TEXT: 1
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  Campaign Setting:
  Dawn       
  5th Age
  of the
  
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  Campaign Setting:
  Dawn       
  5th Age
  CreditS
  Writer: David Silver, Byron Mulvogue, Stephen Ritterbush, Ismael Alvarez
  Art: Sita Duncan, Tama’at Studio, Ayla Rinta, Pfenix Artwork
  Editor: Thomas Behrens Jr.
  Layout: Rick Hershey
  Ponyfinder Campaign Setting: Dawn of the 5th Age © Silver Games, LLC 2016
  of the
  Declaration of Open Game Content
  All texts pertaining to game mechanics and statistics are declared Open Game 
  Content. All items subject to the deﬁnition of Product Identity are the property of 
  Silver Games LLC, and cannot be used without written permission.
  Product Identity
   The following items are hereby identiﬁed as Product Identity, as deﬁned in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Content: all 
  trademarks, registered trademarks, proper names (characters, deities, etc.), dia-
  logue, plots, storylines, locations, characters, artwork, and trade dress. Elements 
  that have previously been designated as Open Game Content or are in the public 
  domain are not included in this declaration.
  
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  prefaCe
  Welcome to Ponyﬁnder: Campaign Setting. This document details how to introduce ponies to 
  your 5th edition roleplaying game with minimal stress on the game system or world. It is meant to 
  be read by player or GM. Players beware: you should get permission from your GM before showing 
  up at game day with a pony character sheet in hand. They may hesitate to accept third-party content, 
  so show them Ponyﬁnder beforehand. 
  To any GM reading this: our primary goal was balance. Pony PCs should not disrupt your table 
  by overpowering other vanilla races, or become a hindrance for the party with crippling deﬁcien-
  cies. They are different, however, being primarily quadruped.
  Questions, ideas, concerns? Send them all over to ponies@silvergamesllc.com - we’ll be happy 
  to chat.
  5th Edition rules used under the Open Game License. Learn more about the game at http://dnd.
  wizards.com/ and peruse their ofﬁcial database of rules at http://dnd.wizards.com/dungeons-and-
  dragons/start-playing
  ponieS of everglow 
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  raCeS of everglow 
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  everglow BaCkgroundS 
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  raCial equipment 
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  new SpellS 
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  game and SportS 
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  my thS of everglow 
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  plaCeS of note 
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  notaBle perSonS 
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  everglow BeStiary 
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  taBle of ContentS
  
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  pony
  Ponies are a race whose time has come 
  and left. According to their legend and 
  lore, they once oversaw nature, guiding 
  and protecting it much like modern druids: 
  controlling the weather, overseeing animal 
  migrations, and protecting the lands they 
  called home. They have surrendered much 
  of these tasks over time, but their spirit is 
  not yet faded. Most ponies live in isolated 
  communities, far from civilization, but 
  growing numbers have migrated to join 
  multiracial cities, where they trade, craft, 
  and make their livings.
  phySiCal deSCription
  Ponies are four-legged creatures with 
  strong equine features. Their fur comes 
  in a wide variety of hues, sometimes 
  dappled or spotted with lighter or darker 
  variations. Though any shade from the 
  rainbow is possible, any additional shades 
  tend to compliment one another. They 
  stand about four feet tall from hooves to 
  head, and are about four feet long from 
  front to base of the tail. All individuals 
  have a ‘Brand of Destiny’ on their flank. 
  This symbol is of high importance to the 
  pony, signifying their destiny or talent, 
  and driving them to excel at it. This mark 
  is emblazoned on a pony before birth 
  entirely on its own, without outside magic 
  or ritual.
  There are other varieties of ponies: 
  pegasi, gem ponies, and unicorns, just to 
  start. The first is recognizable by the wings 
  on their back, and the last by the horn on 
  their head. All are ponies, however, and 
  can even form families together. Children 
  of such cross-couplings are born one way 
  or the other, ‘plains’ pony, pegasus, or 
  unicorn, not a combination.
  Unlike normal horses, ponies are capable 
  of limited bipedal stance and movement, 
  much like a human could go around on 
  all fours. This is not a comfortable mode 
  of transport, but proves quite useful when 
  reaching for something higher, sitting 
  on a chair, or even offering to shake 
  hands(hooves). It also makes climbing 
  less a daunting task for them than a true 
  equine.
  Ponies 
  Everglow
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  SoCiet y
  Ponies are known for their attention to 
  detail in their chosen craft. While the tastes 
  of any given pony are very personal, they 
  tend to fixate with their chosen craft. Pony 
  society is largely matriarchal. This varies 
  from community to community, but its 
  core underpinnings are hard to miss with 
  predominantly female pantheon and 
  tendency to elect females for leadership 
  positions. Males are not seen as lesser, 
  but are rarely chosen to be at the head of 
  decision-making bodies. Martial forces are 
  the most common place for a male of the 
  species to acquire such power. 
  relationS 
  Until recently, ponies have avoided most 
  civilized races, choosing to stay isolated 
  in the wilderness of the world. With 
  society spreading outwards, and the 
  temptations of city life growing with it, 
  younger members of the species have 
  been migrating slowly into the larger cities 
  to seek their fortune. As a result, more 
  ponies are born in cities, and few leave 
  afterwards. By and large, ponies are good 
  citizens, paying taxes and not causing 
  waves in their communities, if no one 
  minds their eccentricities.
  alignment and religion
  Ponies are drawn towards community 
  and cooperation, lending them to a 
  lawful good alignment, but this is far from 
  mandatory. While most ponies are well-
  behaved, a not insignificant number carry 
  their focus to unhealthy extremes, and 
  can become quite troublesome to their 
  fellows. Their pride in their destiny can 
  lead to hubris, stubborn streaks, vanity, 
  and selfishness about their goals.
  They worship a largely equine pantheon, 
  most of them combinations of the three 
  major tribes. Many say that the pantheon 
  only gained their final forms after the 
  empire was founded and headed by a 
  queen that held those three tribes within 
  her flesh. Before then, deities of a single 
  tribe were more common.
  adventurerS 
  While many ponies are content to live 
  quiet lives of productivity, the burning 
  urge to make names for themselves, 
  become rich and famous, or do battle 
  against ancient evils drives some of 
  their members into lives of adventure. 
  Pony adventurers run the gamut from 
  martial to arcane, usually following the 
  guidance provided by their brand. Loyal 
  to their friends, any adventuring group 
  that accepts a pony is likely to have a 
  companion for life.
  
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  quadrupedS and faCtionS 
  Well intentioned or not, most human 
  factions have reservations about four-
  legged members. This is not to say that 
  a pony couldn’t prove their mettle, but 
  they would be working uphill the entire 
  way. It’s a humanoid world, and glass 
  ceilings are a fact of pony life anywhere 
  outside of their own communities. This 
  is true for all humanoid factions, which 
  are swift to assign credit to a pony’s 
  two-legged companions and to lay 
  blame at their hooves.
  ponykind raCial traitS
  Ability Score Increase. Your 
  Constitution score increases by 1.
  Age. Ponies mature at the same rate as 
  humans, and reach old age at about 
  the same time.
  Alignment. Ponies tend towards the 
  lawful alignments.
  Size. Your size is Medium. Ponies are 
  around four feet tall and long. Their 
  weight can vary wildly, with fat and 
  skinny ponies of all builds.
  Speed. Your base walking speed is 40 
  feet.
  Four Legged. Being a four legged 
  creature, you can bear greater 
  weights (50% more) than a 
  human of the same strength without 
  being encumbered. Any roll to 
  avoid becoming prone is made with 
  advantage.
  Languages. You can speak, read, and 
  write Common and Sylvan. Sylvan is 
  a musical 
  language of fey creatures, and their 
  sing song can find its way into other 
  languages.
  Fingerless. Ponykind may use 
  their mouth as one hand and are 
  considered small sized for 
  the purpose of what they wield.
  Eclectic. Each pony selects one 
  physical and one spiritual Sub-Race, 
  detailed below.
  Fey Born. Ponies count as fey for all 
  purposes.
  fingerleSS ruleS
  •	 Hand and ring covering magic items 
  automatically adjust to fit, becoming 
  anklets that otherwise function 
  normally.
  •	 Any worn magical foot items (boots, 
  shoes, etc.) adapt to cover all four 
  extremities.
  •	 Those with hooves may use horseshoe 
  items, but doing so occupies the 
  hooves, preventing boots, shoes, and 
  other such things.
  •	 Creatures with fingerless may wield/
  use items with their mouth as if their 
  primary hand.
  •	 Abilities requiring touch can be made 
  with paws, talons, hooves or horn. 
  There is no mechanical benefit to this 
  and it resolves exactly the same as a 
  humanoid touch with a finger.
  •	 Unarmed attacks from ponies can come 
  in the form of teeth, slams, or hooves. 
  They do normal damage for an unarmed 
  adventurer of medium size and are 
  resolved entirely as unarmed attacks.
  •	 Somatic components are handled with 
  hoof, talon, paw, and/or horn.
  •	 One-handed weapons with the 
  ammunition property may be loaded 
  despite lacking a free hand
  
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  SuB-raCeS
  The following sub-races are available to any pony, and can be paired with spiritual 
  paths for a number of combinations. Please see the sub-race and tribe section for more 
  information on each of these character options.
  earth-Bound
  Earth-Bound ponies lack the impressive abilities of the other pony types, but 
  they are nonetheless tougher and hardier than most other ponies.
  Ability Score Increase: Your Constitution score increases by 1. 
  Like a Weed: You have advantage on saving throws against 
  poison, and you have resistance against poison damage.
  Tougher than Magic. You have advantage on Strength, 
  Dexterity, or Constitution saving throws against magic spells and 
  effects. 
  pegaSuS
  These feather-winged ponies soar through the sunny skies, gliding 
  vigilantly for the benefit of all.
  Ability Score Increase: Your Dexterity score increases by 1. 
  Flight: Your base flying speed is 30 feet. You cannot fly if you are 
  wearing armor you are not proficient in, armor not tailored to 
  accommodate your wings, or a backpack not specially tailored 
  to your wings. While flying, you have disadvantage on strength 
  checks to interact with objects that are on the ground. You fall 
  to the ground at the end of your turn unless you move at least 
  half your fly speed during your turn.
  Cloud Walker: May treat fog, or any other cloud, as solid 
  ground for purposes of taking walks, playing games, improvised weapons, and 
  so on.
  uniCorn 
  These inherently magical horned ponies leverage their 
  mystical link and intelligence to great effect.
  Ability Score Increase: Your Intelligence score 
  increases by 1. 
  Kinetic Magic: You know the light and mage hand 
  cantrips. Intelligence is your spellcasting ability for 
  these spells.
  Elegant Spellcaster: You can use your reaction to gain 
  advantage on Constitution saving throws to avoid 
  losing concentration on a spell.
  
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  unCommon SuB-raCeS
  The following are rarer breeds of pony. Their bloodlines have thinned over the centuries, 
  and it is rare to see a full family of the same uncommon breed. Instead, they crop up 
  unexpectedly in other pony communities.
  ghoSt ponieS
  Your tribe shook loose the shackles of the physical 
  body, and slipped their whole form into the ethers. 
  Even at your height, your tribe was rare and 
  difficult to find, and that suited ghost 
  ponies just fine. Reclusive, but inquisitive, 
  ghost ponies make natural spellcasters, 
  devoting much of their time to contemplation 
  and exploration of thoughts. In appearance, 
  ghost ponies are slender and tall. They appear 
  like deer with their delicate limbs. Their coloration tends 
  towards shades of blue and purple when in the physical 
  world and becoming a pale white in the ethers.
  Despite their claims to be creatures of the ether, ghost 
  ponies are born in the material plane. It requires much 
  maturation and training, or an expensive magic item, to 
  enable them to reach into the ether, though it comes easier 
  to them than it does most others. Ghost pony families are 
  typically small, with a male and female pair and only one or two foals. Many families pass 
  down ghost hooks to their young when they are old enough to speak, and a harness 
  when they are ready to become adults. The creation or purchase of a harness is often 
  considered the first step in making a family, as not having one to give to your son or 
  daughter is a sign of true poverty and irresponsibility.
  Their society favors mental pursuits, seeing the material plane as a necessary burden and 
  sin, only to be bothered with for such base needs as reproduction. This aloof doctrine is the 
  primary reason that ghost ponies are not seen often by the physical tribes. Young members, 
  who still know the physical plane as well as, if not better than, the ethereal plane may feel 
  the draw of the physical tribes. It is these immature souls that may take up the mantle of 
  adventurer and seek their fortune in the solid world, much to their parents’ dismay.
  Ability Score Increase: Your Wisdom score increases by 1.
  Takes One to Know One: You can sense other incorporeal creatures as far as 30 feet 
  as if you had blindsight. This ability is not blocked by solid objects.
  Spirit Touch: Physical attacks that you make are considered magical for the purposes 
  of bypassing damage resistances of incorporeal creatures.
  
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  leather wing
  Leather wings and griffons share a fractious 
  history. When the mountain tribes came to 
  cohabitate the griffon lands, some ponies 
  admired and eventually emulated the 
  griffons, joining them in the sky and 
  becoming fast friends and allies. Others 
  retreated into their caves all the deeper, 
  seeking to avoid the dangerous and wild 
  griffons, to say nothing of other threats from the 
  outside world. Leather wings still tend to treat 
  griffons and other aerial predators with a large 
  helping of caution, leading to tense relations.
  Physically, leather wings are built more solidly 
  than pegasi. Their hardy forms are framed by large 
  leathery wings that work well underground. Their 
  eyes pierce the gloom of their home, which 
  they find more comfortable than the harsh 
  sun above.
  At home with the darkness, leather wings worship the night 
  gods over the day ones, and consider them always close at hand. Their 
  nature is intimidating to other ponykind, which caused them to be shunned 
  and secluded even at the height of pony civilization. Some leather wings 
  think this is for the best: they persisted even after the empire crumbled, their 
  personal lives unaffected by the destruction that befell their sun-loving kin. 
  Having adapted for underground living, the diet of leather wings includes 
  more meat than their grazing kin, making them omnivores.
  Ability Score Increase: Your Dexterity score increases by 1.
  Flight:  Your base flying speed is 30 feet. You cannot fly if you are wearing armor 
  you are not proficient in, armor not tailored to accommodate your wings, or a 
  backpack not specially tailored to your wings. While flying, you have disadvantage 
  on strength checks to interact with objects that are on the ground. You fall to the 
  ground at the end of your turn unless you move at least half your fly speed during 
  your turn. 
  In Darkness Thrive: You have Darkvision 90 ft., but have disadvantage to saving 
  throws against light-based effects. 
  
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  Sea horSe
  Not all ponies were content to run across the land. One tribe dove into the sea, finding it 
  full of food and safety from land predators. Though these tribes often built towns at the 
  edge of the water, they were most happy when slicing through the waves rather than on 
  their dry streets. While the sea was rich in food and some valuables, such as pearls and 
  coral, they lacked in metals. This drove the sea horses to adopt trading early. They learned 
  to build grand ships to ferry their goods, or other, less aquatically mobile, tribes, from 
  place to place.
  There are stories amongst the sea horses that a small number of their people forgot 
  to come back to land at all and now call the oceans their home. Such ponies are 
  dangerous and wild. They have forgotten their kinship to all other tribes and should be 
  avoided. It became a common prayer before a journey for sea horses to hope against the 
  appearance of such ocean breeds, for they revel in the destruction of sea horse ships.
  After the empire declined, the line of the already uncommon sea horse became 
  increasingly diluted, until the only sighting of them came in the sudden birth of one in 
  an unrelated family. A pairing of land tribes had a chance of conceiving a sea horse due 
  to long forgotten ancestry shared with the lost tribe. While some sea horses dream of 
  rekindling their kind, most think it is very unlikely.
  Ability Score Increase: Increase your Strength score by 1. 
  Swim: You gain a swimming speed of 40 ft.
  Amphibious: You can breathe air and water. 
  Deep Swimmer: You have Darkvision 120 ft 
  
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  ZeBra
  When ponykind was young, one tribe 
  did not specialize, and chose instead to 
  worship the whole of nature. They took a 
  holistic approach to other mysteries of life 
  and it reflects in their society. Being hermits, 
  many live alone or in small villages. They 
  study the traditional ways of their parents, 
  exploring their place in the universe at 
  large while seeking better ways 
  to pass on their knowledge. They 
  find the slavish devotion of other 
  ponykind to their singular 
  destinies to be a childish 
  limitation. The frantic rush that 
  ponies indulge in  is distracting, 
  even bothersome. Most zebra 
  prefer to consider a problem first, and 
  approach with planning and care. 
  Though reverent of their predecessors’ 
  traditions, every zebra is unique.
  The brand of destiny manifests much differently for 
  zebra compared to other ponykind. It changes shape 
  and color as the zebra gains, or loses, understanding 
  of herself. It is often a pattern, rather than a clear image, and its meaning is only evident 
  to the zebra that bears it. Other zebras can examine such a brand and with DC 20 
  Intelligence(arcana) check, gain advantage on insight checks against that zebra until the 
  brand changes. If a zebra has deciphered a brand before, doing so again allows the zebra 
  to recognize the brand, and its bearer, even if the target zebra is disguised or the brand 
  has changed since the last viewing. While one could glean hints as to any ponykind’s 
  nature by their brand, the intricate nature of a zebra’s pattern is much more detailed for 
  those who know how to read it.
  Rather than the solid colors or dappled freckles of other ponykind, solid stripes cover 
  zebra forms. Though black and white are most common, some zebra take on the wild and 
  bright shades more commonly seen in other ponykind.
  Ability Score Increase: Your Intelligence score increases by 1 and your Wisdom score 
  increases by 1. 
  Driven by Curiosity: You gain proficiency in one skill and one tool.
  Natural Linguist: You know an additional language, and gain advantage on any rolls 
  to decipher written text.
  
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  Spiritual pathS
  The following paths represent various 
  spiritual options available to all ponies.
  anteanS
  While all ponies share the brand of 
  destiny, which guides them towards their 
  greater purpose, only a select few have 
  truly potent destinies. Like the chaos 
  hunters, anteans are blessed, or cursed, 
  with an overwhelming fate. Unlike the 
  hunters, the nature of an Antean is near 
  impossible to hide, as they are large, 
  towering over their fellow ponies ranging 
  from 14 to 16 feet in length. Such ponies 
  are compelled to protect their smaller 
  kin, but their stature makes staying in 
  small pony towns a challenge, driving 
  many off to watch from a distance.
  Their size has given rise to wild tales 
  of rampaging giant ponies that can 
  demolish settlements on an angry whim 
  and enjoy the taste of innocent ponies. 
  However, they are individuals, equally 
  capable of good or evil. Most are gentle 
  giants, who wish to use their stature and 
  might for the greater good of the society, 
  even if only to show off.
  It is said there is a full 
  and proper city of these 
  giants, but its location is as hidden as its 
  name. Those few anteans that speak of 
  it reference their queen, who no normal 
  sized pony has ever seen, and clan leaders 
  for clans no one recognizes. Some claim 
  that the anteans are making up a story 
  to feel more involved than the awkward 
  giants in a small world they are.
  Antean ponies were most common 
  before the empire. Though the Queen 
  bore no ill will toward her oversized 
  subjects, they dwindled in number 
  without explanation. Perhaps the vital 
  power that fueled their girth was waning 
  or it was simply not the right time for 
  these great ponies. Only time will tell if the 
  anteans will make a resurgence.
  Ability Score Increase: Your Strength 
  score increases by 1.
  Speed: Your base walking speed 
  becomes 30. This replaces your base 
  pony speed and your sub-race speed 
  adjustment to walking speed.
  Stout: Anteans are larger than most 
  ponies by several hands. You count 
  as one size larger when determining 
  your carrying capacity and the 
  weight you can push, drag, or lift.
  Big: You are large and use that size to 
  your advantage. You have advantage 
  with strength ability checks and 
  saving throws.
  
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  ChaoS hunter
  Your brand of destiny has 
  marked you for the battle 
  against the forces of chaos. 
  You rise to the occasion, 
  seeking out minions of 
  chaos to defeat and safeguard 
  society. Your kind was rare even 
  during the height of the pony 
  civilization. Your birth was likely 
  celebrated and you were brought up 
  on stories of valorous battles and epic 
  deeds. It’s a large horseshoe to fill, but, 
  maybe, you’re up for it.
  It is said that the first chaos hunter 
  was a young pony that suffered great 
  tragedy at the hands of the forces 
  of chaos. The sheer mindlessness 
  of it, that those who took away all 
  he had did not even know or care 
  for his loss, drove him to forsake his 
  original destiny and devote himself 
  to hunting the enemies of order. Like 
  the first, the brand of destiny of those 
  that follow hint at what their destiny 
  might have been, had they not been 
  chosen for the task. While only the first is 
  told to have become a chaos hunter after 
  birth, it remains a faint possibility. During 
  the height of the empire, the Queen called 
  that such crusaders were to be honored 
  and assisted as a pony could, calling them 
  protectors of the empire.
  Religiously, chaos hunters can follow 
  the god of their choosing, provided they 
  are not chaotic. Most pay heed to the Sun 
  Queen and the Moon Princess to light 
  their way during the day and  warn them 
  of chaos at night. It is said the Sun Queen 
  weeps quiet tears for the chaos hunters, 
  lamenting that any of her children would 
  have to sacrifice the possibility of peace 
  for a lifetime of vengeance and war.
  Ability Score Increase: Your Charisma 
  score increases by 1.
  Enemy of Chaos: You gain the ability 
  to protect a target from chaotic 
  fiends, as per the Protection from 
  Evil and Good spell, as an action. You 
  regain use of this ability when you 
  finish a long rest.
   
  CloCkwork
  Long ago, a group of ponies no one 
  now remembers, wielding powerful 
  magics and even larger egos, attempted 
  to defy the order of nature and rewrite 
  the world in their image. They thought 
  to mandate the gods and brought the 
  wrath of the divine down on themselves. 
  
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  When the smoke cleared, their leader 
  had been killed outright for their folly. 
  But, while dying, she had woven one last 
  enchantment to protect her fellows. Their 
  bodies had been altered along with their 
  destinies. One and all, their brand had 
  become a metallic gear emblazoned on 
  equally metal hides. Their insides clicked 
  and whirred softly, betraying their new 
  mechanical nature. Though they yet lived, 
  they were machines.
  Their salvation was as much a curse. 
  Though psychologically still ponies, and 
  able to form romantic liaisons with other 
  ponies, clockwork soon discovered that all 
  interbreeding was impossible. Clockwork 
  appeared, to their horror, to be a new 
  separate species. It wasn’t until the longest 
  day of the following year that the Sun 
  Queen granted them a reprieve. For that 
  day, should they spend the hour at dawn 
  and the hour at sunset singing Her praises, 
  the clockwork would be made flesh again, 
  and could foal once again with their 
  beloved, whatever the race. Still, all ponies 
  conceived would carry their parents’ curse 
  forward, born clockwork.
  Despite being comprised of gears and 
  springs, clockwork do grow, age, and die 
  like other ponies. Over time, old parts fall 
  free and new parts grow into their place. 
  It is considered taboo to sell one’s old 
  parts, but they do make for sentimental 
  gifts to friends and family, especially when 
  worked into something larger. The largest 
  example of this is the clocktower of Bit n’ 
  Bolt, fabricated over decades by one pony 
  using his own parts until the monument 
  to his beloved city was complete.
  Their brand of destiny always features a 
  gear, but does not always appear on the 
  flank. All of the physical tribes of pony 
  can appear as clockwork. Earth-bound 
  clockwork with great piston driven legs, 
  pegasi with beautiful wings of stained 
  glass and crystal, and unicorns with 
  delicately filigreed horns. Their intricate 
  appearance once earned them favor with 
  the Queen, when a dancing earth-bound 
  clockwork became one of her court 
  performers, charming the Queen and 
  court in attendance.
  Ability Score Increase: Your 
  Intelligence score increases by 1.
  Clockwork Traits: You have 
  advantage against effects that 
  confer the charmed, exhaustion, 
  and poisoned conditions, as well as 
  against any disease effects. You are 
  also resistant to poison damage. You 
  are not subject to spells that restore 
  life to the dead.
  Tenacity of Gears: You do not need 
  to sleep, eat, or breathe but can still 
  do so to gain their benefits (such as 
  drinking potions).
  
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  doppelganger
  Where others see a pony, the truth 
  lurks beneath the flesh. Pony society 
  plays unwitting host to a discrete set of 
  shapeshifters, yourself among them. You 
  draw small amounts of energy from others 
  by proximity, though perhaps different 
  motivations draw you to adventuring. 
  Though doppelgangers tend more 
  towards selfish alignments, individuals can 
  seek greater things, despite their origin. 
  Ability Score Increase: Your Charisma 
  score is increased by 1.
  Disguise Adept: You are proficient 
  with a disguise kit and can disguise 
  yourself without a disguise kit.  If 
  you use a disguise kit, the check is 
  made with advantage.
  Fast Talker: You gain proficiency in 
  either the deception or persuasion 
  skill.
  gem pony
  Your pelt glimmers, even in the dimmest 
  light. You are tied to earthen elements 
  and appear to be made of gemstones as 
  much as fur and flesh. Old stories tell of a 
  kingdom of your kind, which was once a 
  source of hope and radiance.
  Your kingdom came to be before the 
  Queen and her empire took hold in the 
  world. The Kingdom of Crystals stood as 
  a gleaming jewel scant miles north from 
  where Blevik would later be founded. 
  Very progressive for its time, it welcomed 
  ponies of many tribes within its solid 
  walls. Also advanced were its laws, which 
  were comprehensive and, in the eyes of 
  its people, just. Ponies were judged by 
  their accomplishment and strength of 
  character, as opposed to their tribe.
  It is said that the crystalline pelt that 
  characterizes the modern day gem pony 
  was once a rare marker of crystal kingdom 
  royalty, only shared with the populace 
  with great sorcery and a holiday ritual. 
  When the kingdom collapsed, undone 
  
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  by war with less cooperative neighbors 
  and internal strife from those who sought 
  greater power, the trait vanished entirely 
  for over a hundred years. Most scholars 
  agree that to be born with the gem-
  like fur coat is a sign of destiny, as sure 
  as any brand, towards greatness and 
  overwhelming purpose. Their kingdom 
  may be gone, but the radiance of their 
  hearts lives on through their descendants 
  to cast light in the darkest of places.
  Ability Score Increase: Your Charisma 
  score increases by 1. 
  Resolute: You have advantage 
  on saving throws against being 
  frightened.
  Eternal Hope: When you roll a 1 on 
  the d20 for an attack roll, ability 
  check, or saving throw, you can reroll 
  the die and must use the new roll.
  Sun ponieS
  Your tribe comes into its height along with 
  the empire. With pelts that matches the 
  sun-baked sands, the ponies of the sun are 
  wealthy and powerful. Able to withstand 
  the full attention of the beloved, but cruel, 
  sun, they manage trade lanes in places other 
  ponies would perish trying. Sun ponies come 
  in different breeds. Though many are built 
  tough and earth-bound, there are winged 
  and horned family lines. They are recognized 
  by their chiseled features, high tail, concave 
  profile and arched necks.
  As a society, they are shrewd when it 
  comes to business. Others see them as 
  eager to share a drink, but more so to seal a 
  deal, and so stay careful around sun ponies. 
  Their easy smiles hide their cunning intent. 
  They are a welcome addition to the empire, 
  largely following its laws and are kind to 
  travelers. Their laws of hospitality forbid 
  turning away a pony suffering from the 
  sun’s unrelenting gaze, which makes ponies 
  visiting a sun pony city feel welcome, even 
  if the locals are already planning how to 
  relieve them of their coin.
  Ability Score Increase: Your Charisma 
  score increases by 1.
  Sun Kissed: You have resistance to fire 
  damage.
  Children of the Desert: You are 
  proficient in the Survival skill.
  unique deStiny 
  Among the most commonly represented 
  spiritual path, this path is expressed 
  through a personal specialty, their brand 
  of destiny is literally a reflection of this. 
  Ability Score Increase: Choose one 
  of your abilities to increase by 1. You 
  cannot increase an ability that your 
  sub-race has already increased.
  Unique Specialty: You gain advantage 
  on checks with a single skill or tool that is 
  tied to the brand of destiny on your flank. 
  
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  Step-By-Step ponieS
  To represent the truly varied nature of ponykind, it was necessary to represent them with both sub-races 
  and spiritual paths. In an effort to cut down on confusion, please read the following example of character 
  creation specific to ponykind. This specific example does not apply to races that are not considered to 
  be true ponies, such as purrsians, griffons, or flutterponies (who, despite their name, are not as varied as 
  their pony cousins). 
  Building Cluttermane
  Each of the following steps includes an example of that step, with a player named Rebecca building her 
  unicorn pony character, Cluttermane.
  1 ChooSe a raCe
  Although this example presumes that you pick Pony as your race, it is important to reiterate that there are 
  other racial options available. Pony is the race with the most options available, but do not be deterred from 
  playing a phoenix wolf or sun cat if you so wish. If you do not choose a pony, skip to step 4.
  Building Cluttermane, Step 1 
  Rebecca already has a strong character idea in mind, and would like to create a unicorn pony 
  researcher. She notes the default pony statistics on her character sheet, and looks up what it means to 
  be a unicorn pony.
  2 ChooSe a SuB-raCe.
  A relatively standard character option is the sub-race. Not all races get a sub-race choice, and most of the 
  other races in this book will not have such an option, but ponies receive a generous range of such sub-
  races. Though you may already have a sub-race in mind for your character option, feel free to read over 
  the other sub-race options, as some are unique to the setting of Everglow.
  Building Cluttermane, Step 2 
  Already decided, Rebecca notes the unicorn sub-racial traits on her character sheet. However, Rebecca 
  hasn’t given thought to Cluttermane’s spiritual path, and she begins to read into those options.
  3 ChooSe a Spiritual path
  A spiritual path is an important and specific choice that sets ponykind apart from most of the other races. It 
  represents the plethora of destinies that are woven together as ponies make their way in Everglow.
  While most ponies simply choose the unique destiny, the other options can help differentiate your 
  character. Choose carefully when deciding your spiritual path, as it can affect the story of your pony 
  more profoundly than even their race or sub-race!
  Building Cluttermane, Step 3 
  Although she found the other spiritual paths interesting, Rebecca’s vision for Cluttermane was solid; 
  she wanted for him to have a unique destiny as a disorganized but brilliant researcher. She chooses the 
  Unique Destiny spiritual path, and applies it to Cluttermane’s History skill, representing his ability to 
  delve into historical matters and search through places of antiquity.
  
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  pony featS
  Adept ChAngeling
  Prerequisite: Disguise Adept ability
  While some may be satisfied with small 
  disguises of the form, you were not. Your 
  malleable form practically begged to be 
  taken to the limits, and you brought it that 
  much closer.
  You gain the following benefits:
  •	 Your disguises can imitate bipeds or 
  creatures of small size without penalty. 
  While imitating a creature with hands, 
  you lose the fingerless quality.
  •	 If you are small-sized, you can imitate 
  medium size without difficulty. 
  Changing your size gains or loses the 
  effects of being small.
  •	 Your disguises are uncannily fast, taking 
  a mere action.
  •	 Those attempting to see through your 
  disguise do so at a disadvantage.
  Agent of lAw
  Prerequisite: Enemy of Chaos ability
  Though you dislike those that dare 
  intrude upon this world, chaos is your 
  true enemy, and you have learned how to 
  combat it.
  You gain the following benefits:
  •	 You gain the ability to detect chaotic 
  fiends and aberrations, as per the Detect 
  Evil and Good spell as a bonus action. 
  You regain use of this ability when you 
  finish a short rest.
  •	 As a bonus action, you have advantage 
  on attacks against a single target, so 
  long as it is a chaotic fiend or aberration. 
  This effect lasts until the start of your 
  next turn. You regain use of this ability 
  when you finish a long rest
  •	 Your racial bonuses and abilities 
  (including racial feats) against chaotic 
  fiends, now also apply to aberrations.
  BlAde-turning pelt
  Prerequisite: Like a Weed ability
  Your constitution is practically 
  supernatural with how your very flesh 
  seems to turn aside the weapons of your 
  foes.
  You gain the following benefits:
  •	 As a reaction, you can gain resistance to 
  slashing, bludgeoning, or piercing until 
  the end of the current turn.
  •	 Your armor class increases by 1.
  •	 Your constitution increases by 1, to a 
  maximum of 20.
  Born of fire And iCe
  Prerequisite: Children of the Desert 
  ability
  Is it enough to simply be used to the 
  desert? Some would claim not. To fully 
  embrace the heat of the sun, and the chill 
  of its nights. Few understand the deserts 
  full song, but you do.
  You gain the following benefits:
  •	 When using an effect that causes fire 
  damage during the day or cold damage 
  at night, you may add your proficiency 
  bonus twice to the DC of its saving 
  throw.
  •	 If an effect you control causes cold 
  damage during the day or fire damage 
  at night, you may swap the element for 
  its opposite, but you may not increase 
  its DC.
  •	 During the first round of combat in 
  which you were surprised, you may still 
  move or perform an action.
  •	 During the first round of combat in 
  which any of your foes have been 
  surprised, you may perform the dash 
  action as a bonus action.
  •	 You gain resistance to cold damage.
  
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  Cloud emBrACed
  Prerequisite: In Darkness Thrive ability, 
  natural flight
  You have emerged from the darkness 
  and joined the pegasi in the clouds.
  You gain the following benefits:
  •	 You gain the cloud walker ability, 
  allowing you to treat fog, clouds, and 
  mist as solid.
  •	 You gain weather pony or storm stallion 
  as a bonus feat. This cannot be changed 
  once selected
  CrystAline
  Prerequisite: Eternal Hope ability
  Some gem pony pelts shine brighter 
  even than the legends of their kind, and 
  even turn magic rays away. 
  You gain the following benefits:
  •	 Ranged spell attacks have disadvantage 
  against you.
  •	 You gain the ability to harmlessly deflect 
  a spell that has made a ranged spell 
  attack against you as a reaction. You 
  regain use of this ability when you finish 
  a long rest. At 10th level you also regain 
  this ability when you finish a short rest
  •	 Your Charisma score increases by +1, to 
  a maximum of 20.
  dAshing flier
  Prerequisite: natural fly speed
  You’ve taken the time and effort to bring 
  your flying to the next level above those 
  who simply fly as nature intended. Like 
  any muscle, two or four-legged, you have 
  honed it to an art.
  You gain the following benefits:
  •	 You do not fall if you don’t move far 
  enough while flying.
  •	 Your fly speed increases by 5 ft.
  •	 This movement increases by an 
  additional 5 ft for every 5 levels.
  •	 You no longer gain disadvantage 
  against things on the ground while 
  flying.
  dAy stomper
  Prerequisite: Ponykind, Worship a day 
  god
  The Sun Queen, or Blaze, seems to smile 
  on you with a smile made of warmth. Keep 
  up your devotion and bring light to the 
  darkest places.
  You gain the following benefits:
  •	 You gain fire resistance.
  •	 If you have natural flight:
  •	 You do not risk falling if you do not 
  move far enough in a turn.
  •	 Otherwise
   › As a reaction, regain 1d10 hit points. 
  You regain this ability when you finish 
  a long rest.
  deniAl of destiny
  Prerequisite: Ponykind 
  You have removed your brand of destiny. 
  This can be done through intricate ritual or 
  brute force scarification. Both are painful, 
  but the latter is an extended process that 
  has to be repeated several times before 
  the brand can be banished entirely. This 
  drastic act defies the gods and the natural 
  order and declares that you mean to 
  operate under your will alone.
  You gain the following benefits:
  •	 When you roll a 1 on a d20 roll you gain 
  inspiration.
  •	 You have advantage on saving throws 
  against divination spells. If a divination 
  spell has no save, it has a 50% chance of 
  having no effect. You are protected from 
  all divinations, arcane or divine, even if 
  cast by you.
  •	 You may add your proficiency bonus, or 
  double it if you are already proficient,  
  
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  to saving throws against all spells or 
  effects of divine origin (cleric, druid, 
  paladin, etc). You must save against all 
  such spells, even harmless ones without 
  a save normally (which are completely 
  negated on a successful wisdom save).
  •	 You cease to qualify for anything that 
  requires unique destiny.  Any other feat 
  that you possessed that used unique 
  destiny must be immediately traded. 
  You retain unique destiny’s other traits if 
  you possessed it.
  eChoing
  Prerequisite: Spirit Touch ability
  You practically have a hoof in the ether 
  at all times.
  You gain the following benefits:
  •	 You can see 60 feet into the ethereal 
  plane while on the material plane and 
  vice versa.
  •	 You can interact with things across 
  that barrier as if they were on the same 
  plane.
  •	 You have advantage on saving 
  throws against attempts to possess 
  or otherwise inhabit your body by 
  incorporeal creatures.
  •	 At 10th level, any effect you use that 
  teleports works 50% farther and with 
  50% less chance of mishap, if any.
  emBrACed destiny
  Prerequisite: Unique Destiny
  Favored of Sheila, you not only accept 
  your destiny, but revel in it. You celebrate 
  and excel, making your brand’s guidance a 
  shining beacon in all things you do.
  You gain the following benefits:
  •	 You may select one of the following. 
  The selection should relate to your 
  brand of destiny.
   › Select one favored enemy (as per 
  ranger). You can use your bonus action 
  to gain advantage against all  targets 
  that matches your favored enemy 
  choice(s), for the rest of the combat. 
  You regain this ability when you finish 
  a long rest.
   › Select two skills. Add your proficiency 
  bonus to any rolls made with those 
  skills.  If you are already proficient in 
  the chosen skill, instead double your 
  proficiency bonus.
   › Select one school of magic. You cast 
  any spell of that school as if it were one 
  spell slot higher, to a maximum of your 
  highest spell slot. It does not actually 
  consume the higher slot.
  •	 An ability score of your choice increases 
  by 1.
  KArA Kissed
  Prerequisite: Unique Destiny, Worships 
  Kara
  You have given yourself over to the 
  doppelganger queen, and she has 
  welcomed you into her embrace. In a 
  profane ritual, you have been imbued with 
  a shard of her terribly seductive powers, 
  drawing away shreds of your original 
  birthright and replacing them with that of 
  her children, the doppelgangers.
  •	 Your natural form becomes an insectoid-
  looking version of your original self.
  •	 You may disguise as your normal self 
  without penalty or check, impenetrable 
  save by magic.
  •	 You no longer qualify for anything else 
  that requires unique destiny. Any other 
  feat that you possess that uses unique 
  destiny must be immediately traded. 
  You retain unique destiny’s other traits.
  •	 You gain all the abilities of the 
  doppelganger spiritual tribe, except for 
  the ability score increase.
  
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  lArge dreAms
  Prerequisite: Stout ability
  Your very soul cries out for bigger things. 
  With time and patience, you’ve learned 
  to make the flesh take after it, if only for a 
  small while.
  You gain the following benefits:
  •	 As a bonus action, you may enlarge 
  yourself as per the enlarge function of 
  the enlarge/reduce spell for a minute 
  without concentration. You regain this 
  ability when you finish a short rest.
  •	 If you have a familiar or other bonded 
  creature, you may, as an action, enlarge 
  them as per the enlarge/reduce spell for 
  a minute without concentration. You 
  regain this ability when you finish a 
  long rest.
  •	 When casting an offensive spell, you 
  may overcast the spell by one additional 
  level without increased effect to cause 
  the target(s) to be affected as if by 
  enlarge/reduce person to reduce their 
  size for a minute without concentration. 
  The target must make a separate 
  Constitution saving throw with a DC of 
  the spell’s usual DC against this added 
  effect. You regain this ability when you 
  finish a long rest.
  liKe A Boulder
  Prerequisite: Tougher than Magic ability
  What’s the point of being tough if you 
  can’t knock things over? Your hooves are 
  tough, and when you apply those deadly 
  legs of yours, things fall over. Unicorns 
  don’t have anything on you.
  You gain the following benefits:
  •	 You are never unarmed.  You are 
  proficient with your Hooves, which are 
  now considered  a pair of Light Melee 
  weapon that deals 1d6 bludgeoning 
  damage.
   › Immediately after you take the attack 
  action to attack with a light weapon, 
  you may take a bonus action to either 
  make a single hoof attack or, as long 
  as you haven’t made a hoof attack 
  previously this turn, make two hoof 
  attacks with a -5 penalty to their 
  attack roll.
  •	 When attempting to force a door or 
  similar applications of brute force, 
  you can apply both your hooves in a 
  crushing buck, gaining advantage on 
  the roll. Succeeding requires a DC 10 
  Dexterity (Acrobatics) check to not fall 
  prone.
  •	 You may wield two handed melee 
  weapons despite the fingerless trait.
  metAl VitAlity
  Prerequisite: Clockwork or Steelheart
  What others would call dead flesh, you 
  see as wonderfully alive and are quite 
  happy to show just how robust your form 
  can be.
  You gain the following benefits:
  •	 When making ability checks to jump, 
  you gain advantage.
  •	 You can make jumps without a running 
  start without penalty.
  •	 Given a full round to prepare, you may 
  high jump twice as far as normal.
  •	 You gain resistance against necrotic 
  damage.
  •	 When resting, you are always fully 
  aware, even if sleep would normally be 
  called for.
  night wing
  Prerequisite: Ponykind, Worship a night 
  god
  Someone must watch the night and you 
  have taken up that mantle, whether you 
  protect others in the name of the Moon 
  Princess or control it at the behest of the 
  Night Mare.
  
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  You gain the following benefits:
  •	 You gain cold resistance.
  •	 You gain Darkvision 60 ft. If you already 
  had darkvision, it extends by 60 ft.
  pious BrAnd
  Prerequisite: Ponykind, Worship a God
  Some ponies devote their lives to 
  their gods so completely that their own 
  destiny matches the path of their deity. 
  Their god’s holy symbol appears within 
  their brand of destiny, as if it had always 
  been there, marking them for much 
  greater, divine, things.
  You gain the following benefits:
  •	 Your brand of destiny, if prominently 
  displayed, counts as a holy symbol. This 
  symbol has the benefit of being fixed on 
  the pony, save for meticulous shaving. 
  Of course, it will grow back in time 
  (typically a week is enough to begin 
  using it as a focus again).
  •	 You may use channel divinity one 
  additional time between rests.
  prACtiCed horn mAgiC
  Prerequisite: mage hand and light as a 
  racial ability.
  Your natural control over kinetics has 
  been honed to form hands of force from 
  nothing but your focused will. You have 
  turned this to your benefit.
  You gain the following benefits:
  •	 You may ignore the fingerless trait.
  •	 When making melee or ranged attacks, 
  you may use Intelligence instead of 
  Strength. If you can make a check 
  entirely with a held object (such as 
  forcing a door with a crowbar), you may 
  use Intelligence instead of Strength.
  •	 You may draw any weapon or shield, 
  forming it out of energy instead of 
  physically existing. These weapons are 
  considered magical and deal normal 
  damage for their weapon or shield type. 
  They cannot be traded and if dropped 
  or otherwise removed, they vanish.
  •	 You gain the ability to cast telekinesis 
  with intelligence as your spellcasting 
  ability. You regain this ability when you 
  finish a long rest.
  preCise motions
  Prerequisite: Clockwork Traits ability
  There’s no need to be the best, or the 
  fastest. Move with certainty, knowing you 
  won’t trip and foul up the effort.
  You gain the following benefits:
  •	 You gain advantage on using thieves’ 
  tools to pick locks or disarm traps.
  •	 While conscious, you may treat any 
  ability roll you make as if you rolled a 
  10. This decision must be made before 
  rolling.
  •	 You can perfectly imitate any motion 
  that you can see clearly.
  •	 If you roll a 1 on a d20, you may reroll 
  and keep the result. You regain this 
  ability when you finish a long rest.
  pristine mAChining
  Prerequisite: Clockwork or Steelheart
  You’ve taken your metal parts to the 
  next level, learning to meld them into the 
  world around you and attain a new level of 
  functionality.
  You gain the following benefits:
  •	 With the same material components of 
  revivify, a person can attempt to put you 
  back together after death in a four hour 
  process. The time limit is one day per 
  their level after your death. It otherwise 
  functions as per revivify. For this to 
  succeed, the mender must succeed an 
  Intelligence (arcana) roll with a DC of 10 
  + half your level. Failure consumes the 
  materials with no result.
  
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  •	 You can integrate hand-held equipment 
  into your body. You must be proficient 
  with either the weapon or shield, and 
  may only Internalized up to two items 
  this way. Such internalized gear cannot 
  be disarmed, and you may accept 
  damage directed at them as damage 
  you take instead. You may deploy this 
  gear into active use as though drawing 
  a weapon or donning a shield, and you 
  may retract it as though sheathing a 
  weapon or doffing a shield. Anytime a 
  two-handed weapon is deployed this 
  way, no other weapons or shields may 
  be used. Any such integrated weapons 
  ignore the fingerless trait.
  •	 When subject to a critical hit or sneak 
  attack, roll 1d4 for each effect. A roll of 1 
  causes the attack to not deal that extra 
  damage.
  sensitiVe eArs
  Prerequisite: In Darkness Thrive ability
  Heightened senses don’t go far enough 
  to describe the amazing hearing some 
  Leather Wings have. Like the bats they 
  somewhat resemble, their hearing has 
  evolved to the point where it goes beyond 
  listening, becoming a way to see more 
  clearly than sight.
  You gain the following benefits:
  •	 As a bonus action, you can gain 
  Blindsight 30 feet until the start of your 
  next turn. At level 10, your blindsight is 
  continually active and does not require 
  an action to activate.
  •	 You have advantage whenever making 
  a perception check involving sound.
  •	 You gain Blindsense, if you are able to 
  hear, you are aware of the location of 
  any hidden or invisible creature within 
  10 feet of you.
  shArpened horn
  Prerequisite: Kinetic Magic ability
  Your horn isn’t just for display and 
  magic. You’ve spent time sharpening and 
  practicing with it.
  You gain the following benefits:
  •	 You are never unarmed.  You are 
  proficient with your Horn, which is a 
  Light Melee weapon that deals 1d6 
  piercing damage.
  •	 Your Strength or Dexterity increases by 
  1, to a maximum of 20.
  shining BeACon
  Prerequisite: Eternal Hope ability
  Radient, a beacon of hope, the heart of 
  a party. Fear and doubt have no foothold 
  in your heart or the hearts of those 
  around you. 
  You gain the following benefits:
  •	 When you make a successful saving 
  throw against an effect that would 
  have caused you to become frightened, 
  you can use your reaction to force 
  the source of that effect to make the 
  same saving throw against the same 
  DC, becoming frightened of you on 
  a failure. You regain this ability when 
  you finish a long rest. At 5th level you 
  also regain this ability when you finish 
  a short rest. At 10th level, you may use 
  this reaction at-will.
  •	 When suffering from the frightened 
  condition, you may make a saving 
  throw in the round after you initially 
  gain it. If you would already gain such a 
  save, you may make it with advantage. 
  If you succeed at this save, the effect 
  immediately ends.
  •	 Allies within 60 feet of you gain 
  advantage on saves against any effect 
  that would cause them to become 
  frightened.
  
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  storm stAllion
  Prerequisite: Cloud Walker ability
  Lightning seems to crackle at your 
  desire. Every press of your hoof sizzles with 
  barely restrained power. Some are happy 
  to let clouds be the source of nature’s fury, 
  while you prefer a more direct approach.
  You gain the following benefits:
  •	 If you have access to 3rd level spells from 
  a class, you consider lightning bolt to be 
  a spell on that class’ spell list, if it was 
  not already. Add lightning bolt to your 
  prepared spells or spells known for that 
  class.  This doesn’t not count against the 
  number of spells known or prepared.
   › If not, you may cast it once using 
  Wisdom as your casting ability. You 
  regain the ability to cast this spell 
  when you finish a long rest.
  •	 When making melee weapon attacks 
  (including unarmed strikes), you can 
  choose to deal an additional 1d4 
  lightning damage.
  •	 You gain resistance to lightning.
  titAn on steel hooVes
  Prerequisite: Stout ability
  Your size isn’t just an asset. It’s become a 
  weapon at your hooves and you’ve turned 
  it against your enemies.
  You gain the following benefits:
  •	 As an action and a bonus action used 
  together, all movement that round 
  allows you to make an unarmed attack 
  against each foe you try to move 
  through. On a success, you deal normal 
  damage and can pass through their 
  square. If you succeed by 5 or more, 
  they are also knocked prone. On a 
  failure, you cannot move through the 
  target’s square(s) and lose 10 ft of 
  movement. Your movement does not 
  cause opportunity attacks from those 
  you successfully strike.
  •	 You are considered one size larger for 
  sake of being able to grapple, knock 
  over, or be the target of such effects. 
  This also applies to winds and storms.
  •	 Your carrying capacity increases by 
  another 50% (For a total of +100% vs a 
  human of the same strength, assuming 
  no other modifiers)
  tough As roCKs
  Prerequisite: Tougher than Magic ability
  They say your kind is tough. They don’t 
  know just how far that goes.
  You gain the following benefits:
  •	 When not wearing armor or using a 
  shield, your armor class is 11 + your 
  dexterity bonus + your proficiency 
  bonus.
  •	 Your armor class otherwise increases 
  by 1.
  •	 Your constitution increases by 1.
  wAter Affinity
  Prerequisite: Deep Swimmer ability
  Your innate ties to water boost your 
  magics and give you limited mastery over 
  movement in the water. 
  You gain the following benefits:
  •	 Cast any spell that manipulates or 
  creates water as if it were one spell slot 
  higher, to a maximum of your highest 
  spell slot. It does not actually consume 
  the higher slot.
  •	 You gain resistance to cold.
  •	 Rising from prone only uses half as 
  much movement as normal.
  •	 You gain the ability to cast Hydraulic 
  Push with intelligence as your 
  spellcasting ability. You regain this 
  ability when you finish a short rest.
  
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  weAther pony
  Prerequisite: Natural Flight, Cloud 
  Walker ability
  Cloud magic can do more than provide 
  a convenient perch. Trained pegasi and 
  griffons work in teams to control, create, 
  and destroy great meteorological events.
  You gain the following benefits:
  •	 As an action, you can remove a 5’ cube 
  of natural fog, cloud, or mist. If the 
  target is magical, it behaves as a dispel 
  magic using your Strength or Dexterity 
  as your spellcasting ability. A success 
  will remove the entire effect. You can 
  remove another 5’ cube for every four 
  levels you possess.
  •	 You may, as part of your movement, 
  make a mundane or magical cloud 
  move with you if it starts adjacent to 
  you and ends the movement adjacent 
  to you. The cloud can be any size, so 
  long as it is continuous and discrete 
  both at the start and end of the 
  movement.
  •	 You can attempt a Dexterity saving 
  throw when caught in the area of effect 
  of a cloud spell. If you succeed, you can 
  automatically move to the outer edge 
  of the effect. If you fail, you can still 
  make the normal saving throw allowed 
  by the spell. For purposes of this ability, 
  this includes any area of effect ability 
  that operates by atmosphere, including 
  cloudkill, fog cloud, incendiary cloud, and 
  related, but not sleet storm or cone of 
  cold or cloud of daggers (which has the 
  word cloud in the name but its effect 
  has nothing to do with the atmosphere 
  and everything to do with sharp metal).
  •	 You may ritual cast any weather based 
  spell up to a level equal to the number 
  of other characters with this feat that 
  take part in the ritual. This takes an hour 
  per level of the spell.
  
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  Cloven
  Some say had the intelligent goats called 
  cloven come first it would have been 
  them who ascended to power. They first 
  encountered the empire in its infancy, 
  making them available in any era. They see 
  ponykind as distant relatives, and so are 
  most friendly with them out of the various 
  species. They do not possess brands of 
  destiny. Few cloven dare to travel outside 
  their own or ponykind cities.
  Physical Description: They are the 
  same size as ponies, but all sport horns 
  and beards, as well as their cloven hooves. 
  Females have smaller horns and beards, 
  and even the youngest cloven display 
  nubs of horns. Their eyes have distinctive 
  horizontal pupils instead of round ones. 
  Though they lack a brand of destiny, tribal 
  dyes, tattoos, and stylized shavings are 
  commonplace. Some fashions or faiths call 
  for shearing their horns, but most cloven 
  are never found without them. Unlike 
  ponies, cloven tend to come in more sedate 
  colors of black, white, brown, or grey.
  Society: The cloven are a meritocracy: 
  breeding takes a second seat to ability 
  and achievement. Hence, returning 
  adventurers with discoveries to share 
  and exploits to recount are treated with 
  admiration and respect. The ruling caste of 
  cloven are those whose accomplishments 
  the community most respects. Cloven 
  who wish to become leaders may sound 
  like braggarts to foreign ears, as they extol 
  the virtues of their deeds, but that is the 
  cloven way.
  Relations: Cloven have been and remain 
  neutral in most dealings with the outside 
  world. They prefer to keep to themselves, 
  but have been known to make contact 
  with other races. They are most friendly 
  with ponykind, their cousins by hooves, 
  and welcome the interaction should one 
  decide to venture into a cloven town. Few 
  cloven outside of the Order(see below) 
  venture far from one of the cities, though  
  the young are prone to wanderlust. 
  Alignment: The industrious, 
  performance-driven cloven run a 
  smooth, orderly, and therefore lawful 
  Races 
  Everglow
  of
  
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  society. Everyone is expected to follow 
  the laws precisely because that’s what 
  is expected of them. Cloven frown 
  upon those that buck the system, and 
  typically heap public humiliation on these 
  unfortunates. However, the rare cloven 
  that demonstrates its methods are a 
  genuine improvement on the status quo 
  can actually change the law.
  Adventurers: While most cloven prefer 
  to lead productive lives in the safety of 
  their home cities, some few hear the call 
  of greater purpose. The ‘Order of the Goat’ 
  is an organization comprised entirely of 
  thrill-seeking cloven. Such cloven are 
  considered brave and romantic, but lonely. 
  Good cloven know that when they look for 
  trouble, trouble will find them, so becoming 
  close to an adventuring one is asking 
  for mischief. Cloven who survive their 
  adventuring career and settle down are 
  treated as returning heroes, and typically 
  end their days famous and comfortable.
  raCial StatiStiCS:
  Ability Score Increase. Your 
  Constitution score is increased by 1, 
  and you may choose another ability 
  score to increase by 2.
  Age. Cloven age at roughly the same 
  rate as ponykind, though they reach 
  maturity roughly a year earlier.
  Alignment. Cloven tend towards 
  lawful alignments, and run the 
  gamut between good and evil.
  Size. Your size is Medium.
  Speed. Your base walking speed is 40 
  feet.
  Languages. You can speak, read, and 
  write Common. You can also choose 
  one language from the following list: 
  Sylvan, Elven, Terran, or Gnomish.
  Fey Born. Cloven count as fey for all 
  purposes.
  Four Legged . Being a four legged 
  creature, you can bear greater 
  weights (50% more) than a human 
  of the same strength without being 
  encumbered. Any roll to avoid 
  becoming prone is made with 
  advantage.
  Fingerless. Cloven may use their 
  mouth as one hand and are 
  considered small sized forthe sake of 
  what they can wield or not.
  Mountain Footed. You are immune 
  to altitude sickness, and can ignore 
  difficult terrain when it is a rocky or 
  uneven surface.
  Cloven Resilience. You have 
  resistance against poison damage, 
  and advantage on saving throws 
  against poison.
  Cloven Watchfulness. You are 
  considered proficient when you 
  make ability checks to find hidden 
  objects, secret doors, to discern 
  the inherent value of an object, 
  or to discern if a food is spoiled or 
  poisoned by taste.
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were 
  bright light, and in darkness as if it 
  were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Horned. You gain a natural light 
  gore attack that deals 1d4 piercing 
  damage. 
  Cloven featS
  exemplAr CloVen 
  Prerequisite: Cloven 
  Whether through pedigree or hard work, 
  you are a specimen of physical condition.
  You gain the following benefits:
  •	 Your Constitution score is increased by 
  1, to a maximum of 20.
  •	 You have advantage on saving 
  throws against becoming diseased by 
  something you have eaten.
  •	 Your gore attack increases one die 
  size(d4 to d6).
  
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  •	 You can jump from a standstill as 
  though you had a running start.
  •	 You have advantage on checks to 
  intimidate other cloven.
  unAssuming
  Prerequisite: Cloven
  When in unfamiliar social situations, you 
  have learned to keep your mouth shut and 
  blend in. 
  You gain the following benefits:
  •	 Your Charisma score is increased by 1, to 
  a maximum of 20.
  •	 You can explicitly make a Charisma 
  ability check by either making a 
  wordless gesture, or simply choosing 
  to be silent. Your DM is the final arbiter 
  of what you can or cannot influence or 
  communicate without actually saying 
  anything.
  •	 You have advantage when using a 
  Charisma check to deflect good or bad 
  attention on others.
  •	 In social situations, you can make a 
  Charisma (Deception) check to be 
  ignored or to sneak away, in place of a 
  Dexterity (Stealth) check.
  flutterpony
  Flutterponies (or flutters) began as 
  tiny, aggressive, pony pixies that flew 
  in terrifying swarms when threatened. 
  Towards the end of the empire’s lifespan, 
  some of the swarms began to act 
  erratically. The more charismatic and 
  thoughtful of the swarm began soliciting 
  the others toward better ways of life. 
  Bucking their original fate, the swarm 
  consolidated and became a full pony-sized 
  creature of dazzling colors and wings. 
  These full-sized flutters were much more 
  agreeable and intelligent. They banded 
  together to found the city of Prisma, where 
  they have thrived even as the empire 
  collapsed around them. 
  Though physically weak, they were 
  quick to work together to rise above 
  their problems. Like the swarms of their 
  origin, they found teamwork to be a 
  natural part of their being. In the times 
  after the empire, flutterponies became an 
  uncommon, though not rare, sight outside 
  their forest city.
  Physical Description: Flutterponies 
  appear much like intensely colorful 
  pegasi. The average flutterpony has at 
  least three colors in their pelt and mane, 
  to say nothing of their large butterfly or 
  dragonfly wings. Their wings tend to be a 
  riot of colors, which blends well with their 
  colorful rainforest home. Protruding from 
  the head are two antennea with large 
  bobs at the end that can be made to glow.
  Society: Flutterponies place high value 
  on family lines. The children of important 
  people are assumed also to be important 
  unless dramatically proven otherwise. 
  Families consist of a mated pair and 
  young, which remain with the parents 
  for about fifteen years. Flutterponies only 
  have one or two foals at a time, and have 
  no more while any foals remain at home. 
  Marriages can be either pre-arranged or 
  spontaneous, with the former becoming 
  more likely the higher the social caste of 
  the flutters involved.
  Relations: Flutterponies consider 
  themselves ponies, even if their stock 
  does not originate from the original 
  ponies. Thus, they get along well with 
  ponies and welcome them eagerly to their 
  side, even marrying them. The children 
  of such unions are either flutterponies, 
  or the other pony’s type, never hybrids. 
  Flutterponies get along especially well 
  with pegasi, who they regard as drab 
  
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  cousins. Though they taunt their feathered 
  friends for lacking bedazzling hues, they 
  admire pegasi air-borne agility.
  When dealing with other races, flutters 
  tend toward reservation. Merchants who 
  come to deal with flutters fast learn to 
  wear their brightest and most ostentatious 
  clothing, as this pleases the flutters.
  Alignment: Flutters come off as vain and 
  shallow. Because they value presentation 
  as much as substance, their laws are open 
  to wild interpretation. This results in a 
  chaotic bent in flutter society. Criminals 
  are often judged for being ugly before 
  courts weigh the facts.
  Adventurers: Flutters leave their 
  city for many reasons, foremost being 
  simple wanderlust. They want to see 
  what lies beyond the trees and going 
  there is the only way to find out. Easily 
  drawn by curiosity and whimsy, flutter 
  adventurers are given to flights of fancy. 
  Ugly beasts and monsters repulse them 
  and they can be all too easily drawn in 
  by comely seducers, but their skill with 
  magic and sheer eagerness gets them into 
  adventuring teams braving the unknown.
  raCial StatiStiCS:
  Ability Score Increase. Your Dexterity 
  score increases by 2, and your 
  Charisma score increases by 1.
  Age. Flutterponies mature at around 
  age 10, much sooner than many of 
  the other races.
  Alignment. Flutterponies tend 
  towards chaotic alignment, but 
  have no particular leanings between 
  good, evil, and neutrality.
  Size. Your size is Medium.
  Speed. Your base walking speed is 30 
  feet.
  Languages. You can speak, read, and 
  write Common. You can also choose 
  one language from the 
  following list: Sylvan, Auran, 
  Elven, or Gnomish.
  Fey Born. Flutterponies count as fey 
  for all purposes.
  Four Legged . Being a four legged 
  creature, you can bear greater 
  weights (up to 50%) than a human 
  of the same strength without being 
  encumbered. Any roll to avoid 
  becoming prone is made with 
  advantage.
  Fingerless. You may use your mouth 
  as one hand and are considered 
  small sized for sake of what you can 
  wield or not.
  Butterfly Wings. You have 
  diaphanous wings. Your base flying 
  speed is 30 feet, and you can hover. 
  You cannot fly if you are wearing 
  armor you are not proficient in, 
  armor not tailored to accommodate 
  your wings, or a backpack not 
  specially tailored to your wings. 
  While flying, you have disadvantage 
  on strength checks to interact with 
  objects that are on the ground
  Small Origins. You may shrink 
  yourself as per the reduce function 
  of the enlarge/reduce spell and 
  regain the ability to do so when you 
  finish a long rest.
  
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  Pony Kin: Any effect, class 
  specialization, feat, or item that 
  requires or affects ponykind 
  functions fully for flutterponies.
  Glowing: You can emit light from your 
  antennae equivalent to a candle(5ft 
  dim). You can ignite or douse this 
  light once per turn without needing 
  to use an action to do so. 
  flutterpony featS
  in smAll pACKAges
  Prerequisite: Flutterpony
  When you become small, you can 
  harness your ancient ties to become 
  deceptively powerful.
  You gain the following benefits.
  •	 You can shrink to small size for up to 
  one hour. You regain the ability to do so 
  when you finish a short rest.
  •	 You can shrink to small or tiny size for 
  up to ten minutes. When you are tiny, 
  creatures of small size or larger have 
  disadvantage on attacks against you, and 
  you have advantage on stealth checks 
  against small or larger creatures. You can 
  do this once and regain the ability to do 
  so when you finish a long rest.
  •	 You can use your shrinking abilities 
  to help you escape bonds. Without 
  actually shrinking your whole body, you 
  can have advantage on an attempt to 
  escape bonds or a grapple. You can do 
  this once and regain the ability to do so 
  when you finish a long rest.
  nimBle wings
  Prerequisite: Butterfly wings
  Your aerial acrobatics are a marvel to 
  behold.
  You gain the following benefits.
  •	 You do not provoke opportunity attacks 
  when you fly out of an enemy’s reach.
  •	 You can occupy the same space as an 
  ally. You both have advantage when 
  attacking an adjacent target when 
  sharing a space in this way.
  •	 You can use your bonus action to confer 
  disadvantage to an enemy’s attack rolls 
  until the start of your next turn. You can 
  do this once and only when there is 
  room to fly. You regain the ability to do 
  this when you finish a short rest.
  liKe A moth
  Prerequisite: Flutterpony
  With focus, you can make the dim glow 
  of your antenna into a short lived but 
  intense burst of brilliance.
  You gain the following benefits:
  •	 You learn the light and dancing lights 
  cantrips.
  •	 When you reach 5th level, you can 
  cast the daylight spell with this trait, 
  and regain the ability to do so when 
  you finish a long rest. Charisma is your 
  spellcasting ability for this and your 
  cantrip spells.
  •	 You can use your antenna light to distract 
  creatures. As a bonus action, you can use 
  a Charisma (Deception) check to initiate 
  a contest with one creature within 30 
  feet. That creature must roll its Wisdom 
  (Insight) check to contest your result. If 
  it fails, the creature has disadvantage 
  on attack rolls against you until the end 
  of its next turn. You can use this ability 
  once and regain the ability to do so after 
  finishing a long rest.
  griffon
  First encountered when the early 
  ponykind ancestors ventured into the 
  mountains to find a home, Griffons are a 
  mildly xenophobic race of proud flyers. 
  It’s said watching their majestic flights 
  
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  inspired the first of the mountain pony 
  tribes to embrace the air, eventually 
  giving rise to the pegasi. As fellow 
  children of the sky, pegasi and griffons 
  typically get along best, and contact 
  between griffon and ponykind tend to go 
  through pegasus channels.
  Physical Description: Griffons are 
  quadrupeds, like ponykind. Unlike ponies, 
  griffon forelegs terminate in clever, 
  functioning talons. They appear as a 
  combination of species. Their forward 
  half and wings are that of a bird of prey, 
  most often an eagle, though hawks are 
  common. Their back end is that of a 
  feline predator, such as a lion or cougar. 
  As befits their combined heritage, they 
  are primarily carnivores, though they do 
  enjoy supplementing their diet with the 
  occasional fruit or other sweet treat.
  Griffons are fully capable of using 
  their talons as fingers. They do this 
  while hovering or by rearing up on hind 
  legs. They have full use of all magic 
  slots without modification to the item 
  required. While capable of walking in 
  such a stance, it is not ideal.
  Society: Griffons operate in competitive 
  prides. Though griffons consider 
  themselves better than other races, and will 
  defend other griffons against slights from 
  non-griffons, they dislike the company of 
  large crowds, especially too many griffons. 
  The leader of a pride is considered the 
  best of them, proven through cleverness, 
  strength, or, rarely, sheer age and wisdom. 
  Any griffon may challenge the current 
  leader for dominance, but the leader 
  chooses the contest. Those who lose and 
  still challenge the commands of the leader 
  are pushed out of the pride and set off on 
  their own, sometimes forming their own 
  pride. Many adventuring griffons emerge 
  from such disputes.
  
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  Due to the more egalitarian nature of 
  griffon challenges, they find ponykind’s 
  matriarchy to be a curious, weak concept. 
  What if a male were the strongest, or 
  wisest, or most clever? Griffons snicker 
  quietly behind their talons at the folly of 
  their neighbors, but, to entertain their 
  absurd notions and engender respect, 
  griffons will send females more often 
  than males to deal with the matriarchal 
  ponykind.
  When the pony empire collapsed, most 
  griffons withdrew to their mountain 
  holdings. Griffons became a rare 
  sight outside their territories, though 
  wanderlust, or insubordination, still sends 
  a young griffon out into the world.
  Relations: The sight of a griffon puts 
  fear into creatures, and griffons consider 
  this wise. Though they were content 
  to remain in their mountain prides for 
  many years, contact with ponykind has 
  drawn some down to integrate with pony 
  society and, through it, they have come 
  into contact with the other intelligent 
  species of the world. Griffons, despite 
  their unrelenting sense of superiority, 
  never made a bid for global dominance, 
  nor banded into any great empire or 
  marauding force. They enjoy mercenary 
  work, and make capable craftspeople. As 
  neighbors go, they are passable if one 
  can forgive their unyielding ego.
  Alignment: Griffons are prideful beasts 
  and tend to favor their own hide above 
  any other, meaning that good aligned 
  griffons are the minority as alignment 
  goes. Most will abide by promises made, 
  unless they determine that the one they 
  are dealing with has become significantly 
  weaker since the promise was made. To 
  their credit, they will typically exploit such 
  weakness with a sudden renegotiation 
  of the terms, as opposed to an overnight 
  betrayal of the oath given. If a griffon truly 
  wishes to outright break an oath, they will 
  challenge the holder of it and demand 
  their freedom with the victory.
  Adventurers: When griffons are young, 
  they will often fall at odds with their 
  pride leaders. While most have sense 
  beaten into their thick skulls, some refuse 
  to come into line and are cast out of 
  the prides. Such outcast griffons often 
  migrate to pony land - or even further - 
  pursuing their place. These griffons take 
  up whatever cause suits their fancy, even 
  just fame and fortune.
  raCial StatiStiCS:
  Ability Score Increase. Your Strength 
  score increases by 2, and your 
  Wisdom score increases by 1.
  Age. Griffons are somewhat longer 
  lived than many of the other 
  everglow races. They reach maturity 
  at age 20, at which time they are 
  likely to begin striking out on their 
  own.
  Alignment. Though relatively few 
  griffons are good aligned, they 
  tend towards more self serving and 
  neutral alignments.
  Size. Your size is Medium.
  Speed. Your base walking speed is 30 
  feet (20 feet bipedal).
  Languages. You can speak, read, and 
  write Common. You can also choose 
  one language from the following list: 
  Sylvan, Auran, Elven, or Gnomish.
  Fey Born. Griffons count as fey for all 
  purposes.
  Four Legged. Being a four legged 
  creature, you can bear greater 
  weights (up to 50%) than a human 
  of the same strength without being 
  encumbered. Any roll to avoid 
  becoming prone is made with 
  advantage.
  
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  Flight. You have feathered wings, and 
  your base flying speed is 40 feet. You 
  cannot fly if you are wearing armor 
  you are not proficient in, armor 
  not tailored to accommodate your 
  wings, or a backpack not specially 
  tailored to your wings. While flying, 
  you have disadvantage on strength 
  checks to interact with objects 
  that are on the ground. You fall to 
  the ground at the end of your turn 
  unless you move at least half your 
  flying speed during your turn.
  Beak. You gain a natural attack with 
  your beak, it has the finesse property, 
  and deals 1d6 piercing damage.
  Cloud Walker. You can treat fog, mist, 
  or any cloud as solid.
  griffon featS
  Air dominAnCe
  Prerequisite: Griffon
  Your affinity to the air reflects in the 
  way you move and the magic you sling, 
  bringing on the fury and kindness of the 
  skies to others.
  You gain the following benefits:
  •	 When casting a spell that grants or 
  denies flight or directly manipulates 
  wind or electricity, you may, as a bonus 
  action, enhance the spell as if you had 
  cast it using a slot of one level higher 
  without using that increased slot, up to 
  a maximum of 9.
  •	 When making an ability check related 
  to an aerial stunt or resisting wind, you 
  may double your proficiency bonus if 
  you were already proficient.
  terriBle ClAws
  Prerequisite: Griffon
  Your claws, while sharp naturally, have 
  been honed into true weapons fit for 
  making anyone fearful to face you in 
  martial combat.
  You gain the following benefits:
  •	 Your unarmed strikes deal 1d6 piercing 
  or slashing damage.
  •	 You gain a +1 to attack and damage 
  with unarmed strikes.
  •	 At level 5, your unarmed strike counts as 
  magic.
  •	 At level 10, your damage increases to 
  1d8 with your unarmed strikes.
  phoenix wolf
  In times long past, some ponies thought 
  themselves the masters of the universe 
  entire. They worked with magic and 
  alchemies from which wiser ponies would 
  have shied, and conjured forth great 
  and terrifying beasts. While most such 
  experiments had sad endings, especially 
  for the beasts conjured, one mad pony left 
  behind a legacy. Conjuring forth several 
  packs of hell hounds, the mare attempted 
  again and again to burn free the evil that 
  comprised their very being. Of the over 
  thirty hounds, only four survived the 
  experience, but a new race was born.
  Phoenix wolves retained a powerful 
  connection to flame and heat, but save 
  for their eternal hunger, little was left of 
  their original extraplanar ties. They do 
  not eat meat or fruit, instead they feast 
  on ash, cinders, coal and other leavings of 
  fire. They prefer burnt plants over burnt 
  animals, but they swear different sources 
  create subtle flavors to be savored.
  Physical Description: Though they 
  otherwise appear as timber wolves, their 
  deep orange and red fur gives phoenix 
  wolves the impression of flames. Like 
  ponies, their ability to manipulate objects 
  is limited, as their paws do not have 
  functional fingers. Their breath smells of 
  ash and smoke. In the cold, bits of flame 
  
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  are visible when they pant. The differences 
  between male and female are primarily in 
  size, with males being larger than females.
  Society: Phoenix wolf family structure 
  is typically a mated pair and their young, 
  who remain with them until 12 to 20 
  years of age, depending on maturity. They 
  are a rare race. It is unusual for families 
  to gather, except to swap youth for pre-
  arranged future marriages. It is in this way 
  that the blood is kept strong, as the young 
  are tested and must impress the other 
  family to earn a future mate. Inside the 
  family, the alpha male’s word is law, and all 
  must obey. Rank beneath him is earned by 
  merit, encouraging competition for favor 
  and glory. Though strangers may see this 
  as aggressive or hostile, none are swifter 
  to protect their own. Though they appear 
  as wolves, their loyalty is to the sun, rather 
  than the moon, and their howls will fill an 
  area during the day, when it is warm. 
  Relations: Left to their own devices, 
  phoenix wolves lead quiet lives outside of 
  civilization. However, they fiercely protect 
  their territory, and when another race 
  establishes a town close by, they resist. 
  The wolf pack might leave if they cannot 
  force the intruders out. More commonly, 
  they take reluctant part in the settlement, 
  trying to convince the people to preserve 
  things the pack favors. 
  Alignment: Phoenix wolves believe 
  in pride and personal honor. Someone 
  truly powerful does not need deception. 
  The philosophical debates of city people 
  irritate the phoenix wolves, leaving them 
  with a largely impartial outcast when it 
  comes to good and evil. Take what one 
  needs, do not take what one does not 
  need. It should be simple.
  Adventurers: Young phoenix wolves 
  unable to prove themselves before 
  reaching maturity often pursue glory in 
  
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  the wider world. Adventuring comes easy, 
  as opportunities to defy danger and strut 
  their stuff abound. Most only go until they 
  prove themselves worthy of a mate, but 
  some become addicted to the thrill of it, 
  and remain adventurers until age or injury 
  slows them.
  raCial StatiStiCS:
  Ability Score Increase. Your Dexterity 
  score increases by 2, and your 
  Wisdom score increases by 1.
  Age. Phoenix wolves mature at 
  roughly the same rate as ponies, 
  with a slight 1-2 year variance.
  Alignment. Phoenix wolves tend 
  towards neutral alignments, 
  showing less variation towards good 
  and evil, though they tend to be 
  slightly more lawful than most races.
  Size. Your size is Medium.
  Speed. Your base walking speed is 40 
  feet.
  Languages. You can speak, read, and 
  write Common. You can also choose 
  one language from the following list: 
  Sylvan, Elven, Ignan, or Infernal.
  Fey Born. Phoenix wolves count as fey 
  for all purposes.
  Four Legged. Being a four legged 
  creature, you can bear greater 
  weights (50%) than a human of 
  the same strength without being 
  encumbered. Any roll to avoid 
  becoming prone is made with 
  advantage.
  Ember Eyes. Phoenix wolves have 
  Darkvision 60 ft. 
  Fiery Pelt. You have resistance to fire 
  damage.
  Bite. You gain a bite as a natural attack 
  that has the finesse property and 
  deals 1d6 piercing damage.
  Fire Nature. When you cast a spell 
  that deal fire damage, that spell is 
  considered to be cast at one slot 
  higher, and you add +1 to any DC 
  spell saving throw the spell might 
  require.
  Fire Heart. You learn the dancing 
  lights, prestidigitation and produce 
  flame cantrips. Wisdom is your 
  spellcasting ability for these spells.
  Fingerless. See fingerless rules.
  phoenix wolf featS
  Burnt hide
  Prerequisite: Phoenix Wolf
  All phoenix wolves are at home to flames 
  to a degree, but you’ve brought that to 
  the next level and truly dance in heat, 
  heedless of its dangers.
  You gain the following benefits:
  •	 You become immune to fire damage.
  •	 You gain the ability to exhale flames as 
  per flame bolt, using your constitution 
  as your casting ability stat. 
  •	 At level 5, You gain the ability to fly with 
  a speed equal to your walking speed 
  for up to a minute per level on wings 
  on fire. You may divide this time up into 
  minute segments. You regain this ability 
  when you finish a long rest.
  ferAl hunter
  Prerequisite: Phoenix Wolf
  While some hunters hone their skills with 
  wielded weapons, you are death born to 
  flesh and require little more than specific 
  practice to turn it on your foes.
  You gain the following benefits:
  •	 Your bite damage changes from 1d6 to 
  1d8 piercing damage.
  •	 When you bite a creature, it must 
  succeed a strength save with a DC 
  equal to 8 + your strength bonus + your 
  proficiency bonus or become prone.
  •	 As a bonus action, you may make an 
  unarmed attack against a foe within 
  reach, forcing it to make a strength save 
  as per biting it.
  •	 At level 5, your unarmed strike counts as 
  magic.
  
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  purrSianS
  Related to the sun cats, purrsians are a 
  winged feline race that acquired sentience 
  before ponykind. Unlike sun cats, purrsians 
  enjoy amassing wealth, and this caused 
  them to settle into towns as opposed 
  to adopting a nomadic lifestyle. They 
  came into contact with ponykind when 
  ponykind first ventured into the desert. 
  The sun ponies have since enjoyed mostly 
  friendly relations with the purrsian.
  Physical Description: They are larger 
  than ponies by a head in height and some 
  additional body length. They come in a 
  wide variety of colors and patterns, from 
  rosette spots to stripes or solid colors. 
  Like ponies, purrsian colors come from 
  the whole spectrum and usually match or 
  complement. Their wings are usually of the 
  same color and pattern as the rest of their 
  coat. They have long tails, sharp teeth, and 
  sharper claws at the end of clever fingers. 
  These retractable claws are sharp and hard 
  enough that they are commonly used in 
  crafting, even to etch and work at precious 
  gems. Purrsians are omnivores that require 
  meat but enjoy fresh fruits when available, 
  especially as drinks.
  Society: Purrsians enjoy opulence, 
  relaxation, and showing off. The wealth a 
  purrsian has gathered is the measure of 
  its success. These traits, perhaps, are why 
  they never formed an empire of their own, 
  choosing instead to show off from within 
  the confines of the pony empire, while it 
  lasted. Traveling purrsians often bedeck 
  themselves in their most lustrous portable 
  jewelry, to demonstrate their wealth and 
  strength of character for all to see. 
  Because not every purrsian covets the 
  same treasure, trading developed early 
  and wide.  While one desires ancient 
  scrolls, another is wild for rubies. What one 
  cat merely enjoys, some other purrsian, 
  or even another race, wants desperately. 
  They are eager traders, all the better to 
  get the treasure they truly want. Purrsians 
  tend to arrive burdened with trade goods 
  and leave with just as much local goods, 
  making for delighted merchants and warm 
  welcomes in cities across the continent.
  Relations: Purrsians enjoy good 
  relations with most races willing to trade. 
  Their opulent dress does much to assuage 
  humanoids, getting them in the door 
  where sun cats would be refused. Rogue 
  purrsians are terrible things, hunting 
  wherever they wish with no concern for 
  anything but treasure and their own hide.
  Alignment: Purrsians  lean mildly 
  towards evil, with their penchant for 
  selfishness. They’re just out to win, 
  everyone else be damned. This selfishness 
  is usually tempered by respect for the 
  rules of the society, and most purrsians 
  will play by those rules. While many 
  purrsians fall around lawful evil, an 
  individual can be of whatever alignment. 
  There are selfless purrsians, but they 
  are in the minority. A common proverb 
  states: A burning purrsian house will 
  draw ten neighbors. Six will offer to build 
  a new house at a fair rate, one will offer 
  a discount, and one will sneak over to 
  ‘rescue’ any valuables from the flames, 
  while two will try to douse the fire.
  Adventurers: The draw of the 
  adventurer’s life is that of hidden treasure. 
  The idea that they could get an artifact 
  that none of their less bold neighbors 
  could dream of having is enough to propel 
  a young purrsian into the unknown. As 
  adventuring partners, purrsians think of 
  themselves first, so collaboration can be 
  difficult. They are not stupid, however, and 
  most learn that the success of the party 
  means the success of the purrsian.
  
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  raCial StatiStiCS:
  Ability Score Increase. Your Dexterity 
  score increases by 2, and your 
  Charisma score increases by 1.
  Age. Purrsians mature at roughly the 
  age of 20 before they are ready to 
  try their luck in exploring the world. 
  Alignment. Persians tend towards 
  lawful evil, being self serving but 
  ultimately prone to following rules 
  (and twisting them). There are some 
  who go against this societal trend, 
  and traveling Purrsians can be of 
  any alignment, but have a racial 
  reputation that precedes them.
  Size. Your size is Medium.
  Speed. Your base walking speed is 40 
  feet.
  Languages. You can speak, read, and 
  write Common. You can also choose 
  one language from the following list: 
  Sylvan, Dwarven, Auran, or Gnomish.
  Fey Born. Purrsians count as fey for all 
  purposes.
  Four Legged. Being a four legged 
  creature, you can bear greater 
  weights (50%) than a human of 
  the same strength without being 
  encumbered. Any roll to avoid 
  becoming prone is made with 
  advantage.
  Feline Senses. You have Darkvision 60 
  ft.
  Flight. You have feathered wings, and 
  your base flying speed is 30 feet. You 
  cannot fly if you are wearing armor 
  you are not proficient in, armor 
  not tailored to accommodate your 
  wings, or a backpack not specially 
  tailored to your wings. While flying, 
  you have disadvantage on strength 
  checks to interact with objects 
  that are on the ground. You fall to 
  the ground at the end of your turn 
  unless you move at least half your fly 
  speed during your turn.
  Feline Charisma. When making a 
  Charisma check with the Deception 
  or Persuasion skills, you cannot have 
  disadvantage. 
  
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  Feline Speed. You can use a bonus 
  action to dash or disengage once. 
  You regain this ability after finishing 
  a long rest. If you later gain the 
  ability to dash or disengage as a 
  bonus action, you add 10 feet to 
  your movement any time you take a 
  dash or disengage action. 
  purrSian featS
  feline reflexes
  Prerequisite: Purrsian
  While many purrsians save their claws for 
  work or display of their wealth, you keep 
  yours honed for use in battle. What use is 
  treasure if you are slain?
  You gain the following benefits:
  •	 You gain a claw attack that has the 
  finesse property and deals 1d4 slashing 
  damage. You can use your bonus action 
  to make another claw attack, but that 
  attack does not add any relevant ability 
  modifier to damage unless you could 
  while two weapon fighting.
  •	 You can use your Dexterity (Sleight of 
  Hands) in place of an attack roll, against 
  your opponent’s armor class. If you 
  succeed, you can steal an item that 
  fits into one paw, provided the item is 
  neither held or in a bag or pack. You 
  have disadvantage when attempting to 
  steal items that are fastened securely.
  •	 Your tail is agile and prehensile. You can 
  quickly draw or retrieve an item stowed 
  on your person to your hands. Your tail 
  can also hold objects but cannot wield 
  them or perform fine manipulation 
  (such as picking a lock).
  frugAl spellCAster
  Prerequisite: Purrsian, the ability to cast 
  spells
  While it pains you to part with your 
  wealth, at least you don’t have to dirty 
  yourself with exotic body parts or crush 
  your precious diamonds in advance.
  You gain the following benefits: 
  •	 If you cannot find a specific material 
  component, you can pay the full cost 
  in gold dust that is consumed in the 
  casting (even if the original material 
  component would not have been 
  consumed).
  •	 If you do not have common component 
  pouch, you can cast spells that require 
  common material components by 
  expending 1 hit dice at the time the spell is 
  cast. (see Adventuring - Resting in the SRD)
  •	 At level 10, you can use your reaction 
  while casting a spell to replace a costly 
  material component with your hit dice. 
  Each hit dice is rolled, and multiplied 
  by 10. If the result is equal to or greater 
  than the material component necessary 
  for the spell, the casting is successful. If 
  the amount is not adequate, the casting 
  fails and the spell slot is expended.
  Steelheart
  Their origin is a mystery, as is the exact 
  nature of their internal workings. The 
  steelhearts are constructs, in the shape 
  of a pony, that claim life despite clearly 
  artificial origins. Others would call them 
  golems, but they loathe the term. They 
  serve no being without a choice, and 
  have free will to decide their lot in life. 
  Rather than born, steelheart young are 
  constructed by two or more steelhearts 
  working in concert to assemble their child. 
  This can only be done using specialized 
  tools even the steelhearts do not know 
  how to manufacture. Because of this, their 
  factories are sacrosanct; even crusaders 
  cannot match the zeal with which they are 
  protected and maintained. 
  The source of their frailties compared to 
  true golems was a mystery for many years, 
  
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  until a dead steelheart was discovered and 
  examined away from the supervision of its 
  peers. Steelhearts appear to be partially 
  plant based, with thick knots of wood 
  located around where the belly would be 
  and running in fine patterns through the 
  body. This living component gives them 
  drive, but it can be harmed, leaving 
  steelhearts in a curious state between 
  living and construct with some of the 
  benefits of both.
  When they were first discovered, the 
  Queen ordered the secret of their creation 
  discovered. The attempt failed, and 
  instilled such fear in the steelhearts they 
  declared war on the ponykind. Bloodshed 
  and dismantlement persisted fifteen years. 
  Peace was eventually brokered, but part 
  of the agreement of this peace was that 
  ponykind would never again attempt to 
  force access to any steelheart factory.
  Physical Description: They appear 
  as ponykind with hides made of metal. 
  The selection of metal used for the 
  exterior varies wildly on the whim of the 
  steelheart’s parents, but brass, steel, and 
  tin are popular selections. Their eyes are 
  expressive orbs of light, often set behind 
  glass. While marks of destiny are not a 
  required part of their construction, it is 
  a popular thing to do. Being decoration, 
  a steelheart is free to change its mark at 
  their discretion, provided some metal 
  working tools and dye.
  Society: Not all contact with ponykind 
  has been under banner of war. The 
  steelhearts have learned much through 
  their shared cultural exchange with 
  the short-lived ponies. They learned to 
  respect their dead with memorial and 
  ritual. They have also cultivated their 
  appreciation for art, philosophy, and 
  expression. Each steelheart has their own 
  tastes and pleasures, even if a visiting 
  pony is perplexed at the 
  idea of an steelheart with a 
  collection of paintings or a 
  hobby of singing.
  Steelheart family life tends to be 
  short. Two or more steelhearts decide 
  that they have complimenting 
  traits and decide to create 
  a spawn. They travel to the 
  closest factory and petition 
  the steelheart assembly 
  priests in attendance for permission to 
  fabricate. If they are found worthy, they 
  are permitted to enter and begin the 
  sacred task of creating new life. Once this 
  is complete, the family is charged with 
  the task of instructing and raising the 
  youth over a strict twenty-year period. 
  When this is complete, the family is free 
  to disperse, and often does exactly that. 
  Sometimes, steelhearts decide they 
  favor their current company, and the 
  family persists despite the youth being 
  raised. Steelhearts do not have a physical 
  gender, though may identify with either 
  of their personal choosing.
  Relations: When they don’t feel their 
  future is threatened, steelhearts are eager 
  traders and scholars. Long travel does not 
  bother them. Since they don’t need to 
  eat, just rest at times to restore whatever 
  
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  power source propels them, they can go 
  long distances in inhospitable terrain 
  without complaint, getting market goods 
  where they need to be. Steelhearts find 
  the concept of war for any reason less than 
  a threat upon the factories contemptibly 
  wasteful. Making and raising steelhearts 
  takes too much time and energy to 
  squander it on a war.
  Alignment: Steelhearts are each unique, 
  with outlooks formed by bias of their 
  manufacture, upbringing, and decisions. 
  One steelheart may be a chivalrous 
  protector of the downtrodden while 
  another schemes to exploit the world for 
  every gold piece it has.
  Adventurers: The urge to explore and 
  learn, strong in steelhearts, draws them to 
  the adventuring life, to see things normal 
  people would never have opportunity to 
  see. The ultimate prize is the secret of their 
  own existence, to return the method of 
  creating new factories to their people. 
  raCial StatiStiCS:
  Ability Score Increase. Your 
  Constitution score increases by 2, 
  and your Intelligence score increases 
  by 1.
  Age. Steelhearts are abnormally long 
  lived, and mature at the age of 50. 
  Alignment. Steelhearts have no 
  predilection towards any alignment.
  Size. Your size is Medium.
  Speed. Your base walking speed is 30 
  feet.
  Languages. You can speak, read, and 
  write Common. You can also choose 
  one language from the following 
  list: Sylvan, Dwarven, Gnomish, or 
  Terran.
  Unique Heritage. Steelhearts count 
  as half-constructs and fey for all 
  purposes.
  Four Legged. Being a four legged 
  creature, you can bear greater 
  weights (50%) than a human of 
  the same strength without being 
  encumbered. Any roll to avoid 
  becoming prone is made with 
  advantage.
  Darkvision. You gain Darkvision 60 ft.
  Heart of Steel. You gain advantage 
  on saving throws against disease, 
  and the charmed, exhaustion, and 
  poisoned conditions.   You have 
  resistance to poison damage
  Cold Heart. Any spell that would bring 
  you to life cannot be cast unless it is 
  in a functional factory, with added 
  material components needed to 
  enact physical repairs.
  Iron Lungs. Steelhearts do not need 
  to eat, breathe, or sleep. They may 
  do so, if there is benefit, such as 
  drinking a potion.
  Conductive. You are resistant to 
  lightning damage..
  Fingerless. See fingerless rules.
  Steelheart featS
  Core of thunder
  Prerequisite: Steelheart, the ability to 
  cast spells
  Your innate power can fuel your spells, 
  and resist the forces of nature.
  You gain the following benefits.
  •	 When casting evocation spells, your 
  spells are considered to be cast at 1 slot 
  higher than the slot used to cast the 
  spell (to a maximum of the highest level 
  you can cast normally). 
  •	 You can cause your target to have 
  disadvantage on a saving throw against 
  your evocation spells, but doing so 
  afflicts you  with 1 level of exhaustion.
  •	 When you gain this feat, you choose to 
  gain damage resistance to either cold or 
  fire damage.
  
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  superior ConduCtiVity
  Prerequisite: Conductive
  You have the ability to absorb an 
  electrical attack and send it harmlessly 
  into the floor beneath you, and are 
  superiorly insulated and protected from 
  the elements.
  You gain the following benefits: 
  •	 When you are included in an area of 
  effect of an electrical or lightning effect, 
  you may attempt to lessen the effect. If 
  you succeed a Dexterity saving throw 
  against the DC of the effect, the effect 
  is halved for all targets, and you take 
  no damage. Those who make their save 
  take no damage and avoid the effect 
  entirely. If the effect is ongoing, the 
  electricity is grounded harmlessly for up 
  to 1 minute, after which you must make 
  another Dexterity saving throw.
  •	 At level 10, you gain immunity to 
  electricity damage, and your saving 
  throws to reduce electricity or lightning 
  effects have advantage.
  iron hoof
  Prerequisite: Steelheart
  Being made of metal can make for a 
  painful lesson to those who bother you.
  You gain the following benefits:
  •	 You gain a hoof attack  that has the 
  finesse property and that deals 1d6 
  damage.
  •	 You can halve your speed to kick 
  with your hind hooves, and deal 2d6 
  damage. You cannot use this ability if 
  you have already moved more than half 
  your speed.
  •	 At level 5, you can use your bonus 
  action to make another hoof attack at 
  1d6 damage, but you do not add your 
  relevant ability modifier to damage 
  when doing so.
  Sun CatS
  Sun cats already travelled in long-
  established nomadic clans when the first 
  primitive ponies began to explore the 
  world. The sun cats watched these curious 
  creatures, but had little interest in them. 
  Ponies were delicious, but their clans were 
  as tight as the cats’ own, making them 
  dangerous prey. The sun cats choose to 
  harry other, less clever, less united, prey 
  and keep an eye on ponykind from a 
  distance. When ponykind began to form 
  towns and ceased to travel, this puzzled 
  the sun cats. To the cats, who marched 
  where the sun drew them, such sedentary 
  lives were anathema. How could anyone 
  survive without movement? 
  Overcome with curiosity, a sun cat strode 
  into one of these towns, marveling at 
  the shelter they had built for themselves. 
  The ponies were alarmed to see such a 
  predator among them, but the sun cat 
  spoke kind words, assuring them he came 
  peacefully. In the end, the sun cat returned 
  to his tribe with several of his homemade 
  charms gone, and a sack burdened with 
  pony goods. His people praised his 
  ingenuity, and a new tradition was made. 
  While they traveled, they made art, tools, 
  clothing and armor from their prey, and 
  from things they found on the road. The 
  sun cats would trade these as they passed 
  by pony cities. 
  Physical Description: Sun cats are 
  quadrupedal predatory cats with tawny 
  fur and great claws and teeth. They 
  strongly resemble lions. They have a tuft 
  at the end of long thin tails, while males 
  sport large shaggy manes, typically of 
  darker shades. Unlike ponykind, they have 
  fingers capable of manipulating objects, 
  operating weapons and equipment with 
  the same ease as any humanoid.
  
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  Society: Sun cats operate in prides, 
  with an alpha male over other sun cats. 
  Their intelligence allows males to tolerate 
  lesser males, unlike their distant wild kin, 
  meaning that most prides, have two or 
  three males and five or six females, in 
  addition to any youth. The prides have a 
  tribal identity, and make a journey every 
  four years to a predesignated place to 
  gather with the other prides of their tribe 
  and discuss current events, trade, and 
  socialize. It is at these meetings the cats 
  form most new prides, and decide the 
  location of the next meeting. In contrast to 
  ponykind, Sun cats are fiercely patriarchal, 
  with all members of a pride deferring to 
  the say of the alpha male. It is a point of 
  contention between the sun cats and 
  ponykind that they both worship the sun, 
  but where ponykind see goddesses of 
  light and warmth, the sun cats see gods of 
  radiant might.
  Relations: The sun 
  cats are nomads. 
  They journey through 
  the world in their 
  prides, following the scent of food and 
  the whimsy of their sun god. If they 
  are left to their journey, relations with 
  those whose land they pass through are 
  minimal. They do not harass travelers, 
  and do occasionally stop by a town or 
  city for trading. Most races regard them 
  as primitive but tolerable. Humanoids 
  in particular see them as a just a few 
  steps above beasts, and tend to speak to 
  them patronizingly, much to a sun cat’s 
  annoyance. Ponykind has an instinctive 
  fear of predators that puts an edge into 
  negotiations, but sun cats have given no 
  grounds to their fear in recorded history, 
  so it remains a subconscious twinge alone.
  Griffons have a unique relation with the 
  sun cats. Both know the pleasure of the 
  hunt, both travel in prides, and both know 
  the world the way only a feline can. They 
  find each other equally attractive and 
  repulsive. Likeness can push away likeness, 
  and while an individual sun cat and griffon 
  can get along, groups rarely tolerate one 
  another for long. Fortunately, the nomadic 
  nature of sun cats carries them through 
  most griffon territories before their 
  welcome wears thin. 
  Alignment: The sun cats favor their 
  own before others, but will gladly 
  throw their lives away if it means the 
  survival and benefit of their pride. 
  In the end, each sun cat is different, 
  and has the capability of being 
  tremendously selfish or paragons of 
  chivalry. Most are closer to the center of 
  the spectrum.
  Adventurers: Sun cat adventurers 
  tend to come in two varieties. The most 
  noticeable is that of the adventuring 
  pride: an entire family of sun cats goes 
  into the unknown together, usually at 
  the command of their alpha male. More 
  common are sun cats that do not have 
  a pride. Such lone sun cats may adopt 
  
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  their fellow thrill seekers as a new pride.
  They begin to boast of their team’s exploits 
  as they would their own, taking inordinate 
  pride in everything their cohorts 
  accomplish, with their support of course.
  raCial StatiStiCS:
  Ability Score Increase. Your Strength 
  score increases by 2, and your 
  Wisdom score increases by 1.
  Age. Sun cats mature at roughly the 
  same rate as ponies, with a slight 1-2 
  year variance.
  Alignment. Sun cats tend towards 
  good and neutral alignments, and 
  tend to hold the good of those in 
  their inner circle over their own 
  needs.
  Size. Your size is Medium.
  Speed. Your base walking speed is 40 
  feet.
  Languages. You can speak, read, and 
  write Common. You can also choose 
  one language from the following list: 
  Sylvan, Elven, Ignan, Gnollish.
  Fey Born. Sun cats count as fey for all 
  purposes.
  Four Legged. Being a four legged 
  creature, you can bear greater 
  weights (50%) than a human of 
  the same strength without being 
  encumbered. Any roll to avoid 
  becoming prone is made with 
  advantage.
  Darkvision. You gain Darkvision 120 ft.
  Predator. You gain proficiency in 
  either Perception or Stealth.
  Feline Speed. You can use a bonus 
  action to dash or disengage once. 
  You regain this ability after finishing 
  a long rest. If you later gain the 
  ability to dash or disengage as a 
  bonus action, you add 10 feet to 
  your movement any time you take a 
  dash or disengage action.
  Sun Cat Tactics. You qualify for the 
  advanced tactics of the sun cats.
  Fangs and Claws. You gain a bite 
  attack that deals 1d4 piercing 
  damage, and a claw attack that deals 
  1d4 slashing damage. Both attacks 
  have the finesse property. You can 
  use your bonus action to make an 
  attack with either bite or claw, but 
  you do not add your relevant ability 
  modifier to damage when you do so.
  Scent. You have an amazing sense 
  of smell, and have no penalty to 
  perceive invisible targets within 60 
  feet, unless they have no scent. If 
  a you successfully win a Wisdom 
  (Perception roll) contest against 
  an invisible creature’s Dexterity 
  (Stealth) roll, you treat the target as 
  if they were not invisible. You can 
  also explicitly track by smell.
  Sun Cat featS
  diVine ChAllenge
  Prerequisite: Sun cat, Worship of a sun 
  god, Channel Divinity
  With a roar to the heavens, you call your 
  god’s wrath upon your enemies. The terror 
  of your challenge crushes their resolve.
  You gain the following benefits:
  •	 Your Wisdom score increases by 1, to a 
  maximum of 20.
  •	 You can let out a divine roar that cows 
  your enemies. As an action, you can 
  expend one use of channel divinity to 
  force all enemies within 30 ft. that can 
  hear you to make a Wisdom saving 
  throw against your spell save DC. Those 
  who fail are frightened for 1 minute.
  •	 You can expend a 1st level spell slot to 
  duplicate the effects of your divine roar, 
  with the following changes: you can 
  target one creature, and the duration is 
  1d4 turns.
  
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  infeCtious resilienCe
  Prerequisite: Sun cat, Aura of Protection
  The sight of you shrugging off the 
  advances of the enemy embolden the 
  hearts of your allies.
  You gain the following benefits:
  •	 Whenever you succeed at a saving 
  throw, you can expend a spell slot as 
  reaction to give all allies within 30 feet 
  another saving throw against the same 
  effect. If you expend a 5th level spell 
  slot, all allies make their new saving 
  throws with advantage.
  •	 When an ally fails a saving throw within 
  30 feet of you, you can choose to make 
  a new saving throw on their behalf. 
  If you succeed, neither you nor your 
  ally suffer any ill effects. If you fail, you 
  suffer the consequences of the failed 
  saving throw instead. You cannot use 
  this ability on an effect that targets you 
  and your ally at the same time, such as 
  a fireball. You can use this ability once, 
  and regain the ability to do so after 
  finishing a long rest. 
  potenCe of the sun CAt
  Prerequisite: Sun cat
  You have practiced the fine art of 
  ending battles with a swift strike of your 
  deadly teeth.
  You gain the following benefits:
  •	 Choose either Strength or Dexterity. You 
  increase the chosen ability score by 1, to 
  a maximum of 20.
  •	 Your bite attack now deals 1d8 damage.
  •	 Your claw attacks now deal 1d6 damage.
  •	 If you use your bonus action to make 
  a claw attack, you can now add the 
  relevant ability score modifier to damage.
  pride tACtiCs
  Prerequisite: Sun Cat Tactics trait
  You are attuned to the motions of your 
  teammates, following their cues and 
  moving to assist them with no words 
  shared.
  You gain the following benefits:
  •	 As long as you are adjacent to an ally 
  that also has the Sun Cat Tactics trait, 
  you and your ally can use a bonus action 
  to take a Help action, but only to benefit 
  an ally with the Sun Cat Tactics trait.
  •	 You and any adjacent allies with the 
  Sun Cat Tactics trait can use a reaction 
  to take a Dash or Disengage action as a 
  group. Any adjacent ally that has already 
  used their reaction or is at 0 movement 
  cannot take this special action with you.
  •	 As an action, you can make a DC 15 
  Charisma (Performance) or (Intimidation) 
  to distract all enemies within 50 feet. 
  Opponents contest your roll with a 
  Wisdom (Insight) check. Any allies within 
  100 feet have advantage on Dexterity 
  (Stealth) checks to ambush those who 
  have been distracted by your display.
  symBol of pride
  Prerequisite: Sun cat, Bardic Inspiration
  You are the wind beneath the wings of 
  your allies. So long as you stand unsullied, 
  they are inspired.
  You gain the following benefit:
  •	 Your Charisma score increases by 1, to a 
  maximum of 20.
  •	 If you are not suffering from any 
  negative conditions, allies add +1 to 
  the benefit granted by your Bardic 
  Inspiration.
  •	 As long as you are not bleeding, 
  poisoned, confused, and have 75% 
  or more of your hit points, you can 
  grant your Bardic Inspiration with your 
  reaction.
  
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  ponieS aS BarBarianS
  Few are the ponies branded for this task, but those that are become horrible battlefield 
  menaces. Pony barbarians do not use specialized techniques alien to their humanoid 
  companions, except for how they hold the axe. The increased speed that barbarians 
  enjoy is a true delight for ponies, especially earthbound ones, who can compete with 
  their airborne cousins for mobility as they race like a streak across the ground.
  ponieS aS BardS
  Like many fey creatures, ponies appreciate good song and dance. Members of their 
  community that remember and share tales of the golden era are celebrated. As a result, 
  pony bards are highly valued in any pony community. If they turn to adventure, it is an 
  emotionally charged event. Sorrow for their leaving mixes with giddy anticipation that 
  the bard may yet return some day with new songs and stories to share. Of all the classes, 
  pony bards are most likely to keep contact with their home community. Regular letters 
  and missives keep their family and friends updated on their latest exploits, world news, 
  and current events.
  The lack of fingers does not hinder pony bards as sharply as their humanoid neighbors 
  would imagine. Pony bards have no hesitation in using their hooves in addition to their 
  mouth, pounding beats on drums and even, with much practice, strumming a string 
  instrument. A pony that holds a wind instrument in mouth and is proficient at playing 
  it can do so, without manipulating the instrument with hooves. This is a supernatural 
  ability that all ponies and other fey with the fingerless trait share. Some say that hoof 
  string-strumming is powered by the same ability. This talent aside, most ponies express 
  themselves in song first.
  ponieS aS CleriCS
  Ponies are a faithful people. They are raised into it: with their life’s 
  skill etched onto their side by forces beyond their control, ponies 
  find achieving true faith in higher beings natural. This does not mean 
  that ponies often become clerics. Most ponies find the meaning of 
  their brand of destiny guiding them to much more mundane tasks. 
  The most frequent sign of an up-and-coming pony cleric is 
  to develop a brand that matches the holy symbol of a god. 
  Such ponies often become enamored with their god. 
  Some claim the god has chosen them, others, that  they are 
  drawn to the god. In either event, they will begin studying 
  all there is to study of the god. If there is a church or other 
  organization that the pony can reach, they will soon leave 
  home to join it. Not every such pony makes it through to 
  becoming a cleric(some become simple priests) but all are 
  fanatical about their chosen deity.
  
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  Having a brand of fate that matches your god (See Pious Brand feat) counts as a holy 
  symbol.
  ponieS aS druidS
  Druidism is a primal and natural fit for ponies. Their own stories speak of the ancient 
  past, when they ruled the land with other fey and helped to watch over it: controlling the 
  weather, tending the animals, and ensuring the balance of nature. Their global role has 
  waned, but individuals can still feel the pull of their ancestral duty.
  Despite being herbivores, pony druids have little compunction about traveling with 
  sharp-fanged wolves or cats. Most ponies that have decided upon a life of druidism 
  push past their equine skittishness to embrace the brutal equality of nature. A predator 
  is just as valuable as prey. All deserve to live, if they are fit and can survive. Their brands 
  draw them to different paths and varied journeys of self discovery. A pony druid often 
  determines to become stronger and tougher: to be a survivor first, then explore their role 
  in the wider schemes of nature.
  A common sentiment amongst pony druids is that the world has fallen to imbalance 
  due largely to the proliferation and exploitation of humanoids. Those that succumb to 
  bitterness of lost glory and spreading humanoid cities risk a fall from serenity with ever 
  darker thoughts, and can become implacable foes to civilized folk.
  ponieS aS fighterS
  Ponies can make for a variety of warriors. Their lack of hands means that most ponies 
  do not entertain the idea of using shields, favoring agility and swordplay to 
  prevail. Unicorns have an advantage here. With practice, they can wield shields 
  with their innate magic, but pure fighters rarely practice with their horns long 
  enough to make this stick.
  It is possible to get around this if a particular pony prized 
  defense. Wielding their shields in mouth, a polearm or other 
  large weapon can be placed in their saddle rack, allowing 
  them to strike with their long weapon while warding 
  blows away with the shield, though not at the same 
  instant (A pony that attacks with a two-handed weapon 
  in a saddle rack loses all benefit of their shield until the 
  start of their next turn). Rearing up and striking with 
  hooves and horseshoes is also quite effective, keeping the 
  mouth free for other weapons or shield.
  Being four-legged, ponies can bear quite a lot of weight, so it 
  is not unusual for trained warriors to wear heavy plates of armor. 
  Even encumbered, which can be difficult to inflict upon ponies, they tend 
  to move at least as fast as their humanoid counterparts, making heavy armor quite 
  attractive to these equine fighters.
  
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  Most non-adventuring ponies do not practice in the ways of war, trusting in their 
  military to defend them in times of war and raids. The army accepts volunteers, and tends 
  to be a lifetime vocation.
  ponieS aS monkS
  The way of the monk occasionally sends a serene whisper into fuzzy pony ears. The pony 
  form takes full advantage of monk techniques without the need for adapted tools. A well-
  trained unarmed pony can become a flurry of hooves, horn, teeth, head, and body slams 
  to knock sense into those that cross them. Stunning fists, and other related attacks, are 
  delivered via hoof with equal precision and efficiency.
  The concentration required of the profession is also at home with most ponies, allowing 
  them to focus, without reservation, on perfection. To imitate particular styles, some 
  ponies become used to rearing on hind legs almost instantly for short periods, pulling off 
  fantastic feats of martial finesse before landing elegantly back on all four hooves.
  ponieS aS paladinS
  A match made in heaven, possibly literally. Those who feel the draw to a bright god 
  and possess strength of body and soul can be drawn to the orders of paladinhood. The 
  single mindedness of ponies turns to righteous fervor as they crusade to protect the 
  innocent and stomp evil beneath their hooves. Donning gleaming suits of polished metal 
  and typically wielding the largest sword or polearm they can find, pony paladins cut an 
  intimidating profile on their quest for the forces of good and justice.
  Pony paladins appear much like a small paladin’s mount, missing its paladin. Also, most 
  ponies do not opt to gain a mount. Not because it’s impossible to ride (it isn’t) but it’s 
  awkward and a horse on a horse rarely feels or looks right. Leave the humanoids to their 
  equine exploitation.
  Gem ponies are especially drawn to the path of the crusader. Heralding back to the 
  glory of their lost kingdom, they become beacons of light in a dark world, readily 
  championing their ideals.
  ponieS aS rangerS
  Keeping to natural climes is a common desire of many ponies. Like the calling of druids, 
  ponies who take to ranging feel a special connection to their lost past. Of course, a pony 
  has to be careful with their combat style specialization. Most ponies can’t make good 
  use of bows. Two-weapon fighting is possible, with a racked weapon and a mouth-held 
  light weapon, but this is awkward and usually avoided. Unicorns can, with practice, use 
  their horn magic to dual-wield gracefully. Using horsehoes is a more reasonable option 
  for the rest, allowing multiple strikes that take advantage of the style. For other ponies, 
  dueling style or defense style tends to win out as single handed weapons and armor can 
  be utilized without special training.
  
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  Chaos Hunters are drawn to this path, most commonly hunting aberrations, chaotic 
  outsiders, and undead in their quest to purge the world of festering wrongs . They offer no 
  quarter or mercy, typically harrying their quarries to destruction or dying in the process.
  ponieS aS rogueS
  The life of a rogue is not a natural one for most ponies. It distances ponies from the 
  communities that draw them, but fate is fickle. When a pony feels the draw of the subtle, 
  they chase after it with all the fierce resolve that any other path would inspire. Pony 
  rogues learn to make use of belt pouches within easy reach of their mouth to keep the 
  tools of their trade close. They are perfectly capable of using lockpicks and daggers 
  held in maw at a moment’s notice. Pony tools look a little different than humanoid 
  sets. Shaped somewhat like scissors, they allow the pony to perform two-handed 
  manipulations of the lock or trap entirely with their mouth. This gets the job done, but 
  means the unfortunate rogue has their face that much closer when things go wrong.
  Pony rogues avoid hard covering on their hooves, and will go to pains to wear soft 
  leathers over them after the first time a stray clop betrays their existence. Ponies that 
  go brigand will leave survivors more often than not, if their victim complies with their 
  demands. Such outlaws can be almost comical for the unprepared, as few expect to be 
  waylaid by a small horse with a dagger or rapier in maw, mumbling something about 
  throwing down jewels. Surprise becomes outrage when the joke turns out to be reality.
  ponieS aS warloCkS
  It is an unusual pony that signs contracts with extraplanar beings of shady and murky 
  nature. For those who take steps along this trail, their trials are similar to those of 
  sorcerous bent. With their spells granted by their pact, rituals are translated through the 
  filter of this connection, saving them the wizard’s extra hassle. Ultimately, ponies serve 
  adequately as warlocks, though suffer from some worried looks and shunning from their 
  more mild-mannered kin, who do not kindly look on the idea of it.
  ponieS aS wiZardS and SorCererS
  While magic comes most naturally to unicorns, even a down-to-earth-bound pony or a 
  flighty pegasus can become drawn to its promises of power and answers. Ponies have 
  an inherent disadvantage when it comes to magical study, at least to start. Performing 
  delicate rituals, as well as drawing out scrolls and spells are a challenge to the hand 
  impaired. Many ponies never study magic because the bridge between performing 
  somatic gestures with humanoid hands and doing so with their own hooves is too far/
  difficult to cross. This is not to say it’s impossible, but it is a constant challenge for any 
  pony wizard, who must make this adaption for every new spell they encounter. 
  Non-unicorn wizards have earned the pejorative title of ‘black lips’ due to the spell 
  writing ink that inevitably stains their face. Many of these issues can be worked around 
  by getting a humanoid mentor to get them a hoof in the door of learning the arcane 
  
  49
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  arts. This is a big reason why ponies consider becoming 
  apprentices, or even familiars, for famous wizards that 
  can help them with their studies. In return for faithful 
  service, they have someone that can help them translate 
  motions, and use a quill more easily while they learn the 
  basics. See Ponies as Familiars for details.
  Sorcerer ponies have it easier in this regard. The 
  rituals come intuitively to them as they explore 
  their potential. This results in far more pony sorcerers 
  than wizards. Unicorns are born with sorcerer bloodlines 
  occasionally appearing as their brand of destiny, marking their 
  future and awakening the potential within them. This makes 
  the choice clear, and most such ponies pursue its perfection 
  doggedly.
  Due to their focused nature, most pony spellcasters, 
  sorcerer or wizard, tend to specialize rather than 
  generalize. Many try to excel in a single school of magic, 
  neglecting others in the process. This tunnel-minded 
  pursuit of perfection is not universal, but common 
  enough to give rise to stereotypes in magic communities 
  where ponies are present.
  other raCeS
  Though in no way as numerous as the races detailed above, there are other four-
  legged races that make quiet lives for themselves. The world of Everglow was kind 
  to many species, giving rise to slow but kindly cows, skittish sheep, and even pony-
  like mules and donkeys. One common thread through them is that they do not 
  have brands of destiny, and none of them have forged nations of their own, before, 
  during, or after the pony empire. It is possible to run into a town comprised of such a 
  species, but they are more likely to be found living on the sidelines of another race’s 
  settlements. It is not unusual for those capable of it to trade themselves for coin and/
  or lodging, if one does not mind a sentient cow as a source of milk, or a chatty sheep 
  for one’s wool.
  In terms of humanoids races, the usual assortment is present. Humans, elves, 
  gnomes, dwarves, orcs, and all the rest. Nature-attuned elves and fae-touched 
  gnomes find most ponies easy company, while dwarves thrive where ponies find 
  rare metal in need of a proper forging. All have smaller nations of their own, which 
  expanded once the pony empire had collapsed to make room for them. Of these 
  nations, the pony empire has had the longest relation to the dwarven underhalls, 
  trading goods and exchanging populace since the earliest days. The great Viljatown 
  rail line connects to those underhalls, dipping beneath the mountains to the home 
  of the dwarves.
  
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  raCial ClaSS SpeCialtieS
  The following options are available to 
  ponykind and/or quadrupedal races.
  aerial warrior(BarBarian path)
  The pegasi have worked out unique ways 
  to take fury to the skies. They maximize 
  their flying mobility to strike at foes from 
  all directions at once. This archetype can 
  only be taken by barbarians with a natural 
  fly speed.
  Swift Wings: Starting when you 
  choose this path at 3rd level, your 
  wings seem to go into the same 
  frenzy as the rest of you. You can 
  take a dash as a bonus action 
  during a rage. When you do, your 
  fly movement rate is increased by 
  an additional 5 feet. This bonus 
  increases by 5 feet at 7th level and 
  every 4 levels beyond it.
  Ultimate Mobility: At 3rd level, when 
  you take this path, you become 
  harder to hit while moving. While 
  you are raging and not wearing 
  heavy armor, other creatures have 
  disadvantage on opportunity attack 
  rolls against you. If they roll a natural 
  1 on an attempted opportunity 
  attack against you, you may use 
  a reaction to make a single melee 
  attack against them.
  Dive Bomb: At 6th level, while raging, 
  If you attack after moving at least 
  10 feet, you gain advantage on the 
  attack roll and add twice your rage 
  bonus to the damage. With such a 
  charge, while raging, you also gain 
  advantage to break things at the 
  end of the movement. You may not 
  move further in the same turn after 
  taking advantage of this.
  Master of the Skies: At 10th level, You 
  can attempt to knock fellow flyers 
  from the sky. When you hit a target 
  that is flying with a melee weapon 
  attack, you may, as a bonus action, 
  attempt to force it to the ground. 
  The target must make a Strength 
  or Dexterity Save, its choice, 
  against a DC of 8 +your proficiency 
  bonus+your strength modifier. If 
  the target succeeds, they are sent 
  5ft downward for every 2 points 
  of damage inflicted. Otherwise 
  knocked they are knocked prone 
  and to the ground. Any target forced 
  to the ground by this ability takes 
  falling damage based upon the 
  distance they traveled.
  If the target would not cease flying 
  due to being knocked prone or is 
  otherwise immune to being prone, 
  they are instead unaffected if they 
  succeed on their save and sent 5ft 
  downward for every 2 points of 
  damage inflicted if they fail.  
  Unflappable: At 10th level, Any saving 
  throw you make that would prevent 
  your falling is made with advantage.
  Fastest Alive: Starting at 14th level, 
  When struck with a melee or 
  ranged weapon, you may, if not 
  wearing heavy armor, use a reaction 
  to immediately move up to the 
  distance equal to the additional 
  movement given by a dash action 
  and at least five feet. This causes 
  the barbarians AC to raise by 1d6 
  against the triggering attack, which 
  may turn a hit into a miss. You 
  still provoke for the movement. 
  If you end the movement beside 
  an enemy, you may make a 
  single melee attack as part of the 
  movement at disadvantage.
  
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  alChemiCal knight           
  (fighter martial arChet ype)
  While some schools recommend blending 
  classic magic with martial skills, this 
  one brings careful potions into the play, 
  enhancing the warrior and allowing them 
  to be a vital bolstering force in the field 
  through judicious use of alchemical skill. 
  Their potions imitate spells of wizards 
  and clerics. They can learn spells of the 
  transmutation school.
  Spellcasting: At 3rd level, you learn 
  how to brew potions to assist your 
  martial abilities. During your rests, 
  you prepare the starting bits of 
  potions. Such alchemical knights 
  often have vials in bandoleers and 
  along their belts. When casting, the 
  final ingredients are mixed in and 
  the concoction is consumed to cast 
  the spell. In terms of components, 
  verbal is removed from any spell 
  cast. Somatic becomes the quick 
  mixing and applying of the potion, 
  and materials are unchanged. 
  Because of this, all alchemical 
  knight spells ‘cast’ this way target 
  the alchemical knight. Spells can 
  affect beyond the user when they 
  specifically affect inanimate targets 
  and can be applied by touch, and 
  only as a touch (splashing the liquid 
  version of the spell and rubbing or 
  stirring it into the target).
  Cantrips. You learn 2 cantrips of your 
  choice from the wizard and/or cleric 
  spell list. You learn one additional 
  cantrip at 10th level. They may be of 
  any school, but still only affect the 
  caster.
  Spell Slots. Consult the Alchemical 
  Knight Spellcasting table to see 
  how many slots and spells you may 
  know. These spells come in the form 
  of individualized arcane formulas 
  and are not stored in a book, but 
  rather memorized.
  Performing a long rest restores all 
  spent slots. You may cast a spell 
  using a slot of its level or higher, 
  sometimes with greater effect when 
  a higher slot is used.
  Spells Known of 1st-Level and 
  Higher. You begin with three spells 
  from the wizard and/or cleric list 
  of 1st level, two of which must be 
  transmutation. When you gain a new 
  spell known, it can be from any level 
  you are capable of casting besides a 
  cantrip.
  When selecting a spell at 8th, 14th, or 
  20th level, it can be from any school, 
  otherwise it must be transmutation.
  Whenever you gain a level in this 
  class, you can replace one of the 
  spells you know with another spell 
  from the wizard or cleric list. This 
  must be a transmutation unless it 
  was from 8th, 14th, or 20th level. 
  The new spell must be from a level 
  that you can cast.
  Spellcasting Ability. Intelligence is 
  your spellcasting ability for your 
  spells. You use your Intelligence 
  whenever a spell refers to your 
  spellcasting ability. In addition, you 
  use your Intelligence modifier when 
  setting the saving throw DC for a 
  spell you cast and when making an 
  attack roll with one.
  Alchemical Concentration: At 3rd 
  level, your Alchemical knight spells 
  that require concentration cannot 
  be interrupted by taking damage or 
  other effects that would call for such 
  a check. This does not let you have 
  two such spells at once, and does 
  prevent the ability to dismiss such 
  spells early.
  Mutagen: At 7th level, you may 
  imbibe a special potion that causes 
  you to grow in a monstrous way, 
  with bulging muscles, tendons and 
  unnatural vigor. You deal an extra 
  four damage on any melee strike 
  and gain twenty feet of movement 
  
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  speed of walking, swimming, 
  burrow, or flying. You also gain 2d6 
  temporary hit points that are lost 
  when this effect ends. This persists 
  for one minute. You regain this 
  ability after a long rest. At level 
  14 and 20, you gain another use 
  of this ability between long rests. 
  Should another creature consume 
  your potion, they must make a 
  constitution save against your 
  spell saving throw DC and gain the 
  poisoned condition for an hour on 
  a failure. They gain no benefit and 
  expend it either way.
  Thrown Potion: At 10th level, you learn 
  how to make your potions effective 
  on contact. You can hurl your potions 
  and/or their contents to affect 
  others, allowing you to target things 
  beside yourself. This has a maximum 
  range of 30 feet or that of the spell, 
  whichever is shorter.
  Double Charge: At 15th level, when 
  you cast a concentration spell, you 
  may cast two concentration spells 
  at once, provided the spell only 
  affects yourself. Casting any other 
  concentration spell causes both to 
  fade instantly. You must expend the 
  appropriate slot for both spells. The 
  action takes as long as the slower of 
  the two spells.
  Alchemical Perfection: At 18th level, 
  You gain the ability to prepare 
  potions from scratch on the go in 
  the form of being able to ritual cast 
  spells you know with the ritual tag. 
  In addition, whenever you cast a 
  spell, you can attack with a single 
  melee attack as a bonus action.
  Spell SlotS per Spell level
  Fighter Level
  Cantrips Known
  Spells Known
  1st
  2nd
  3rd
  4th
  3rd
  2
  3
  2
  —
  —
  —
  4th
  2
  4
  3
  —
  —
  —
  5th
  2
  4
  3
  —
  —
  —
  6th
  2
  4
  3
  —
  —
  —
  7th
  2
  5
  4
  2
  —
  —
  8th
  2
  6
  4
  2
  —
  —
  9th
  2
  6
  4
  2
  —
  —
  10th
  3
  7
  4
  3
  —
  —
  11th
  3
  8
  4
  3
  —
  —
  12th
  3
  8
  4
  3
  —
  —
  13th
  3
  9
  4
  3
  —
  —
  14th
  3
  10
  4
  3
  2
  —
  15th
  3
  10
  4
  3
  2
  —
  16th
  3
  11
  4
  3
  2
  —
  17th
  3
  11
  4
  3
  3
  —
  18th
  3
  11
  4
  3
  3
  —
  19th
  3
  12
  4
  3
  3
  1
  20th
  3
  13
  4
  3
  3
  1
  
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  artifaCt tender (roguiSh arChetype)
  Some rogues just like toys. These rogues 
  are specialized in finding and using all 
  manner of magical devices. Eventually 
  they are better at it than the spellcasters 
  that originally made them.
  Careful Examination: At 3rd level, 
  the rogue may emulate the effect of 
  the identify spell on an item without 
  any of the required components by 
  taking an hour to carefully examine 
  the item.
  Discerning Eye: At 3rd level, the 
  rogue gains the ability to cast detect 
  magic as a ritual.
  Powerful Release: At 9th level, the 
  rogue may activate an item with a 
  surge of power. Provided the item has 
  charges, in the form of permanent 
  uses or daily uses, the rogue may 
  expend two such charges to either 
  give themself advantage when using 
  the item or the target(s) disadvantage 
  when trying to avoid it.
  Artifact Master: At 13th level, 
  you have mastered the way of 
  enchanted items, using them 
  seamlessly despite who they were 
  intended for originally. You ignore all 
  class, race, and level requirements 
  when you use magic items.
  Conservative Use: At 17th level, 
  the rogue may attempt to activate 
  an item without depleting its 
  resources. As a bonus action 
  immediately following the activation 
  of an item, the rogue may make 
  an Intelligence(Arcana) check, the 
  DC found below. On a failure, the 
  item fails to activate at all, wasting 
  time. On a success, the item works 
  and does not expend a charge. 
  On a roll of 1, the item expends a 
  charge to no effect. If used with 
  powerful release, the item expends 
  1 additional charge regardless of 
  success or failure.
  Rarity
  Arcana DC
  Common
  15
  Uncommon
  17
  Rare
  19
  Very Rare
  21
  Legendary
  25
  elemental Savant (druid CirCle)
  Everglow resides in a state of intense, 
  gracefully balanced friction among 
  elemental planes. Some druids are drawn 
  towards that interplay, becoming puissant 
  in the arts of elementalism above that of 
  naturalism as the vibrant energy of the 
  world flows through them.
  Elemental Understanding. At level 2, 
  An elemental savant has advantage 
  when using a Charisma check 
  on elemental creatures, and can 
  interact with them even if they have 
  no language by making a Charisma 
  (Nature) check.
  Elemental Bond: Starting at 2nd 
  level, you gain the produce flame 
  cantrip, or another cantrip if you 
  already possess it. You also gain 
  the ability to change the damage 
  type of produce flame to one of 
  the following types: acid, cold, fire, 
  lightning and thunder. This does not 
  change the spell’s ability to produce 
  light, but it does change the hue of 
  the light (green for acid, blue for fire, 
  etc). At level 5, you can also add your 
  Wisdom modifier to the damage 
  dealt by this cantrip.
  Totemic Summons. At 6th level, you 
  may cast conjure animals without 
  the need for concentration. In 
  addition, animals conjured are 
  considered elementals (rather 
  than fey), and gain temporary hit 
  
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  points equal to your druid level. 
  You choose an element at casting, 
  and the creatures summoned 
  are resistant to the appropriate 
  damage types (e.g. lightning and 
  thunder for air elementals, fire for 
  fire elementals), and can deal an 
  extra 1d4 damage of the type as 
  follows: air elemental creatures deal 
  lightning damage, earth elemental 
  creatures deal bludgeoning damage, 
  fire elementals deal fire damage, and 
  water elementals deal cold damage. 
  Elemental Wild Shape. At 10th level, 
  you can expend two uses of your 
  Wild Shape at the same time to 
  transform into an air elemental, an 
  earth elemental, a fire elemental, or 
  a water elemental.
  Elemental Mastery. At 14th level, 
  your connection with the elemental 
  plane improves. Any time you 
  summon an elemental with a spell, 
  you can summon one additional 
  elemental of a CR lower than the 
  original elemental or elementals 
  summoned. In addition, whenever 
  you use wild shape to assume the 
  form of an elemental, you can cast 
  the produce flame cantrip with a 
  bonus action while in that form, and 
  automatically deal damage as per 
  your elemental type.
  moBile Cannon                
  (fighter martial arChet ype)
  Four-legged races face unique challenges 
  when they pursue the way of the gun. 
  Those trained as mobile cannons trade 
  finesse for raw power, leveraging their 
  enhanced ability to endure heavy loads to 
  their advantage.
  Quadrupedal Reload: At 3rd level, 
  Mobile cannons may attach two-
  handed firearms to their weapon 
  rack. Any such weapon can be 
  reloaded and fired by the Mobile 
  Cannon as long as they have a single 
  hand available (even if that happens 
  to be a mouth in the case of most 
  ponykind).
  Heavy Calibre: At 3rd level, a Mobile 
  Cannon learns to use their namesake. 
  They may use a two handed firearm 
  that is larger than they are. Attacks 
  with this oversized weapon deal 1d6 
  bonus damage (typically 1d12+1d6 
  piercing damage), but costs 50% 
  more to purchase.
  Piercing Shot: At 7th level, a Mobile 
  Cannon can use a bonus action to 
  strip a target within range of their 
  firearm of piercing resistance until 
  the end of their turn.
  Boosting Shot: At 7th level, a Mobile 
  Cannon can use a bonus action to 
  fire in the opposite direction they 
  are traveling. This pushes them five 
  feet in the desired direction and 
  does not provoke attacks if they 
  leave a threatened area from it. 
  This ability is usable while falling 
  to reduce the damage, allowing a 
  dexterity saving throw at dc 15. On 
  a success, they gain resistance to the 
  falling damage for that fall.
  Double Cannon: At 10th level, a 
  mobile cannon can attach two two-
  handed firearms to their weapon 
  rack. As a bonus action after using 
  the attack action with the larger 
  firearm, the smaller can be fired at 
  the same target as a single ranged 
  attack. The second firearm cannot be 
  oversized. This extra attack does not 
  include ability modifiers to damage 
  unless you have the ability to do so 
  while two-weapon fighting.
  True Grit: At 15th level, Mobile 
  Cannons learn to keep firing, even 
  when all else fails. If they are unable 
  to take actions due to any condition 
  save being unconscious, petrified, 
  or dead, they make make a single 
  ranged attack  and reload with their 
  firearm, provided it’s wielded. If 
  
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  such a condition allows any saves 
  after the first round, the Mobile 
  Cannon gains advantage on those 
  later saves.
  Dragon’s Breath Shot: At 17th level, 
  Mobile Cannons can spray an area 
  with shot instead of focusing on 
  one target as an action. Such an 
  attack has a range of 30 feet in a 
  cone. Those caught in it take 4d8 
  piercing, acid, fire, cold, or electricity 
  damage. All targets suffer the same 
  element. If their firearm is magical, 
  so is this attack. Those struck by this 
  attack may make a dexterity save 
  with a DC of 8 + proficiency bonus 
  + the dexterity bonus of the Mobile 
  Cannon to take half damage.
  myStiC pranCer (Bard College)
  Music is an important part of pony culture. 
  Those who leave pony lands in pursuit of 
  new songs bring with them the history of 
  their people, and display it proudly to all 
  who will see it.
  Bonus Proficiencies: When you join 
  the college of Mystic Prancers, you 
  may apply jack of all trades to all 
  saving throws you are not proficient 
  in, adding half your proficiency 
  bonus.
  Prancing Step: You learn to maximize 
  your mobility. When you join this 
  college at level 3 you can move 
  out of a single enemy’s reach once 
  per turn without provoking an 
  opportunity attack. At level 8, you 
  can use your bonus action to take 
  the disengage action. 
  When you would provoke but avoid it, 
  either by your once per turn talent 
  or by disengaging, you may spend 
  a use of bardic inspiration to taunt 
  and dance at the target. If they fail a 
  wisdom save against your spell dc, 
  they make a single melee attack at 
  disadvantage against themselves.
  Well Mannered: Prancers are very 
  eager to make a good impression 
  with other cultures. At level 6, you 
  gain advantage on checks involving 
  the Deception and Persuasion skills 
  when dealing with people who don’t 
  yet know you well. 
  Lead the Horde: When a prancer 
  performs, their audience becomes 
  drawn to the pony. Once you reach 
  level 14, you can make a Charisma 
  (Performance) as an action, and 
  expend a use of your Bardic 
  Inspiration. If you do so, you can 
  force any number of small sized or 
  smaller targets who can hear you 
  to become charmed, dance and 
  follow you as closely as possible 
  without entering your space, unless 
  they succeed on a Charisma saving 
  throw against your spell save DC. If a 
  creature has already been charmed 
  by you, or has an Intelligence score 
  of 3 or lower, they automatically 
  begin to follow you.
  natural maguS                
  (SorCerer Bloodline)
  In the world of Everglow, magic runs thick 
  through many of the race’s veins. It is only 
  natural that some learn to use this inner 
  magic to enhance their potent abilities.
  Cunning Spellcaster. At 1st level, 
  you can use your Intelligence score 
  as your spellcasting ability for your 
  sorcerer spells, as well as any innate 
  spells that you can cast.
  Inner Reserves. At 6th level, you gain 
  the ability to sacrifice innate spells 
  (such as those granted by your race) 
  for spell slots or sorcerer points. You 
  cannot sacrifice cantrips in this way. 
  Spells sacrificed in this way grant 
  you slots of the corresponding 
  spell’s level, or sorcerer points 
  equal to the corresponding spell’s 
  level. Additionally, you can spend 
  
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  sorcery points to regain uses of 
  your innate spells by spending 
  points equal to the spell’s level. 
  This ability otherwise acts as the 
  Flexible Casting class ability, and 
  each exchange takes a bonus action 
  to perform. 
  Distant Strike. At 14th level, you can 
  use a bonus action to spend one 
  sorcery point and gain the ability to 
  magically command your weapon to 
  strike a distant foe. This attack uses 
  your Intelligence ability modifier 
  to calculate the attack and damage 
  bonus, has a range of 60 feet, and 
  is not made with disadvantage if 
  there is an adjacent enemy. This is 
  considered a single melee weapon 
  attack. This ability lasts for 1 minute.
  Mystic Wellspring. At level 18, you 
  regain one sorcery point any time 
  you would gain inspiration, score a 
  critical hit, or when you succeed on a 
  roll that has disadvantage.
  pony SCholar ( wiZard tradition)
  Ponies that delve into magic become 
  eager to learn of any spell that they can 
  get their hooves on. Their natural focus 
  on their destiny lends to a more intuitive 
  approach. 2, 6, 10, 14
  Pony’s Versatility. At 2nd level, you 
  choose the highest of intelligence, 
  charisma, or wisdom as your 
  spellcasting ability.
  Pony’s Focus. At 6th level, you select 
  one prohibited school and one 
  specialized schools. You must cast 
  spells from your prohibited school 
  as if they were one spell level higher 
  (for instance, you would cast a 
  magic missile as a level 2 spell if you 
  chose evocation as your prohibited 
  school). This extra level does NOT 
  enhance the spell and is simply 
  wasted. Spells from your specialty 
  school are cast as if you used one 
  slot higher than normal, up to the 
  highest level you can cast. 
  Spell Research. At level 10, you have 
  expanded your discipline to include 
  unique spellcraft. Choose two spells 
  from any other spellcasting class. 
  A spell you choose must be of a 
  level you can cast, as shown on the 
  Wizard spell table, or a cantrip.
  The chosen spells are added to your 
  spellbook, and count as wizard spells 
  for you. You learn two additional 
  spells from any class at 18th level.
  Rigorous Memorization. At 14th 
  level, you may choose to cast a spell 
  by gaining a level of exhaustion 
  instead of using a spell slot. The 
  spell is always cast as if you used the 
  minimum spell slot required. You 
  cannot use this ability if you have 
  four or more levels of exhaustion. 
  triBal SCholar (wiZard tradition)
  Throughout ponykind history, there are 
  those who have delved into the secrets that 
  divide and connect the tribes of ponykind. 
  Some do it out of jealousy, some for power, 
  and others are simply curious.
  Tribal Spell Knowledge: At 2nd 
  level, you may learn and cast spells 
  that are restricted to specific other 
  tribes of ponykind and copy them 
  into your spellbook for half the 
  normal price. You can also copy 
  transmutation spells into your 
  spellbook for half the normal price. 
  Tribal Scholar: Also at level 2, 
  You also have advantage on any 
  Deception, Disguise, History and 
  Insight rolls related to other tribes, 
  whether to impersonate or simply 
  know about them.
  Tribal Member: At 6th level, you may 
  imitate another tribe of ponykind. 
  While doing so, you appear as that 
  tribe, with the specifics up to you, 
  though imitating specific ponies 
  is not possible. This acts as per 
  alter self, with shapes restricted to 
  
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  the tribes of ponykind. This ability 
  may be used for up to ten minutes 
  per wizard level. These ten minute 
  segments do not have to be used 
  consecutively. While imitating 
  a tribe, magic items and spells 
  perform as if you were of that tribe.
  Tribal Leader: At 10th level, the pony 
  may empower tribal gifts. With a 
  touch, the target pony’s connection 
  to their tribe is empowered. If the 
  pony’s tribe imparts an ability with 
  limited uses, they gain an additional 
  use of that ability that can be used 
  until the next time they finish a long 
  rest. If they receive a benefit that is 
  numerical, the benefit is doubled 
  until they finish a short rest. If the 
  pony has a damage resistance, it 
  becomes a damage immunity for one 
  hour. You may use this touch once at 
  10th level, and an additional time at 
  15th level. You regain spent uses of 
  this ability after finishing a long rest.
  Tribe Walker: At level 14, you can use 
  your ability to emulate other tribes 
  more thoroughly. When you use 
  alter self to appear as another tribe, 
  you also gain one trait of theirs for 
  the duration of the effect. At every 
  10 minute interval, you can choose 
  to change either the tribe you are 
  emulating, thus changing your 
  chosen trait to one from the new 
  tribe, or the trait that you gain from 
  a specific tribe.
  triBal thief ( warloCk paCt)
  Some ponies are jealous of the gifts 
  given to other tribes and races. They make 
  mysterious pacts that allow them, for a 
  time, to imitate them. Some say that this 
  art is what caused doppelganger ponies to 
  come into existence, and that these pacts 
  call on the power of Kara herself.
  paCt Boon
  The pact boons of a warlock of this pact 
  look different from others.
  Pact of the Chain. Your familiar 
  is either insectoid or incredibly 
  alluring for its type, appearing as an 
  especially fit and attractive member 
  of whatever species it calls home.
  Pact of the Blade. A slender weapon 
  that seems to only grow to power 
  when its user is ready to fight, or at 
  least pretend the idea. Otherwise, it 
  seems harmless.
  Pact of the Tome. A discrete and small 
  journal that seems as well suited for 
  holding dirty secrets as it would be 
  any spells.
  expanded Spell liSt
  The Tribal Thief pact lets you choose from 
  an expanded spell list of spells when you 
  learn a warlock spell. The following spells 
  are added to the warlock spell list for you.
  triBal thief expanded SpellS
  Spell Level
  Spells
  1st
  Disguise Self, Silent Image
  2nd
  See Invisibility, Alter Self
  3rd
  Nondetection, Water Walk
  4th
  Greater Invisibility, Polymorph 
  (self only)
  5th
  Awaken, Dominate Person
  Tribal Mixture: At 1st level your 
  patron can fill you with stolen 
  powers of other tribes, you can 
  briefly emulate other aspects of 
  ponykind. You can spend an action 
  to gain one of the following benefits 
  for 1 minute: a fly speed of 30 feet, 
  advantage against poison saving 
  throws and resistance to poison 
  damage, the mage hand cantrip, a 30 
  foot swim speed. Once you use this 
  ability, you cannot use it again until 
  you finish a long or short rest.
  
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  Trait Thief: At 6th level, you can 
  choose to steal the traits from any 
  physical tribe of ponykind as an 
  action. If this is done without a 
  victim, it persists for one minute. 
  Used against a victim up to 30 feet 
  away, they must make a charisma 
  save against your spell save DC. A 
  success wastes this ability. Failure 
  denies them the power of their 
  physical tribe and grants it to you for 
  an hour. Using this ability ends all 
  existing uses of this ability. You may 
  use this ability again after a short or 
  long rest.
  Stolen Talent: At level 10, the dark 
  whispers of your patron urge you to 
  find the perfect form and powers. 
  You reflexively turn back attempts 
  to polymorph or petrify you against 
  your will. Any creature attempting 
  to do so fails and you may spend 
  a reaction to force them to make 
  a charisma save against your spell 
  save DC. A failure robs them of the 
  ability they were trying to use for 
  an hour, during which time you 
  gain the ability to use the ability. If 
  it’s active, using it ends the effect. 
  If passive, it can be activated for 
  at most a minute. If the effect was 
  striking multiple creatures at once, it 
  only fails against you, affecting any 
  others normally.
  Supreme Thief: At level 14, your 
  ability to steal and plunder the gifts 
  of other ponies grows to a terrifying 
  aptitude. When you use trait thief, 
  it persists for a day instead of an 
  hour and a hour instead of a minute. 
  Polymorph and related spells that 
  you cast lose the concentration part 
  of their duration, remaining until 
  the duration ends, you cast another 
  such spell or until you take a long or 
  short rest.
  warden of the night (paladin oath)
  These paladins serve the moon princess. 
  They wear darker colors and their divine 
  powers manifest in silvery hues of the 
  moon’s fullness instead of the blinding 
  golden glow of the sun. They are 
  dedicated to fighting off evil in its home 
  turf, keeping it safe for innocent ponies.
  Tenets of Nightwardens. Though the 
  specific standards of this oath may vary, 
  paladins of this order share these tenets. 
  Justice. Find where the forces of the 
  dark may not dwell peacefully with the 
  creatures of the day. Resolve it.
  Dedication. While others rest, that is 
  when you must work hardest. There is little 
  room for idleness at your hooves..
  Compassion. You must protect those 
  who slumber, and those who hunt. The 
  darkness hides many creatures, and they 
  all have the right to exist.
  Between the Shadows. The best work 
  leaves no disturbance. The people should 
  not know you are so essential. Boasting is 
  for other professions.
  warden of the night SpellS
  Paladin Level
  Spells
  3rd
  Silent Image, Sleep
  5th
  Darkness, Invisibility
  9th
  Hypnotic Pattern, Major Image
  13th
  Hallucinatory Terrain, Freedom 
  of Movement
  17th
  Dream, Mislead
  Silver Touch. At 3rd level, you deal an 
  additional 1d8 radiant damage to 
  shapeshifters in addition to fiends 
  and undead when using divine smite.
  
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  Channel Divinity. When you take 
  this oath at 3rd level, you gain the 
  following two Channel Divinity 
  options.
  Moonlight Aegis: As an action, you 
  can present your holy symbol, 
  letting loose a wash of silvery 
  light. All Allies within 30ft gain 5 
  temporary hit points for a minute.  
  While a creature has these hit points, 
  they have advantage against being 
  charmed or afflicted by supernatural 
  madness, such as the confusion 
  spell, and may, as a reaction, end 
  this benefit on themselves early to 
  remove the charmed condition and 
  any supernatural madness effects.  
  The temporary hit points granted 
  increase by 5 at 7th level and for 
  every 3 levels afterwards.
  Peace in Darkness. As an action, you 
  can attempt to soothe the rage of 
  monsters. Gentle words and the 
  holding aloft your holy symbol, a 
  single target within 30 feet with 
  an intelligence of 5 or less and 
  darkvision must make a wisdom save 
  or gain the charmed condition for a 
  minute. Creatures affected by this can 
  be communicated with regardless of 
  language. If the creature is normally 
  completely unable to speak, this 
  discourse is limited in complexity 
  but a clever paladin may find a more 
  peaceful route to the problem.
  Lunacy Reprieve. At 7th level, 
  whenever you use your Lay On 
  Hands ability to heal someone, you 
  may also remove any confusion or 
  charm effects that afflict the target.
   Moon’s Mercy. At 15th level, you 
  gain the ability to banish darkness 
  for a time. You can use your Channel 
  Divinity to create a bright glow 
  of silvery moonlight as per the 
  moonbeam spell. This effect requires 
  concentration.
  Lunar Wisdom. Once you reach 20th 
  level, The paladin may expend a 
  spell slot as a bonus action to share 
  the wisdom of the moon. For one 
  minute, you and your allies gain the 
  following benefits:
  •	 You and all allies within within 60 feet 
  gain truesight 60 ft. 
  •	 You and your allies also deal an 
  additional 1d8 radiant damage with 
  every weapon attack. This is in addition 
  to any radiant damage you or they can 
  normally deal. 
  witCh doCtor ( warloCk paCt)
  Some ponies listen to the soft whispers of 
  the land spirits, rather than pledge their 
  services to any single entity. These sorts of 
  warlocks are more easily accepted in pony 
  communities.
  Pact Boon
  The pact boons of a warlock of this pact 
  look different from others.
  Pact of the Chain. Your familiar can take 
  the form of a fey creature or an elemental 
  in appearance, but is otherwise a normal 
  familiar.
  Pact of the Blade. Weapons formed 
  through this pact sometimes drip with sap, 
  or is formed with inlaid earth gems.
  Pact of the Tome. A strange tome that 
  seems to be perpetually dusty.
  Expanded Spell List
  The Witch Doctor pact lets you choose from 
  an expanded spell list of spells when you 
  learn a warlock spell. The following spells 
  are added to the warlock spell list for you.
  
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  witCh doCtor expanded SpellS
  Spell Level
  Spells
  1st
  Purify Food and Drink, Speak 
  with Animals
  2nd
  Lesser Restoration, Moonbeam
  3rd
  Speak With the Dead, Tongues
  4th
  Conjure Minor Elemental, 
  Control Water 
  5th
  Commune With Nature, 
  Reincarnate
  Wisdom of Ages. At 1st level, when 
  you gain this pact, you inherit a 
  profound wisdom. Choose two 
  Intelligence based skills. You either 
  gain proficiency in them, or double 
  your proficiency bonus in them if 
  you are already proficient with the 
  chosen skill. 
  Herbal Remedies. At 6th level, as 
  an action, you may prepare and 
  administer a remedy of mashed 
  herbs to an ally within reach. This 
  remedy cures one of the following 
  conditions or effects: paralyzed, 
  poisoned, stunned, or unconscious 
  conditions. This ability may be used 
  a number of times equal to your 
  Charisma modifier. You regain spent 
  uses of this ability after finishing a 
  long rest.
  Bubbling Brew. The image of a witch 
  tending to their cauldron is not one 
  without roots in reality. At 10th level, 
  you may prepare a brew. This requires 
  a fire, a large container(cauldrons 
  are popular), a supply of herbs 
  worth 40 gold pieces per dose, 
  and an hour. The result is one dose 
  per four warlock levels. Each one is 
  the equivalent of a potion of lesser 
  restoration. Three doses functions as 
  a greater restoration. The brew can be 
  bottled, but if a new brew is made, 
  any existing batches become inert.
  Aura of Reason. At level 14, you 
  can exert a calming influence on 
  those around you. As long as you 
  are conscious, you exude an aura 
  that renders you immune to the 
  frightened and charmed conditions, 
  and friendly creatures within 30 
  feet have advantage to save against 
  those same conditions. This aura has 
  no effect on a friendly creature that 
  is already charmed or frightened 
  when they enter your aura’s radius.   
  unifiCation (SorCerer origin)
  There is a calling inside you, driving you 
  towards your people’s divinity. Perhaps, 
  with time, training, and hardship, you 
  will also gain the blessings of three major 
  breeds of ponies.
  Awakened Ancestry. At 1st level, a 
  dormant part of your heritage is 
  visually expressed. This could be a 
  horn, wings, or even a slight change 
  in size or coloration. You can choose 
  one of the following abilities that 
  are as a result of the expression of 
  your heritage, as long as they are not 
  representative of your actual current 
  tribe. They do allow qualification for 
  effects, feats, and etc. that require 
  that particular tribe:
  Unicorn Horn: A horn that allows you 
  to cast light and mage hand cantrips.  
  This counts as the Kinetic magic 
  and Elegant spellcaster abilities for 
  prerequisites and the cantrips are 
  considered a racial ability.
  Pegasi Wings: Wings that allow flight 
  at a speed of 30 feet. If you attempt 
  to fly faster than 10ft per round, 
  you must make a DC 15 Dexterity 
  save or crash land at the end of 
  your movement, taking appropriate 
  falling damage.  This counts as the 
  Cloud Walker ability for prerequisites
  Antean Physique:You grow 
  exceptionally large (though still 
  medium sized). Your carrying 
  capacity increases to +100% 
  
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  (normally +50% for quadrupeds, 
  a biped should increase to +50% 
  instead).  This counts as the Big and 
  Stout abilities for prerequisites.
  Ghost pony attunement:You gain 
  long legs that represent your ties 
  to the spirit realm. You can cast 
  blink once, and regain the ability 
  to do so after finishing a short rest.  
  This counts as the Spirit Touch and 
  Takes One To Know One abilities for 
  prerequisites
  Sun pony resilience: Your hide begins 
  to turn a reddish hue. You can use 
  your reaction to gain fire resistance 
  for 1 minute. You regain the ability 
  to do so after finishing a short rest.  
  This counts as the Children Of The 
  Desert and Sun Kissed abilities for 
  prerequisites
  Gem pony hide:Your hide takes on a 
  shiny almost crystalline appearance. 
  You can deflect a harmful cantrip 
  that is directed at you once, and 
  regain the ability to do so after 
  finishing a short rest.  This counts 
  as the Eternal Hope and Resolute 
  abilities for prerequisites
  Sea Horse Fins:You have small leg 
  fins that grant you advantage on 
  any Strength checks related to 
  swimming.  This counts as the Deep 
  Swimmer ability for prerequisites
  Earthbound Fortitude:Your 
  musculature improves, and you 
  gain advantage on saving throws 
  against the poisoned condition. If 
  you already possess this trait, you 
  instead become immune to the 
  poisoned condition.  This counts as 
  the Like A Weed and Tougher Than 
  Magic abilities for prerequisites
  Leatherwing senses:You have 
  pronounced canines, and you gain 
  darkvision 30 feet. If you already 
  have darkvision, it improves by 
  15 feet. If you have wings, they 
  become leathery.  This counts as 
  the In Darkness, Thrive ability for 
  prerequisites
  New Arcana. At level 6, you can 
  add two spells from the sorcerer 
  or wizard lists to your list of spells 
  known. The spells must be of a level 
  that you can cast. You also gain 
  another two spells at level 17. 
  Improved Ancestry. Once you reach 
  level 14, your heritage improves, as 
  the magic in your blood causes your 
  ancestry to surface further. You can 
  choose another Awakened Ancestry 
  benefit. In addition, there benefit 
  that you chose initially is improved 
  as follows.
  •	 Unicorn Horn:Your horn grows to a 
  regal length, and grants you the ability 
  to cast a level 1 spell twice from the 
  sorcerer spell list. You regain spent uses 
  of this spell after finishing a long rest. 
  This spell is not added to your list of 
  spells known.
  •	 Pegasi Wings:Your wings now grant 
  you a fly speed that equals your walking 
  speed.
  •	 Antean Physique:Your are at the upper 
  limits of medium size. You can gain the 
  benefits of the Enlarging as per the 
  enlarge/reduce spell once, and regain the 
  ability to do so after finishing a short rest.
  •	 Ghost Pony Attunement:Your entire 
  body looks wan and thin, yet elegant. 
  You can cast etheralness once, and 
  regain the ability to so after finishing a 
  long rest.
  •	 Sun pony resilience:Your hide becomes 
  a deep and beautiful shade of red. You 
  have resistance to fire.
  •	 Gem pony Hide:Your hide shines 
  brightly with a crystalline gleam. You 
  can deflect a harmful ranged spell 
  attack that is directed at you once, and 
  regain the ability to do so after finishing 
  a short rest.
  •	 Sea Horse Fins:Your leg fins grow 
  prominently. You gain a swim speed 
  equal to your walking speed. You can 
  
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  also hold your breath for 1 hour.
  •	 Earthbound fortitude:Your 
  musculature improves further. You gain 
  advantage on saving throws against 
  spells and effects.
  •	 Leatherwing senses:Your ears elongate 
  and your hearing becomes more acute. 
  You gain blindsight 30 feet.
  Once you reach level 20, your second 
  Awakened Ancestry benefit improves as 
  per the list above.
  Fey Monarch. At attaining level 
  18, you become an ascended 
  noble among fey-kind. You have 
  advantage on all Charisma checks 
  when dealing with fey creatures. You 
  also gain resistance to bludgeoning, 
  piercing and slashing to weapon 
  attacks that are not cold-iron. Lastly, 
  your cease to age, though will still 
  die when your time comes.
  vampiriC(SorCerer origin)
  Somewhere in its past, your family had 
  a run-in with vampires, or perhaps they 
  trace their heritage to the shattered tribe 
  of bones, and their taint has manifested 
  within you in a way unique to ponykind. 
  It is said that the doppelgangers of Blevik, 
  finding their methods not all that different, 
  have brokered deals with the well-spoken 
  undead. Their negotiations gave rise to a 
  few lines of vampiric sorcerers that persist 
  beyond the empire’s time.
  Touched of the Grave. At 1st level 
  when your bloodline manifests, you 
  gain a preternatural connection to 
  death and necromancy. You can 
  spend a sorcery point to cause 
  all necromancy spells cast in the 
  next minute to have its random 
  numerical effects increased by 
  25%. This effect can be used with 
  metamagic effects.
  Children of the Night. Upon attaining 
  6th level, you can summon creatures 
  of the night to aid you. You can 
  cast the conjure animals spell, but 
  are restricted to summoning a 
  swarm of bats, a swarm of rats, or 1 
  wolf. At level 10, you can summon 
  two swarms, or 1d4 wolves with 
  this spell, and the spell no longer 
  requires concentration.
  Vampire’s Gift. When you reach 14th 
  level, you gain potent vampiric 
  defenses. You gain resistance to 
  bludgeoning, piercing and slashing 
  damage from non-magical weapon 
  attacks that are not silvered. In 
  addition, you gain the ability to 
  cast gaseous form as an innate spell 
  requiring neither concentration nor 
  material components. Charisma is 
  your spellcasting ability for this spell.
  Ruler of the Night. At level 18, you 
  manifest your vampiric heritage to 
  its fullest. At the start of each turn, 
  you heal 1 point of damage, and 
  you gain darkvision 60 ft, or increase 
  your current darkvision by a like 
  amount. Your Charisma and Strength 
  scores are increased by 2, and your 
  maximum for those score is now 
  22.. You are now considered to be 
  undead in addition to your normal 
  type for the purposes of effects that 
  work on undead.
  
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  hyBrid
  You, or perhaps your family, is comprised 
  of more than one tribe. Maybe you were 
  raised in a city not of your own people, 
  a human raised among ponykind or a 
  purrsian reared with the dwarves. Of 
  course, this mixture could be entirely 
  internal, should your father be a pegasus 
  and your mother an elf, or any other 
  combination. In either event, you’ve 
  learned a wider spread of perspectives 
  and can appreciate the different ways the 
  world has for seeing things.
  Skill Proficiencies: History, Insight
  Languages: Two of your choice.
  Equipment: A small book of legends 
  and myths, a pouch with 15 gp, an 
  assortment of cheap trinkets from 
  both races, a simple weapon, and a 
  set of common clothes
  feature: from two, one
  You have become a focal point for the 
  myths and fables among your varied 
  people. Whether you hate or love your 
  heritages, you can’t help but be made 
  aware of them, painfully at times. To 
  be caught in the middle meant always 
  knowing what you weren’t. When dealing 
  with something obscure and lost of 
  either race, you may have a hint of how to 
  proceed, as your GM allows. You may ask 
  them for a hint when presented with such 
  a curiosity. It may not be the direct answer, 
  but should at least lead you towards it, and 
  could make the difference for yourself and 
  your team.
  SuggeSted CharaCteriStiCS
  Hybrids can become a great many 
  things. Besides being creatures of varied 
  history, they are persons with varied goals 
  and desires. They can and are unique souls 
  that pursue a wide variety of things, even 
  when their impure breeding causes some 
  suspicion or discrimination, especially 
  from more ‘pure’ blooded folk.
  Some hybrids celebrate their mixed 
  heritage, while others curse their impure 
  origins, wishing they could fit in truly with 
  either race instead of being what feels like 
  an awkward third or trying to pretend to 
  be one or the other.
  Everglow 
  Backgrounds
  
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  d8
  Personality Trait
  1
  I try to be the bright part of every day!
  2
  I’ve picked one side of my heritage and 
  play it to the hilt, becoming the most 
  stereotypical member of that race.
  3
  I’m my own person! I try to avoid 
  everything my heritages are known for.
  4
  Cultural facts fascinate me and I love 
  sharing it with others.
  5
  Some call me naive, but I refuse to judge a 
  person before they act.
  6
  I find peace in bridging the gaps between 
  others. There can be a certain peace in 
  variety.
  7
  I crack a joke whenever I think of one, even 
  if it might not be very good.
  8
  I expect the worst of everyone. They’re just 
  waiting for a chance to foul things up.
  d6
  Ideal
  1
  Arbitration. Clashing forces and ideals 
  are often born of misunderstandings and 
  ignorance. I can help. (Good)
  2
  Power. They said I wasn’t as good as either 
  half, but I’ll show them I’m better than 
  them combined. (Evil)
  3
  Love. My actions are ultimately to forge a 
  family worth being proud of, and keeping 
  them safe. (Neutral)
  4
  Curiosity. I tire of the same old things. I 
  want to see and experience new things in 
  this world or even beyond. (Chaotic)
  5
  Justice. By my upbringing, I have decided 
  that all injustices need to be met with firm 
  reaction. Where others falter, I will serve 
  justice. (Lawful)
  6
  Tradition. Despite my unusual upbringing, 
  I honor and uphold the old ways and what 
  they have to show us. I act to protect them. 
  (Lawful)
  d6
  Bond
  1
  I’m doing this for my family and regularly 
  send gifts and money back home for 
  them.
  2
  I can’t help but to lend a hand or hoof 
  when I see the less-advantaged of society 
  being oppressed.
  3
  I want to encounter and learn about 
  every culture in the world, even the ones 
  people usually avoid.
  4
  When it seems all is lost, I can feel a 
  thousand cuts from my past. I am not a 
  failure!
  5
  What do I want? To help others fulfill 
  themselves. When they smile, it brings a 
  smile to me. Their bond is my bond.
  6
  The gods have permitted an odd creature 
  as myself to live. They must have a 
  purpose for me. I will fullfill it.
  d6
  Flaw
  1
  I think everyone can be approached 
  reasonably, even when first shown 
  otherwise.
  2
  I tend to point out someone’s mistakes and 
  how they could have avoided it, whether 
  they want to hear it or not.
  3
  I don’t leave treasure behind, forget the 
  consequences.
  4
  When someone offers to surrender, I accept 
  no matter what, and I don’t tolerate others 
  trying to do otherwise.
  5
  I always have to look my best. Tearing my 
  clothes or, ugh, dirt sends me into a tizzy.
  6
  Social norms are for norms, which I am not. 
  I do things my own way, and who cares 
  who’s offended by little things?
  Seeker
  You have been a member of the Seekers 
  for quite some time, learning their ways 
  of adventure and mercenary work. This 
  has, perhaps, taught you the value to be 
  found in ancient things, or just a healthy 
  respect for coin. In either event, you’ve 
  stuck with it and toughed out the hard 
  parts, at least knowing your back was 
  covered by the Seekers.
  
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  Skill Proficiencies: Perception, Survival
  Languages: One of your choice.
  Tools: One of your choice.
  Equipment: A compass, a pouch with 
  15 gp, 5 pieces of chalk, tin crest 
  of the guild, and a set of common 
  clothes made for exploring
  feature: a port in every harBor
  As a Seeker, you can find a guild house in 
  just about any pony city. This works as a 
  two-edged blade. Those that recognize 
  your link may be suspicious of you and 
  your possible activities. In pony cities, you 
  don’t have to pay to live a modest lifestyle, 
  provided you remain in good graces with 
  the guild.
  If you or a personal friend is diseased or in 
  need of magical cure, the guild will happily 
  provide, usually. This requires a Persuasion 
  check at DC of 10 + 1 per 100 gp value of 
  the service. If you have just accomplished a 
  deed for the guild within the last week, this 
  DC is reduced by 5. Only one favor can be 
  requested per day at most. 
  SuggeSted CharaCteriStiCS
  Seekers are known to solve ‘problems’. That 
  part people like. It’s the method by which 
  those problems are solved, or the new 
  problems that crop up to replace the old 
  ones that make them edgy. A ghost that’s 
  chased off allows a den of goblinoids to 
  set up shop, for instance.
  Regardless, most Seekers take their word 
  seriously, and will complete a task once 
  they accept it, and expect to be paid just 
  as devoutly, if the hirer doesn’t want the 
  entire guild to take ire with them.
  d8
  Personality Trait
  1
  I look for the cause of any event that 
  comes before me, sometimes rambling 
  about what could have led to the current 
  situation.
  2
  I constantly boast about my past deeds 
  and how that effectiveness can best the 
  current situation.
  3
  Being able to delve into forgotten lore is all 
  I can think about.
  4
  Every job is just a paycheck for me. I try not 
  to let myself get attached to any of it.
  5
  I am exceedingly brave, especially in 
  non-life threatening situations. I tend to 
  talk boldly and try to hide my flaws with a 
  potent swagger and loud speech.
  6
  There are no true adventurers besides 
  Seekers. I assume that anyone who is 
  not a Seeker knows nothing outside the 
  city walls or about the mysterious or 
  monstrous.
  7
  I bow to rank and expect to be bowed to in 
  kind. Commoners should bow and scrape, 
  and I rush to act properly around true 
  nobility. It’s just the natural order of things.
  8
  I’ve seen everything, or at least I speak 
  like I have. Let me tell you about the time I 
  broke into the lost crypt of...
  d6
  Ideal
  1
  Forgotten. Uncovering what was once 
  known is what makes a Seeker a Seeker. 
  (Neutral)
  2
  Power. Why delve into forgotten places 
  besides to better yourself and arm yourself 
  with weapons beyond compare? (Evil)
  3
  Order. My order is devoted, though 
  often forgotten, to bind the pony people 
  together. I will lead them to greatness. 
  (Lawful)
  4
  New. I grow tired of the old ways. They 
  don’t work so well, but with new minds, 
  we can take the truly forgotten ways and 
  make a new order. (Chaotic or Lawful)
  
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  5
  Perfect Mercenary. In a perfect world, I 
  would get a job, complete it, get paid, and 
  repeat. It’s when that breaks down that 
  things get hairy. (Neutral)
  6
  Mastery. I’m in this to test myself and 
  reach further than before. I plan to be the 
  best. Maybe I already am? (Evil)
  d6
  Bond
  1
  I would gladly risk it all if it meant 
  protecting my fellow adventurers. 
  Hopefully they’d do the same.
  2
  Abandoning a task, once accepted, is 
  entirely unacceptable.
  3
  Every dungeon. Every forgotten crypt. It 
  doesn’t matter why I’m there, I need to 
  explore it all.
  4
  Unlike many of my fellows, I am here to 
  protect others. My sword will swing so 
  others don’t have to.
  5
  I will climb to the top of the Seekers, 
  proving my worth.
  6
  The gods themselves guided me to the 
  Seekers. I will learn my true place among 
  them.
  d6
  Flaw
  1
  I tend to get tunnel vision when it comes 
  to the mission, missing other things 
  nearby or not directed related.
  2
  Seeing others succeed or being successful 
  makes me angry and hard to deal with.
  3
  I tend to launch into lectures about what I 
  know whenever it’s remotely relevant.
  4
  Did you see that glitter? I have to see what 
  it is! My curiosity gets me into trouble.
  5
  Magic scares me, especially when I’m not 
  the one controlling it.
  6
  I don’t trust non-ponies. We are the 
  Seekers of the One True Herd, and the 
  herd has no room for non-equines.
  imperialiStS
  As a members of the relatively new 
  Imperialist faction, you are tasked with 
  growing the fledgeling government 
  under the new Queen Iliana. Your 
  dedication shows in the hard work you do 
  to gather more to her banner, and bring 
  order and glory to the land in her name. 
  Now only are you tasked with finding 
  special items that will bolster the strength 
  of the new order, but you must also 
  maintain and defend the slowly growing 
  borders of the new kingdom, doing all 
  that you can to help the people within it 
  as an arbiter and warden.
  Skill Proficiencies: Intimidation, 
  Persuasion
  Languages: Two of your choice.
  Equipment: An official stamp of 
  government office, a scroll case for 
  delivering official information, a set 
  of traveling clothes bearing official 
  colors, a formal uniform meant for 
  official functions, a large pack for 
  any acquired assets, and 25 gp.
  feature: imperial reSourCeS
  As a member of this faction, you can 
  regularly implore for resources, assistance, 
  and even information. Repeated use 
  of this benefit does not endear you do 
  any superiors, but knowing when to 
  ask for assistance is just as important as 
  performing your duties for the cause. 
  If you can feasibly contact your faction 
  (either through messenger or in person), 
  you can make a DC 10 Charisma check. If 
  you succeed, you can gain one piece of 
  information, an item worth 10 gold or less, 
  or gain the assistance of a veteran NPC 
  for the remainder of the session. You may 
  have to wait roughly 1d4 days before you 
  receive such help if you are away from 
  any faction members or in the wilderness. 
  Once used, you cannot call on this 
  
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  assistance again until you either perform 
  a requested duty for your cause, or a 
  month has passed. Your standing within 
  the Imperial faction may affect the kind of 
  resources you can call on.
  SuggeSted CharaCteriStiCS
  Imperialists have a tremendous task before 
  them. Not only do they have to build a 
  kingdom from the ground up, but they 
  have to gain the approval and support of 
  numerous disparate people. As such, their 
  methods can be seen as shrewd or tactless, 
  and yet they persevere. Imperialists can 
  be nice, cold, or anything in between, but 
  what binds them together is their steadfast 
  devotion to the cause, and their ability to 
  see a job done, whether it is the gathering 
  of resources, protecting the weak from 
  unruly dangers, or recruiting people to the 
  banner of the queen.
  d8
  Personality Trait
  1
  I am overzealous about expressing my 
  admiration for the queen.
  2
  When confronted about so-called 
  imperial aggressions, I scoff. The empire 
  is just
  3
  An agent of the empire must be the 
  height of sophisticated grace.
  4
  I wish to know about older empires, so 
  that it may help guide the way to the new 
  one.
  5
  I must attain a higher rank. The empire 
  needs my talent.
  6
  Friends are what is most important. The 
  empire needs friendship to survive.
  7
  We must temper power with restraint. 
  Both are necessary for a good leader.
  8
  I am obsessed with the concept of royalty.
  d6
  Ideal
  1
  Justice. The empire can bring order to 
  the lawless lands. (Lawful)
  2
  Leadership. The kingdom needs a 
  staunch and noble example to guide 
  them. (Lawful)
  3
  Greater Good. We work hard to benefit 
  the people. (Good)
  4
  Duty. The structure of our organization 
  will determine the future of this empire. 
  (Lawful)
  5
  Nation. What we build will last centuries, 
  and strike awe in those who behold it. 
  (Any)
  6
  Might. The right to rule must be earned 
  through struggle and merit. (Any)
  
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  d6
  Bond
  1
  I would die for the queen, and I work hard 
  on her behalf.
  2
  My fellow imperialists are my family.
  3
  I oversee a special community that means 
  the world to me.
  4
  Somewhere, in the ranks of another 
  faction, my loved one resides.
  5
  The foundation of this new kingdom will 
  be built upon the memories of those I 
  held dear.
  6
  My superior officer is everything to me. 
  They just don’t know it yet.
  d6
  Flaw
  1
  To speak loudly is to be understood 
  better.
  2
  My appearance must be impeccable.
  3
  I am not above using violence and 
  intimidation. If it advances my agenda, 
  even better.
  4
  I may not have the clearest picture of 
  what the empire actually represents.
  5
  I am too deeply entrenched in the military 
  life to relate to civilians.
  6
  I cannot trust those who are not on the 
  side of history, and the empire.
  unaffiliated adventurerS
  Some groups are denoted by their lack of 
  affiliation, despite having similar goals and 
  approaches. Unaffiliated adventurers are 
  such a group, comprised almost entirely 
  of freebooting explorers looking to make 
  their mark and find their fortunes. Though 
  there are guilds that 
  Skill Proficiencies: Perception, Survival
  Languages: One of your choice.
  Tools: One of your choice.
  Equipment: A compass, a pouch with 
  15 gp, 5 pieces of chalk, tin crest 
  of the guild, and a set of common 
  clothes made for exploring
  feature: a Story for every darkneSS
  You listen and keep track of what’s going 
  on around you, especially when it comes 
  to places you might be traveling to. Little 
  tidbits and rumors reach your ears where 
  others may ignore or dismiss them, and 
  they could prove the difference between 
  life and death. When approaching a new 
  dungeon, crypt, or other dangerous site, 
  you may ask the DM for a juicy morsel 
  about it. You probably won’t learn how to 
  waltz through it, but you’ll be just a little 
  better armed than your peers on the road.
  SuggeSted CharaCteriStiCS
  Adventurers are an eclectic group that 
  draw from all walks of life. Though it 
  would seem difficult to characterize the 
  group, many adventurers will actually 
  find themselves exhibiting similar traits 
  and behaviors over time, falling into 
  familiar patterns and behaviors. Even so, 
  adventurers can have many reasons for 
  pursuing an unconventional life on the 
  road, changing the world in little ways just 
  as it changes them.
  d6
  Ideal
  1
  Knowledge. Ancient knowledge beckons 
  to me. I must find it and catalogue it! 
  (Lawful)
  2
  Greed. My adventuring pays for my 
  lavish lifestyle. (Evil)
  3
  Wisdom. I’m looking for a specific 
  treasure or ancient secret that will reveal 
  something about my past. (Any)
  4
  Exploration. There is something 
  inherently great about traveling to new 
  places and uncovering secrets (Chaotic)
  5
  Obligation. This is just a job, and I must 
  do it (Neutral)
  6
  Posterity. My discoveries will fuel the 
  advancement of civilization! (Good)
  
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  d6
  Bond
  1
  My mount/pet is my best friend, and 
  maybe my only friend.
  2
  Then open road is where I will discover 
  myself. I will write about it to teach 
  others.
  3
  I wander to avoid my past.
  4
  I will one day be known as a legendary 
  adventurer, with many exploits told the 
  world over!
  5
  I want to be famous to impress my loved 
  ones.
  6
  I will make a fortune to help my loved 
  ones thrive.
  d6
  Flaw
  1
  I have no tact, as I spend most of my time 
  away from people.
  2
  I am wanted in some part of Everglow.
  3
  I have a strong rivalry with another 
  adventurer.
  4
  A magic trap has cursed me in a cosmetic 
  way, and I am working to undo it.
  5
  I owe a favor to an adventurer’s guild, and 
  they are holding it over my head.
  6
  My family has disowned me, and seeks to 
  complicate my life, so I avoid cities.
  unBound hooveS
  As a group, the Unbound Hooves outright 
  reject the predetermined nature of 
  destiny. Flying in the face of tradition and 
  divinity, the Unbound Hooves want free 
  will and liberty to pursue a future on their 
  own terms, without interference from 
  some other power. This rejection is not 
  antithetical, but merely an affirmation 
  of self-reliance. Members of this group 
  do more to stand out as useful and 
  impressive, and very little to antagonize 
  the religions and government that they 
  stand against. Among the ranks of the 
  unbound are a great many specialists 
  and generalists that can quickly 
  become respected sources of talent and 
  knowledge. Some even become teachers 
  and mentors, hoping to spread the 
  group’s message.
  Skill Proficiencies: Investigation, 
  Persuasion
  Languages: One of your choice.
  Tools: One of your choice.
  Equipment: A bottle of ink, a quill, a 
  journal, several books on a variety 
  of subjects, a pouch with 15 gp, an 
  unbound sigil, and a set of common 
  clothes.
  feature: talent net work
  Though you may not personally be a 
  generalist or expert in a given field, your 
  faction is composed of many that are, 
  and can potentially help you when you 
  are in need. If you want to learn about a 
  specific subject, or need help with some 
  physical task or project, you can call upon 
  your group to provide help. The time 
  that it takes for help to get to you can 
  vary, depending on the activity and your 
  location. For physical labor, you can get 
  1d4 people to come help you at any given 
  time, and you may need to pay for their 
  living expenses depending on the project 
  length. You can rely on such help once per 
  season, and potentially more often if you 
  become a respected member of the group.
  SuggeSted CharaCteriStiCS
  Rebelling against fate itself, this lashing 
  out against the prevailing order can have a 
  strong impact on the outlook of those that 
  would call themselves the Unbound. Some 
  are spiteful, while others remain eternally 
  hopeful that ponykind, in whole or in part, 
  can find its own destiny. While some see 
  all law as the enemy, many simply wish to 
  buck off the shackles of the divine, so that 
  their people can forge their own paths.
  
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  d8
  Personality Trait
  1
  I like to discuss the philosophy of free will.
  2
  I hate the thing for which I was originally 
  destined.
  3
  There is a game I play where people 
  guess what my mark of destiny used to 
  be.
  4
  I wish to share my unbiased wisdom with 
  all, so that others can learn and grow.
  5
  I uphold superstitions to keep the forces 
  of destiny at bay, like stamping my feet 
  three times at the strike of noon.
  6
  I like to dance or play music to take my 
  mind off the harsh reality. 
  7
  I am an avid reader, and knowledge is my 
  armor against the world.
  8
  My waking moments are always busy, and 
  by choice. I get so much done in a day!
  d6
  Ideal
  1
  Freedom. My individuality will be what 
  people remember me by. (Chaotic)
  2
  Justice. The masses should not be 
  subject to the whim of destiny! (Good)
  3
  Fun. Everyone has a right to do what 
  makes them happy (Good)
  4
  Dedication. I live in the memory of those 
  who were restricted by fate. (Any)
  5
  Indifference. I don’t want to be bogged 
  down by anything, let alone destiny. 
  (Chaotic)
  6
  Brotherhood. I stand with those who 
  stand against the oppression of destiny. 
  (Any)
  d6
  Bond
  1
  I seek to be as good at as many things as I 
  possibly can.
  2
  The world will know my name, and of my 
  opposition to tyranny.
  3
  I love my family, and I will work hard so 
  that they can accept my choices.
  4
  My fellow unbound are important to me, 
  each and every one.
  5
  I must inform people that they have a 
  choice in life. Whatever they choose is 
  fine by me.
  6
  Law is an illusion that must be dispelled.
  d6
  Flaw
  1
  I am in love with someone who has 
  embraced their destiny, and I don’t know 
  what to do about it.
  2
  I am uncomfortable when people aren’t 
  having fun.
  3
  I am an vocal iconoclast; I actively protest 
  the forces that oppress our kind.
  4
  The world can run itself, I will merely 
  sit and watch outside of the bounds of 
  destiny.
  5
  I try my hardest to break every rule I can, 
  as long as it doesn’t cause any harm.
  6
  My grip on reality is loose, and I like it that 
  way.
  
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  These are mostly items invented and 
  used by ponies. Most are suited to their 
  particular anatomy, but nothing prevents 
  other species, if they got their hands on 
  them, from using many of them, provided 
  the item doesn’t rely on hooves or a 
  quadrupedal stance.
  If a fingerless character gets starting 
  equipment that has a quadruped version, 
  like a thieves’ toolkit, assume it is, instead, 
  a mouth kit or whatever version works for 
  a fingerless race.
  Firearms: Not invented by the ponies at 
  all, but rather a device created and pushed 
  forward by dwarves. Firearms took off with 
  the fingered races to varying degrees, but 
  even the hooved ponies would not be 
  denied the option if they were persistent 
  enough. Creatures with the fingerless trait 
  simply cannot use firearms barring specific 
  exception.
  Equestrian Shield: Coming in the same 
  varieties, sizes, effectiveness, and prices 
  as humanoid shields, these are designed 
  to be held in firm jaws. Tactfully placed 
  slits allow for largely unimpeded vision 
  through the shield. 
  Racial 
  Equipment
  Mouth Kit: As per Thieves’ tools, in normal 
  and masterwork version, simply adapted 
  for use in the mouth instead of two hands.
  Pony Saddle Bags: As per Pack Saddle in 
  price and function, but constructed with 
  easy to open and access flaps suitable for 
  pony hooves and mouth manipulation. 
  Many are decorated with art of the 
  wearer’s brand of destiny.
  Saddle Rack: The saddle rack is a harness 
  worn about the body of a pony with 
  a strong and stable slot for a weapon. 
  Traditionally, a lance or other polearm is 
  placed in this position, allowing the pony 
  to strike with it. The rack is too far back to 
  accept finesse weapons, but ponies can 
  and often do, rack two-handed weapons.  
  A racked two-handed weapon requires 
  guidance with one’s mouth, preventing 
  the use of other gear at the same time 
  as wielding the racked weapon. A pony 
  making an attack immediately after 
  moving at least 10 feet in a straight line 
  activates any advantage the weapon may 
  have for mounted use.
  Special: This item only functions for 
  races with the fingerless quality(Such as 
  ponies or cloven).
  
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  Striking Horseshoes: These metal 
  horseshoes operate like daggers but 
  are worn. They are designed for hooved 
  use, though any 
  creature with 
  the fingerless 
  quality can 
  make use 
  of them. 
  kitS and miSC.
  Name
  Cost
  Damage
  Weight
  Properties
  Mouth Kit
  25 gp
  --
  1 lb
  --
  Pony Saddle 
  Bags
  5 gp
  --
  15 lb
  Can contain 2 x 1 cubic feet and 2 x 30 
  pounds of gear.
  Saddle Rack
  10 gp
  --
  10 lb
  Can hold/wield one two handed weapon. 
  Does NOT remove the fingerless quality.
  ShieldS
  Name
  Cost
  Damage
  Weight
  Properties
  Equestrian 
  Shield
  Same
  Same
  Same
  Same as standard shields of all types.
  Simple melee weaponS
  Name
  Cost
  Damage
  Weight
  Properties
  Scythe
  1 gp
  1d6 slashing
  4 lb
  Versatile(1d8)
  Striking 
  Horseshoe
  3 gp
  1d4 piercing
  1 lb.
  Finesse, light
  martial ranged weaponS
  Name
  Cost
  Damage
  Weight
  Properties
  Musket
  300 gp
  1d12 piercing
  10 lb.
  Ammunition (range 40/120), loading, two-
  handed
  Pistol
  100 gp
  1d10 piercing
  3 lb.
  Ammunition (range 30/90), loading
  ammunition
  Bullets (10)
  3 gp
  --
  2 lb
  --
  Adventuring ponies often enchant these. 
  It is possible for a pony to wear different 
  shoes, as the price only covers one shoe 
  at a time. It is not an 
  uncommon tactic 
  to have different 
  elements for 
  each hoof.
  
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  magiC itemS
  elements of destiny
  Wondrous item, rare (requires 
  attunement)
  Coming in sets of three to six, Elements of 
  Destiny are extremely valuable amongst 
  the ponies as much for their symbolism 
  as their power. As each pony learns of 
  their personal destiny through their 
  brand, groups take pride in uniting under 
  a common destiny. Each set of Elements 
  is constructed for a specific destiny. They 
  take the appearance of ornate crowns 
  and/or pendants, with artwork matching 
  the brand of those ponies meant to wear 
  them. While pursuing this long term goal, 
  those wearing it enjoy a +1 bonus to all 
  ability checks and saving throws.
  If the entire set is worn and those 
  wearing them are within 100 ft. of one 
  another, A user may increase it to +2 as a 
  reaction until the end of their next turn. 
  This can only be done 5 times for the 
  entire set and resets at dawn.
  If the bearer of this casts blast of 
  harmony, the bonus is applied to the DC of 
  that spell.
  When dealing damage to aberrations, 
  the wearer inflicts 1d4 bonus radiant 
  damage.
  ether hArness
  Wondrous item, very rare (requires 
  attunement)
  This harness of glimmering mithril covers 
  the entire pony in an intricate web of hazy 
  power. When worn by a ghost pony, it 
  permits them to enter or exit the ethereal 
  plane as an action up to twice a day. 
  These artifacts are highly prized, with 
  each being manufactured for a specific 
  ghost pony, though it was tradition for 
  parent to bequeath their harness to their 
  favored child when they grew old. Once a 
  harness is given away, elder ghost ponies 
  will wander into the ethers, hunting for 
  something only they can hear. Ether 
  harnesses are never sold to non-ghost 
  ponies, but if one were obtained and 
  donned, it would permit them to use 
  Ethereal Jaunt once, regaining the ability 
  to do so at the next dawn.
  flight Apple
  Potion, Common
  This apple, when consumed as an action, 
  imparts the ability of fly for five minutes. 
  Besides being useful, it is also delicious. 
  Though it loses its flight giving abilities, 
  it is often ground, sliced, or otherwise 
  processed to be added to other foods.
  ghost hooK
  Wondrous item, very rare
  This heavy hook can tear holes in the 
  fabric of reality. When held in the mouth of 
  a ghost pony, it permits them to become 
  ethereal, or to return from that state, as per 
  Ethereal Jaunt. The hook allows ethereal 
  jumps of up to nine rounds a day, which 
  do not need to be consecutive. The travel 
  is an action in either direction, provided 
  the ghost pony is already holding the  
  hook in their mouth. This item does not 
  function for other races or breeds. Should 
  the duration elapse, the the ghost pony is 
  ejected into the closest available space in 
  the physical world.
  helping hAnd pendAnt
  Wondrous item, Uncommon (requires 
  attunement)
  This amulet is traditionally fashioned of 
  ivory or silver with iconography of an 
  outstretched hand. While wearing the 
  pendant, the user is under the constant 
  effect of helping hand.
  
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  Queen’s slippers 
  (requires attunement)
  Wondrous item, Very Rare
  These horseshoes appear made of crystal 
  and cover not only the bottom but much 
  of the front of the hooves in a dazzling 
  display of wealth and grace. While worn, 
  the user gain advantage on any charisma 
  ability check or saving throws. Twice 
  per day, the wearer may extend a hoof 
  towards a target and enchant them as per 
  charm person, without the type restriction, 
  with a DC of 16. If the target fails their 
  save, they will take an action to kiss the 
  offered hoof before listening for further 
  commands. If the target cannot reach the 
  wearer in time to kiss on the same round, 
  they will forgo the kiss. The slippers come 
  in sets of four, and all must be worn at 
  once to function.
  speCtACles of the BrAnd
  Wondrous item, Rare
  These spectacles are rimmed with 
  delicate looking mithril and finely carved 
  glass. Besides operating as a fine set of 
  glasses, the user can focus on any being 
  with a brand of destiny for three rounds 
  and gain insight into them. Even if the 
  brand is covered, the wearer learns the 
  image as well as fleeting glimpses into its 
  purpose, gaining a +2 bonus to Wisdom 
  ability checks to learn more about a living 
  ponykind target. Against a target that 
  once had a brand but no longer does, a 
  DC 20 Wisdom (perception) check reveals 
  what it used to be, but gives no further 
  advantages against the target.
  Most of these spells are of specific use 
  to ponies, with limited function for 
  other races.
  
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  hydrAuliC push
  1st-level evocation
  Class: Wizard, Sorcerer, Druid, Warlock
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You unleash a blast of summoned water 
  at a target, putting them off balance. You 
  make a special attack to shove a creature 
  using your spell attack bonus instead of 
  Strength (Athletics) to make the check. 
  This spell can be used to douse small, non-
  magical, fires.
  At Higher Levels: When you cast this 
  spell using a spell slot of 2nd level or 
  higher, the target is shoved 5 feet extra for 
  each slot level above 1st.
  AnCestor’s grACe
  3rd-level necromancy
  Class: Wizard, Warlock
  Casting Time: 1 action
  Range: Personal
  Components: V, S, M (An ornate 
  wooden mask worth at least 100 gp)
  Duration: Concentration, up to 1 
  minute
  This zebra spell conjures forth the spirit 
  an ancestor, imbuing it with a fleeting 
  bit of life force from their own body and 
  begging for its blessing. This spell was 
  designed for and works best for zebras, 
  who spend much time venerating the 
  wisdom of their forebears. For others, a DC 
  15 wisdom save is required or the spell is 
  wasted. On successful casting, the mask 
  becomes that of their ancestor and their 
  mark of destiny changes to match as well. 
  The pony may select any one feat that is 
  not required for other feats they possess 
  to lose access to, while gaining a new feat 
  for which they qualify. Effects that end 
  or prevent possession cause the spell to 
  immediately fail, ending its effect. Feats 
  that grant additional spells may not be 
  selected. If the caster has no feats to trade, 
  this spell grants one regardless, but the 
  maximum duration is halved.
  BlAst of hArmony
  5th-level evocation
  Class: Wizard, Cleric, Sorcerer
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (A perfect sphere 
  of platinum worth at least 200 gp)
  Duration: Instantaneous
  New      
  Spells
  
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  With a gesture and a shout, a network of 
  highly ordered magic zips through the air 
  before exploding in an intricate web of 
  cascading power that wracks the bodies of 
  those that don’t cleave to the ways of law. 
  All creatures within 30 feet of the target 
  takes 10d6 damage. Half this damage is 
  radiant, the other half is directly divine in 
  nature and cannot be resisted. If the target 
  is lawful, they take no damage. If they are 
  not lawful but not chaotic, they take half 
  damage. Each creature affected may make 
  a constitution save with a success lowering 
  the remaining damage by half (A non-
  lawful, non-chaotic target that saves takes 
  1/4th damage).
  At Higher Levels: When you cast this 
  spell using a spell slot of 6th level or 
  higher, the spell deals 2d6 extra damage 
  per level above 5.
  Curiosity’s lightning wAll
  4th-level evocation
  Class: Wizard, Sorcerer
  Casting Time: 1 action
  Range: Personal
  Components: V, S
  Duration: Concentration, up to 1 hour
  Developed by Curiosity Sparks, this spell 
  creates a crackling wall of electricity that 
  can bend and twist, so long as there are no 
  breaks in the line, up to 100 feet long and 
  10 feet wide. The wall’s bottom must touch 
  the ground. One side of the wall is an 
  intimidating network of sizzling electricity. 
  Standing within 5ft. of the wall on that 
  side, by being present when the wall is 
  cast or ending a movement there, causes 
  2d4 electricity damage and requires a 
  constitution save or become stunned until 
  the start of their next action.The other side 
  of the wall is safe. Actually passing through 
  the wall inflicts 2d6 electricity damage 
  and a constitution save to avoid becoming 
  stunned for 1d4 rounds. Creatures stunned 
  trying to pass through fail to move and are 
  pushed back to the square they occupied 
  just before they entered the wall. Any 
  creature stunned by this effect at the end 
  of their turn may make a constitution save 
  to cease being stunned.
  At Higher Levels: When you cast this 
  spell using a spell slot of 5th level or 
  higher, the walls deals one additional die 
  of damage per level increased.
  helping hAnd
  1st-level evocation
  Class: Wizard, Sorcerer, Paladin, 
  Ranger
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  While this spell is active, the target loses 
  the fingerless quality. The spell creates 
  temporary force grips as long as the target 
  goes through the motion of using the 
  device, enabling pony archers, slingers, 
  crossbow, and firearm users. This spell 
  does not allow two-handed melee or 
  versatile damage in melee attacks. The 
  strength of the force hand is equal to the 
  strength of the target.
  At Higher Levels: When you cast this 
  spell using a spell slot of 2nd level or higher, 
  the spell ceases to be concentration. When 
  you cast this spell using a spell slot of 3rd or 
  4th level, you can maintain the spell for up 
  to 8 hours. When you use a spell slot of 5th 
  level or higher, you can maintain the spell 
  for up to 24 hours.
  humAn wAy
  2nd-level transmutation (ritual)
  Class: Wizard, Sorcerer
  Casting Time: 1 action
  Range: Touch
  Components: S, M (A preserved or 
  fresh humanoid hand)
  Duration: 1 hour
  
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  Some ponies are envious of the ease that 
  humanoids manipulate the world around 
  them. This spell bridges that gap. Holding 
  aloft a humanoid hand and sinking their 
  teeth into it(this does not harm the hand), 
  their forehooves become hands for a 
  time, and bipedal motion becomes more 
  comfortable. The target loses the fingerless 
  quality for the duration. Any hoof attacks 
  are lost for the duration. It is a particular 
  quirk that this spell cannot be dismissed 
  early. An unwilling target may make a 
  constitution save to avoid this spell.
  At Higher Levels: When you cast this 
  spell using a spell slot of 2nd level or 
  higher, the spell persists for one additional 
  hour per level above 2 it is cast at.
  grAzing
  1st-level enchantment
  Class: Wizard, Sorcerer, Druid, Ranger, 
  Bard
  Casting Time: 1 action
  Range: Herbivore Touched
  Components: V, M (Available grass or 
  other edible plant life)
  Duration: 1 minute
  Early cloven explorers mastered this 
  ability to seek out and devour herbs that 
  would speed their healing from grievous 
  injuries. This spell makes it much easier, 
  and potent. After casting it, the target may 
  graze, which takes an action, for every 
  round they wish to do so. While grazing, 
  they gain 1 hit point per round as plants 
  they consume become the healing herb 
  of the past. Only cloven may learn this 
  spell. A creature that has grazed under 
  the influence of this spell for at least 
  four rounds is satiated and requires no 
  additional food for 24 hours.
  At Higher Levels: When you cast this 
  spell using a spell slot of 2nd level or 
  higher, the target gains 1 additional hit 
  point per round of grazing for each slot 
  level above 1st.
  pegAsus Blessing
  3rd-level transmutation
  Class: Wizard, Sorcerer, Cleric
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (holy symbol of 
  Princess Luminace)
  Duration: Concentration, up to 10 
  minutes
  As per fly, but only castable by a 
  worshipper of Princess Luminace. The 
  target gains butterfly wings for the 
  duration of the spell. It is said that 
  Luminace herself mastered this spell in life, 
  and passes it to her faithful.
  At Higher Levels: When you cast this 
  spell using a spell slot of 4th level or 
  higher, you can target one additional 
  creature for each slot level above 3rd. 
  plACAte plAnts
  3rd-level enchantment
  Class: Druid, Ranger, Bard
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S
  Duration: 10 minutes
  A quick few words and gentle motions 
  soothes the hunger and rage of the target 
  plants. The plant gains the charmed 
  condition for the duration of the spell, 
  even if they are normally immune, if they 
  fail a wisdom save. If the plant bars the 
  way, it will withdraw if possible to clear the 
  way for the caster and allies. If the caster or 
  any ally harms any affected creature, the 
  spell immediately ends. 
  At Higher Levels: When you cast this 
  spell using a spell slot of 4th level or 
  higher, you can target one additional plant 
  for each slot level above 3rd, provided all 
  targets are within 30 feet.
   
  
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  pony wAy
  2nd-level transmutation
  Class: Wizard, Sorcerer, Warlock
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  What goes one way, can go the other. This 
  trick robs the target creature of their gift 
  of hands. Their hands clench painfully and 
  refuse to unball, rendering them effectively 
  useless. While the effect lingers, the target 
  cannot hold anything with their hands, 
  and is considered to have no hands free 
  for purposes of spellcasting. The target 
  immediately drops anything they were 
  holding. Victims may spend an action 
  struggling against the spell. This causes 1d4 
  damage as they fight their own muscles, 
  but allows a new saving throw to negate. A 
  constitution save negates this effect.
  At Higher Levels: When you cast this 
  spell using a spell slot of 3rd level or 
  higher, you can target one additional 
  creature for each slot level above 2nd, 
  provided all targets are within 30 feet.
  rAinBow wings
  2nd-level transmutation
  Class: Wizard, Sorcerer, Druid
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 hour
  This spell causes flight to become faster 
  and easier. It does not create flight where 
  none already existed. Increase fly speed by 
  10 feet. Flying while this spell is in effect 
  causes a rainbow of otherworldly hues to 
  trail behind the spellcaster. This spell can 
  only be cast by pegasi.
  At Higher Levels: When you cast 
  this spell using a spell slot of 3rd 
  level or higher, it can be cast without 
  concentration and remains for one hour 
  per level above 3rd level. The speed given 
  also increases by 5 feet for every level 
  above 3rd it is cast at.
  stiCKy hoof
  Conjuration cantrip
  Class: Wizard, Sorcerer, Druid, Ranger, 
  Bard
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Concentration, up to 1 hour
  A little trick to get around natural 
  limitations. This spell coats the caster’s 
  forehooves in a selectively sticky resin that 
  can be controlled at a moment’s thought 
  by the caster for the duration of the spell. 
  This allows them to pick things up with 
  their hooves, stuck there until they release 
  it. From there it can be passed to their 
  mouth, other forehoof, a friend, saddle 
  pack, or anywhere else the pony can reach 
  to release it. The item is simply considered 
  held, following all standard rules for such. 
  Weapons or shields cannot be wielded 
  in this fashion. While an item is stuck to 
  a hoof, ground movement and burrow is 
  reduced by 10 feet.
  
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  Through the ages, the races of Everglow 
  have invented, refined, and enjoyed 
  many games. With many races being four 
  legged and fast, racing has never lost its 
  popularity. The most common themes are 
  changing of the seasons, making races of 
  the new year, midsummer gallops, harvest 
  runs, or snowy challenge courses. While 
  impromptu races between individuals 
  can occur, especially between friends 
  and rivals, the most popular are planned 
  far in advance and involve much of the 
  able-bodied community. Winners of 
  such events are typically rewarded with a 
  trophy or medal and become a local hero 
  for a week.
  Sometimes surprising to their humanoid 
  neighbors, throwing is a popular pass time. 
  Unlike racing, it never gained traction as 
  a formal event, but it has been a popular 
  casual game since the earliest times. The 
  most common variation is horseshoes. A 
  stake is driven into the ground, and players 
  take turns throwing, trying to land nearest 
  the stake. Typical games are best two of 
  three or three of five.
  Cooperative storytelling has whittled 
  away many hours around a fire or at the 
  local pub. One person begins the tale, then 
  passes the duty on, typically in a clockwise 
  fashion. Stories sometimes follow 
  predictable routes, but often sidetrack 
  into whole new places. Players that give an 
  interesting twist or tell their part especially 
  well are traditionally rewarded with free 
  drinks from their fellows.
  Growing from storytelling, there is 
  a subset of performance with called 
  Evolving Stories that adjusts itself 
  each performance based on the 
  shouted comments of the audience. 
  Those watching such plays are actively 
  encouraged to shout, jeer, hoot and holler 
  out in the middle of things, participating 
  in the story and, with luck, contributing to 
  the next day’s rendition of the story.
  The purrsians have a unique sport 
  all their own, sometimes used to settle 
  conflicts, often used between friendly 
  rivals. The game, called The Hunt, is 
  typically played between two purrsians, 
  with a challenger and a challenged. In the 
  case of more than two, straws are drawn to 
  determine the challenged. The challenged 
  will describe a type of jewelry. For 
  instance, something green that catches 
  Game      
  Sports
  and
  
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  the rays of the sun and turns them brilliant 
  amber. It is then up to all participants to 
  get the most dazzling example of the 
  described jewelry. If the participants 
  cannot agree amongst themselves which 
  is the best piece, an uninvolved purrsian 
  will be consulted to make the judgement, 
  with all parties agreeing to abide by the 
  decision. Some games have time limits 
  set in the span of years, giving their 
  players ample time to scour the lengths 
  of Everglow, seeking the perfect jewel. 
  The city of Murrage hosts a yearly game, 
  with the event coordinator deciding the 
  jewelry to be hunted, and all participants 
  having a week to return to the city and 
  show off their find. For that event, judges 
  are pre-selected, and are not permitted to 
  participate in the game itself.
  Coming into popularity during the 
  height of the empire, playing cards are 
  made with the gods portrayed, even 
  those unfavored by most. The style 
  and quality of such decks varies wildly, 
  ranging in cost from a few silver 
  to platinum for cards more 
  suited for display than play. 
  The cards are numbered 
  from one to six for 
  each deity. In basic 
  decks, the same picture is shown 
  in each number for the god, 
  with shapes around them 
  of the correct amount. 
  Fancier decks show the 
  divine beings in different poses or 
  actions for every number, with six being 
  the traditional number showing the god 
  in ascendancy. Superstitious souls remove 
  the Unspoken’s cards from the deck before 
  playing. The same stories say it 
  is even poorer fortune not 
  to have the Unspoken 
  cards in the deck at 
  all. For best luck, the 
  unspoken should be 
  given equal attention, placed dutifully 
  aside just before the game begins, then 
  immediately replaced when the game is 
  concluded. This means that sometimes 
  there are seven suites present, and 
  sometimes only six. Rare decks have the 
  gender of many of the gods reversed. 
  This is most commonly for or by sun cats, 
  or for humanoid tourists that may not 
  be comfortable with the idea of a female 
  dominated pantheon.
  The card games  are as varied as the 
  cards themselves. While younger players 
  indulge in fishing and shedding games, 
  mature players move up to matching and 
  comparing games. While spontaneous 
  games are the most common, some 
  cities and betting houses have regular 
  tournaments for set prizes. A little subtle 
  cheating may get you a ribbing in a casual 
  game, but is a dire crime at any event 
  where money is on the line.
  
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  godS
  Ponies are perfectly capable of 
  worshipping any god made known to 
  them. Those who dwell in metropolitan 
  areas with other species, especially while 
  young, may take up foreign deities that 
  align with their destiny and inclinations. 
  Isolated pony communities, however, 
  tend to worship their own. These beings 
  are like ponies, but grander in stature 
  and mind, with the gifts of all three major 
  breeds of ponies.
  In the earliest of times, ponies paid 
  homage to raw forces. They prayed to the 
  sun and the seasons, and that was good 
  enough. As their culture became more 
  refined, they turned away from nature 
  worship as an end answer and took up 
  more concrete deities. While scholars 
  argue which came first, the worship or 
  the gods, they are very real after the 
  fact. The touch of the gods is felt by 
  their devout. On dire enough occasion, 
  they have descended to 
  Everglow for a short time. 
  Most gods agree that the 
  mortal realm should be 
  lived in by mortals, and do 
  not directly interfere with 
  mortal concerns. The Unspoken is 
  worst when it comes to adhering to this 
  rule, leaving the world reeling with every 
  unplanned visit.
  BlaZe - Ce 
  The raging fury of summer. The 
  unrelenting assault of the high sun. Some 
  say that Blaze is the Sun Queen when her 
  patience has worn clear, others insist they 
  are separate beings. Blaze is an imposing 
  pegasus with flames at her hooves and 
  smoke billowing with every breath. The 
  sun cats pay heed to her, but insist that 
  she is male, and feline. The god offers no 
  objection to being called down as the 
  righteous fury of a spurned alpha. She 
  has little patience and less scruples about 
  exacting revenge on whatever triggers 
  her easy temper. Despite the destruction 
  and havoc she can represent, pony 
  communities regularly acknowledge her, 
  lest they offend her. Her followers are 
  instructed never to accept compromise, 
  and to leave no slight unpunished. 
  Revelations: She visits her faithful 
  during the hottest hours of the day, 
  bathing them in heat and insight. 
  Visitation: Blaze’s presence rarely 
  bodes well. She is most commonly called 
  when her devout are preparing for war, 
  especially if the battle is to be truly bloody 
  and terrible. To see her hovering in the 
  noon day sun is to know that victory will 
  likely be yours, but the price will be awful. 
  Priests are known to weep at the sight of 
  her, in this most mixed of blessings. Blaze 
  rarely has words to share directly with her 
  priests. The bask of her heat is enough.
  Holy Symbol: An immolated pony.
  
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  kara - ne
  The queen of the shapeshifters amongst 
  the ponies. It is said that she is the best of 
  them, able to work her way into any city, 
  town or hamlet with ease and have her 
  way as she pleases. She prefers to go the 
  roundabout fashion, taking her time with 
  subtle plans rather than trying to win out 
  with numbers or brute force. She is fiercely 
  seductive and manipulative, having no 
  compunction about toying with her 
  victims’ hearts before tossing them aside 
  when they have served their purpose. 
  Most of her followers are doppelgangers 
  and other shapeshifters that hide from 
  discovery, but there are few ponies that 
  pay homage to her. She welcomes them 
  with tattered wings and a fierce smile, 
  whispering the sweetest of promises.
  Revelations: Her followers 
  are visited 
  with glimpses from the shadow and faint 
  whispers of what need be said.
  Visitation: Kara is a very social goddess. 
  She adores the company of her followers 
  and proves, relatively, easy to call because 
  of it. Still, it requires significant energy 
  for a god to materialize, so even Kara 
  must decline many of her devouts’ pleas. 
  As a result, Kara has created a holiday, 
  Umbral Cloak. On this special day, her 
  worshippers may make a sacrifice of one 
  of their own, who must be entirely willing 
  without magic or coercion. Their slain 
  form becomes the goddess’ shell, growing 
  and healing as it becomes the physical 
  presence of Kara, given a full day of vitality 
  with the energy of the sacrifice. Those slain 
  in this way become Kara’s favored in her 
  realm, destined to fight at her side when 
  the time is right.
  Holy Symbol: Tattered dragonfly wings.
  moon prinCeSS - ln
  She is the benevolent ruler of the night, 
  though she has a good relationship 
  with the Sun Queen. While the queen 
  watches over the day, the Moon 
  Princess watches over the darker hours, 
  protecting the faithful from the terrors 
  that lurk there. Her clerics are often 
  called to one of two destinies: to protect 
  their communities from the evils of 
  the night, or to pursue, discover, and 
  understand them in the wider world. 
  They hunt those monsters that stalk 
  communities, and leave others be.
  Revelations: She visits her worshippers 
  with portents in their dreams to guide 
  them with the struggles of their waking 
  hours.
  Visitation: The Moon Princess will 
  only descend on full moons, coming 
  from the sky as if from the moon itself. 
  Those suffering from mental injury 
  will find their maladies suppressed in 
  her presence, their thoughts clear as a 
  
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  cloudless night. She reserves visitations for 
  dire warnings of complete disaster, such 
  as invasion or the approach of especially 
  terrible monsters.
  Holy Symbol: A perfectly round moon 
  with the shadow of a pony across it.
  prinCeSS luminaCe - lg
  Once a unicorn pony like any other, with 
  the help of her closest allies she earned 
  her way into the pantheon through 
  trials against evil and chaos. As a mortal, 
  she was obsessed with the pursuit of 
  knowledge. Though tempered with the 
  friendship she has come to value as highly, 
  her love of books and the study of magic 
  in all its forms still shines through. She 
  watches benevolently, with eyes towards 
  the protection of her pony kin, but 
  welcomes worshippers of 
  other races with the kindness 
  that earned her the 
  power she wields. 
  Her clerics 
  usually share her insatiable curiosity, and 
  venture forth into the world to discover 
  the unknown wherever it can be found.
  Revelations: She speaks to her 
  worshippers through fortuitous locations 
  of books that contain hints or direction.
  Visitation: Though friendly, Luminace 
  retains a shy streak, and will usually 
  only display herself when those that call 
  her their god are alone, preferably in a 
  place of knowledge. She will emerge 
  from the closest book or writing that the 
  worshipper finds dear and speak gently 
  what she wishes to say. If pressed, she can 
  be convinced to stay for a short time, but 
  if allowed, she will flee as quickly as she 
  came. She appreciates homemade gifts 
  and especially rare books. Some temples 
  make it a yearly festival to coax their 
  hesitant goddess forward. They 
  lavish her in 
  
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  praise - 
  and copies 
  of their yearly 
  writings - and 
  encourage her 
  to stay for a 
  night of revelry.
  Holy Symbol: An opened book held up 
  by the flat end of a hoof.
  Sheila the author - n 
  While even the Unspoken has equine 
  within him, Sheila is entirely human. Her 
  followers credit her with arriving on a 
  young and fertile Everglow and seeding 
  the land with its various noble races: cats, 
  goats, and finally ponykind. She is the 
  great author of destiny, determining the 
  brand each pony receives that will guide 
  them to where they are most needed. 
  Sheila is a distant god. Through the brand, 
  every ponykind feels her influence, but 
  she does not make direct demands. She 
  has few followers, who claim she is just as 
  quiet in their ears. Some doubt Her validity 
  as a goddess, thinking those who call on 
  divine power from her are sponsored by 
  another goddess, perhaps the Sun Queen. 
  Surely, any human would have simply died 
  when their time was up.
  Revelations: Devout of Sheila, master 
  of ponykind destiny, find that right 
  pony for the job appears by seeming 
  happenstance.
  Visitation: Sheila does not visit the 
  mortal realm.
  Holy Symbol: An opened tome with 
  brands of destiny displayed
  Sun queen - ng 
  The Sun Queen is a pony of great stature, 
  power, and kindness. Some still believe 
  that she raises the sun in the morning with 
  a great unfurling of her pure white wings. 
  Her followers are encouraged to hold 
  themselves to high standards and present 
  themselves and ponykind well. She also 
  finds worship from the sun cats, who 
  
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  worship her as a perfect male alpha feline, 
  ruling proudly from his seat of fire in the 
  sky. She favors diplomats and leaders, 
  bidding them to shine from within with 
  their own light and bathe the world in 
  their personal splendor. She is not without 
  a sense of humor, enjoying the occasional 
  prank or trick to keep her worshippers on 
  their toes and remind them not to take life 
  too seriously.
  Revelations: The Sun Queen rarely 
  offers idle revelations to her worshippers.
  Visitation: The Sun Queen is fond of 
  a grand entrance, appearing on a great 
  white chariot drawn by immense pegasi in 
  golden armor. She delivers her guidance 
  or makes her demands directly before 
  departing back to her summer realm. If 
  her worshippers are aware of, or guess, 
  when she will appear, they can attempt to 
  entice her with a properly royal reception. 
  Being greeted with criers, unfurled 
  banners and a cheering throng can earn 
  favor with the goddess. A promise of a 
  feast to follow may win a community a 
  day with the Sun Queen with lingering 
  blessings to follow.
  Favored Weapon: Spear
  Holy Symbol: A pegasus with wings 
  unfurled, the curve of which encompasses 
  a gold circle. For sun cats, iconography of 
  a cat perched on a sphere with perfectly 
  smug expression.
  the night mare - le 
  She claims the title of queen of the 
  night, though Moon Princess vies 
  for the same. The two are opposed in 
  many ways. Where the Moon Princess 
  strives to protect from the horrors of 
  the night, the Night Mare claims those 
  same horrors for her own, and mocks the 
  softness of the ponies as reason for their 
  suffering. Those who would call her their 
  goddess must be self-reliant and capable. 
  She prizes results, ability, and loyalty. She 
  despises weakness, especially mercy that 
  comes around to harm the one foolish 
  enough to extend it. 
  Revelations: She speaks to her 
  worshippers in feverish dreams, intense 
  and unfathomable. They leave her callers 
  shaken and inspired.
  Visitation: The Night Mare only 
  descends to the mortal realm when a 
  worshipper, or someone she wishes to 
  convert to one, has accomplished a great 
  deed through their own power. Fire cold 
  as the night chill will erupt, and she will 
  appear in the largest flames to speak 
  congratulations and urge 
  towards greater deeds 
  and larger prizes.
  Holy Symbol: A 
  hoof wrapped with 
  jagged iron wires.
  
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  unSpoken - Cn 
  To speak his name is to invite his attention, 
  and no one desires this. A primal force 
  of chaos, the Unspoken is a disruptive 
  force that has plagued pony society since 
  before the fall of their civilization. Some 
  say he was responsible for that, but there 
  is no proof of it. He appears as a mish 
  mash of various creatures, pony included, 
  in bipedal form, and takes pleasure in 
  sowing confusion and discord wherever 
  he can. His clerics, few though they are, 
  share his delight for mischief, and are 
  often on the lookout for trouble to cause. 
  Though not actively evil, no society can 
  tolerate, or survive, such a creature of raw 
  chaos. Some theorize that the Unspoken 
  torments the ponies with particular 
  zeal due to their obedience to the 
  forces of fate and destiny.
  Revelations: Those who 
  pay homage to the Unspoken 
  will find his attention drawn 
  on them without warning or 
  reason. Things will go wrong in 
  inconvenient but usually harmless 
  ways that will direct them towards 
  what needs attention, or at least, 
  what He believes needs attention.
  Visitation: No right-minded 
  being would desire a direct 
  visitation of the chaos 
  god, but when it visits, it 
  leaves its mark across 
  the landscape in 
  a great twisting. 
  Trees bend, the 
  sky is colored as 
  if mad painters 
  had splattered 
  their inks across it for 
  miles around, and even 
  time softens like putty, 
  distorted by his mere 
  presence. If one does 
  not mind all that, he is an 
  affable host, and will impart some wisdom 
  if asked, though usually in the form of 
  riddles and puzzles. Fortunately, the 
  worst marks of his visits fade the fastest, 
  but some lingering traces may persist for 
  centuries.
  Favored Weapon: Rapier
  Holy Symbol: A sphere with various 
  limbs splayed at odd angles.
  
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  Sheila’S arrival
  Everglow is a blessed world. Placed with 
  loose barriers between all the elemental 
  planes, the world is suffused with their 
  power, intermingling to create a vibrant 
  material plane capable of supporting 
  intensely magical races that would not fare 
  well on duller worlds. This vibrancy displays 
  itself in all life, small to large, with much of 
  the local flora and fauna exhibiting bright 
  shades unseen elsewhere.
  Into this fertile bed of magic and life, a 
  human came. Her name has long since 
  been lost to the mists of time, but her 
  mark, eternal. She beheld this world, 
  simmering with potential, and she felt the 
  need to wrap her arms around it, to cradle 
  and nurture it to fullness. Her magic was 
  great, but her means were subtle. Hers was 
  a soft touch that started with the felines, 
  giving rise to the purrsians, sun cats, and 
  the griffons. They were fine creations, but 
  all self absorbed to one extent or another. 
  Though they had capacity for peace, 
  growth, and fulfillment, they considered 
  these secondary to their more selfish 
  desires. The wizardess was not satisfied.
  She beheld the world, and allowed it to 
  behold her. She thought and prepared, 
  researched and incanted. When her power 
  was ready, she brought forth the cloven. 
  These were closer to her ideal. Friendly, 
  sociable, and warm-hearted by nature, 
  these were a people worthy of pride. But 
  they were shy, and they were timid. They 
  did not spread far from their home, and 
  would never become the driving force of 
  the world. Though she loved them, she set 
  to creating once more.
  At last, her heart now singing in tune 
  with the elements, her very soul glowing 
  with the vibrant magic of the world, her 
  magic struck true. The first pony was 
  willed into being, its flank blazing with 
  destiny. They were close knit, but swift 
  to make allies with other species. They 
  were hardy, but not prone to the same 
  self centered ego of the felines. She was 
  pleased with these, and began writing of 
  them. For each pony, a purpose. For each 
  purpose, a tale. She became the weaver 
  of their destinies, though they knew her 
  not. She wrote of large ponies, small 
  ponies, ponies of the water, the air, of fire 
  and earth. She wrote of ponies that shone 
  like prized jewels and sagacious ponies. 
  Myths      
  Everglow
  of
  
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  She loved all her creations, but she only 
  wrote so much about the ponies.
  Those few that know of the existence 
  of this great wizard argue if she remains 
  to the modern day. Some contend that 
  though powerful, she was no god, and age 
  did eventually take her, while others claim 
  she fought her way to godhood, and that 
  their presence was proof enough of it. She 
  is not worshipped by any save a select few 
  that give quiet thanks to her, their fate 
  bringer, who’s writing continues to burn in 
  the flanks of her chosen children, guiding 
  them to greater destiny.
  Of course, this is as some few ponies 
  say it was. The other races have their own 
  stories of how Everglow came to be. The 
  facts all can agree on is that the world 
  is steeped in the elemental forces that 
  surround it, forging the environment 
  needed to create them. The order is also 
  correct, with felines rising before the 
  goats, and them before the ponies. No one 
  is entirely sure when the humanoids first 
  set foot on Everglow. Some say they came 
  from across the ocean long ago, before 
  anyone thought to write down the event.
  a Sun Cat perSpeCtive
  In the time before time, the great monarch 
  did level his gaze upon the world of 
  Everglow. 
  “This,” he said, placing a great burning 
  paw on the land that would become the 
  sun baked desert of our purrsian kin, “Is 
  a world that glows almost as brightly as 
  I. I will have my children here, and they 
  will be magnificent.” With this decided, 
  he made it so. From his mighty form 
  sprung those of his essence. Us. Sun cats, 
  reflecting his splendid golden glow. The 
  purrsians who would bedeck themselves 
  in that which would spread his presence in 
  glittering shafts of light, and the griffons, 
  who though only half the great Sun King’s 
  progeny, still took to the world with divine 
  purpose and the confidence born of being 
  part of Him.
  A lesser being would have retired after 
  such miracles, but the Sun King was not 
  satisfied. He wanted more, against which 
  his children would reflect. What use is a sun 
  with no world to shine upon, after all? He 
  fashioned the goats, meek and small, who 
  would be fast to lavish praise upon their 
  superior feline neighbors. For a time, this 
  was enough. We shone with his glory, and 
  we turned this brilliance onto the goats, 
  who basked in it and revelled in the shared 
  warmth with us. But it was not enough.
  The Sun King watched as his children 
  grew lazy. They were not being 
  challenged, and instead were growing 
  fat. The purrsians were the worst of them, 
  barely taking flight and instead rolling 
  around in their glittering jewels. His 
  children needed something to remind 
  them of their glorious origins. A challenge, 
  perhaps, yes, that would do nicely. He 
  reached into the grassy plains and into 
  the dense forest, under the water and 
  across the mountain tops. He scooped up 
  small bits from across Everglow and seized 
  a passing horse in his great claws. He 
  had not even noticed the creature in his 
  eager grabbing, but when he examined 
  his findings, there it was, looking up into 
  his blinding brilliance with fear in its dull 
  witted eyes.
  “You,” bespoke the Sun King, “will serve 
  a purpose for my children. You, who they 
  ignored as timid prey, useless fodder, will 
  become their greatest test.” He closed his 
  golden paw and pressed all the varied 
  pieces of Everglow into the horse, then 
  set the confused, but blessed, creature 
  back from whence it came. The horse, now 
  
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  imbued with the Sun King’s blessing and 
  the fury of the elements, spread and was 
  fruitful, eventually becoming the many 
  tribes of ponykind.
  Though they seem legion and powerful, 
  let us never forget that their purpose is to 
  hone our claws and our determination. 
  At the end of the day, we children of the 
  Sun King must shine with all the fury that 
  he casts down on us, and prove ourselves 
  worthy of his legacy.
  the horned prophet
  The arrival of the would-be Queen did 
  not go unnoticed by larger forces of 
  Everglow. A young cloven by the name of 
  Toughgrass was drawn from his village by 
  a soft voice calling to him in the morning 
  sun. This was before the pony gods had 
  fully become realized, and the goats had 
  never created or found gods of their own, 
  so young Toughgrass was bewildered. 
  But the voice promised safety, urging him  
  ever onward, so unresisting he ventured 
  into the unknown. The most he ever saw 
  of his enigmatic guide was the flutter 
  of wings, and a scent he claimed later 
  reminded him of home.
  His path was anything but direct. He 
  wandered the scorching sands, where he 
  ran into Thistledew, a female purrsian old 
  as he was young. She claimed to smell 
  the scent of treasure on him, and guarded 
  him against those that would take 
  advantage of his naivety. He encountered 
  a pride of griffons locked in fued with 
  a clan of sun cats. His kind words, and 
  the subtle manipulation of his guardian, 
  defused the situation, but not without 
  cost. Toughgrass earned a new scar, but 
  opened the way forward.
  They arrived at what was once a great 
  divide in the land, an immense crag that 
  descended without visible bottom into the 
  depths below. It was only with the help 
  of a passing Antean that they progressed. 
  While atop of him, they could see the 
  top of the clouds. They say Anteans were 
  much larger back then, so they rode atop 
  his back as he lept with such tremendous 
  force the wound of the land closed. It was 
  with some relief that they were set back 
  down to continue their journey.
  At last, the voice whispered that they 
  were drawing close. They arrived at a 
  sleepy village of earth-bound ponies. 
  Following the voice’s instructions, the 
  goat folded himself before a particular 
  door, and waited patiently. As the morning 
  rays warmed the air, the door opened. 
  Toughgrass was face to face with a startled 
  earth-bound stallion. The cloven were not 
  well known to ponykind, and he was quite 
  alarmed to see such a strange creature at 
  his doorstep. 
  Toughgrass departed after speaking his 
  peace and passing on the blessings of the 
  voice that had guided him. Thistledew 
  left with him, but not without imparting 
  her own gift. She placed her talons on the 
  tiny snout of the newborn colt and spoke, 
  “You are the treasure I scented. Your road 
  is paved with gold, but it will be gold that 
  you bring yourself, cemented in tears, 
  going beyond my dim eyes.” She departed 
  in peace, wishing the newborn well and 
  rejoining her charge. It was the first, but far 
  from the last, sign that Iliana would lead a 
  charmed life.
  It is said Toughgrass and Thistledew 
  wandered the world for some time 
  following, but what exactly they did and 
  where they went varies with the telling.
  
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  in the Beginning
  (BF ???- IC 114)
  The origin of ponies remains hotly debated, 
  but some theories have proven more 
  persistent than others. Most agree that their 
  innately magical nature and strong ties to 
  both order and destiny mean that creation 
  by chance is very unlikely. They were clearly 
  meant to be, and this purpose has fueled 
  their society since the beginning.
  When the land was young, and the 
  wilds untamed, ponies emerged from 
  the chaos. The first ponies were simple 
  creatures. They did not have horns, wings, 
  or fins. They were creatures of the earth, 
  and they tended it. They worshipped 
  primal forces, paying homage to the sun 
  that warmed them and the rain that fed 
  their crops. They respected the moon that 
  guarded the night and gave them warning 
  of nocturnal menaces. They held great 
  festivals whenever they survived another 
  season as they prepared for the next. And 
  always they praised the great machine 
  of nature for its bounties and fearsome 
  dangers. This simple period persisted for 
  many years, quiet and without note or 
  even much history.
  Ponies began to establish themselves 
  and learn of the world. As they spread, 
  they adapted. Where once all ponies 
  looked alike, they began to develop 
  separate breeds and races, specializing 
  for the environments they called home. 
  Some took to the mountains, eventually 
  learning to balance and hop from one 
  precipe to another, soon not bothering to 
  land afterwards. Others took to the seas, 
  wading further and further away from the 
  shore, until the shore lost its appeal. Across 
  the land, each breed found a different 
  niche to cherish. Like druids of modern 
  time, they were steadfast protectors of the 
  natural balance.
  Not all was idyllic and serene during 
  this portion of pony development. As 
  they spread, they lost cohesion. When 
  branching pony tribes came into contact 
  again, often due to natural disaster forcing 
  them together as resources became 
  scarce, it was rarely a positive event. 
  Battles were frequent and intense when 
  the tribes could not have their solitude. 
  For all the love they had for their homes, 
  it became a burning rage when forced to 
  deal with strangers, four-legged or no.
  There were some level-headed ponies 
  at the time who did not agree with the 
  way things were going. Surely it would 
  be better, they thought, if the pony 
  tribes could stand together. They were 
  all ponies, after all, even if they did look 
  a little different. These missionaries led 
  dangerous lives, traveling from place to 
  place, dealing with wickedly dangerous 
  wildlife and unfamiliar natural hazards. 
  Sometimes they encountered outright 
  hostile natives during their mission to 
  spread their message and turn back the 
  tides of aggression that had gripped their 
  young race.
  Though all ponies agreed to their core 
  goal of preservation and protection of 
  their homelands, few could come to 
  consensus beyond that.
  the Battle of Broken BoneS
  (IC 2)
  Shortly after the Imperialists - rallied 
  behind the newly emerged Iliana - began 
  to spread their message of unity under 
  one flag, they encountered a rare tribe 
  of ponykind. Aligned with the negative 
  energy plane, they appeared more dead 
  than alive, and had no desire to band with 
  their fellows in any arrangement other 
  than domination. They made false motions 
  of peace when the Imperialists arrived, 
  
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  and sent back their animated bodies as a 
  message to the would-be Queen.
  Her people called for vengeance, but 
  Iliana resisted the path at first, seeking 
  peaceful resolutions. The tribe of bones 
  would not hear of it. After narrowly 
  escaping with her own hide, Iliana 
  capitulated, authorizing a full offensive 
  against the hostile tribe. It was the first 
  war of its magnitude in written ponykind 
  history. Sadly, it would not be the last.
  The dark tribe favored battle under the 
  stars, while Iliana’s forces preferred to 
  battle under Blaze’s scorching gaze. They 
  fought back and forth in both conditions 
  as one laid traps and ambushes for the 
  other, trying to gain mastery of the 
  battlefield. Though the tribe of bones held 
  great magic and were, as individuals, more 
  powerful than the tribes under Iliana’s 
  domain, they were far fewer in number 
  and slower to replace their numbers. 
  The war was not without its religious 
  backings. While the Imperial army 
  marched under the war banner of Blaze 
  and the wisdom of the Sun Queen, the 
  death touched bone tribe held their 
  goddess of gentle repose, Madame Tris’do, 
  as the highest authority. Though her name 
  would become relegated to dusty history 
  tomes, cast aside along with her people, 
  her presence in the war was undeniable. 
  She visited terrible plagues upon the 
  Imperials, and prevented their honorably 
  lost from resting peacefully where they 
  were laid. Her clerics commanded small 
  armies of the unfeeling dead to battle 
  against the still living, never surrendering 
  an inch of land easily.
  The war ended after two decades of 
  lost life and blood, with the tribe of bones 
  scattered to the winds.
  Weary of war, Iliana had a great city of 
  commerce founded where the dispatched 
  tribe once called home. This town grew 
  quickly with the Queen in attendance, 
  becoming the crown jewel of the fledgling 
  empire, Viljatown. Some say that the tribe 
  of bones still lurks in the shadows, waiting 
  for its time for revenge. Others propose 
  that the great mythril map was once a 
  bone tribe device they had intended as a 
  war machine, and that they may yet return 
  to claim it. Regardless of these morbid 
  tales, the city thrived and grew, becoming 
  one of the largest of the empire.
  The war was considered pivotal for 
  another reason. Their victory over the 
  seemingly invincible bone tribe made 
  other tribes less willing to battle against the 
  Imperials. The hard-won victory proved the 
  strength of their conviction and the power 
  of their numbers to those yet undecided, 
  allowing them to annex peacefully several 
  tribes that would have otherwise resisted.
  diSCovering the underhallS
  (IC 50 )
  The first meeting of ponykind and the 
  dwarven underhalls was recorded by 
  the dwarves. They remarked on the 
  unusual nature of many of the above 
  ground dwelling species of Everglow 
  and approached them as a medical and 
  scientific curiosity first. It wasn’t until 
  one of their scholars was intercepted by 
  a curious zebra mare that the idea that 
  ponykind was anymore intelligent than a 
  goblin entered the minds of dwarves.
  While some dwarves were eager for the 
  chance of trade goods and ideas with these 
  seemingly clever, if fractured, toplanders, 
  many were hesitant. To do business with 
  a species that was constantly at war with 
  itself seemed like bad business at best, and 
  
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  inviting disaster at worst. Could they be 
  trusted? Would they honor a bargain struck 
  when someone else rose to power or the 
  town they were dealing with was invaded?
  It was decided in a meeting of the elders 
  of the most powerful dwarven families 
  that the ponies and other Everglow 
  races would be given a chance to prove 
  themselves worthy. One underhall was 
  opened to their traders and scholars, 
  where they could be watched carefully for 
  treachery and the majority of the dwarven 
  lands kept secure from any aggression. 
  It took many years, and the eventual 
  formation of the pony empire, for relations 
  to truly warm between the two races. 
  Of the other Everglow races, purrsians 
  got along the swiftest. Approaching 
  the dwarves with honest trade and 
  a seemingly unquenchable thirst for 
  dwarven goods, the dwarves were hard 
  pressed to dislike the greedy cats. Their 
  greed was the dwarves’ fortune. Sun 
  cats and phoenix wolves had the least 
  interaction with dwarves, neither having 
  desire to enter the deep caves they call 
  home, nor being avid traders or scholars.
  major  faCtionS
  This section covers the major factions of 
  the pre empire timeline that the Player 
  Characters are likely to work with or against.
  SeekerS of the one herd
  He woke before the sun. Slipping from his 
  straw mat carefully, he crept around in the 
  darkness. Every step he feared his parents 
  would wake, and though they stirred, they 
  remained in their room. As he emerged into 
  the faint light of the stars and moon, he 
  thought of the harvest. 
  When the sun rose, it would be time to begin 
  the great harvest. He was just old enough 
  that this would be his first harvest as an 
  adult, and he would be proclaimed such 
  by the town elders. It would have been the 
  happiest moment of a simple life, but he was 
  throwing it aside. He would not be found by 
  his friends or family come the dawn ray. They 
  would have to work without him. Feeling 
  the pull of something greater, and with the 
  truth of it burned onto his flank since birth 
  by destiny itself, he could not resist the draw 
  of the open road, and slipped quietly from 
  the town to meet with the pony that would 
  become his new mentor for a new life.
  The Seekers are missionaries that have 
  accepted their life destiny to bridge the 
  gaps between the pony tribes. Their 
  brands of destiny tend to display things 
  such as hooves touching, bridges, broken 
  weapons, or long roads.
  To become a Seeker, a pony must first 
  forsake their homeland. The very idea of it 
  is appalling - and terrifying - but only after 
  giving up the safety and familiarity of their 
  birth place can they focus on the brighter 
  future of the entire race. This act is a 
  symbolic one: few ponies actually perform 
  treasonous acts, despite the rumors and ill 
  reputation.
  advantageS
  Safe haven
  While the Seekers have no place to call 
  home, they are rarely without some 
  respite. Seekers establish safe houses far 
  across the world whenever they make a 
  hoofhold in any territory. After securing 
  land, the first Seeker to arrive is usually the 
  last to leave, tasked with the responsibility 
  of protecting this safe haven against all 
  aggressors and assisting other Seekers 
  that travel through or do work in the area. 
  
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  This place also becomes the hub of 
  rumors and information. The word one 
  pony brings is passed to the next, helping 
  them to stay informed and prepared in the 
  hostile world.
  freedom to roam
  While many ponies of the time remained 
  in their homeland, often never even 
  seeing the outside of their village, Seekers 
  are tasked with traveling to faraway places. 
  Not only can Seekers roam, most are 
  expected and required to do so. An order 
  from higher in the command chain can 
  uproot and dispatch a Seeker within the 
  day. Accepting this as their destiny, they 
  complain far less than one would expect.
  Not all Seekers remain in easy contact. 
  Searching for lost tribes and the key to 
  understanding the greater purpose of 
  their race, Seekers go off on grand quests 
  into the unknown, sometimes never 
  returning. Usually, such Seekers appear 
  periodically at a safe house, reporting 
  their findings and recovering from 
  their adventures. While in town, such 
  adventuring ponies will seek out other 
  Seekers, or bold local ponies, if they have 
  encountered something too difficult to 
  handle alone.
  liaBilitieS
  Seekers are not trusted in many 
  communities. Until ponies can shed their 
  aggressive xenophobia, they have little 
  reason to accept these meddling busy 
  bodies that insist everyone do things one 
  way. Others lay community troubles at 
  Seeker hooves. Many think the Seekers are 
  secretly in it for their own power. While 
  this only harbors further distrust, it does 
  open possibilities, as powerful local ponies 
  are not above hiring the Seekers for jobs 
  the adventuring ponies may excel at. A 
  wealthy pony often has tasks that require 
  an outsider, less traceable, less aware, to 
  do tasks that local ponies may avoid. This 
  gets the Seekers funds, but only reinforces 
  the negative stereotypes.
  imperialiStS
  She looked up as the lanky pony rushed into 
  her tent. 
  “They’re coming!” he cried, panting for 
  breath. “The Greenhood Jacks will be at the 
  crossroads in an hour.”
  She nodded towards him and moved to pass 
  him, speaking, “You have done well. The 
  quartermaster will see to your due reward.” 
  Her attention was already on the future. 
  They had been tracking the Jacks for many 
  moons.
  “At last,” she said to herself, “we will end their 
  scourge.”
  She called for her ponies even as she slid her 
  
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  lance into place on her harness. They would 
  march, for the Queen.
  Whereas Seekers seek to bridge the ties 
  of ponies through discussion, Imperialists 
  are loyal members of a growing military 
  force. If ponies cannot be cajoled to rally 
  under one banner, they can certainly be 
  forced to. Imperialist marks of destiny 
  are more varied than that of Seekers, 
  as the needs of running the fledgeling 
  government only grow with time. Seen 
  as bullies and tyrants, Imperialists are 
  feared, perhaps rightly so as the presence 
  of one imperialist agent usually means 
  more are following.
  Imperialist agents are often tasked 
  with the securing of power, which can 
  have them turning up in ruins, raiding 
  whatever can be found to bring back to 
  their superiors. The past is not the only 
  place Imperialists will turn to. Following 
  rumors, they will hunt down artifacts and 
  new magics to pony sources. If the current 
  holder can be convinced to sell, that is 
  ideal, but there are other methods of 
  getting what they want.
  Not all Imperial activity concerns 
  acquisition. As their holdings increase, 
  they must devote ever more energy to 
  internal concerns. Investigating corruption 
  and magical mishaps in their own territory 
  can keep an Imperialist occupied for days.
  advantageS
  power
  Imperialists are organized and 
  militant, and therefore rarely 
  without reinforcement. 
  While self-
  
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  reliance is a necessity, when the situation 
  proves to be too much for a single agent 
  to fulfill, there is no dishonor in asking for 
  extra hooves or advice.
  This organization intimidates others. It’s 
  impossible to pick a fight with just one 
  Imperialist. In lands they control, they are 
  the law and all the power that represents. 
  unit y
  While barbarians decry them as bandits or 
  warmongers, Imperialists know they serve 
  a true Queen. Her royal majesty, Queen 
  Iliana is the one of the first of her kind. She 
  reflects combined strengths of multiple 
  pony tribes. Born as a pony of the prairies, 
  she had an unusual affinity for magic. 
  Exploring her innate powers, she drew on 
  the power of the mountain tribes, earning 
  the wings that grace the flag of the 
  Empire. Her future fate is to become the 
  first Alicorn known to the lands, though 
  that time has not yet come.
  Rallying under the Blessed Wings gives 
  Imperialists a shared cause they can look 
  towards directly, and they march under 
  that banner with pride as they enforce 
  their laws and tame barbaric lands.
  liaBilitieS
  Civil ServiCe
  Imperialists must be responsible for the 
  territory they claim. An Imperialist is seen 
  as a symbol of her empire. If a pony is 
  having difficulty with bandits, crooked 
  merchants, monsters, or magic gone wild, 
  they may call upon an Imperialist they 
  know is passing through town to help and 
  expect due diligence.
  This is not always a violent or dangerous 
  affair. Imperialists, as agents of the Queen, 
  are charged with peaceful duties as 
  well. Overseeing a marriage, verifying 
  legitimacy of an heir, and attending 
  festivals of all sorts is also expected of 
  them. Some perform more as priests than 
  warriors, delivering guidance and comfort 
  to the Queen’s people.
  unaffiliated adventurerS
  She stepped carefully up the slope. Her eyes 
  narrowed at the broken stone that was once 
  a gate to some underground structure. Had 
  it been a temple to some forgotten god? 
  Perhaps home to an underground race of 
  ponies? She did not know.
  She also didn’t care. She would take what 
  was in there, and let the historians decide the 
  rest. “It’s over here.”
  Her partner trotted over at the call. The 
  clockwork on his flank cleanly displayed his 
  talent for mechanisms, the reason he was 
  her top choice.
  “Go on,” she urged him, pointing with a hoof 
  towards the entrance.
  He nodded twice quickly, and was ahead in 
  a flash.
  “Look at her!” he whispered, examining 
  the trap he found there. “She is a thing of 
  beauty.” He pulled out his tools. An artisan at 
  work, the trap consumed all his attention. 
  She barely got out a word of warning before 
  the great shaggy beast that was lurking in 
  the cave came charging out. It pinned him 
  to the ground, blood already pooling under 
  them both in the struggle. She heard a loud 
  clank. The trap was tripped, and the entire 
  gate collapsed over the struggle.
  This was not a good start.
  Not everypony aligns themselves with 
  political factions. Whenever the lure 
  of the unknown overrides the urge for 
  
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  self-preservation, an adventurer is born. 
  Drawn towards promises of vast wealth 
  and fame, they depart their homes, 
  starry-eyed and often unprepared for the 
  dangers they will face.
  Those that survive their first outing 
  become a different breed. Hardened and 
  clever, they stand out from other ponies. 
  While the typical pony has some measure 
  of hesitation when it comes to danger 
  and violence, an adventurer learns to 
  call it home. Their presence becomes 
  intimidating and awe-inspiring to others.
  advantageS
  independenCe
  While there are a few scattered guilds of 
  adventurers, they are the vast minority. Most 
  adventurers are on their own, and that’s just 
  the way they like it. They owe allegiance only 
  to those that march beside them and go 
  wherever they catch a scent of opportunity. 
  Of all the factions, they are the most flexible, 
  capable of showing up anywhere at any time, 
  chasing their fortune.
  liaBilitieS
  alone
  Besides an adventurer’s immediate allies, 
  they have no support structure of any kind. 
  An adventurer that is doing well is living the 
  high life, but an adventurer that is falling 
  on hard times often does not recover, left 
  in the ditches and quickly forgotten. To 
  combat this, Adventurers will often form 
  intensely loyal herds that operate together. 
  These herds may persist for as little as 
  one task, or until death do them part. 
  Some persist even longer than this, with 
  surviving members working diligently to 
  revive their fallen allies, or avenge their 
  untimely ends.
  era alternativeS
  The core Ponyfinder book presumes a 
  game set after the decline of the Empire. 
  If you are running a game set during 
  the empire’s forming, some things are 
  presented below to reflect the different 
  times that the characters exist in. With GM 
  permission, these options can be used in 
  later eras, but should be considered rare 
  and noteworthy.
  at the height
  (IC 115-295 )
  Over time, the empire spread across much 
  of the known land. Those that were not 
  drawn into its fold faded away, some 
  waging bloody wars to the last pony, 
  others simply vanishing as if they were 
  never there to start. For a short time, there 
  was peace. Those who remained enjoyed 
  thriving trade, art, and science. It was a 
  golden age for pony kind, at least for those 
  who fit in.
  While most ponies are born, grew 
  old, and die, their Queen does not. She 
  watches over the empire for many lifetimes, 
  inspiring awe and wonder in her people 
  as her timeless face smiles down on them. 
  She is as much worshipped as followed, 
  with her magnificent wings, her powerful 
  plains pony figure, and her long and deeply 
  magical horn. The empire favors those who 
  share one of the Queen’s tribes. This favor, 
  though minor, accrues over the years, and 
  is the eventual reason that only the three 
  tribes persist, in any significant number, 
  many years after the fall.
  There are many cities of fair size, 
  the largest being a central trade hub, 
  Viljatown, said to be the center of the 
  world. The Queen is not in this city. She 
  resides in a smaller city and is quite 
  particular about those who live in its walls. 
  
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  Mayorships manage most cities and the 
  local laws and operate with the region’s 
  nobility, in turn reporting to the monarchy. 
  The choosing of regional leaders varies 
  but, most often, they are selected by the 
  powerful noble houses of the area. Many 
  serve life terms, only deposed if they are 
  caught in a terrible scandal.
  external relationS at the height 
  of the empire
  With the race unified, the Empire turns 
  more attention to the races that share the 
  world with pony kind. Races whose work 
  catches the eye receive the most favor. A 
  dwarven tool or well-crafted weapon will 
  command high prices for its artisanship. 
  Human work, with its wildly varying ethnic 
  touches and creativity, is always in demand. 
  None can deny elven fineries - their delicate 
  wines and art are inspiring. Their shared link 
  to things fey means gnomes, in particular, 
  make fast friends with ponies. That a 
  gnome could, potentially, use a pony as 
  a mount is an ongoing joke. Few gnomes 
  are brave enough to try to make it more 
  than that, and fewer still succeed, but such 
  things are the stuff of legends.
  Ponies share many of the same enemies 
  of other well-mannered sentients. 
  Orcs, kobolds, gnolls, and other known 
  violent races are cause for concern on 
  sight or rumor. Militias proactively keep 
  their territories clear of such menaces, 
  especially when they gather in significant 
  numbers. Of course, sometimes these 
  nuisances are more subtle, and kobold 
  infestations have appeared seemingly out 
  of nowhere in the midsts of pony cities. 
  Themselves a varied race, ponies are more 
  likely to tolerate well behaved beast races. 
  But, while a gnoll at the gates with goods 
  to trade will be admitted, the local guard 
  will still treat it with extra scrutiny.
  Humans, ever expanding, come into 
  conflict with pony communities. While 
  established cities are usually safe, newer 
  and smaller pony villages are considered 
  fair game for opportunistic humans trying 
  to establish their own foothold in the 
  world. Adaptable and clever as ponies, 
  humans can turn up anywhere, and ponies 
  can’t afford complacency when dealing 
  with them. Fortunately, the humans are 
  not banded into any great empire of their 
  own. Imagine what a mess that would be!
  The gods of ponies adjusted with their 
  devotees’ perceptions of grandeur. With 
  the Queen to emulate, their vision of their 
  gods follow suit. It becomes unsurprising 
  that their gods are largely female, 
  combining the three tribes of the Queen. It 
  is by no coincidence that the gods favored 
  least deviate most from this template.
  major faCtionS
  This section covers the major factions of 
  the height of the empire timeline that the 
  Player Characters are likely to work with 
  or against.
  SeekerS
  She entered just in time to hear the haven 
  matron speaking to a strange voice. She 
  looked over, curious to see that she was 
  speaking to a tall human. The human was 
  dressed in a mockery of the local pony 
  fashion. She wondered why they never 
  realized how foolish they could look trying 
  to imitate, but the thought died away as she 
  heard business being discussed.
  “I need a representative,” spoke the man, 
  “who can guide me around the city, keep the 
  rough element off my back, and be my face. 
  I can pay a hundred gold a day, twice that if 
  fighting comes up.”
  
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  The matron smiled at him. She had to look 
  up at him. Humans were always on their 
  hind legs, and it gave the illusion of size, 
  despite most ponies being heavier. “A fair 
  price, for personal bodyguard and tour 
  guide, but if you wish for us to serve as your 
  representative, that will be extra. What good 
  fortune: here is Fast Shadow. She can serve 
  the job well, if you are willing to pay.”
  Fast Shadow approached at her name, and 
  took a silent position behind the matron. 
  Considering the payments mentioned, 
  she had doubts the human was being 
  forthcoming with all his task’s requirements.
  “Her?” asked the man. “She looks even 
  younger than you. What does she know?”
  “She knows,” interjected Shadow, “That you 
  are out of touch with human fashions in the 
  city. She knows you are poor at aging ponies. 
  And she knows she will be charging five 
  hundred up front. When do we begin?”
  Evolving with the times, the Seekers of the 
  One Herd abandons the last part of their 
  name. Pony kind has found its herd, rallied 
  behind their Queen, and the Seekers are 
  largely satisfied with this. The call of the 
  unknown still rings loudly in their ears, 
  as does the conflict between ponies and 
  other races. They also pursue the Lost 
  Tribes, those slain or simply forgotten 
  in the tumultuous years leading to this 
  golden age. Any hint of a Lost Tribe is 
  doggedly pursued and investigated.
  While finding living members is 
  rare, finding their artifacts is merely 
  uncommon. The vaults of the Seekers are 
  full of relics that exist nowhere else, that 
  nopony knows how to recreate. Finding 
  treasure worthy of the vault inspires 
  Seekers to go forth and brave dangerous 
  ruins and forgotten catacombs for the 
  opportunity. The pay isn’t bad either.
  The marks of Seekers evolves as well. 
  It is much more common to see marks 
  showing dark places and long roads than it 
  is to see the older symbols of hoof tapping 
  and broken weaponry. This is not to say 
  that peacekeeping has been abandoned. 
  Though fewer in number, some Seekers 
  go out in pursuit of conflict instead of 
  relics. They are talented diplomats sent 
  to negotiate with other races, brokering 
  peace and opening the trade lanes to 
  foreign goods. This trade, in addition to 
  their archeological exploits, does much to 
  line the coffers of the Seekers.
  advantageS
  Safe haven
  As in times past, Seekers construct safe 
  havens in every major city, but now 
  their reach extends even to other races. 
  Dwarves, gnomes, and elves host Seeker 
  havens in their trade cities where traveling 
  Seekers can find rest and news in equal 
  amount. Any Seeker in good standing can 
  find lodging and basic medical attention 
  at a haven without cost. It is also where 
  outsiders come to hire Seekers, a practice 
  that has only gained favor over the years. 
  Such places are often richly appointed 
  with attractive, but functionless, pieces 
  found in their explorations, making each 
  have a unique blend of extinct art styles.
  availaBle work
  Seekers do not worry about finding 
  work. If they aren’t ambitious enough to 
  go out and find interesting things, their 
  local haven matron will put them to work 
  locally. There is always something that 
  needs doing, and idle Seekers will be 
  given the job. While the haven keeps a 
  portion of the pay, much of it goes to the 
  Seeker doing the work, and provides for a 
  high quality of life, or financing for more 
  exotic expeditions.
  
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  liaBilitieS
  Seeker Commitment
  Seekers are not as free as they once were. 
  All Seekers are expected to be available 
  for tasks that their superiors feel require 
  their attention. Those who expect to be 
  away from a haven for an extended period 
  warn the haven matron beforehand, and 
  send regular updates. This is not done 
  simply for control. If a Seeker fails to report 
  in, other Seekers are sent to investigate 
  and possibly rescue their wayward kin. An 
  expedition into the past can turn perilous 
  without warning, and all Seekers are 
  expected to help a Seeker in distress.
  Spott y reputation
  No matter how valued Seekers can be 
  to get jobs done, they are regarded with 
  suspicion. Their habit of accepting shady 
  offers and investigating things that others 
  would rather left alone serve to reinforce 
  this reputation.
  unBound hooveS
  Alex closed her book when she heard the 
  bell ringing from below. She glided down the 
  old wood stairs to see a middle aged stallion 
  looking back up at her. She could see the hint 
  of books through the barely closed flaps of 
  his bulging saddlebags.
  “More?” she asked with a smile. “You are 
  far too kind.” They met in the lobby and 
  embraced, one leg around one another’s 
  neck for a moment. “Wherever do you find 
  them all?”
  His horn began to glow, and the pack lifted 
  off of back and hovered, wreathed in the 
  same glow, to rest gently on one of the few 
  clear tables. “People are eager to see the 
  library fully stocked.”
  With the saddlebags removed, she could see 
  the shining star emblazoned on his flank. 
  Many ponies thought this was some sort of 
  sign of magic, but she knew better. Noticing 
  her gaze, he returned the look with an 
  examination of her side.
  “Did it hurt?” he asked.
  She glanced back. Her own flank was blank. 
  After so many years, the scars were hidden 
  beneath the pelt. “You ask that too often. 
  It didn’t hurt that much, and that was long 
  ago. I’ll stand on my own hooves, not what 
  the gods want of me.”
  “I know,” he said, his smile returning, “I know. 
  It’s what I like best about you.”
  Not all ponies agree with the idea that 
  peace under the banner of the Queen 
  is that correct path. Some feel that the 
  true path to their race’s destiny lies in 
  self-fulfilment. Ponies should follow the 
  convictions that ring true in their heart, 
  not the ancient laws of a far-removed 
  monarch or god. The Unbound pursue 
  this by seeking out the power of self-
  realization. If they were simple anarchists, 
  the Unbound would already be arrested 
  and dispersed. The Queen is not known 
  for her kindness towards dissidents and 
  trouble makers.
  Most Unbound go to great lengths 
  to be useful. Their pursuit of personal 
  perfection and satisfaction leads them 
  to become experts in unusual fields or to 
  become reliable generalists that can be 
  counted on to assist with a wide variety 
  of activities. Some members go to great 
  lengths to express their dissatisfaction 
  with the Queen, or their destiny. Removing 
  the brand of destiny is possible, if painful. 
  Despite their ire at higher powers, most 
  are good neighbors and citizens, locally.
  Their personal quests drive them. While 
  some find a comfortable place to chase 
  their dreams, many leave home at a 
  relatively young age and trot the globe in 
  
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  pursuit of that unknown element that can 
  complete them. Some join other factions 
  along the way, always returning to the 
  Unbound when they’ve found what they 
  want or give up on finding it there.
  advantageS
  will
  The strongest aspect of the unbound is 
  what others would call a weakness. They 
  each stand firm, with the will to make 
  their way on their own. They are bound 
  together against the backlash that pony 
  society has against those that buck fate or 
  the gods. Strong willed and determined, 
  an unbound can achieve much, alone or 
  with allies.
  freedom
  Unlike other organizations, the unbound 
  understand the need for their members 
  to pursue their own goal. While they are 
  expected to make reasonable effort to 
  see to the need of their fellows, never is 
  someone else’s crusade elevated above 
  their own. To be an unbound is to be free 
  to chase your own dream, to its happy or 
  tragic ending.
  liaBilitieS
  diSharmony
  The unbound have less cohesion than 
  other factions. If the aid one seeks of 
  another puts them at odd ends with 
  their own goals, there is a good chance 
  of denial. The people of the empire, and 
  even beyond it, look upon this group of 
  self-starters with caution and suspicion, 
  and not entirely without merit. There 
  have been unbound that caused trouble, 
  though many are good, if worrying, 
  neighbors.
  
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  aendrilond
  demographiCS
  Population Large City - 19,583 (99% 
  elf, 1% other)
  Government Council of Elders
  Alignment Neutral
  desCription
  Capital city of Melwasúl, Aendrilond is 
  the sheltered home of the elves. With 
  the collapse of the pony empire, the city 
  has become a center for nature wardens, 
  competing with Prisma for druidic activity. 
  One noted difference is that while Prisma 
  welcomes druids of a variety of races, 
  Aendrilond is overwhelmingly elven, and 
  heartliy resists immigrants.
  Through this specialization, they have 
  successfully wrested control of the 
  weather from the ancient binds the pegasi 
  wove. This ability has proven valuable 
  leverage against other nations, ensuring 
  favorable trade agreements on top of the 
  health and success of their own endeavors. 
  There is no food like elven food. The 
  very earth of their lands teems with a 
  potent magic they encourage. It seeps 
  into the plants and minerals, giving an 
  otherworldly quality to their crafts.
  As reluctant as they are to permit 
  foreigners, a great many traders leave 
  the city in caravans to visit the other 
  nations. Elves find the practice of mining 
  distasteful, and do the bare minimum 
  necessary, instead importing most of their 
  mineral needs from outside their borders. 
  Let the other races mar their scenery with 
  ugly holes.
  arCySuS
  demographiCS
  Population Small Town - 1,246 (70% 
  ponykind[65% earth-bound, 20% 
  unicorn, 10% pegasus, 5% other] 
  20% griffon, 10% other)
  Government Mayor
  Alignment Neutral
  desCription
  Nestled in the foothills of a mountain 
  range, the town consists largely of small 
  thatch homes, with only the larger 
  civic buildings getting better materials. 
  The largest building in the town is an 
  Places      
  Note
  of
  
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  alchemists’ guild house, found at the 
  edge of the settlement along the tiny 
  road that leads up the hill side. The land is 
  unsuitable for most farming or ranching, 
  so food is primarily imported in exchange 
  for alchemical supplies and services.
  When the town was young, a minor 
  accident in the guild caused an explosion 
  that revealed a vast cave network beneath 
  the village. Preliminary exploration turned 
  up signs that gem gnolls had once lived in 
  the area. A nuisance, but as the town had 
  no gems for them to ignite gnoll treasure 
  lust, the matter was soon forgotten. When 
  the mayor’s child and a few other citizens 
  went missing overnight, investigation 
  soon turned eyes back to the caves.
  Adventurers were hired to explore the 
  caves and recover the missing, but failed 
  to return or report. Desperate, the town 
  hired a second group, which succeeded in 
  recovering the first group, expired, along 
  with tales of terrible creatures staring at 
  them from the gloom.
  Bit n’ Bolt
  demographiCS
  Population Small City - 5,280(80% 
  ponykind(98% clockwork, 2% other), 
  10% gnome, 5% dwarf, 5% other)
  Government Mayor
  Alignment Lawful Neutral
  desCription
  Bit N’ Bolt was formed when the first of 
  the cursed clockwork banded together 
  and made a home for themselves. As their 
  family expanded, so did their holdings, 
  until a town was born. They traded 
  intricate clockwork and mechanisms to 
  other pony towns and had little essential 
  imports, not needing to eat or drink. While 
  most other ponykind find the place a little 
  disconcerting, the city features a large 
  number of gnomes and dwarves that were 
  drawn to the townsfolks’ engineering 
  prowess. It is here that one of history’s 
  few gnomish pony riders came to be. The 
  fellow not only rode his steed to greatness, 
  but helped fine tune and repair his ally.
  The largest single structure in the town 
  is Red Gear’s clocktower. Red Gear built it 
  over a decade using only his own discarded 
  parts for all the mechanisms. When it was 
  complete, he declared it a gift to the city 
  and its people. It keeps accurate time 
  without any visible power source, to the 
  delight of the - now more punctual - city.
  BlaZe’S rooSt
  demographiCS
  Population Small City - 5,243 (70% 
  ponykind [40% earth-bound, 45% 
  unicorn, 15% other], 20% griffon, 5% 
  phoenix wolves, 5% other)
  Government Mayor
  Alignment Neutral
  desCription
  Blaze’s Roost was founded when an earth-
  bound jeweler and a unicorn fire wizard 
  happened upon one another. The jeweler 
  wanted to forge lustrous masterpieces 
  using the gems that could be found in 
  Blaze’s Peak, the active volcano the city 
  would get its name from. Though the lava 
  would serve well for forging, it would also 
  roast her hide and she knew it. She turned 
  to the wizard for assistance, and they put 
  their heads together to research protective 
  sorceries that would protect the both from 
  the scorching heat. Their findings, and the 
  jewels they marketed, brought others to 
  the city. 
  At first, only those skilled with, or willing 
  to learn, fire magic could bare to live in the 
  
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  city. As wealth grew and the city became 
  more famous, great enchantments placed 
  allowed for a Lay Quarter. There, visitors 
  or residents who had no talent in magic 
  could live comfortably, if they didn’t 
  mind the constant rumbles of the angry 
  mountain beside them. This allowed the 
  city to grow, as no city can live on wizards 
  alone. Craftsmen, scholars, performers, 
  and others came to fill the lay’s quarters, 
  bringing life to what was once a quiet 
  town of gem smithing and magical 
  research. There are some residents who 
  claim it was better when they had the 
  place to themselves, but most are pleased 
  to have these services closer than a full 
  trek to the next town over.
  Blevik
  demographiCS
  Population Metropolis - 35,501 (64% 
  ponykind[30% doppelganger, 70% 
  other], 8% human, 5% griffon, 4 
  phoenix wolves, 20% other)
  Government Mayor
  Alignment Chaotic Neutral
  desCription
  Entertainment capital of the empire, Blevik 
  has a performance house for every style 
  of every species, or so the locals claim. 
  What the natives don’t mention is that 
  the city is infested with doppelgangers. 
  Shapeshifters have claimed key positions 
  in every level of society to pull the strings 
  in the city, ensuring things go their 
  way. The largest single community of 
  doppelgangers, Blevik even offers a grand 
  cathedral to their goddess, Kara, tucked 
  discretely towards the edge of the city, 
  welcoming her children to give praise and 
  thanks for their magnificent home.
  Non-shapeshifters that attempt to 
  become politically active within the city 
  receive warning, at first subtly. Eventually, 
  this escalates to minor vandalism, then 
  accidents and intimidation, then outright 
  death threats. If the intruder proves too 
  stubborn, the doppelgangers move to 
  replace them with one of their own, 
  taking their foolhardy life and undoing 
  any harm caused in the interim. For those 
  who simply wish to live in the city, the 
  doppelgangers prove to be effective, if 
  disconcerting, masters. They want the city 
  to thrive, and their scheming ensures it 
  does just that.
  Bright night
  demographiCS
  Population Small Town - 1,621 (94% 
  ponykind[95%  unicorn, 5% other], 
  6% other)
  Government Headmaster
  Alignment Neutral
  desCription
  Named for its founder, Bright Night rests 
  beside a large lake up in the mountains, 
  not far southeast of Wind’s Rest. Small 
  families comprise most of the town’s 
  population, and the town’s buildings - 
  small, one-story affairs- reflect this.
   
  The unicorn Bright Night brought fame 
  and notoriety to the area when he claimed 
  he could distill the lake’s particular water 
  into a potion that greatly magnified 
  unicorn magic. He only sold the potion 
  at an absurd price, but offered steep 
  discounts for those who lived in the town 
  and served his various whimsies. When 
  the scam broke out, he was run out of 
  his own town. Unfortunately, he escaped 
  with most of the tithes given him. The 
  townsfolk left behind had few other places 
  to call home, and fewer resources to build 
  elsewhere, so they stayed. 
  
  104 104
  Years afterward, a curious young unicorn 
  by the name of Star Song arrived and 
  began asking other unicorns for lessons on 
  magic. She found a few willing to humor 
  her, who in turn found she was an eager 
  and adept student. In less than a month, 
  she had learned all the spells they had to 
  offer her, and her hunger for knowledge 
  burned just as fiercely. She began to teach 
  as well as learn. Word of her presence 
  spread, drawing others to seek  and 
  share arcane knowledge. She founded 
  a school there, free to anyone willing to 
  agree to teach the next set of students 
  on a two-year contract. The geographic 
  isolation ensured that students had 
  freedom to experiment without harming 
  themselves or others. Star Song was the 
  first headmaster, which became the office 
  most of the town looked to for direction 
  from then on.
  BriStenlux Ciliorem
  (BF 192- BF 47, AE 32)
  demographiCS
  Population Small Town- 1,278(99% 
  ponykind[60% unicorn, 10% earth-
  bound, 1% zebra, 29% other], 1% 
  other)
  Government Magocracy
  Alignment Neutral
  desCription
  Believed by many to be the first true home 
  of Ponykind magical study, Bristenlux was 
  founded far before the birth of the empire. 
  Formed in the shade of Shimmerpeak 
  because of its abundance of gems, the 
  city was originally little more than a 
  mining village of ponies seeking to trade 
  those gems abroad. Pioneering ponies 
  soon discovered the value of such gems 
  in magical studies. Great schools for 
  mages, craftsmen, and thieves sprang 
  up alongside temples and bazaars as 
  Bristenlux became a hub of trade, study, 
  and power. Over time, the city was divided 
  into four great districts, with a common 
  trade area in the central hub.
  Here the arcane and divine spellcasters 
  first elected to join together and form a 
  council of the most powerful to expand the 
  wisdom, glory, and influence of Bristenlux. 
  This was not without protest from those 
  temples that valued wisdom over power, 
  but, ironically, they lacked the power to 
  affect change. The merit of their protest 
  was proven all too soon, as members of the 
  council turned on one another in attempts 
  to secure yet more power. Without a 
  rallying central figure of reason, the city fell 
  into a series of civil wars.
  It is unknown whether it was divine or 
  arcane intervention that caused it, but 
  one fateful night there was a flash of 
  purple light that could be seen by ponies 
  for miles in all directions, after which the 
  city - and the shimmer of Shimmerpeak 
  - were simply gone. Many believed them 
  lost forever, and Bristenlux became a 
  cautionary tale of power and greed 
  unchecked.
  Long after the fall of the Empire, the 
  area was nothing more than a hazard, as 
  monsters trickled from the mountain to 
  terrorize the countryside. Then a band of 
  heroic ponies forged their way into the 
  mountain. What became of those ponies 
  is unknown, but the flash of purple light 
  happened once more, and the Shimmer of 
  Shimmerpeak returned with an abandoned 
  Bristenlux. Ponies of all stripes have since 
  began moving into the city, attempting 
  to bring the once great place back to life. 
  Where the city went, how it was returned, 
  and what happened to those that once 
  lived there remain mysteries.
  
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  Camp niCkelvee
  (IC 262 )
  demographiCS
  Population Metropolis - 35,280(80% 
  ponykind[40% earth-bound, 30% 
  leather wing, 30% other], 20% other)
  Government Foreman
  Alignment Neutral Evil
  desCription
  Founded during one of many struggles 
  to seize the area from the native gnoll 
  population, Camp Nickelvee was a modest 
  mining camp that dredged up mostly 
  its namesake of nickel. Things changed 
  when more valuable minerals were 
  found. Precious metals, jewels, and other 
  resources started to pour out of the mines 
  at the same rate that new souls came 
  rushing to the rapidly expanding city. But 
  strange occurrences started as the months 
  of mining passed. Miners came out driven 
  mad, claiming to hear voices speaking 
  to them from within the mines. Fearing 
  the worst, the leader of the city hired 
  both clerics and wizards to dive into the 
  mine and find the source. Their months of 
  searching brought no results: no voices, 
  magic, or wandering undead. What miners 
  who had not been driven off entirely were 
  now terrified to venture into the mine. 
  With funds dwindling, the city leaders 
  contracted artificers to engineer massive 
  machines to grab the resources needed. 
  Soon, even these inventions suffered 
  mysterious breaks when left unsupervised. 
  When news of the Queen’s death and civil 
  war spreading among the population, 
  the mayor of the town made a dark 
  decision. He had the miners clapped in 
  irons,and forced them into the delves. He 
  commanded his engineers to build more 
  powerful machines. 
  Today the city is one of the richest in all 
  the land. The mines are producing endless 
  materials with no signs of slowing down. 
  Those not made into slaves enjoy the 
  luxury the riches of the mines afford them. 
  With these riches, the Foreman has hired 
  mercenaries to protect the city and the 
  mine. This has made the city into its own 
  small neutral nation, running on its own 
  rules. Races who normally hate ponies 
  and would never dream of working under 
  them find the lure of gold greater than 
  their hate, and now patrol the trade roads, 
  the life blood of the city.The fingered races 
  work round the clock to feed the ever-
  increasing hunger for arms, armor, and 
  faster mining equipment. 
  The greed of the city has corrupted the 
  surrounding countryside. Smoke clouds 
  the skies from the rising smoke stacks, 
  choking the trees and animals. The dark 
  presence in and around Camp Nickelvee 
  nauseates druids, flutterponies, and 
  others with close connections to nature. 
  One in five miners are retired each year, 
  muttering about voices.  They write on 
  the walls about a creature they simply 
  refer to as “The Unstoppable.” They mutter 
  about the eyes and mouths that seem 
  to ooze from the wall, and a hunger that 
  could engulf the world.
  Cerulean tideS
  demographiCS
  Population Large City - 17,968 (75% 
  ponykind[40% unicorn, 35% sea, 
  25% other], 2% steelheart, 4% elf, 
  5% human, 3% dwarf, 1 phoenix 
  wolf, 11% other)
  Government Council
  Alignment Neutral
  desCription
  Named after the shade of its bay waters, 
  
  106 106
  Cerulean Tides is the harbor of the empire. 
  Most Imperial ships are constructed here 
  by diligent unicorn and sea horse hooves. 
  This southern city is where the pony 
  empire first encountered the sea tribe, and 
  has one of the highest concentrations of 
  their kind in all the empire. In addition to 
  their famous shipwrights, the city draws 
  wealth through trade, not only moving the 
  goods of others, but also exporting their 
  own sea salt, citrus fruits, shells, and pearls.
  Because the harbor makes for an ideal 
  training ground, the Imperial Naval 
  Headquarters and Academy are here, and 
  eager young ponies come from all over to 
  prove their worth to the queen. The presence 
  of so many navy ponies can create a rowdy 
  atmosphere, especially after sundown, but 
  the wealth they freely, perhaps foolishly, 
  spend at the taverns and shops is is worth 
  the trouble to local business.
  Cloud aCreS
  demographiCS
  Population Hamlet - 35 pegasi
  Government None
  Alignment Neutral
  desCription
  Cloud Acres is as much caravan as it is a 
  town. It rests on clouds that sedately drift 
  over the world, carrying its occupants 
  along with it. On the clouds, the pegasi 
  cultivate a small selection of crops to 
  meet their own needs, and the coveted 
  flight apples. These delicious, and colorful, 
  apples that when eaten will grant the 
  power of flight for up to four hours a day 
  to any flightless ponykind. These apples 
  only mature once a year, when Cloud 
  Acres is parked just over the druid grove in 
  Prisma. Their production is something of a 
  secret, but smugglers have succeeded in 
  sneaking them out of Prisma.
  Clovenhame
  demographiCS
  Population Metropolis - 47,378 (85% 
  cloven, 10% ponykind, 5% other)
  Government Elected council
  Alignment Lawful Neutral
  desCription
  A bustling city, Clovenhame is the home 
  of the modest holdings of the goat 
  people known as cloven. The city has 
  the nickname City of Horns for its mainly 
  horned populace. Despite being the 
  home city of the cloven, other races are 
  welcome within the walls, provided they 
  are courteous guests. There are several 
  embassies to other major races of the 
  world, including the pony empire. Also 
  present is the headquarters of the Order of 
  the Goat.
  During the violent period of the empire’s 
  disintegration, Clovenhame was cut off 
  from most trade routes. While the city 
  was isolated, its population suffered and 
  shrank until the world stabilized many 
  years later. As it had never been a part of 
  the pony empire proper, trade roads shyly 
  crept out as new nations formed, and the 
  City of Horns began recovering.
  order of the goat
  Like the ponykind Seekers, the Order of 
  the Goat organizes and supports cloven 
  adventurers. The Order helps them to 
  perform their best at the necessary tasks, 
  and it, too, profits from their assignments. 
  They also collect artifacts and lore 
  that their members deliver, paying the 
  cloven fair price and crediting them their 
  discovery forever, which is payment 
  enough for many cloven.
  
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  dae dream 
  (IC 12 )
  demographiCS
  Population Small Town- 378(75% 
  dragon, 15% ponykind, 10% 
  purrsian)
  Government Eldest Dragon
  Alignment Lawful Evil (Selfish)
  desCription
  On the coastal cliffs of Dragon’s Peak, 
  rests a small village that is both paradise 
  and prison, Dae Dream. Early in the 
  Pony Empire, a clever Pony merchant 
  named Alik sought a home where his 
  riches would be safe. Learning of a place 
  that dragonkind had held to be neutral 
  ground for centuries, he decided to settle 
  there. Any who brought violence there, 
  or sought to steal another’s riches, made 
  themselves the enemy of all dragons. Alik 
  could think of no safer home.
  Several dragons, seeing what Alik had 
  done and realizing the same opportunity 
  for themselves, began to move their 
  hordes into the territory and occupy 
  the great caves dotting the cliffside. As 
  merchants and dragons alike sought 
  to turn the proximity of wealth to their 
  own favor, the city of Dae Dream formed 
  around them. The trade in the rare, 
  exotic, and magical defined the young 
  city and lured many more who sought to 
  safeguard their wealth. It is said Alik used 
  the opportunity to barter for ancient and 
  dangerous magical items, which remain 
  secured below his Villa to this day.
  Dae Dream birthed many wonders 
  during the empire, but none were as 
  telling and tragic as the short-lived 
  Pony tribe known as the Drakehooves. 
  Possessing an extraordinary ability to 
  befriend dragons, the Drakehooves were 
  defined by their draconic greed. Rather 
  than any positive purpose, they used 
  their powers to lead the dragons of Dae 
  Dream in raiding caravans just outside the 
  protection of neutral ground. This greed 
  ultimately caused the end of the tribe and 
  much of Dae Dream’s dragons during the 
  fateful battle of Hoof and Fire.
  Under the care of the eldest dragons, 
  generations have come and gone, 
  but Dae Dream remains. Despite the 
  reputation for safety and riches, traveling 
  up the cliffs to Dae Dream is a great risk, 
  and to leave with treasure is to draw 
  the attention and greed of the dragons, 
  ponies, and purrsians that remain.
  deepCrag 
  demographiCS
  Population Metropolis - 36,461 (94% 
  dwarf, 4% ponykin, 2% other)
  Government Hereditary Monarchy
  Alignment Lawful Neutral
  desCription
  Deepcrag is the name most commonly 
  used by outsiders. Its dwarven name, 
  translated to the common tongue, is 
  Underhome. It is one of several great 
  dwarven halls hewn from the stone of 
  Everglow. Deepcrag is noteworthy for 
  being connected to the great railway, 
  making it the most accessible of the halls 
  by far. Until the collapse of the empire, 
  anyone with the funds could board the rail 
  in Viljatown and arrive in Deepcrag within 
  the day.
  During this time, the city thrived, 
  welcoming tourists, though discouraging 
  immigrants. Those without dwarven blood 
  that live in these halls are the progeny of 
  those who have performed great deeds 
  for the dwarven kings. Such people are 
  
  108 108
  named honorary clan members, and their 
  descendants are welcome in throughout 
  the dwarven halls.
  When the pony empire fell to disarray 
  and war threatened to tear the order of 
  the dwarven nation apart with it, the 
  dwarves withdrew from their once allies. 
  The railway itself was demolished with 
  explosives, sealing the most known 
  entrance to Deepcrag. Like ponykind, 
  dwarves went through a long period 
  of isolation and shared in their surprise 
  when they emerged to find the political 
  landscape so changed.
  After the empire’s fall, Deepcrag is 
  the only dwarven hall with any contact 
  with the outside world. They engage in 
  cautious trade with the elven and human 
  nations, but remain largely independent. 
  Traders and travelers are permitted in 
  the city, but only in the foreign quarter. 
  While some dwarves protest this intense 
  isolation, most objectors choose instead 
  to seek their fortunes in the 
  outside world. If words can’t 
  convince, perhaps deeds 
  could.
  dragon’S reSt
  demographiCS
  Population Village - 79 (100% 
  ponykind[40% pegasus, 20% earth-
  bound, 20% unicorn, 20% zebra])
  Government Democracy
  Alignment Neutral
  desCription
  A small village that persists stubbornly 
  past the fall of the empire, Dragon’s Rest 
  earned its moniker due to a popular tale 
  that has one of the great beasts 
  falling in love with a 
  local filly. If the 
  tale is to be 
  believed, the 
  
  109
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  result of their romance, neither all pony 
  nor all dragon, went on to great things. 
  What can be verified is that the area is 
  home to a large number of dragons. They 
  do not bother the pony residents, and the 
  residents make it a point not to disturb the 
  homes of the dragons.
  Of course, tales of dragons attract those 
  who want what dragons collect: treasure. 
  The town is quite cold to those who claim 
  or appear to be adventurers, warning 
  them away from the area, and especially 
  away from the dragons. Anyone who 
  has attempted to enter a dragon’s nest 
  unbidden is considered a potential danger 
  by this town and will be refused passage, 
  lest their trouble making bring the wrath 
  of the dragons upon them.
  eBonSilk
  (BF 3 - IC 18)
  demographiCS
  Population Hamlet - 31 (15 earth-
  bound, 5 unicorn, 5 pegasus, 2 
  griffon, 4 phoenix wolves(single 
  family) )
  Government None
  Alignment Neutral
  desCription
  Before the empire had properly formed, 
  a few ponies arrived on a spot situated 
  near a hostile swamp. Against their better 
  senses, they called it home. They found 
  beneficial herbs that could be harvested 
  from the seething morass, and the area’s 
  spiders produced a fine black silk, after 
  which they named their village. Time 
  and proximity to an existing trade route 
  enabled the tiny village to swell to a small 
  city. A temple to the night goddesses was 
  erected near where it was rumored they 
  once bathed in a hidden pond.
  When the town had reached its zenith, 
  wealthy ponies had ornate mansions built. 
  The overflow of wealth saw other houses 
  upgraded to stone instead of wood, and 
  the roads at last paved. Despite this, the 
  reputation of the town was midnight 
  sinister. By the time the silk trade had 
  brought in all this wealth, the temple had 
  already been forgotten, left to be covered 
  with moss. People would vanish without a 
  trace into the thick fogs that covered the 
  city regularly. Strange sounds echoed out 
  from its writhing mass, to say nothing of 
  the lights and the wild beasts that prowled 
  the swamp. It all came to a head when 
  an imperial detachment clashed with a 
  human raiding party in the swamp. The 
  battle was fierce and both sides suffered 
  terrible losses, most of which were left to 
  the swamp to claim. The swamp did not 
  want the bodies, and they rose over time to 
  harass the living that had abandoned them.
  By this time, the town was emptying 
  rapidly, ebon silk or not. The people 
  fled the cursed city, spreading tales of 
  its misfortune far and wide until only a 
  few stubborn holdouts remain. A few 
  adventurous souls do come to plunder 
  the swamp. There are some herbs 
  that grow nowhere else, such as the 
  Moonflower, a powerful herb that glows 
  under the full moon and causes intense 
  emotions in those that eat it The town 
  has no tavern proper, but adventurers 
  willing to pay can find lodging with Night 
  Fog, a unicorn mare that lives in one of 
  the abandoned mansions and will share 
  the place with guests. Just don’t enter the 
  west wing, she will warn. “Yuu vill noght 
  like vaht yuu find zere.”
  
  110 110
  everrain
  demographiCS
  Population Small Town - 1,520 (90% 
  ponykind, 10% other)
  Government Mayoral family line
  Alignment Neutral
  desCription
  Enduring long before and after the 
  empire’s slide into chaos, Everrain 
  has withstood many tests. The local 
  population consists largely of earth-
  bound and horned ponies, though 
  other races occasionally settle down in 
  the sleepy town. One such, a dwarven 
  family by the name of Roughbeard, has 
  produced the mayor’s right hoof man 
  and town deputy for centuries. The town 
  has surprisingly good education for its 
  size, sporting several small schools for a 
  variety of subjects.
  Nestled beneath the town, brooding 
  in caverns unknown to most, are ancient 
  ruins that predate the settlement. Those 
  few who know of it wonder if it may even 
  predate ponykind altogether. For good or 
  ill, the ruins are usually not an issue for the 
  townsfolk. When someone goes missing, 
  or a monster seems to slip past the guard, 
  the locals curse, “The earth took them.”
  On the West side of the town, an old 
  sanitarium rests atop one of the entrances 
  to the caverns. Was it built there once 
  to explore the tunnels? Was the original 
  inhabitant driven mad by what lurks 
  beneath? None can say for certain, but the 
  sanitarium does its job well. Restful Oak is 
  its name, and its doors are open for those 
  whose minds need of care.
  fathaCh
  (IC 45 )
  demographiCS
  Population Small Town - 1,780 (90% 
  Antean ponykind, 10% sea horse)
  Government Queen
  Alignment Neutral Good
  desCription
  The large anteans, having no proper place 
  in pony society at large, sought a place to 
  call their own. They discovered it in the 
  ocean, when a family of anteans, borne on 
  the back of their largest, found an island 
  ringed with tall mountains. These heights 
  were treacherous and horrific to most 
  ponies, but were not enough to dissuade 
  the anteans. They climbed over to discover 
  a fertile valley nestled within. The anteans 
  colonized, and eventually inhabited the 
  valley. Though Fathach is not the only 
  town, it is the largest, and the most dear to 
  the antean race.
  Though separate from pony society, they 
  were not backwards in development or 
  culture. As silent watchers, they learned 
  much from their smaller kin, and traded 
  with them through sea horse proxies. The 
  sea horses claimed the goods belonged 
  to their own people, and the ponies and 
  others trading partners had no reason to 
  doubt them.
  About fifty years after Queen Iliana came 
  to full power, the anteans found their own 
  leader. To speak of her name with outsiders 
  is forbidden. She is simply their queen, and 
  they must say no more. Their ruler and their 
  home are both sacred secrets only shared 
  with their sea horse allies. The queen, with 
  a council, has led the town and its large 
  people well, steering them clear of war 
  while guiding them against what threats 
  that venture over the mountains.
  
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  gallopingdam
  demographiCS
  Population Small City - 7,378 (70% 
  ponykind, 10% human, 5% gnome, 
  15% other)
  Government A duumvirate of two 
  mayors
  Alignment Neutral
  desCription
  Gallopingdam began as a small trading 
  outpost snuggled beside a hospitable 
  river. The industrious pony founders 
  welcomed trade from all races for quite 
  some distance around, and prospered for 
  it. The town slowly grew into a city, then 
  two, side by side, straddling the river that 
  fed them wealth. It was decided that a 
  dam would be profitable for all involved, 
  and provide a bridge for land travel to 
  pass over the river. It would bind the two 
  cities together, and when it was complete, 
  ponies galloped across in in either 
  direction all day long, giving the now 
  unified city its new name.
  The galloping was not entirely for 
  business purposes. To test the strength of 
  the dam, and as something of a publicity 
  stunt, a yearly race was organized to cross 
  the dam and return. Ponies from across 
  the empire would gather to show their 
  endurance and speed. Flying ponies had 
  their wings bound for the competition, 
  galloping only.
  Though the maps and paperwork 
  proclaimed a single consolidated city, 
  neither mayor wished to relinquish their 
  position. In the end, neither did, and both 
  claim the title, even as it gets passed on. 
  While both theoretically are mayor of the 
  city entire, in practice each manages the 
  affairs of their half of the city, and confers 
  with the other on matters that affect the 
  whole city. This works well enough most of 
  the time, but political infighting occurs out 
  of public sight as the two vie for power, 
  attempting somehow to become the one 
  true mayor of the double city.
  hoof-lin
  demographiCS
  Population Small Town - 952 (90% 
  pony[30% sea, 30% earth-bound, 1 
  zebra, 40% other], 10% other)
  Government Mayor
  Alignment Neutral Good
  desCription
  Located between the pony empire and the 
  far off lands beyond the Ocean of Tears, 
  Hoof-lin is a valuable island trading city. 
  Though primarily inhabited by ponies, 
  the town claims independance from the 
  empire whence it came. The town imports 
  food through its sea trade routes, while 
  it exports surprising amounts of metal. 
  Surveyors claim a meteor crashed into the 
  island long ago, and is the source of deep 
  veins of iron, adamantine, and other star 
  metals. Though several nations, including 
  the pony empire, covet the town, none 
  have succeeded in taking it, and it outlasts 
  the pony empire to persevere into the post 
  imperial age.
  kadiSton
  demographiCS
  Population Large City - 12,502 (40% 
  ponykind[27% earth-born, 20% 
  pegasus, 15% unicorn, 38% other], 
  42% human, 5% griffon, 13% other)
  Government Monarchy
  Alignment Lawful Neutral
  desCription
  This was once a small trading town, but 
  its serendipitous positioning between 
  
  112 112
  a prosperous human kingdom and the 
  pony empire caused its numbers to swell 
  ever larger as trade brought prosperity 
  to its people. Despite being nominally a 
  part of the empire, a human succeeded 
  in securing power over the city and has 
  bequeathed the title to his heirs ever since, 
  creating one of the only monarchies on 
  imperial land that isn’t the Queen herself. 
  The king’s line has paid taxes and obeyed 
  laws of both neighboring kingdoms, 
  making his self-proclaimed title somewhat 
  hollow, but no one has forced him or his 
  descendants to change it.
  The city is the definition of 
  metropolitan, with people of all races 
  mingling at cultural events from around 
  the world. When one isn’t busy trading, 
  opera houses, near nightly dances and 
  festivals, plays, pageants, and more 
  beside tantalize the cultural taste buds of 
  residents and visitors alike.
  kailani
  demographiCS
  Population Large City - 18,467 
  (60% ponykind[20% earth-bound, 
  20% sea pony, 14% pegasus, 
  10% unicorn, 10% sun pony, 7% 
  clockwork, 16% other], 15% dwarf, 
  25% other)
  Government Mayoral family line
  Alignment Neutral
  desCription
  Perched a single day’s sailing from Port 
  Mareheart lies the grand Mountain of the 
  Heavens. Said to have been formed when 
  the sky itself came crashing down into 
  the ocean, the island and its mountain 
  are full of immensely valuable sky metals. 
  Hovering over the island are constant rain 
  clouds, disgorging water across the island 
  nine days out of ten.
  When a boat destined for Port Mareheart 
  was blown off course and came aground on 
  the curious island, the ponies aboard were 
  surprised to see that despite the constant 
  rain, the island showed no signs of erosion. 
  When scholars arrived, they confirmed 
  that extremely dense minerals such as 
  adamantine and mithril compose much 
  of the island. It was scarcely a week before 
  the first huts were erected, with a town to 
  follow, swelling rapidly into a city proper.
  The city never wanted for defenses, with 
  the pony empire establishing a secondary 
  naval base there. Some few ships were 
  constructed entirely of the skymetals, 
  becoming the crown jewels of the navy 
  and nigh unsinkable in conflict. With the 
  materials needed, there was much call 
  for mining the mountain flat, but those 
  that lived there had no desire to work so 
  destructively. Aside of that, the minerals 
  were too tough for common blasting or 
  mining techniques to work so easily. As a 
  compromise, the mountain began to be 
  carved out, formed into housing for the 
  wealthy and influential to live in, with the 
  excavated metals put to work, and the 
  mountain remaining where it has stood for 
  untold years.
  Many of the less fortunate live in the 
  lowlands of the island, or even small 
  neighboring islands, where they fish, 
  trade, or help refine and smith the metal 
  coming down from the mountain. Besides 
  exporting fish and metal, the constant 
  rain makes water a heavily traded item, 
  bound for drier cities in return for wood 
  and other supplies.
  When the empire collapsed, the city 
  persevered, retaining its place as a hub 
  of trade and a premier place for ores, as 
  well as its wealthy inhabitants’ habit for 
  expensive imports from countries across 
  Everglow.
  
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  kolleCtive 23
  (BF 100)
  demographiCS
  Population Small Town - 1,615 (95% 
  steelheart, 5% other)
  Government Anarchy
  Alignment Chaotic Neutral
  desCription
  A strange place, Kollective 23 is more of 
  a factory than a city proper. Steelhearts, 
  created by that very factory, call it home. 
  At its iron gates, two large steelhearts greet 
  travelers and explain the rules of the city: 
  cause no harm to others, do not take what 
  is not yours, and have a pleasant visit. Only 
  select priests know how to operate the 
  delicate, life-giving  machinery, and access 
  to factory internals is otherwise strictly 
  forbidden. When someone attempts to 
  break these rules, the guards also serve as 
  part of a policing force.
  Although run by non-living steelhearts, 
  there are shops to meet the needs of the 
  town’s minority living populace, as well 
  as weary travelers. The price of perishable 
  goods is markedly high compared to other 
  cities. The residents do not seem to mind 
  the presence of the living, ponykind or 
  otherwise, and are perfectly willing to 
  trade. All gold is accepted, even if the user 
  is a slowly rotting meat bag.
  The city at large lacks a governing body. 
  The steelhearts simply do as they were 
  made to do, and do not usually interfere 
  with one another’s tasks. They see no need 
  for a queen or mayor when they so rarely 
  have friction amongst themselves. If they 
  need something, they make it happen. If 
  they cannot so so alone, they bring the 
  matter up with their neighbors until they 
  convince enough to do it as a collective.
  When neighbors are at odds and cannot 
  resolve a matter among themselves, they 
  will settle it in the Court of Open Debate. 
  There they petition the public to side with 
  their logic. The side that wins the debate, 
  through sheer logic, or more frequently, 
  showmanship and presentation, wins the 
  argument, and the public considers the 
  matter closed. Naturally, not everyone is 
  willing to let things drop.
  Despite the lack of government, some 
  steelhearts, like the gate guards, have 
  accepted the mantle of guardians. They 
  serve both as militia against external 
  threats, and watch for those breaking the 
  rules of the city. Steelhearts lawbreakers 
  are counseled and examined for damage, 
  while living members are chastised. 
  Repeat offenders for serious or violent 
  crimes risk expulsion from the city. Visitors 
  of the city are expulsed on the first offense 
  if it is of a serious nature. Attempts to enter 
  the city after expulsion are refused, with 
  violence if necessary.
  loS paliminoS
  demographiCS
  Population Small City - 8,519 (90% 
  ponykind[70% unicorn, 10% 
  pegasus, 20% other], 5% griffon, 5% 
  other)
  Government Mayor
  Alignment Chaotic Neutral
  desCription
  Located on a sun drenched coast in the 
  unicorn dominated portion of the empire, 
  Los Paliminos offers luxury and relaxation 
  to those wealthy nobles, merchants, 
  and adventurers who come seeking a 
  good time. Under the warm gaze of the 
  sun, ponies laze on the beach, drink 
  exotic beverages and receive first class 
  pampering. For those looking for more 
  
  114 114
  active enjoyment, the resort offers all sorts 
  of watersports, from fishing, swimming, 
  to magically assisted underwater tours. 
  Small boutiques line the broad city streets, 
  offering souvenirs and knick knacks to suit 
  every shopper’s taste.
  At night, the city is a glowing jewel of 
  entertainment, with shows, gambling, and 
  loud parties set to all the music money can 
  buy. Los Paliminos will satisfy any vice, for 
  enough coin.
   Some come in celebration. Wealthy 
  imperials consider the city an excellent 
  honeymoon destination. Several inns 
  specialize in the trade, providing comfort 
  and privacy to newlyweds in the tropical 
  paradise of a city.
  Of course, one can’t have so much 
  wealth and revelry without a criminal 
  element taking root. The local syndicates 
  are as widespread as they are merciless. 
  Fortunately for visitors, their interests lay 
  more in the businesses of the city instead of 
  random muggings. They creating stress on 
  the business ponies behind the scenes and 
  enjoy relatively easy wealth by providing 
  certain illicit delights to visitors that 
  legitimate businesses do not dare offer.
  loxlar
  demographiCS
  Population Metropolis - 32,479 (80% 
  human, 10% ponykind, 10% other)
  Government Duke
  Alignment Lawful Neutral
  desCription
  Capital city of the kingdom of Three Rivers. 
  The city itself is perched on those three 
  rivers, sprawling over them and onto the 
  countryside beyond in the haphazard way 
  that humans do best. The city was little 
  more than a tiny trading outpost, but the 
  collapse of the pony empire gave it room to 
  expand unchecked. As goods flowed freely, 
  people came. Within a hundred years, a 
  huge new city graced the face of Everglow.
  Most of the pony residents of the city 
  are descendants of ponies that fled the 
  empire during the collapse. Though they 
  are self-sufficient in the post-empire times, 
  the fact that they began as refugees is not 
  easily forgotten. The human populace sees 
  them as tolerated freeloaders, despite any 
  amount of usefulness they may provide in 
  the current day.
  There are two centers of governance in 
  the city, with two castles to house them. 
  The grand palace seats the king of Three 
  Rivers entire, while a smaller is home to 
  the duke’s family, charged with governing 
  and caretaking of the city in the name 
  of that king. The king is free to concern 
  himself with matters of kingdom import, 
  confident that his capital is both close at 
  hand, and ruled properly.
  This odd setup came up organically 
  when the new king of the forming Three 
  Rivers decided he wished the capital to 
  be in Loxlar. Before that, the ruling family 
  was unquestioned. While the king did 
  entertain the idea of ejecting the ruling 
  family and installing himself or a trusted 
  chancellor to the position, the people 
  were loyal to the reigning family, and they 
  had proven skilled in the management 
  of the city. Rather than risk troubles in his 
  still young kingdom, the family head was 
  given the title of Duke.
  
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  mae-mae’S reaCh
  (BF 195)
  demographiCS
  Population Small Town - 1,448 (95% 
  ponykind(80% pegasus, 20% other), 
  5% other)
  Government Democracy
  Alignment Neutral
  desCription
  The evergreen Lowwater Forest is 
  dangerous for those not trained in 
  the survival arts. Almost lost within its 
  untamed expanses resides this small 
  town. Originally, a simple band of druids, 
  rangers, and a few nature lovers wanted 
  to live in a place far removed from society. 
  They came under the banner of Mae-Mae, 
  a pegasus druid devoted to protecting 
  nature and combating chaos. She was one 
  of the first chaos hunters, destined to clash 
  with such forces with all of her fury.
  Mae-Mae’s visions proved true. The 
  attack came in the dead of night. Mae-
  Mae was already awake and alert, and 
  she led her followers to battle against 
  the minions of chaos. As she flew from 
  skirmish to skirmish, her brand blazed 
  across the night sky. Though she would 
  surrender her life in the attempt, the 
  battle would be won. Her final wish was 
  for her followers to remain, defend the 
  forest against further attack, and train 
  those future warriors of law and truth.
  The town has since expanded, slowly. 
  The surrounding environs are kept safe, 
  and the town welcomes those willing to 
  listen to nature’s lessons. Rangers and 
  druids accept students, while herbalists 
  can learn new healing tricks. The 
  druid’s grove there is second in size and 
  attendance only to the one in Prisma.
  mareland iSland
  demographiCS
  Population Large Town - 3,319 (78% 
  ponykind[70% unicorn, 20% sea 
  pony, 10% other], 22% other)
  Government Council
  Alignment Lawful Neutral
  desCription
  In the tumultuous times before the 
  empire, this town was part of the 
  mainland. Chafing under the oppressive 
  taxation, lack of protection, and aggressive 
  drafting of its people by the closest city, 
  they resorted to desperate measures. 
  Unable to directly combat the well 
  prepared army that would have been 
  dispatched to restore order, they used 
  powerful magic to cast themselves adrift. 
  The town, now on an island, settled 
  into the middle of the sea where it has 
  remained. The town consists of seven 
  magic academies (one for each school 
  of magic) and is dedicated to Princess 
  Luminace, with each academy adhering 
  to a different aspect of the goddess. All 
  of the academies are competitors, so 
  much so that some have feuds with each 
  other. Once a year, the academies hold 
  a competition where the best students 
  show their skills. Though is no actual prize, 
  the winning students’ school is entitled to 
  lord the victory over the town for whole 
  year. The townspeople are known for their 
  snobbery but respected for their strong 
  magic. Hedge wizards and sorcerers are 
  second class citizens. If a magic user wants 
  to become a respected member of this 
  society, they have little choice but to be 
  part of one of the academies. There are of 
  course movements against this, but they 
  have not succeeded so far.
  
  116 116
  murrage
  demographiCS
  Population Metropolis - 31,247 (60% 
  purrsian, 35% ponykind[90% sun 
  pony, 10% other], 5% other)
  Government Monarchy
  Alignment Lawful Neutral
  desCription
  Long ago, the purrsians had many more 
  cities, but in their endless quest for treasure, 
  they brought about their own downfall. 
  Several purrsians conjured a demon they 
  believed they could force to surrender 
  its infernal treasures. In its wrath, Apep, a 
  terrible vision of serpentine coils, rewarded 
  them only suffering. Breaking free of the 
  felines’ meager control, it began destroying 
  settlements as a child might knock over 
  sand castles. Four purrsian heroes created 
  powerful columns to hide their last city, 
  Murrage, with expert illusion magics. With 
  the city masked to appear as the same 
  sun-baked dunes surrounding it, they went 
  to do battle with Apep. Though lost in the 
  attempt, their sacrifice delayed the serpent 
  demon until the spell holding its baleful 
  presence to Everglow finally faded.
  The demon has not been seen for 
  millennia, but the columns, each now 
  carved to resemble their makers, remain, 
  watching and guarding. The once 
  small town grew outwards into a vast 
  metropolis, filled with sun ponies and 
  purrsians, trading and haggling side by 
  side. The ponies came to the city after it 
  emerged from the illusion-bourne retreat. 
  The hardy sun tribe eagerly found  kinship 
  with the wily traders and became easy 
  neighbors in the rapidly swelling city.
  Despite the harshness of the desert, the 
  city itself is home to several oases that 
  provide the needed water. The sands are 
  home to jewels, for those with the fortitude 
  and patience to retrieve them. The purrsians 
  claim this wealth was once theirs, artifacts of 
  their old cities that survived Apep’s wrath, but 
  none can verify the claim. Besides jewels, the 
  city is well known for its intricate weapons. 
  Many are hesitant to use them in battle as 
  they appear more as works of art than works 
  of war, but their quality is exquisite, edges 
  sharp, and metal firm. 
  With the apparent threat removed, the 
  purrsians have established smaller towns, 
  creating a new trade network through 
  through the desert and beyond. When 
  the pony empire rose to its height, the 
  purrsian kingdom became an allied force 
  while remaining independent. The proud 
  cats would not bow their head to any 
  Queen of the ponies, even if the equines 
  treated her as a living god.
  port mareheart
  demographiCS
  Population Small Town- 920(80% 
  ponykind[50% earth-bound, 30% 
  sea horse, 20% other], 20% other)
  Government None
  Alignment Neutral
  desCription
  A sleepy town by the sea, Port Mareheart 
  is most known for its distillery. Many 
  taverns dot its main road, regularly hosting 
  more people than actually live in the town. 
  It’s said adventures start here, and many 
  young ponies come seeking their future. 
  More tempered souls say that is just a 
  rumor started by one of the tavernkeeps. 
  Whether the rumor came before or after 
  the fact, it has successfully proven to draw 
  in adventurer coin. Ultimately, the town 
  has become a fine place for aspiring world 
  travelers to start their journey, or at least 
  get a fine drink.
  
  117
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  priSma
  (IC 290 )
  demographiCS
  Population Small City - 8,208 (90% 
  ponykind(75% flutter), 10% other)
  Government Elected mayor
  Alignment Neutral
  desCription
  Snuggled deep in the Forest of Dreams, 
  Prisma is the gleaming jewel of the 
  temperate rainforest. It would have been a 
  proud imperial adornment, had the Queen 
  not died shortly after its establishment. 
  Instead, as the empire dwindled in 
  the increasing chaos of the succession 
  struggle, Prisma rose to prominence on 
  its own. In the post-empire era, it remains, 
  an out of the way city whose gleam in the 
  night invites travelers.
  Alynna, a flutterpony, founded Prisma 
  when she brought a small collective of the 
  newborn species to a level portion of the 
  forest and began creating a home. Unlike 
  the smaller, swarming, flutter monsters, 
  this town welcomed strangers and began 
  trading almost immediately. When Alynna 
  succumbed to wanderlust and went off to 
  adventure, a new mayor was elected. Once 
  elected, mayors have life tenure unless 
  they retire. Though any citizen of the city is 
  able to run for mayorship, descendants of 
  the founder win more elections than not.
  The forest is filled with hazardous flora 
  and fauna, and only the natives know 
  how to navigate them safely to harvest its 
  bounty of herbs and fruits. Of particular 
  note are the apples. They appear normal, 
  but when pressed and treated in the city’s 
  traditional method, faerie cider is created. 
  A powerful drink with delightful flavor, 
  merchants willing to brave the forest to 
  reach the city will find welcome markets 
  the world over.
  Druids have been a part of the city since 
  its forming, and their influence kept a 
  large portion of its center untouched. Wild 
  and untamed, it is the largest druid glade 
  known to ponykind. Pony druids gather 
  there to discuss issues affecting the whole 
  of nature and to organize themselves. It 
  is also a place of respite and healing for 
  those in need. New druids find mentors 
  and counsel, while old druids may retire in 
  peace when their work is done.
  qutangle
  demographiCS
  Population Small Town - 1,026 (10% 
  ponykind, 7% human, 3% elf, 4% 
  gnome, 70% slimes, 6% other)
  Government Council
  Alignment Neutral
  desCription
  Cutangle is a town of wizards and their 
  servants. The servants are green slimes, 
  sentient and mobile, wearing stone 
  armor. Though the armor protects 
  what they handle from harm, it weighs 
  several hundred pounds, making them 
  quite impractical for most others. The 
  town is ruled by a council of their most 
  talented, be it through shown merit or 
  social maneuvering. The townspeople 
  delve deep into the arts of conjuration, 
  abjuration, and enchantment. They strive 
  to forward the knowledge and craft of 
  those three schools of magic. Though 
  the mages put up a united front, they 
  constantly argue amongst themselves 
  and undermine one another’s efforts. 
  While there is always a market in this 
  town for new artifacts for study and use, 
  negotiations with the magically inclined 
  of the town always carry a risk, from the 
  wizard one is dealing with, to their easily 
  agitated peers. Working with the town 
  may offer great rewards, but Cutangle 
  
  118 118
  doesn’t deal in large amounts of currency, 
  and and ensures that stealing their 
  arcane artifacts may be the last thing an 
  adventurer does.
  St. moon’S reaCh
  demographiCS
  Population Small City - 6,257 (90% 
  ponykind[70% earth-bound, 10% 
  pegasus, 4% antean, 16% other], 
  10% other)
  Government Militia Commander
  Alignment Neutral
  desCription
  A city that’s purpose has changed little 
  since founding, St. Moon’s Reach is a 
  fortress designed to protect vital pony 
  trade lines. Its defenses have stood the test 
  of time in many fierce sieges and conflicts 
  over the millennia. Its strong military 
  presence and central location to trade 
  caravans have attracted non-combatants 
  to call the place home, and have spurred 
  the fortress to expand slowly to fit its 
  growing populace.
  Looking at its thick and imposing walls, 
  one would think they were designed for 
  enemies far larger and stronger than the 
  average pony, and one would be right. The 
  walls have stood against angry dragon 
  attacks from the nearby mountain of 
  Dragon’s Peak, though these incursions 
  have slackened since the founding of 
  Dragon’s Rest.
  Located so close to the conflict, it was 
  only natural that the St. Moon School of 
  Martial Arts developed over time. Those 
  that swear to spend five years defending 
  the city have entrance and tuition fees 
  waived. This draws the destitute but 
  physically able from all over for the chance 
  to make a new life for themselves. The 
  especially capable receive invitations to 
  the school’s advanced programs. Training 
  and endorsement from these invariably 
  boosts one’s military career, even into 
  upper echelons of the Imperial military.
  the SCar of the Sun
  (BF 250)
  demographiCS
  Population Hamlet - 7-20 (Varies)
  Government None
  Alignment Neutral
  desCription
  When the spell holding the Serpent 
  King demon Apep finally faded from the 
  world, he had left behind a smoldering 
  scar upon the deserts that time refuses to 
  heal. This place was once a purrsian city, 
  some say the biggest, but now it is little 
  more than a tiny outpost with a handful 
  of residents. Those who choose to live 
  here say they were called to the task, to 
  protect the site from intruders, both from 
  within and without.
  The blighted circle of blackened and 
  razor sharp glass occasionally ejects 
  other denizens of the lower planes, as 
  if remembering the moment of Apep’s 
  arrival, and it is the people who dwell here 
  who take arms against them.
  Visitors are strongly discouraged from 
  approaching, lest they agitate the wound. 
  Those who prove insistent are treated with 
  much the same violence as the demons 
  that try to emerge. None can say what 
  force calls these defenders to stand their 
  positions. Each soldier of the tear claims 
  their own story of visions and dreams, 
  unique to them.
  
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  Silverdream
  demographiCS
  Population Small Town- 1,327(70% 
  ponykind[80% unicorn, 20% other], 
  15% cloven, 15% other)
  Government Dictator
  Alignment Neutral Good
  desCription
  Silverdream is a walled town situated 
  around the base of the acropolis, 
  Silverdream Citadel. The citadel was 
  the former home to a varied cast of 
  villains and their minions, the majority 
  of which were evil spellcasters. During 
  the both storied and frustratingly vague 
  centuries of its existence, every one of the 
  occupants of the citadel was either slain 
  or otherwise evicted by adventurers, or 
  the next aspiring occupant.  This ended 
  when the renowned arcane researcher, 
  Dreamsorrow marched her minimal, yet 
  elite, forces into the Citadel and took up 
  permanent residence there after hours of 
  pitched battle. 
  The citadel had become a vast repository 
  of dark knowledge over its many 
  years of service to its dark masters, so 
  Dreamsorrow settled within to study it all, 
  turning the citadel into a military research 
  outpost for the betterment of ponykind, 
  as well as giving the place a new coat of 
  silver paint. As the needs of Dreamsorrow 
  and her personnel grew, the town of 
  Silverdream sprung into existence at the 
  base of the citadel. As more personnel 
  were brought in the town expanded 
  accordingly to suit their needs. Less 
  military Ponies were eventually invited 
  inside to provide services to the others 
  already living there, or to do their own 
  private research and experimentation, 
  free of the distractions of normal city life. 
  Unfortunately, during Silverdream’s early 
  years, the lure of the knowledge contained 
  therein became too great, and a significant 
  number of skirmishes were fought for 
  possession of the citadel. 
  Dreamsorrow’s forces managed to rout 
  or outright destroy every one of those 
  early invading forces, but more protection 
  for the budding town was necessary. The 
  town erected a protective wall and a great 
  variety of other defenses to discourage 
  would-be tyrants and the more powerful 
  dark arts practitioners. Today, Silverdream 
  is  military run, heavily defended by both 
  its specialized standing army and all 
  manner of arcane devices developed by 
  Dreamsorrow and the magical researchers 
  in her employ.
  The town is overwhelmingly Unicorns, 
  and its primary exports are the arcane 
  inventions of its residents. Silverdream’s 
  military forces consists primarily of 
  spellcasting classes clad in one of 
  Silverdream’s most notable creations, 
  magical suits that provide varying 
  physical, as well as magical protection 
  without compromising spellcasting 
  ability, the most potent of which being 
  the Golem Carapace. 
   Used exclusively by Silverdream’s 
  elite military melee forces, the Golem 
  Carapace is magically powered armor that 
  significantly protects from both physical 
  and magical attacks. Despite its specialized 
  design construction, it is impossible to cast 
  spells while wearing the Golem Carapace.
  
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  Solarin
  demographiCS
  Population Small Town - 1,460 (98% 
  ponykind[45% earth-bound, 45% 
  unicorn, 10% other], 2% other)
  Government Duumvirate of house 
  leaders
  Alignment Neutral
  desCription
   The Flare family of unicorns and the 
  Synthesis family of earth-bound were once 
  bitter rivals. Even as they tried to make a 
  meager living side by side, they butted 
  heads again and again over every matter 
  imaginable. When the destruction-loving 
  druid, Transcendent Blossom, passed 
  through the area, all of that changed 
  in a blink. Though she did not turn her 
  own eye on the village, her mad horde 
  would try to raze anything in it’s path. 
  To combat the menace and protect their 
  homes, the families were forced to band 
  together. By the time safety was assured, 
  they had not only settled their differences, 
  but seen new merits in each other. They 
  declared the day they beat back the horde 
  a holiday, Victory Day, where both families 
  rejoice in their unity. In the first celebration 
  the new crest of the town was unveiled: a 
  horseshoe and horn crossed over a sun.
  Stone BruiSe
  demographiCS
  Population Small Town - 1,164 (90% 
  ponykind[30% earth-bound, 25% 
  pegasus, 10% clockwork, 35% other], 
  5% griffon, 2% cloven, 3% other)
  Government Mayor
  Alignment Neutral
  desCription
  Stone Bruise is a small town in the 
  foothills. The sleepy town subsists 
  primarily on farming, but is well enough to 
  have a small temple to the pony gods. The 
  townsfolk also pride themselves that their 
  mayor is a spellcaster. They always pick the 
  most talented spellcaster of the town to 
  lead them when a replacement is required. 
  The town once had an apparently rich 
  vein of valuable gems and adamantine 
  ore, but the mine played out as quickly as 
  it was found. The locals speak of a great 
  battle that took place at their doorsteps 
  between the imperial army and a band of 
  ransacking gnolls. Despite that no records 
  to corroborate the battle can be found, 
  they insist, and erected a monument to 
  this unknown battle just outside town.
  Sun’S tearS
  (IC 121 )
  demographiCS
  Population Small Town - 680(100% 
  unicorn)
  Government Mayor
  Alignment Neutral Good
  desCription
  During the height of the empire, a squad 
  of the Queen’s elite agents met with 
  ambassadors from an orc kingdom. It 
  was supposed to be talks of peace and 
  cooperation, but this was not destined 
  to end well. The result of their mistake 
  was discovered mounted on pikes. 
  The strangest thing was that the area 
  surrounding the grisly sight had become 
  a pond, with the pikes resting on a small 
  island in the middle of it. The local’s 
  called it Sun’s Tears, deciding that the Sun 
  Queen had wept over the sad fate of such 
  good ponies.
  A small town blossomed along the 
  shore of this new pond. Its waters, while 
  mildly salty despite being inland, proved 
  to be healthy and even restorative. 
  
  121
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  Alchemists found they could make better 
  potions if they incorporated a little of 
  the divinely touched water, but kept this 
  knowledge largely to themselves. The 
  town is populated entirely by unicorn, 
  located wholly within their portion of 
  the empire. This may yet change, should 
  the town grow, but for now, the unicorns 
  are content with their fellow horned for 
  company.
  tempuS
  demographiCS
  Population Large Town - 3,916 (100% 
  ponykind)
  Government None
  Alignment Neutral
  desCription
  A town that has inspired a thousand 
  scholarly papers, Tempus is where time 
  itself has rebelled.  The natives seem to 
  do things forwards and backwards at the 
  same time. Some ponies will be walking 
  backwards, others speaking backwards. A 
  pony may sit down at an empty plate and 
  leave behind an exquisite feast, looking 
  satisfied for the experience. In the center 
  of the town, a great clock tower rises up. 
  Despite all the temporal strangeness, the 
  clock is quite accurate and shows no signs 
  of disturbance.
  The most disturbing part, for visitors, 
  is that time on the inside of the town 
  does not mesh with time elsewhere. Most 
  visitors find they exit into the same time 
  from which they entered. Sometimes, 
  at a whimsy none understand, the town 
  hurls someone forward or backwards 
  along the rivers of time, causing them 
  to emerge in a dramatically changed 
  world. This can be as little as a few hours, 
  or as long as centuries. One such pony 
  subjected to this was a simple imperial 
  soldier. He delayed leaving with the rest 
  of his squad and was sent one thousand 
  years after the fall of his beloved empire. 
  Repeated attempts to enter and leave 
  Tempus never returned him to his original 
  time, until he surrendered to his fate and 
  settled in the town.
  tramplevania
  (BF 199)
  demographiCS
  Population Small City - 7,621(70% 
  pegasus, 20% griffon, 10% other)
  Government Mayor
  Alignment Chaotic Good
  desCription
  Tramplevania was one of the first of the 
  mountain tribe’s settlements and has since 
  become one of its longest lasting. Though 
  other ponykind are present in small 
  number, pegasi and their griffon allies 
  abound. The city’s people are proud of 
  the fact that they prefer a more separatist 
  lifestyle, and resist the idea of one nation 
  to rule all ponies. Loud proponents of 
  unification tend to vanish quietly, with 
  everyone pretending they never heard of 
  the pony, or that they went away on a trip 
  without explanation.
  Its remoteness allowed it to be ignored 
  by the empire, and those loyal to the 
  Queen learned that it was just easier to 
  find another place to live than to risk 
  life and hoof arguing the point with the 
  heathens of the mountain, as they came to 
  be called. Those that remained kept their 
  beliefs to themselves and were left alone 
  as long as they didn’t try to share.
  This isolation makes Tramplevania 
  appear to be vulnerable to invasion, but 
  that mistake has cost aggressors dearly. 
  Every attempt to march an army on 
  
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  the city has met with mountain trained 
  pegasi harassing from all angles, using the 
  terrain they knew so well to wear down 
  invading armies before they could reach 
  the city gates. The frequent violence has 
  given rise to restless spirits of those same 
  invaders lurking in the trails leading to 
  the city, seeking revenge on the living. 
  This undead presence keeps most proper 
  ponies from considering an idle journey to 
  Tramplevania. Few desire to go to such a 
  haunted city, with its ghosts and spectres 
  rising as the sun falls.
  Adventurers, especially clerics, paladins, 
  and others interested in the matter of 
  undead are drawn to the place, attempting 
  to exploit or exterminate the undead. 
  Despite many attempts, the undead seem 
  to return, no matter the number put back 
  to rest. Necromancers find it a delightful 
  mystery, but those who draw too many 
  undead away from the city find their new 
  horde turning on them before they finish 
  descending the mountain.
  The locals live on despite all this, farming 
  and building as if none of it existed. 
  They have accepted their lot and have 
  developed into a boisterous people, 
  embracing their history. Tourists and fillies 
  find the shops offering wooden effigies of 
  the undead that haunt the city.
  trotting water
  demographiCS
  Population Small Town- 1,145 [87% 
  ponykind(70% earth-bound, 25% 
  sea, 5% other], 13% other)
  Government Mayor
  Alignment Neutral
  desCription
  Situated upriver from Gallopingdam, 
  Trotting Water owes its success to the 
  same river that feeds the larger city. Easy 
  trade along the river keeps the town 
  connected, but it is not what it’s most 
  famous for. The artisans of the town love 
  reeds. River reeds and kelp that grow 
  densely under the tender care of the 
  people of Trotting Water become the 
  crafting material of choice for baskets, 
  clothing, and all manner of baubles sold 
  both within the town and at the bustling 
  markets of Gallopingdam.
  turveS
  demographiCS
  Population Village - 208 (180 earth-
  bound ponies, 12 pegasi, 11 sea 
  horses, 5 unicorns)
  Government Sheriff
  Alignment Neutral
  desCription
  The sleepy town of Turves is surrounded 
  by wetlands. Sparse forests and fens 
  provide ample area for the industrious 
  ponies of the town to make a living 
  with lowland farming. They raise wheat, 
  cabbages, flowers, and sugar beets to 
  send to market in larger settlements. 
  Reed and peat cutting supplement the 
  trade, along with a modest export of 
  bricks from a local brickyard.
  The small town enjoys an annual festival 
  that swells its numbers for a few days as 
  the outlying farmers join in the party. The 
  annual winter Star Bear festival has ponies 
  dressing up in straw costumes of varying 
  creativity and intricacy. Young ponies are 
  escorted around town where, receiving 
  small gifts of homemade toys, candies, 
  and baked goods. A procession of those 
  dressed marches through the town at 
  sundown with much singing and music 
  playing, to say nothing of the dancing in 
  celebration of another year.
  
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  A small tavern exists to handle the 
  occasional traveler or merchant called 
  the Three Horses. It is right on the main 
  thoroughfare of Burnthouse Road, which 
  connects to the town’s most opulent 
  possession, a rail connection to Viljatown. 
  The rail was constructed in the early days 
  of the empire by dwarves trying to prove 
  the worthiness of the invention. They 
  thought Turves would expand into a city 
  with such a direct line to such a large 
  metropolis, but this never came to be.
  viljatown
  (IC 2)
  demographiCS
  Population Metropolis - 34,720(80% 
  ponykind, 8% human, 5% gnome, 
  4% elf, ~1% griffon, ~3% other)
  Government Mayor elected by local 
  nobility for life terms
  Alignment Neutral
  desCription
  A bustling metropolis that served,as 
  capital of the empire. The Queen resided 
  within its thriving walls for a little over 
  a hundred years, allowing residents and 
  pilgrims easy access to make their cases 
  known. Her departure took the title of 
  capital with her, but some of the divine 
  glory of her passing still lingers as a pride 
  in the heart of its residents.
  One of the city’s crowning achievements 
  is the great Mythril Map. Constructed of 
  silvery mithril, it depicts the world entire, 
  spread out over an acre. None are entirely 
  certain who built it originally, but the city 
  erected a building around it to protect 
  it and prevent unauthorized use. If users 
  stand on their destination and perform 
  a simple ritual, the Map is capable of 
  acts of instant teleportation. After being 
  transported by the map, any user may 
  teleport back to the entrance of the map’s 
  building as if it were intimately known, 
  using other teleportation magic, within a 
  week’s time.
  While the ritual is easy enough to learn 
  in minutes, it does require specific gem 
  spell components, conveniently close by 
  for sale. Securing permission to travel to 
  another pony city’s gate is simple, almost 
  automatic, but to go elsewhere requires 
  petition and filled forms. If the empire’s 
  enemies thought they were using the map 
  offensively, the diplomatic backlash could 
  be severe, so travel is strictly monitored. 
  The city serves as a magnet for scholars. 
  It’s Academie d’Grace specializes in 
  conjuration, a side effect of generations 
  spent trying to unlock the mysteries of the 
  city’s prized artifact. The school provides 
  training to any willing to pay the tuition, 
  even to advanced theories on planar 
  travel. Though not as famous, the other 
  schools of magic are present and on offer.
  There is a thriving underground in the 
  city, profiting primarily from smuggling. 
  Researchers who dabble in things the 
  constables find unseemly pay a premium 
  both to get their goods and be rid of 
  unsightly waste. Sufficient funds allow 
  discrete access to the map. Cartels 
  blackmail, extort, and traffic in anything 
  that will turn a coin. When an upstanding 
  citizen suddenly is found with contraband, 
  it is rarely coincidence.
  
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  wind’S reSt
  (IC 125 )
  demographiCS
  Population Large Town - 3,167 
  (70% ponykind[35% pegasus, 36% 
  unicorn, 29% other], 20% griffon, 
  10% other)
  Government Unstable Military 
  Dictator
  Alignment Neutral
  desCription
  Once a fortress of the empire, Wind’s Rest 
  has become a mountain city in its own 
  right. Constructed within the old fort, the 
  town offers secure accommodations for 
  its ponykind population. There are a lot of 
  griffons, as it was griffon land originally. 
  Negotiations permitted construction of 
  the fortress, provided griffons were free 
  to live there at their choice. Many did 
  chose, and their descendants still live 
  and work there. With the lack of stability 
  provided by the empire, the fortress has 
  been conquered and passed on from hoof 
  to hoof as warlords with great ambitions 
  seize it for its tactical position.
  Fortunately, most would-be warlords 
  don’t interfere heavily with the day to 
  day operations of the common citizens. 
  The populace has grown jaded, and 
  much smaller than it once was, under the 
  frequent regime changes, quietly wishing 
  for better, but expecting more of the 
  same. At least the walls keep the predators 
  without authority at bay.
  yīShēng
  demographiCS
  Population Large Town - 5,103 (70% 
  ponykind[80% unicorn, 20% other], 
  10% human, 20% other)
  Government Mayor
  Alignment Neutral Good
  desCription
  Long ago, a pony was said to have 
  uncovered the secret elixir to cure death. 
  True or not, this fabled pony established a 
  school where she instructed others in the 
  alchemical arts, focused on curatives and 
  remedies. The presence of this college has 
  turned the town into a premier source of 
  potions, tinctures, and alchemic devices of 
  all sorts. 
  The town lies on the east side of the 
  empire, pressed against the border 
  of a region of gnolls that have proven 
  quite inhospitable. As a result, there is a 
  militia of paid residents. The easy access 
  to alchemical supplies results in often 
  explosive defense against would-be 
  intruders and raiders. The leader of the 
  militia and the town proper is chosen by 
  general acclaim amongst the citizenry. If 
  the majority of the people are not certain 
  who is in charge, the potential mayors will 
  host a contest to settle the matter, with 
  the victor being immune to challenges 
  for six months time. This challenge, 
  traditionally, is chosen by the one doing 
  the challenging. Frequently, those about 
  to contest will negotiate in private.
  
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  ahneria
  Ahneria appears very young; even as an adult, her appearance is that of a foal. Raised 
  as a unicorn in a high born family, Ahneria was expected to be proficient in all magics, 
  but try as she might, she failed to even master the most basic light spell. However she 
  found that she loved to tinker with things, pulling them apart and putting them back 
  together again. In time she found she had an even greater gift: being able to infuse 
  items with magic. 
  It wasn’t long before she became a well respected artificer, largely being credited with 
  creating some of the most powerful artifacts known today. It was even rumoured that 
  she unlocked the secrets of granting artificial life and sentience to her creations. Sadly, 
  one day, she and her great workshop simply vanished, leaving the rumours and stories of 
  hulking iron golems, giant walking steel furnaces and platinum plated sentinels nothing 
  more than that; rumours and stories. It is said that she, or at least her grand workshop, are 
  still out there, waiting to be discovered.
  GM Note: Even long departed, her name is murmured softly among some, especially 
  those who understand what an artificial life is. To the Steelhearts, she is a potential 
  progenitor of their ilk, but it is not said with reverence, but suspicion and mild scorn. Her 
  devices and laboratory are still present, if somewhat out of the way and locked behind 
  frightening defenses. What mysteries did this pony leave to be discovered?
  ardent heart
  Ardent Heart is a young adventurer who tries to do what he thinks is right at that 
  moment, regardless of whatever consequences that may bring. He is a brave and 
  confident warrior that strives to protect others, even if those others don’t always deserve 
  protection. Ardent Heart was not born a knight, but he fights in the same way as one, 
  having been taught by a real knight. 
  Notable 
  Persons
  
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  He fights honourably and up close, seeing stealth and ranged fighting as a tad 
  cowardly. Ardent Heart tries to see the best in everyone and loves nothing more than an 
  enemy becoming a friend. He fights ferociously when the fight is ongoing but once it’s 
  clear the enemy is beaten he doesn’t go further. The one thing Ardent despises above all 
  else is cruelty, regardless of the source. At his best, Ardent Heart is a compassionate and 
  courageous soul, at his worst he is naive and foolish, the virtues that he holds in highest 
  regard (mercy, justice, honour) serve to both guide him in life and get him into trouble.
  GM Note: Eager to prove his worth and become the knight he is sure he’s meant to 
  be Ardent will gladly sign up with parties that seem to have their heart on the side 
  of goodness. Once given a proper chance, his loyalty is firm. Given someone to act as 
  a knight to, a lord for his position, he will be unflinching and possibly even zealous, 
  provided his lord retains a good heart worthy of an equally good, if foolish, knight.
  Boogie
  This prairie pony was born with a fondness for rhythms and tales. Cyan of body and 
  blonde in the tail and mane, this stallion earned a reputation for their eager dancing at 
  every festival. When they learned how, they took part in grander performances, even 
  those planned for shows and festivals. They grew into the world of music and became 
  skilled at the magic of music, becoming a full bard in time. With a so-called mastery of the 
  dance of 2998 steps, they felt they were ready to set out into the world.
  They wouldn’t find all the music at home, afterall.
  GM Note: Good natured and skilled at what he does, Boogie can easily be won over by 
  any party involved in matters curious enough to draw his attention. He is very unlikely to 
  join a group longer than one mission, however, as the call of music is whimsical, and he 
  has to be where it leads him.
  ClairvoyanCe
  Clairvoyance was a blind unicorn of grey coat and white mane who wore a white mask 
  that concealed his eyes. A healer by trade, he mostly stayed in civilized areas and gave aid 
  to those in need, but could be persuaded to adventure with promise of protection from 
  his allies. Curiously, he often walked around with a strange but finely cut crystal and even 
  had the habit of looking through it despite being blind. He said it gave him sight, but to 
  others, it was just a stone, and not even a magical one at that.
  GM Note: Compassionate and caring, he can be moved easily when he sees suffering 
  or injury. Faced with someone suffering from obvious wounds of disease, he will apply 
  his healing talents without asking for compensation first, which sometimes gets him into 
  trouble. To finance his ventures, he may join with a party long enough to earn some coins 
  and return to healing. Once he’s joined a group, he is quite loyal and will only considered 
  leaving when the party is safe and a town is reached.
  
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  Commodore StargaZer
  Commodore Stargazer was a blue hued earth pony, with mint-green mane and tail. He 
  had always had his eyes fixed on the horizon. When he was younger it was for adventure. 
  But he grew out of his risk-seeking days and settled down to the task of protecting his 
  fellow ponykind, the Commodore now commands part of the Royal Navy that guards 
  the western coast of Everglow.  He watches the sea certain that trouble would eventually 
  come from the West. He would be proven right eventually.
  GM Note: A life spent in service to the Queen, tinted as his younger years were by the 
  excitement that being a warrior can bring, has left this stallion capable in any battle, 
  be it a small group, or large naval engagement. Brave and competent, he could be 
  encountered at any time in his life, from his younger years dreaming of treasure and 
  fame, right up to the hard naval officer aboard his flagship Woodland Star.
  duSk rain
  A pegasus mercenary from a different time, Dusk nonetheless seeks to protect her fellow 
  ponies against the curses that continue to affect her. Sporting a rainbow in her mane 
  and tail, spanning sunset colors on the backdrop of her lavender coat, she has a brand 
  of destiny depicting a setting sun behind rainclouds. Following the Moon Princess, her 
  tastes for adventure lean toward arcane magic and alchemy, although she doesn’t lack 
  some skill with a blade. Born a colt and raised in St. Moon’s Reach, she had run-ins with 
  cursed artifacts. The first left her gender permanently changed to mare, something she 
  has grown used to, if not managed to accept. The second is a repeating polymorph curse 
  that sees her turned into a small red fox.
  
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  A run-in with the town of Tempus has left her displaced one hundred and fifty years out 
  of her birth-time, to the modern day. It is an exciting time, however, and she has chosen 
  not to tempt fate by trying to return.
  GM Note: Always willing to work for some coin, Dusk will take particular interest in a 
  potential employer if they happen to mention artifacts, particularly cursed ones. While 
  a native of St. Moon’s Reach, being a mercenary and having a bent for weather magics 
  means she is quite likely to be out and about in the world of Everglow.
  elha’Shara
  There once was a mage by the name of Elha’Shara. She was quite the adventurer 
  during her time but, as what happens with many adventures, she was slain. 
  She was saving the rest of her party from certain doom, turning her and 
  her enemies to ash with a mighty spell. This was to be her end but fate 
  had other plans for her and gave her a new life, though it wasn’t what 
  most would have in mind. 
  When she was reborn she found herself in the elemental realm 
  of fire, a fragment of who she once was. Though the details 
  are lost to time she was able to escape back into the realm 
  of the living but didn’t know what she was meant to do 
  with her new life. She picked of where she left off and began 
  adventuring. What happened to her during that time is a mystery 
  left for Bards to tell tales in taverns or during debates in a guild hall 
  but one thing most historians can agree is that she always seemed to 
  come back though most speculate that it has something to do with 
  the magical gem in her chest and her connection to the plane of fire. 
  Though there have been rumors of this very same gem making its way 
  through everglow but no one knows why.
  GM Note: As much an adventure in herself as any assistance in one, Elha is a 
  sorcerous of tremendous fiery talent that doesn’t know her purpose. As a result, if 
  treated well, she may sign on with a group on a more permanent basis, hoping to find 
  her way alongside them. Once her loyalty is won, it’s quite durable and she will not turn 
  against those who have shown her a hoof in friendship.
  erevan greengraSS
  At first glance, Erevan would easily be mistaken for a brute of an earth pony, but talking 
  with the druid would reveal the stallion is no brute, but a true brother to the forest. 
  Residing in the Ever Rain, Erevan is a fine friend to have, but should his ire be raised he 
  can and will show a more terrible side. Shedding his pony form of golden-brown fur and 
  red mane, Erevan will remake himself as a mighty owl bear to defend himself—and his 
  family, the forest. Bearing a brand of an oak tree, mighty and strong, he shares a bond 
  with a particular owl, Minerva. 
  
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  GM Note: It is not hard to keep on the good side of a druid, simply leaving as small a 
  footprint—physically and metaphorically—on the forest is the best step. Adventurers would 
  be sure to find Erevan Greengrass if they spent much time in the Ever Rain, although whether 
  coming under the hazel eyes of this protector is a good or bad thing is certainly up to the party. 
  Any showing obvious city-bred tendencies will find little to talk about with Everan, but simply 
  respecting him and his forest will earn his friendship.
  flying fanCy
  Flying Fancy, called the Merchant Queen, is a famous pony in the post-empire era. A 
  pegasus, scion of a noble lineage, she was considered a wild card for a mix of blunt 
  forthright attitude and a vicious degree of cunning. Hoping to see her ‘find her place’, 
  she was sent off to see the world... and things did not go as planned. With a friend of the 
  family to keep her under control, she began to gather others to her. 
  A pegasus stallion of noble birth joined them, who soon began to share her tent, and 
  then her cousin, a rather disturbed leather wing who was even a bit much for Flying 
  Fancy at times, eventually joined up. Fortune favoured them, and with the spoils of 
  numerous adventures, Flying Fancy sought out a new kind of challenge. Finding the 
  most ruthless, cutthroat trading port among the human lands, she found her place in the 
  world; as one of the most ruthless and cutthroat among them. The humanoid merchants 
  and pirates were rather surprised when a pony-led group began to rise in prominence. 
  Trickery, violence and sheer trading prowess were all employed to expand her trading 
  domain from her first ship - bought with loot from adventuring - into a merchant empire. 
  It has been five years since, and Flying Fancy is called the Merchant Queen by those 
  who know of her. A grey-blue coated pegasus with a mane of black, grey and yellow, 
  Flying Fancy presents an affable, laid-back attitude. For the most part this is true, and 
  she’s a friendly mare until she’s crossed. Adventuring parties who pass through the port 
  she occupies are frequent guests to share their stories, and more than once she has 
  bankrolled particularly promising adventures, if they entertain or amuse her enough. A 
  good laugh is worth a lot, after all. 
  Her cousin is fond of people crossing them, since her an excuse to make use of her 
  wide range of knives, whereas Flying Fancy prefers to simply kill those who offend her. 
  Competition isn’t enough to offend her. Mock her friends, mock her accomplishments, or 
  act as though you’re above her... and Flying Fancy will put her enchanted Great Hammer 
  to good use. Flying Fancy on her own is a high level fighter with impressive charisma 
  who makes uses of a two-handed, oversized warhammer enchanted to deal additional 
  lightning and thunder damage. 
  Her ‘major-domo’ is the prim and proper Arcane Blast, a bard with considerable 
  negotiating skills, a cream-coated, green maned unicorm mare. Her orange and yellow 
  pegasus lover, Sky Wind, is an archer based fighter, and her violet leather wing cousin 
  Melody is a rogue.
  GM Note: The head of an underhanded (hoofed) organization, Flying Fancy is terribly 
  unlikely to be met alone, but could be a powerful source of information and employment. 
  
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  Things need to get done, and there aren’t enough hours in the day to get them all done, 
  leading her to employing others, including the PCs, to accomplish her shady deals. She has 
  a soft spot for the shrinking pony population of the world and will try to cut fellow equines a 
  break… until it threatens her livelihood or position. She reacts most positively to people with 
  guts, even when that flies in the face of her position, provided it’s backed with substance.
  golden dawn
  A tall, strong young stallion with a build of one who knows hard work. With a long brown 
  mane, golden yellow coat, and bronze eyes, the pegasus’  brand of destiny is a sun half 
  risen over the horizon and banishing spectors. Golden is a cheerful and idealistic pony, 
  is also very serious at times. The pegasus is quick to defend others and protect those 
  in need. He strikes down evil doers, yet is willing to forgive. He shows mercy when he 
  feels there is chance that another is willing or able to change and atone for their actions. 
  Finally the stallion is honest, courageous in the face of fear, honorable, and loyal. He is 
  willing to stand by his companions through the greatest dangers or horrors, even to give 
  his own life if so required. 
  In his youth Golden Dawn always loved the chance to go outside and play during the 
  day, to see what he could find. His parents let their son have his little adventures, putting 
  aside any worries of him getting hurt in the quaint mining town within a small forest 
  where they lived. Now his father Red Blaze happened to be member of the guard in the 
  capital city only a few hours from the town, serving under Queen Iliana. As such he had to 
  leave his home and family from time to time. 
  Some suggested that he moved his family to the capital so he had more time to spend 
  with his wife and son. Yet, in his calm manner the stallion always explained that he and 
  his wife had grown up in the town and it wouldn’t feel right leaving. That and he didn’t 
  want his son to grow up in a city where others cared more about how they appeared and 
  not how they treated others or in hard work. 
  As a young stallion, since it was expected by them, Golden did his time working in the 
  mines learning the importance of hard work and gaining an endurance that would see 
  him through life on whatever path he chooses. Yet what he planned was to follow in his 
  father’s footsteps as a city guard and soldier. Except it would seem destiny. or perhaps the 
  Sun Queen. had other plans for him as at only the age of sixteen Golden found himself 
  in a situation where he needed to head into the forest surrounding his small town in 
  search of a friend and his sister. Both had gone into the forest but neither has come out, 
  and though he was afraid Golden went forth to save them with one of his father’s spare 
  swords and some leather armour. 
  It took him some time, but following the yells of those the pegasus searched for and 
  the howling of wolves Golden discovered their situation. Bravely, he would fight off the 
  wolves and though becoming badly wounded himself, the stallion first made sure to give 
  aid to those he protected using what healing he knew. 
  
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  The astonishing thing though was that a light appeared around his fore hooves healing 
  them completely. With this sign, Golden would seek out the Order of the Crown, paladins 
  who served under the queen as a squire. When asked which deity he would serve Golden 
  choose the Sun Queen who he most felt a connection to. Thus the pegasus begin his 
  journey of, serving under Iliana, of who he respected. The mate being highly spoken of by 
  his father who had told many stories of, the young stallion becoming a paladin who often 
  offered aid to adventurers in worthy quests.
  GM Note: A pony for whom destiny has written heavily and strongly. His fate has been 
  carved in towering rocks and he has obeyed the whims of The Author with his head held 
  high. Coming into contact with PCs will depend largely on if they are on the ‘right’ or 
  ‘wrong’ side of the line he’s following, which could make him a terrific foe or staunch ally 
  just as easily, possibly for life.
  grim menaCe
  A leather wing cleric of Nightmare. He believes safety lies in dominating the things that lie 
  in the dark and wishes to lead other leather wings and ponykind to his way of thinking. His 
  default status is intimidating but he can be diplomatic when he wishes. He truly believes 
  worship of the Nightmare is the best thing for all of Ponykind and will tolerate people 
  who behave in ways he finds distasteful if it advances his cause. In many cities, where 
  the entirety of the pony pantheon is worshipped, he is not hesitant to push forward his 
  preferred goddess. His most loyal follower is an insane wizard by the name of Mayim. A 
  little known fact is that he has a Gem Pony daughter he keeps secreted away by the name 
  of Rose Quartz whose parents he slew in the name of Nightmare. He wields a scythe.
  GM Note: Though easily seen as an 
  antagonist, Grim ultimately does wish well 
  for his fellow ponykind. Every monster 
  tamed, every fiend chained, and every bit 
  of darkness turned on itself is one more 
  scale on the shield of ponykind, to protect 
  them from far worse threats. If convinced 
  that a party ventures either towards 
  something properly interesting or in good 
  enough faith for the people, he will accompany 
  for a time. Faced with a fell beast he is sure he 
  can tame, he will part ways to properly bring it 
  to its belly and teach it to roll over.
  haldur feygarden
  Haldur Feygarden is a pegasus stallion with 
  a cream colored pelt. He has a dark grey dorsal 
  stripe, equally striped hooves, striking emerald eyes, and a 
  golden mane and tail. As a member of the druidic order that 
  
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  watches over Ever Freeze Forest, Haldur lives in the deep forest on the western edge, 
  although his travels have covered the entire South-West of Everglow. He is almost always 
  accompanied by his companion, a silver fox named Arune. Haldur is only truly at rest 
  when relaxing amongst the fey of his forest in his sacred grove. He loves the wilderness 
  and its inhabitants and, although calm and gentle, will protect them fiercely using the 
  forces of nature at his command.
  GM Note: Haldur is most often motivated when the delicate balances of the natural order 
  are threatened. He does not feel beholden only to his patch of forest, and will travel great 
  distances to see one of those disturbances quelled to return peace to the natural world, 
  or at least as peaceful as nature wishes to be. He will often be encountered in the process 
  of trying to win back that sacred balance, and is unlikely to hire or be hired for the sake of 
  ‘adventuring’. Still, should the player’s goals not run at odds with his and they are already in 
  the same place, he’s not opposed to teaming up until the matter’s dealt with.
  herBal remedy
  Herbal Remedy was a notorious Zebra witch with an abstract leaf brand of destiny that 
  could be picked out amidst the fractal patterns even by non-zebras. She turned from a 
  promising future as an herbal healer at a young age. When she was a wee filly, her family 
  was left homeless by their town’s avaricious mayor. Her distrust of authority only grew 
  as she aged, as did a hatred for large wealthy cities, which she saw as a breeding pit for 
  greed and vice. As cunning as she was mad, she made it her duty to cause the collapse of 
  as many newly founded frontier towns as possible. Each time, she would move in under 
  the guise of a simple pioneer looking for a new start, helping as many ponies as possible 
  with her herbal remedies, until the community saw her as a shining beacon of support. 
  After this point, she would strike, subtly but profoundly, every time causing the town to 
  crumble into chaos. 
  Curses, hexes, poisons, diseases, all were used. She knew no limits in her efforts to drive 
  ponies apart and dissolve their society. She was finally caught by a group of adventurers 
  during her most grandiose plot to dissolve a fledgeling nation and give the land a 
  reputation for being haunted or protected by a vindictive evil god. After working her way 
  onto the ruling council, she proposed a plan for the government to subsidize the sale 
  of her newly invented artificial milk to new mothers. Everypony loved the plan and the 
  average health of the nation soared as malnutrition plummeted. After several months, 
  she enacted the second step of her plan: lacing the formula with mutagens to turn the 
  children of this nation into horrible monsters. But in her excitement to dissolve her 
  largest target yet, she let herself get sloppy. 
  She started cursing townsponies she saw as the most corrupt, to sow even more 
  discord and strife before the masterstroke. Underestimating the townsponies was 
  her downfall, however; a dedicated group of friends investigated the cursings more 
  diligently and competently than expected, leading them right to her secret basement 
  where she brewed the mutagens. Herbal remedy prefers to avoid combat at all costs, 
  instead working from the shadows to meet her foul ends, cursing and bewitching 
  ponies toward their destruction. When forced to violence, the mask drops and she 
  
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  attacks without hesitation or remorse, attempting to end the fight quickly with 
  debilitating and deadly magics.
  GM Note: Turned to villainy and misdeeds, Herbal Remedy is more likely to be run into 
  in an antagonistic role, but this is far from required. Often acting as a healer and sage, she 
  may give the party vital help and assistance before they realize, if they ever, who exactly 
  they are dealing with.
  iron heart
  Iron Heart is a pony of cunning, decisive action and truth-seeking with a sense of justice 
  equaled only by his determination. He is cautious to the point of near paranoia in most 
  of his actions and preparations but in his actual interactions is a bit of a smart aleck with 
  a somewhat playful air. He’s confident, and knows where his strengths lie, this leading 
  to a habit of often dropping hints to what he knows hidden in his speech patterns and 
  conversations, seeing if others are clever enough to keep up. 
  Despite this, he’s actually less confident than he lets on and will shut down quickly and 
  backtrack or fully retreat if he sees that he’s out of his element or disadvantaged in a way 
  he didn’t expect. Iron Heart was born into a formerly noble family in Viljatown, defamed 
  a few generations ago after they were revealed as Night Mare worshipers but more 
  importantly traitors to the Queen planning rebellion. 
  They were mercifully banished, but this did 
  little to appease Iron Heart who feels that he 
  was deprived of his birthright of a comfortable 
  life. Years later, Iron Heart returned to the city and 
  began working as a vigilante, anonymously providing 
  evidence that had been hidden away to assist in official 
  investigations and causing the disappearance of key 
  individuals who are later revealed to be the cause of 
  suffering in the populace. His motives are a point 
  of some debate, as while it may seem on the 
  surface that his actions are beneficial to the 
  common pony and that he is motivated to 
  redeem his family’s name.
  It is said that he has other motives such as 
  anarchy, mercenary or that he may be waging 
  a one pony rebellion as his as his targets often 
  include high profile individuals and nobles with 
  political and social power with connections and 
  alliances. In truth, many of these have elements of truth. 
  He originally set out to discover if his family was alone in 
  their actions and if not, to bring who else was involved to 
  their knees as a form of misguided revenge but he soon 
  
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  found that he rather enjoyed being a quasi-protector of the people and eventually 
  abandoned his hopes of vengeance and replaced them with a strong desire to weed out 
  corruption and hidden dangers to the common people. 
  That said, he does still secretly wish to find corruption all the way to the top of 
  government and bring down the whole system, putting in it’s place a more regimented 
  and ruthless governance to put them on a pull pony kind from a path that, in his beliefs, 
  will eventually lead to the prolonged death of his people and nation (he was raised in a 
  family of Night Mare Worshipers). 
  While a rogue trained with the dueling sword, which he uses in a two-hoofed style for 
  finer control, he prefers indirect methods to achieve his goals such as proxy adventurer 
  groups, public exposure and blackmail. If pressed into doing his own work, he will utilize 
  varieties of magical devices, which he is expertly proficient in due to his training as an 
  Artifact Tender, to disrupt plans preferring unconventional use of illusion, or conjuration 
  over the raw power of evocation or other more directly affecting spells. 
  When not in combat he is skilled at stealth and subtlety both in the physical and social 
  realms, as stellar investigative and deductive skills. But regardless of his motives, whether 
  it be smoothing back his mane and donning finery to listen into key conversations at 
  a social party, or drawing stripes of camouflage with mud to ambush and interrogate 
  suspects in dark corners of the cities he will let nothing stand in his way of uncovering the 
  inconvenient truths that threaten the common folk and bringing those that perpetrate 
  such conspiracies to justice... or at least HIS idea of justice.
  GM Note: Iron Heart would likely hold a more ambiguous place in most campaigns 
  and will likely be a best fit for urban or politics based campaigns. He can easily serve as 
  an antagonist by focusing more on the rebel and Night Mare worshiper aspects, or as an 
  informant or ally by focusing on the more vigilante aspects. Ultimately, like many Night 
  Mare worshippers, he does desire the greater ‘good’ through dark means that can turn 
  many other people away from him.
  kay nova
  Kay Nova Is an unicorn spell caster. Since she was small she was pestered by the other 
  unicorns because of her lack of being able to focus on Magic. It was only when she got 
  into a fight that her magic power awakened. It happened in a dizzying explosion of 
  uncontrolled motes of destructive magical energy, devastating the area around her and it 
  injured a few of her friends. 
  Her powers are more tied to innate capability than by learned spells, and with time she 
  practiced and learned to channel those motes (magic missile-like force constructs) to 
  reproduce many of the effects of the other, more traditional, spells. Her signature (and 
  infamous) magic is still her “Nova”, a very dangerous effect that places her on the center 
  of the area of mass destruction.
  
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  As she caused a lot of damage with her initial explosion, she 
  developed a bad reputation, being regarded as an evil 
  sorceress, and so became a recluse, always moving 
  around when she is eventually recognized. The 
  symbol of fate that adorns her flank is an explosion 
  of swirling light motes, and sometimes it seems 
  that the motes move around when no one is 
  looking, changing places.
  GM Note: As dangerous to the party as 
  any enemy they may face, Kay is still eager 
  to do good and can be convinced to join 
  for a cause, possibly even long-term, should 
  the party protect her from the past that never 
  stopped chasing her. She is a skilled sorcerer, if 
  one discounts her general lack of ability to place 
  spells in such a way that they don’t catch allies in their 
  tremendous blasts.
  lamplighter luxuS vigiluS
  Once a footsoldier in a long forgotten war, the aging 
  Praetor Vigilus wandered the countryside after his 
  retirement and found his calling in giving himself 
  to labors of the people. The tawny steed carried 
  a lantern where he would go and light the way for 
  weary travelers and listen to their tales of hardship and woe and make his way about 
  helping where he could. Restoring bridges, turning crop, and rebuilding shrines was not 
  but the days labor got him, however his true glory was found in defending those who 
  traveled with him from harm, a soldier never forgets his training after all.
  GM Note: A myth and fable at most times, some even say that his lantern, wielded all 
  through his life, has become a mighty vessel of that invincible spirit. Would that it were 
  found, fueled, and lit with a call for help against evil, he would defy death itself for a time 
  and emerge to fight for the sake of those who cannot.
  litatria
  This pegasus librarian is a welcome sight to those who visit libraries, but less so for 
  those who operate them. She has difficulty relating to those who also follow the ways 
  of Princess Luminace, but she persists on seeking knowledge despite it, and cares 
  religiously for what is already gained. A bright purple with pink mane, some say she is in 
  some ways blessed by the knowledge goddess. When not looking after books, she takes 
  pleasure in seeing to the local wildlife, both domesticated and not. She says they seem to 
  understand her better.
  
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  GM Note: Intelligent almost to a fault, Litatria is easy to call for the need of, or in the 
  pursuit of knowledge. Given a question she already knows, she doesn’t hesitate to begin 
  outlining the answer, but with an unknown query, there is little she wouldn’t do to find 
  the answer. Once that answer is found, however, she tends to move on, making her a 
  poor choice for a permanent companion.
  overdraw longfly te
  Overdraw Longflyte, “The Black Arrow” An adventurer and archer without peer. 
  Overdraw is known for his sharp wit and deadly aim. He has been credited in several 
  songs for increasingly outlandish deeds of heroism and legend. Including the rescue 
  of royalty from the clutches of a cult that wished to use the royal blood to resurrect 
  an ancient enemy. And slowing an army to a crawl with a well placed trap or arrow 
  as it attempted to cross through a forest under his protection. Though the bards may 
  embellish, his recorded deeds in the halls of history do speak for themselves. Those 
  who have met him in the flesh are left without a doubt that he is who he claims to be 
  and the legends are true.
  GM Note: Some say that hippogriffs have a lot to make up for. The children of two great 
  species that both look down on them to a degree, they often strive to prove the legends 
  wrong with deeds of their own. This is such a case. Overdraw has risen in defiance of 
  expectations and become something to eclipse them. He is unlikely to join a group, but 
  may appear when he is most needed, or even serve as an antagonist, should the party’s 
  actions go against the nature he has sworn to help defend. He gets along best with fellow 
  nature lovers, such as druids and many rangers.
  profeSSor equuS
  Professor Equus, an archaeologist, was a broken-horned unicorn that has dedicated 
  her life to the studies of past civilizations and their connection to magic. She was 
  always fascinated with the study of ancient magic, but an accident early in her career 
  destroyed her horn, preventing her from studying magic in a direct manner, at least as 
  unicorns deem proper. Instead she moved into archaeology and began studying magical 
  civilizations and their ancient ways of utilizing magic. Her drive bordered on the manic, 
  mostly because she truly loved what she did, but deep down she hoped that her next 
  discovery will be able to fix her horn. Regardless of her motivations, her contributions to 
  the archaeological world had made her name known in the historical community.
  GM Note: It’s possible to run into Equus’ work either in the present or the past. A 
  museum may have a piece she found, or she may be there herself, eagerly planning out 
  an expedition to get forgotten artifacts and hopefully revealing relics. As an ally, she is 
  not the most skilled with combat, but is quite intelligent and knowledgeable. Kept safe, 
  she will gladly help a group get to the bottom of a find, if she can take some back to a 
  museum, where it belongs.
  
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  ruBy Seeker
  A unicorn of about sixty years, Ruby Seeker has served faithfully as the headmistress of 
  the divinations academy in Mareland Island and as a proud member of the council of the 
  town. Her victory as a student in the annual magical competition won her attention and 
  special schooling, propelling her towards leadership. She once led a violent conflict with 
  the school of conjuration when one of its members had succumbed to the forces of evil 
  through foul pacts and summoning rites with infernal beings. With the help of a few close 
  allies, they banished the devils from the school and freed its students and faculties from 
  their insidious grasp.
  GM Note: Ruby Seeker is a driven pony when it comes to protecting her people and 
  fostering the growth of magical knowledge. She is not very eager to leave her island, 
  but can be of great assistance to PCs who need information. Her divination magic and 
  contacts blend together to bring out answers where there were only questions. She 
  never works without a price, however, for anyone not native to Mareland Island.
  Saxon violinS
  As a foal, Saxon was playing the violin at an inn. A drunken sailor insulted Saxon’s playing. 
  In response, Saxon decked him so hard that the sailor’s glass eye fell into his grog. Saxon 
  once got into a knife fight with a bear, during which his left rear hoof was cut off at the 
  ankle. Unfortunately, bears don’t have hooves; so to replace it, Saxon deliberately got 
  into another knife fight with a notorious goat, cut off the goat’s foot, and sewed it onto 
  
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  his still-bleeding stump. Against all odds, this worked out for him, and he doesn’t seem to 
  mind the blue fur of the new attachment. Unlike most pegasi, he has no mane or any sign 
  of a tail. He seems to make up for that lack by being stout and unflinching in his job to 
  keep people out of places they don’t belong.
  GM Note: A bard by class, Saxon is very unlikely to offer his services. He collects tales, 
  and interesting brawling matches, at the inn he plays bouncer for. That doesn’t mean he’s 
  immune to the call of adventure. Should his place be threatened, he will act to defend it, 
  but he is unlikely to leave it for any longer than it takes to chase away the threat and get 
  back to his post.
  SCarlet o’mare
  This larcenous unicorn is a striking sight. With white fur, silver-blue mane, and bright red eyes 
  to go along with her cape, she is as despised by the wealthy as quietly loved by the common 
  folk. A force for good, though entirely unrestricted by the law, she gladly stole, swindled, and 
  harassed the richest members of any given community when she was in town.
  Thankfully, she’s often outside of it, looking for the next great challenge and the greater 
  prizes that would lurk in dusty and dangerous places.
  GM Note: This rogue enjoys looking good, getting money, and spreading it around to 
  those that don’t have it. Treated fairly and given her share of the proceeds, she will gladly 
  follow a successful party around, provided they don’t mind her giving away much of her 
  portion to those in need when they passed through a town. She is quite skilled at traps 
  and agile fighting, but left the heavy lifting to others.
  SCarlet Sun
  Scarlet Sun is a dark red unicorn with a bright red mane and tail with yellow streaks. 
  Her light blue eyes cannot see more than a few feet from her face without her 
  spectacles. Her namesake is her brand: a red sunrise. She was the only daughter of 
  Splendid Sun, the Countess of Dream Valley. As a filly, Scarlet saw a vision of herself 
  leading the armies of the empire to bloody victory. She responded by running away 
  from the family estate to become a cleric of Blaze, the goddess of war. She collected a 
  small group of followers and created her very own cult at a secret base in the Forest of 
  Dreams, dedicated to the ideal of ponies conquering all other creatures through force 
  of arms. After several unsuccessful schemes to incite a war between the empire and its 
  neighbors, Scarlet decided that the best way to further Blaze’s agenda was to become 
  queen herself. She returned to Viljatown and threw herself into politics, ingratiating 
  herself to ponies of power and entrenching her secret cult. 
  When her mother died a few years later, Scarlet used her new title of Countess to great 
  effect. Scarlet’s powerful personality has won her many friends, few of whom realize 
  how dangerous she is. She has much to offer, but anyone she chooses to befriend will 
  eventually find themselves helping Scarlet’s plans. 
  
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  GM Note: In the late imperial era, Scarlet will spend most 
  of her effort trying to be named the queen’s successor. In 
  the post-imperial era, Scarlet will lead one of the larger 
  factions vying for control of the empire. 
  Scarlet is very goal-driven, and will happily ally with 
  the players if doing so will advance her goals, even if 
  they have previously been enemies. She has no moral 
  inhibitions whatsoever, and will do anything to succeed, 
  including killing her allies. However, she is conscious of 
  her public image and will never do evil in public, counting 
  on her cult’s extensive network of agents to deal with 
  her enemies while she keeps her own hooves clean. 
  Blaze’s favor makes Scarlet formidable in battle, but she 
  is not too proud to teleport away to her secret base if the 
  battle appears lost. She can be both a powerful ally and a 
  dangerous foe, sometimes simultaneously.
  Sharp wit
  Sharp Wit was spawned as a quasit, but was one of the 
  first demons to be twisted by the magics of Everglow into 
  a more fitting form, a mahr. A bard, he laments the loss of hands for playing a guitar, but 
  has learned to compensate for this with a tiny pony-equivalent stringed guitar. With a 
  vibrant purple coat and a red mane and tail, the tiny creature stands out in any crowd, 
  but could easily be ignored as some kind of flutter. Joining up with adventuring parties, 
  or just following them anyway, he yearns to flood the dreams of new and interesting 
  ponies with his own brand of mischief, all while plaiting their tails into the most horrible 
  of knots.
  GM Note: Though mistakable for a flutter, Sharp Wit is an outsider. If he’s unchallenged 
  on that front, he can become an ally of an adventuring group, offering song and 
  encouragement. Should things become too perilous, he’s not above slipping away 
  invisibly, but he will stick around to be sure of the fate of his new friends. Should things 
  turn out well, he returns with a smile and congratulations ready. Provided he is treated 
  well, he could become a long member of any party that can put up with him.
  Silver lining
  Silver Lining, Male Pegasus, Tinkerer and Mechanic. He has a cobalt blue coat, wavy but 
  unkempt mane a bit long for a stallion which has darkish purple with streaks of grey (like 
  tarnished silver with some clean streaks or highlights), dusky rose eyes, dapple of purple 
  across the top of the muzzle, grey feather tips. He has a tool belt/yoke over and around 
  the shoulders (easier to reach with mouth). His wings have a sort of support structure 
  along outer edge, along bones, strapped in place around torso, built of leather, brass and 
  copper fittings with steel supports along wings. 
  
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  Silver Lining was born to a family of mining ponies living in a tight-knit mining 
  community of ponykind (prairie ponies) in the mountains. While his parents and 
  nearly all of the town were earth-bound, he was born a pegasus, possibly due to great-
  ancestors. When this happened, as it had happened before in the community, it was 
  seen as a blessing; pegasi and unicorns could help with work, and do jobs, which earth-
  bound couldn’t. 
  A pegasus filly (Spring Breeze) and a unicorn colt (Rusty Heart) were also born within a 
  few years of Silver, all three kept apart from the other foals. The three were one another’s 
  only friends, Rusty and Silver becoming inseparable. But as Silver grew every attempt to 
  fly ended in failure and broken bones. A visiting doctor, who knew how to treat pegasi, 
  said that the bones in his wings were too brittle to support his weight, that it was a sad 
  run of bad luck. But he suggested that splints and supports might let the wings develop. 
  The village had the old tinker, who visited the community for a few weeks of the year, to 
  build the basic form of what he wears today. Years passed, with very little improvement, 
  and the village decided that they would not trust chance anymore: they were going to 
  arrange for Silver and Spring Breeze to be married and, hopefully, have pegasus foals 
  soon after. Rusty was to be put to work as soon as possible. 
  This angered the unicorn as he couldn’t spend time with his friends and was called on 
  to do dangerous work (as he could do such things from a “safer” distance). And then the 
  old tinker arrived with a new apprentice, a unicorn mare called Rivetsinger, and Silver 
  was smitten. The two fell in love, and had planned to run away, but Rusty had learned 
  about them and told the village elders; Rivetsinger was never to return and Silver was put 
  under lock and key for months. He and Spring Breeze were forced to marry but, on their 
  wedding night, she felt sorry for him and managed to give him a chance to escape. The 
  village had underestimated how well he could fly and in the dark of night he flew, more 
  glided, down the mountain. 
  Since then he’s been selling his skills as a tinker, using what he’d picked up learning 
  how to maintain and improve his braces. He searches for Rivetsinger, hoping she would 
  remember him, but since he lived in a very remote part of the land his travels have taken 
  him through much wilderness and many smaller communities which he’s stopped in to 
  gather supplies and live with. 
  GM Note: Perhaps a bit bitter about how things.turned out, Silver Lining is sensitive 
  about ponies treating other ponies differently due to their race. This extends beyond 
  ponykind. His services are available to anyone of any species that comes with peace in 
  their heart and doesn’t deal with him crookedly. He is not prone to joining in adventure, 
  but could become a valuable crafter and information source for anyone who shares an 
  interest in the mechanical.
  
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  Sleep dep
  This doppelganger criminal has played the role of an underworld broker since she 
  simply walked onto the scene a few decades ago and took a neighborhood for herself. 
  If someone wants something, she most likely knows who has it or who could get it. If 
  someone is needed, she might well be able to ‘arrange’ a meeting of sorts, whether in a 
  fancy restaurant or on the street corner. And when things are a bit more... curious... she 
  may just take enough of an interest to spend some of her valuable time pursuing it, at 
  cost, of course. 
  She likes to present an untouchable, busy, almost disinterested personality - all the 
  better to assure things fall in her favor when others underestimate her. As such, she 
  employs a number of other ponies, exclusively doppelgangers, who often act behind the 
  scenes to make her elaborate schemes seem to go off as if the Author herself intended 
  them. Rarely seen without her personal attendant, Deep Thought, a charcoal gray stallion 
  with a flare of slick black mane, Sleep Dep presents an avenue to goods, services, and 
  access that is rarely found outside of Blevik. And like many such figures, almost all of it is 
  an absolute show. Almost. 
  Sleep Dep is actually the seventh generation of a unicorn born doppelganger named, 
  appropriately, Sleep Dep. Fully versed in magic and showcraft, she excels in misdirection 
  and planning, pandering to her ‘audience’ and sinking tiny little hooks into their minds 
  for the simple need to feel her dominance over them. If something could be done simply, 
  she’ll mention it offhoof, out loud, in front of her prospective client, before dismissing 
  it outright. She might even make up a reason or complication just to muddy the waters 
  and confuse those around her. She often abuses methods of silent communication to 
  instruct her ‘minions’ in aspects of her plans, though she trusts them enough to improvise 
  and reach the same outcomes, making her foes truly want to tear their manes out in 
  frustration. As such, she rarely reveals much of the particulars of her plans to others. 
  A theft might break down to “I’ll make sure someone will pick it up when it’s ready” 
  while silently her crew will be running the numbers and planning recon. To Sleep Dep, 
  it’s all about the show - and that show will never star her if she can set someone else up 
  to take the fall instead. She fancies herself a villain, if for no other reason than it helps to 
  maintain her image. Outwardly shortsighted, impatient and tactless, Sleep Dep offsets 
  these social handicaps with a devious mind and the tactical planning worthy of a secret 
  information gathering society - which isn’t all that far from the truth. 
  While her ‘toughs’ might appear as little more than the filth of the criminal underworld, 
  they are all part of a collection of families, each with long histories with her own. Each 
  and every one of them are sorcerers or sorceresses, and each plays the role of the same 
  family members that have existed since the first Sleep Dep. That they all share sorcerous 
  blood is something that they all accept and revel in... even if they never put it on show 
  unless pressed. Taking advantage of their shifting nature, Sleep Dep and her cronies have 
  nurtured the rumor that the group is actually immortal, and in keeping with the image, 
  any time one of them has fallen, another from their respective family has taken their 
  place within one month... time enough to ‘recover’ and retrain. 
  
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  Sleep Dep is a public supporter of Kara, though in private she follows her family’s tradition 
  of only thinking of her as the Hive Queen, something that she sees similar to her own life 
  in always changing to fit the situation. When she lets her mane down, she relaxes as a light 
  gray doppelganger with a brown flecked white mane and pale blue eyes. A pair of mostly 
  useless wings (granted by her unification bloodline) mars her otherwise ‘perfect’ figure, 
  something that she was none too happy about. When relaxing as such, she will refer to 
  herself as Queen Mint Jewelip, a name she decided based upon the only vibrant color on 
  her natural body: her emerald green lower lip. And like everything about her, she tends to 
  use the misunderstanding of her name to encourage hostile visitors to sample her stock 
  of alcohol, all of which is alchemically tainted with sleeping drugs. Her public face of ‘Sleep 
  Dep’ resembles a smallish lime green unicorn with amber eyes and a mop of a white mane 
  which she will often tease into ridiculous shapes simply to ‘annoy’ Deep Thought... all so 
  that they can maintain a subtle communication regarding whatever scheme they currently 
  have running. Her brand of destiny, when she allows it to be seen, always has a wisp of 
  faded white... often used as steam over a cup or smoke over a fire. 
  She especially enjoys making the surrounding image more prominent and misleading, 
  even going so far as to use the wisp as a ‘veil’ for a dancer or ‘paint’ for an artist. 
  GM Note: Sleep Dep/Queen Mint Jewelip is best utilized as a hook for other stories or a 
  potential hub for an overarching path. She is blunt when saying what she wants or needs, 
  with little tact due to the act she maintains. Her impatience should be grating on the 
  characters, but if push comes to shove, those in her ‘employ’ receive the benefit of what 
  amounts to a small criminal network. The extensive use of nonverbal, potentially magic, 
  communication gives Sleep Dep and her crew an almost instant method of updating one 
  another and adapting to pull off the appearance of omniscience. 
  However, as part of that same show, Sleep Dep will almost never directly involve herself 
  in anything short of speaking roles, relying upon her ‘thugs’ to sling spells or play the 
  brute. If pressed, she should make a few venomous comments, promise dark curses and 
  the like, all while giving her followers time to ensure her safe extraction. If she is forced to 
  defend herself, she will do so with extreme prejudice, employing any and all dirty tricks 
  she can think of from kissing an unexpected assailant to telling her cronies to forget the 
  rules and burn it down. As much as she likes to play the villain, she is more bark than bite 
  whenever possible though... can’t put on a show without an audience. 
  Deep Thought is Sleep Dep’s opposite in most all things. He plays the butler, the tough, 
  the ‘nice guy’ when she’s gone too far and, in private, her lover. He should be ever present 
  unless she’s tricked him into leaving her alone, something that will most likely send 
  him off to try and out think his other half. She is a very poor flyer. She’s only recently 
  acquired her wings and, unless she is actively planning on attempting to use then, won’t 
  remember to. Deep Thought has had to catch her with levitation before, simply because 
  she was knocked off a ledge and forgot to use them. 
  
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  Shale turned ghoStly alBedo whyte
  Shale Turned Ghostly Albedo Whyte is a gothic Unicorn and a member of the Mythos 
  brood, considered the ‘White Robe’. He is fond of a well known pegasus, for whom he 
  yearns and wishes to meet. He also enjoys art, reading, and writing. Whyte is remarkably 
  close to animals, whom he seems to enjoy the company of more than other ponies, 
  though he does favor ponies that share this same closeness to animals.
  Whyte’s duties keep him occupied, especially as he concerns himself with the wellfare 
  of creatures great and small. What he wishes most is some free time and perhaps speak 
  to the object of his affection. To this end, he seeks an apprentice to help him find the time 
  (and courage) to follow his heart. 
  GM Note: Whyte is a paranoid fellow due to an unremembered trauma from his past. In 
  fact, this also occasionally leaks out in moments of anger as his ‘dark side’ of a sadistic and 
  manipulative beast called Shadowshape, the ‘Black Robe’.
  Silverhoof
  Silverhoof is a pale silver colored earth-bound pony with a slightly unkempt and dull 
  bronze colored mane. He wears a commonly wears a satchel that is often filled with 
  books, notebooks and writing materials to write down findings on his adventuring. His 
  brand of destiny is of a simple gray diamond shaped shield atop a brass square toothed 
  gear. Always analyzing and researching things that peck his interest. 
  He is also determined and persistent in his work to the point of forgetting his own 
  needs when trying to making something that would benefit others. Not much of a 
  fighter, he rather talk it out avoiding the fight. Native to others 
  as not much of a liar as he finds it difficult to do so he doesn’t 
  bother to lie most the time. One of his biggest fears is to be 
  alone but that’s not really a problem as on his side is his stoic 
  grey fox familiar that he often talks to. 
  A worshiper of Luminace, he loves the idea of 
  sharing knowledge to all that wants to learn. He 
  loves sharing what he has learned through his 
  research to others so he may reflect on what they 
  think of his ideas and studies. Though he loves 
  sharing knowledge and always trying to be a good 
  pony he will break the law to do what he believes 
  to be the right thing. 
  A wizard by trade but not by the usual blasting 
  style but of a supporting type. He specializes not in 
  spell-slinging but in making enchanted equipment 
  needed for the adventuring party he is with and 
  magical items to those in need. He rather help others 
  with his skills of the craft but is always willing to make 
  
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  the tools needed to bring down the evil that will harm the good people of the world and 
  to those that will harm his good friends. Along his adventures he has found, recorded 
  the history and findings of dungeons and ruins of forgotten ancient past and has, at lest 
  attempted to write and publish his findings. He has written some books between his craft 
  and adventures about his theories of magic, lost history and guides on the dungeons and 
  ruins he has explored, warning others about the dangers and sharing his knowledge of 
  such places.
  GM Note: Iron Heart would likely hold a more ambiguous place in most campaigns 
  and will likely be a best fit for urban or politics based campaigns. He can easily serve as 
  an antagonist by focusing more on the rebel and Night Mare worshiper aspects, or as an 
  informant or ally by focusing on the more vigilante aspects. Ultimately, like many Night 
  Mare worshippers, he does desire the greater ‘good’ through dark means that can turn 
  many other people away from him.
  Solon hammerhooveS
  A unicorn of strong moral fiber, Solon holds his head 
  high in the light of his patron, the Sun Queen. Despite his 
  seemingly low-key colors, consisting of a brown mane and 
  tail over a cream coat, Solon’s personality is anything but.  
  Questing, seeking knowledge and purpose, or just helping 
  those with less, he is a paladin who can not stay still for too 
  long before seeking out a new challenge, a new wrong to 
  right. Solving the puzzles of life is the stallion’s ultimate goal, 
  but his headstrong and sometimes slightly scatterbrained 
  approach leads to him making the puzzle more complicated at 
  times, but then, life is not a simple problem, and he has time to 
  work on it.
  GM Note: With his moral compass firmly in the grip of the 
  Sun Queen, Solon would be easy enough to find anywhere there 
  is injustice, or where disagreement could lead to bloodshed. He would prove a great 
  advisor or ally, or both.
  Star opal
  Born a gem pony, Star Opal was marked from birth with a sword and shield brand of 
  destiny, she quickly rose into the ranks of paladins of Princess Luminace. Wandering, 
  finding the good she can do in the name of her goddess, Star ran afoul of a dangerous 
  cult seeking to create monsters of good ponies; saved by her friends, the ritual had left 
  Star Opal transformed into a hippogriff, now sporting the forebody of a powerful falcon. 
  Her sapphire blue eyes gaze from the opalescent mare’s face, burning with the desire to 
  bring good to Everglow. Her mane and tail, too, are sapphire blue, making her one of the 
  most striking ponies in any city, town, or dungeon. 
  
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  In addition to her time devoted to her goddess’ will, Star Opal is also well known for 
  exploring ruins and ancient sites, but not just for the artifacts and trinkets, but also to 
  properly document and detail the past. Her work in ruins has left her with the ability to 
  read many languages.
  GM Note: Like all good paladins, Star Opal is easy to sway if given a cause she can 
  believe in. Found at rest in one of the churches to Luminace, in the field with her party or 
  alone, or even in the depths of a dungeon or ancient site, she would be a powerful ally in 
  a fight or even just give good advice to a party. 
  Star opal
  Star Opal was born a pegasus, before she had griffon blood infused in her by an evil cult 
  she had opposed. Then a hippogriff, with sapphire mane & tail with opalescent coat, and 
  sapphire blue eyes. She had a sword & shield mark on her flanks. She was a Paladin of 
  Princess Luminace. 
  The cult had tried to transform her into an evil being for one of their schemes. The cult 
  was interrupted by the rest of her adventuring party before the spell was completely 
  finished. She is now a Hippogriff with a gryphon (falcon) type front that is opalescent white 
  with sapphire colored tips to her wings then opalescent coat and sapphire tail of a gem 
  pony. Back history, she always wanted to go exploring looking for ancient artifacts or ruins 
  and any history to tell her how an ancient city or culture was like hundreds or thousands 
  of years ago. She even looks for ancient languages to decipher to learn more about that 
  culture. She became a wondering paladin to accomplish this wish and pay homage to her 
  goddess.
  GM Note: Possessed with a strong sense of purpose, Lightfeather is not likely to be 
  encountered far from his home and those relying on his skills. He may be tempted away 
  to face from threat that would grow worse if they waited for it to attack first, but would 
  eagerly return once it was dealt with. He is extra kind to fellow worshippers of the Night 
  Princess, but isn’t very judgemental on those who praise other gods.
  Steel priSm
  Known by some as the Right Hoof of the Queen, Steel Prism is as valiant as he is loyal. 
  Without his heavy armor, any member of the military would know this dark-red stallion 
  and would recognize the scars that speak volumes of each battle he has been in, would 
  know him by the golden mane and tail, as well as the missing eye that he gave to his 
  cause. When his enemies see him, he is clad in a most distinctive suit of full plate, his 
  presence akin to a dreadnaught marching across a battlefield. But the stallion suffers not 
  from the evils of war, his unwavering devotion to Queen Ilianna combined with a divinely 
  blessed moral code providing the perfect foil against impure deeds. Raised from common 
  parents, he fought his way up through the ranks of squires, eventually becoming the 
  great paladin of the Sun Queen that he is today. To have Steel Prism fight at your side is to 
  know you walk the right path, to stand against him is to walk a short one.
  
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  GM Note: Unbelievably loyal to the Queen, Steel could 
  be encountered either protecting her as her bodyguard, 
  out among the world carrying out her will, or, in his final 
  days, guarding her crypt from looters with the last of his life. 
  It should be noted, after fighting some fierce battles, alone, 
  against crypt raiders, Steel Prism moved Iliana’s body to a new 
  location, a hidden one, where he saw out his own days 
  guarding her from further desecration. None know the 
  real fate of him, after that. Did the Sun Queen ascend 
  him as a celestial? Did she grant him the dubious gift of 
  undeath so he could eternally guard Iliana? Did the hero 
  just lay down beside his Queen, to join her in the Sun 
  Queen’s pastures?
  Straight Shot
  Straight Shot is a pegasus mare with a dark pink coat and a purple 
  mane streaked with blue. At a young age she had her brand of 
  destiny removed feeling that what she wanted from life and what her 
  destiny wanted from her were too vastly different. Apprenticing to 
  an archmage for a time, she has learned how to use magic, but 
  with her attention constantly wavering, she couldn’t focus well 
  enough for the higher spells. She eventually left her master to 
  join a mercenary group. There she became a master of the cloud bow, able to 
  use it with deadly efficiency. She has even become able to infuse her spells into arrows 
  she fires allowing her to use both her magical skills and martial talent at the same time.
  GM Note: As Unbound Hooves go, Straight Shot is pretty cheerful about things in 
  general. She has a powerful optimism about life, just not her particular destiny as the 
  gods had chosen for her. Let them scheme and plot, she was going to do what she liked 
  to do. Archery is her special, and magic is a distant second. Fortunately, she makes the 
  two work together nicely. Given a friendly group to pal around with, she’ll gladly bring 
  some light for the darkest times and an arrow for every beast.
  Summer windfall
  Like an avenging angel, Summer dominates a battlefield with her skill, the soldiers under 
  her command, and her compassion. Beneath her reddish-tan fur beats the heart of a 
  soldier, born in from a line of soldiers, and under her dirty-blonde braids lies the sharp 
  mind of a field commander in the army. Following her father’s hoofsteps and wingbeats 
  has become her lifelong dedication, and Summer Windfall takes that seriously. Rising 
  through the ranks of the army, she swings her hammer, forged from mithril and the wood 
  of her homelands, she quickly found herself a captain and continues in this capacity. 
  When she was barely a mare, bandits had come to her parents farm, the took everything 
  from her and gave her only a scar on her right cheek and the determination to stop such 
  tragedy from coming to pass again. She gave them only death.
  
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  Though apparently as hard of heart as any other career soldier, Summer Windfall would 
  not hesitate to throw herself into a fight, so long as her heart was in the lead.
  GM Note: With a body and mind honed for war, Summer could be found in the field, 
  in charge of a detachment of the army, or in a city garrison performing the less sung-
  about duties of a soldier waiting the order to fight. If given the chance, Summer would 
  rush to aid any she would perceive as weak or downtrodden. Though a ‘lowly’ captain 
  in the army, Summer dreams of the life of a knight, or paladin, not that she would 
  admit that to anyone.
  Sweet harpS
  “I am a candle to light a ray of hope for others set adrift upon the sea of chaos.” She 
  is a Aquamarine and golden yellow unicorn with amber eyes. who is devoted to the 
  protection and wellbeing of pony kind, usually achieved by serving the royal house. After 
  exploring distant kingdoms and even several trips to the planes (took her orders to scout 
  way too far) ponies hid when she returned with an army fearing she would invade but 
  instead she remained a loyal vassal and a protector of the common pony, for she always 
  had a deep love for home and her own kind. Using the resources and allies she acquired 
  during her journey she set about founding and developing a colony. Sunnydale, a new 
  home where ponies can grow strong and happy.
  GM Note: The small city of Sunnydale 
  became a beacon of hope and spirit in the 
  dark times of the post empire ages. While 
  the rest of Everglow seemed to turn against 
  ponykind, at least there, in that city, they were 
  safe and protected. For some, it seemed a 
  reminder of the grand times they once had under 
  Queen Iliana, but such mistakes came harder.
  Sweet would leave them, just as Iliana did. Their 
  haven could not persist forever.
  taradiddle
  This Bard is native to Blevik. She is a Doppelganger 
  with a beige furred, pink maned earth bound disguise. 
  Being the youngest daughter of two she was generally 
  allowed to do what she pleased whereas her sister 
  Reflexion was pushed to fulfill a role in the church of Kara’s 
  devoted. 
  Tara spent much of her childhood listening to rowdy tales 
  of wanton adventure in seedy bars. Instead of her mother’s 
  assigned readings she would sneakily read of the exploits of 
  adventurers such as Solitary Performance. As an adult she 
  
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  makes a living as an actor by pulling upon her mastery of her form. She longed for the 
  day her own adventure will come but until then pretended to be on one will be enough.
  GM Note: Eager to adventure, but not the bravest, Tara will volunteer for what sounds 
  exciting, but always keeps half an eye for an exit and will try to escape if things start to 
  look dire. Unless a group earns her trust, she will try to keep her doppelganger nature 
  to herself. Fellow doppelgangers, on the other hoof, are greeted warmly and she tries to 
  swap notes with them about the current events of her people and their mistress, Kara.
  toony S. raShfar
  Born a proud appaloosan earth-bound, Toony was a determined little soul even when she 
  was just a filly. She was enrolled in a magical academy, where she learned how to weave 
  spells and took an interest in alchemical arts. Despite her classical education, she enjoyed 
  sparring with her friends and became quite passable with her sharp blade, which had the 
  benefit of simplicity and always being available compared to arcane power.
  In order to pay for a proper sword, she became indebted to a blacksmith and learned 
  the art from him while paying off that debt. At the end, she could wield a smith’s hammer 
  as well as a proper blade, and forged swords worthy of being proud of.
  Much how she joined the academy in the first place, she enjoyed pitting her arcane 
  might against others. Her small town hosted a proper tourney once a year, and she was 
  always glad to be a part of it. If she could make at least one thing explode brilliantly, it 
  wasn’t an entirely bad year. Of course, taking home the gold was even better.
  GM Note: Energetic and explosive, Toony is a skilled evoker and swordsmare. Seeking 
  adventure and the ability to right wrongs, she can be easily recruited for a share of things 
  and will hang around until she gets bored, or it becomes time for the next tourney. 
  Should the party accompany her, she may stay on with them after the tourney is done.
  vanilla Star
  Vanilla Star is a professor in Viljatown. This female unicorn lives up to her tribe in her 
  gleeful and extended sermons about her subjects that often tangent out onto other 
  subjects. Vanilla Star is the prodigal daughter of her father Professor Almond, a royal 
  alchemist. She loves surrounding herself with people and fame, and most of her 
  achievements were achieved under shady circumstances. Her shortcuts through life has 
  made her popular with other shady individuals.
  GM Note: Though not destined to shake the world apart, Vanilla can be a key player 
  in the players’ lives, with vital information or contacts to move them along. She is very 
  unlikely to come along on adventures, but she doesn’t work for free. Getting what one 
  wants from her is often an adventure in its own that may send them raiding some other 
  pony’s things for her. Tit for tat, as they say.
  
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  wil ShaCkleSpire
  Born to humble folk, Wil disappeared in 
  foalhood and returned seven years later 
  changed by his time in the wilds, exposed 
  to the wild forces that had forged his 
  original fluttering species. He now travels 
  the dusty roads searching for new stories 
  and spinning his own epic tales to all who 
  will listen. 
  His main body is new-leaf green which is 
  patterned with subtle spiral knotwork on his 
  legs, body and face. Smaller in size to many other 
  ponies, he has delicate butterfly wings that are 
  splashed with greens and purples in a complex 
  filigree. When in the passion of telling his stories 
  his markings will glow a soft purple.
  GM Note: A bard who is eager to hear 
  new stories and tales, and to spread them 
  to others. Despite being a flutterpony, 
  he is quite insistent on being a true and 
  complete pony, and insisting otherwise 
  is a good way to get on his bad side. An 
  explorer and teller of tales, he will join an 
  adventuring group, but rarely for longer 
  than a single mission to gather new stories 
  to share.
  xodiouS
  Xodious appears to be but a unicorn with 
  dull orange coat, blue mane, and sharp 
  green eyes. Lurking under beneath that 
  exterior, however, is a thin doppelganger. 
  He conceals that nature as a matter of 
  habit and precaution. Concealing his frame 
  is usually a set of leather armor and a 
  sheathed blade. Not having to reach it with 
  his mouth, it lays a bit further back than 
  many other ponykind.
  He makes his way forward with a 
  combination of cleverness, martial training, 
  and spellcrafting. While he may not be the 
  best at any single of those activities, he 
  believes that the combination makes for 
  a more flexible and less brittle combatant 
  that can face varying challenges without 
  breaking.  He travels across Everglow and 
  even beyond, possessed with a fierce 
  wanderlust. He enjoys sharing stories, ideas, 
  and a little gossip as he goes from race to 
  race, finding them all to be fascinating to 
  be mingle with. When it comes down to a 
  battle, he considers one not fought to be 
  one truly won.
  GM Note: A generally good soul, Xodious 
  does not plot against others by nature and 
  isn’t difficult to befriend. Keeping him in 
  any given group for long is a challenge, 
  as he likes to wander, and will often take 
  his leave after the first task is complete. 
  Keeping him in any one place can prove to 
  be a challenge, however, as his ambitions to 
  learn of the other civilizations that inhabit 
  the world compel him to travel far and 
  wide. Indeed, for Xodious, the thirst for 
  adventure can never truly be sated!
  
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  notaBle groupS
  agentS of purit y
  A group of adventuring ponies also known 
  as the Redeemers of the Wastes, they 
  risked it all and came out on top. They 
  recovered the artifact that soothes and 
  slowly heals the Scar of the Sun, keeping it 
  from expanding.
  An airy, bubbly, pink unicorn paladin is 
  quite a sight indeed, but that hasn’t done 
  a single thing to hinder Cherry Blossom’s 
  ambition. Her mark is a heart of flame. 
  With her youth and blissful naivety comes 
  the determination, dedication and rock 
  hard morality of paladins. Though she still 
  has yet to fully mature, wisdom beyond 
  her years hides behind her cheery, even 
  silly, disposition. Her compassion for 
  others has gotten her in over head many 
  times, but her drive is such that fixing 
  her own accidents has led to some of her 
  greatest accomplishments.
  The zebra mare Shine, a psychopath 
  and self-declared genius, spends too 
  much time polishing and maintaining her 
  extension gun collection. The favorite of 
  which is her first, Cuddles, a blunderbuss 
  no one may touch on pain of pain. She 
  comes off as mysterious, both because 
  her accent is very thick and she answers 
  all questions with lies. She quests not 
  for money or the greater, merely for 
  fun, and fun means shooting things. 
  The last things any enemies witness are 
  her crazed smile, mad laughter, and the 
  flash of gunfire. Abrasive as she is, she 
  tends not to get along with many ponies. 
  She’ll always put up with her good friend 
  Cherry Blossom, the one pony that keeps 
  Shine in check, even if Cherry is a filthy 
  magic user. Her mark is a red triangle with 
  a flame in the middle.
  Picante Picado is a pegusas bard whose 
  mark is a gold coin picking the strings of 
  an unseen instrument. His driving force 
  is to entertain and aid others, regardless 
  of work required, sense, danger. Only an 
  average singer, he learned to play guitar 
  with is wings, allowing rapid, complex 
  rhythms that spoke of a spicy fire in the 
  soul. In the bars where he performed to 
  fund his bard schooling, he developed 
  an exceptional skill for mimicry and 
  ventriloquism. Cherry Blossom recognized 
  the use of these beyond music, and 
  recruited Picante with the promise of 
  enough wealth to enter a hundred 
  colleges. Someone who seeks to only 
  to aid others connect emotionally, he 
  has qualms about the harm they must 
  occasionally do, and turns a blind eye only 
  when it is strictly necessary.
  Sapphire Night is the most visibly 
  recognizable of the group, blessed with 
  both wings and horn. She is a tall, solid 
  Unified pony with vividly blue, heavily 
  lidded eyes, a pale pink coat and pale 
  two-toned teal mane and tail. Her brand of 
  destiny is a blue-green flame surrounded 
  by a black jeweled circlet. She appears 
  unkempt. Her long, stringy mane -  usually 
  full of twigs and leaves -  covers the right 
  side of her face. She’s strangely quiet 
  and un-emotive, looking half-asleep and 
  talking in a light, dreamy tone.  Around 
  her neck is a necklace she never removes, 
  made of a thick cloth band from which 
  hangs an oversized blue sapphire.  Though 
  Sapphire appears dreamy and wistful, 
  this comes from a constant state of alert 
  against the supernatural. Rather than 
  relying on her eyes, she spends her energy 
  on keeping her other senses sharply 
  focused, most especially for nearby auras. 
  She is also usually very quiet and shy 
  around other ponies, preferring to quietly 
  observe and think rather than speak. 
  When she does open her mouth, she 
  
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  usually is very direct thanks to a decided 
  lack of social graces.  When alone she 
  sketches, sings off-key, or talks to herself,  
  though someone else appearing won’t 
  always stop her.
  the five port mareS
  The Five Port Mares, named in part 
  for the town where they met, Port 
  Marehart, galloped into history when 
  they embarked on a campaign of thrill 
  seeking and exploration. It started with 
  bandits lurking near the town road and 
  culminated with the dispatching of 
  Flamescar, an ancient red dragon that 
  had ruled Dragon’s Peak undisputed. His 
  destruction spurred the creation of the 
  town of Dragon’s Rest, whose inhabitants 
  were far less inclined to hunt dragons.
  The group had no official leader, but to 
  outsiders, Crystal seemed to fit the role. 
  The midnight blue unicorn called herself a 
  free knight, and served as a paladin of the 
  Sun Queen. Ever ready to battle against 
  the forces of evil and chaos, she stood 
  proudly in gleaming armor between her 
  friends and danger.
  Leaf served as the group’s seer. A brown 
  earth-bound druid that strode with a 
  wolf that was larger than herself, she 
  spoke softly, but always with importance. 
  Her wisdom and healing talents were 
  invaluable to the team.
  Firefly was as fast with her wings as 
  she was with her tongue. This sky blue 
  pegasus was eager to get into the mix 
  of things, sometimes causing up more 
  trouble than she solved. She was a skilled 
  shot, however, and her knowledge of 
  nature was rivaled only by Leaf, and 
  Firefly’s ability to consume cider.
  Quiet but skilled, Naomi was a small 
  yellow unicorn with a gentle personality. 
  When battle broke out, she became 
  a whirlwind of skill. She strikes at the 
  weakest points of the enemy, leaving them 
  clutching at wounds they barely realized 
  they had received. She called herself 
  a simple traveler, but her friends and 
  enemies agree that her talents mark her as 
  a pony of extraordinary ninja training.
  Scarlet was a red unicorn that hid behind 
  the others. Strangers made her uneasy, 
  and crowds could incite panic. She had 
  great magical talent, but did not use it to 
  harm their enemies. Her skills were put to 
  work bolstering the others and hindering 
  their foes. A talented wizard, she always 
  had the right spell for the situation and 
  got the group out of tight binds.
  GM Note: Players can run into this 
  adventuring team during the height of 
  the empire. While eager to win glory and 
  set right to wrong, they are not above 
  assisting other adventuring groups if the 
  cause, or pay, is right. While famed for their 
  effectiveness, trouble does follow at their 
  heels, and they could seek help from the 
  PCs to rescue one of their own if things 
  had gone poorly. Additionally, the players 
  may encounter Crystal on her own.
  uninCorporated pony group
  As their quest for the Elements of Destiny 
  took them through St. Moon’s Reach, 
  they aided Ranger in its defense from the 
  last great army of Drakehooves from the 
  nearby Dragon’s Peak, The Battle of Hoof 
  and Fire. They were all declared heroes, 
  Ranger included, even as he spirited 
  away the group’s dear friend Levi. Now, 
  in addition to leads on the Elements, 
  they seek clues to Levi’s whereabouts 
  and evidence confirming their suspicion 
  Ranger orchestrated the Drakehooves 
  attack.
  
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  Tempest is a lavender-eyed pegasus 
  monk whose wings, tail, mane, and muzzle 
  are all tipped in black. Under an altered 
  himation she wears steel blades on her 
  wings, a silver circlet, and a silver spork 
  in her braided tail. From a Dragon’s Rest, 
  she is loud and callous, but loyal to her 
  comrades, even those she dislikes. As is 
  traditional for her tribe, she roars as both a 
  greeting and opening to battle.
  Lysnoi Pozhar is an eccentric unicorn fire 
  sorcerer known for burning down both 
  part of his hometown’s sacred forest and 
  his uncle’s tower. He has a penchant for 
  spoons that’s led him to enchant several 
  of the fancier ones he’s found with his own 
  fiery brand of magic missile and suchlike. 
  He is deathly afraid of coaster since one 
  caused the accident that haunts him when 
  it fell and broke his concentration. His 
  comrades use this to their advantage, as 
  he now wildly overreacts with explosive 
  force to destroy any coaster he sees.
  Viridian Night is a spring green pegasus 
  ranger with gold eyes who keeps his 
  dark green mane and tail short.  He 
  wields a curved longsword with a gold 
  hilt and gladuis with a clockwork hilt. A 
  beastmater, he travels with a black furred 
  wolf companion called Gaelle. Called 
  “Bloodstorm” for blender style tactics, he 
  is determined to a fault when hunting his 
  favored enemy, often to the detriment of 
  his party in battle.
  Formerly the bodyguard of a high-
  ranking earth-bound pony widely 
  regarded as insane,  Rushing Resolve is 
  now an earth-bound pony cavalier of the 
  Order of the Dragon. He wears O-Yoroi 
  armor colored white fading to jet black at 
  the bottom to match his coat. His trusty 
  lance bears his family crest as his banner: a 
  green half-leaf and golden half-shield on a 
  red background. His steed, an antean pony 
  named Llena, has glowing green eyes and 
  stands roughly two feet taller than he.
  From the war stories on which she 
  was raised,  the unicorn magus Dusky 
  Lights has come to believe firmly that the 
  more diversely skilled a group, the more 
  capable it is. From this she has become the 
  diplomat of the group, though her natural 
  place is weaving in and out of battle 
  wielding her hammer tuned to unicorn 
  magic. The destructive forces she wields 
  are starting to scare her as she realizes 
  how easily she could tear her comrades 
  apart should  she be used against them. 
  Now the lives she must take begin to 
  haunt her dreams, and she’s spiralling into 
  depression.
  the fall
  (IC 296 )
  When something that has always been 
  there is gone, how do you fill that space? 
  The Queen, who has stood unshakable for 
  my lifetime, ever present and eternal, is 
  gone. They say the sun mourned first, an 
  eclipse casting the city in shadow the day 
  it happened. I can attest that it was a dark, 
  terrible day. Court was not held, businesses 
  did not open, music was not heard. It has 
  been months, and still the throne is empty. 
  The Queen’s family, her students, her rivals. 
  All have made claims for the throne while 
  the people are lost in their grief. My only 
  hope is that the Queen returns before it is too 
  late. That there is a Queen to return. Long 
  live the Queen.
  ~Misty Times, Royal Historian
   Some changes come gradually, over 
  time. The death of the empire was far more 
  sudden. In the years following the death 
  
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  of the Queen, factions new and old rose 
  up in attempts to take the power she once 
  held. The resulting conflicts, fought with 
  hoof and wing and magic, left the land of 
  Everglow and the trust between ponies 
  scarred.
  her paSSing
  The Queen’s passing was a gentle one. 
  Those closest to her claim that she saw it 
  coming, and tried to prepare. In her final 
  years, she assembled promising young 
  ponies to impart on them her values and 
  wisdom, that they could take her stead 
  when she went to join the Sun Queen. 
  Unfortunately, none of those she took 
  under her wing showed full capability to 
  unify. Worse, many coveted her throne 
  more than they desired prosperity and 
  enduring peace. When life fled her, she 
  had yet to choose a worthy heir.
  The Queen’s passing was not 
  immediately known outside her closest 
  attendants. She had passed peacefully in 
  her sleep, and was discovered with the 
  dawn. Seeing the peace about her, and 
  a complete lack of any of death’s usual 
  signs, the one who found her thought her 
  only sleeping. When the Queen refused 
  to rouse for the day’s activities, the truth 
  of it settled like stones in the hearts of her 
  friends. They carefully removed her from 
  her chambers and secreted her away. They 
  knew her preparations for passing were 
  not complete, and they wove an intricate 
  lie. The people believed their Queen yet 
  lived, while those few worked feverishly to 
  complete what she could not. 
  Too soon, her students discovered the 
  trickery. Enraged, they called court to 
  order, and began to make their demands. 
  Believing the empire an unbreakable 
  thing - and how could they not, it having 
  existed for as long as they were alive? - 
  her students gave it little concern. When 
  she passed, they were first in line, each 
  claiming the right to become the new 
  Queen or King. Swollen with hubris, her 
  students claimed that their last, great, 
  test had arrived. The Queen had not 
  selected a successor, so they would do it 
  in her stead by displaying their natural 
  abilities to lead. One of their numbers 
  dissented, urging their peers to work 
  together, rather than competing. Her 
  words fell on deaf ears, and she chose to 
  leave, taking a few sympathetic to her 
  cause. Her name was struck from the 
  records by the students that remained, 
  claiming she had forfeited her right to the 
  throne.
  the Battle of hoof and fire
  The first great conflict after the loss of 
  the Queen marked the official end of 
  the pony Empire, for the damage caused 
  and lives lost. A herd known then as the 
  Drakehooves, renowned for their dealings 
  and diplomacy with the dragon races, 
  brought forth a dozen dragons in an 
  attempt to seize St. Moon’s Reach. The 
  efforts of the Agents of Purity managed to 
  stop the Drakehooves, but at a great cost. 
  The Drakehooves were wiped off the face 
  of Ponykind that day, the central spires of 
  the shattered city serving as their tomb. 
  Bitter and angry, it is said that the spirits 
  of the Drakehooves tribe still haunt those 
  Spires with an agenda unchanged by time.
  While many chose to stay in the outskirts 
  of the city, the central area was gated 
  away. Those traders from foreign lands 
  who did business on Pony soil had been 
  based in the great bazaar of St. Moon’s 
  Reach. While some attempted to establish 
  new holdings, more sought to leave in the 
  wake of the conflict. What persisted was 
  not enough to satisfy outside lands and 
  trade trickled almost to a stop. While it was 
  
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  part of a greater problem, the Battle of 
  Hoof and Fire is blamed for the isolation of 
  Ponykind from the other races known as 
  The Great Loneliness.
  the great lonelineSS
  A dark age befell ponykind. Many tribes 
  faded away, while others dwindled to 
  precious few as pony towns became 
  islands in the darkness, fending for 
  themselves. They were ill equipped for 
  self sufficiency in an empire that had 
  protected their trade lanes and fostered 
  commerce across all of Everglow. Towns 
  that imported foods faced swift starvation 
  while others watched their weapons 
  and houses decay as building materials 
  went scarce. Those brave enough to try 
  venturing out despite the lawlessness 
  were likely never to be seen again. 
  Desperate people, driven from their 
  homes, fell to banditry for survival.
  It was during this period that the 
  humanoid races expanded. Where they 
  had once been rebuffed by stalwart royal 
  guards, they instead found open ground 
  with no one to contest them. By the time 
  the ponies had recovered enough to see 
  it, the elves had formed a new kingdom, 
  the humans, two. Unlike the fractious 
  city-states of before, they were unified and 
  powerful. The age of ponies had passed. 
  The city of Kadiston, once a border 
  between pony and human territories, was 
  engulfed and absorbed into the forming 
  human kingdom of Three Rivers. Already 
  heavily populated by humans, the city was 
  taken without bloodshed when the Three 
  River army advanced. The king of the city 
  bowed his head to the king of Three Rivers 
  as readily as his ancestors had bowed their 
  head to the Queen in ages past. Melwasúl, 
  the elven kingdom, pressed perilously 
  close to the still thriving pony city of 
  Prisma, though no hostilities formally 
  occurred between them. The second 
  human empire rose on the coast and 
  took to the ocean waters. The kingdom 
  of Harfoni became powerful traders and 
  pirates both. Wielding their mighty navy, 
  they claimed dominance over the waters. 
  They have only been repelled once, 
  when attempting to take Kailini. After 
  a week long naval conflict that proved 
  costly for all sides, the city retained its 
  independence and sent Harfoni seeking 
  riches elsewhere.
  In this time of upheaval and uncertainty, 
  many ponies felt adrift. There were an 
  uncomfortable number of ponies unable 
  even to start working towards their 
  destinies. It was as if the force that wrote 
  out their lives was entirely unaware of 
  the great change that had befallen them. 
  While some ponies were given tasks of 
  great importance for the time, so many 
  more were left unfulfilled and despondent. 
  What use was an overwhelming urge to 
  hammer metal when one is born in grassy 
  fields, with no way to reach where metal 
  is worked? What was once an obscure 
  act done by dissatisfied erudites became 
  commonplace as desperate ponies 
  scratched away their marks with force 
  and magic, crying out to their gods and 
  praying for relief that never truly came. As 
  time passed, and society began to recover, 
  this habit began to wane in popularity. 
  The black mark on pony history, however, 
  would never be forgotten.
  One great change to Everglow as a 
  whole was the dawning of the idea that 
  the continent and the world were truly 
  not one and the same. For the average 
  person, for most of history, the two 
  were interchangeable. Academically, it 
  was known that there are other lands, 
  beyond the ocean, but they had so 
  little impact in daily life that most put 
  
  156 156
  it out of their minds. Everglow was 
  their home, and their world. When the 
  pony empire collapsed, and the Harfoni 
  kingdom began to sail its conquering 
  fleet, it made the most solid contact 
  across the waters. The eager humans laid 
  claim to the coastal holdings of several 
  foreign nations, waging war on sea and 
  land in aggressive, bold military strikes 
  that would see Harfoni grow rapidly. 
  New goods and people arrived on the 
  continent, and a new era of globalism 
  dawned.
  major faCtionS
  These are the major factions of the post 
  empire timeline that Players are likely to 
  work with or against.
  SeekerS of the one herd
  The guild was quiet, humble, but well 
  kept. When the human stepped inside, she 
  watched him a moment before advancing to 
  speak with him.
  “Welcome to the Seekers. How can we be of 
  assistance?”
  He looked her over appraisingly as he spoke, 
  “I’m told a man can get things done here, 
  things retrieved? I’ve had some goods stolen 
  that I need recovered.”
  “Very interesting,” she said, keeping her 
  expression neutral. “And you didn’t bring this 
  to the guard, because?”
  “Because they ask too many questions. Are 
  you like them, stallion?”
  She flushed red in her ears. Were ponykind 
  so difficult to tell apart? “Mare. I don’t need 
  to ask too many. You don’t fit the type for a 
  merchant.” She raised a hoof to gesture at 
  the blade at his hip, “Heavy longswords are 
  not in style. If you want my help, come clean. 
  We know how to be discrete, and we never 
  divulge about our customers. We are much 
  more useful with our eyes open.”
  She could see the calculation in his eyes, 
  weighing the risk of speaking with the profit 
  of success. The reputation of the guild would, 
  she hoped, sway his choice.
  With the collapse of the empire, the 
  Seekers have taken up their old title. They 
  seek ways to restore the lost ponykind 
  to its place of unity and power, while 
  integrating with the world as it is. Seekers 
  have no reservation in setting up shop in 
  foreign lands, with offices in Harfoni, and 
  Three Rivers. The elven nation of Melwasúl 
  has politely rebuffed advances of the 
  guild, forcing them to operate more subtly 
  and without the comfort of a place to call 
  home in those strange lands.
  In the tumultuous period immediately 
  after the announcement of the Queen’s 
  passing, the Seekers attempted to aid 
  several ponies in failed attempts to 
  consolidate and control the crumbling 
  empire. Each proved futile in the long 
  run, with some candidates even turning 
  against the guild, trying to become tyrants 
  on their own hooves. These attempts, 
  and the consequent cleanups, cost the 
  guild dearly. Many of their prized artifacts 
  were expended or lost. It would be easy 
  to say the guild acted for nothing, but 
  many within it claim their swift response 
  saved several pony cities from complete 
  destruction. Regardless, the actions have 
  left the guild much more shy about direct 
  intervention.
  For the agent on the ground, life has 
  not changed too much. They are given 
  freedom to explore leads, and expected 
  to take up tasks as assigned to them by 
  higher ranked members. Artifacts are 
  taken in by the guild for examination and 
  safe keeping, and agents are well paid 
  for their efforts, both in recovery and in 
  performing the many odd jobs that keep 
  the guild afloat.
  
  157
  157
  advantageS
  Safe haven
  Most ponies are set adrift when venturing 
  to new exotic lands. The Seekers make it 
  a first priority to secure permission and 
  property to establish a safe haven for other 
  Seekers that may follow in their steps. 
  Because of this, Seekers are rarely without 
  a secure place to rest and recover from 
  their trials. These remain the place where 
  news is gathered and shared, allowing 
  messages to reach Seekers, even when far 
  afield from their usual stomping grounds.
  freedom to roam
  In a time where a pony is satisfied to have 
  one place they can call home, Seekers 
  not only can travel far and wide, but are 
  actively encouraged. While some Seekers 
  stay in their home city, performing 
  local tasks, none are exempt from the 
  occasional call to explore. Large scale 
  actions can have Seekers from all corners 
  converging, ready to move as directed. 
  Some Seekers are not comfortable waiting 
  to be told. Following their own leads, 
  these agents explore Everglow in pursuit 
  of ancient lore and interesting artifacts. 
  Such field agents are seen when they 
  return, baring a new interesting bit of 
  information or a forgotten object needing 
  research and storage.
  liaBilitieS
  In pony lands, their hamfisted attempt to 
  place particular ponies at the seat of the 
  failing empire has not been forgotten. 
  Especially among the powerful, who fear 
  the Seekers may try again to manipulate 
  the threads of power and threaten their 
  holdings, the Seekers suffer a tarnished 
  reputation.
  Other nations look at the Seekers as 
  something of a curiosity. The idea of 
  artifact hunting mercenary ponies tickles 
  the fancy of most humanoids, who have 
  already begun to dismiss the notion of the 
  great Pony Empire as fanciful thinking of 
  their grandfathers.
  timeline of everglow
  bf ???
  creation of everglow
  bf 400 
  Sun cats/purrsians enter 
  everglow
  bf 350 
   Griffons appear in numbers, 
  Dominate mountains
  bf 300 
  Cloven enter everglow
          
  sun cats/purrsians dominant 
  species
  bf 275 
  Ponies appear in everglow
  bf 250 
  Scar of the sun event, massive 
  sun cat/purrsian recession
  bf 200 
  ponies form first serious 
  villages, begin transformations 
  into subspecies
  bf 199 
  Tramplevania founded
  bf 195 
  Mae-mae’s reach founded
  bf 192 
  Bristenlux Ciliorem  founded in 
  shade of shimmerpeak
  bf 150 
  phoenix wolf/clockwork events
  bf 100 
  Steelhearts appear, establish 
  Kollective 23
  bf 047 
  Bristenlux Ciliorem disappears
  bf 019 
  Birth of Illiana
  bf 006 
  Imperials begin march
  bf 003 
   Ebonsilk founded
  ic 001
  Founding of Empire. Viljatown 
  made capital
  ic 006
  Attack on Queen, Viljatown 
  abandoned as capital, remains 
  thriving.
  ic 012
  Dae Dream founded
  ic 018
  Ebonsilk abandoned
  ic 025
  battle of broken bones
  
  158 158
  ic 030
  Doppelgangers cement control 
  over Blevik
  ic 045
  Fathach founded by Anteans
  ic 050
  Discovering the underhalls
  ic 075
  Elven first contact
  ic 090
  Humans enter Everglow, 
  become and remain dependant 
  on elves
  ic 100
  Dreamsorrow marches on 
  Silverdream Citadel
  ic 115
  Height of Empire
  ic 121
  Sun’s Tears Founded.
  ic 125
  Wind’s Rest Founded
  ic 261
  War of the East begins
  ic 262
  Camp Nickelvee founded, War 
  of the East ends
  ic 268
  Flutterponies form from flutter 
  swarms
  ic 273
  Drakehooves become 
  prominent in Dae Dream
  ic 290 
  Flutterponies found Prisma
  ic 295
   Illiana’s death
  ic 296 
  Battle of Hoof and Fire, official 
  fall of the empire
  ic 300
  Great loneliness, empire’s 
  influence wanes
  ic 302/ ae 002
  Transcendent Blossom begins 
  assault on civilization, Solarin 
  unites
  ic 305/ ae005
  Pegaus ponies lose control over 
  weather
  ae 025
  Loxlar becomes center of 
  human empire
  ae 032
  Bristenlux Ciliorem returns
  Times given in Before Founding, Imperial 
  Calendar, and After Empire
  *Chronicler’s note: Tempus is at all times, 
  everywhen, I’ve tried determining it’s 
  foundation, and it appears to be 3500 years 
  in the future. Good Luck. - Rough Draft
  plot hookS
  This section is primarily for game masters 
  looking for inspiration on conflict and 
  stories to weave for their pony players. 
  Tabletop roleplaying has been around for 
  some time, and most violent scenarios 
  have been explained and re-explained 
  countless times, so we will be focusing on 
  a sampling of more peaceful situations 
  in which our four-legged heroes can find 
  themselves entangled.
  Before empire
  The time before the empire had great 
  need for brave souls. Whether one was one 
  the side of the imperialists, or out for their 
  own benefit, it was a dangerous time.
  •	 The party is asked to travel to a relatively 
  nearby town as diplomats. The other 
  town is comprised of another tribe or 
  race, and begins as unfriendly towards 
  them. By presenting a good face and 
  possibly doing some favors, perhaps 
  they can make inroads with them to 
  establish trade with the player’s home 
  town. Learning the local customs and 
  what they value in a person is key to 
  victory, as well as demonstrating that 
  their character and beliefs are worth 
  tolerating in kind.
  •	 A colt has vanished overnight. Its parents 
  are quite worried and beseech the 
  players to recover their child as quickly 
  as possible, fearing the worst. The child, 
  who has fled the town entirely, must 
  be tracked through the wilderness. 
  Eventually they can be found in the 
  company of an older pony. Confronted, 
  the younger admits that they left 
  willingly, to pursue greater things in 
  the world beyond with the Seekers of 
  the One Herd. If the players are hesitant 
  about leaving right away, they are invited 
  to help explore the ruins they found, to 
  see the merit of the colt’s chosen path in 
  life.
  
  159
  159
  •	 While the players are passing through 
  a larger town, an invitation is sent to 
  them. Their reputation as adventurers 
  of prowess has preceded them, and 
  they are to be guests of honor at a 
  feast held in two days time. During the 
  feast, the players are challenged to be 
  charming guests without breaking too 
  many upper class rules. While they are 
  there, they are solicited for their time 
  by several competing factions seeking 
  the adventurer’s public support on 
  various matters. Siding with one faction 
  makes others unhappy, so the players 
  must select carefully, all while watching 
  their words and manners. Turning them 
  all down will give them a reputation 
  for being difficult, making future 
  employment all the harder.
  •	 At lower levels, the players hear about 
  an enraged dragon causing terrible 
  destruction. Investigation, and possibly 
  speaking with the dragon itself, reveals 
  that its most prized possession was 
  stolen by a pony in a nearby town and 
  they plan to get it back, even if they 
  have to raze the town doing it. The 
  problem is that the thief is a highly 
  respected member of the community, 
  and does not wish to relinquish the 
  item. The players must figure a way 
  to convince the thief of their error or 
  otherwise get the item back to the 
  dragon before time runs out.
  height of the empire
  A civilized time, with ponies ruling over 
  much of the world in prosperity. But this 
  was not a time without its challenges. 
  Terrible beasts lurk in dark places, 
  dissidents scheme of a world without the 
  Queen, and other nations stare enviously 
  at the pony empire’s holdings.
  •	 The party is recruited by an explorer 
  to sail across the oceans of the world 
  and be part of the first  full trip around 
  the entirety of Everglow! Promises 
  of glory and everlasting fame it are 
  used to convince them, but surviving 
  the journey will not be easy. Besides 
  weather, navigation, and possible sea 
  monsters, there are foreign ports and 
  races, some of which the players may 
  never even have heard of. Navigating 
  them to resupply, explore, and finish the 
  trek will make for a story worth singing.
  •	 He Who Should Not Be Named (see 
  the Gods section)  has been spotted, in 
  the distorted flesh. His power is such 
  that physical violence results in little 
  but frustration for those attempting it, 
  and amusement for the foul being. Can 
  the players find a way to distract him 
  away from the innocents of the town 
  before being driven mad, or perhaps 
  find something that could placate his 
  unending need to spread utter chaos 
  wherever he goes, even if for a small 
  time?
  •	 The Queen’s agents have unearthed 
  an artifact of great importance, and 
  possible danger. They have enlisted 
  the players to see it safely to her castle 
  directly. Despite going under blessing 
  of the Queen, there are those, both 
  within and without the empire, that 
  covet the artifact, possible envisioning 
  themselves seated upon her throne 
  instead. Securing allies while keeping 
  their progress discrete is the players’ 
  challenge. Being overt will draw the 
  wrong sort of attention, as there are 
  agents willing to bring great numbers 
  against them.
  after the empire
  Ponykind’s influence wanes as other races 
  rise to new heights. Our adventurers 
  deal with a, while not always hostile, 
  certainly stranger and more foreign world. 
  Humanoids tend to look down on those 
  with the wrong number of legs, but our 
  
  160 160
  heroes have the drive to make their mark, 
  without help of their Queen.
  •	 Shortly after arriving in a large city, the 
  party is stopped and informed that 
  they are accused of a terrible crime. 
  Underestimating their wiles, they do 
  not arrest the PCs immediately, instead 
  simply warning them not to try leaving 
  the walled city, and that their trial will 
  take place in a few days. Can the players 
  gather the evidence to clear their name, 
  or will they slip out of the city and leave 
  other quadrupeds to bear the anger left 
  behind?
  •	 The humans have invented a new sport, 
  a sport of sports. Running, jumping, 
  swimming, throwing, if there’s a 
  physical activity, it seems to have been 
  folded in. The local ponies want to 
  be represented, but the local lord has 
  proclaimed that only representatives 
  of nations can play, and ponies have 
  no nation to call their own anymore. It 
  falls on the PCs to earn an exception, 
  then to perform well enough to reflect 
  positively on their people. Of course, 
  some of their competition may not be 
  so noble minded…
  •	 With the unraveling of the empire, the 
  Seekers have begun seeking their one 
  true herd once more. They beseech the 
  players to help gain access to some 
  ruins that are, unfortunately, located 
  beneath a great dwarven hall. The 
  dwarves are hesitant at best at the idea 
  of anyone, four-legged or otherwise, 
  down into the closed off tunnels. The 
  players will have to win their way in, 
  then navigate the traps of the ruins, 
  ranging from tunnels ready to collapse 
  from time, to devious devices created 
  by ancient dwarves and ponykind to 
  protect the relic sequestered deep 
  below.
  
  161
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  Below is a sampling of some of the 
  unique creatures of Everglow. These 
  are not the only creatures to lurk in the 
  nightmares of ponykind. As GM, you 
  are encouraged to make full use of the 
  Bestiary(and 2 and 3) to populate your 
  adventures with adversaries worthy of 
  your four-legged heroes.
  inevitaBle, vanguard
  This hulking creature seems comprised 
  largely of thick sheeted plate armor, with 
  two malignant orbs that judge your worth 
  staring from its small helmeted head.
  VAnguArd  
  Large Outsider, Lawful Neutral
  Armor Class 19 (Full Plate)
  Hit Points 161 (14d10+6)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25
  16
  23
  10
  17
  16
  Saving Throws Con +10, Wis +7, Cha +7
  Damage Resistances Piercing, 
  Slashing, or Bludgeoning from non-
  magical sources; Acid, Cold, Fire, 
  Lightning, Poison
  Senses darkvision 60 ft., passive 
  Perception 17
  Skills Insight +7, Investigation +4, 
  Perception +7
  Languages all
  Challenge 11 (7,200 XP)
  Multiattack. A vanguard makes 3 
  bastard sword attacks.
  Bastard Sword. Melee Weapon Attack 
  +11 to hit, reach 5 ft., one target. Hit: 
  2d6+7 slashing damage.
  Innate Spellcasting. The vanguard’s 
  innate spellcasting ability is 
  charisma (spell save DC 15, +7 to hit 
  with spell attacks). It can innately 
  cast the following spells, requiring 
  no material components:
  At Will: Fear, Hold Person, Invisibility 
  (self only), Suggestion, Vampiric Touch
  3/Day: Hold Monster
  1/Week: Geas
  Regeneration. The vanguard regains 
  10 hit points at the start of its turn. 
  If the vanguard takes necrotic 
  damage, this trait does not function 
  at the start of its next turn. The 
  vanguard only dies if it starts its 
  turn at 0 hit points and doesn’t 
  regenerate.
  Everglow      
  Bestiary
  
  162 162
  Vanguard are refugees to Everglow from 
  a subplane of law. They seek to bring 
  justice by merit of enforcing agreements. 
  Word is bond, and to break your word is 
  to suffer judgment. While they pursue 
  oathbreakers and liars, those guilty of 
  the greater deceptions draw the worst 
  of their ire. For this reason, some smaller 
  villages have established a practice of 
  inviting a Vanguard as a guest of honor 
  during their elections.
  While there are stories that Vanguard 
  once held other forms, all Vanguard upon 
  Everglow have the outward shape of a 
  mighty gorilla adorned with shimmering 
  armor, though inside that armor appears 
  nothing but wisps of lawful energy. 
  Unfortunately, all finer details of their 
  origins was rendered unobtainable when 
  the first pony spoke with the recently 
  arrived Vanguard. 
  The pony said they should put the past 
  behind them, and the Vanguard agreed.
  Vanguard are not anti-social, and have 
  been known to ally with Everglow forces 
  if their current mission leads them on the 
  same path. Such alliances are short-lived, 
  however, as the work of a Vanguard is 
  never done. For ponykind, this is a mixed 
  blessing. Some admire their dedication 
  to their destiny. It is a fine trait, even if 
  it ensures that Vanguard will always 
  move on in pursuit of liars.
   
  
  163
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  deeptide horSe
  An equine head stares balefully from the 
  waves. As the water dips at the low point 
  of a wave, its fish lower half is visible for a 
  moment, its scales glinting like metal in the 
  light.
  deeptide horse
  Medium Fey, Lawful Evil
  Armor Class 15 (natural armor)
  Hit Points 84 (13d8+2)
  Speed 5 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16
  13
  14
  14
  13
  9
  Saving Throws Dex +3, Con +4
  Senses darkvision 60 ft., passive 
  Perception 11
  Languages Aquan
  Challenge 3 (700 XP)
  Multiattack. A Deeptide Horse makes 
  a bite and a tail slap attack.
  Bite. Melee Weapon Attack +5 to hit, 
  reach 5 ft., one target. Hit: 1d6+3 
  piercing damage.
  Tail Slap. Melee Weapon Attack 
  +5 to hit, reach 5 ft., one 
  target. Hit: 1d4+3 bludgeoning 
  damage. Any target 
  struck with the tail slap 
  must make a strength 
  or dexterity saving 
  throw, victim’s choice, against DC 14 
  or become grappled. If the Deeptide 
  is already subjecting someone to 
  grappled, this does not occur. Should a 
  creature attempt to escape the grapple, 
  use the tail slap’s bonus (+5) to resist.
  Razor Fins If the Deeptide Horse 
  begins a turn grappling, they 
  may, as a bonus action, make two 
  melee attacks at +5, dealing 1d4+3 
  slashing damage each.
  Water Spout. As an action, the 
  deeptide horse can exhale a mighty 
  jet of water up to 60 feet away. The 
  victim must make a strength saving 
  throw against DC 14 or be pushed 
  back up to 10 feet and be knocked 
  prone.
  
  164 164
  flutter
  A tiny four legged creature that resembles a 
  cross between a horse and a butterfly colored 
  with the brightest hues.
  flutter 
  Tiny Fey, neutral
  Armor Class 15 (natural armor)
  Hit Points 11
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13
  16
  15
  8
  12
  6
  Saving Throws Dex +5, Cha +0
  Senses passive Perception 11
  Languages --
  Challenge 1/4 (50 XP)
  Bite. Melee Weapon Attack +3 to hit, 
  reach 5 ft., one target. Hit: 1d4+1 
  piercing damage.
  While flutterponies usually migrate in 
  great, dangerous, swarms, occasionally 
  a single flutter will be found on its own. 
  They make passable familiars if captured 
  without harm.
  flutter Swarm
  Your field of view is suddenly filled with 
  countless forms, each a clashing jangle of 
  colors. Picking out an individual from the 
  mass, it appears to be a very small pony 
  with pixie-like wings. The sound of their 
  many fluttering wings grows louder as they 
  approach, screeching and taunting in some 
  pidgin of a language.
  flutter , swArm
  Large swarm of Tiny Fey, neutral
  Armor Class 15 (natural armor)
  Hit Points 56
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13
  16
  15
  8
  12
  6
  Saving Throws Dex +5, Cha +0
  Senses passive Perception 11
  Languages --
  Challenge 2 (450 XP)
  Bite. Melee Weapon Attack +5 to hit, 
  reach 5 ft., one target in the swarm’s 
  space. Hit: 4d4 piercing damage. If 
  the swarm is at half hit points or less, 
  reduce damage to 2d4.
  Swarm. The swarm can occupy 
  another creature’s space and vice 
  versa, and the swarm can move 
  through any opening large enough 
  for a tiny insect. The swarm can’t 
  regain hit points or gain temporary 
  hit points.
  Magic Theft. Any creature damaged 
  by the flutter swarm finds all magic 
  harder to do, requiring a constitution 
  save against DC 15 to maintain 
  concentration, even if the spell 
  or magic ability normally doesn’t 
  require concentration. Failure causes 
  the ability to be expended and the 
  action wasted. This persists for ten 
  rounds (1 minute).
  Interfering Explosion. As a reaction, 
  a flutter swarm can end magic 
  theft’s duration on a target creature, 
  causing them 2d6 psychic damage.
  
  165
  165
  gem gnoll
  Hunched and feral, this furred, hyena-
  headed humanoid stands slightly taller than 
  the average human. Dangling from its dirty 
  coat are glittering bits of gems and baubles.
  gem gnoll
  Medium Humanoid (gnoll), chaotic evil
  Armor Class 15 (chain shirt)
  Hit Points 54
  Speed 30 ft., Burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16
  10
  13
  8
  11
  8
  Saving Throws Con +3
  Senses passive Perception 10
  Skills Geology +1, Appraising Gems 
  and Minerals +1
  Languages --
  Challenge 3 (700 XP)
  Bite. Melee Weapon 
  Attack +5 to hit, 
  reach 5 ft., one target. 
  Hit: 1d4+3 piercing 
  damage. 
  Spear. Melee Weapon Attack +5 to 
  hit, reach 5 ft. or range 20/60 ft., one 
  target. Hit: 1d6+3 piercing damage, 
  or 1d8+3 piercing damage if used 
  with two hands to make a melee 
  attack.
  Rampage. When the gnoll reduces a 
  creature to 0 hit points with a melee 
  attack on its turn, the gnoll can take 
  a bonus action to move up to half its 
  speed and make a bite attack.
  Gem gnolls are a specific sub type of 
  gnolls that have long been enemies of the 
  Purrsians. Both covet the same gems and 
  treasures of the earth. To the purrsian’s 
  disadvantage, gem gnolls are good at 
  burrowing directly to the prize. This 
  has caused Purrsian mines to suddenly 
  intersect with gem gnoll tunnels and to 
  the discovery that the beast men have 
  already taken the prize right from under 
  the felines’ 
  noses.
  
  166 166
  unfulfilled 
  The vague form of a pony approaches, 
  chains dangling where it should have a 
  mane. Its brand of destiny seems almost 
  solid, unlike the rest of its wispy visage. 
  Its black eyes gaze towards you with an 
  unaging hunger.
  UnfUlfilled 
  As per ghost with the following 
  exceptions.
  Unfulfilled are ponies that have died in 
  the middle of a task they consider to be 
  vital to their life’s destiny, usually in an 
  very sudden and/or traumatic fashion. 
  Occasionally, an unfulfilled can be created 
  when a pony dies thinking their destiny 
  never had a chance. In death, they seek 
  out others to finish the task and lash out 
  angrily at all others. They all possess the 
  possession ghost ability and use it eagerly 
  on any ponykind that appears capable of 
  making their destiny complete. This ability 
  only functions on ponykind.
  While a pony is possessed by an 
  unfulfilled, their brand of destiny becomes 
  that of the unfulfilled. If their flank is 
  uncovered, this may be the only clue their 
  friends have as to their sudden strange 
  behavior.
  When an unfulfilled has accomplished 
  their task, they immediately depart the 
  material plane to peaceful rest, to trouble 
  the living no longer. If their host was 
  willing and cooperative, they may whisper 
  a secret as they go, but there are no 
  assurances when dealing with the undead, 
  save for their innate malevolence.
  optional ruleS
  These rules are entirely optional, put 
  here to help GMs tailor their game for 
  more or less realism as they see fit for the 
  campaign they desire. These rules may 
  also help when meshing pony PCs in non-
  Ponyfinder games. If you are a player, there 
  is not much here for you, unless your GM 
  instructs you to look up a particular rule.
  type advantage neutraliZation
  There are some spells that assume most 
  PCs are humanoids. It is something of 
  an advantage to be immune to things 
  such as charm or dominate person. A 
  GM concerned about this may enact the 
  following, with its ups and downs:
  •	 Give everglow races humanoid as a 
  type, making them susceptible to such 
  effects.
  •	 Advantage to saves against such effects.
  realiStiC defiCienCieS
  If the idea of horses wielding swords or 
  shields in their jaw disrupts your ability 
  to suspend disbelief, here are some 
  adjustments to bring it into line. Note that 
  these adjustments are meant to be taken 
  together as a package deal. Taking some 
  but not others may give unfair advantage 
  or penalty.
  •	 Remove the ability to wield weapons 
  or shields in mouth for fingerless 
  characters.
  •	 Give fingerless a hoof or claw natural 
  attack as appropriate.
  relaxed phySiCS
  Going the other way, perhaps you’d 
  rather your ponies have more freedom 
  in manipulating their environment. They 
  are creatures of magic, perhaps it is of 
  more help than allowed in the base rules. 
  
  167
  167
  Grabbing things with their hooves as if a 
  constant sticky hoof spell were in effect 
  and manipulating objects with all the 
  skill of a human may not be too much 
  of a stretch. This can also be used if you 
  prefer the species of everglow to simply be 
  bipedal.
  •	 Remove the ability to wield weapons 
  or shields, or hold items in mouth for 
  fingerless characters.
  •	 Hooves are considered hands for all 
  mechanical purposes
  •	 Fingerless characters are considered 
  bipedal for all mechanical effects, losing 
  their CMD bonus to tripping and extra 
  carrying capacity and basically losing 
  fingerless.
  
  168 168
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  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter 
  Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve 
  Townshend, based on original material by E. Gary Gygax and Dave Arneson. 
   
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  169
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  170 170
  Campaign Setting:
  Dawn       
  5th Age
  of the
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Silver Games - Ponyfinder - Campaign Setting.pdf