recursal/Fanatic-Fandom huggingface dataset:
New Player

The first step for any new player is to create a character, when you create your character you must do the following

Go to file make a copy of the Character sheet linked here, and then proceed with the below steps.

First you must distribute the 24 stat points into the 15 base stats. you may reduce any stat to a minus value if you so wish gaining 1 point for each point taken, no starting value can be less then -2 or higher then 4.

once done you move onto the next step in choosing your race.

your race will have a favoured Stat group and favoured stat. You gain 1 point for each stat in that stat group and you also increase the racial favoured stat by 1 point.

now you can fill your Talents, you gain 1 point to spend in each talent based of the points you have avalible in the Stat that talent draws from, and 1 free talent point to spend for each point of Luck,Fate and Tenacity you have that can be used on any talent. with no talent being able to exceed 2.5\* the parent stat.

after this you choose your Primary and Secondary Atherion Nature. Or you may ask your DM to randomise these for you to gain an additonal 100xp at the start.

Now you have 500exp to spend on Skills

Next you have 6 points to spend on Weapons and Armour or you may convert any unspent points to 50g each

Once done you gain 1CP or character point, the Character points are owned by the player not the character, and your unable to claim another CP for another character until you get another character to 2,000xp. you gain 1 CP every 500xp you gain on any character beyond the first 500xp.

CP can be spent on several Blessings or Character Perks. You can also gain more CP by playing a character with a Curse. Characters with a blessing may not take a curse and visa versa.

After you have decided how much and if your going to spend CP your character is now finished and ready to begin their journey in the world.

Once done post your character sheet in the character sheets area and ask a GM or Syestem head to give it the thumbs up
Stats

Stats are Broken into 4 Primary groups Physical, Atheiral, Social, & Soul.

Each base stat has a group of Talents Associated with it, each of these Talents inherit their base value for the parent stat.

The base stats and their groups can be seen bellow.

## Physical

**Strength** - Strength is always used in Physical Damage Calculations.

**Dexterity** - Is used to physical hit rolls and also used as half the calculation for PDA

**Agility** - Is used to calculate Initative and is half the calculation for PDA

**Vitality** - Is used to calculate HP and resistance to biological based Hazards such as

Poison & Disease

## Atheiral

**Intelligence** - is used to calculate the amount of Atherial abilities you can learn

**Fortitude** - is used to calculate your resistance to atherial abilities.

**Affinity**  - Is used to calculate your capacity for utilizing Atheiral abilities and manageing Strain.

**Focus** - is used to calculate your ability to use more difficult or complex Atheiral abilities.

## Social

**Charisma** - is used to calculate the social impact you have.

**Facade** - is used to calculate your social resistance.

**Persona** - is used to calculate your social capacity

**Witt** - is used to calculate your resilience to social pressures.

## Soul

**Luck** - is used in calculations in leu of the actual stat when you would otherwise fail.

**Tenacity** - is used when you would die or in high stress situations.

**Fate** - can be added to any calculation when you continue a quest line.
Atherion Wiki

Atherion a Discord based role playing RPG.

**Welcome to the Atherion Wiki!**
We're a collaborative community website about Atherion that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

Atherion LoreMonstersNew PlayerMapCraftingResources

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
VioletQuay

## Village Amendities.

* Inn - Humblehome inn
* Taverns - the Top and tail, Dragonhorn, the Workmans
* Forge & Smithy - StealScale Smithy
* WarpCrystal - VioletQuay WarpServices
* Pawnshop - scale and swap
* General Shop - Kalarins Kolection
* Clothes shop - Rainbow Scales, cloth & claw
* Food Stalls - Reds fresh veg, Malbeths Marvelous Milkers, Hedvins Herbs,Grains and spices. <Stalls only avalible on Sunday>
* Stable - Merry Mount stables

### Demographics

\*information taken from the 522 PBR census

#### Job

**Miners** : 45, **Formen** : 5, **Blacksmiths** : 2, **Bar Staff** : 15, **Townguard** : 20, **WarpGate** **oversear** : 2, **Merchants** : 9, **Inkeeper** :4, **Accountents** :4, **Farmhands** :20, **Stablemen** :10, **Mayor** :1, **Bank** **teller** :3, **Carpenters** :5, **Masons** :5, **handyman** :1, **Judge** :2, **Stateofficals** : 5, **Unemployed** :92

#### Race

**Kobal** : 200 ,**Yumma** : 15, **Humma** : 1, **Furrin** : 11, **Oloran** : 7, **Drak'kin** : 4, **Naga**:6

## Village Resources

Quay Mines - Monthly production +600 Iron Ore, +5000 Coal, +250 Granate, +1000 Tin ore, +800 Copper ore, +100 Mundinite ore

ShinyScale fields - Monthly production + 300 Scalefruit, + 2000 Cragberrys, +40 DangleDevils, Mollave flour 300, 50 milk

## Trade Aggrements

#### Exports

100 Iron ore, 30 Granate,25 tin ore, 1500 coal, 100 copper ore -> Lakes Watch

50 Iron ore, 30 Granate,100 tin ore, 100 Copper ore, 1000 coal, -> Creakstown

50 iron ore, 30 Granate, 1000 coal -> Pondstown

150 Copper ore, 1500 Coal -> Fallow Fall.

300 Iron ore, 3000 coal, 50 Granate ore, 500 tin ore, 400 Copper ore, 70 Mundinite ore. -> River Garden

#### Imports

Lakes Watch ->

Creaks Town ->

Pondstown ->

Fallow Fall ->

River Garden ->
Olaran -

## Brief Description

The Olaran are one of the races found in Badail they are Exsitable and curious creatures that take a curious intrest in the life of the land based races of badail, due to thier great difference in phisicality many olaran tend to not have understanding of any phisical barrers or personal space often making people they are with uncomfortable or they come across as overly affectionate.

Olaran tend to make their homes in their ocean cities but they often have small settlements along costlines or within large lakes and ponds, though submersion is not needed its largely regarded as a comfort more then anything.

## Physical Description

a Olaran Has several fetures, a almost rubberlike slick outer membrain that appears maluble, a core which consists of 4 indipendent segments that appears like a nuculus suspended in a jelly like orb, and the fluid that makes their internal body, this fluid can change its viscosity based of the cemicals exserted by the core of the Olaran.

a Olaran often finds themselves manipulating other parts of their body as aditonal apendages be it long parts of their body that would be regarded as hair or a taill that can range in lenth and thickness and often adorn themselves with horns or foux fur or scales based on its personal intrests and the creatures its observerd.

Olaran can be seen in a wide variety of colours and beyond suspending pigmentation ingested from elsewhere these colours remain the same since their splitting or conseption. though pigmentation provided can be utilised and dispursed at will with seemingly no perticular dificulty for the Olaran.

## Cultural Description

The Olaran people are an excitable curious and affectionate race as they are so often discribed the people are largely starved for Stimulation which is found in abundance on the surface, they revel in the many things they find outside their homes and find themselves quickly attached to any passerby who keeps them company.

Olaran are straight forward and docile creatures commonly preffering the path of least resistance in thier decision making. Only dire circomstances will force them to forgo thier desire to please others. However, the Olaran 's amicable nature can be a curse as well as a blessing .

For one their malleable form left them with a skewerd or almost absent sense of phisical space or boundaries for another their innate naivate and forgiving nature can lead them to be easly taken advantage of by manipulators. Even Slime folk who have been repetedly wrong and hurt might withdraw temporarily but will evently heal and seak further companionship and intreegue.
Luck

is used in calculations in leu of the actual stat when you would otherwise fail.

This can be done 1+(Luck/4) times successfully per day.

A successful luck roll can be refused to have the possibility of a success later if the person wishes.

Luck rolls that do not successfully meet a DC or that fails to exceed the standard roll in scenario without a DC do not reduce your Luck roll count.
SorrowSpider

### Phisical Discription

With a body of 9.5 inches and a leg span of a further 5 inches the Sorrow Spider is largely recondnisable for its vibrent and deep purple and violet caripace that gives an faint iridencent glow, this carapase it grows is incredubly firm and durable and has a metallic esque sheen and the colours on the back often make for a tiled paturn.

### Attacks

Leach luck - 4 Strain, 4 complexity - Reduces targets Luck by 1D4 in touch range or 1 at a range of up to 20ft distance, increases luck by an equal ammount.

Pain Curse - 4Strain, 6 Complexity - Reduces the HP of a designated target by any damage you take this turn +3 Resist DC = 1D20+4

Fangs - 2D6 +3 damage (Peirceing 6) +8 to hit

### Misc Combat Information

Move speed - 60ft

Attack range - 5ft Fangs, Pain curse & leach luck cap at 20ft distance.

### Drops/Resources

 SorrowSpider Haunch (Meat)
 SorrowSpider Silk (Cloth)

### Lore Information

 Myth Lore
 Beast Lore
 Atherion Lore
Atherion Nature

An Atherion nature is the form in which your Prime Atherion takes and influences the type of Atherion arts you can preform and the method in which such arts are preformed.

Each person has a Primary and secondary Atherion nature, in rare cases a tertiary nature can be obtained.

The list of Atherion natures are below.

**Ediction** - The Atherion Nature of creating rules and conditions within areas setup with this Nature and penaltys for those breaching it.

**Sealing** - The Atherion Nature of dampening, Reducing or containing elements of a target or area.

**Convocation** - The Atherion Nature of summoning bound objects,allies,creatures and spirits and forming those summoning bonds.

**Binding** - The Atherion Nature of Connecting two targets and affecting the influence they have on one another as well as severing bonds.

**Evocation** - The Atherion Nature of channelling the Atherion power of spirits,gods or people that allow you to do so.

**Regeneration** - the Atherion Nature of restoring damage caused to oneself and the restoration of damaged organs and limbs.

**Restoration** - the Atherion Nature of restoring something to a previous state curing damage from a target and curing harmful ailments. and restoring broken or worn items.

**Preservation** - the Atherion Nature of Preventing Changes in state,location,Condition,experience,memory in a target or location. (can make save points.)

**Transmogrification** - The Atherion Nature of the Breaking down and reconstrution of matter to augment its phisical form.

**Abjuration** - the Atherion Nature of The Rebuking and Disconection from forces, responcibilities, contactacts and powers

**Replication** - The Atherion Nature of Duplicating a person, item, building or area.

**Echo** - The Atherion Nature of Duplicating an effect sound or image to the same or another location/Target.

**Augmentation** - The Atherion nature of the Growing, Lenthening or Multiplying a target.

**Warping** - The Atherion nature of Moveing targets locations over distances instantly.

**Kinship** - The Atherion nature of manipulateing and comunining with Beasts and monsters.

**Wild** - The Atherion nature of Manipulating and Commuing with the Flora of the world

**Sacrifice** - The Atherion nature of Afflicting oneself to afflict a greater effect to another target.

**\*Illusion** - The Atherion nature of modifying a targets sences of hearing,sight,touch,taste, and smell.

**Control** - The Atherion nature of manuplateing and modifying targets memories, allignmnet, ideas,
Blacksmithing

Blacksmithing is a Rather involved crafting form, its ideals and principles largely inherited from the items that are being attempted to make, whilst the items are more verified that most the resource requirements and such tend to be more costly than most.

When Creating an item Some materials will have additional effects, to bring out these effects it takes a blacksmith of some Skill, to work the Material in a manner that highlights its true benefit.

An example of such would look as follows.

 Valac Iron

Within Blacksmithing the amount of resources needed to create a weapon varies based on the type of weapon or armour used. The table for this can be seen below

When crafting armour & weapons the max, amount of resources that can be used is double the minimum that is required to make that item.

### Shields

When you make a crafting check this by default is a 1D20 dice roll, the result of the crafting roll is added to the total CP from the resources used the amount of CP gained by dice can’t exceed 1.5\* that of the CP provided by the resources used.

Cp will then be spent to improve certain areas within the resulting item crafted. See bellow

#### Weapons

[all weapons start with 1D1 damage base]

 Weapon Type Effect
 Damage Flat
 Damage Dice Side
 Damage Dice Amount
 Balance

#### Armour and Shields

 PDN
 PDR
 PDA (Bucklers and Heater shields only)

Once all CP is spent, or when the crafter wishes to stop the item is complete with all the effects modified as listed. Generally a Item is valued at 8 per point of CP and resources are priced at 5 per point of CP
Aqulatis

### Attacks

Poison barbed claws - +2 to hit [+4 in water], Deals 2D4 peirceing(4) damage, and if this damage is delt deals a further 1D8 Poison Damage per cycle until a posion resist roll of 18+ is made.

Jetisoned Razor poison barbs (Ranged) - +2 to hit [+4 in water], Deals 1D4 Pearching(12) damage and if this damage delt a further 1D8 Poison Damage per cycle until a posion resist roll of 18+ is made.

### Misc Combat Information

Move speed - 30ft (60ft in water)

Attack range - 5ft Melee 60ft Ranged (120ft in water)

### Information

Aqulatis are solo preditory creatures who enjoy wittleing down their pray with poisons as they persue, they have been known to frequent deep lake and rivers and can be seen most commonly along less populated shores.

Aqulatis are also highly terotorial with juviniles of the species seaking adult males out to kill them and steal their terotorys to seak mates come the spring.
Rivergarden

## City Amendities.

* Inns -
* Taverns -
* Forge & Smithy -
* Carpenters -
* Masons -
* Weaponshop -
* Armourshop-
* Bowwers -
* Flechers -
* Stables -
* Brewery -
* Alchemists -
* Leatherworkers -
* Cafés -
* Stages -
* Bathhouses-
* WarpCrystal -
* Pawnshop -
* General Shop -
* Clothes shop -
* Tinkerers workshop -
* Food Stalls -

Total Villagers: 16,300

#### Population by Race

**Kobal** : ,**Yumma** : , **Humma** : , **Furrin** : , **Oloran** : , **Drak'kin** : , **Naga**:

(note due to location Oloran population would be higher.accounting for aproximately 10-20% of the native species.)

## Trade Aggrements

#### Exports

-> Lakes Watch

-> Creakstown

-> Pondstown

-> Fallow Fall.

-> River Garden

#### Imports

Lakes Watch ->

Creaks Town ->

Pondstown ->

Fallow Fall ->

River Garden ->
Nagga

## Brief Description

The Nagga are one of the races not infact found in Badail they hail from far south in the Kasharian deserts, however due to a war that recently broke out between them and the Kashri many fleeing the conflict have saught greener pastures, some such people have found themselves within the continent of Badail.

Nagga tend to a fairly grounded people who rely on keen observation and a Deductive reasoning to navigate the keen Stealth and subdifuge of their wouldbe rulers.

## Physical Description

a Nagga is characterised primarly by their lower half below the nape of their bellybuttton sits a long serpintine tail that acts as their lower torso, and legs,

a Nagga has a fully prehensile tail that easly extends over 7ft long and most sitting in their most comfortable and natural posission stand between 5-7ft tall.

A Naggas uperhalf is Fairly similar to a hummas save for scaling of the skin, Slit eyes and a natural scaled hood.

Most Naggas colouration is a Sandy bage or brown with green and purple symbols but other more exsotic coulorations have been observed,

## Cultural Description

The Nagga are both a Proud and cautious people, making their self excile a little dificult the distrust of the native populations often does little to garner their support and those whom are offered assistance and shelter find themselves often turning it down of principle.

From their homeland the Nagga were a chosen people of the serpant god Urubsoa the Everqueen and was listed in the anuals of old history that such peoples are in fact their direct decendent and that should they wish to follow their path to divinity and take seat by her side they must remain assendent in all they do and say.

such teachings take on wildily diferent interpritations from the masses, some work tirelessly to achive gretness where others hold themselves over others and seak to keep such a possition well known. others take a more humble and pious path.
Transmogrification

Atherion arts that use Transmogrification natures Focus on the Breaking down and reconstrution of matter to augment its phisical form.

Cantrip exsamples of Transmogrification arts that require little effort would be spending an hour breaking any item into its raw materaials

an exsample of a low level Transmogrification art of Strain 2 Complexity 1 is createing a simple dagger from iron, wood, and leather in a matter of a few minutes.

## Further Understanding

The ability of Transmogrification is changing the form of items, you can blend and create aloys or mold diferent elements together to create something new beyond the simple sum of its parts, the complexity of the item your making and how far away the final item is from its current state dictate how much strain and complexity the creation has.
Humblehome inn

The Humblehome inn is a rather sizable location that has 10 rooms avalible,

2 Gaint size Double bed suits which bost headspace for those over 8ft tall a bed that can Comfortably accomidate most large races.

2 Standardised size double bed rooms which offer comfortable space to most races

2 Short Sized Double bed rooms which offer shorter fernishings making for a easyier rest for the shorter and smaller races.

2 Tiny size Double bed rooms that offer vastly reduced sizes so those of a tiny disposition may still enjoy the inns comforts.

### Room Prices

100g to check in without booking, 50G to Book and check in.

Costs 50g per night or 20g without food.

## Amendities

Public cleaning bason refilled every 4 hours.

indoor restroom.

Washcloths provided for the duration of your stay.

Breakfast, Lunch & Dinner included in the inn stay price.

one storage chest (DC35 to open)[45 slots of inventory] with key provided with your door key.

Wardrobe Dresser.[12slots for clothing]

1 oil lamp with 4 hours of oil per day of stay.

## Menu

#### Breakfast [Cost:30g]

Rustic Mollarve Bread rolls, honey kissed Carvest Bacon, Kadegg, and Bloodpuding.

Honey and warmed milk with Molarve oats and Cragberry jam. (V)

Fruity medly containing Cragberries, Scalefruit, and Dangledevil fruit. (Ve)

## Staff

Owner -

Inkeeper -

inkeeper -

inkeeper -
Backgrounds

In the world of Atherion and the nation of Badail there are a great many cultures, many of them formed around core principles and ideals passed down from the settlers and founders of comunities and established countys of badail. beyond simply this there is a great deal of cercomstances in which one can be raised, a background reflects the cutures or cercomstances around your upbringing and offer unique benifits to each one they provide.

## Superstitious

Whilst most common around populations settled by a majority Yumma population Superstitiouscomunities have a strong oral tradition of tales proverbs and myths that have been cycling between different community for years, often details of the stories will vary widely between households building of the core themes that remain the same between telling and iterations.

The strong focus on using stories and fables to covey history and teach has lead to many people within Superstitious communities following odd traditions that bring a unique atmosphere and a rather eventful calendar full of festivals and special days.
due to this focus on tradition most people who settle in Superstitious villages find themselves with a personal fetish they carry around with themselves for protection against various mythical creatures or mearl to keep such Superstitious people of their back about such things.

 Effect:

## Traditional

the Furrin settled setlements have a strong emphasis on tradition and order, many who live within their community's find that so long as they adhere to the rules and traditions of their people they are met with warm words and open arms.

this traditionalist focus has caused their people to avoid many mishaps caused by the utilisation of Athersite based mechanisations of elsewhere and ensured their ability to remain self-reliant, this same traditionalist focus has caused most within this background to idolise the ideals of Honour, Discipline and Respect.

Tradtional cultures have a great list of rites and rituals that must be preformed from everything as simple as greeting guests and as important as marriage proposals.

having such a staunchly traditional world-view can cause some who grew up under such a background to seak freedom and liberation form these rights, rules and tradtions that braught them up through their communitys.

 Ability Effect:
Clothworking

Clothworking is a simple crafting form, its ideals and principles largely inherited from the items that are being attempted to make, whilst the items are varied in design the core elements to create such items tend to remain consistent.

When Creating an item Some materials will have additional effects, to bring out these effects it takes a Clothier of some Skill, to work the Material in a manner that highlights its true benefit.

An example of such would look as follows.

 Ajuani Wool

Within Clothworking the amount of resources needed to create an item varies based on the type of accessory or armour used. The table for this can be seen below

Armour

Accessories

When you make a crafting check this by default is a 1D20 dice roll, the result of the crafting roll is added to the total CP from the resources used the amount of CP gained by dice can’t exceed 1.5\* that of the CP provided by the resources used.

Cp will then be spent to improve certain areas within the resulting item crafted. See bellow

Armour and Shields

 PDN
 PDR
 PDA

All items

 Pockets
 Styling
 Super Styling

Once all CP is spent, or when the crafter wishes to stop the item is complete with all the effects modified as listed. Generally an item is valued at 6 per point of CP and resources are priced at 5 per point of CP
Curse

## MonoAtheria

Born with the boon of Atherum only to find your natrual kinsip witth atherion dulled through some crule twist of nature, you only have one atherem nature.

+2 CP

## Vagrantscorn

Though some fowl work you find yourself unable to enter places people live and sleep without an invitation, being in such a place without permission seems to tear at your soul for some perculiar reason causing a great deal of pain (2D20/cycle)

+2 CP

## Livilye

Everyone who meets the cursed seems to recall hearing stories about them. These stories paint the picture of an unreliable, cruel, and evil person. dspite any other normal reputation, the guards will be unfavorable to such a person but not outright attempt to arrest them on the account of such roumors.

+1 CP

## Ghistpurse

Any money that the cursed doesn’t spend the same day they get it disappears. many have tried loaning to friends or saving in banks, but regardless it dissapears all the same. the only means of having the money persist seems to be ligitimate exchange.

+1 CP

## Manglemirror

The cursed’s reflection shows a gaunt, dead thing. Not even a living corpse, just a corpse propped up in roughly the same position the cursed is currently in. Others who notice this will be horrified.

+1 CP

## Tametaste

The cursed’s dietary needs are altered so they can only be sustained by animals that people care about: horses, cats, dogs, etc. Nobody needs to care about the specific animal eaten, so long it is of a type that people in the area generally keep as pets.

+2 CP

## Failflagulate

If the cursed uses an slashing or peircing weapon, they will cut themselves after every fail attack roll, dealing half weapon damage.

+3 CP

## BardBirth

The cursed must make an original pun each game day. Any days in which they fail to do this, they are struck by lightning.

+3 CP

## SpiteSustanance

Instead of food, the cursed subsists off of making people cry.in doing so they may roll 1D20 or a higher dice to asertain what food items effect they recive, they no longer recive any benifit from food.

+3CP

## Midohemophagy

Anytime the cursed takes damage, the wound immediately turns to gold. Since the wound cannot be healed, the hit point loss becomes permanent.

+5 CP
Training

Characters may spend Time Training, doing so will allow characters to gain Exp Reductions to skills, Talent increases and skill increases. Reductions gained this way can't reduce the EXP cost by more then Half it's original Cost.

There are two Types of Training Active Training And Passive Training. The main difference between these types of playing are weather of not you are available to role play the activity or not.

Training can be done in any skill or Talent but to train in a exp skill requires an skill book/Combat manual for the relevant skill or a Sparing partner/trainer who knows the skill you wish to learn who is willing to teach you.

Teaching someone a skill you know though any length of training requires only knowledge of the skill they wish to learn, you can only assist any one person with such training at a time when aiding someone who is passive training, this restriction does not exist within regards to active training.

## Active Training

Works under a Training point system every day you may spend up to 2 hours at the end of which you may gain 1 training point towards a stat up.

At 30 points you gain +1 to the trained stat and all points are consumed, at this point you may choose to train a different stat.

you can only obtain up to +3 in each stat this way. You can gain a further +2 by training in the same way but with someone who has a higher stat total then you in the stat you are training as they guide your growth.

you may use your training points to assume a +1 to the stat for a singled dice roll,save or check. Training points used this way are recovered at the start of the next day, you may only use 1 training point per roll this way.

## Pasive Training

When your not role playing or if your away you may choose to passively train in your absence, how this works is you set a start and finish date for your Training, in this time you gain a flat 1D20 reduction in the cost of the trained exp skill/Trait/Stat purchase for each day that has passed since the deceleration.

You may return at any point and resume play normally, at such point any Passive training is considered to be over and you must either resubmit a passive training deceleration or preform active training for that day.

You can't Passively train on a day where you are actively role playing.

passive training can include a list of things to be trained in order of preference, once the preferred skill is reduced by in excess of 50% the next skill will begin being reduced. This can be done for up to 2 weeks without issue any longer and please speak to the System head in regards to any mitigating circumstances.
Evocation

## Brief Discription

Atherion arts that use Evocation natures Focus on creating connections with sources of power, and beings that possess Atherion and to offer some of that power to you.

Cantrip exsamples of Evocation that require little effort can be drafting a Evocation contract, such contracts can be understood by any creature which posesses Atherion that read them, a cantrip contract is one that only requests access to cantrips.

an exsample of a low level edict art of Strain 2 Complexity 1 is creating a Evocation pact for a single set ability or effect with clear restrictions.

Evocation's have no duration and are considerd perpetual, Evocation of a Ability increases your strain by 1, any strain caused by a Evocation is maintained and added to the next Evocation. Evocation strain is reduced by 1 for each cycle not spent on an Atherion art.

People who offer you power though pact of Evocation do not lose their powers, but do gain 1 Strain for each point of strain you cast though their power, this strain is reduced to 0 at the start of the next turn.

## Further Understanding

The ability to Evoke is often mistaken for the simple ability to draw power, this is not the case, Evocation is largely put the ability to coeless power the contracted entities have at their desposal to a single source.

It is a intresting destinction in how this can be utilised, the ammasing of energies and arts through a convocation user can allow for many unkown combinations of powers to ammass and allows for the blending of several atheion arts to meld together.
Ediction

## Brief Discription

Atherion arts that use Ediction natures Focus on imposing a set of conditons on those within the affected area.

Cantrip exsamples of edicts that require little effort can be causing small involentary actions such as sneezing or coughing once when entering the affected area.

an exsample of a low level edict art of Strain 2 Complexity 1 is Those steping into this designated 10ft square area, may only move 5ft per turn or take 1D4 damage.

Edicts persist so long as the strain and complexity are upkept, casting any further edict Arts will cost the old edict art Strain & complexity + the new edict art strain & complexity, to be completed, failing this causes both edicts to drop.

### Scaleing

General Speaking Ediction scales as followed.

Its Upkept so their is no cost for Duration other then the strain cost to Preform the art initialy being maintained.

For each 5ft of area affect increase strain by 0.5

For each Condition add 1 Complexity. [if this condition is dangerious to preform +15 complexity (I.E those in the area must stabthemselves)] [If this condition targets spesific people or charicteristics +10 complexity(I.e All men or Those with brown hair.)]

For each 1D4 of Consiquance Damage Increase the Strain by 1 (Damage increases by the Dice scaling rule)
Regeneration

Atherion arts that use Regeneration natures Focus on Repair and regroath of organic matter.

Cantrip exsamples of Regeneration arts that require little effort would be the healing of superficial wounds or the simulation of groath of hair or leaves on a tree.

an exsample of a low level Regeneration art of Strain 2 Complexity 1 is Simply healing about 1d4 hp instintanously.

## Further Understanding

The ability of Regeneration is more then simple conventional healing, it allows for the stimulation of regroath of wounded bodys in a designated way, the regroath does not nessisarly need to resemble the original form, I.E somone with their arm cleaved off can be regrown to grow two arms in that socket, or you may regrow a leg instead, this does not nessisarly need to be a healing process, one with ill intent could regenerate cells to be intentionaly corrupted causing cancerious groaths on their targets.
Doli Saja Ke Rakhna

*Doli Saja Ke Rakhna*(Keep the  palanquin decorated and ready) is a 1998 Indian Hindi-language romance film directed by Priyadarshan, with Akshaye Khanna and Jyothika in lead roles. The plot is adapted from the Malayalam film *Aniyathipraavu*. The music was composed by A. R. Rahman. This was Jyothika's debut film.

## Plot

Inderjit "Inder" Bansal is a rich young man. Although his parents want him to settle down, he goes to another city to do his MBA and stays with friends. During this time, he meets Pallavi Sinha and they fall in love. She reciprocates his feelings, but trouble comes in the form of her tyrannical trio of brothers, who are over-protective of their little sister and take an irrational dislike to Inder. They show hostility towards Inder and conflicts arise within the households and the couple decides to elope, but afterward realize they miss their families. They decide to return home, relinquishing their feelings, but ultimately their families accept their love, and they are reunited.

## Cast

 Pallavi Sinha
 Mr. Bansal
 Baba
 Mrs. Chandrika Bansal
 Mrs. Sinh
 Dr. Suraj Sinh
 Inspector Sinh
 Vikram "Vicky" Sinh
 Colonel Vincent

## Reception

Anish Khanna of Planet Bollywood gave the film 8.5 out of 10. Faisal Shariff of Rediff wrote, "The film plays on traditional family values, and that isn't very convincing. And the way it was carried off could have been a trifle subtler, we thought." The film was commercially unsuccessful.

## Soundtrack[

 Released
 Recorded
 Genre
 Label
 Producer

The soundtrack for the film was composed by A. R. Rahman, who worked with Priyadarshan in his previous film *Kabhi Na Kabhi* to spawn a critically acclaimed soundtrack. The lyrics were written by Mehboob. Rahman reused most of the songs in the 1999 Tamil film *Jodi*. The producers of Jodi's 2007 Kannada remake *Sajni*, bought the rights of the songs and used it in the film. The video clip of the song "Kissa Hum Likhenge" was made in the Greek islands Mykonos and Melos.

 "Kissa Hum Likhenge"
 "Jhula Bahon Ka" - 1
 "Jhula Bahon Ka" - 2
 "Bol Sajni Mori Sajni"
 "Chal Kheva Re Kheva"
 "Bol Sajni Mori Sajni" (Instrumental)
 "Taram Pum"
 "Ganga Ke Jal Se"
Augmentation

Atherion arts that use Augmentation natures Focus on the Growing, Lenthening or Multiplying a target.

Cantrip exsamples of Augmentation arts that require little effort would be increasing the lenth of a polearm by a few centermeters

an exsample of a low level Augmentation art of Strain 2 Complexity 1 is Duplicateing a Dagger to throw. or gaining 5ft reach on any weapon.
WeaponTypes

Weapons come in one of three damage types and are denoted as being either one or two handed.

The Damage types are Slashing, Piercing , And Blunt and each fares favorably against different Defense types. as shown below.

## Slashing

Slashing weapons are denoted with a Slash value this value is added to the Hit roll against PDA

## Piercing

Piercing weapons are denoted with a Peirce value this value is deducted from the enemies PDR

## Impact

Impact weapons are denoted with a Impact value, this value increases the damage of the attack when preforming PDN calculations only.

So following PDN damage with Impact weapons is calculated without its Impact value.
Leatherworking

Leather working is a simple crafting form, its ideals and principles largely inherited from the items that are being attempted to make, whilst the items are varied in design the core elements to create such items tend to remain consistent.

When Creating an item Some materials will have additional effects, to bring out these effects it takes a Tanner of some Skill, to work the Material in a manner that highlights its true benefit.

An example of such would look as follows.

 Horin Leather

Within Leather working the amount of resources needed to create an item varies based on the type of accessory or armour used. The table for this can be seen below#

Armour

Accessories

When you make a crafting check this by default is a 1D20 dice roll, the result of the crafting roll is added to the total CP from the resources used the amount of CP gained by dice can’t exceed 1.5\* that of the CP provided by the resources used.

Cp will then be spent to improve certain areas within the resulting item crafted. See bellow

Armour and Shields

 PDN
 PDR
 PDA

All items

 Pockets
 Durible
 Fitting

Once all CP is spent, or when the crafter wishes to stop the item is complete with all the effects modified as listed. Generally an item is valued at 7 per point of CP and resources are priced at 5 per point of CP
Lakestone

## Citys,Towns And vilages

### Citys

Rivergarden (Capital)

Lakeswatch

### Towns

Creekstown

Fallow Falls

Pondstown

## Notable Areas

Willowood Marsh

Tearpond

West Woods

Great Grove

Pollywog Pond

Barrow patch

Heart Pond

Lone Stone mountin

Blackmound barricks

Broken tower Ruins

Central peak mountins

## General Exploreation Tables

### Combat Table

1D20
 4X Bandits | 9,10,11,12,13,14,15,16,
 2X SaberSpine | 17,18,19
 1X SorrowSpider | 20

### Resource Table

1D10 Roll
 Players Choice
 Players Choice

### Crystal

1D6 Roll
 Medinite
 Tansrald

### Herbal

1D20 Roll
 Bluebloom
 Faestalk
 Fetherflower
 Wingseed

### Metal

1D6 Roll
 Tin
 Copper

### Poison

1D5 Roll
 Monkshood
 Deadly nightshade

### Stone

1D4 Roll
 Shale
 Andersite

### Toxin

1DX Roll
 Stonevein
 faeblood

### Vegetable

1DX Roll
 Wild Garlic
 Wild Onion

### Wood

1D5 Roll
 Ash
 Thorn
Furrin

## Brief Description

The Furrin are one of the races found in Badail, that is often found within forests and woodlands, they often resemble mammals and as a people take great care of the land the live upon and the surrounding Forrest.

The Furrin tend to have strong senses and an astute focus when using Atherion arts and often pride themselves on their magical talents and their ability to hunt.

## Physical Description

Furrin have their body fully covered in Fur, the length and colour of which seems to vary based on the species whose features they resemble.

The Furrin have Ears,Tails and in rare cases pouches,Wings, tusks, and horns. they also frequently have legs that bend in ways that differ then most other races again largely dependent on the creature they resemble.

Some Furrin exhibit a form of muzzle or other facial shaping that resembles their creature counterpart.

the most common creature types found among the Furrin that Populate Badail are:

Grey wolf, Black wolf, Lynx, Red Fox, Stoat, Weasel, Dear, Boar, Wood mouse, Red Squirrel, Bat, Hedgehog, Rabbits , and Badger.

The sizes of a Furrin vary once more based on their Creature of resemblance at there smallest standing no taller then 3ft5' and at tallest 7ft5'

## Cultural Description

the Furrin people have a strong emphasis on tradition and order, many who live within their community's find that so long as they adhere to the rules and traditions of their people they are met with warm words and open arms.

this traditionalist focus has caused their people to avoid many mishaps caused by the utilisation of Athersite based mechanisations of elsewhere and ensured their ability to remain self-reliant, this same traditionalist focus has caused their people to idolise the ideals of Honour, Discipline and Respect.

the Furrin have a great list of rites and rituals that must be preformed from everything as simple as greeting guests and as important as marriage proposals.

having such a staunchly traditional world-view has caused the Furrin to remain sceptic of the Naga that migrated from the sands overseas.

## Ability

 Ability Effect:
During rain this sent fades.
Replication

Atherion arts that use Replication natures Focus on the Duplication and recreation of its targets.

Cantrip exsamples of Replication arts that require little effort would be creating a seccond Ace card in your hand for a few seconds before it dissapears.

an exsample of a low level Replication art of Strain 2 Complexity 1 is duplication of something small for a few minutes, like a single coin or a crossbow bolt. or an arrow or spear for a single cycle.

A Replication arts can be maintaied beyond its usual time doing this means Strain cost is maintained for each non permiment effect or binding you wish to keep up, this strain cost does not increase but should you exceed your Afinity in strain ALL Replication items you upkeep that are not perminent will drop.

Replication arts can be made perminent for 3 times the cost though the strain is maintained untill the end of the day at which point the item is considered perminent and no longer requires upkeep.

if upkeep is dropped before this item has been made perminent the replicated item dissapates.

## Further Understanding

The ability of Replication is more then simple Duplication, it allows for modification of the final product to replicate something is to reproduce and mimic it, small changes and edits can be made to the original item, the amount of change would most certanly increase the complexity of the object replicated.
Crafting

To be able to Craft items you require Journeyman Craftsman in at least one of the following Crafts

**Name**: Journeyman Craftsman [R]

**Exp Cost:**150

**Pre Req:**Apprentice Craftsman

**Description:** Grants access to one of the following Crafting abilities

* Alchemy
* Blacksmithing
* Carpentery
* Clothworking
* Cooking
* Leatherworking
* Masonry
* Writeing
Cablati

### Attacks

Mandable MASH! - 1D6+5 damage (Peirceing 6) +4 to hit (On hit target is restarained [is unable to take the move action and makes phisical attacks at Disadvantage] unless they sucseed a DC 15 Lift check or a DC 13 Escapisum Check, if they fail this check they may make the check again as a bonus action on their cycle)

Fangs - 2D4+5 damage (Peirceing 6) +4 to hit On hit Targets make a DC 10 Poison check, on a failed check the target when attacking rolls 1D4 and reduces that from their attack roll.

### Misc Combat Information

Move speed - 120ft

Attack range - 10ft Fangs & mandables.

### Drops/Resources

 Cablati Venom Sack [Venom]
 Carapace [Ivory]
Arellatite

Creatures wings reflect and Echo back Atheron based attacks that target the Arellatite directly, this can be done 1/turn as a free reaction by the creature.

### Attacks

Crystal Rain - Aoe in a Circle Raidus of 20ft with origin up to 120ft away from Arellatite. people within the AOE make a Dodge check with DC 25 targets take 6D12 Peirceing(8) damage on a failed roll and half as much on a successful roll.

Crystal Spears - Aow in a circle raidus of 20ft around Arellatite dealing 12 volleys <Seperate attacks for the purposes of PDN>x 2D4 Pearceing (12) damage those within the AOE make a dodge check with DC

### Misc Combat Information

Move speed - 15ft

Attack range -20ft - 120ft+ Ranged
Kobal

## Brief Description

Kobal are often found inhabiting the hills of Badail they are scaled creatures that are rather small in stature often failing to reach 5ft in height.

Kobal are known for their hospitality and kindness, many a kind word is said when referencing the care given by guests to Kobal villages and towns, causing many travellers to retire there often making for the most diverse villages.

## Physical Description

Kobal are a very small scaled race who's scale colour vary from Red,Green,Blue,Yellow and varying shades of beige.

Kobal have a short muzzle and often have horns adorning their heads, they also have a large tail and often stand on the balls of their paws

Kobal have a variety of colours for their reptilian looking eyes often being variants on yellow blue green red or purple.

Kobal stand at between 3ft5' and 4ft6' ft with the females being often taller then the males.

## Cultural Description

Kobal are often regarded as one of the kindest and most amicable peoples often happy to help outsiders and quick to resolve conflicts and personal disagreements, their kind and accommodating disposition makes them a race that has a rather good universal reputation.

The Kobal have a Strong desire to performand entertain or host, with its people often holding talent shows or stage performances in towns that contain a large population of the folk or with them as the founding population. Kobal often define themselves by the company they keep picking up personalty quirks and adding to their own somewhat.

With the desire to entertain inspire and appease those around them most things made by kobal are done to be accessible to all and appealing in unique ways, Such as most doors and buildings in kobal towns often have doors with sizes proportional to most races with smaller cutouts for those shorter to be able to access, buildings often being build to accommodate the larger races with bedrooms designed to accommodate for all sizes, most kobal guestrooms consist of hanging pegs for an appropriate sized hammock to be used instead of an overly small or large permanent bed. Items such as swords will often have more comfortable grips whilst clothing will have a slightly thicker inner lining to protect against the heat and cold.

The care these people shown is clear for most outsiders and the race is largely considered everyone's second best friend

The only exception to their glowing hospitality is that of the Humma, as due to their small stature and the peculiar nature of Humma births several people in kobal communities have died in childbirth and the species is largely considered by these people as a curse or bad luck, with the fathers of such children often being politely asked to leave the community and head elsewhere and those humma visiting from outside causing Kobal to become visibly distressed or uncomfortable. Their disposition not tuned for hate or vitral the worst the ostracised community get from the kobal people is often passive aggressive acts or remarks at best.

## Ability

 Effect: