recursal/Fanatic-Fandom huggingface dataset:
Spells - 1st Level - Frightening Word

### Description

You speak a single word that momentarily strikes fear into the mind of a Character within 60ft of you which you can see and who can both see and hear you.

The Target must Succeed on an Awareness Saving Throw or 2d6 Psychic Damage and become Frightened of you until the Start of their Next Turn. If the Character is Successfully Frightened by this Spell, they must also immediately use their Reaction to move their Movement Speed away from you.

On a Successful Save they are not Frightened and they take only half as much Damage.

### Scaling

When you cast this spell using a Spell Slot of 2nd level or higher, you can Target one additional Character for each Slot Level above 1st. All the Characters Targeted must be able to see and hear you.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode
Example Kits

## What's in an Example Kit

In each Example Kit you can expect to receive equipment your Character would be expected to have at the beginning of their adventures.

Such items will include:

* Weapons
* Armor
* Tools
* A Spellcasting Focus (if required by your Archetype)
* A Light Source
* Food to last for 5 Days
* Money and/or a means of Transportation
* Personal Possessions
* Clothing
* A means for long distance communication

For each item presented we include details relevant to that item, such as the Damage and Weapon properties of a Weapon or how a Character's Armor Class is affected by the Armor and/or Shield they may possess.

## Example Kits in High Fantasy Settings

High Fantasy Settings include technologies which are typical of the Renaissance time period, itself a very broad time period extending from the 14th Century to the 17th Century. It is a time of transition between the technologies of the Middle Ages and those of the Industrial Ages, where a very wide range of different Weapons, Armor and other technologies may be reasonably assumed to coexist. They may include mature examples of such technologies (e.g. swords) or early examples of other technologies (e.g. Firearms).

Below we present a number of Example Kits for this Setting and our recommendations for which Archetypes should consider them:

Knight, Swashbuckler, Thug, Laborer, Archer, Musketeer, Entertainer, Priest, Scribe, Templar, Rogue
Theme: Basic Magic

## Focus on what it means to be a Caster

The Basic Magic Theme is an easy to use but suitably powerful set of features a Magic Character may gain through their Theme selection.

It is explicitly designed with New Players in mind while they get used to the Freedom Fantasy System.

## Prerequisites

The Basic Magic Theme is available to the Scholar, Gifted, Chosen and Creator Archetypes, as well as any other Archetype which gains the Magic Die feature.

It is well suited for any Setting.

## Level 3 Features

At Level 3 your Character gains the following features:

### Untapped Potential

* Once per Long Rest, you may Cast a Spell as though you expended a 3rd Level Spell Slot without needing to expend a Spell Slot as part of the Spell's Casting.

### Additional Martial Improvement

* You may add +1 to an Ability Score.
* Alternatively you may choose one Basic Magic Feat.
* You may not increase an Ability Score higher than 17 with this Feature.

## Level 6 Features

At level 6 your Character gains the following features:

### Additional Untapped Potential

* Once per Long Rest, you may Cast a Spell as though you expended a 4rd Level Spell Slot without needing to expend a Spell Slot as part of the Spell's Casting.

## Level 10 Features

At level 10 your Character gains the following features:

### Additional Untapped Potential

* Once per Long Rest, you may Cast a Spell you know as though you expended a 5th Level Spell Slot without needing to expend a Spell Slot as part of the Spell's Casting.

## Level 14 Features

At level 14 your Character gains the following features:

### Additional Untapped Potential

* Once per Long Rest, you may Cast a Spell you know as though you expended a 6th Level Spell Slot without needing to expend a Spell Slot as part of the Spell's Casting.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode
Spells - 10th Level - Protect City

### Description

You create an invisible sphere which warps space and light, with a radius of your choice, up to 1 mile. This Sphere provides the following benefits:

* Character's cannot teleport into or out of the Sphere, unless you have designated a Teleportation Circle you know to be exempt from this restriction.
* Spells and their effects which originate from outside the Sphere cannot Target or otherwise cause effects within the Sphere.
* You may choose for Objects and Characters within the Sphere to be Invisible. Characters outside the Sphere perceive a landscape which is consistent with it's surroundings.
* Objects and Characters outside the Sphere when it is Cast cannot pass through the Surface of the Sphere. Characters attempting to do so instead move around it's surface and are unharmed.
* No Characters and Objects may pass through the surface of the Sphere unless you have expressly given them permission by direct communication (e.g. verbally) or by means of a note written by your own hand.
* This Spell may only be Dispelled or otherwise ended by a Character Targeting the Caster. The surface of the Sphere is invisible and may not be targeted.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode
Spells - Creation

## Harness the Power of Creation Itself

Creation Spells represent the ways in which Spellcasters may harness the power of Creation. It may be accessed in a number of ways, such as through acts associated with are associated with the act of making (e.g. singing, crafting, acts of artistic expression or invention). It is also closely tied to the concept of "true name" magic, where magical effects may be caused by the speaking of the true name of objects and characters in the world.

Below we summarize the Spells which are available through this Tradition of Magic.

## Cantrips

Acid Splash, Dancing Lights, Deflection\*, Firebolt, Friends, Frostbite, Light, Mage Hand, Mending, Message, Minor Illusion, Poison Spray, Prestidigitation, Ray of Frost, Shocking Grasp, Spare the Dying, True Strike, Vicious Mockery

## 1st Level Spells

Alarm, Animal Friendship, Bane, Charm Person, Color Spray, Command, Comprehend Languages, Cure Wounds, Detect Magic, Disguise Self, Expeditious Retreat, Faerie Fire, False Life, Feather Fall, Frightening Word\*, Grease, Healing Word, Heroism, Identify, Illusory Script, Jump, Longstrider, Purify Food and Drink, Silent Image, Sleep, Speak with Animals, Thunderwave, Unseen Servant
Skid/Pump ( Friday Night Funkin' ) (Friendship)

Not only is Skid and Pump the most adorable characters in the Friday Night Funkin' rhythm game, they have a very strong friendship bond and are very fond of Spooky Month! You can also find these two adorable children in the official Sr. Pelo channel on YouTube! But what makes their friendship so special? Let's dive into some evidence shall we?

To find out more about Skid and Pump in the Friday Night Funkin' universe, go to this amazing wiki! https://fridaynightfunkin.fandom.com/wiki/Skid\_and\_Pump?so=search

Find out more about them here!

https://hero.fandom.com/wiki/Skid\_and\_Pump

## Halloween Enthusiasts

Skid and Pump are exceptionally fond of Halloween, so they decided to wear their Halloween costumes year-round regardless of the month. They claimed October to be called "Spooky Month" and even created their dance to celebrate. The only time the kids can be seen without their costumes is in Easter eggs hidden throughout Sr. Pelo's "Spooky Month" series. Although they love everything spooky, they are more intelligent than Boyfriend and Girlfriend and can tell if they're in danger, Pump being a little more cautious.

## You're Like a Brother to Me

Multiple fans of Skid and Pump have often claimed they are related and are brothers, but Sr. Pelo has stated they are merely best friends. It's confirmed in the series when Skid asks Pump to come to his house at the beginning of every episode, meaning that Pump doesn't live with Skid. Pump has his own older sister, and his parents are confirmed to be working out of town.

## Brave Adventurers

Skid and Pump keep their viewers entertained by going on adventures to experience scary events and, most importantly, have fun. Although these kids remain unharmed in their situations, they are somewhat naive and can't always catch on to what is real or dangerous. It shows in the Spooky Month: The Stars episode when they encounter The Eyes of the Universe demon, later bonding a friendship with it (even if Skid *was* a little braver than Pump).
Bella Cutler - Appearance Count

**Bella Cutler** has appeared in 1492 episodes from 2004 to 2008 and again from 2012 to present. Prior to her marriage to Chris Cutler, she was originally credited as **Bella Hawkman**

She has also been credited as:

**Bella Pelton** from February 2014 to March 2015.

**Bella Hale** from May 2016 to July 2017.

**Bella Hinker** from March 2020 to December 2022
Subtype - Mentor (Common)

## The Wise Mentor

The Mentor Subtype represents Characters who use their vast knowledge to guide and assist their allies. It grants them greater stamina and martial prowess, which they can use to execute powerful manoeuvres against their enemies.

## Prerequisites

The Mentor Subtype is available to Characters who utilise Expertise Dice, including the Trickster, Muse, Explorer and Creator Archetypes.

It is a Common Subtype and may only be chosen once.

## Level 3 Features

At Level 3 your Character gains the following features:

### Improved Expertise

* Your Expertise Die increases by one stage (e.g. from a d4 to a d6).
* If another feature grants your Expertise die an increase in size, increase the die by another size category. Your Expertise Die cannot exceed a d12.

### Experienced

* You gain **one** additional **Skill Proficiency** of your choice.
* You gain **one** **Tool Experience**,

### Guiding Words

* You are able to assist other Characters with your inspiring words.
* As a Bonus Action, you are able to use the Distract Action to grant an Ally advantage on the next Attack made against that Target.
* Additionally, you may use the Distract Action from up to 30ft away from a Target, provided the it can see or hear you.

## Level 6 Features

At level 6 your Character gains the following features:

### Expertise

* You gain Expertise in one Skill and one Tool in which you are proficient or have experience.
* If you already have Expertise in all Skills or Tool Experiences available to you, you instead gain proficiency or experience in a new Skill and/or Tool.

### Watchful Eye

* As an Reaction, when a Character within 30ft of you which can see or hear you is hit by an Attack, you may attempt to call out a warning to help them avoid harm. You add a roll of your Expertise Die to their AC for that Attack.
Ancestry - Human

## Primary Features

* Basic Training
	+ You may Train one Ability or choose one Basic Feat from the Basic Feats Section.
		- You may not increase an Ability Bonus above 3 with this feature.
	+ Recommended Feats for Humans include: Magic Student, Smooth Talker and Weapon Techniques.

* Keen Learners
	+ You become Skilled in one set of Tools of your choice, or you learn an additional Language of your choice.

## Secondary Features

* Adaptable
	+ You gain a Skill of your choice.

## Background - Human

#### Skills and Languages

* You learn one Skill, become Skilled in one Set of Tools, learn the Common language and one other Language of your choice.
* Humans are highly adaptable so may reasonably be assumed to have learned any Skill, Tool or Language available in the Setting.

#### Basic Training

* You may Train one Ability or choose one Basic Feat from the Basic Feats Section.
	+ You may not increase an Ability Bonus above 3 with this feature.
* Recommended Feats for Humans include: Magic Student, Animal Companion and Weapon Techniques.

## Lore

### Appearance

* Humans are very varied in their appearance, having a range of different shapes, sizes and skin tones, and are known to be particularly adaptable in acclimatizing to different environments.

### History

* Humans represent the most common Ancestry encountered in many fictional tales. Often this leads to them being viewed as a less fantastical Character which acts as a foil for the more outlandish Characters.
* However this in turn can lend itself well to Characters who are viewed as underdogs, or highly ambitious, as the adversity born out of lacking magical gifts or an extended lifespan gives them the drive to do great things.

## Navigation

Home

Core Rules

Skip Back to: Choosing your Ancestry

Next Page: Ancestry - Elf

Skip to: Creating your Background

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode
Spells - Cantrips - Shockwave

### Description

You send a percussive blast of thunderous force at a Character or Object within 10ft of you. On a failed Strength Saving Throw against your Spell Save DC they take 1d6 Thunder Damage and are knocked Prone.

### Scaling

This Spell's Damage is increased by 1d6 when you reach 5th Level (2d6), 11th Level (3d6) and 17th Level (4d6).

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode
Spells - Cantrips - True Strike

### Description

You extend your hand and point a finger at a Target you can see within range. Your magic guides your Attacks against the Target.

Until this Spell ends, when you miss the Target of this Spell with an Attack, you may reroll one of the d20s you rolled, potentially turning the Miss into a Hit. You may only use this effect once per any given Attack Roll.

### Scaling

When you reach Level 5, you may choose to use this Spell against up to two Targets you can see within Range when you Cast this Spell.

The number of Targets you may choose increases to three at Level 11, and four at Level 17.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode
Subtype - Martial Mastery (Common)

## Master of Martial Prowess

The Martial Mastery Subtype represents Characters who are growing in their martial abilities. It grants them greater stamina and martial prowess, which they can use to execute powerful maneuvers against their enemies.

## Prerequisites

The Martial Mastery Subtype is available to the Hero, Brute, Warrior and Tactician Subtypes.

It is a Common Subtype and may only be chosen once.

## Level 3 Features

At Level 3 your Character gains the following features:

### Improved Martial Prowess

* Your Martial Die increases by one Stage.

### Martial maneuvers

* Characters with the Martial Mastery Subtype gain access to powerful maneuvers which can be triggered by expending Stamina Points.
* You learn **three** maneuvers of your choice. A full list of available maneuvers are presented at the end of this Subtype.
* You learn additional maneuvers as you progress through this Subtype. Whenever you gain a Level you may change your choice of maneuvers.
* When a Martial Maneuver requires a Saving Throw, your Save DC is determined as follows:
	+ Martial maneuvers Save DC = 8 + Weapon Attack Modifier used to Trigger the Maneuver + Proficiency Bonus
* You may only use one Martial Maneuver per Turn.

## Level 6 Features

At level 6 your Character gains the following features:

### Additional Martial Maneuvers

* You learn **two** additional Martial Maneuvers of your choice

## Level 10

### Additional Martial Maneuvers

* You learn **two** additional Martial Maneuvers of your choice

### Martial Master

* You may use up to two Martial Maneuvers per Turn.
* You may not apply more than one Martial Maneuver to a single Attack.

## Level 14

### Additional Martial Maneuvers

* You learn **two** additional Martial Maneuvers of your choice

### Fueled by Battle

* If you roll for Initiative and you have no Stamina left, you immediately regain 4 points of Stamina.
Choosing your Kit

## What is a "Kit"?

Kits represent the equipment and other items your Character may start their adventures with.

As the equipment needs of Characters may vary from Setting to Setting, and from Archetype to Archetype, Kits are designed to provide a quick means for ensuring your Character has everything they would be expected to have.

In the Kits Section we provide a number of Example Kits you may choose from. While a Character is free to choose any Kit, we provide guidelines on what Kits are appropriate to each Archetype, as well as for which Setting. We also indicate with these Kits what Fantasies the Kit aims to embody, and give a detailed breakdown of what each item granted in a Kit may provide.

See the Example Kits Section to choose a Kit for your Character.

## Custom Kits

Players who are more familiar with Freedom Fantasies may wish to create their own Custom Kits which are tailored towards their own Character.

Custom Kits are generated using the same rules which determine how Example Kits are made, therefore there is little to no mechanical advantage to a Player choosing an Example Kit or making a Custom Kit, however many Players may enjoy the additional customizability afforded by choosing their own equipment.

GMs may also wish to use the rules for creating Custom Kits when creating or modifying a Setting.

See the Making a Custom Kit Section for the rules on making a Custom Kit for your Character.
Spiritron

**Spiritrons** (塁素(れいこ), *reishi*?), or **Spirit Particles**, are the smallest particles and the building blocks of spiritual energies, most notably Animus. They were thought to be completely massless but actually have tiny masses. The exact value is unknown, but they are several orders of magnitude smaller than the lightest quark masses. They are unaffected by space and time and are thus able to transfer information in any situation with zero time difference. Observing them is extremely difficult and normally only possible under certain conditions. The ability to alter, combine, and abolish Stigmata are an example of limited manipulation of Spiritrons. Directly interacting with them is only possible to someone who's able to think with their Astral Body, and a requirement to move in a Suspended World.

One of the most extraordinary features of Spiritrons is their distinctive property of "flavor-shifting." In particle physics, flavor refers to the species of an elementary particle, with particles like neutrinos having three distinct flavors (electron, muon, and tau neutrinos) that oscillate between one another. However, unlike neutrinos, spiritrons have the ability to shift between an infinite number of flavors. This flavor-shifting ability allows them to have a wide range of interactions with other particles, making them incredibly versatile in various astrophysical and experimental settings.
Iman

**Iman** (定命, *Jōmyō*, lit. "Mortal Body"?) is one of the broad classification under the Three Great Races, along side Asura and Naraka. They were created by Raul Lukman to represent as the "human" species found in all fictional works.

## Principles

In contrast to the Asuras and Narakas, Imans are mortal beings that embody aspects from both races. They exist as a unique blend, drawing characteristics from both Asuras and Narakas. One significant trait that distinguishes Iman from their counterparts is their ability to experience emotions at a stable level.

Unlike the borderline apathy observed in Asuras or the heightened emotions of Narakas, Iman possess a balanced emotional state. They can feel and express a wide range of emotions without being overwhelmed by them. This emotional stability allows Iman to navigate their lives with a more measured and nuanced approach to their experiences and interactions. The balanced emotional nature of Iman grants them the ability to empathize and connect with others on a deeper level. They are more attuned to the emotional needs and experiences of those around them, fostering greater understanding and compassion in their relationships. This emotional equilibrium enables them to navigate the complexities of social dynamics and forge meaningful connections with individuals from different races and backgrounds.

Another distinctive aspect of Iman is their exceptional reproductive rate. They are by far the fastest at reproducing among the Three Great Races, leading to a higher population density compared to Asuras and Narakas. This rapid reproduction contributes to the widespread presence of Iman across the world of Alrum.

## Known Iman Species

* Dryad
* Human
	+ Dwarf
	+ Harpy
	+ Gigant
	+ Siren
* Werebeast
* Kadalman
Diversifying

Diversifying represents the ability for *Characters* to incorporate traits from multiple different *Archetypes* available in 7e.

The intent is that this allows *Players* to have greater control over the type of *Character* they create, as very often ficitional *Characters* will indeed incorporate aspects of more than *Archetype.*

As described in the *Levelling Up* section, you may take a *Level* from another *Archetype* whenever your Character progresses in level. When you do so, you gain the features described at that Character level, however you do **not** gain any of the features described under **Level 0.**

When *Diversifying* a *Character* it's important to understand the narrative justification for making the change. Perhaps the influence of another Character has inspired the change, or a dramatic event within the story has prompted the change from them. We recommend discussing with your *GM* and fellow *Players* potential future plans to *Diversify* your *Character* such that these narrative justifications can be included within the story you are sharing.

Note it's also important to consider whether the new *Archetype* will be a good fit for your *Character*. While we place **no restrictions** on the whether of not a *Character* may take levels in a new *Archetype,* you should check the recommended *Ability Scores* to confirm whether or not your *Character* will be able to competently utilise the features of that *Archetype.*

We would also recommend against *Diversifying* into too many different *Archetypes*. Incorporating more than two or three *Archetypes* into a single *Character* can lead to difficulties in tracking multiple *Character* features, and is likely to result in a less enjoyable play experience.
Naraka

**Naraka** (地獄, *Jigoku*, lit. "Hellish Body"?) are one of the broad classification under the Three Great Races, along side Asura and Iman. They were created by Raul Lukman to represent as the demonic species found commonly in most fantasy works.

## Principles

Narakins are beings characterized by their fiendish nature and constant stimulation. While they are often perceived by most people as atrocious monsters stemming from the embodiment of All the World's Evil, this perception is, in fact, a misconception. The truth is that all Narakins experience heightened emotions compared to other races, leading to a tendency for their emotions to fluctuate intensely. This, combined with their physiological requirement to consume brains, has given rise to the stereotype that Narakins are inherently "evil."

The nature of being constantly stimulated means that Narakins have heightened highs and lows in their emotional experiences. Their emotions are more intense and vivid, encompassing a wide spectrum of feelings. When Narakins experience happiness, joy, or any positive emotions, their elation reaches unparalleled heights, granting them an intense sense of pleasure and ecstasy. Conversely, when they encounter sorrow, anger, or any negative emotions, their despair and rage can be equally overwhelming. It is crucial to note that the tendency of Narakins to experience intense emotions does not inherently make them evil or malevolent beings. The stereotype of Narakins being associated with evil arises from a combination of their emotional intensity, their physiological need for flesh consumption, and a lack of understanding or empathy from other races.

The requirement for consuming brains is a unique aspect of Narakin' biology. It is not driven by malicious intent but rather serves as a means to sustain their own existence. This aspect of their physiology, combined with their intense emotional experiences, has led to a misguided association between their dietary habits and a perception of inherent malevolence. In reality, phenethylamine, like any other race, possess a diverse range of individuals with their own distinct personalities, beliefs, and moral compasses. While some Narakins may struggle with managing their heightened emotions and succumb to darker impulses, others find ways to channel their intense energy towards more constructive pursuits. It is essential to recognize that individuals within this race can vary widely in their choices and actions, just like individuals from any other race.

## Known Narakin Species

* Ghouls
* Lamyros
* Manananggal
Asura

**Asuras** (天体, *Tentai*, lit. "Heavenly Body"?) are one of the broad classification under the Three Great Races, along side Naraka and Iman. They were created by Raul Lukman to represent as the holy species found commonly in most fantasy works.

## Principles

Characterized by their tremendous power, abundant life-force, and ample Animus, Asuras are indeed formidable entities that stand at the pinnacle of the world. However, despite their exceptional capabilities, their low birth rate poses a significant obstacle to their potential to rule over the world.

The biology of Asuras differs significantly from other races in Alrum, leading to their distinct emotional state. Asuras possess a physiology and neurochemistry that naturally inclines them towards apathy. This intrinsic inclination makes them less responsive to external stimuli and less emotionally engaged compared to other races. The biological factors behind their apathetic nature may involve variations in neurotransmitter levels or neurochemical processes within their brains. These physiological differences contribute to a diminished emotional responsiveness, resulting in a tendency towards apathy in Asuras. As a result, they often appear disinterested or detached from the emotional experiences that affect other races more deeply.

This apathetic nature is a large contributor to the low birth rate of Asuras. They struggle to connect with others, let alone themselves, on an emotional level, making it difficult for them to form deep and meaningful relationships and not allowing for reproduction to occur between them. This scarcity of new Asura individuals impedes their ability to establish a dominant presence and maintain control over the realms they seek to govern.
Body

**Body** (体, *karada*?) or **Corpus** (肉体, *nikutai*?) refers to 3 out of 4 fundamental existential components of most lifeforms. The Soul, the remaining component, is surrounded by the three bodies, from innermost to outermost: Astral Body, Spiritual Body, and Material Body.

## Layers

### Material Body

The **Material Body** (物質体(マテリアル・ボディー), *materiaru bodī*, lit. "Substance Body"?) refers to the physical body as most know it. It is the tangible and physical aspect that we typically associate with living beings. This body is essential for beings like Elementals and other Spiritual Lifeforms to remain in the material world permanently without succumbing to the rejection force of their surroundings. The Material Body provides the anchor that solidifies their presence in the physical realm, allowing them to interact with their environment and coexist with more conventional lifeforms. Lifeforms that rely on their Material Body are called **Physical Lifeforms**, they usually have shorter lifespans and are bound by physical needs (food, water, air or sleep).

### Spiritual Body

The **Spiritual Body** (精神体(スピリチュアル・ボディー), *supirichuaru bodī*, lit. "Mental Body"?) is the body responsible for storing the memories of an individual. It prevents individuals with only the Soul and Astral Body from collapsing into an incomplete existence. The Spiritual Body operates as a repository for experiences, thoughts, and consciousness, serving as the mind and virtual memory of the being.

Certain groups of entities that can think with their Spiritual Body are called **Demi-Spiritual Lifeforms** (半精神生命体, *han-seishin seimei-tai*, lit. "Half-Mental Organism"?), though are still bound to a material one. They usually have long lifespans, but can still die of old age and have physical needs (like food, water, air or sleep). Furthermore they normally possess a stronger and more resilient material body than pure physical lifeforms, but they will still die if their material body is severely damaged.

Full Spiritual Lifeforms possess the ability to temporarily reside in the material world using solely their Spiritual Bodies, eliminating the need for a material medium.

### Astral Body

The **Astral Body** (星幽体(アストラル・ボディー), *asutoraru bodī*, lit. "Star Etheral Body"?) is the innermost Body, the container for the soul and the form of a being. To maintain its coherence, the Astral Body requires a medium, typically provided by the Material Body, the tangible form we recognize as the physical body, but it can temporarily be the Spiritual Body. Regardless, a medium of any form is necessary, because in the absence of a medium, the Astral Body gradually dissolves into Animus. This dissolution triggers the release of the ego and the nucleic heart, facilitating the process of reincarnation, where the essence of the individual finds a new host to inhabit.
Paradise Garden Wiki

**Welcome to the Alrum Wiki, the Paradise Garden**

I extend a warm welcome to all visitors who have found their way to this corner of the internet. This wiki is a labor of love, created by a devoted individual who share a passion for world building. Here, I aim to compile a comprehensive collection of information about this fantasy world I've dreamed up.‎

Inside these pages, you will discover a wealth of knowledge about the intricately woven tapestry of an alternate version of Earth and my original fantasy world of Alrum. Delve into the realms, lands, and cities that serve as the backdrop for extraordinary tales. Learn about the diverse cast of characters who embark on thrilling adventures and face daunting challenges. Unearth the mysteries, myths, and legends that shape the fabric of this imaginative universe.

So, wander freely through the pages, immerse yourself in the wonders of this fantastical world, and let your imagination roam as you uncover the hidden gems that lie within the depths of this garden of my paradise. May your stay be filled with fascination and the joy of exploration.

**Featured Article**
Astrum Legion

The **Astrum Legion** (輝星軍団(アストラムレギオン), "Bright Star Corps"?) is a group of superior humans, each one being the embodiment of an ideal human. It is the strongest unit in the world, composed solely of astrums that, under the management of AICA, directly serve Raul Lukman.

Most of the astrums were born, and continue to live, on the Heavenly Star Palace, where they are reduced to mere servants of the "normal" humans who reside there.
Fate Value

> It creates a miracle but convinces you of an accident. That's the nature of destiny.
>
> Raul Lukman when designing the concept of Fate Value.

**Fate Value** refers to a measure or magnitude of destiny associated with individuals or places. It indicates the likelihood or probability of certain events occurring in their lives. The higher the Fate Value, the more significant and protected the individual is in the eyes of destiny.

## Principles

Those who possess the ability to perceive Fate Value are described as having a bird's eye view of fate, as if they can see the larger picture or script of the world's narrative. It is akin to seeing multiple protagonists who are entangled in their own chaotic circumstances simultaneously. Each protagonist has their own unique scenarios and circumstances, which can undergo intricate changes depending on the situation.

When dealing with opponents who have a high Fate Value, engaging them through direct means or straightforward attacks proves ineffective. Instead, it becomes imperative to manipulate fate itself in order to eliminate them. This manipulation entails a meticulous crafting of situations that align with the preferences of fate, orchestrating circumstances where the opponent's demise appears captivating or intriguing. By doing so, it becomes possible to circumvent the protective influence bestowed upon individuals with elevated Fate Value. The more intertwined an individual's destiny is, the more complex and detailed the planning must be to successfully manipulate their fate.

## Known Fate Value

* Astrum Rehetra
* Raul Lukman
	+ As the person who created the Fate Value system, Raul is an existence protected by fate itself. Even surpassing the fate power/amount of those who are considered high destiny-value existences such as protagonists and gods. As seen with his "fight" with Aoi and Yukimasa, every destination and possibility leads to Raul's victory and safety.
* Raum Thurman
Deva

**Devas** (絶対, *Absolute Body*?) are the fourth of the Three Great Races created by Raul Lukman as inhabitants of Alrum. They are believed to be divine spirits closely connected to the concepts of nature, much like the deity worshipped by the Church of Heavenly Illumination, Surya Suthurnam. Among the Devas, Brunhild is the only naturally occurring member that has been witnessed so far, and she is recognized as a Seraphim. On the other hand, Surya himself is a unique hybrid, combining the traits of Naraka, Asura, and Iman.

## Principles

Whilst mythical tales often describe Devas as embodiments of natural elements, such as planets or the radiant celestial body in the sky. However, in reality, Devas are the result of a hybridization between a Naraka, an Asura, and an Iman. This intriguing combination gives rise to what is known as the **Blue Blood** (神秘真髄(ブルーブラッド), *Mythical Essence*?), a mysterious essence that eliminates the necessity for a Spirit Gallery to facilitate magecraft. Instead, Devas possess the ability to utilize their own bodies to manifest miracles and perform extraordinary feats.

The Blue Blood within the Devas acts as a wellspring of power, tapping into the innate forces of nature and channeling them through their physical forms. This grants them unparalleled control over natural elements and the ability to manipulate reality itself. Whether it's commanding the forces of wind and storm, shaping the terrain, or summoning forth vibrant flora and fauna, Devas possess an intrinsic connection to the primal energies of the world. Furthermore, the Deva's reliance on their own bodies to perform miracles grants them a unique advantage. They can access their abilities swiftly and effortlessly, allowing for instant manifestation of their powers without the need for elaborate rituals or incantations. This seamless integration of magic and physicality distinguishes the Devas from other thaumaturgical practitioners, giving them a distinct edge in both combat and the utilization of their mystical talents.

## Known Devas

* Brunhild (Pure Deva)
* Surya Suthurnam (1/2 Iman, 1/4 Naraka, 1/4 Asura)
Environment

## Overview <<INCOMPLETE SECTION>>

The Environment Rules determine how the Game World the Character lives in affects their abilities. In this section we will cover rules regarding the ability to see in different lighting conditions, the effects of different types of terrain on a Character's ability to move and how certain environments such as aquatic and weightless environments will affect the Characters.

## Vision

A Character's ability to see other Character's is crucial to them being able to fight effectively. Characters may also use the advantages of darkness and obscurement to gain an advantage over others. What follows are rules describing how different levels of lighting and obscurement may affect a battle.

There are three kinds of lighting we will discuss: Well Lit, Dim Light and Darkness. There is also a 4th magical effect called Magical Darkness which mimics the effects of Darkness which we will also discuss here.

### Well Lit

Characters are generally able to see well over great distances in bright, clear conditions.

As a rule of thumb, from a low vantage point a Character may see objects up to 3 miles away (ground level). From a great height such as a mountain, this distance grows much further, up to potentially 30 miles.

Within the context of a Combat Conflict, Characters will be able to see everything within the bounds of the battlefield if it is in the open, in well lit brightly light.

A GM at their discretion may decide when a Character or Object of a particular size or description is too far away to be seen well, or at all.

#### Dim Light

Dim Light represents when there's sufficient light to observe the location of Characters and Objects, however fine detail is difficult to discern.

Characters have disadvantage on Awareness checks to see objects in Dim Light.

<<Incomplete>>
Stigma

> The space between worlds. Should one be summoned to another reality, this is where they will find themselves. And it is here that they are bestowed a single power─a gift for the newly departed. But what if one were to visit this place multiple times? Looks like we're about to find out.
>
> AICA's narration.

**Stigma** (聖痕(スティグマ), *Seikon*?) is used to describe a unique and vital phenomenon that acts as a protective measure for the majority of Otherworlders upon their arrival. It serves as a safeguard to prevent their immediate demise and grants them specific abilities to navigate and survive in this unfamiliar world. The acquisition of a Stigma occurs through the inscribing of powerful formulas onto the soul or body of the individual by the Voice of the World.

## Principles

Stigmata are intricate patterns of energy that become etched onto the very essence of the Otherworlders, providing them with innate and instinctive capabilities. Once the Stigma is imprinted, the individual gains access to these abilities without the need for extensive training or practice. However, the effectiveness and efficiency of utilizing these powers vary, depending on the individual's talent, compatibility, and the amount of effort they invest in honing their skills. While the Stigmata offers a foundation for survival and adaptation in Alrum, mastering their potential requires dedication and perseverance.

Each individual's Stigma may possess unique attributes and capabilities, ranging from combat-oriented skills to specialized talents suited for exploration, magic, or even social interactions. Some Stigmata grant enhanced physical strength or agility, while others may enable the manipulation of elemental forces, telepathy, or the ability to perceive hidden truths.
Stardust

**Stardust** (黒炎核(こたいもと), *kokaishi*, lit. "Black Flame Core"?) is the densest form of spiritual matter in the world, being the condensed form of animus. They ignore the conventional rules of space-time and the utilization of stardust results in extremely powerful arts such as the miracle class spells of Holy Magic or Nuclear Magic.

Due to their erratic and near unpredictable movement, they can bypass all barriers. These properties make stardust a formidable force that can hardly be countered by conventional means. The only viable defenses against its onslaught involve either the weaponization of spiritrons, a highly specialized and complex countermeasure, or a method to compel stardust to come to a halt.

## Principles

The process of creating stardust itself can take one of two distinct paths: gradual aggregation or rapid compression.

In the gradual approach, the caster work for over an extended period, often spanning several days or even weeks. During this time, they draw upon their reserves of animus, channeling and harmonizing it to create a growing, pulsating mass of energy. The stardust gradually forms as animus accumulates, reaching a point where it can no longer contain any more energy. This method is known for producing incredibly stable stardust with precise control over its potential. Typically, the gradual method is employed for large-scale spells and often requires a group of Magi. The collective efforts of multiple Magi are needed to keep the burgeoning mass of energy from releasing violently.

In contrast, rapid compression is a far riskier method. In this approach, the casters must channel a vast surge of animus into a designated focal point with unparalleled precision. The intense concentration of animus is achieved in a fraction of the time compared to the gradual method, but it demands exceptional control from the caster to prevent catastrophic failure. This method often results in stardust of immense power but with a higher degree of instability. Because the compression happens faster, Magi are able to do this solo, but the stardust produced are usually smaller, because if it becomes too big then the large mass of energy will violently release.
David A. Mellis

Basic biographical information.

## Education

* Massachusetts Institute of Technology (Fall 1998 – Spring 2003)
	+ Bachelor's Degree in Mathematics
* Interaction Design Institute Ivrea (Fall 2004 - Summer 2006)
	+ Master's Degree in Interactive Design
	+ Thesis: “Tangible Code”
* Massachusetts Institute of Technology (Fall 2009 - Summer 2011)
	+ Master's Degree in Media Arts and Sciences
	+ Leah Buechley's *High-Low Tech* group
	+ Thesis: “Case Studies in the Digital Fabrication of Open-Source Consumer Electronic Products”
* Massachusetts Institute of Technology (Fall 2011 - Summer 2015)
	+ Ph.D. in Media Arts and Sciences
	+ Resnick's *Lifelong Kindergarten* group
	+ Dissertation: “Do-It-Yourself Devices: Personal Fabrication of Custom Electronic Products“.

## Arduino

The Arduino project started at the Interaction Design Institute Ivrea. In 2003, Hernando Barragan created a development platform called Wiring. Wiring was a platform for simple, low cost tools for creating digital projects by non-engineers. In 2005, David Mellis and some other IDII students extended Wiring by adding support for the cheaper ATmega8 microcontroller. The new project was called Arduino.

## Professional Work

* Software Architect at Autodesk Tinkercad (Apr 2019 - Present)
	+ Leading development team at Tinkercad
* Software Architect at Autodesk EAGLE (Nov 2016 - Apr 2019)
* UC-Berkeley, Electrical Engineering and Computer Sciences (Fall 2015 – Fall 2016)
	+ Postdoc. Research directions include: tools for scaffolding novice use of machine learning in physical computing
* Research Assistant at MIT Media Lab (Sep 2009 - Aug 2015)
	+ Graduate studies
	+ Taught a course on Design For DIY Manufacturing (Spring 2012)
		- In this semester-long graduate studio course, students designed and fabricated custom electronic device

* Lead Software Developer at Arduino (Jan 2005 - Oct 2012)
	+ Co-Founder

* Tutor at Copenhagen Institute of Interaction Design (Aug 2008 - Aug 2009)
	+ Responsible for course instruction, curriculum planning, recruitment of visiting faculty, student advising, and prototyping assistance
	+ Also, was a co-founder and part of initial team planning this international master’s program

* Programmer at Synthesis Studios (Jun 2007 - Jul 2008)