In the heart of 2016, Cecil and Laucivol, embarked on a journey on gaming. Their dream? To create a game store that would unite enthusiasts from all corners. Although life threw its curveballs, reshaping their vision, the core idea remained untouched. As time passed, the duo expanded, welcoming Div, Glass Walker & Soren.


We value community as much as gaming. We see a world where friendship flourishes in the midst of a progressively colder world—a place where everyone really knows one other’s names and the warmth of ‘Cheers’. Our final objective? A real location where gamers can congregate, socialize, and celebrate their common interests.
Writer, Editor, GM, Technologist
Andrew, a retired Marine & technologist, has been involved with TTRPGs since the late ’90s ever since he saw a specific copy of Calvin and Hobbes. Often times going by Laucivol, on account of his first character (at least that he remembers) – an Elven Wizard in D&D 3rd Edition, he’s been enthusiastic as a DM, ST, GM & player throughout the past couple of decades.
He’s also an avid video gamer, and with the team, streams regularly on the Stellar Dragons Twitch. His favorite games tend to be modern with a fantastic or sci-fi flare, like Secret World Legends, the World of Darkness (Mage the Ascension, specifically) & Delta Green.


Build Maestro, Master of Breaking Systems
The Glass Walker[1] has been a game master for various tabletop roleplaying games for over twenty years. As a professional security expert, they love deconstructing systems to better understand them. They love discussing theoretical within the mechanics of a system and creating build
Writer, Editor, Gamer, and Cook
Sawyer is an experienced gamer occasionally known as “Div” with a large repertoire of games he has played since the 2010’s, from tabletops like Dungeons and Dragons, to more contemporary ones like Call of Duty. He first got into the fantasy rpg scene with the Warcraft series and has been hooked ever since. Alongside playing games, he reads a large amount of fantasy novels such as the Dresden Files and the Demon Accords series.
Recent tabletop games he has been focusing on have been Dungeons and Dragons 5e, Pathfinder 1e, and World of Darkness game series, specifically the game known as Mage the Ascension. Mage is of particular interest due to to its free form magic system and the immense creative possibilities it provides.


Writer, GM, Editor, Professional Thinker
Soren is a freelance writer who has multiple degrees in philosophy and theology. He has done the only thing that makes sense and return to school for a few more.
Growing up in the golden age of JRPGs, he found a love of games thanks to Super Nintendo and PlayStation 1 RPGs. It was no surprise that he took to tabletop RPGs like a fish to water.
He is a player and GM of various game systems including Dungeons and Dragons, Pathfinder, Shadowrun, Delta Green, Classic Deadlands, and Classic Deadlands Hell on Earth.
He also has a bad habit of writing about himself in the third person.
Email: social@stellardragons.com
Phone & SMS: 1-304-209-6360

They ran, as they fought off the hobgoblin and countless undead hot on their heels. Finally, they managed to reach the old chapel, but alas, there was no door to block off the attackers!
The elf turned and grabbed his bow, meanwhile the man clutched his staff, sweating heavily. They both knew they faced their doom.
The hobgoblin led the hordes of undead and smiled at the thought of playing with his new prey. Suddenly the wicked smile evaporated from his face.
His bloodshot eyes widened in terror as he pointed at them in abject horror. The hobgoblin turned tail and ran as fast as his legs would take him.
The stained glass windows came to life. Elementals, Beasts of legends, Dragons, Angels and Demons alike came to life and charged the undead masses. The speed in which they eliminated the hoard left both the elf and the man speechless. Before they could react, and just as rapidly as their salvation appeared, it vanished.
Silence and darkness fell once again on the old manor, only broken by the countless candles that illuminated the chapel.
It was too much for both of them. They ran away in the night, frightened by a story no one would believe. As they fled, one of the stained glass windows was shaped in the form of a robed humanoid made of pure living glass.
It walked amongst the candles and grabbed the notebook the man left behind with its glass hand. The glass creature raised the tome amongst the candles, and it was titled:
“The Legend of the Glass Walkers”
Warforged
Archivist 7/Thaumaturgist 5/Malconvoker 8
Str 10/Dex 10/Con 18/Int 18/Wis 10/Cha 8
Bluff, Knowledge(The Planes)
Flaws: Murky Eyed, Shaky
Flaw-Heavy Armor Proficiency
Flaw-Adamantine Body
1-Academic Priest
Archivist Bonus 1-Scribe Scroll
3-Extend Spell
6-Spell Focus(Conjuration)
9-Rapid Spell
Thaumaturgist Bonus 9-Augment Summoning
12-Summon Elemental
15-Rashemi Elemental Summoning
18-Quicken Spell
Alright, with Adamantine Body we start off with a fairly large AC and a Damage Reduction of 2/adamantine at level 1. This means that despite our low Hit Die, we are near unkillable from the get go and that’s before buffing ourselves into the stratosphere.
We are, however, far from focusing on this. Rapid Spell lets us cast Summon spells as a standard action. We essentially win the game by default the second this comes online as I will detail further in the Final Thoughts section. Add Extend Spell for obvious reasons.
Augment Summoning and Summon Elemental, especially combined with Rashemi Elemental Summoning means we have essentially limitless summons that can each deal more damage than a Meteor Swarm. Enjoy this absolute nonsense.
Start with a Quarterstaff to give your DM a false sense of security. As soon as you can, grab yourself a Headband of Intellect and a Cloak of Resistance.
Alright, let me explain the madness of this build. Since we, as an Archivist, don’t have an actual spell list, but rather can pull from all divine spellcasting spell lists, this means we get access to every single summoning spell in the game.
You just read that correctly. Summon Monster, Summon Nature’s Ally, Summon Undead, you name it, you have potential access to it. And via Rapid Spell you get to cast those as a Standard Action, meaning that creature gets to act now.
Beefed up with your automatic Extended Summoning and Augment Summoning, you now have near limitless, on-call minions to do any of your biddings, including healing and buffing your allies and yourself. Add Fiendish Legion to summon even more evil outsiders despite not necessarily being evil yourself and you can utterly wreck any leftover balance in the game with but a single spell.
And that’s before I start talking about Planar Binding or Planar Ally here, which are further empowered via your Improved Calling ability (use Greater Planar Ally to summon a Balor for shit and giggles).
And all of that? Yeah, that’s on top of being a friggin Archivist which means all the divine spells ever.
Want to utterly piss on the poor fragments of your GM’s sanity? Look up the Generic Spellcaster in Unearthed Arcana and realize that technically, this means you can grab divine scrolls of spells on the Sorcerer/Wizard spell list.
| Level | Class | HD | Feats | Special |
| 1 | Archivist | 10 | Adamantine Body, Academic Priest, Scribe Scroll, Heavy Armor Proficiency | Dark Knowledge(Tactics) 3/Day |
| 2 | Archivist | 1d6+4 | – | Lore Mastery |
| 3 | Archivist | 1d6+4 | Extend Spell | Dark Knowledge 4/Day |
| 4 | Archivist | 1d6+4 | – | Still Mind, +1 Int |
| 5 | Archivist | 1d6+4 | – | Dark Knowledge(Puissance) |
| 6 | Archivist | 1d6+4 | Spell Focus(Conjuration) | Dark Knowledge 5/Day |
| 7 | Archivist | 1d6+4 | – | Lore Mastery |
| 8 | Thaumaturgist | 1d4+4 | – | Improved Ally, +1 Int |
| 9 | Thaumaturgist | 1d4+4 | Rapid Spell, Augment Summoning | – |
| 10 | Thaumaturgist | 1d4+4 | – | Extended Summoning |
| 11 | Thaumaturgist | 1d4+4 | – | Contingent Conjuration |
| 12 | Thaumaturgist | 1d4+4 | Summon Elemental | Planar Cohort, +1 Int |
| 13 | Malconvoker | 1d4+4 | – | Deceptive Summons, Unrestricted Conjuration |
| 14 | Malconvoker | 1d4+4 | – | Planar Binding |
| 15 | Malconvoker | 1d4+4 | Rashemi Elemental Summoning, Skill Focus(Bluff) | – |
| 16 | Malconvoker | 1d4+4 | – | Deceptive Summons(Fury), +1 Int |
| 17 | Malconvoker | 1d4+4 | – | Fiendish Legion |
| 18 | Malconvoker | 1d4+4 | Quicken Spell | Deceitful Bargaining |
| 19 | Malconvoker | 1d4+4 | – | Deceptive Summons(Resistance) |
| 20 | Malconvoker | 1d4+4 | – | Improved Calling, +1 Int |