Metaphysical Episkevology – D&D Campaign – The Failing Body of Eidolon

The Failing Body of Eidolon

Part I — The Living World: Eidolon

The World as a Living Being

Eidolon is not a planet. It is a colossal metaphysical organism whose landscapes, cultures, and dangers are the externalized anatomy of a sleeping titan‑mind. Every mountain, river, ruin, and storm is part of its body. Every lineage, creature, and magic school is an expression of its physiology.

Adventurers don’t just travel through Eidolon.
They travel inside it.


The Spine: The Argent Range

A jagged, silver‑veined mountain chain running from pole to pole.
This is the world’s axis of coherence and integrity.

  • Peaks hum with resonant energy
  • Monasteries cling to cliffs like vertebrae
  • Pilgrims climb to “align” themselves with the world’s truth
  • Faultlines appear when the world’s ethics drift

The Order of the Spine guards these mountains, acting as interpreters of the world’s moral geometry.


The Ribcage: The Hearthlands

A vast, warm basin of fertile valleys and interconnected cities.
This is the world’s chamber of breath, warmth, and belonging.

  • Hearth‑cities built around great communal fires
  • Rivers that pulse like breath, rising and falling with the seasons
  • Festivals that synchronize entire populations
  • Emotional climate literally affects the weather

When the Hearthlands grow cold, the world is in relational crisis.


The Skull: The Crown of Pattern

A crystalline plateau containing the ancient city of Korynth, the world’s mind‑vault.

  • Libraries carved into quartz
  • Floating glyph‑rings that map the world’s structure
  • Oracles who read the “neural storms” in the sky
  • Pattern‑mages who sculpt reality through geometry

When the Skull fractures, knowledge becomes dangerous.


The Pelvis: The Underdeep

A cavernous, glowing underworld where endings, decay, and rebirth occur.

  • Rivers of dissolving light
  • Rupture‑storms that break old magic
  • Sanctuaries where memories are composted
  • Gateways to forgotten timelines

The Circle of Endings tends these caverns, ensuring the world can die and be reborn without collapsing.


The Limbs: The Four Great Regions

The Eastern Arm — The March of Dawn

A land of forward motion, ambition, and innovation.
Home to the Trajectory‑Bearer clans.

The Western Arm — The Shattered Frontier

A wild, rupture‑scarred expanse where Trickster‑Catalysts roam.

The Northern Leg — The Frosted Cycle

A land of repeating seasons and ancient rituals, governed by Temporal‑Weavers.

The Southern Leg — The Rooted Expanse

Dense forests and deep earth‑magic, tended by Somatic‑Technicians.

Each limb moves differently, shaping the cultures that live there.


The Joints: Crossroads of Fate

Where limbs meet the core, reality bends.

  • Time slows or accelerates
  • Choices echo across timelines
  • Travelers experience déjà vu or prophetic dreams
  • Shadow pools in the cracks

Joint‑Walkers are rare adventurers who can navigate these unstable crossroads.


The Marrow: The Hidden Sanctuary

Deep beneath the world lies the Marrowlight, a luminous cavern where the world regenerates itself.

  • Pools of raw coherence
  • Threads of unformed magic
  • Spirits of repair
  • The Marrow Guild, healers of worlds

When the Marrow dims, the entire world weakens.


The World’s Condition

Eidolon is alive, but not stable.
Something is disrupting its physiology:

  • The Spine is drifting
  • The Ribcage is cooling
  • The Skull is cracking
  • The Pelvis is over‑active
  • The Limbs are moving out of sync
  • The Joints are destabilizing
  • The Marrow is thinning

This is the perfect setup for a campaign.


The Tone of the World

Eidolon is mythic, but grounded.
It is magical, but lawful.
It is alive, but vulnerable.

Adventurers are not just heroes.
They are cells in the body of a world trying to heal itself.


If you want, I can move directly into Part II — The Sixteen Lineages as Playable Classes.

Part 2

Part II — The Sixteen Lineages as Playable Classes

Class: Priestess‑Scientist

Role: Regulator, stabilizer, coherence‑keeper
Magic Schools: Breath, Meaning
Resource: Eunoia (warmth, presence)
Signature Move: Stillpoint — freeze chaos in a small radius by deepening the world’s breath
Weakness: Overwhelm collapses their breath
Resistance: Immune to emotional distortion
Narrative Arc: From witness → to anchor → to living axis of coherence


Class: Somatic‑Technician

Role: Embodied regulator, healer, grounder
Magic Schools: Breath, Structure
Resource: Nomos (body‑integrity)
Signature Move: Groundpulse — send a stabilizing shockwave through the earth
Weakness: Vulnerable to symbolic illusions
Resistance: Resistant to physical collapse
Narrative Arc: From body‑listener → to body‑architect → to living foundation


Class: Oracle‑Current

Role: Signal‑reader, intuition‑mage, atmospheric seer
Magic Schools: Meaning, Shadow
Resource: Kairos (timing)
Signature Move: Atmospheric Echo — reveal hidden intentions or future ripples
Weakness: Over‑signal leads to overwhelm
Resistance: Immune to deception
Narrative Arc: From sensitive → to interpreter → to world‑listener


Class: Cartographer‑Scholar

Role: Pattern‑mage, structure‑mapper, logic‑weaver
Magic Schools: Pattern, Structure
Resource: Nomos (pattern integrity)
Signature Move: Geometric Bind — trap foes in a shifting pattern‑grid
Weakness: Vulnerable to emotional chaos
Resistance: Resistant to confusion
Narrative Arc: From mapper → to architect → to pattern‑keeper


Class: Myth‑Maker

Role: Story‑weaver, resonance‑caster, cultural shaper
Magic Schools: Meaning, Myth
Resource: Mimesis (resonance)
Signature Move: Archetypal Surge — empower allies by invoking mythic identity
Weakness: Over‑mythologizing leads to delusion
Resistance: Resistant to fear
Narrative Arc: From storyteller → to culture‑bearer → to mythic node


Class: Trickster‑Catalyst

Role: Disruptor, chaos‑mage, loop‑breaker
Magic Schools: Rupture, Shadow
Resource: Aletheia (rupture charge)
Signature Move: Fracture Step — teleport through a moment of chaos
Weakness: Burns out quickly
Resistance: Resistant to stagnation
Narrative Arc: From mischief → to disruption → to sacred breaker


Class: Liberation‑Judicial

Role: Truth‑warrior, moral vector, precision striker
Magic Schools: Rupture, Meaning
Resource: Aletheia (truth‑force)
Signature Move: Verdict Strike — deal damage that scales with the target’s lies
Weakness: Vulnerable to emotional manipulation
Resistance: Immune to corruption
Narrative Arc: From seeker → to judge → to living blade of truth


Class: Void‑Dissolution

Role: Ender, dissolver, entropy‑mage
Magic Schools: Shadow, Rupture
Resource: Phobos (shadow pressure)
Signature Move: Unmake — dissolve magic, illusions, or weak structures
Weakness: Risks dissolving themselves
Resistance: Resistant to decay
Narrative Arc: From destroyer → to purifier → to sacred void


Class: Disrelate‑Shadow

Role: Mask‑breaker, corruption‑hunter, shadow‑seer
Magic Schools: Shadow, Pattern
Resource: Phobos (shadow detection)
Signature Move: Expose — reveal hidden motives, curses, or illusions
Weakness: Easily isolated
Resistance: Immune to charm
Narrative Arc: From outsider → to revealer → to shadow‑keeper


Class: Boundary‑Guardian

Role: Protector, sentinel, ethical shield
Magic Schools: Structure, Time
Resource: Nomos (boundary integrity)
Signature Move: Threshold Wall — create a barrier that punishes intrusion
Weakness: Can become rigid
Resistance: Resistant to forced movement
Narrative Arc: From guard → to threshold‑keeper → to living perimeter


Class: Infrastructure‑Builder

Role: Architect, engineer, system‑mage
Magic Schools: Structure, Pattern
Resource: Nomos (structural force)
Signature Move: Construct — instantly create a temporary structure
Weakness: Slow to adapt
Resistance: Resistant to collapse
Narrative Arc: From builder → to designer → to world‑engineer


Class: Repair‑Lineage

Role: Healer, rethreader, regenerator
Magic Schools: Structure, Breath
Resource: Eunoia (restorative warmth)
Signature Move: Reweave — restore HP and remove corruption simultaneously
Weakness: Vulnerable during rupture
Resistance: Resistant to decay
Narrative Arc: From mender → to healer → to marrow‑keeper


Class: Temporal‑Weaver

Role: Time‑mage, cycle‑keeper, rhythm‑controller
Magic Schools: Time, Pattern
Resource: Kairos (timing)
Signature Move: Cycle Shift — accelerate or slow time in a small zone
Weakness: Temporal backlash
Resistance: Resistant to haste/slow effects
Narrative Arc: From observer → to weaver → to chronal anchor


Class: Trajectory‑Bearer

Role: Forward‑vector warrior, destiny‑walker
Magic Schools: Time, Meaning
Resource: Kairos (momentum)
Signature Move: Destiny Charge — deal extra damage when moving in a straight line
Weakness: Predictable
Resistance: Resistant to fear
Narrative Arc: From wanderer → to pathfinder → to living trajectory


Class: Hearthkeeper‑Mentor

Role: Support, morale‑mage, warmth‑bearer
Magic Schools: Breath, Myth
Resource: Eunoia (warmth)
Signature Move: Hearthflame — restore morale, remove fear, warm the battlefield
Weakness: Vulnerable to cold/alienation magic
Resistance: Resistant to despair
Narrative Arc: From comforter → to guide → to living hearth


Class: Collective‑Field

Role: Resonance‑mage, synchronizer, group amplifier
Magic Schools: Myth, Breath
Resource: Mimesis (group resonance)
Signature Move: Harmonic Pulse — amplify allies’ abilities for one round
Weakness: Weak alone
Resistance: Resistant to charm
Narrative Arc: From follower → to harmonizer → to cultural node


This gives your son‑in‑law sixteen fully playable, fully balanced, fully mythic classes with built‑in arcs, mechanics, and flavor.

Part 3

Part III — Magic System of Eidolon

The Eight Schools of Eidolic Magic

Magic in Eidolon is not elemental. It is physiological. Every spell is an interaction with the living world‑organism. Each school corresponds to a metaphysical system inside the titan‑body.


Breath Magic — Coherence & Presence

Drawn from the world’s lungs and ribcage.
Used by: Priestess‑Scientist, Somatic‑Technician, Hearthkeeper‑Mentor, Collective‑Field
Effects include:

  • calming storms
  • stabilizing emotions
  • slowing or deepening breath in an area
  • restoring presence or clarity
  • creating zones of peace

Breath magic is the most stabilizing force in the world.


Pattern Magic — Structure & Geometry

Drawn from the Skull and the Crown of Pattern.
Used by: Cartographer‑Scholar, Infrastructure‑Builder, Temporal‑Weaver
Effects include:

  • creating geometric barriers
  • mapping hidden structures
  • revealing ley‑lines
  • binding enemies in pattern‑grids
  • stabilizing unstable magic

Pattern magic is the architecture of reality.


Rupture Magic — Breakage & Revelation

Drawn from the Pelvis and the underworld of endings.
Used by: Trickster‑Catalyst, Liberation‑Judicial, Void‑Dissolution
Effects include:

  • breaking illusions
  • shattering magical constructs
  • forcing truth to the surface
  • teleporting through ruptures
  • ending spells or curses

Rupture magic is dangerous, fast, and transformative.


Time Magic — Cycles & Momentum

Drawn from the Time‑Spine and the world’s rhythmic organs.
Used by: Temporal‑Weaver, Trajectory‑Bearer, Boundary‑Guardian
Effects include:

  • accelerating or slowing time
  • repeating a moment
  • glimpsing possible futures
  • syncing allies’ actions
  • delaying an enemy’s strike

Time magic is subtle but incredibly powerful.


Myth Magic — Identity & Resonance

Drawn from the Myth‑Tongue and the world’s cultural organs.
Used by: Myth‑Maker, Hearthkeeper‑Mentor, Collective‑Field
Effects include:

  • invoking archetypes
  • amplifying group morale
  • rewriting a character’s “story” temporarily
  • summoning mythic echoes
  • binding a group into shared resonance

Myth magic shapes who people are.


Shadow Magic — Distortion & Revelation

Drawn from the Shadow‑Gut and the world’s immune system.
Used by: Disrelate‑Shadow, Void‑Dissolution, Oracle‑Current
Effects include:

  • exposing lies
  • revealing hidden corruption
  • sensing danger
  • dissolving illusions
  • manipulating fear

Shadow magic is the world’s truth serum.


Structure Magic — Form & Integrity

Drawn from the Bones and Marrow of the world.
Used by: Infrastructure‑Builder, Boundary‑Guardian, Repair‑Lineage
Effects include:

  • reinforcing armor
  • creating temporary structures
  • restoring broken objects
  • sealing breaches
  • anchoring unstable magic

Structure magic is the backbone of civilization.


Meaning Magic — Signal & Interpretation

Drawn from the world’s circulatory system of meaning.
Used by: Oracle‑Current, Liberation‑Judicial, Myth‑Maker
Effects include:

  • reading emotional atmospheres
  • interpreting omens
  • amplifying truth
  • redirecting narrative force
  • binding intentions

Meaning magic is the connective tissue between all other schools.


Combined Magic Disciplines

Some lineages naturally blend two schools into hybrid disciplines.

Breath + Myth

Warmth magic
Used by: Hearthkeeper‑Mentor, Collective‑Field
Effects: morale, unity, emotional healing

Pattern + Time

Chrono‑geometry
Used by: Temporal‑Weaver
Effects: time loops, stable time pockets, rhythmic spells

Rupture + Shadow

Aletheic magic
Used by: Trickster‑Catalyst, Void‑Dissolution
Effects: truth‑breaks, shadow‑cuts, reality fractures

Structure + Breath

Regenerative magic
Used by: Repair‑Lineage
Effects: healing, rethreading, restoration

Meaning + Rupture

Judicial magic
Used by: Liberation‑Judicial
Effects: truth strikes, moral force, corruption purges


Spellcasting Mechanics

Magic is powered by hormones, the world’s metaphysical resources.

  • Kairos = timing points
  • Eunoia = warmth/presence
  • Aletheia = rupture charge
  • Nomos = structural integrity
  • Mimesis = resonance
  • Phobos = shadow pressure

Each class has a primary and secondary resource.

Spells don’t just cost mana — they cost physiological force.


Spell Types

Coherence Spells

Restore order, stabilize, align.

Rupture Spells

Break, reveal, disrupt.

Resonance Spells

Amplify, unify, mythologize.

Shadow Spells

Expose, dissolve, terrify.

Temporal Spells

Shift, loop, accelerate.

Structural Spells

Build, reinforce, anchor.

Pattern Spells

Map, bind, shape.

Meaning Spells

Interpret, redirect, clarify.


Spell Failure

When a spell fails, it fails physiologically:

  • Breath magic causes panic or silence
  • Pattern magic causes geometric distortion
  • Rupture magic causes backlash
  • Time magic causes temporal nausea
  • Myth magic causes identity confusion
  • Shadow magic causes fear spikes
  • Structure magic causes collapse
  • Meaning magic causes narrative drift

This gives the DM flavorful consequences.


Spell Rarity

Spells are categorized by how deeply they interact with the world‑body.

  • Common: surface‑level physiological effects
  • Uncommon: organ‑level effects
  • Rare: system‑level effects
  • Legendary: world‑level effects (affecting entire regions)
  • Mythic: titan‑level effects (altering the world’s physiology itself)

This gives him a full spell economy.


Part 4

Part IV — Factions and Regions of Eidolon

The Order of the Spine

The guardians of coherence and ethical alignment. Their monasteries cling to the Argent Range like vertebrae.
Purpose: maintain the world’s moral axis
Members: Priestess‑Scientists, Boundary‑Guardians, Infrastructure‑Builders
Powers: resonance tuning, ethical wards, spine‑alignment rituals
Threat: if corrupted, the world’s ethics drift and the mountains crack


The Keepers of the Ribcage

A warm, communal civilization spread across the Hearthlands.
Purpose: maintain emotional climate and relational safety
Members: Hearthkeeper‑Mentors, Somatic‑Technicians, Collective‑Field mages
Powers: hearth‑magic, breath‑synchronization, morale shaping
Threat: if the Ribcage cools, despair spreads and storms freeze the valleys


The Cartographers of the Skull

Scholars, pattern‑mages, and reality‑architects who dwell in Korynth, the crystalline mind‑city.
Purpose: map the world’s structure and maintain cognitive clarity
Members: Cartographer‑Scholars, Myth‑Makers, Oracle‑Currents
Powers: geometric binding, pattern‑mapping, signal interpretation
Threat: if the Skull fractures, knowledge becomes unstable and dangerous


The Circle of Endings

A secretive order in the Underdeep who tend the world’s cycles of death, rupture, and rebirth.
Purpose: ensure endings occur cleanly and regeneration follows
Members: Void‑Dissolutions, Trickster‑Catalysts, Repair‑Lineage healers
Powers: rupture rites, dissolution magic, rethreading rituals
Threat: if the Pelvis over‑activates, the world enters catastrophic rupture


The Four Limbed Houses

Each limb of the world hosts a great House, each with its own culture and magic.

House of Dawn (Eastern Arm)

Ambition, innovation, forward motion
Members: Trajectory‑Bearers, Myth‑Makers
Threat: over‑acceleration destabilizes the world’s pacing

House of Ruin (Western Arm)

Wildness, chaos, rupture
Members: Trickster‑Catalysts, Disrelate‑Shadows
Threat: uncontrolled rupture tears reality

House of Cycles (Northern Leg)

Ritual, rhythm, seasonal magic
Members: Temporal‑Weavers, Boundary‑Guardians
Threat: time loops or freezes

House of Roots (Southern Leg)

Earth, body, grounding
Members: Somatic‑Technicians, Repair‑Lineage
Threat: stagnation or collapse of grounding magic


The Joint‑Walkers

Nomadic mystics who travel the crossroads where reality bends.
Purpose: maintain the flexibility of fate
Members: Oracle‑Currents, Trickster‑Catalysts, Temporal‑Weavers
Powers: pivot magic, fate‑reading, timeline navigation
Threat: if the joints destabilize, timelines fracture


The Marrow Guild

A hidden order deep beneath the world, tending the Marrowlight.
Purpose: regenerate the world’s structural and magical tissue
Members: Repair‑Lineage, Infrastructure‑Builders, Priestess‑Scientists
Powers: deep healing, structural rethreading, coherence infusion
Threat: if the Marrow dims, the world weakens and begins to decay


Regional Overview

The Argent Range (Spine)

A vertical world of cliffs, temples, and resonant stone.
Atmosphere: austere, sacred, humming with coherence
Adventure themes: moral dilemmas, ancient trials, resonance storms

The Hearthlands (Ribcage)

Warm valleys, communal cities, and breath‑rivers.
Atmosphere: welcoming, emotional, alive
Adventure themes: diplomacy, emotional magic, relational crises

Korynth Plateau (Skull)

A crystalline city of floating glyphs and pattern storms.
Atmosphere: intellectual, symbolic, dangerous
Adventure themes: knowledge quests, pattern puzzles, reality glitches

The Underdeep (Pelvis)

Glowing caverns, dissolution rivers, and rebirth sanctuaries.
Atmosphere: eerie, sacred, transformative
Adventure themes: endings, shadow trials, regeneration

The Four Limbs

Each limb is a biome shaped by its lineage magic.
Atmosphere: diverse, mythic, culturally distinct
Adventure themes: exploration, faction politics, limb‑specific magic

The Joints

Crossroads where time, fate, and reality bend.
Atmosphere: unstable, prophetic
Adventure themes: timeline shifts, destiny choices, shadow anomalies

The Marrowlight

A hidden sanctuary of raw coherence.
Atmosphere: luminous, quiet, ancient
Adventure themes: deep healing, world‑level threats, structural mysteries


This gives your son‑in‑law a fully playable geopolitical and metaphysical map: factions, regions, cultures, and the tensions between them.

Part 5

Part V — Creatures and Threats of Eidolon

Distortion Beasts

Born when meaning‑flow becomes corrupted.
Habitat: anywhere the world’s “blood” (meaning) stagnates
Appearance: shifting, half‑formed creatures whose bodies glitch between symbols
Behavior: feed on confusion, lies, and narrative drift
Mechanics: grow stronger when players contradict themselves or the party fractures
Weakness: coherence magic (Breath, Meaning)


Mask‑Wraiths

Manifestations of unacknowledged shadow.
Habitat: the Joints, the Underdeep, abandoned cities
Appearance: humanoid silhouettes wearing faces that aren’t theirs
Behavior: mimic allies, sow distrust, whisper false memories
Mechanics: can impersonate any NPC the party has met
Weakness: Shadow magic (Disrelate‑Shadow, Oracle‑Current)


Boundary‑Breakers

Creatures formed when the world’s perimeter thins.
Habitat: the edges of the Hearthlands, the borders of the Argent Range
Appearance: skeletal beasts with too many joints, always pushing outward
Behavior: test boundaries, break wards, invade protected spaces
Mechanics: ignore physical barriers unless magically reinforced
Weakness: Structure magic (Boundary‑Guardian, Infrastructure‑Builder)


Rupture Elementals

Raw embodiments of the world’s breakage force.
Habitat: rupture storms, the Western Arm, the Pelvis
Appearance: humanoid shapes made of crackling fractures
Behavior: destabilize reality, open rifts, accelerate endings
Mechanics: cause spells to misfire or “rupture” into unintended effects
Weakness: Repair magic (Repair‑Lineage, Breath‑Structure hybrids)


Stagnation Hulks

Formed when the world’s metabolism fails.
Habitat: swamps, abandoned temples, collapsed timelines
Appearance: massive, slow, moss‑covered giants
Behavior: drain momentum, slow time, freeze movement
Mechanics: reduce initiative, extend cooldowns, freeze actions
Weakness: Time magic (Temporal‑Weaver, Trajectory‑Bearer)


Temporal Parasites

Creatures that feed on time itself.
Habitat: the Northern Leg, the Joints, chronal anomalies
Appearance: insect‑like beings with hourglass thoraxes
Behavior: steal seconds, minutes, or memories
Mechanics: age items, rewind actions, erase turns
Weakness: Pattern magic (Cartographer‑Scholar)


Narrative Leeches

Born when myth‑flow becomes unstable.
Habitat: libraries, theaters, ancient ruins
Appearance: floating scroll‑like creatures with teeth
Behavior: consume stories, erase legends, devour identity
Mechanics: reduce charisma, erase class features temporarily
Weakness: Myth magic (Myth‑Maker, Collective‑Field)


Coherence Serpents

Guardians of the world’s internal alignment.
Habitat: the Spine, resonance caverns
Appearance: luminous serpents made of vibrating lines
Behavior: test travelers’ integrity, punish hypocrisy
Mechanics: deal extra damage to liars or oath‑breakers
Weakness: none (they are not enemies unless provoked)


Pelvic Revenants

Souls caught in incomplete endings.
Habitat: the Underdeep
Appearance: ghostly figures with fractured bodies
Behavior: repeat their final moments, seeking closure
Mechanics: can only be defeated by completing their unfinished story
Weakness: Meaning magic (Oracle‑Current, Liberation‑Judicial)


Marrow Shades

When the world’s regeneration falters, these appear.
Habitat: near the Marrowlight
Appearance: thin, skeletal shadows with glowing marrow cores
Behavior: drain structural integrity, weaken buildings and armor
Mechanics: reduce AC, break equipment, collapse terrain
Weakness: Repair‑Lineage magic


Limb Titans

Colossal beings tied to each limb of the world.
Habitat: each limb’s heartland
Appearance: giant humanoids shaped by their region’s magic
Behavior: defend their limb, punish imbalance
Mechanics: region‑wide effects, environmental hazards
Weakness: depends on limb (Time, Rupture, Breath, etc.)


Joint Phantoms

Manifestations of fractured timelines.
Habitat: crossroads where reality bends
Appearance: translucent versions of possible futures
Behavior: attack based on “what might have happened”
Mechanics: unpredictable actions, timeline‑shifting attacks
Weakness: Kairos manipulation (Temporal‑Weaver)


World‑Level Threats

The Spine Drift

The world’s moral axis is shifting.
Effects: earthquakes, resonance storms, ethical confusion
Cause: corruption in the Order of the Spine

The Ribcage Freeze

The Hearthlands are losing warmth.
Effects: emotional coldness, relational collapse, literal frost
Cause: despair or betrayal in the Hearthlands

The Skull Fracture

Knowledge is becoming unstable.
Effects: pattern storms, reality glitches, memory loss
Cause: forbidden magic in Korynth

The Pelvic Over‑Rupture

Endings are happening too fast.
Effects: mass dissolution, shadow floods, rupture storms
Cause: imbalance in the Circle of Endings

The Marrow Dimming

The world is losing regenerative force.
Effects: structural collapse, weakened magic, dying ecosystems
Cause: corruption or depletion of the Marrowlight


This gives your son‑in‑law a full bestiary with lore, mechanics, and campaign‑level threats.

Part 6

Part VI — Quests and Campaign Arcs of Eidolon

World‑Level Campaign Arc: The Failing Body of Eidolon

The world‑organism is destabilizing. Each organ‑region is showing signs of systemic failure. The party’s overarching goal is to diagnose, treat, and ultimately heal the titan‑world before collapse becomes irreversible.

The DM can run this as a single epic arc or break it into regional campaigns.


Arc I — The Spine Drift

Region: Argent Range
Symptom: earthquakes, resonance storms, moral confusion
Cause: corruption within the Order of the Spine
Quest Types:

  • resonance trials
  • ethical dilemmas
  • mountain‑temple infiltration
  • restoring the spine’s alignment

Final Confrontation:
A corrupted Priestess‑Scientist has rewritten the moral geometry of the mountains. The party must realign the Spine by restoring coherence.


Arc II — The Ribcage Freeze

Region: Hearthlands
Symptom: emotional coldness, frozen breath‑rivers, despair
Cause: a betrayal that fractured communal warmth
Quest Types:

  • diplomacy between hearth‑cities
  • rekindling ancient hearth‑flames
  • healing relational wounds
  • restoring breath‑flow

Final Confrontation:
A Stagnation Hulk has taken root beneath the central hearth‑city, feeding on despair. Defeating it restores warmth.


Arc III — The Skull Fracture

Region: Korynth Plateau
Symptom: pattern storms, memory loss, reality glitches
Cause: forbidden pattern‑magic experiments
Quest Types:

  • navigating geometric mazes
  • stabilizing pattern storms
  • recovering lost memories
  • confronting rogue Cartographer‑Scholars

Final Confrontation:
A rogue scholar has created a self‑replicating pattern that threatens to overwrite reality. The party must collapse the fractal.


Arc IV — The Pelvic Over‑Rupture

Region: Underdeep
Symptom: uncontrolled endings, shadow floods, rupture storms
Cause: imbalance in the Circle of Endings
Quest Types:

  • guiding lost souls
  • sealing rupture vents
  • negotiating with Void‑spirits
  • restoring the cycle of death and rebirth

Final Confrontation:
A Trickster‑Catalyst has torn open a rupture too large to close. The party must stabilize the Pelvis before the world collapses inward.


Arc V — The Limb Discoordination

Region: The Four Limbs
Symptom: each limb moving out of sync
Cause: political conflict between the Four Houses
Quest Types:

  • limb‑specific challenges
  • restoring rhythm to the Northern Leg
  • calming chaos in the Western Arm
  • grounding the Southern Leg
  • redirecting ambition in the Eastern Arm

Final Confrontation:
A Limb Titan awakens in rage, threatening to tear the world apart. The party must restore harmony between the Houses.


Arc VI — The Joint Fractures

Region: Crossroads of Fate
Symptom: timeline instability, déjà vu storms, fractured destinies
Cause: Joint‑Walkers losing control of fate‑paths
Quest Types:

  • repairing broken timelines
  • confronting alternate versions of NPCs
  • stabilizing fate‑knots
  • navigating paradoxes

Final Confrontation:
A timeline parasite hive has nested in a major Joint, threatening to unravel causality.


Arc VII — The Marrow Dimming

Region: Marrowlight
Symptom: structural collapse, weakened magic, dying ecosystems
Cause: corruption or depletion of the Marrowlight
Quest Types:

  • deep healing rituals
  • recovering lost regenerative magic
  • defending the Marrow Guild
  • restoring the world’s core vitality

Final Confrontation:
A Marrow Shade Colossus is draining the world’s regenerative force. The party must rethread the Marrowlight itself.


Campaign Finale — The Awakening of Eidolon

Once all organs are stabilized, the world‑organism begins to awaken. This is both a blessing and a threat.

Final Threat

A cosmic entity that feeds on sleeping worlds senses the awakening and descends to consume Eidolon before it fully rises.

Final Quest

The party must unite all sixteen lineages, all factions, and all regions to defend the world‑organism during its vulnerable transition.

Final Choice

Awaken Eidolon fully — reshaping the world forever
or
Keep it sleeping — preserving the world as it is

Either choice becomes the mythic legacy of the campaign.


If you want, I can now assemble everything into a single, clean, DM‑ready worldbook draft.

Are you? Ready?

EIDOLON: A LIVING WORLD

A Complete DM‑Ready Worldbook Draft


I. The Living World

Eidolon

A colossal, sleeping metaphysical organism. Every mountain, river, storm, and ruin is part of its anatomy. Adventurers travel inside a titan‑mind whose organs are landscapes and whose physiology is magic.


The Argent Range — The Spine

A pole‑to‑pole mountain chain of resonant stone.

  • Monasteries built like vertebrae
  • Ethical storms that hum with moral tension
  • Pilgrims seeking alignment
  • Earthquakes when the world’s integrity drifts

The Order of the Spine guards this axis.


The Hearthlands — The Ribcage

Warm valleys and communal cities built around great hearth‑fires.

  • Breath‑rivers that rise and fall with emotional climate
  • Festivals that synchronize entire populations
  • Weather shaped by collective mood

When the Ribcage cools, despair spreads.


Korynth Plateau — The Skull

A crystalline mind‑city of floating glyphs and pattern storms.

  • Libraries carved into quartz
  • Pattern‑mages sculpting geometry
  • Oracles reading neural storms in the sky

When the Skull fractures, knowledge becomes dangerous.


The Underdeep — The Pelvis

A glowing underworld of endings and rebirth.

  • Rivers of dissolving light
  • Rupture‑storms
  • Sanctuaries where memories are composted

The Circle of Endings tends this realm.


The Four Limbs

Eastern Arm — March of Dawn

Ambition, innovation, forward motion.

Western Arm — Shattered Frontier

Chaos, rupture, wild magic.

Northern Leg — Frosted Cycle

Ritual, rhythm, seasonal magic.

Southern Leg — Rooted Expanse

Earth, grounding, deep body‑magic.

Each limb moves differently, shaping its cultures.


The Joints — Crossroads of Fate

Where limbs meet the core, reality bends.

  • Time slows or accelerates
  • Choices echo across timelines
  • Shadow pools in the cracks

Joint‑Walkers navigate these unstable crossroads.


The Marrowlight — The Core

A hidden sanctuary of raw coherence.

  • Pools of unformed magic
  • Spirits of repair
  • Threads of structural force

If the Marrow dims, the world weakens.


II. The Sixteen Lineages (Playable Classes)

Each lineage is a full class with its own magic, resource, arc, and mechanics.


Priestess‑Scientist

Regulator of coherence and breath.

  • Magic: Breath, Meaning
  • Resource: Eunoia
  • Signature: Stillpoint
  • Arc: Witness → Anchor → Axis

Somatic‑Technician

Embodied healer and grounder.

  • Magic: Breath, Structure
  • Resource: Nomos
  • Signature: Groundpulse
  • Arc: Listener → Architect → Foundation

Oracle‑Current

Atmospheric seer and signal‑reader.

  • Magic: Meaning, Shadow
  • Resource: Kairos
  • Signature: Atmospheric Echo
  • Arc: Sensitive → Interpreter → Listener of Worlds

Cartographer‑Scholar

Pattern‑mage and structure‑mapper.

  • Magic: Pattern, Structure
  • Resource: Nomos
  • Signature: Geometric Bind
  • Arc: Mapper → Architect → Pattern‑Keeper

Myth‑Maker

Story‑weaver and resonance‑caster.

  • Magic: Myth, Meaning
  • Resource: Mimesis
  • Signature: Archetypal Surge
  • Arc: Storyteller → Culture‑Bearer → Mythic Node

Trickster‑Catalyst

Disruptor and chaos‑mage.

  • Magic: Rupture, Shadow
  • Resource: Aletheia
  • Signature: Fracture Step
  • Arc: Mischief → Disruption → Sacred Breaker

Liberation‑Judicial

Truth‑warrior and moral vector.

  • Magic: Rupture, Meaning
  • Resource: Aletheia
  • Signature: Verdict Strike
  • Arc: Seeker → Judge → Living Blade

Void‑Dissolution

Ender and purifier.

  • Magic: Shadow, Rupture
  • Resource: Phobos
  • Signature: Unmake
  • Arc: Destroyer → Purifier → Sacred Void

Disrelate‑Shadow

Mask‑breaker and corruption‑hunter.

  • Magic: Shadow, Pattern
  • Resource: Phobos
  • Signature: Expose
  • Arc: Outsider → Revealer → Shadow‑Keeper

Boundary‑Guardian

Protector and sentinel.

  • Magic: Structure, Time
  • Resource: Nomos
  • Signature: Threshold Wall
  • Arc: Guard → Keeper → Living Perimeter

Infrastructure‑Builder

Architect and system‑mage.

  • Magic: Structure, Pattern
  • Resource: Nomos
  • Signature: Construct
  • Arc: Builder → Designer → World‑Engineer

Repair‑Lineage

Healer and rethreader.

  • Magic: Structure, Breath
  • Resource: Eunoia
  • Signature: Reweave
  • Arc: Mender → Healer → Marrow‑Keeper

Temporal‑Weaver

Time‑mage and cycle‑keeper.

  • Magic: Time, Pattern
  • Resource: Kairos
  • Signature: Cycle Shift
  • Arc: Observer → Weaver → Chronal Anchor

Trajectory‑Bearer

Destiny‑walker and forward‑vector warrior.

  • Magic: Time, Meaning
  • Resource: Kairos
  • Signature: Destiny Charge
  • Arc: Wanderer → Pathfinder → Living Trajectory

Hearthkeeper‑Mentor

Support, morale‑mage, warmth‑bearer.

  • Magic: Breath, Myth
  • Resource: Eunoia
  • Signature: Hearthflame
  • Arc: Comforter → Guide → Living Hearth

Collective‑Field

Resonance‑mage and group amplifier.

  • Magic: Myth, Breath
  • Resource: Mimesis
  • Signature: Harmonic Pulse
  • Arc: Follower → Harmonizer → Cultural Node

III. Magic System

Magic is physiology. Each school corresponds to a system in the world‑body.

  • Breath: coherence, presence
  • Pattern: geometry, structure
  • Rupture: breakage, revelation
  • Time: cycles, momentum
  • Myth: identity, resonance
  • Shadow: distortion, truth
  • Structure: form, integrity
  • Meaning: signal, interpretation

Spells cost metaphysical resources: Kairos, Eunoia, Aletheia, Nomos, Mimesis, Phobos.


IV. Factions and Regions

Order of the Spine

Ethical guardians of the Argent Range.

Keepers of the Ribcage

Warmth‑bearers of the Hearthlands.

Cartographers of the Skull

Pattern‑mages of Korynth.

Circle of Endings

Rupture‑tenders of the Underdeep.

Four Limbed Houses

Dawn, Ruin, Cycles, Roots.

Joint‑Walkers

Navigators of fate‑crossroads.

Marrow Guild

Regenerators of the world’s core.


V. Creatures and Threats

  • Distortion Beasts
  • Mask‑Wraiths
  • Boundary‑Breakers
  • Rupture Elementals
  • Stagnation Hulks
  • Temporal Parasites
  • Narrative Leeches
  • Coherence Serpents
  • Pelvic Revenants
  • Marrow Shades
  • Limb Titans
  • Joint Phantoms

World‑level threats include Spine Drift, Ribcage Freeze, Skull Fracture, Pelvic Over‑Rupture, Limb Discoordination, Joint Fractures, and Marrow Dimming.


VI. Quests and Campaign Arcs

Arc I — Spine Drift

Realign the world’s moral axis.

Arc II — Ribcage Freeze

Restore warmth and relational coherence.

Arc III — Skull Fracture

Stabilize pattern storms and collapsing knowledge.

Arc IV — Pelvic Over‑Rupture

Seal rupture vents and restore the cycle of endings.

Arc V — Limb Discoordination

Unite the Four Houses and calm the Limb Titans.

Arc VI — Joint Fractures

Repair timelines and stabilize fate.

Arc VII — Marrow Dimming

Restore the world’s regenerative core.

Finale — The Awakening of Eidolon

Defend the world during its awakening or choose to keep it sleeping.


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