recursal/Fanatic-Fandom huggingface dataset:
Kinetite

Kinetite is a form of magic used by Tellurian beings to enhance their physical attributes, including, senses, speed, and strength using magic. The use of kinetite allows otherwise mundane beings to enhance their physical prowess to a degree where they can compete with supernatural Tellurian beings or potent Aetherial entities. Every single mortal has the potential to employ kinetite, though if their bodies are already suffused with magic that makes their physical traits astoundingly powerful, it will be more difficult to employ kinetite to enhance that powerful trait further.

## Properties

### Initial Learning

In order to be able to learn kinitite, an individual must first be exposed to its use. This entails witnessing an active kinetite user employ kinetite on multiple occasions, and making a physical connection with the individual employing kinetite. The connection does not have to be direct body contact, and must merely be sufficient to allow a transfer of the magical energies flowing through the practitioners from body to body. A weapon striking an armored form will usually suffice. After sufficient exposure has been undergone, an individual will be able to employ kinetite themselves. As a result of this process, individuals from backgrounds where they are likely to interact with people who have descended from legendary warriors are more likely to have the ability to employ kinetite.

### Limitations of Enhancement

One of the difficulties of kinetite is that, depending on whether practitioners already possess high levels of physical ability, it will be more costly to enhance that ability. Dragons, for example, are gifted with such prodigious magical strength, that enhancing their strength further with kinetite is practically unfeasible for the vast majority of them due to a lack of sufficient magical energy.

### Power Source

Kinetite is unique among magical fields in that it requires very little astral essence to fuel it compared to other forms of magic. As a result, it can be employed without magical power sources such as sorcery or druidcraft, instead drawing upon the comparatively tiny amount of magical energy within a mortal's body. However, having access to another magical power source allows for kinetite to be used for vastly longer periods of time, as the small amount of magic within most mortal forms does not allow for prolonged use of kinetite.

## Subfields

Kinetite can be used to increase a number of an individual's physical abilities, including their strength, speed, durability, and stamina.
Little Miss Muffet (episode)

**Little Miss Muffet** is episode 5 of Season 2 of Super Counters.

## About

The Super Counters help Little Miss Muffet find her pet spider.

## Characters

* David
* Flower
* Happy
* Lola
* Blather
* Ginny
* Mrs. Rabbit
* Little Miss Muffet (debut)
* Little Miss Muffet's spider (debut)

## Locations

* David's Mound
* Little Miss Muffet's house

## Trivia

* This is the first appearance of Little Miss Muffet and her pet spider.

## Errors/Goofs

* When Little Miss Muffet put her curds and whey down, in the next scene, it moved to the left when it was on the right of the mushroom.
* At the end of the episode, when David was telling the viewers what was their favorite part of the episode, this is the first time that the viewers didn't say anything.
* There was 2 deleted scenes, the first one was where the Super Counters was playing at Little Miss Muffet's house and the editors scrapped that and edited where the episode started in David's bedroom. The next deleted scene is where the Super Counters went together to find the spider and the editors scrapped that and edited where they split together to find the spider.
* When the Super Counters arrived at Little Miss Muffet's house, the sun disappeared and in a scene later, it reappeared out of nowhere.
Wraiths

Physical Description: Ghosts that are typically a dark color.

Traits: A type of ghost that feeds on negative emotions, such as fear, rage and pain. This is done by merely being in the presence of a mortal feeling such emotions, leading to them possessing mortals and using their body to emotionally wound those close to them. They are usually rather malevolent, and a spirit reaches this state by being extremely bitter after death and refusing to pass on.

Weaknesses: Iron or salt making contact with their form causes them to be temporarily dispelled, and sends them out of any body they are possessing. Salting and burning their corpses or the object that binds them to the Prime Material Plane sends them on to the afterlife.

Magic: Able to minorly influence the world when not in a body. Can possess mortal bodies if possessed of a powerful enough will, where the body gains enhanced physicality while they inhabit it. Powerful ones are telekinetic in and out of a body. Depending on the manner of their death, may have a degree of elemental control.
Divination

Divination is the art of extending one's senses through the Astral Plane, to peer across time, space, and even thought. By peering through the shifting tides of the Astral Plane, which every thought, feeling, and memory has passed through at some time or another, and permeates every aspect of reality, diviners may peer into ancient deeds, predict the future, and observe far away events. They may also lay bare the minds and hearts of others, and make clear when magic has been used.

## Subfields

### Augury

The powers of augury enable those who employ them to peer into the minds of various entities. Augurs are able to read thoughts and peer into distant memories. In truth, they are able to utterly violate the sanctity of another being's innermost thoughts, laying bare their deepest feelings. It does not end there, as an augur is also capable of modifying memories if they so choose, capable of robbing their victims of the certainty of their own memory. For this reason, the majority of diviners who specialize in augury powers prefer not to make the full extent of their abilities known, as many take a dim view of having their minds being used as playthings.

### Seerage

Seerage is a subfield of divination that allows a diviner to peer through time and across space. Through the Astral Plane, both distance and time can be rendered moot, for the memories of what is, what was, and what is yet to come can all be found. Powerful Seers can observe distant events, and peer into the future when needed. Moreover, Seerage can also be employed to twist fate, to bring a misfortune or blessing upon an individual or region of the seer's choice.
Ibo Clan

The Ibo Clan Mon, which symbolizes fortitude and security

Empire builders and administrators, the Ibo have bureaucracy stamped in their blood, and are all the more prosperous for it. While other clans hold their warriors atop a pedestal, the Ibo idolize the art of administration and infrastructure. To them, a nation’s greatest pride is its greatest urban centres, and as such many Ibo have been expert architects and governors. This also translates into siege warfare, the Ibo are masters of drawing upon their resources to construct terrifying weapons of war, and erect forts which many have tried and failed to storm. They conduct their campaigns slowly and deliberately, encroaching onto an enemy's most vital strongholds and laying them to siege before the enemy is even aware they are in danger.

 History

## Current Members

Their current Daimyō is Kurakagi Ibo, an engineer by trade, who has architectural projects planned far into the future for countless settlements, once he captures them of course.
Elderbrand

The marshes bordering the Maker's Fingers in Perman County.

## Geography

### Graudenhoff County

Graudenhoff County is bitterly cold to the north, and constantly blanketed in snow, mostly naught but barren tundra, and frigid forests. Its center and south are characterized by rolling hills. It is most famous for its treacherous coastline, however, being reputed for the snagging rocks and great sea spires that cover its edge. The city of Grausberg is one of the only places where one can reliably find safe harbor along the rocky coast.

### Kuveria County

Forested by the Elderwood to the west, and bordered by the Dragonridge Mountains to the southwest and the Maker's Fingers to the south. Its northeastern portion is relatively flat, and in the far east, it is quite marshy.

### Lusswaffe County

Lussfaffe County is one of the most geographically diverse in its Duchy. Its western portion is forested, whilst its northern and northeastern areas are hilly and mountainous. To the center and south, it is rather on the flat side, with the southern area having more forest cover. It also has a major river in the Kriegwasser running through it.

### Orvargen County

Characterized by rolling hills to the south and mountains to the north, with a number of small forests dotted about. Its northeastern fringes are bitingly cold, and constantly covered in snow due to the precipitation generated off Bitter Bay.

### Perman County

Characterized by bogs and marshland, as well as coldgrove swamps along its coast.

### Werhardt County

Covered almost entirely by the thick forests of the Elderwood, with the forests being hilly, and eventually mountainous, the further north one goes.

### Zeemacht County

Zeemacht County is a large peninsula, with its southern portion being dotted in windswept coastal forests and pebbled shorelines. Its northern coastline is jagged and treacherous, much like in Graudenhoff County, whilst the western border with Perman County is filled with wet marshland. Zeemacht County is ruled over by the counts of House Ondvik.
Darius V Vardyn

Darius V Vardyn, commonly known as Darius the Deranged, is recognized as one of the worst Vardyn emperors to reign over Andvar. He is infamous for the mad belief that he was a dragon in human flesh, which resulted in him committing a multitude of insane acts during his tumultuous three year reign, which ended when he strapped on a pair of makeshift wings in order to take flight, only to plummet down to his death.

## Biography

Darius is responsible for having one of the Vardyn crowns, the Wyrmcrown, forged.

## Physical Appearance

*"A dragon must have his claws."*

*-Emperor Darius V, regarding the length of his nails*

Emperor Darius carried the typical Vardyn features, bearing pale red eyes and hair of silvery gold. Not terribly prone to exercise, the emperor was gaunt and bereft of any notable amount of muscle. Having read that dragons often went weeks, months, or years without eating, Darius often did the same, further contributing to his emaciated frame. Most notably, the emperor had unwashed and uncut hair, as he refused to allow any blades in his presence, fearing "dragonslayers" would attempt to murder him (which forced his guards to rely on blunt weapons). Furthermore, he also kept his nails hideously long, in an effort to mimic dragon claws.
Tegata Clan

The Tegata Mon, which symbolizes unity of purpose and prosperity

The Tegata Clan are a perfect example of the nature of society in the Ryōshu No Jidai. Once an impoverished vassal clan to the Kodachi, the Tegata served their over-clan for decades, garnering no favour from their arrogant masters. Eventually however, Hibe Tegata came to become Daimyō after deposing his inept brother Hira, and changed the fortunes of the clan forever. When the Kodachi became embroiled in a costly war with the neighbouring Jenige Clan, Tegata betrayed his liege lord and sided with the Jinege, obliterating the  Kodachi...before turning on his new ally and conquering the Jinege’s territory in a lightning campaign. The Tegata clan is still considered a novice clan by the more established Great Clans, but their uncanny twist of fate is nothing to be sniffed at. And their hot-blooded Daimyō, Mamisugo Tegata, is eager to honour his father's legacy and lead the Tegata to further glory.

## Current Members

The current Daimyō of the Tegata is Mamisugo Tegata, an ambitious and abrasive young man who is obsessed with seeing the Tegata Clan ascend to Shogunate.
Tatum

Tatum is a large and prosperous fishing town located within the Duchy of Stormhold, the largest town in the duchy, having a population of nearly 20,000. It is ruled over by the counts of House Rawling, who made their fortune from the abundant lobster within the sea nearby. Natives of Tatum are known as Tatumers.
Gellert of Jaghall

Gellert of Jaghall, more often known as the Old Bear, is a legendary hexer, renowned for slaying numerous monsters and evildooers throughout the land. He is one of the most skilled warriors on the plane, and still has songs sung of his deeds centuries after they were committed. He is currently the oldest hexer from the School of the Orzhad, and has served as its foremost combat master for decades.

## Biography

### Early Years

The boy known as Gellert in the one hundred and eightieth year of the Common Era, in the city of Jaghall, during the Nights of the Bat, when scores of lesser vampires had been unleashed upon the city and the surrounding forest, with many finding their way into the city. Twenty six hexers from across the continent arrived, bringing in legendary amounts of coin from the plentiful contracts they received. His mother was killed by one of the beasts during the attack, with Gellert’s own life being saved by the timely arrival of a hexer from the School of the Orzhad, who took him in and trained him. In time, he grew to become the most famous and legendary hexer ever produced by the school, earning the name “The Bear” for his brutal monster slaying ability. In CE 263 , he slew a wild crazed wyvern that had been magically enhanced by a rogue alchemist.

### The Wolves and the Prince

A few short years after becoming a full fledged hexer, in the year CE 201, Gellert took a contract from the Jarl of Irrvengrad, to hunt down the werewolf who had kidnapped his daughter, rescue her, and bring him the kidnapper's head. Gellert pursued his quarry out into the Karhagen Marshes, where he came upon the werewolf's campsite, finding the young girl tied up at its center. Quickly moving to free her, he was surprised when the kidnapper emerged from the water nearby, transformed, having laid an ambush for him. Gellert nearly had his throat ripped out by the claws of his assailant, but twisted away at the last moment, instead earning a scar across his throat. However, the smell of his blood caused the jarl's daughter, who had been transformed, to initiate the Change, causing her to transform and attack him from behind. Fortunately, the young hexer was saved when she was frozen by a spell, fired by Prince Naarfi Tralyn, who had been travelling the marshes nearby, and come to investigate the commotion.

### Slaying the Basilisk

In CE 304, while travelling through Dunbrach, he became the first warrior in centuries to kill a basilisk.

## Stats

### Physical Stats

Durability 26

Regeneration 24

Senses 26

Speed 23

Stamina 25

Strength 28

### Skill Stats

Charisma (Command) 49

Charisma (Intimidation) 50

Charisma (Persuasion) 20

Combat (Hand to Hand) 46

Combat (Melee) 76

Knowledge (History) 46

Knowledge (Nature) 51

Knowledge (Occult) 54

Knowledge (Religion) 29

Traveler (Navigation) 23

Traveler (Riding) 26

Traveler (Tracking) 32

### Social Stats

Associates 47

Domain 15

Fame 55

Influence 32

Resources 25

Status 27
Nephilim

Physical Description: Humans, though when using their powers eyes typically change color.

Traits: Born from the union of a human and an angel, Nephilim possess a number of magical powers. Always have extended lifespans, and can easily obtain immortality.

Weaknesses: Standard human weaknesses.

Magic: Possess enhanced physicality, depending on the power of their angelic parent. Possess a natural inclination to Bright Magic. Their magic and physicality increase the more they use their power, similar to a demigod. Curiously enough, their full potential is always greater than their angelic parent.
Randolf

## Biography

### Early Life

Born during the late Heroic Era in the Mountains of Rhatnheim, Randolf’s parents could not afford to support their child, and thusly, he was left on a mountainside to die of exposure. Fortunately for him, he was discovered by a wandering circle of druids, who took him in and raised him as their own. He was taught to revere and respect nature and all things wild, learning first and foremost to protect the wilds in which he lived. He found that he had a connection to the wilds deeper than any of his peers, and he gained great power over the elements, eventually becoming and Archdruid, which slowed his aging process by a massive degree, and allowed him to live on for many centuries. During his long life, Randolf travelled all across Rhatheim, thwarting necromancers, consorting with giants, and battling trolls.

### The Years of the Bat

Some during the third century of the Common Era, he spent nearly a month inside the city of Jaghall, where he helped combat the vampiric crisis during the Years of the Bat. During this time, he impregnated one of the women whose life he had saved, and subsequently, after helping to mitigate the crisis somewhat, he left the city. Unbeknownst to him, nine months later, a child was born to him whose mother would be killed within the final year of the crisis, and taken in by a hexer from the School of the Orzhad, eventually becoming the legendary monster hunter Gellert, the Bear. Randolf would not encounter his son until the boy was well over a century old, discovering their shared lineage upon healing the hexer after he had taken a wound from an Ekon lord he had slain. Needless to say, Gellert was not pleased that his father had abandoned him, and the two hardly spoke in the three centuries since.

### Meeting Osbern

Some two hundred years ago, Randolf discovered a mad alchemist experimenting on beasts of the wood, and after slaying him, took in the magically altered goose named Osbern, who was the only creature to survive the alchemist’s experiments.

## Personality

Randolf is generally quite grumpy, though quite a kind and good natured individual. He and Osbern are often known to argue, though it is quite endearing.

## Skills

Randolf is an Archdruid, and thusly is knowledgeable in medicine, herblore, animal husbandry, survival, and the landscape all over Rhatheim. He possesses great knowledge of various powerful druidic rituals, such as Flesh Runes. He also speaks a variety of languages.
Snow-Elven Settlements

The **Snow-Elven Settlements** are the remnants of the kingdom of Laufey, which occupied much of northern Rhatnheim. Driven out by the Rhatnorans after the Corpse War, eight hundred years ago, the Fel'Aeldr now live in small towns protected by powerful wards.

## Government

### Monarchy and Council

Officially, the kingdom of Laufey is ruled over by the current king, from the ruling house of Tralyn, who is advised by the Council, consisting of a member of each Great House and a number of individuals selected to represent the lesser Houses. The king is in charge of, among other things, assembling and dissolving the council, declaring war, and giving assent to any changes in the law. However, the last heir to the throne, Prince Naarfi Tralyn, has not been seen in any snow-elven city for eight hundred years. While there exist a number of protocols for selecting a new king, none have ever been used, and as of currently, the Council cannot agree on any individual or House for the job. As a result, the settlements have not had a king since his Majesty, King Cildarin, was killed in the Corpse War.

### Great Houses and lesser Houses

Like all of elven society, the snow-elves can be divided into a number of "Houses" which can be defined by their lineage, going back to a great elven hero. Great Houses are distinguished from lesser Houses by the purity of their lineage, and the influence they hold. Most often, a Great House will act as the local council for one town, with the head of that local council also advising the king. Cadet branches may also form if one individual can perform a deed considered noteworthy, depending on the political situation several generations after.
Errikar

## Description

Located upon a large plateau upon the western shore of Lake Vastor, Errikar was once the Snow Elf city of Firnen, within their Kingdom of Arvenni. The original Snow Elf structure is constructed with magically reinforced walls, and the walled off Harbor of Shimmers, which can be drained of water should enemy ships enter. It has three gates on land, and one that opens to the lake. The one by the lake is known as the Sparkling Gate by the locals, while the three land gates are known as the Snow, Ice, and Frost Gates, with the Ice Gate being the largest.

The humans who have lived in the city have expanded it greatly, adding far cruder structures to the outside of what was once Firnen, and building a secondary wall, as well as adding additional docks which connect to the human made additions.
Druidcraft

Druids are magic users who draw their power from an ancient, primordial entity known as the Wyld. The Wyld is composed of the collective consciousnesses of all non sentient life, which pooled within the Astral Plane to form its vast collective superconsciousness. Druids gain power from that specific source, and through fostering a connection with the natural world, gain access to more and more of it, allowing them to work greater feats of magic.

## Weaving

Druids call the act of drawing upon the power of the Wyld to work magic upon the world weaving. By opening themselves to the nature that surrounds them, they gain fuller access to the Wyld's energies, and allow themselves to be the Wyld's conduit, similar to a cleric and their deity. Through the Wyld, a druid is can commune with all living things, the stronger their connection, the more entities that they can connect with. Most often, druids take in the energies of the Wyld with its consent, but it is possible for a druid of darker inclinations to forcibly take in its power, and engage in perverse acts of magic that it the Wyld would normally not allow, such as necromancy.

## Sensing Magic

Those who practice druidcraft sense the use of magic via their connection to the Wyld. Specifically, they do this through taking in the sensations of the nearby life forms, however small, to detect whether they have felt magic being used in an area.
Frost Giant Clans

The Frost Giant Clans are the collection of societal group which frost giants find themselves members of. They organize themselves according to the Ordning, the divinely ordained hierarchy that all giants follow.

## Religion

### Rank in the Ordning

Frost giants rank third lowest within the Ordning. Fire giants, cloud giants, and storm giants all rank above them, meaning that the lowliest fire giant is viewed as greater than the most famed frost giant jarl, and that any frost giant will submit to their authority, even if begrudgingly (this is especially the case with fire giants, whose ancestor, Surtur, had a great rivalry with Thrym, the father of frost giants). The only exception to this is those who have been outcast completely, and branded with the Mark of Maug, indicating that they are not true giants. Likewise though, even the least of frost giants outranks the greatest stone and earth giants, and as such, any frost giant may expect to freely lord over one of them.

## Society

### Warfare

When it comes to warfare, frost giants are of the belief that combative strength is the sole way to win any battle. In regards to war, ambush and clever strategy are seen as abhorrent to frost giants, and pure strength is the only way to win battles. However, it should be noted that frost giants do not hold fellow giants to the same standards, as they follow different Ordnings, and whilst they do hold distaste for concepts of strategy and ambush, they do note consider it wrong for different breeds of giants to employ them.
Ondorwis Wiki

## Setting Overview

*The high fantasy world of Ondorwis is filled with wonders of all kinds. The continent of Arvinder, its focus, is covered in mostly feudal kingdoms. Mankind dominates, with the civilizations of other races having fallen or been driven into seclusion. Gods and demons make their influence upon the world felt, although they themselves do not often bestride it. Adventurers wander the land, coming head to head with monsters and mystics, while the high nobility wage wars for the sake of land and riches. Magic is common... For the privileged few who can afford it. The majority of society makes due with what they have.*CharactersRacesNationsLocationsEventsFactionsReligions
## Latest activity

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Aerous Road

**Aerous Road** connects Seros Village and Aerous City. It is located in the Orbtus Region.

## Landmarks

### Yellow Shard Meister's House

Trade Yellow Shards for move tutoring!

* Shards Required

## Pokemon

### Grass

* Luxio
* Shinx
* Snubbull
* Litleo
* Starly
* Blitzle
* Skiddo

### Surf

* Psyduck
* Marill

## Trainers

* Youngster Harry
	+ Phanpy Lv. 4
	+ Fletchling Lv. 5
* Lass Phoebe
	+ Skiddo Lv. 5
* Bug Catcher Michael
	+ Caterpie Lv. 12
	+ Surskit Lv. 12
* Ninja Boy Spencer
	+ Zubat Lv. 11
	+ Zubat Lv. 12
* Camper Jon
	+ Lillipup Lv. 12
	+ Taillow Lv. 13
* Twins Lisa & Lois
	+ Fletchling Lv. 9
	+ Wingull Lv. 9
* Gentleman Arthur
	+ Chatot Lv. 14

## Items

* Potion - Hidden in bare grass,northwest to Youngster Harry.
* Super Repel - Left to the ledge that nears the sign.
* TM12 Taunt - South to Gentleman Arthur
* X Attack - Hidden in bare grass that is next to the Aerous City.
* Revive (Hidden)
* Ether (Hidden)
* TM20 Flash Cannon
Hexer's Guild

Classification: Monster Hunters for Hire

Location: Various- Frostfang (Orzhad School)

Structure: Ranks by age and experience. Each school has a loremaster, who teaches recruits about monsters and how to kill them, a master at arms, who teaches the recruits that schools style of combat, and an alchemical shaper to teach recruits basic alchemy, and also perform the transformative rituals that grant hexers their superhuman abilities. In addition, most schools also have a blacksmith. Ranking below all the instructors are the fully fledged Hexers, who all have authority over the Trainees, in some cases even assisting in their instruction if present at the resident school.

General: A faction of expert monster hunters, Hexers have been around for well over a thousand years. Boys are taken from their homes as children and subjected to rigorous physical and mental training. Eventually, after training is complete, they are subjected to the brutal alchemical ritual known as . If they survive the process, they become fully fledged Hexers, and journey out into the land as monsters for hire. Their skills can be rivalled by very few, as in addition to their extreme training and knowledge, they are also superhumanly strong, tough, and quick, possessing enhanced senses and regenerative abilities, and a powerful immune system. One of the traits that makes them stand out are their cat like eyes, which they can control their pupil size depending on light conditions. In addition, they have extreme control over the rest of their body, being able to control their heart rate, breathing, and pulse. With their enhanced bodies, Hexers are capable of living up to half a millennium or more. However, the downside of their alchemical mutations is that they are rendered sterile.

Hexers are all equipped with the armor and weapons of their school. The School of the Direwolf, located in the castle of Laenr Rae, in the Dragonridge mountains, does not specialize in any form, rather balancing out all aspects of hexer training.  The School of the Orzhad, located in the stronghold known as Frostfang (Formerly as Alfyn Chidhe) in Rhatnheim, specializes in heavy armor and weaponry, and the enhancements they use focus on strength and toughness.
Deep Ones

Physical Description: Hulking 8 foot tall humanoids covered in fish-like scales. Most possess clawed fingers and toes, which are also webbed, and fins on the back of head, elbows and calves. Large jaws filled with teeth. Lidless, eyes of various pale, solid colors. Angler fish like "lamp" on head. Possess other varying aquatic animal parts, such as tentacles or crab pincers.

Traits: Possess extreme strength and toughness. Adapted for life at the bottom of the ocean, and are resistant to poison due to having been spawned from toxic underwater thermal vents. Lifespan of around 3,000 years. Lay clusters of thousands of fish-like eggs, where the strongest young devour the weaker ones. Carnivorous, end prefer to devour sentient Race.

Weaknesses: Cannot survive long outside of water. Any effects that dry/dehydrate (such as fire) them are severely debilitating.

Magic: "Lamp" on top of head emits light that when observed, puts creatures into highly suggestible trances, which leave creatures dazed and willing to follow orders. High percentage of warlocks.
Gnomes

### Description

Hybrids of elves and dwarves, who due to the mixture of magics pervading their system, are possessed of traits unique to them and some in common with their parent races.

Gnomes are a hybrid species of elves and dwarves, first brought into existence during the Runic Era. Their species was born during the rule of the Eternal Empire of Aelilaea, as a result of elvish overlords coupling with dwarven slaves to produce the species. Gnomes are known to have inherited certain traits from both their parent races, though the mixture of magic has given them certain unique characteristics all their own.

## Physiology

### Appearance

Gnomes are humanoids who usually stand between three to three and a half feet tall, and have inherited the slight, slender build of their elven ancestors, and a stature even more diminutive than the dwarves. They possess the same angular cheekbones and pointed ears as elves, but many are also known for having large, bulbous noses more along the lines of dwarves. Furthermore, they retain the dwarven trait of being able to grow facial hair.

### Aging

Gnomes possess lifespans of around four centuries, slightly longer than that of most dwarves, though much shorter than a typical elf. With some rare cases, they have been known to reach ages of up to half a millennium. They reach physical maturity at around thirty years of age, and by a hundred and fifty years old, they look similar to a human in their forth decade. They appear middle aged between two hundred and fifty and three hundred and fifty years. Once they reach around four hundred years, they appear old and wrinkled, with most specimens experiencing the typical physical degradation and hair whitening that results from old age.

## Abilities

Animal Affinity: Curiously, gnomes are possessed with an innate connection to small animals, and have an easy time taming small forest creatures. This is believed by many scholars to be a result of some sort of connection to the ancient Feywild, where their elven ancestors hail from originally.

Enhanced Reflexes: Gnomes possess reflexes nearly on par with those of elves, and can react to stimuli faster than most other races.

Keen Senses: Gnomes inherited the sharp senses of their elven progenitors. Their smell, taste, touch and hearing are both similar to the senses of predatory animals.

* Keen Eyesight: Gnomes have inherited the sharp eyesight of elves, enabling them to see in detail over longer distances than most other mortal races. They are also able to see well in low light conditions, as a result of both their elven and dwarven heritage.

## Weaknesses

Gnomes can be killed the same way as most other races, such as by blood loss, head damage, or lack of oxygen.

Low Strength: The conflicting nature of elf and dwarf essence that constitutes gnomes causes them to be physically weaker than dwarves or humans, with their most fit adults generally being comparable in strength to a pubescent human child.
Klauben Keep

Klauben Keep is the seat of the counts of House Ondvik, and is the regional capitol of Zeemacht County. At over a thousand years old, it is among the oldest castles in Elderbrand.

## Description

Most of the castle stands upon a huge stone pillar, which according to legend, was carved slightly apart from the nearby plateau using magic. There is a small bridge connecting the pillar to the plateau, guarded by a large, formidable gatehouse. Across the bridge lies a secondary gatehouse, part of the main castle, which opens into a bailey, which houses the stables and the main armory.

Nearby is the entrance to the castle proper.

Additionally, there are several stairways on the outside of the pillar, shielded by numerous walls, which lead down to a small dock, where ships may enter and depart.
Wizardry

Wizardry is by far the most common form of magical practice. Originally devised by the ancient elves, wizardry involves the thinning of the Veil, making it easier to draw in the energies of the Astral Plane, yet also causing the environment to become more chaotic, as a result of the stabilizing presence of the Veil being weakened. As a result, wizardry entails focusing ones magic through extreme mental discipline, supplementing ones will with rigid incantations and semantic gestures in order to keep the chaotic magic the wizard is drawing upon from spiraling out of control.

## Attenuation and Dictation

The processes of attenuation and dictations go hand in hand for wizards. Attenuation is the act of thinning the Veil, weakening its effects, to allow magic to flow more freely in an area. Dictation is then channeling that magic, keeping it under tight control, solidifying one's will through precise verbal incantations and semantic gestures. Incantation and semantics are sometimes used in other magic, but it is only in wizardry that it is absolutely and utterly necessary.

## Sensing Magic

Wizards sense magic via the Veil. Their art makes it pivotal to be able to feel out its weak points, and learn to worry away at them, and then strengthen them, just as quickly. As such, they naturally learn to sense the minor damages to the Veil that result whenever magic is more abundant.
Merling

Physical Description: Blue, green, or purple skin, with fish tail, sometimes possess finned elbows and/or webbed hands, pointed ears, pure black eyes, sharp teeth, fins for hair, and otherwise humanoid appearance (aquatic form) humans with clammy skin tones (land form)

Traits: Physical abilities comparable to an elf. Lifespan of around one thousand five-hundred years. Give birth to live young, either similarly to humans or sharks, depending on whether or not they are in aquatic or land form. Able to survive on both land and water, and at the bottom of the ocean.

Weaknesses: Use of water magic makes them vulnerable to electricity.

Magic: Ability to shift between land and aquatic form. All possess innate talent for water magic. Able to bestow water-breathing upon others
Recipes

**BluDiamond Family Recipes**

Feel free to add your favorite recipes here and put your name by them so we know who to thank.

# **Recipes from Karen**

## **Butter Swim Biscuits**

* 1 stick unsalted butter
* 2-1/2 cups all-purpose flour
* 4 teaspoons baking powder
* 4 teaspoons white sugar
* 1-3/4 cups buttermilk

Preheat oven to 450 degrees.

Place butter in an 8x8-inch glass or ceramic baking dish. Microwave for 1 minute. Stir butter and keep microwaving at 20-second intervals until butter is fully melted.

Sift flour, baking powder, sugar, and salt into a bowl. Add buttermilk and stir until combined. Pour over melted butter and spread over the melted butter. Use a bench scraper to cut dough into 9 equal pieces.

Bake in the preheated oven until biscuit tops start to brown, 20 to 25 minutes.

# **Recipes from Jersey Girl**

## **Crack Chicken**

Slow Cooker Crack Chicken

* Author: Cookies & Cups
* Prep Time: 5 minutes
* Cook Time: 4 hours
* Total Time: 4 hours 5 minutes
* Yield: serves 8 1x
* Category: Chicken
* Method: Slow Cooker
* Cuisine: Dinner

★★★★★4.3 from 83 reviews

Description:
This easy slow cooker dinner is an internet smash! I created this recipe with busy families in mind!

Ingredients:

* 3 lbs boneless chicken breasts
* 2 (8 oz) blocks cream cheese
* 2 (1 oz) packets dry Ranch seasoning
* 8 oz bacon, cooked crisply and crumbled

Instructions:

1. In a slow cooker combine place chicken, cream cheese, and Ranch seasoning.
2. Cook on low for 6-8 hours or on high for 4 hours, until chicken shreds easily.
3. Once chicken shreds stir with a large fork or spoon, so the chicken shreds and all the ingredients combine.
4. Add in crumbled bacon and stir to incorporate.
5. Serve warm.

# **Recipes from MDNM**

## Granny’s Cornbread

Granny's Cornbread

1 1/4 cup cornmeal

3/4 cup flour

1/2 teaspoon salt

4 tablespoons baking powder

1 egg

1 1/2 cup milk

1/4 cup liquid crisco / oil

Makes one cake pan. Grease pan. Bake 425 degrees for 20 - 25 minutes

I usually double the recipe lol cause why not?

For cornbread dressing chop an onion and 4 stalks of celery and bake into cornbread. After cooked mix poultry seasoning, sage, salt and chicken broth or soup and melted butter. Mush up with hands til well mixed Sorry I have never measured the seasonings. Neither did Granny. easy on the sage. Put in oven and back about 15 minutes, til top is golden.

# **Recipes from MDNM**

## **Insert recipe name Sausage Balls**

1 lb breakfast sausage

1 lb grated sharp cheese

3 c Bisquick

Mix well. It will be like play dough. Form small balls 1 - 1 1/2 diameter. Bake at 325 for 15-20 min. til oolden brown. Can be frozen after cooked then microwaved for a quick breakfast or snack.

My son likes to spice them up with cayenne pepper. He also has used garlic and onion to make the savory.
Pixies

## Pixie

Physical Description: Tiny humanoids about six inches tall with colorful skin and hair, possessing a pair of three-piece insect like wings.

Traits: Once a tribe of humans cursed to their current forms by an archfey, pixies can live up to five centuries, with their reproduction cycles having been slowed to one child every ten years.

Weaknesses: Can be killed like any small animal, and are harmed by pure iron.

Magic: Have the ability to temporarily grow in size to that of a normal human and retract their wings. Can also innately produce bolts of magic which cause pain and paralysis.
Lexicon of Notable Powers

Dearest Reader,

Depending on what faith you adhere to, there is a possibility that you may find the following pages to be blasphemous. So before you burn this work, which some poor scribe has doubtless put many hours into copying and many plants have given their lives for, I make this plea: Read this book all the way through and keep your mind open to its uses, as I can guarantee that the information within these pages is far more comprehensive than anything your religious dogma teaches. In it, you will find descriptions of the most notable powers within Creation, many of which I have personally bound and summoned. This tome contains information on their personalities, the personal histories which they have tried and failed to obscure or rewrite, and the nature of their many cults. I wish to believe that you, dear reader, would recognize the plentiful uses of such knowledge, but I recognize that the possibility that you are a dim witted fanatic who will merely consign these pages to the flames is quite high. Still, for the more intelligent readers, I urge you to make good use of this book and the lore I have transcribed within. It may one day save your life.

Sincerely,

Wyrden of House Vataeri

## Deinar

Badur Ae, Keeper of Time and Fate

Coza Dor- Keeper of Space and the Veil

Torgoroth- judge of souls, lord of death

deity of living beings

deity of weather
Kingdom of Arrateo

The Kingdom of Arrateo is located within the southwest of the continent of Arvinder, and is the most populous and powerful nation in the region, despite having lost much of its territory nearly a century earlier. With fertile lands and access to the sea's bounty, Arrateo is wealthy and prosperous, with a culture that lauds art and learning in addition to battlefield prowess. Arrateo is also notable for being possessed of a constitution, and a Council of Lords which passes laws that even its monarch is beholden too.
Armours and Shields

## Light Armour

 Leather
 Studded Leather
 Great Pad

The most agile of armors, it is favoured by non-spellcasters who need to move, but still avoid taking more damage. Those that have a high dexterity modifier tend to gain the most benefit from wearing it.

Made from quilted fabric filled with some sort of batting, padded armor is the lightest of the armors, but it is bulky and restricts movement. Leather armor, though, is the standard, since most light armor proficient classes will start with it. But when you get to higher levels, you can find or purchase studded leather armor, which is reinforced with studs or spikes that can deflect weapons.

## Medium Armour

More agile and lighter than Heavy armor, medium armor is for those that require even more protection, but tend not to have very high dexterity bonuses.

The cheap choice of low-level fighters or clerics is hide, which is made from thick animal pelts, but the standard medium armor choice at low levels is the chain shirt, which is made from metal rings and covers the vital areas of the body. Upgrades including scale mail which is like chain but made from overlapping metal scales and includes leggings, a breastplate which is as it sounds a metal plate for covering the torso but not other things, half plate which includes a few more bits and bobs in addition to the breastplate but still isn't a full set, and spiked armor which is a special Dwarven type of leather armor with large, sharp spikes all over.

Spiked armor is usually reserved for a Dwarven Barbarian specialising in the Path of the Battlerager. Wrapmail is similar to leather mixed with Cloth which is flexible and favourable to stealth builds.

## Heavy Armour

Heavy armor is for those brave characters that like to attract attention, but don't have much dexterity of their own. These usually have a minimum strength requirement and always give you disadvantage on stealth checks. They're also very expensive.

Most heavy armor proficient classes will start in chain mail which is like the chain shirt above, but includes pieces which cover the rest of the body as well. But if you're looking for a cheaper option, ring mail does the job, though its larger metal rings tend to let smaller weapons and arrows through. After chain mail is splint armor, which is made of metal strips bound to leather and covering all the necessary parts of the body. The popular choice of all the armors is plate, which is made from interlocking plates of metal that cover your character from head to toe. Wood armor is extremely basic and has nothing special to it. As for Stone Armour, it is the toughest of all armours but also the heaviest.

## Shield

 Kite

Carried in one hand, a shield is made from wood or metal. Using them adds to your total AC, but you can only gain the benefits of one shield at a time.

## Rare Material Armours

Rare materials used in medium or heavy armors, besides hide, can add special benefits.

While you're wearing Adamantine armor, any critical hit that strikes you becomes normal.

Armor made from Mithril doesn't have a minimum strength score requirement, nor does it suffer from disadvantage to stealth checks.
Godric Kalster

### Aliases

Duke of Dorn, Warden of the Northern Marches, (duchal titles)Sir (knightly title)

### Relatives

Lorin Kalster, Lyonel Calster, Brandon Calster (sons)Cassandra Kalster, Jocelyn Calster (daughters)

### Affiliation

House Kalster (member, head)Kingdom of Orgonia (citizen, noble)

Duchy of Dorn (citizen, Duke)

## Physical description

### Eye and Hair color

green, red

Lord Godric Kalster is the Duke of Dorn as of 1216 CE.
BluDiamond Family Tree

# We are Friends and Family at BluDiamond!

* Karen and Beth (Bethie, Ethel) are like sisters and have been BFFs for decades

### Joining our family are our wonderful new siblings...

* Agi, Ags, Agatha, our therapist
* Lisa, OG, Captain, Willie, Norm
* S
* Mia
* Tammy
* Tam
* Cathy
* Shimedo, Shimmy, Shimmery, Bumpy Cake
* Jersey Girl, Jersey, JG, Trouble
* Max
* Chris
* Bosrjr, Bos, RJ, Boston
* Steve
* Lynn
* Nan, Naniken
* TeenaBeena, Teena, TB
* Patty Ann, PA
* Larsa
* Veronica
* Rachel
* Zabino
* Julie
* J
* Loony
* Misti
* MDNM, MD

We are always looking for more, so please just jump right into the conversations and have fun...especially for our Happy Hours!

#####
Genasi

Genasi

Physical Description: Humans with elemental qualities, such as fiery/watery hair, earthen skin, etc. Some may appear completely human, with the exception of hair or eye color, but many have skin that is a strange color, fire for hair, or skin that is moist or constantly caked in dust.

Traits: The product of the union of a genie and a human. Possess standard human physical abilities. Live for approximately 250 years. Air genasi are descended from Djinn, Fire from Efreet, Earth from Dao, and Water from Marids.

Weaknesses: Standard animal weaknesses.

Magic: Possess a limited control over their element. However, possess a natural inclination to whatever elemental magic of the genie they are descended from.
Akagabe Clan

The Akagabe Mon, which depicts a snarling lion with the words "Victory" inscribed beneath

### Founder

Yaman Akagabe

It is an impressive feat that the Akagabe still draw breath at all, for just shy of thirty years ago the clan almost ended the Ryōshu No Jidai. Their martyred Daimyō, Hisashi Agakabe, was one of the greatest generals Asahi had ever seen, army after army fell, lords bowed, and almost all of southern Asahi was his. But it didn’t last, for he was betrayed by his most trusted general, Ekin Gempei, who coveted the title of Shogun for himself. In the wake of Hisashi’s death, the army fell apart as morale plummeted, and an alliance of clans were able to drive off Gempei’s paltry army, who was eventually slain by Hisashi’s vengeful son, Okanji. Thanks to the efforts of Okanji, the clan was able to survive, despite being severely depleted, and the Daimyō has fought tooth and nail to keep his clan’s status since.

Whether Okanji, now middle-aged and grey, will be able to preserve the clan in time for his son remains to be seen, but the Akagabe are now famous for their determination to survive, and whoever seeks to wipe out the clan should be prepared to sustain abhorrent casualties.

 History
Transmutation

Transmutation is a magical field focused on manipulating physical substances which are more composed of the Veil than the Astral Plane. Such substances can be reshaped to the transmuter's will, or transformed into a different substance all together.

## Subfields

### Biomancy

Perhaps among the more feared aspects of transmutation, biomancy is a subfield which encompasses abilities that manipulate living tissues. Flesh, blood and bone become like clay, allowing all manner of creatures to be cobbled together, or diseases engineered. It also enables wielders to change their shapes and those of others, a fact many are none too keen on.

### Geomancy

Geomancy is a subfield of transmutation that covers the manipulation of the earth and all that which is found within it, such as plants and metal. Some individuals divide geomancy further into chloromancy and ferromancy, the manipulation of plants and metals. Many druids refuse to employ the latter, considering metal to be an abomination that violates nature.

### Hydromancy

Hydromancy allows users to manipulate water, shaping it and changing its state on a whim.
Earthborn

Physical Description: Large towering figures of 50+ feet tall, made of stone.

Traits: Constructs of earth and stone created by Zedros. Immortal in the sense that they do not age. Very hard to kill. Insanely strong. Ability to mold earth and stone. The more powerful the more taller and control of more elements. Completely sentient

Weaknesses:

Magic: All have manipulation over earth, some more powerful fire, and the most powerful having control over rivers, earth and fire

Misc: Live solitary lives usually living in huge mountain halls. Mostly live in the remote vales of the great mountains, of the mountains themselves. Sometimes have been convinced by mortals to help in great works of architecture. Have a hatred of monsters.