recursal/Fanatic-Fandom huggingface dataset:
Death

Many creatures and beings on the Material Plane consider death, or the absence of lifeforce to be the end of life, however it *usually* is the end of only one stage of existence or "life". After a creature dies and their soul, their ethos leaves their body for the Ethereal Plane, it is taken under the care of a Reaper to the Spire in Limbo. There it is sent up the main stairway, where the Spire meets the Ethereal, in the Court of Judgement and awaits its' final fate under the guidance of the Elder Goddess. Crossing the Veil between Limbo and the Material Plane as a untethered soul transforms the energy attached to that soul, the essence (as damaged though it is), into more ethos thus marking the individual as a petitioner, the lowest form of outsiders.

This transformation marks the beginning of the second stage of existence of most beings. Some exceptional souls become greater outsiders through their own power, a rare few empowered by the planes deities or the plane itself. Most petitioners toil, help and suffer under each planes various rulers until they lose the will to continue or fade, finally being absorbed by the plane, an outsider or another source in the sphere they live in, their quintessence returned to the cycle of existence to begin anew instead of just no longer being. This marks the true death or non-being of an individual and the beginning of something else, and any being from deities to the lowest animal can be subjected to this. Another manifestation of this is Time; Chronoessence and tachyons if ethosically unbound.
Helan Manor

Helan Manor is the current leader of the five major cultivation sects.

Zhou Zikun is the current manor lord. Helan Manor takes responsibility for maintaining order in the world, including executing any cultivators who abuse civilians. Helan Manor is currently looking for a cure for the ill Liu Jueming.

Helan Manor was previously run by the Helan clan, but experienced a change of power when the former manor lord was killed by his concubine's son. It is currently unknown if that son was Zhou Zikun or how he rose to power in the wake of this incident.

## References

1. ↑ Chapter 62.5: Sect Settings
2. ↑ Chapter 42: Her Saber
Moloch

## Origin

A devil crafted by the hands of Asmodeus himself, it is said that as punishment for an unknown crime, he confined the devil inside a golem forged from the ground of the sixth layer. This devil still leads the armies of Hell to this day.

## Spheres of Power and Influence

He governs war and battle, especially where one side dominates the other completely, taking prisoners and land as trophies.

## Plane of Power

His plane of power is the sixth layer of Hell, Malebolge.

## Herald

His herald is known as the Hellflame of War, a being made of living hellfire that draws weapons made of its own body.

## Center of Worship

His center of worship is the War Citadel of Mordol.
Hisat’Iri

## Religious Information

### Granted Power to Faithful

Gains the effects of Endure Elements (a caster level equal to their level) constantly, however the effects are always doubled in numerical values.

## Origin

The youngest of the mortal gods, the creature that has risen to power was once a kaiju, that dominated the Tan’Sari Jungles. The greatest of the beasts, he gathered the power of many heroes and eventually left for the Outer Planes, causing an eruption of the volcano that he had been inhabiting. Eventually he captured the herald of Janaria and killed him, drawing the older goddess to the dread realm Abaddon, where he somehow killed her and absorbed her divinity.

## Spheres of Power and Influence

He governs serpents as well as the sun and the destruction it can bring. Fire is his wrath, and snakes are his family.

## Plane of Power

His plane of power is known as the Core, and is a piece of Abaddon that he tore off during his ascension and has molded to be his own.

## Herald

His herald is known as the Sun Drinker, a nine head hyrda that belches different kinds of fire from each head.

Center of Worship

The center of his worship is located somewhere in the Tan’Sari Jungles.
Ether

This is the metaphysical network of quintessence, composed of ethos, mana and others, spiraling out from the Ethereal Plane through the Spire to all of the rest of the planes, it allows essence, mana and ethos and others to move and be harnessed as well as exists as the bridge between the Ethereal and the Aetherial Network on the Prime Material. Aether is its' prime material contrary, being composed of ethos, mana and others, but also containing essence of lifeforce. Ether also exists where the Material Plane has a drought of mana or is to far from the ley network.
Artifacts

Weapons of bygone ages, magical machines that channel absurd powers and other creations that defy the mind of mortals yet always find their way into the hands of them. These items are unique and powerful things left over from various important, powerful or otherwise influential beings. Unless otherwise stated an artifact will become instantly bound to a new wielder who recognizes its' true identity and remained bound until their death or final death depending on circumstances. If an artifact is contested by a new owner while the current owner is still alive, it becomes a Will save on the new owner (DC equal to the TOTAL mental modifier of the current owner). If this check fails, the artifact does not function. If the check succeeds, the new owner gains the bound artifact, and the prior owner loses its' benefits.

## God-Forged Relics

Crafted as a personification of the mortal will of a deity, it is bestowed upon the champion, the mortal side of the bridge between the gods and mortals. The planar side being the herald, who usually wields a similar, albeit more powerful, relic. These relics can only be destroyed if the deity dies. If that occurs, the God-Forged Relic dissolves permanently and the new deity (if one assumes the mantle and power) may form a similar or different relic to bestow. God-Forged Relics can only be picked up or moved by their wielder. They remain on the same plane as the wielder (with some exceptions) and plane-shift to the same plane within 5ft of the wielder, the next round if separated.

## Cosmic Artifacts

Incredible weapons, armor and items of mortal or outsider creation that can rival or surpass even weapons forged by the gods. Each one requires extraordinary soul to wield them even to a fraction of their potential.

## Artifacts

Some of these items are former weapons of demi gods and are the only of their kind, and others are able to be replicated by powerful individuals or groups. They can change the fate of planes and planets alike.
Belial

## Origin

Belial the Lord of Lies, is a title taken by whomever Asmodeus trust to fulfill his wish as a cosmic spymaster. The current angel was given the role after infiltrating Hell and telling Asmodeus of the Higher Planes plans.

## Spheres of Power and Influence

He governs mortal lies and deceit, every time it happens, Belial draws power from the sin.

## Plane of Power

His plane of power is the fourth layer of Hell, Phlegethon.

## Herald

His herald is the Fly Who Lies, a being made entirely of flies that takes various shapes to steer the conversation.

## Center of Worship

His center of worship is the Whispering Halls in Dankstell.
Harrow Ice

Magical ice that takes ten times as long to melt, and can be used in water and ice based enchantments and magical item crafting. It is a highly sought after export for countries around the world, with the Tidesages paying handsomely for blood donations in order to acquire a steady supply much to the chagrin of the Alerian faith.
Dragon Lacirima

A powerful gem forged by dragons that allows the user to take on several draconic and elemental qualities granting them the ability to live up to the title of “Dragon Slayer”.

Gem (Slotless Magic Item)

**BOUND POWER:** When implanted by a skilled magical surgeon (DC 35 Heal AND Spellcraft check from a single person) the gem grants several abilities [The DC increases by 20 for every Dragon Lacrima and 40 for every Reverent Lacrima inside the creature.

-Immunity to their element

-The ability to project their element onto their natural attacks and held weapons. They always deal 1d6 points of additional elemental damage when they choose too.

-The ability to consume their element as a full round action to restore either one sixth the damage or energy absorbed as mana or one half as hit points. Either way their natural attacks deal 1d8 instead of 1d6 points of damage for 1 round per 10 points of damage consumed. If it is an attack, spell or similar effect that is consumed, it is negated. They may use this ability outside their own turn, however they lose their next full turn. Each spell level, or each amount of energy equal to 3 motes of mana counts as 6 points of damage.

-If the have consumed their element, they can use the stored energy as equal damage in a single melee attack or 60ft cone (a full round action) instead of restoring themselves. Consuming an element from a special source, such as felfire or elemental lightning requires a fortitude save dependent on the source and charges the natural attack of the person to a 1d12 instead of 1d6 or 1d8.

**MOTION SICKNESS:** When riding any sort of transportation or vehicle, including animals, the slayer is effected with the *Nauseated* condition until 21 – character level minutes after the transportation stops moving. Being otherwise *carried* *directly* by an ally in the air however does not induce this nausea. There is no save to negate this.

**ELEMENTS**: Each gem is imbued with a portion of a dragons power:

FLAMING: Fire

FROZEN: Cold

ACIDIC: Acid

STORMING: Electrical

REVERBERATING: Sonic

HOLY: Positive Energy

UNHOLY: Negative Energy

***THESE GEMS CAN BE DESTROYED IF BREATHED UPON BY A DRAGON OF THE SAME TYPE AS IT’S CREATOR WHEN UNBOUND, OR IF THE CREATURE ITS’ BOUND TO DIES.***
Hevos

## Origin

Once a mortal paladin, he traveled alongside his companions in the adventures. Eventually, they encounter a terrible evil and contained it, but one had to remain to watch over the evil forever. This man was Hevos.

## Spheres of Power and Influence

He governs guards, watches and the long wait of keeping look out

## Place of Power

His place of power is the long lost resting place of the Great Evil he guards.

## Center of Worship

The center of his worship is located in Brooks, in the Western Kingdoms.
Imari Gemstone

The large white gem stone, the size of an apple, glows with various hues of magical energy like a rainbow.

Gemstone (Slotless Magic Item)

**POWER OF THE GODS**: The wielder gains the domain powers of all of the deities in the Imari Pantheon as long as they possess the gemstone.

**GRANTED MANA**: The wielder may cast any spell without a mana cost as long as they possess the gemstone.

**DIVINE REGENERATION:** The wielder gains Fast Healing 20 and can not be killed while they posses the gemstone.

***THIS GEM CAN BE DESTROYED BY THE WIELDER GAINING BOTH GEMS IN THE RING OF DIVINITY AND THEN USING THEM AND THE RING TO DESTROY ALL THREE.***
Elleanda

### Symbol of Faith

A glaive stuck in the glacier, with a storm encircling the moon in the background

## Origin

The youngest of the true born deities, she is the Princess of the Imari. When she was born, her mother and father felt the power of the moons flow into her and her eyes shone with the void between stars. Ever since she has been the purest of the gods, and ever tries to redeem those who have fallen to evil.

## Spheres of Power and Influence

She governs the moons and cold places of the world. She also governs the darkness that night brings and the space between stars. Even though she is a pacifist, it is her power that keeps the darker threats beyond the veil of stars and in the nights away, for they fear losing themselves to her pure touch.

## Plane of Power

She makes her home in the palace, Kun’Lianna, the center of Nirvana from where she rules the plane.

## Herald

Her herald is Qwardiozmo, a being made of tiny little moons that constantly shift and move around to form the shape of a man.

## Center of Worship

The center of her worship is now in the Western Kingdoms after the fall of the Hinterlands and the flight of the wildling tribes to the Western Kingdoms.
Enslavium

Eveite that has been empowered by ethos and strengthen by sanguine and void energy, it yearns for cairns to corrupt.

Dominite requires Master Evonic Craftsman to be worked, a connection to Soul, Void and Sanguine Magik to be created through a partial evonic process.

* Bonuses to Weapons: Grants the ability to control cairns granted to the weapon. The cairnic control limit of the weapon is equal to 5 cairns per point of ENHANCEMENT BONUS of the weapon.
* Bonuses to Armor: Expands the wearers cairnic control limit by 5 cairns per points of ENHANCEMENT BONUS of the armor. Adds an additional armor bonus of +5 (Light), +10 (Medium), +15 (Heavy).
* Bonuses to Shields: Expands the wearers cairnic control limit by 5 cairns per points of ENHANCEMENT BONUS of the shield. Adds an additional shield bonus of +5 (Light), +10 (Heavy/Tower).
3: The Rising Wind Forebodes the Coming Storm (Part 1)

Chapter image (Chinese version)

Chapter image (English version)

## Summary

Lu Jiu arrives at the Hundred Flower Pavilion brothel and the women there begin to dote on him. Despite his protests they attempt to coax him into playing with them, and he has to physically hold them back. When he tells them he's there for Linglan, they misunderstand and believe he's there to be her patron. They gossip that Linglan seems virtuous but is the most eager when there are big clients. One of the women mentions that Linglan has found her way to a nobleman, but before she gets any further, Linglan interrupts her. Linglan invites Lu Jiu into a room in the back.

Once in private Linglan asks Lu Jiu why he's come, and Lu Jiu mentions the herbs she bought. Linglan explains that she's been having headaches and cooked herself herbal soup. Lu Jiu points out that she chose a recipe with dianthus, which is bitter enough to cover the sourness of rangoon creeper fruits. He mentions that the original recipe doesn't have rangoon creeper fruits and the recipe is a poison against cultivators. Linglan asks what he's getting at, and he mentions that he knows Linglan's latest customer was an important figure.

Back at the medical hall, Little He explains to Liu Jianghe about the same "important figure", Liu Yuan. He says that Liu Yuan and his disciples are all cultivators who run rampant, and the normal people all can't do anything about them and try to avoid them. Liu Jianghe asks if Liu Yuan is a frequent customer at the brothel.

Meanwhile at the brothel the women are gossiping about how they've slept with all the men at Peach Blossom Wharf aside from Lu Jiu and Little He. One of them laments that Linglan got to sleep with both Lu Jiu and Liu Yuan, but they get interrupted by someone, implied to be Liu Yuan, shouting angrily for Linglan.

## Notes

* Liu Jianghe's "Liu" (柳) is different from Liu Yuan's (刘) and they have no relation.
Accreditors

Powerful constructs crafted by Axis and replicated by many Anwian faith hoods across the cosmos. Each ones has a standard set of abilities, but may be uniquely modified to suit the location that it protects. Accreditors are also sent out to collect debts from beings and creatures that own the Bank of Anwai, those this is only for the largest and greatest of breaches of contract.

Each Accreditor has the ability to become to any spell cast upon it for 7 rounds. Casting the same or a similar spell again upon it simply renders it immune to its' effects. Additionally, they track can beings via the wealth upon them and debts owed to the Anwain Bank. Their right arm is a powerful cannon that fires blasts of ordered force at any target within range, and they can dispel most magic with a touch of their left hand.
Galvinium

Formed from powerful elemental electricity running through eveite while it is being worked, this metal carries a constant electrical charge.

Galvinium requires Minor Evonic Craftsman to be created or worked.

* Bonuses to Weapons: The weapon deals an extra 2 points of electrical damage each strike per point of ENHANCEMENT BONUS.
* Bonuses to Armor: The armor grants electrical resistance equal to the ENHANCEMENT BONUS of the armor. Medium armor is double the EB, while Heavy armor is triple the EB of the armor. Adds an additional armor bonus of +2 (Light), +4 (Medium), +6 (Heavy).
* Bonuses to Shields: The shield grants electrical resistance equal to double the ENHANCEMENT BONUS of the shield. Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower). This stacks with the bonus granted from armor made from the same type.
Illian Crystal

Powerful lacrima that were devised for the Eterniun citizenship, they provided the base for the designs that now flood the world.

Lacrima (Slotess Magic Item)

**Basic Functions**: This lacrima connects to the Illian Network Array in Eternus allowing the user to interact with the Entity and anything else interfaced with the INA.

**UPGRADED FUNCTIONS**:

Ruby: The ruby colored lacrima allow users to access the Trade Hub within the INA.

Emerald: The emerald colored lacrima function as the ruby, and allows the user to communicate across planes.

Sapphire: The sapphire lacrima functions as the above two, and also allows the user to connect to the Security Grid within the INA.

Amethyst: Functions as the previous ones, and also allows the user to connect to the Royal Network within the INA.

White: The rarest kind that can communicate with deities directly.

***THESE LACRIMA CAN ONLY BE DESTROYED FROM A COMMAND FROM WITHIN THE INA***
Hetatross

Skin the color of the lightest ocean, with algae for a beard and hair, this elf would look sick if it were not for the large amounts of coral and barnacles growing from his arms, shoulders, face and head. Robes of seaweed cling to his thin yet immensely tall frame, and his deep blue elven eyes strike out from his tired face. A trident made from coral is never far from his grasp.

## Character Information

### Class

Druid [Kineticist] 20 | Priest [Ranger] 10 | M10 [G]

## Occupation

### Position

Champion, Pirate Lord, High Priest, Admiral, Grand Sea Priest, Captain

## History

The oldest and only remaining of the original eight Pirate Lords; he is a terribly powerful druid, and known across the world as the leader of the faith of Neptune; Having taken care of or defended the sea in many areas across Aeturnus for many years.

## Powers

Hetatross has command of the sea and water all around him.

## Relationship

He is in a staunch alliance with the Pirate Lords of the South, and the Merchant Sea.

## Organizations

He is a member and leader of several organizations including:

A Pirate Lord in the pirate coalition known as High Tide

Champion and High Priest of Neptune

The Grand Sea Priest of the many branches of the House of Tides

The Admiral of the Armada of the Sea

Captain of the Sunken Wreck.
Amiren

## Religious Information

### Granted Power to Faithful

Electrical Resistance equal to twice your level. Immunity at 15th Level. Gain a small air elemental companion.

### Weapon of Faith

Air Spells function as if 2 levels higher

## Origin

The 4th Lord of Air, she was a powerful ally of many planes, having inherited her powerful from her bored predecessor in a contest of cunning, deception and wit. She fell in battle with the Void when it invaded the Cliffs of Nirvana. Mortally wounded, she was swept back to the Plane of Air by her herald, who then mantled her power.

## Spheres of Power and Influence

She governed the air and sky as well as the Plane of Air.

## Herald

Her herald was Aniros, a powerful air elemental who housed some of the original wind from the creation of the Plane of Air.

## Center of Worship

Her center of worship was in Aenousess, the city of the Plane of Air.
Gowther

## Origin

The once herald of the Goddess of Heroes, he eventually abandoned his divine duties and fled to the Abyss in fear of the disappointment from his great deity. There his divine power was warped and corrupted by the planes foul energies.

## Spheres of Power and Influence

He governs mortal emotions and the manipulation from them by others.

## Place of Power

His place of power is the demi-plane the Hearts Eye, that floats within the ever shifting Maelstrom.

## Center of Worship

The center of his worship is also in the Hearts Eye.
Domination Magiks

## Thaumaturgy of Domination Magik

Spell cost is 11 motes of mana times spell level and spells DC's are normal spell DC's + 11. Spells from this list bypass all Damage Resistance. A caster must have at least a +4 talent and be capable of casting both Soul and Void Elder Magiks to learn them from a source.

These spells consumed more energy than normal, if you have no mana to spend, you burn 11 instead of 3 times the cost in hit-points. If you die from this you are unwound at a magical level and can not come back.

## 3rd Level Spells

-(**Soul Veil**): This spell erects a 10ft by 10ft veil that acts as a wall of darkness that prevents all type of sight from penetrating it. When walked through the creature must make a Fortitude save or have their soul be tethered to the caster, having it pulled to them and stored (if possible) upon the creatures death. While effected by this spell they suffer 1 point of damage per level per round. Range: Close (25ft + 5ft per 2 levels); Area: See Text; Duration: 1 round per 2 levels.

## **4th Level Spells**

-(**Soul Confusion Bolts**): This spell sends out 1 blackened violet bolt of energy per level at a target or targets within range. Each bolt causes 1d8 points of damage and when struck targets must make a Will save. Upon a failed save they become *Confused* from void energies encircling the mind for 1 round per 2 levels. Consecutive bolts to a single target increase the DC by 1 for each additional bolt. Range: Medium (50ft + 10ft per 2 levels); Area: See Text; Duration: 1 round per 2 levels.
Mentilas, The Blood Dagger

A dangerous and dark dagger made from bone and with a handle wrapped in blood soaked rags.

Dagger (Weapon Magic Item); +5 Keen, wounding dagger; Damage: 1d10

**BLOOD POWER**: The wielders Sanquine Magiks spells and necromantic spells are cast as though they are 2 levels lower in terms of mana cost.

**BODY RENDING:** The wielder can point the dagger at a target within 50ft, firing a ray and forcing them to make a fortitude save (DC of 45). If the target fails, they suffer one of the following conditions, the wielders choice: *Paralyzed, Exhausted, Stunned,* or *Nauseated* for 1 minute per level of the wielder.

**DRAIN VITALITY**: The wielder can point the dagger at a target within 50ft, firing a ray that causes 1d10 points of Strength, Dexterity or Constitution drain upon the target failing a fortitude save (DC of 45).

***THE DAGGER CAN BE DESTROYED IF USED AS A CHANNELING ROD FOR SOUL MAGIKS WHILE WITHIN THE SANGUINE PERSONAL PLANE OF THE WIELDER.***
Aether

Also called the ethereal on the Material Plane, this is the metaphysical network of quintessence that allows essence, mana and ethos and others to move and be harnessed on the Prime Material as well as exists as the bridge between this plane and the Ethereal Plane. Places where Aether has been removed are known as *Void Zones*, and here life fails to grow, magic fails to function, and souls untethered here dissipate into nothingness instead of move on if not powerful enough. Ether is its' planar contrary, being composed of ethos, mana and others, lacking essence. Areas that do not have mana are etheric areas on the Material Plane, made from Ether instead.
Alices’ Impossible Spyglass

A small spyglass, as if made for a child, imbued with the wild magic of the First World.

Spyglass (Slotless Magic Item)

**SEE THROUGH:** The wielder of this spyglass can used it as a full round action to peer through any object or item with a hardness of 35 or less. The thickness can be up to 100ft.

**LOOKING GLASS**: The wielder can use the spyglass in a 1 minute long action to see as though *Scry, Greater.*

**ON YOUR MIND**: The wielder can use the spyglass as a full round action to peer at a single target within 1000ft. The target must succeed at a Will Save (DC of 32) or the wielder may hear their thoughts and known their actions as they are going to take them. The target is always unaware of this even upon a successful save.

***THIS SPYGLASS CAN BE DESTROYED BY THE WIELDER USING IT TO SPY UPON A GREATER GOD OR GODDESS.***
Curse of the Tesseract

A extremely rare form of displeasure, containment or protection from a specific deity. A being may find themselves trapped in a quasi-real metaphysical vessel formed from a mixture of lifeforce, mana, ethos and transcendence to form a case of harden aether from the individual themselves. In this cubic form, they are nigh indestructible except for those with exceptional deific power above whichever being created the tesseract in the first place. The being may be brought forth from the cube, or transformed into it upon the will of whomever placed them in that state in the first place. Each reason for the "curse" being place upon them is different as each pattern upon the cube, the markings and colors representing the deity that forged it.
Arcane Fire Magiks

## Thaumaturgy of Arcane Fire Magik

Spell cost is 8 motes of mana times spell level and spells DC's are normal spell DC's + 8. Spells from this list bypass all Damage Resistance. A caster must have at least a +4 talent and be capable of casting both Smoldering and Esoteric Elder Magiks to learn them from a source.

These spells consumed more energy than normal, if you have no mana to spend, you burn 8 instead of 3 times the cost in hit-points. If you die from this you are unwound at a magical level and can not come back.
Kanaan

The heaviest of the Kaiju, he is a massive whale like creature that radiates such an intense heat, stone melts near instantly at his presence. He has massive ultra hard metal like scarlet plates and is almost 400ft in length and weights 425,000 tons. His reddish skin oozes with magma from cracks along his length. He is known as a rare "God" of the Deep Earth by the trolls of the Tan'Sari Jungle.
Higher Planes

A large section of Outer Planes that contained the most righteous and zealous morality in the cosmos. It was crafted by Yumee as one original plane, in tandem with the original Lower Planes, to contain the power of Janaria, a powerful being of forces of good. Over time, other entities became born, or given a place beyond the Arisen Gate. This caused the nature of the Higher Plane, itself a fabric of righteousness, to begin to take in traits of those that dwelt there.

The upper layers of the plane split into the seven tiers of Heaven; Bastions of order and righteousness that fell under the control of Janaria, who was imprisoned to end her war with the Forgotten, yet angels and archons still prepare for war. The middle became Nirvana, where the perfection of morality became the focus; Moren and other good deities meet here under the protection of the Imari Princess, Elleanda, as do the angels that dwell. Finally the bottom of the Higher Planes holds the ever changing realm of Elysium; A paradise of freedom and joy where many angels and azats call home.
Collective Necrotoxin

A potent toxin that converts a creature into a member of the undead, space faring Collective.

**INFECTION**: This vial infects any creature that touches, inhales or other wise comes in contact with the toxin forcing a fortitude and will save (DC of 57). If they fail the fortitude save the creature becomes undead, its’ type depending on the circumstances, environment and creature involved. If they fail the will save, they are bound to the Collective. It is sealed in three Yangrithium jars.

***THE TOXIN CAN ONLY BE NEUTRALIZED IF TAKEN DIRECTLY TO AND EXPOSED TO THE HEART OF THE POSITIVE ENERGY PLANE.***
Helan Ning

Helan Ning was the wife of Xie Renyu and the mother of Xie Qingshuang.

## History

Helan Ning married into Jishi Hall because of Xie clan's marriage alliance with the Helan clan. She was the former Helan Manor lord's younger sister.

After Helan Ning married Xie Renyu, Lu Qingyun and the servants under him were forbidden from freely leaving the medical hall. Helan Ning had an extremely poor relationship with Xie Qingxuan because Xie Renyu had given Xie Qingxuan the power of a young lord, which Helan Ning wanted for Xie Qingshuang. As a result she caused trouble with Xie Qingxuan, even going so far as to have some of her servants cause the death of Siqin, one of his servants.

She was aware of the existence of Xie Qingxuan's mother, although it's unclear whether or not she was aware even before Xie Qingshuang found out and told her. Because Helan Ning hid the secret of Xie Qingshuang's medicinal blood from Xie Renyu, when Xie Qingshuang discovered Xie Qingxuan's mother, Xie Renyu tried to kill her but failed.

At around this point in time Helan Ning's brother was killed, and she lost her political value to Xie Renyu.

Helan Ning believed that Medical Hall was plotting against Xie Qingshuang. She obtained some soul-inducing incense from the Red Leaf Manor sisters and used it on Lu Qingyun in the hopes of discovering evidence. Instead she happened upon the existence of the nine-horned snake, and knowing only that it put Xie Qingshuang in danger, sent her allies to destroy it. By accident they made it grow out of control which ultimately resulted in its death.

Possibly as revenge for this incident, Helan Ning was infected by evil puppet gu by Xie Qingxuan at Xie Renyu's behest. Xie Renyu imprisoned her and claimed she was mentally ill. He searched the world for a cure and made a huge drama of it, resulting in a play being made about his efforts, however this was all an act since he knew about the true cause of her affliction and had no intentions to cure her. After she passed away he vowed he would never take another wife.

## Trivia

* Helan Ning and Xie Qingshuang have shared bird motifs.

## References

1. ↑ 1.0 1.1 1.2 Chapter 42: Her Saber
2. ↑ Chapter 68: Happy Days
3. ↑ 3.0 3.1 Chapter 70: The Second Form
4. ↑ Chapter 73: Xie Qingxuan's Decision
5. ↑ Chapter 40: Three Seasons
6. ↑ Chapter 80: Start of Disagreement
7. ↑ 7.0 7.1 Chapter 87: Emotional Appeals
8. ↑ 8.0 8.1 Chapter 88: Motivated by Reasoning
Beezle, The Many-Faced Flail

The black handled *flail* has several different red heads that change both the number and design in a constantly shifting pattern.

**Level 1-4 (+1)**

Belial as only deity worshiped

**Level 5-8 (+2, Flaming and 1/day abilities)**

Shown manipulation as a character trait

**Level 9-12 (+3, Flaming, Unholy, 1/day and 1/level abilities)**

**Level 13-16 (+4, Flaming, Unholy, Axiomatic 1/day, 1/level and at will abilities)**

Succeed in manipulating a powerful devil

**Level 17-20 (+5, Flaming, Unholy, Axiomatic, 1/day, 1/level, at will and constant abilities)**

**DEVILISH FACADE**: The wielder of this weapon can influence anyone within 100ft of the wielder and force them to make a will save (DC = Character Level + Half Character Level + weapons enhancement bonus) or be under the effect of *Suggestion*. The wielder can use this ability once per day.

**TONGUE OF DECEIT**: The wielder can force a target with 50ft to be force to make a will save (DC = Character Level + Half Character Level + weapons enhancement bonus), or be under the effect of *Suggestion.* If the target succeeds at the save the target is instead under the effects of *Confusion.* The wielder can use this ability a number of times per day equal to the level of the wielder.

**INFERNAL COMMUNICATION:** The wielder can send a whisper to any creature, regardless of distance as a 1 minute ritual. The wielder and target may communicate for up to 10 minutes this way, unless the target does not wish to, and they can end the effect with a will save (DC = Character Level + Half Character Level + weapons enhancement bonus).

**MASTER LIAR**: The wielder can not be lied to and creatures must make a will save (DC = Character Level + Half Character Level + weapons enhancement bonus) or be forced to tell the truth. They can lie to anyone, even deities.
Esoteric Magiks

## Thaumaturgy of Esoteric Magik

Spell cost is 6 motes of mana times spell level and the spells DC's are normal spell DC's + 6. Spells from this list bypass all but Damage Resistance/Epic. A caster must have at least a +4 talent to cast these spells. Any arcane magic class can learn the spells from a source.

These spells consumed more energy than normal, if you have no mana to spend, you burn 6 instead of 3 times the cost in hit-points. If you die from this you are unwound at a magical level and can not come back.

## **3rd Circle Spells**

##### **Esoteric Nova**

===== **Arcane Armor** =====

## **9th Circle Spells**

##### **Arcane Destruction**

Round 1: All targets in the area take 1 point of arcane damage per Caster Level.
Round 2: All targets are slowed as per the spell Slow.
Round 3: All targets lose mana equal to half the Casters Level.
Round 4: All targets in the area take 2 points of arcane damage per Caster Level (replaces Round 1 effect), all targets also lose mana equal to the Casters Level.

===== **Drain Mana** =====
Nekron’s Forlorn Shroud

A dull black shroud, tattered and bloodstained. It wraps around ones shoulders and falls behind their black, its’ shredded ends barley touching the ground.

Shroud (Shoulder Slot Magic Item)

***HIDDEN FROM SIGHT***: The wearer can, as a swift action, be treated as the under the effects of *Invisibility, Greater* unless in areas of sunlight or brighter. This effect can be ended as a swift action as well. Additionally, ALL undead can not see, hear, nor interact with the wearer unless they so choose.

***GHOST GUISE:*** The wearer can turn themselves intangible and back as a full round action.

***THIS SHROUD CAN BE DESTROYED IF EXPOSED TO THE SEARING LIGHT OF ASCENSION.***
Marks of the Sheh’Drehda

A powerful set of tattoos that expand “The Dark Ones” control over four eldritch elements. They were crafted and bestowed by the four dark lords of the Lower Planes in a rare act of cooperation in order to spread their power across the planes.

Tattoo (Slotless Magic Item)

**POWER OF THE DARK**: The bearer of the marks gains powerful control of the four elements, Aether, Poison, Viscera and Void. They are treated as though they have both of the associated blasts, the composite blats, utility and infusion talents of the Aether, Poison, Viscera and Void elements. They gain their first element at 1st level, then another at 6th, 11th and 16th.level. Their first element is always Aether, then Poison then Viscera then Void. The tattoos can not be gained after 6th level and can only be gained by a kineticsist.

**REINCARNATION**: The marks are lost upon death, no matter if the bearer is resurrected. They travel to a new, unholy bearer upon the world.

***THE MARKS ARE AN IMPOSSIBLE STAIN UPON THE WORLD***
Abyssite

Eveite that has been empowered by additional fel and void energy, thus demonic influences.

Abyssite requires Master Evonic Craftsman to be worked, as well as a connection to both Fel and Void Magik to be created, in addition to the feat.

* Bonuses to Weapons: Weapons deal an additional amount of demonic damage equal to double the ENHANCEMENT BONUS of the weapon.
* Bonuses to Armor: Leeches 1 point of health and 1 points of mana from those within 5ft per round that are designated by the wearer, up to a number of targets equal to the ENHANCEMENT BONUS. Adds an additional armor bonus of +3 (Light), +6 (Medium), +9 (Heavy).
* Bonuses to Shields: Leeches 1 point of health and 1 points of mana from those within 5ft per round that are designated by the wearer, up to a number of targets equal to the ENHANCEMENT BONUS.. Adds an additional shield bonus of +3 (Light), +6 (Heavy/Tower)
Iceharrow (Nation)

Is the name that of the landmass that is the South Pole. It is a serene and beautiful place, but hold just as much danger as well. The Vampire Nation of the same name controls the entire area and is unique, as it’s largest import is blood from other nations. In return, the undead export Harrow Ice, a magical ice that stays cool for much longer than normal ice, and retains ice and water based enchantments better than any other known substance. Ruled by Anika the Lich Queen from its' capital of Doryn, it has seen much prosperity with its' trade and has even gained the allegiance of the local sky and cloud giants of its' mountains, supplying them with loyal tireless workers in return for their massive quantities of donated blood.

## Society

The ruler is Anika Umbralla and below her; The Children of Shadow. Each of the ten children are directly turned by the Queen, and powerful in their own right.

1. Alice Umbralla "Mage In The Shadows, Right Hand of the Lich Queen"
2. Kylran the Bloodletter "General of Iceharrow, The Left Hand of the Lich Queen"
3. Yuree Umbralla "High Priest of the Cathedral of Night, Voice of the Lich Queen"
4. Moressa Darkdeal "Baron of the Ice Vault"
5. Tyrimina Shadebound "High Shadow of the South, The Shadow Red"
6. Ooleigh the Seer "The Prophet of Blood, The Eye of Anika"
7. Lusha the Dark Lady "The Violet Imperator, Whisper of Ice"
8. Irina Umbralla "Witch of the Southern Moon, Captain of the Haunting Dusk, Admiral of the Southern Shades"
9. Pressyi "Wonder of the Night"
10. Nimue "The Dark"
Necronium

A similar composite Immoralite and Ebonite but instead the energies came directly from the Negative Energy Plane.

Necronium requires Master Evonic Craftsman to be worked, as well as a connection to Necromatic Magiks to be created.

* Bonuses to Weapons: Does not count as a metal; Double damage to living creatures.
* Bonuses to Armor: Does not count as a metal; Grants Fast Healing 4 (Light), Fast Healing 6 (Medium) Fast Healing 8 (Heavy) to undead mortal creatures (deals this damage to living). Adds an additional armor bonus of +6 (Light), +9 (Medium), +12 (Heavy).
* Bonuses to Shields: Does not count as a metal; Grants Deflect Life Spells, which follows the same rules as Deflect Arrows. Adds an additional shield bonus of +3 (Light), +6 (Heavy/Tower).
Mjolnir

A powerful and ancient square warhammer from a long forgotten god that crackles with lightning and smaller size belies its’ massive weight.

Warhammer (Weapon Magic Item); +6 Electric Burst Imari Steel Warhammer; Damage: 5d10 Blunt

**TO MY HAND:** The hammer always returns to the wielders hand at the speed of lightning, allowing them to make rapid ranged attacks (50ft range increment) up to their full attacks per round.

**WORTHY OF THE SKY:** The hammer is immovable by anyone not worthy of it.

**WRATH OF THE THUNDER LORD:** Once per day, the wielder may electrocute one or more targets with a blast of divine lightning. As a full round action, they may summon 1 lightning bolt per level from the warhammer and strike any target(s) within 100ft. These bolts each do 25 points of electrical damage and 10 points of holy damage. A single target may be struck by all the bolts.

***THIS WEAPON CAN BE DESTROYED BY THE CURRENT LORD OF THE PLANE OF AIR IN THE THRONEROOM OF THE CURRENT LORD OF THE EARTH PLANE.***
Ignium

Formed from Fire Plane energy heating eveite while it is being worked, this metal radiates can radiate constant heat or absorb it from any source.

Ignium requires Minor Evonic Craftsman to be created or worked.

* Bonuses to Weapons: The weapon deals an extra 2 points of fire damage each strike per point of ENHANCEMENT BONUS.
* Bonuses to Armor: The armor grants fire resistance equal to the ENHANCEMENT BONUS of the armor. Medium armor is double the EB, while Heavy armor is triple the EB of the armor. Adds an additional armor bonus of +2 (Light), +4 (Medium), +6 (Heavy).
* Bonuses to Shields: The shield grants fire resistance equal to double the ENHANCEMENT BONUS of the shield. Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower). This stacks with the bonus granted from armor made from the same type.
Champion

Much like heralds are a singular being empowered by a single deity for outsiders, champions are the mortal instrument upon the Material Plane best suited for enacting the will of the being upon the areas of reality that only mortals can tread freely. The power the are lent is given in the form of hardened transcendence, acting akin to Imari Steel. These God-Forged or God-Touched weapons each grant abilities to their wearers provided they remain the favored of the deity. Some champions gain access to unique things such as access to Dispater's Infernal Forges or the rare power of Azure Flames granted to the Mishian Champion and their chosen. Chosen are worthy faithful of the Champions religion, linked to their Champion in powerful rituals at the place of worship for the deity, but then can share in the powerful boon of their shared patron. A Champion must have a soul worth at least 40 cairns to be able to sustain a link with any chosen. Demi-Gods do not have the power to sustain a Champion as a deity must be tied to at least 5 spheres of reality, and a champion may or may not be aware of the bonuses granted to them by their position.
Andoraton, The Weight of the World

A large blunt *greatsword* forged from a mixing of titanum and vibranium and weighs over 2,000 lbs.

Greatsword (Weapon Magic Item); +7 Impact, Greatsword; Damage: 1d100

**WORTHY OF THE WEIGHT**: Only those with a Strength score of 40 (+15) or above can move this weapon, wielding it as though it weighed normally. Otherwise it is immovable to all means, even magical or psionic.

**BLUNT FORCE TRAUMA**: This weapons damage is counted as Force instead of Physical but the wielder loses 1 attack during a full round attack. However all other attacks are treated at a full attack bonus.

**BREAKER**: This weapon ignores item hardness and creature damage resistance.

**IMPERVIOUS**: This weapon is truly indestructible.
Agzo’nal, The Band of Dread Dominion

A simple golden ring, forged by a cunning and vengeful elf to control the minds of those around him by targeting magical items that they wore. Though slain, his corrupting ring proved near impossible to destroy.

Ring (Ring Magic Item)

**POSSESSIVE DOMINATION:** The wearer of this ring may, as a full round action, attempt to dominate a nearby creature as though the spell *Dominate Monster*. The creature gets a Will save as the spell normally allows (DC of 32) however the DC increases by 2 for every magical item the person is benefiting from.

**TIED ESSENCE**: The wearer is forever bound and consumed by the ring, forcing them to make a Will save (DC of 32) to even part with it. Every hour away from the ring forces them to make another Will save, however the DC increases by 2 every hour. When the wearer dies, with or without the ring, their soul is consumed by it. Those under the wearers control are simply bound to the ring until the effects end, or a new wearer takes control, to whom they are bound to instead.

***THIS RING CAN BE DESTROYED IF USED IN ATTEMPTING TO BIND AN UNWILLING ASMODEOUS IN THE MAELSTROM.***
Kimmenal

A thriving port town on the south eastern shore of the continent that has survived enough attacks from ghouls that they can predict it, dubbing them “Harrowed Nights”. The ruler is Lady Asulene Whitemoore, a noble woman descended from the founders of the town. The main religion of the nation is Tyreen, the Warrior Goddess of Justice and most of the city shows up to one of the five Churches of Tyreen in the city.
Lacrima

Traditional natural lacrima store their hit points in mana. The mana channel up to (20% + Hardness) of this amount in a single round (6 seconds) or will shatter and the mana left inside is lost. Lacrima that are destroyed while above half mana explode dealing 2 points of damage per point of mana stored in an area equal to 5ft for every 33 mana store. The ambient mana in a lacrima grants it a hardness of 3 in addition to any other hardness from its' creation or material.

Lacrimas can refill themselves at a rate equal to their creators caster level per day if created. A caster can forgoes this benefit to increase the storage capacity of the lacrima by 50%.

Mana from a single Lacrima can be drawn upon as a swift action by those with the Craft Lacrima feat, and a standard action without it.

Lacrima can be empowered to cast spells provided the creator knows the spell or effect, spends 1 hour per spell level inscribing the spell into the lacrima, and the lacrima contains enough mana to be able to preform the spell. The trigger and frequency of the spell can be set by the caster provided the lacrima has enough mana to preform the action, other wise it simply does not function. A spellcraft DC equal to the DC of the crafted lacrima plus the spell level of every spell inscribed into the lacrima is needed to complete the empowerment.

Gemstones are naturally occurring lacrimas and therefore, worked cut gemstones do not require crafting to become lacrimas that can store mana. Crafting is required to make them regenerate mana. Crystals and the like do require crafting to be a lacrima of any sort, in order to replicate the qualities of a gemstone.
Etherium

Formed when eveite is exposed to magical energies from the Ethereal Plane. This metal can interact with the ethereal and the material at the same time.

Etherium requires Master Evonic Craftsman to be worked, as well as a connection to Lunar Magiks to be created.

* Bonuses to Weapons: Ghost Touch, but can also affects creatures on the Ethereal Plane,
* Bonuses to Armor: Ghost Touch, can see ethereal creatures. Adds an additional armor bonus +5 (Light), +8 (Medium), +10 (Heavy).
* Bonuses to Shields: Ghost Touch, can be used to stop ethereal creatures as well. Adds an additional shield bonus of +3 (Light), +5 (Heavy/Tower)
Myriad

## Religious Information

### Granted Power to Faithful

Can gain an immediate +10 bonus to Initiative, once per day. At 5th Level, can gain an Owlbear companion. When a character gains this ability, there is a 50% chance of getting a hatchling Owlbear that takes 1d4 years to raise to full adulthood. Those that take this ability lose their +10 to Initiative bonus. Those that do not, gain a +10 to Initiative at all times.

### Symbol of Faith

A crystal ball with white mist swirling inside.

## Origin

After mortal life was thriving across the vast cosmos, Yumee looked out across the realms and discovered three concepts that were far to powerful to allow unchecked. Time, Magic and Knowledge. First Yumee traveled to the Temporal Alemorum, the plane of Time and gathered some of the waters. After consuming them and waiting for years, she soon gave birth to Myriad, who was born old. The goddess immediately swept back to the Temporal Alumorum and has resided and ruled there since, with few exceptions.

## Spheres of Power and Influence

She governs the past, present and possible futures, and ensures the proper flow of time.

## Plane of Power

Her plane of power is the Temporal Alumorum, a long lost and hard found plane that moves along the borders of the Maelstrom.

## Herald

Her herald is Tempos the Watcher, a being made from many different clock parts that only interferes if the timeline or flow of time is threatened.

## Center of Worship

Her center of worship is located with the Timeless Halls, accessible in any Temple of Time.
Harvest Festival

A celebration held all the civilized nations, even in Iceharrow, that celebrates the gathering and growing of food, one kind or another. It begins on the third week of November and lasts until the beginning of the fourth. Celebrations include feasts, becoming larger and larger, from family to household to community until the final, biggest feast on Harvest Night, the Saturday before the fourth week. Zabiny is a central figure in most communities worship though there are a few that differ.
Cosmic Forces

Five powers above all others within everything.

Existence: Everything that is.

Logic: Static of reality.

Death: The cycle, balance and mechanism between the other four.

Illogic: Change of reality.

Non-Existence: Everything that is not being.

Each one is outside the ability for any individual to control, yet many and few exist as conduits for these powers and secrets exist about them.