recursal/Fanatic-Fandom huggingface dataset:
Ultair Harribel

== History ==

Initially a young innocent sharkgil with little or no knowledge of how the world works, surviving off of the abundant radiation of her home world and all of the effects it may have had on her. She travelled from ocean to ocean and loved to eat the highly radioactive remains of human civilization that were scattered everywhere. Her favorite thing to eat, having no humans to explain what they were, consisted of plastic boxes full of wires and metal, glowing rubber rods that came in different lengths and textures, and shiny metal suits that are too small to wear. Eventually during one of her many one year naps, she sleep swam into a portal and wound up in the remains of hammer.

== Appearance ==

A well built and busty woman, comes with shark tail and teeth too!

After dying once, she has been reborn as a dragon of sorts and is getting used to that new body and it's strangeness.

== Personality ==

Very shark like, feral, untamed, wild free spirited, and highly aggressive/ dominant. She cares deeply for her family, and after being "educated" by Gwen, she also likes to spoil her family with physical affections.

== Loves ==

Blood, especially of others. Fighting for dominance, or to make others bleed, and hunting for the family that needs food.

== Fears ==

Recently learned of death and fears it may happen to someone she cares about. Crushing reality that life is finite and nobody knows when it ends.

== Hobbies ==

Fighting, hunting, Grooming the kids, and practicing mating with the two wives and Gwen when allowed.

== Family ==

Daraktar, Nora (and the twins she birthed Serraphina & Shedima), Nelliel (her daughter Aione), Gwen, kids she birthed (List coming later.... 18 names >.>)

== Friends ==

These have mostly died or something similar, their names long since forgotten, however she is now in the position of attempting to make more.

== Enemies ==

none yet theu all die too quickly to count as real "enemy"

== Aspirations ==

She is now planning an undersea kingdom, currently amassing the personnel to accomplish this but progress is being made. There needs to be a safe place for the plethora of kids to grow somewhere right?
NPC
Whispering Way (Kou)

Template:Infobox locationThe Whispering Way is a long and both unknown and known cult of the undead. The very aspect of all followers is to shrug off the mortal bonds of society and find a purer and easier life before obtaining what is most desired in the world: Power.

With its organization for the most part unknown to society in this land, one sect has sought a deal with the nation harboring it to aid in its development in exchange for information they gain along the way, and gifts when they are able to.

In Kou, they seem to interact a bit more in the open of the light, knowing that they are more protected here.

## Organization

Leader: Murmur Caligari

Membership: Approximately 190 (Size 19)

Type: NE Secret Religious Society

Power: 4

Resources: 5

Reputation: 2

Wealth: 42 WP

Tension +0

Major Goal: Increase the desire of citizens to embrace the power of undeath (DC 23)

Minor Goal: Increase the knowledge of the information on magic and make such information well known by contacts  (DC 15)

Minor Goal: Increase Strength of the undead nation (DC 19)

Upkeep reduction 2

Common Operations:Advance Goal, Kingdom Aid, Earn Wealth, Reduce Upkeep, Recruitment, Relieve Tension
Tar'Ghul

## History

Tar'Ghul was born to a Clutch of Eight and grew up the first few years of his life in Dragon Rock, within the walls of the city he enjoyed simple times, But once he turned five, Him and two of his siblings were sent to help at Rough Ranch where his uncle live, to gain a Real skill out there. When he and his siblings arrived they were soon put to work without a delay and found the difficulty of the world, that had been forgotten by those in Dragon rock.

Waking early and having to take care of Creatures twice his size, at first He was terrified of the Dracolisks that they raised. After months of being forced to experience it he found that they were gentle though they look as if they could eat him in one bite. Time began going faster and he lost track as each day was exhausting work, as he came of age he was taught how to hunt. The burden wasn't light as he had to learn to use what he had in a fight, being forced to take down wolves and other creatures with only his claws, That he found more skill in it. He noticed the best spots to strike, where to wait and set traps and that his best weapons was always his own body.

Once he turned Eighteen he Went on a Adventure Leaving his siblings at the ranch to See more of the Kingdom and it's splendor. In the Wyverns nest he had the chance to try Taking care of wyverns and got to experience the skies on the backs of them. Though he doesn't have the full skill the experience was more than enough before continuing his travels, it wasn't till recently he arrived to Arrived in The Union Pass and spent the last Four Years Living There and was able to get a Nice house that he could comfortably Stay.

## Appearance

He is a Tall Well Built Lizard folk, With Dark Blue Scales and Blood Red Eyes. He wears simple clothes and no shoes as he doesn't feel the need for it. His body is covered in old scars from fights and Handling Dracolisks.

## Personality

He is calm, But Adventurous and loves to see what things are like in the world.

## Loves

He loves Alcohol, Dracolisks, and Wyverns

## Fears

The Fall of the United Hordes and it's unique People

## Hobbies

He Enjoys going to the Tavern for a Drink and Merriment, He also spends a lot of time hunting to Enjoy the open forest, On occasion when he Visits Family in The rough Ranch he likes to help take care of the Darcolisks

## Family

He comes from a Large family in Dragon Rock but lived most his life in the Rough Ranch with His extended Family

## Friends

He has many friends but none worth noting

## Aspirations

He wishes to become a Elder who receives the Blessing of the Keepers and maybe get the Blessing of the Dragon Rock
Speidella

"What? You think I can hurt you?"

## History

(Undercommon) "Hi there, I'm Speidella! If you were wondering what I am, listen to this. My daddy was a crazy guy, I mean he was this little guy, like small small, like I'm bigger than he is. I think he called himself...Half...something? Anyways, mommy is a big me, spiderwoman! People don't like us for some reason and I have no idea why. So after they hugged each other for a long while, I showed up and they both loved me so much that they taught me weird things. Now after this game of hide and seek, Its my turn to hide"

## Appearance

Well, it is kinda hard to put pants on, but then I realized...I can't so I wear a skirt. What I do need to wear is a shirt though, so simple ones like whites and black work...Hair gets in the way of all of my eyes but at least I don't gotta wear those things in front of them. Oh oh, dad put this that thing of a skull and two bones on my back. Looks cool but hard for me to see.

## Personality

Uhhhh, I am kind? Is that something you can say about yourself? Oh and someone called me an airhead once, but what does that even mean? Also, alot of people don't like how quiet I get at times...Or lick my lips?

## Loves

Flowers

Butterfies

Water

Boats

Pirate

Summer Breezes

Executions

## Fears

Big Dogs

Loud Noises

People hearing my head words

People not understanding her (She only knows undercommon and halfling)

## Aspirations

Win this game....And Every game EVER!
NPC
Vauna Fab'ul'os Okkan/ Nerah Bloodborn

*"This world is my torment, you are my torturers. It will never end."*

*- Vauna*

"Eternal Torment"

## History

Vauna Fab'ul'os Okkan was born to a rather simple familydown with in La Bella Fore. A lover of poetry, and a woman with a strong demeanor his parents were living comfortably within the comfort of the city. It was here that he began his journey as not only a spiritual walker but also someone capable of great change as he had learned the use of many weapons as well as those that were once spiritually centered around themselves. The tengu enjoyed thier life, exploring the nature of both their own special techniques in the art of mimicking the voices of both their parents as well as the stranger upon the street. Their skill they developed, was one not for mockery but for entertainment purposes. On the special Occasion, Vauna learned to profit from their poetry as well as ability to speak for others.

Occasionally, Vauna worked their magic with their words to help fix up some of the swooning hearts that seek the attention of those they love. His mimicry a true blessing to all those who needed someone else to speak on their behalf to a win the hearts of both noble and peasant fiances. A charlatan, or a matchmaker only time and those who caught him in the act could truly tell what Vauna was. It wasn't till one day that they found their own truly lovely tengu that these actions came to a halt. A beautiful black feathered beaky beaut! Oque a dear friend and companion to this day travels with the illustrious spirit walker till recent times.

Upon their adventures with a band of 'Wishful drinkers'. A journey into the depths of one of their residents they ran across a variety of unsavory creatures and fiends. A ritual to the abyss chanted down through the twisting corridors echoed all the way to Vaun's ears. The rift that spawned forth a giant devlish bird of prey much like the one had gripped and hurled them down into where current events leave off. Seconds turned to minutes turned to hours turned to days. Vaun never could have realized how long they spent down there, but by the time it was over all those fond memories and wonderful companions they once knew had vanished.

Where were they and who were these distant dreams, was this real life or merely fantasy.

## Comforts

1. Torment: The little ticking in your ear, that fidgetting neighbor on their seat at the table each one of these little tedious acts reminds them of simpler times.

## Hobbies

1. **Hunting**
Roslyn

Located in the heart of Inverden, one might think that roslyn - and the surrounding lands are susceptible to assault from Intila, and if you thought that, then you are gravely underestimating the Centaurs who live here, and the open planes that is their battlegrounds. Whether driving a plowshare, or with a cat folk archer on their back, these lands are home to deadly juggernauts.

## History

Just above the heart of inverden, there lands were initially roamed and owned by wild centaur tribes, Until they were united and brought into the fold, these lands were more or less uncontrollable. With these powerful creatures by their side though, that has allowed culture and control to spread far north to these bountiful lands.

## Settlements Laws

The settlement here follows the inverden laws in addition to the following.

- Attempting to forcible copulate with a centuar is still forcing yourself upon them.

- Attempting to roofie a centaur into heat is still the usage of drugs and is illegal.

- Do not treat the centaurs as monsters. They have the full rights of citizens of Inverden.

## Settlement Qualities

Bountiful and Rich

Prosperous

## Buildings

Moriko Vineyard - This abundance of farm and fertile grounds makes a wide area that some even come to visit for the purposes of picnics and other interesting interactions.

Niamh's Rest - This is actually a series of inns and taverna meant for various peoples. Whether they are more into relaxing and simplicity, to the alternatives which favor heavily into sensuality.

Plain Plane - These grounds are favored by the centaurs, it's a wide open market that is available for all to pass through, so long as they avoid the centaur roads that often have such creatures racing along them.
Venes

A collection of Quotes: "Fuck with me, and I burn you alive."

"The Strong Rule, and you Obey."

### Relationship status

Claimed by Illyat Moon-Blood, claims Marchi, who claims her right back, is open.

## History

Venes was born in some irrelevant place, she does not even remember its name, though she was never given reason to, as she ran away at an early age, joining a caravan as a stowaway to escape the hatred that all hold against her kind.

In this way, she lived for most of her life, roaming from place to place, from caravan to caravan, stealing, seducing, and killing as she needed to... and it pleased her innate instincts, which she has almost fully embraced.

She has never had a place or person to call her own for her whole life.

## Appearance

From top to bottom.

Her horns shine bright, reflecting all light that glints upon them with the sheen of polished steel. Her hair, as white as the softest clouds. Her ears, flare out and back as they turn to a fine point. Her eyes glow softly, a bright mixture of yellow and orange before you get to her small black pupils.

Her flesh is hidden behind thick red scales, her lower arms and hands are black as soot, her tail is like that of a lizard. Is a D-Cup.

A thin cloud of steam perpetually rises from her scales, as if the air itself is boiling on her.

## Personality

I don't like to define personality at start.

Playful and to the point, can be serious but... doesn't like to be. Adventurous, though cautious, she is willing to try anything and everything, so long as it won't harm her... though she will take a measure of delight in harming those she doesn't care about.

She views most people as tools, which must be manipulated into doing what she wishes of them.

Believes that The Strong rule, and The Weak serve... she believes herself to be weak.

## Loves

Sex, Booze, Fire, Dominance, Submission, Money, those who are stronger than her. Both Men and Women.

## Fears

The Cold, those stronger than her, Angels.

## Hobbies

Lazing about, drinking, religious activities.

## Aspirations

Start a business. Get money. Start a cult. Summon some demons.
Rajah's Estate

Template:Infobox locationThe Mansion Rajah has created inside of Magnostadt the capitol of Kou Empire. Resting on a hill on the edge of town, its yard able to view much of the town. This mansion is walled off, with armed guards and a gate. Inside, several courtyards, the front ones decorated with fine statues and a stable house by the gate greet people as the walkway to the mansion itself has a Fountain.

In the back, several ponds and small streams form a grotto of sorts, and a huge flower garden lies around and beside it. The flowers of numerous kind, some perennials, some annuals, some local and others exotic. With a back door and a patio to watch this area, the mansion's insides are divided mainly into two wings with a grand center.

   The first, the east wing is the servant's quarters, containing the Kitchens, the servants lavatory, the servant's baths, and their lodgings. The center is the main halls, containing the ball room, several other meeting area's, one of the Guest Bedroom, two of the common rooms, and a Bar.

The West Wing is the Lord's Wing, containing several stations including an Alchemy Station, Printing room, Forge, Scriptorium, a Scrying Chamber, A magical Repository, the Master Bedroom, a spare bedroom, one of the storage rooms, his offices, the lords rest rooms, a Sauna and Bathing room, and a secret tunnel leaving out of the estate. There also lies Rajah's Trophy Room, which contains another secret door hidden in this area leading down into Rajah's secret basement.

In the secret basement lies a Common room, leading to a Battle ring with four cells, two on each side to hold prisoners. This hidden basement also contains a Torture Chamber and a Storage Room. Hidden well with a superior lock, few ever see this chamber.
Thayan Knight

Thayan knights have mastered the art of swordplay, are familiar with magic, and are loyal to none but the tattooed mages.

#### Requirements

**Base Attack Bonus:** +5

**Alignment:** Any nongood

**Race:** Human

**Skills:** Intimidate 1 ranks , Knowledge (arcana) 1 ranks , Knowledge (local) 1 rank

**Feats:** Iron Will , Weapon Focus (longsword)

**Special:** Sworn allegiance to the Red Wizards of Thay

#### Class Features

**Weapon and Armor Proficiency:** Thayan knights gain proficiency with tower shields.

**Horrors of Thay (Ex):** Because of long exposure to the cruelty of her homeland, a Thayan knight gains a +2 morale bonus on saving throws against fear effects and a +1 morale bonus on saving throws against charm effects. At 4th level, these bonuses increase to +4 and +2, respectively. None of these bonuses apply against attacks from Red Wizards.

**Zulkir's Favor (Su):** At 1st level, a Thayan knight undergoes a long and painful tattooing ritual. A magic tattoo, placed either on the back or the forehead, provides a +2 resistance bonus on Reflex saves. The tattoo also marks the knight as someone loyal to the Red Wizards. The knight automatically fails any saving throw against a mind-affecting spell cast by a Red Wizard. When the tattoo is visible, the knight gains a +2 morale bonus on Intimidate checks as an extraordinary ability.

**Zulkir's Defender (Ex):** A Thayan knight of 2nd level or higher gains a +2 morale bonus on attack rolls and damage rolls against any creature that attacks her or that she has previously seen attack a Red Wizard.

**Fighter Feat:** At 3rd level, a Thayan knight may choose any one feat except Weapon Specialization from the fighter bonus feat list (see Table 5—1, page 90 of the Player's Handbook).

**Final Stand (Su):** Once per day as a standard action, a Thayan knight of 4th level or higher can inspire her troops. Allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight's class level + the knight's Charisma modifier and lasts the same number of rounds.

**Zulkir's Champion (Su):** A 5th-level Thayan knight receives a large magic tattoo across her face, signifying her devotion to the protection of the Red Wizards. Once per day, she can add a +2 luck bonus on a single saving throw. This bonus can be taken after the die is rolled and after other modifiers have been applied to the roll. When the tattoo is visible, the knight gains a +4 morale bonus on Intimidate checks as an extraordinary ability.
Tuii'Jee

### Titles

Vipers Daughter, Toe Jam [Never Use.], The Immoral Brutalizer!!, Huggalump [Never Use.].

'Tuii'Jee don't like quotes, words just words, no use to immortalize.' - Tuii'Jee.

## Character Information

### Alignment

Chaotic Good: Trying to uphold the morals of a deceased friend.

## Social Description

### Relatives

Chief Toe'Jee of the Vipers Tribe.-FatherTay'Jee, Son of Toe'Jee -Half-Brother

Qua'Jee, Doctor of the Vipers Tribe. -Mother-Deceased

[27 Different Siblings/14 Different Stepmothers]

## Misc. Information

### Will holder

Legiana Studia - Upon death Tuii'Jee wishes for all excrement and other gross parts of her to be scooped out, placed into a jar and sent to them.

## Appearance

Tuii'Jee is a rather large woman by goblin standards, ranging around a 4'2 in height. She's bulky yet slender with her build and absolutely riddled with scars that cover the entirety of her body, each one holding a story of their own from a multitude of different weapons from years of battle.

## Personality

 Weakness is in everyone, do not let your own weakness drag you down, rise above it and have less weakness than the idiot below you.
 Betrayal is an incurable disease, once betrayed Tuii'Jee will not forget and will avoid you, she no want to catch disease.
 If something prove difficult do not avoid asking for help, no sense in failing when people make you succeed.

## IC Enemies

None as of yet.
NPC
Skullsplitta

"I'z gon'z stomp da gitz! WAAAAGH!"

## History

The history of Skullsplitta isn't known, due to him not even knowing himself very much, aside from his accomplishments as a Big Boss Black Ork of his own horde of Orkz.

## Appearance

Skullsplitta stands 11 feet tall, wearing the traditional black armor of the Black Orkz, wielding a massive axe in hand. His skin was Dark Green in color, his eyes dark red, which both colors darken as he increases in size and the more he fights, gaining experience. He is extremely muscular like any other Ork, his body built to take punishment.

## Personality

Skullsplitta is an extremely violent and impatient Ork, wanting to get into a 'roite 'nd propa foight' as soon as possible. He loves combat, and raging the endless wars that existed in his old realm. However, he does have a soft spot for female pointy ears (elves), and for any female that he encounters, as he is Boss in his eyes, as he is the Greenest, and Biggest Ork.

## Loves

Female Elves, Fightin', Eatin', Drinkin', and More Fightin'.

## Fears

There isn't much that he fears, as it is unknown what is terror to the Ork. Probably a world of peace would terrify him the most.

## Friends

None, Orkz must be aware of the chance of another taking his spot as Boss.

## Enemies

All are his enemies automatically, just varying degrees on whose getting punched first.
Rajah

"We all have beasts inside... how in tune you are determines if you are predator or prey."

### Relatives

Delia Scarlet Moonshade (Wife), Alva Moonshade (Daughter)

## History

Rajah has been in the city of Hammer for a few months. He has earned a minor reputation as a skilled bladesman, although many regard him as an ass. He is known to have ties to the New Dawn Guild as he has done work as he owns the Kou based Adventuring guild. He also holds a noble title inside of the Kou Empire and resides in his mansion there.

## Appearance

Preferring simple leather armors, or fine suits, Rajah looks as much of a human as any normal man. Standing at slightly above 5'7'' his cream colored skin had a few blemishes but seemed most like cuts that were not true scars.

His glimmering green eyes always seem to be keeping an eye out on his surrounding. The leery look is always is that of a man always on edge knowing how dangerous things can be. His short reddish orange hair seems surprisingly coarse.

## Personalty

He seems to be a person with a distrust of people inherently. However, his mind beams with curiosity at new things he has yet to see or experience. He seems to be easily annoyed and disgusted by people of simplistic natures or who just seem to be stupid. He does have a strong sense of personal pride, but the people he seems to enjoy most are those who simply act contrary to what their nature 'should' be.

He seems to be whimsical in his desires. One day, he may be merciful and the next he would take someone's head for the same insult. He may leave foes alive, and then if he finds a dangerous trap, throw them to their doom for his own benefit. However, despite this, he carries an odd level of loyalty to anyone who he is willing to call ally on a job.

## Loves

Bathing, drinking wines, pissing off paladins with moral debates, a good fight, his wife and Child.

## Fears

Dying. Being unable to keep Delia safe under his watch. Losing a moral debate with a paladin. Tenebrous Purple Worms. His wife and Daughter being harmed.

## Hobbies

Studying books of the arcane. Practicing his sword forms and stances. Wine Tasting, enjoying in the fear of those who cross him. Spending time with his hot Huldra Fiance.

## Family

"My mother was a daft cunt."

Rajah is happily married to Delia Scarlet Moonshade and has a single infant daughter.

## Friends

Rajah considers a few people he has fought besides as friends, among some others who he simply enjoys having around him.

Delia Scarlet, Maxie, Zinnee, Leo, Jonas, and Rayshaan are all people he considers friends.

## Ambitions

To freely design his own life. Also to own a wine brewery... and maybe a professional smuggling ring... possibly hosting Bi-Annual Gnome Punting competitions (Tiny bastards...). Although while most of his goals are lofty, he can be sly and dangerous with reactions and adaptability.
NPC
Round scale ranch (animal breeder)

===== Round Scale Ranch Announcement ====== Habitat one is now open! it has 16 (baies) giant riding geckos, with magic to give it a two way appears. not letting the creatures inside that others can see them.

===== Round Scale Ranch Announcement ====== Habitat two is now open! it has 2 juveniles axe beaks, with magic to give it a two way appears. not letting the creatures inside that others can see them.

===== Round Scale Ranch Announcement ====== Habitat three is now open! it has 2 adult troodons, with magic to give it a two way appears. not letting the creatures inside that others can see them.

===== Round Scale Ranch Announcement ====== Habitat three is now open! it has 5 adult compsognathus, with magic to give it a two way appears. not letting the creatures inside that others can see them.
Scarlet Corsair

(Stormwrack variant, p. 65)

The scarlet corsair relies on the reputation of her quick blade and terrible fighting skills to drive her prey before her.

#### Requirements

**Base Attack Bonus:** +5

**Alignment:** Any nonlawful

**Skills:** Bluff 8 ranks , Intimidate 8 ranks , Profession (sailor) 4 ranks

**Special**: Sneak attack +1d6.

**Special**: Must have established a reputation as a fearsome pirate.

#### Class Features

**Improved Feint**: Upon joining this prestige class you gain Improved Feint as a bonus feat, even if you do not have the normal prerequisites for that feat. You can feint in combat as a move action to render your foes flat-footed and thus make sneak attacks against them.

**Sneak Attack**: At 2nd level, you gain the ability to deal an extra 1d6 points of damage when you catch your foe off guard. This is exactly like the rogue ability of the same name (see Player's Handbook page 50). The extra damage dealt increases to 2d6 at 6th level and to 3d6 at 10th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

**Corsair's Feint (Ex)**: As a scarlet corsair, you are a master of dirty fighting and trickery. You can make a feint as a free action rather than as a move action (see the Improved Feint feat, page 95 of the Player's Handbook). But once you've surprised your enemies with such a feint, it takes time before you're able to fool them again. At 3rd level, you must wait 2d4 rounds before using corsair's feint again. Waiting requires no specific actions on your part; you can fight normally during this time. Beginning at 7th level your reflexes improve and the time between corsair's feints drops to only 1d4 rounds.

**Sailor's Step (Ex)**: At 4th level, you have learned to use the chaos of a ship at sea to your benefit, taking advantage of the swaying ship and swinging rigging to remain out of reach of your opponents. While aboard a ship and wearing nothing more than light armor you gain a +2 dodge bonus to your Armor Class. If you are caught flat-footed or otherwise denied your Dexterity bonus, you also lose this bonus. At 8th level, the dodge bonus from the sailor's step class feature increases to +4.

**Scourge of the Seas (Ex)**: Starting at 5th level, you can instill fear into your enemies. When you use Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear you, and the effect lasts for a number of rounds equal to your Charisma modifier (minimum 1 round). This is a mind-affecting ability, and multiple uses of this ability don't stack.

**Frightening Lunge (Ex)**: Your ability to run your enemies through is unnerving to those who cross swords with you. Beginning at 9th level, on a successful sneak attack, you can sacrifice 2d6 points of damage to render your foe shaken. A shaken character takes a —2 penalty to all attack rolls, saves, skill checks, and ability checks.
Guerra Civil Maltesa

Duración: Medio año

Fecha: 01 de noviembre de 1964- 01 de abril de 1965.

Lugar: Malta

Grupos:

* Lealistas: El gobierno maltés (Malta).

Aliados Extranjeros: Italia, Estados Unidos y Reino Unido.

* Rebeldes comunistas

Aliados Extranjeros: Yugoslavia, Albania y Unión Soviética.

Causas: Discordias entre el gobierno maltés del Dominio de Malta y los rebeldes comunistas malteses.

Consecuencias: Victoria lealista, resistencia del gobierno maltés y exilio de los RCM a Yugoslavia.
SCP-2711 “Dinghaishen Pin Ruyijin Hoop”

A small iron nail that, when placed in water, turns a 10 foot radius of water around it into iron. It does this once a round in 10 foot increments. The water is turned to normal when the iron nail is removed. Creatures in this area will harmlessly be pushed away. If a creature is pushed against a wall, the nail will pop out from the water. removing the nail is a move action (The nail is halfway in the water if ever put into water, and can not be made underneath the water such that it cant be removed)
Tempest

A tempest is the point of calm within a whirling barrier of deadly blades.

**Feats:** Dodge , Two-Weapon Fighting , Improved Two-Weapon Fighting , Mobility , Spring Attack

#### Class Features

**Weapon and Armor Proficiency:** Tempests gain no proficiency with any weapon or armor.

**Tempest Defense (Ex):** When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), a tempest gains a +1 bonus to Armor Class. This bonus increases to +2 at 3rd level and +3 at 5th level. The character loses this ability when fighting in medium or heavy armor.

**Ambidexterity (Ex):** For a tempest of 2nd level or higher, her attack penalties for fighting with two weapons are lessened by 1 (from –4 to –3, or from –2 to –1 if the off-hand weapon is a light weapon). At 4th level, the attack penalties are lessened by another 1 (from –3 to –2, or to +0 if the off-hand weapon is a light weapon). The character loses this ability when fighting in medium or heavy armor.

**Two-Weapon Versatility (Ex):** When a tempest of 3rd level or higher fights with two weapons, she can apply the effects of certain feats from one weapon to the other weapon as well, as long as those effects can be applied legally. She can use this ability only with the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization. For example, a tempest who wields a longsword and a short sword and who has the Weapon Focus (longsword) feat can apply the effect of Weapon Focus to her short sword as well as to her longsword. If a tempest already has the feat with both weapons, she gains no additional effect.

**Two-Weapon Spring Attack (Ex):** When a 5th-level tempest makes a spring attack, she can attack once each with two different weapons as an attack action. The character loses this ability when fighting in medium or heavy armor.
Role Playing and You

1. In the public rooms, keep it clean. We get it, things develop between characters, and it is a natural place for it to go, just keep the intimate/gruesome RPs in one of the NSFW rooms, for the sake of those that do not want to see it.
2. You cannot role-play in more then one location at a time, with an individual character.
3. You cannot have one of your characters make or equip one of your other characters, in most instances you should avoid interactions with your other characters, and if put in a spot that forces them to meet keep the exchange to a minimal.
4. Consent is key. IC many things can happen, but questionable situations regarding anything involving removal of autonomy/consent to the character should be discussed with the player beforehand, to ensure that are comfortable and accepting with where that would go. Barring specific spell-effects(ie. Dominate Person), GMs are expected to work on this agreement as well.
5. This is a Living World. You can do what you want, but be ready to pay the price of your actions. You are allowed to murder everyone you meet, if you so desire. But please remember that this is a shared, living world. The world will return the favor.
6. PvP is permitted. PvP, in general, may result in the involvement of local law enforcement. PvP that results in PC death has the highest chance of the law of the land to be involved. However the area it occurs will play a large factor in determining the IC punishment of a PC death. You are encouraged to get a member of staff involved at the start of the fight, to ensure that both parties fight fair and to quickly resolve any rules disputes that may arise. Staff will be impartial in all PvP scenarios.
7. Don't bring OoC issues to IC situations.
8. No Time bubbles unless your actually using time magic or given permission from a GM (Fair warning time magic is dangerous in this setting).
9. If you're in a town assume the NPC's will provide service for you, and that you can buy any item appropriate to the location that's under 50gp and non-magical. Unless stated in their kingdom wiki.
10. Dropping off during RP if you started RPing and don't respond in 15 mins or more, it is assumed you go into what we call "PASSIVE SURVIVAL MODE" your character will not take or continue any hostile actions and will zone out, fall sleep, ect. as long as there is no obvious threat. If there is an obvious threat they will leave as fast as they can.
11. Always check for a channel topic or pinned messages in a channel before posting. Important information is stored there for a reason.
12. No OOC in IC channels. for each post you can be fined 4 gems per post, and will receive a warning.
Whispering Way (New Horizon)

Template:Infobox locationThe Whispering Way is a long and both unknown and known cult of the undead. The very aspect of all followers is to shrug off the mortal bonds of society and find a purer and easier life before obtaining what is most desired in the world: Power.

With its organization for the most part unknown to society in this land, one sect has sought a deal with the nation harboring it to aid in its development in exchange for information they gain along the way, and gifts when they are able to.

## Organization

Leader: Murmur Caligari

Membership: Approximately 40 (Size 4)

Type: NE Secret Religious Society

Power: 3

Resources: 5

Reputation: 1

Wealth: 57 WP

Tension +0

Major Goal: Increase the desire of citizens to embrace the power of undeath (DC 23)

Minor Goal: Increase the knowledge of the information on magic and make such information well known by contacts  (DC 15)

Common Operations:Advance Goal, Kingdom Aid, Earn Wealth, Reduce Upkeep, Recruitment, Relieve Tension

Building downtime bonuses:

Gp 66

Influence 43

Goods 15

Labor 8

+1 Diplomacy in settlement

+2 against current disease in settlement

+3 against contracting new disease
Vilika Lok

"I do what is good for the Clan."

## History

Vilika Lok was born within the Lok Clan of Kal'von, a land where Orcs roamed without restraint, nor disturbance, as only Orcs existed in the lands. The young Orc would grow up to become a strong warrior, getting his first kill on a hunt after a boar, which is when he would get a kill on a bear instead. However, over the course of years, clan tensions grew an all time high between the Lok Clan and the Sorokk Clan, the two having raged war against one another for years at this point, but eventually had a peaceful truce when the young Orc was born. However, a rape and murder of a female Orc of the Lok Clan resulted in Vilika responding in violence against the Sorokk Clan, resulting the two reigniting their long time war against one another. During one of these battles, is where Vilika would disappear from his homeland and into a land he has no knowledge, no idea what was going on, nor any hope of seeking home without assistance.

## Appearance

Vilika Lok stands about 8' tall, and weighs roughly 218lbs of mostly muscle. The Orc's skin wasn't the typical greenskin that other Orcs had, and in fact was an Tannish color, very similar to a human pigmentation, however, had clear hints of Red, and Green within the skin, still indicating his Orcish heritage. His hair was long, being black in color, and having been braided by his clan's shamans as a sign of his rise to adulthood. His armor bares the colors of his clan, which were Red and Blue, the Red for a Warrior's Spirit and Blue for a Shaman's Wisdom. His tusks were obvious and massive, being also decorated in tribal paints. His body was covered in Tribal Tattoos, though they were merely there for show, than anything of use. He carries a massive two handed Butchering Axe, and heirloom of his father's when he became an Adult among the Clan.

## Personality

Vilika's personality is one of strict conduct of his Honor Code, as well as a mix of a neutral person who tries his best to stay neutral in arguments or discussions. However, he is blunt and honest when he speaks, not hesitating to let people know how he thought about them, and has a habit to not be honest.

## Loves

Food, Fighting, Politics, Women, Feminine Males, His heirloom axe.

## Fears

Vilika fears little, however, he does fear dying, though in the sense that he feels like he'll either miss out on life, or miss out on a few things he hasn't done yet, like fucking.

## Friends

He has none in this world, as he won't know how to comprehend the world he is in.

## Aspirations

When he arrives in this new world, he'll be wanting to reform the Lok Clan within the world, and to forge the first Orc Nation of Good Aligned Orcs.
NPC
Soul Eater

The soul eater is a monstrous being that feeds on the very essence of life force.

#### Requirements

**Base Attack Bonus:** +5

**Alignment:** Any evil

**Skills:** Knowledge (arcana) 1 ranks

**Feats:** Alertness , Weapon Focus (claw or other natural weapon)

**Type:** Any living nonhumanoid (monstrous humanoid is acceptable)

**Special:** Soul eaters are usually created against their will. Sometimes, the emissary of an evil god or a powerful fiend approaches a monster on the verge of death. In exchange for continued life, the creature must feed on souls thereafter. More rarely, a creature desiring the ability to feed on souls undergoes a forbidden, profane ritual that allows it to become a soul eater.

#### Class Features

All of the following are class features of the soul eater prestige class.

**Weapon and Armor Proficiency:** Soul eaters are proficient with no weapons, armor, or shields.

**Energy Drain (Su):** A soul eater gains the ability to drain energy, bestowing negative levels upon its victims. Beginning at 1st level, the touch of a soul eater bestows one negative level on its target. At 7th level the Soul eater bestows two negative levels with a touch.

**Soul Strength (Su):** When a 2nd-level soul eater uses its energy drain ability, it gains a +4 enhancment bonus to Strength for 24 hours.

**Soul Blast (Su):** When a 3rd-level soul eater uses its energy drain ability, it may project a 100-foot ray of force that deals 1d6 points of damage per soul eater level against one target. The target is allowed a Reflex saving throw to avoid the damage (DC 10 + soul eater's class level + soul eater's Cha bonus). this supernatural ability can be used once per day when the soul eater has drained levels.

**Soul Enhancement (Su):** When a 4th-level soul eater uses its energy drain ability, it gains a +2 enhancement bonus on all saving throws, ability checks, and skill checks for 24 hours. This bonus stacks with any enhancement bonuses gained to ability scores that apply to saves or checks.

**Soul Endurance (Su):** When a 5th-level soul eater uses its energy drain ability, it gains +4 enhancement bonus to Constitution for 24 hours.

**Soul Radiance (Su):** If a 6th-level soul eater completely drains a creature of energy, it may adopt the creatures soul radiance, taking the victims's form, appearance, and abilities (as the shapechange spell) for 24 hours.

**Soul Agility:** When an 8th-level soul eater uses its energy drain ability, it gains a +4 enhancement bonus to Dexterity for 24 hours.

**Soul Slave (Su):** If a 9th-level soul eater completely drains a creature of energy, the victim becomes a wight under the command of the soul eater.

**Soul Power (Su):** After a 10th-level soul eater had drained energy, all spell-like and supernatural abilities gain a +2 profane bonus to their saving throw DC for 24 hours. Further, and and all spell-like or supernatural abilities the soul eater possesses may be used twice as often as normal during that 24-hour period. For example, if an aboleth soul eater drains energy, it may use its enslave power six times per day rather than three times per day.
SCP-2818 “A Gun That Shoots People”

A +2 railgun with a CURSE that can not be removed from the gun
When fired, the user must make a DC 35 will save or they will be turned into the bullet they fire. In this state, they have hardness 10 and can still speak, but can not see or use any other part of their body. This can be removed with “remove curse” or any abilities that can remove a curse effect. Polymorph effects can temporarily give the cursed character a body.
Seryalda Wintersclaw

'Fight and die a warrior or flee and die a coward, no matter the choice the outcome is the same.' and 'Deeds, not words.' - Seryalda

## Social Description

### Aliases

[The Fury of the North][The Blizzards Wrath] [Enraged Princess] [Sparkle Sister Seryalda.]

### Relatives

Mother - Astrid Wintersclaw - DeceasedFather - ???

## Hobbies

Seryalda finds most of her enjoyment in painting pretty pictures, Ice fishing and practicing medicine. She enjoys helping people that don't need it but could use the help to lighten the load.

## Enemies

Seryalda's only enemy is the current leader of the Jotunn-kin and his followers, once they are disposed of she will have none.

## Friends

Seryalda has yet to make any new allies in the Dark Horizon but her friend Dahlia was transported there unbeknownst to her.

## Family

All of her family is currently deceased or missing.

## Ideology

Seryalda believes in the prospect of strength can overcome any form of challenge but she also greatly trusts in the strength of trade and commerce and knows that the powers that are together are stronger than the powers that are separate.

## Aspiration

- Take back the position of the throne from the current ruler of her people.

- Grow stronger until she can no longer grow and then continue from there.

- Prove pink isn't just a color for little girls.
NPC
The Gull

## Large Airship

Invention made and maintained by Sam

Pilot Check: DC 14 Profession (drive)

[SA] to control; the vehicle can take normal FRA action

Base Form: air vehicle

Size: Large (4 medium creatures can use)

Improvements: covered; flight (x2)

Speed: 30 Flying (average)

HP: 60; Saves +1

AC: 16 Hardness 5

CMB +7 (add pilots BAB) ram (D8 +6) CMD 16

STR 22; DEX 8

Carrying Capacity: L: 519 lbs M: 1038 lbs Max:1560 lbs
Sam Kitty

"Are the cameras on yet?"

also: WIP!!!

== History ==

From an abusive home, luckily the abuse ended young due to an accident, and adoption happened. After that terrible stuff went down, she was raised next to her now spouse Max, often saving each other from typical slum life problems. Got involved with industry as a means to enjoy the money making process, and Max followed, fame and success came as well. Woke up in a different world one morning and had to wonder where everything went and slowly trying to build back up what was lost, as well as new friendships and connections.

== Appearance ==

Sam prefers the comfort of loose fitting men's clothes when not at work or spending time with Max. Sam's hair is usually kept in a ponytail and wears a hat over it to help hide their gender.

== Personality ==

Definitely not a submissive, even when it comes to working for others. Sam likes to take charge and lead even in situations where there is literally nothing she can offer, she would rather have order when lives are on the line and chaos when it is just for fun.

== Loves ==

Max, Money, Being a Boss.

== Fears ==

Becoming a pixie, being broke, Max dying, having kids

== Hobbies ==

Learning music, taking walks, and magic

== Family ==

Max and his sister

== Friends ==

Sabrina, went adventuring together once and lived
Customers, they keep the business open and pockets full of money.

== Enemies ==

List your enemies and rivals. Detail why they are your enemy.

== Aspirations ==

Expand the business and get a few branches, a theme park or something similar would also be nice.
NPC
SCP-178 “3D Glasses”

When worn, the wearer sees 1d4 animals with odd anatomies. These are normal creatures within the ethereal plane, that only exist when the glasses are worn. Any attempt to knowingly interact with these (whether or not wearing the glasses) causes the person to take 2d6 bleed damage as claws rack into their bodies. This damage can not be ignored. They take this damage 1/round, until the person wearing the glasses takes them off or the person moves 10 feet away from where the creature was. If someone can not be flat-footed, they get a reflex save of DC 30 to dodge it.
Power Armor

**Slot** armor; **Weight** 50 lbs.
**Capacity** 100; **Usage** see text

Powered armor represents the pinnacle of personal armor—a suit crafted of multiple skymetals and other materials designed to augment the wearer in numerous ways. The armor actually boosts land speed when worn, granting a +10 foot enhancement bonus to the wearer’s speed. While worn, powered armor also grants a +6 enhancement bonus to Strength and Dexterity. Powered armor protects against energy and the environment as if it were a spacesuit (see page 32). Powered armor has hardness 20 and 300 hit points. Powered armor is fitted with numerous small booster jets that grant the wearer a fly speed of 60 feet (with average maneuverability) in areas of no gravity and 20 feet (with poor maneuverability) in gravity.

As a standard action, the wearer may activate the armor’s self-repair system. The armor consumes a single charge and repairs 2d6 points of damage. Only 1 charge can be consumed per turn for this effect.

In addition, the following technological wonders are integrated into a suit of powered armor—each of these devices drains power from the suit’s charges as appropriate when they are activated and used.

* Camera (see page 40) in the helmet.
* Commset (see page 42) in the helmet.
* Fire extinguisher (see page 44) mounted on the left wrist.
* Flashlight (see page 45) mounted on the helmet.
* Gloves that can function as grippers (see page 47).
* Laser pistol (see page 25) mounted on the right forearm that leaves the hand free. Firing this laser pistol is always considered an off-hand attack, and the number of times it can be fired cannot be increased by feats like Improved Two Weapon Fighting.
* Magboots (see page 49).
* Three medlances (see page 49). Each medlance can be loaded with a single potion or pharmaceutical; activating an integrated medlance is an immediate action.
* Power receiver (see page 51).
* Prismatic force field (see page 45) located on hips; activating this force field is a swift action.
* Radiation detector (see page 51) on the right wrist.
* Custom veemods (see page 53) in the visor grant a +10 bonus on Perception checks, low light vision, darkvision up to 120 feet, and all-around vision.
Sword of Righteousness

Pursuit of a commitment to righteousness and purity that exceeds the norm is a quality of a sword of righteousness.

#### Requirements

**Base Attack Bonus:** +6

**Alignment:** Any good

**Feats**: Either Favored of the Companions, Knight of Stars, or Servant of the Heavens, plus one additional exalted feat.

#### Class Features

**Weapon and Armor Proficiency**: Swords of righteousness gain no proficiency with any weapon or armor.

**Bonus Exalted Feat**: At every level, a sword of righteousness gets a bonus exalted feat. These bonus feats must be drawn from among those identified as exalted feats in Chapter 4: Feats.

**Multiclass Note**: Paladins and lawful good monks may multiclass as swords of righteousness and freely return to their original class without hindrance or penalty. The sword of righteousness levels need not be taken all at once.

### Advancement

 2nd
 3rd
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