Heid Eschatol


THE HEID ESCHATOL MOVEMENT began among the dwarves of Drakr, after the scholar Vlendam Heid published a treatise on the myths of his nation and how they continued to influence modern perceptions. The book captured the culture’s consciousness, particularly a section that used the legend of the Lost Riders to explain the Drakran tradition of defining civilizations and eras by how they end. In the three decades since its publication, Heid’s “On the Proper Endings of Things” has given birth to a whole field of academic study devoted to finding the perfect way to end friendships and romances, business relationships, wars, serialized literature, and even one’s own life.

Heid’s disciples refer to themselves as eschatologists, from the term for the study of the end of the world. Their popularity has only strengthened Drakr’s existing obsession with apocalyptic prophecies and doomsaying, and has raised awareness of their beliefs in other nations. The Clergy, however, denies that the dwarven endtimes are near, and its agents take a dim view of Heid’s followers.

Playing an Eschatologist

Dwarves from any nation likely feel some sympathy toward Heid Eschatol, and soldiers who fought in the wars in the border kingdoms between Drakr and Danor often saw enough horrors that when they came home they were comforted by the thought of an orderly judgment day. A handful of apocalyptic cults have sprung up, and increasingly their members are seen less as fringe nuts and more as just another religious sect. Only a few outside of Drakr actually believe in a literal, imminent end of the world, with most adherents simply appreciating the comfort they can find by confronting death with reason instead of fear.

Regardless of how a character was drawn to Heid’s movement, he is likely to give regular thought to the future, especially to life’s thresholds and endings. Every eschatologist regularly updates his will, and pays heed to his companions’ desires in the event of their untimely yet unavoidable deaths. A few race toward death, but most are pragmatic and take exceptional precautions to forestall any accidental demise that might ruin their plans.

A cleric or inquisitor who adopts the Heid Eschatol as her philosophy may choose from the following domains: Death, Healing, Law, Luck, Repose. Their favored weapon is the garrote.


With the dire knowledge that the world shall end in ice, you do what you can to prevent such fate from befalling your allies. These acts come with a high price, as you find yourself closer to death than most.
Benefit: Once per day you may stabilize a fallen comrade by touching them. You can use this power on any creature who has negative hit points, or who has been dead for less than one full round. In order to use this ability, the creature you touch must have a complete body (thus it cannot be used on a decapitated creature, or the target of a disintegrate spell).
Once per combat, you may summon a temporary zone of cold. This zone manifests in a 10-ft. radius around you, but is stationary. It lasts until you leave its area, fall unconscious, or die. Creatures in the zone cannot heal or gain temporary hit points. Any creature within the zone at the start of its turn (including you) takes cold damage equal to your level. You cannot reduce the damage this does to you by any means, but other creatures’ resistances and immunities can protect them as normal.

Heid Eschatol

Zeitgeist Jim_Mount