some of the most devoted are empowered by their belief in Damballa the Sky Father with marks granting them unparalleled magical abilities. What they found was a harsh, punishing, and dying realm and joined with a powerful series of clans and conglomerate of peoples called the Kanza. They assisted the Kanza is defeating the Blood Sorcerer Kings of their realm with their magical abilities and knowledge. They joined with the Kanza whose philosophy is “two rights can not make a wrong” and “I am because you are” were victorious but not before said “kings” drained to much of the magical essence of the realm making it unsustainable and dying. The Sun Elves lead the rest of the Kanza back to their realm to take back what they lost after their exodus. What proceeded was 1000 years of war that has just ended by the signing of the Nonaggression Concordat which is specious as best.

Races: Turami (human); Rashemi (human); Dragonborn; Sun Elves; Halfling; Half-Elves; Tieflings


Boons

Path of the Spellblade

Example#1: Learn Arcane Blade: You've trained to enhance your weapon with magical energy When you take a long rest you can choose to use an hour to perform a ritual upon one melee weapon and imbue it with an element of your choosing acid, cold, fire, or lightning. Must be able to cast at least one spell.

Example#2: Learn Bound Blade: A weapon you have previously bound to you returns to you from almost any distance. Bound weapon can be cast in one of two different ways. Bind. As an action, you touch a weapon in your possession and bind it to yourself indefinitely. If the weapon is already bound to you, you may instead unbind it. You may only have one weapon bound at any given time. A bound weapon may not be bound anyone other than you unless you die, you remove this binding, or the weapon is damaged beyond use. Call. As a bonus action, you call a bound weapon you have to one of your free hands, at your feet, or in any unoccupied space within 5 feet. If there is too little room to hold the weapon, the spell fails. A bound weapon can be called from up to 200 miles away as long as it is on the same plane as you.

Path of the Psion

Order of the Awakened - Conquer Mind (Int)

Order of the Immortal - Enhance your physicality (Dex, Str)

Order of the Forceful - Manipulate the world around you (Int, Cha)

Example#1: Far Hand: You lift an object into the air with the power of your mind.

Example#2: Telekinetic Anchor: You drive an unseen spike of force into space itself, anchoring creatures in place and causing them harm if they struggle.

Path of the Shaman

Example#3: Totems and Call Spirit Companion: Your soul reaches out to your spirit friend, which faithfully appears at your side. Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.