recursal/Fanatic-Fandom huggingface dataset:
Religion in Nerrick

Whilst the other regions on Otthon focus primarily on polytheistic religion the one and only accepted worship in Nerrick is that of the primordial Banr and their prophet Nerra.

## Founding

After the Shattering two schools of thought were prevalent amongst the mortal folk of the world; those who followed the new gods completely, and those who wished to still respect Banr as their creator. The former usually found the latter terrible and found their adulation of the destroyer primordial to be strange, borderline evil.

Groups of these people began to flee the newly formed empire in search of new lands in territory currently overrun by The Other. Small pockets of claimed land eventually joined together and began to give raise to townships and soon enough the Nerrick kingdom was born in the image of the betrayer demigod Nerra, former friend and supposed murderer of Shinesilver the gnomish cultural hero. Nerra led an uprising (during which his act of betrayal happened) against the new gods in a city in Grivyek , razing the temples and leading an exodus of 'first born' into their new lands won in hard and bloody conflicts against the other.

## Tenets

The primary belief of Nerrick is that Banr is the only deity level being that should be worshipped, as all mortal beings creator. As such anyone who is of a race that is not directly descended from Banr is deemed lesser and designated to a subservient class.

Worship in Nerrick is a means to one day free Banr from their confines and return the world to it's proper order. Many of it's followers believe that they will be rewarded for their service should this ever come to pass. However, as Banr is not an active power in the world at the current time divine magic and intervention only very rarely occurs in Nerrick.

## Nerra

Nerra, a half-elvish demigod, is deemed to be Banr's prophet due to his hand in founding the kingdom. Due to his elvish blood and the trickling of divine power from Nerrick's population he has been able to extend his natural life.

He currently sits at the top of the Nerrick hierarchy but does not serve in it's running in any regular occurrence.
Chapter 1.2

Chapter 1.2 is the second chapter for the Twittering Birds Never Fly (囀る鳥は羽ばたかない, *Saezuru Tori wa Habatakanai*) manga and is within Volume 1.

## Characters

* Yashiro
* Kanji Kageyama
* Eishin Kuga

## Summary

Yashiro is an adult and has called Kageyama to join him. They stop a youth going too far in assaulting a man in the streets.

Kageyama looks after Eishin Kuga at his house. With opposing temperaments, Kuga leaves before Kageyama returns to get him after speaking with Yashiro.

Kuga begins living with Kageyama.
Channeling Savant (Cleric Archetype)

*This cleric has devoted himself to helping those around them by channeling their Deity's power into potent healing magic; at the expense of some magical flexibility*

### Profound Channeling (SU)

The Cleric's Channel Energy ability now scales entirely off of wisdom, including uses per day, Save DC, and any other aspect of the ability that is normally based on Charisma. In addition, the Cleric now adds her Wisdom modifier to the total amount healed when Channeling Positive Energy to heal living creatures (once per channel).

*This ability alters Channel Energy; and replaces one Domain of the Cleric's choosing.*
NPCs

The non-player characters of Brycigg cover a wide variety of races, roles and affiliations.

### Mordensa Black

Mordensa is the current mayor of the town of Imberg in Daugothoth.

### Madam Suze

Suze is the owner and operator of The Barge Inn in Imberg.

### The Crew of the Nissar (Or, 'Forged Destiny')

A ragtag band of adventurers who travel around and out of the empire, in their skyship of the same name. The members are:

* Ylva Orewill - A Goliath, originally from Nerrick.
* Bassam - A Yuan Ti, originally from 'The Other'
* Elia - A water genasi.
Portugal

**Portugal** is a member of the Flora Broadcasting Union thus it's eligible to participate in the Flora Song Contest. It debuted in the first edition of the FSC. The Portuguese broadcaster, RTP, is in charge of the country's participation at the contest.

## Contestants and Results

Table key
     *Winner*
     *Second place*
     *Third place*
     *Last place*
     *Automatically qualified to the final*
     *Did not qualify for the final*
Cygga

Cygga is a city-state on a peninsula to the eastern edge of the Bryciggian Empire that is the current seat of the Emperor. Cygga is a city of great wealth and nobility, with many of the richest families in all the land flocking to live within its walls for a chance to grasp the Emperor position at some point.

The current ruler of Cygga and Emporer of Brycigg is Hyval Starfletcher. The role is an annually changing position given in a rotating manner to individuals of noble birth who represent a donating family of the city. Each family who wishes to be in the pool pays a set amount that would make even well-off families blush. The annual term is a measure designed to allow one emperor's choices to be nullified if the wishes of the following emperor or populace go against it.
Czech Republic

The **Czech Republic** is a member of the Flora Broadcasting Union thus it's eligible to participate in the Flora Song Contest. It debuted in the first edition of the FSC. The Czech broadcaster, ČT, is in charge of the country's participation at the contest.

## Contestants and Results

Table key
     *Winner*
     *Second place*
     *Third place*
     *Last place*
     *Automatically qualified to the final*
     *Did not qualify for the final*
The CzechFest is used to select the Czech entry every edition.
The Calendar

The Bryciggian Calendar is the standardised system of organising days in the Bryciggian Empire, and sometimes beyond.

## System

The calendar year is built of 48 standard 7-day weeks with 4 additional festival weeks spread throughout, divided evenly between 8 months.

The weekly cycle of days begis with Aelgur and proceeds through Vaenn, Rachenn, Eusgur, Jasenn, Storenn and Aurgur before beginning a new week at Aelgur again.

Each month is six weeks long and is twinned with the month either before it or after it as a season. First month of the year is Cyrist and is followed by Nomnos, which make up the spring season. Following Spring is Summer which is made of Erist followed by Thinos. Autumn is made up of Yestist and Ronos and the year is rounded out by Sirrist and Bornos making Winter.

Between each season is a festival week that sits outside both months surrounding it. During these festival weeks multiple celebrations may occur, depending on the time of year. To call in the new year is the week of Bardcall, sitting between the months Bornos and Cyrist. Between Nomnos and Erist is the Fieldmeet. Between Thinos and Yestist is Rootfeast. Between Ronos and Merrist is Hearthold.

## Bardcall

The first festival week of each year is the Bardcall, a week long celebration filled with song that is supposed to call in good luck and charm for the newly birthed cycle. In each settlement across the land a bard will be selected to sing the new year in solo, this is considered to be a great honour. This week is usually filled with competitions and much glutton, with much of the remaining supplies of winter used in lavish ways.

## Spring

Spring is a time of sowing and growth, when the country of Brycigg comes alive once again after a long winter. Spring is the domain of the primordial Nomia. The two spring months are Cyrist and Nomnos.

## Fieldmeet

The Fieldmeet festival comes at a time when the hard work of planting and tending to crops is done and sees various families and groups from each settlement competing for the honour of their towns in various outdoor events.

## Winter

### Bornus

###
(Archive) Choir Bell

**Aura** strong conjuration; **CL** 14th

**Slot** none; **Price** 140,000 gp; **Weight** 1 lbs.

### Description

This silver bell was made by the Choir after the model found in the labyrinths beneath Yharnam rung by maidens to summon cruel monstrosities.  The divine music of this pure silver bell reinvigorates allies instead of finding monsters in the spaces between. By ringing this bell the wielder and 6 allies within 15 feet are healed 1d8+14 damage.

### Construction

Requirements Craft Wondrous Item, mass cure light wounds; **Cost** 70,000 gp
Ciggya

Ciggya is the flagship city of the Bryciggian Empire. It is located on the eastern coast of the empire, built on a raised peninsula created by the Shattering.

Ciggya is a neutral city and falls under no kingdom's jurisdiction, it instead serves as the seat of the Bryciggian Assembly through which all governmental decisions regarding the empire are passed. The city itself is watched over by a single noble-born custodian that rotates annually.
Aalerin Ward (Elven High Spell)

**School** Abjuration; **Level** 9

**Components** V, S, F (A large crystal dome worth 25,000gp)

**Casting time** 9 hours

**Duration** Permanent

**Saving Throw** none; **Spell Resistance** yes (see text)

**Effects** One city sized dome shaped ward

**Skill Checks** Knowledge(arcana) DC 35, 3 successes; Knowledge (religion) DC 35, 3 successes; Knowledge (nature) 35, 3 successes

**Backlash** Exhaustion

**Failure** Primary caster loses the ability to use spells, spell-like abilities, or supernatural abilities.

EFFECT

Named for King Verynil Aaler'ith who first used this ward to tilt the tide of war against the scarecrow's forces,  and ultimately allowed the burgeoning Caeth Shaeras to survive those early nights. Erected over an entire city this immensely powerful abjuration can forbid creatures, spells, and even phenomena from functioning or entering the warded area.

When cast the primary caster designates a creature type, alignment, or subtype. Creatures possessing those types or alignments cannot enter the warded area without checking their spell resistance against the ward's caster level.  A creature can only test its spell resistance against the ward once every week.

Alternatively the primary caster may select a spell school, subschool, or spell descriptor. Spells or spell-like abilities with the indicated school or descriptor treat the warded area as  an anti-magic field.
Alacritous Forces (Elven High Spell)

**School** Transmutation; **Level** 6

**Casting time** 60 minutes

**Components** V, S, SC 4

**Targets** 1 army

**Duration** 1 day per level

**Skill Checks** Climb DC 36, 2 successes; Knowledge (geography) DC 36, 2 successes; Acrobatics DC 36, 2 successes

**Backlash** Exhaustion

**Failure** Army is immobilized for 1 week

EFFECT

This boon increases the speed of an entire army by one.  It ends if the caster leaves the army.
Farsight Duster

**Aura** faint transmutation; **CL** 4th
**Slot** body; **Price** 8,000 gp

DESCRIPTION
This slick black duster looks as though it has always just come out of the rain. A creature wearing a *farsight duster* gains a +20-foot enhancement bonus to the first range increment of any firearm, bow, or crossbow they wield.

CONSTRUCTION
**Requirement** Craft Wondrous item, Amateur Gunslinger or creator must be a legendary gunslinger, *longshot*; **Cost** 4,000 gp
Hungary

**Hungary** is a member of the Flora Broadcasting Union thus it's eligible to participate in the Flora Song Contest. It debuted in the first edition of the FSC. The Hungarian broadcaster, Duna TV, is in charge of the country's participation at the contest.

## Contestants and Results

Table key
     *Winner*
     *Second place*
     *Third place*
     *Last place*
     *Automatically qualified to the final*
     *Did not qualify for the final*
(Archive) Quinray Talonbreak

"My most powerful assets are my patience and your lack of it" -Quinray

**In Game Journal**

### **History**

Quinray's Mother Saria, is from Cry Leaf, which is constantly attacked by Drow. One attack on the city she was assaulted and soon after learned she was pregnant. She decided to keep her son and moved away to save him the persecution she knew he would face.

She moved to Riddleport and lived with a friends who maintained a compound for the Eagle Knights. Ouinray was raised in the military compound and neglected his magical training to the point that he resents magic. He enjoyed climbing the various hills and mountains near Riddleport learning the ins and outs of being sneaky.

Quinray was assigned as a laborer for the Eagle Knights, to test his humility. After several years he was then taken for formal training and was assigned an apprenticeship with an Alchemist. Quinray pushed himself and also worked as a squire to a knight named Lurikson. He did well with both professions and soon passed both evaluations and was formally assigned to the 55th Company of the Twilight Talons.

Quinray's company served all over Golarion. Most recently he was posted in Numeria. His company was to seek into the Silver Mont and try to wrestle some secrets away from the Technic League. Inside they found many wonders and while collecting artifacts, Quinray touched a glowing orb. In that instant the orb passed on the knowledge of technology but knocked him unconscious.

Quinray awoke on a strange beach and staggered into an odd town. People spoke common but it did not sound right. They called it Reacher or something. After several weeks, Quinray got his base bearings and is now comfortable enough to make is own way in this strange land and has started working.

### **Appearance**

The most striking thing about Quinray is his long white hair and red pupil-less  eyes, obvious gifts from his father. He has fair features and is more fleshed out than normal frail elves.

### **Personality**

Quinray likes to observe before acting. He is normally reserved, always expecting judgement for his mixed blood. He is a loyal friend once known and believes in doing what is necessary to preserve life and fight for what is good.

He respects the moral code of most Paladins but believes honor does not out weigh life. He uses poisons, vital shots and surprise to win his fights. Something the Eagle Knights taught him well.

His one blind spot is that he does not trust spells and relies solely on his alchemy.

### **Aspirations**

Quinray wishes to learn more about were he is and what is going on. He then wants to establish himself by learning more about his alchemy and owning a home. Finally he wishes to recruit for the Eagle Knights and establish their presence in this new land.
(Archive) Malyshev Yelizaveta

Malyshev has guarded several generations of Yelizaveta Jadwiga. As such, the man is loyal to his former witch masters, and he is all too aware of the danger that excessive politicking may bring.

## History

   An oread child found abandoned in the cold winters of  Irrisen and adopted by a Jadwiga, Malyshev was raised alongside the current head of the household, Arya Yelizaveta, as her protector. As Anastasia grew older, she turned to new protectors, trained by Malyshev as he personally served her eldest daughter and then granddaughter as a bodyguard. Malyshev was onboard a ship with Anastasia Yelizaveta, traveling to Absalom, when the ship capsized during a storm. Malyshev sank beneath the waves, only to wake up, coughing the saltwater out of his lungs on a beach in Fiend’s Reach.

The winters of Irrisen are cold and harsh, even for the witches and those who aid them. Malyshev was happy enough with the stability of his position, and did not seek out ways to aid or hinder others. Oread live longer than humans do, and as such Malyshev has been in a position to train and offer advice to several generations of Jadwiga in his minor branch of House Yelizaveta. The witches have come to accept him as an almost grandfatherly figure in the household, a solid rock to bounce ideas off of, as long as those ideas don’t involve other people.

Malyshev has washed up in Fiend's Reach without his charge.

## Appearance

Malyshev has spent much of his life outdoors. He does not have the rocky skin common to his people, though his eyes and his hair gleam from microcrystalline textures within, and sometimes the skin at the bottom of his left foot sloughs off in an oddly flat plane of cleavage.

His gear is simple, leather armor and a large orc hornbow won in a raid.

## Personality

Or lack thereof. Malyshev has always been a stoic and steady hand to help guide the minor house of Yelizaveta Jadwiga he was adopted into. As he grew up with their current matriarch, he was regarded fondly as 'Great Uncle Maly' by many of the young ones. He has served as the direct bodyguard of the eldest female heir of each generation for three generations now, and took his job very seriously.

Malyshev is not a particularly bright man. It takes him some time to come to logical conclusions, and he is not very good at dealing with people. He has, however, always been a good judge of character at a glance.

## Aspirations

Malyshev aspires to find Anastasia Yelizaveta if she has come to this world. He would not put it past the Jadwiga to have abandoned him, the girl had always been headstrong.
Alternate Arcane Bloodline (Sorcerer Bloodline)

The following bloodline is an alternate selection available to Sorcerers in lieu of the standard arcane bloodline.

**Class Skill**: Knowledge (any one).

**Bonus Spells**: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), Teleport (11th), true seeing (13th), Spell turning (15th), power word stun (17th), wish (19th).

**Bonus Feats**: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Craft Wonderous, Craft Ring, Craft Rod Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

**Bloodline Arcana**: Select a single school of magic for the purposes of this Arcana. Whenever you deal damage with a spell or effect of the chosen school, you deal a bonus +1 damage per die.

**Bloodline Powers**:

**Inherent Knowledge**: Your nautral magical affinity has granted you built-in knowledge about the world. At 1st level, choose 3 knowledge skills. You gain these as class skills if you don't already, and recieve a bonus equal to 1/4th (Minimum 1) your sorcerer level on these checks. You can also take 10 on these when stress or distraction would normally prevent you from doing so a number of times per day equal to your CHA modifier +1.

**Arcane Bond (Su)**: At 3rd level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

**New Arcana (Ex)**: At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

**School Power (Ex)**: At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

**Arcane Apotheosis (Ex)**: At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
Board of Suits

**Aura** strong conjuration; **CL** 13th; **Slot** —; **Price** 50,000 gp; **Weight** 2 lbs.

### DESCRIPTION

This magic chess board comes in four varieties. Each appears to be a normal, colorful wooden board used for playing chess.When someone speaks its command word and moves the queen, however, the board summons a number of human knights of suits to fight for the character who summoned them. Each Board can only be used just once every 7 days. Roll d% and refer to the table above to see what type of board is found. The board' s type determines what knights are summoned and what prerequisite is needed to use the board. Any character who uses a Board of Suits but doesn’t have the prerequisite is attacked by the knights she herself summoned.

 01-40
 41-75
 76-90
 91-100

Summoned Knights are constructs, not actual people (though they seem to be); they arrive with the starting equipment for Fighters. They attack anyone the possessor of the board commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item; **Spells** summon monster VI; **Cost** 25,000 gp
Dragon Blooded

This feat is in **Playtesting**.

*While still dominantly Wyvern, some of the blood in your veins is that of a True Dragon.*

**Prerequisites**: Wyvaran, must be taken at 1st level.

**Benefit(s)**: You have strong draconic blood, tying you closer to a specific type of True Dragon, rather than wyverns. Rather than taking a Wyvaran’s usual racial ability modifiers, choose one of the Wyvaran heritages presented on the tables below.

## Variant Wyvaran Heritages

Most Wyvarans possess a fixed variety of ability scores to reflect their wyvern heritage, though some hold the blood of True Dragons in addition to wyverns. GMs might grant their Wyvaran NPCs or players variant ability modifiers based on their draconic heritage. At the GM’s choice, such heritages might be determined deliberately or randomly, and may come with their own distinctive abilities or traits selected from the following charts.

### Table: Variant  Chromatic Wyvaran Heritages

 1
 2
 3
 4
 5

### Table: Variant Metallic Wyvaran Heritages

 1
 2
 3
 4
 5

### Table:  Variant Imperial Wyvaran Heritages

 1
 2
 3
 4
 5

### Table: Variant Primal Wyvaran Heritages

 1
 2
 3
 4
 5
3rd Party Feats

The below options have been approved for characters in Fiend's Reach. No application is necessary (unless otherwise stated). 3rd party options should be linked to their respective d20PFSRD or other page but also printed below in case there are changes made for use in Fiend's Reach. If ever there's a conflict in wording, use the rules printed here.

Anything marked with "**Playtest**" may be revoked at any time due to an unfavorable conclusion of the playtest (in which case, any characters that took the now banned content will be able to retrain the option instantly for free, or refunded gp).

## Feats

### Deceptive Casting

Can be found on page 79 of Legends & Lairs: Path of Magic. This can be found here for Fiend's Reach players.

### In the Company of Angels Feats

The feats from this book (starting on page 49) are approved for play.  Access to the pdf can be found here but is only for use in Fiend's Reach Living World Campaign.

### Kinetic Shapechanger (Playtest)

The feat kinetic shapechanger is available from the linked book. Its text is copied here for use in Fiend's Reach only. Contents in brackets are changes for access in Fiend's Reach.

*You’re skilled at drawing elemental power even while transformed into different creatures.*

**Prerequisite**: Ability to cast a [3rd level or racial spell-like ability] transmutation (polymorph) spell or the shapechanger subtype, gather power class feature.

**Benefit**: You can aim your kinetic blasts, use the gather power class feature, and make use of all kineticist class features you possess while under the effects of a polymorph effect, even if the creature whose form you assume lacks hands or prehensile appendages with which to aim your blast or gather power.

### Powerful Throwing

The feat Powerful Throwing is available from the linked page with the following changes.

**Benefit**: You can use your Strength modifier for both your attack and damage rolls with thrown weapons that do not target Touch AC. When attempting to target Touch AC, such as with Alchemist bombs or alchemical weapons (acid flasks, alchemist's fire, etc.), the user still uses their Dexterity modifier for attack rolls.

### Strange Revelation

You may apply this feat when you retrain one of your revelations.

### Technique Feats (Playtest)

These feats are considered style feats.

**Titan Slayer** is not an allowed style.
Cultural Appropriation (General)

*You have immersed yourself in the culture of another race, acquiring a taste for their food, fashion, and mannerisms.*

**Prerequisites:**A number of ranks equal to your character level in the Knowledge skill used to identify the emulated race.

**Benefit:**Choose one race. You count as this race for the purposes of prerequisites when qualifying for spells, classes, class features, archetypes, prestige classes, feats, traits, and favored class bonuses.

**Special:**If your ranks in the appropriate Knowledge skill fall below your character level, you lose the benefits of this feat and any character options made available by this feat until your Knowledge ranks once again match your character level.

This feat cannot be used to select options that require physical traits from the emulated race to function unless your base race also has the appropriate physical traits.

**Note:**This feat is currently is currently approved for **playtest** and may be subject to removal in the future.
Demiurge (Alchemist Archetype)

*Some alchemists are satisfied with simply mixing reagents to wondrous effects, modifying their own body, or creating dangerous explosives.  Others want more. They wish to create life itself. Often times their attempts fail, but the result is something not quite alive, but certainly not dead.*

### Promethean

At 1st level, a demiurge creates a construct companion, treating her demiurge level as her operator level.  The special process used to create this creature is much more akin to that of a flesh golem or homunculus rather than traditional construct companions, using Craft (alchemy) in place of Knowledge (engineering) to handle, hotwire, maintain, or program the construct.  The construct companion gains the Animal Animosity drawback due to its distorted and unnatural existence.

If the promethean is destroyed, the demiurge can perform a 24 hour ritual to create a new one.  This involves sacrificing blood, hair, and flesh from her own body, dealing 1 damage per hit dice of her construct companion.

This ability replaces mutagen and persistent mutagen.

### Promethean Disciple

At 6th level, a demiurge must select the Promethean Disciple discovery.

This ability alters her discovery gained at level 6.

### Discovery

The demiurge can select the following additional discovery.

Apply Oil (Ex): As a standard action, the demiurge can administer a dose of a liquid (such as an extract, infusion, potion, or an alchemical liquid like antitoxin) to her promethean, even if the companion is unconscious. The alchemist must be adjacent to or riding the companion to use this ability. An alchemist must have the infusion discovery to select this discovery.
Church Pick

**Cost** 503 gp **Weight** 10 lbs.

**Damage**  2d3[1d6] (small), 2d4[1d8] (medium); **Critical** 18-20/x2[x4]; **Range** -; **Type** P; **Special** trick[trick, reach, trip]; **Category** One-Handed[Two-Handed]; **Proficiency** Exotic[Martial]; **Weapon** **Groups** hunter; **Treated** **As** estoc[hooked spear];

The church pick is a weapon favored by the healing church, used to inflict deep wounds into the beasts they hunt.  Extending the hilt and flipping the spiked ‘blade’ perpendicular transforms this weapon into a devastating tool of destruction; capable of puncturing organs at quite a distance.
55th Company of Eagle Knights

## Description

The Eagle Knights are a Militaristic Organization and wear uniforms by rank.

## Goals

The Eagle Knights try to be the shining example of humanity, willing to risk their lives to fight against tyranny and injustice. Eagle Knights draw their inspiration from the philosophy of the Common Rule, which champions the rights of the individual, and seek to spread its tenets to all.

## History

The Eagle Knights were formed in 4600 AR by permission of King Cullaim II. During the Goblinblood Wars, the Eagle Knights entered Isger to help defeat the goblin horde that was laying waste to the country.

In Fiend's Reach they were formed on Moonday, 8th of Abadius, 22nd year of the Saltborn.

## Organizational Structure

The Eagle Knights of Andoran have three distinct branches with different operational areas of responsibilities. Ranking members of any branch are known first and foremost as Eagle Knights, and referred to as such.

## Forces

55th Company (100 soldiers) broken into 10 man squads

Each squad has (10) 1st-level warriors, each with scale mail, a longsword, a heavy wooden shield, and javelins.

Earnings (per squad): +10 GP, Influence, or Labor

## Allies

Disciples of the Bladed Song: an organization based out of Fiend's Reach that specifically combats slavery. [ran by DM Gibbering Mouther]

## Foes

Zarkina the Skeleton Witch; Crime-Lord expending out of the Slums into the Harbor. [ran by DM Gibbering Mouther]

Pirate Captain Flint out of Tortuga: a Kitsune wanted for failure to pay a bill; murder and vehicle theft [ran by DM Dr Johnson]
(Archive) Afixor Grodumm Krevras Sturonin Irnas Dhadel Charlemagne the 16th

## History

Afixor Grodumm Krevras Sturonin Irnas Dhadel Charlemagne the 16th was born on a cool storm night to his young mother named Fola Kiphima Cheekycampbe Forestrray Charlemagne, the 8th wife of the powerful wizard Thospell Stewarness Kellyanon Merlhnson Robinden Olsonlegend Charlemagne the 4th, who was not there. Fola with her dark blue for a small group of witches and Thospell with his Crime Black hair with red tips is the leader of the power mage school. Afixor got both of his parent unique feature.

His first 5 years where easy on him, expert he never saw much of his dad. but one day his dad come home, and his mum and dad had a huge fight about how Afixor was been treated. Thospel want him to become some simply and would not make much waves. But against his dad wish, his mum started to teacher him how to be a wizard.

## Appearance

Afixor the 16th Is a 175cm or 5'8" tall male who weight 75kg or 165 pounds. Pale skin for all the study. His dark blue eye the same as his mum but his crimson black hair, that go red at the tips like his dad so he cut them off so they do not show up. He normal wear dark blue robe with a brown overcoat. Final he is always see with spell book on his belt.

## Personality

Afixor the 16th is at first up shy but once he get to know you he is will to help most people and will to do any thing as long as loyalty is repay he is will to put his life on the road for his friend, but if you Betray him he hunt you down and kill you

Lamb strew is his Favourite and normal say away for the alcohol, if you want to know why, ask Anastrianna about it, the time we were almost 14 and she take her father alcohol.

## Friends

Anastrianna Greywolf - childhood friend who got him in to a lot of trouble

Fola Kiphima Cheekycampbe Forestrray Charlemagne (Mum)

## Enemies

Thospell Stewarness Kellyanon Merlhnson Robinden Olsonlegend Charlemagne the 4th (his Dad)

Reidanon Bunster Bagnguyen Mediwizz Bagrobinson Rogersopheles charlemagne the 2nd (his brother, 14th child)
(Archive) Anastrianna Greywolf

***"You have to just be at peace with what you are and what you really want to do. A lot of people say 'I'm an aspiring artist' or 'I'm an aspiring actress'...No, you're a writer, you're an actress. If you're spending all your time doing something, that's what you are...Just own it."***

## History

Born as the only child and rightful heir to the true King of Tessus, Greywolf Morganson, her father left out on an adventure before she was born in search of what it truly meant to be a king. He wanted to travel the world and see what makes it tick so that he may become a truly great king. Unfortunately, he never came back, nor has anyone heard of what happened to him, so her uncle reluctantly assumed the throne. Vowing to find out what happened to her father, she set out to follow in his footsteps to learn about the world first hand so that she may one day be able to fulfill the duties that he was not able to for their kingdom. Not long after she left home, she washed up on a beach in a strange land.

Taking a deep breath, looking around and dusting the sand off her, she turns and heads to the only town she can see. Noticing slight things that she doesn't remember from her world, she quickly realizes that she is not on her native plane anymore and a solitary thought pops into her head *"Could this is be where father has been the entire time since no one has heard anything about him in her world..."*

Stumbling over her friend Afixor Grodumm Krevras Sturonin Irnas Dhadel Charlemagne the 16th on the beach, she quickly regains her composure and huffs playfully "Damnit Alifaxor, we're not playing hide-n-seek anymore, you didnt have to come looking for me..." she jabs playfully at him "...but I sure am glad to see you here. Now I wont be completely alone in this strange new plane." helping him up of the ground and continuing to the city up ahead "Let's go see what trouble I have to pull you out of now..."

## Appearance

Anastrianna is 5'5", 120 lbs with long flowing crimson red hair and deep green eyes. Loves wearing less restrictive clothing as it tends to mess with her ability to wield her swords.

## Personality

Anastrianna likes making friends where she goes, listening to stories and accounts of people's lives simply fascinate her. She can be a bit snarky and brutally honest. She believes in telling it like it is, cause as was once told to her by her teacher "Look kid, I'm not a candy maker, I'm not paid to coat things in sugar."

Anastrianna's Entrance Interview

## Friends

Afixor Grodumm Krevras Sturonin Irnas Dhadel Charlemagne the 16th - Childhood friends, poor boy just cant seem to keep himself out of trouble.

Hoping to make a lot more along the way.

## Enemies

None at the moment, she hasn't been here long enough to make any

## Aspirations

Ultimately wanting to find out what happened to her father, but open to the adventures that come her way while she searches.
Caterpillar Tracks (Land Vehicle Track)

**Price** 100 gp for Large vehicles, 200 gp for Huge, 400 gp for Gargantuan, 800 gp for each Location of a Colossal vehicle;

DESCRIPTION

A series of gears turns a belt made of metal plates designed to smoothly overcome any type of terrain.  Caterpillar tracks slow down a vehicle, but are useful in any type of terrain. A vehicle equipped with caterpillar tracks moves at only ¾ speed, but does so over hard ground, sand, or snow equally.   A land vehicle (or each Location of a Colossal land vehicle) can only have one form of land vehicle track.
Example Vehicles

The Magitech Update vehicle rules supersede the default Paizo vehicle rules. As such, the vehicles presented here are unavailable in Fiend's Reach LWC. They have been built with the new vehicle rules though, and are presented below. Vehicles not listed here may be custom designed and purchases or built. If purchased outright, it takes 1 week for the vehicle to be built and shipped from Krixil, while building a vehicle takes the usual crafting time.

## Land Vehicles

Most land vehicles are slight variations on the same basic structure. Carriages, carts, chariots, dog sleds, sleighs, and wagons all have the following statistics:

**Cost:** 30 gp (This can vary depending on what room is placed in the vehicle, the default is Storage)

**Pilot:** Profession (drive)

**Head Engineer:** Handle Animal (for unintelligent creatures), Diplomacy or Intimidate (for intelligent creatures). The head engineer of these vehicles are often the same as the pilot.

**Crew:** 1 Large pulling creature (or 2 Medium)

**Hardpoints:** 1 Hardpoint spent on Storage or Sitting Room.

**Size:** Large Land Vehicle

**AC:** 4; **Hardness:** 5

**hp:** 30 hp

**Speed:** Twice the speed of the slowest pulling creature (average)

**CMB:** +1; **CMD:** 11

**Mass:** 1

**Carry Capacity:** 2/5/10 t

**Rooms:** 1 Storage

This basic model can be modified with templates, tracks, and rooms to create a much more customized basic land vehicle. An engine can even be installed (at the cost of its only Hardpoint) to create a self propelled vehicle.

## Water Vehicles

The following are example water vehicles available for purchase.

## Air Vehicles

The following are example air vehicles available for purchase.
Executioner’s Gloves

**Aura** faint evocation; **CL** 5th

**Slot** hand; **Price** 9,000 gp; **Weight** 1 lbs.

### Description

These gloves are passed down from executioner to executioner but famously collected by the nobles of Cainhurst.  On command the wielder can release three black skulls echoing the souls of those taken by the executioner. These skulls function as magic missiles dealing 1d4+1 force damage.

### Construction

Requirements Craft Wondrous Item, magic missile; **Cost** 4,500 gp
Bold Hunter’s Mark

**Aura** moderate conjuration; **CL** 10th

**Slot** none; **Price** 1,250 gp; **Weight** - lbs.

### Description

A dangling upside down rune etched in blood on strange leather parchment.  The bold hunter’s mark can be concentrated on with a DC 15 Intelligence check, or DC 25 Knowledge (planes) check, this can be used to transport oneself to the Hunter’s Dream.

A psychic may instead treat this item as a scroll of *dream voyage*, but only to access the Hunter’s Dream.

### Construction

Requirements Craft Wondrous Item, *dream travel*; **Cost** 1,250 gp
Douglas' Mantle of Anti-Shenanigans

**Aura** moderate abjuration; **CL** 9th; **Slot** chest; **Price** 80,000 gp; **Weight** —

DESCRIPTION

This thick, leather mantle bears small, intricate symbols that glow softly in dim light. They start near the top of the garment, and only cover about half of the mantle. When worn it grants the wearer SR 20.

Beating the spellcraft DC to identify this item by 5 or more (or crafting a similar one yourself) reveals its unique properties. For every 2 class levels you possess you can perform a ritual to add symbols to the mantle. Spend 8,000 gp and spend 8 hours meditating and inscribing (only 5,000 if you possess craft wondrous item feat) and the SR offered by the mantle increase by 1, to a maximum of 30 at level 20. Once an item has been marked in this way the cloak ceases functioning for other characters, and may only be used by a new bearer if they spend 8 hours removing the previous owner's marks.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, spell resistance; **Cost** 40,000 gp.
Atsushi Ryūzaki

**Atsushi Ryūzaki** (竜崎 篤士, *Ryūzaki Atsushi*) is a character in the Saezuru Tori wa Habatakanai (Twittering Birds Never Fly) series. He is the boss of the Matsubara.

## Appearance

Atsushi has russet colored hair and long thin eyebrows above his small eyes. Atsushi has styled facial stubble under his nose and on his chin.

For clothing, Atsushi often wears suits including a dark faded green suit jacket, and pants held up with a brown belt. The jacket is worn over a dark uniform gray colored, collared shirt and a pale blue tie. He also wears brown, laceless dress shoes.

## Personality

Direct when in conversation, Atsushi attempts to pin the blame for a scenario on the other person he is interacting with. He looks down on Yashiro for his background and activities, but has no such qualms partaking in the same activities himself.

## Background

At some point, Atsushi became the Wakagashira(person nr 2) of the Shinseikai.

## Story

Atsushi arrives for a meeting with Yashiro to resolve a dispute involving lower ranked yakuza members.

## Relationships

### Hirata

When Hirata captures Ryuuzaki for refusing to kill Yashiro, Ryuuzaki does not give in and remains loyal to Yashiro even when Hirata kidnaps his woman as a hostage. Yashiro saves Ryuuzaki and in the car ride, Ryuuzaki hides his wound from Yashiro because he does not want to appear as weak.

### Yashiro

Technically, he is also a sworn brother of Ryuzaki within the yakuza. Yashiro knew Ryuzaki since Ryuzaki was 21 and Yashiro would often hang around a mahjong parlor that belonged to Ryuzaki's group, the Matsubara group.

## Etymology

* The name **Atsushi** means "deep, true, sincere" (篤) (**atsu**) and "samurai, warrior, gentleman" (士) (**shi**).
* Atsushi's surname **Ryūzaki** means "dragon" (竜) (**ryū**) and "cape, peninsula" (崎) (**saki**/**zaki**).
Barge

## Standard Barge

*Barges are large flat-bottomed boats that are usually simple rectangular designs made to haul cargo.*

**Cost:** 2,160 gp

**Pilot:** Profession (sailor)

**Head Engineer:** None

**Crew:** 0

**Hardpoints:** 24

**Size:** Colossal Water Vehicle

**AC:** -3; **Hardness:** 5

**hp:** 720 hp

**Speed:** Current or Pulled

**CMB:** +8; **CMD:** 18

**Mass:** 24

**Carry Capacity:** 48/120/240 t

**Rooms:** 24 Storage (Can be devoted to Oars instead)

### Description

This large flat-bottomed boat is dedicated to one thing and one thing only: hauling cargo. Often these types of boats float down river on a current, or are pulled up river by a team of animals. Smaller variations of these types of boats do exist, with their costs and hauling capacity reduced accordingly. Every hardpoint of these boats is dedicated to storage, so the maximum cargo load matches the maximum load of the vehicle. A special type of oar can be used to allow the barge to be propelled from within. These oars are long sticks that are used to push against the riverbed rather than against the water. For each team of oarsmen allowed, reduce the cost of the barge by 105 gp, and the maximum cargo tonnage by 10 tons while increasing the required crew by 4.

## River Queen Barge

*These much larger barges host a small living quarters on the back end to allow a small crew to comfortably spend more time on the river.*

**Cost:** 6,890 gp

**Pilot:** Profession (sailor)

**Head Engineer:** None

**Crew:** 0

**Hardpoints:** 45

**Size:** Colossal Water Vehicle

**AC:** -3; **Hardness:** 5

**hp:** 1,350 hp

**Speed:** Current or Pulled

**CMB:** +8; **CMD:** 18

**Mass:** 45

**Carry Capacity:** 90/225/450 t

**Rooms:** 1 Shack, 1 Kitchen, 43 Storage

### Description

This massive flat-bottom boat is used by traders needing to move huge amounts of cargo around. Usually only 1 River Queen Barge is found in a given waterway, and only in very large rivers. They sport a shack with a kitchen in the back, which allow's it to travel great distances. Often they will make stops at various communities to offload some wares, while picking up others. Like their smaller siblings, River Queen Barges can be outfitted with teams of oarsmen in the same was Standard Barges can be.
Cult of Shadows

Art by Feig Felipe Pérez

Less organized than most religions, the Cult of Shadows primarily consists of criminals who pay at least minimal lip service to the darkness that masks their illicit activities from prying eyes. Priests of the Cult of Shadows are typically leaders of thieves' guilds or crime lords who are naturally in positions to preach the benefits of lurking in the shadows and taking what you want.

#### Suggested Divine Class Features

**Domains:** Darkness, death, destruction, trickery

**Subdomains:** Night, shadow, murder, hatred, all trickery subdomains

**Channeling:** Negative energy
Dirigible (Vehicle Engine)

## Cloth Dirigible

*This cloth bladder is filled with hot air which provides lift. Often this is through some form of burner near the bottom opening.*

**Cost per Hardpoint**: 25 gp

**Power per Hardpoint**: 1

**Weight per Hardpoint**: None

**Required Crew**: None

**Crafting Skill (DC)**: Craft (cloth or ship) (DC 20)

**Hit Points per Hardpoint**: 15 hp

**Engineering Skill**: Craft (ship)

**Special**: Powerless. A dirigible is attached to a vehicle as a separate Location, and as such does not take up any Hardpoints. A dirigible can be deflated, folded, and stored when not in use.

## Rigid Dirigible

*A rigid dirigible is made of a sturdier cloth with a wooden skeleton keeping it rigid.*

**Cost per Hardpoint**: 50 gp

**Power per Hardpoint**: 1

**Weight per Hardpoint**: None

**Required Crew**: None

**Crafting Skill (DC)**: Craft (cloth or ship) (DC 25)

**Hit Points per Hardpoint**: 20 hp

**Engineering Skill**: Craft (ship)

**Special**: Powerless. A dirigible is attached to a vehicle as a separate Location, and as such does not take up any Hardpoints. Unlike a cloth dirigible, a rigid dirigible cannot be deflated, folded, or stored when not in use.

## Magical Dirigible

*Not truly a dirigible, a magical dirigible is an enchantment placed on a vehicle to make it lighter.*

**Cost per Hardpoint**: 250 gp

**Power per Hardpoint**: 1

**Weight per Hardpoint**: None

**Required Crew**: None

**Crafting Skill (DC)**: Spellcraft (DC 13), Crafter must have Craft Wondrous Item and *levitate* as it is a magic item.

**Hit Points per Hardpoint**: As the Hardpoints enchanted

**Engineering Skill**: Spellcraft

**Special**: Powerless. A magical dirigible is not attached as a separate Location, nor does it take up any Hardpoints. A magical dirigible can be added to a land or sea vehicle to allow it to become an air vehicle in addition to its original type.
Endless Mouth (Elven High Spell)

**School** Illusion (Glamer); **Level** 2

**Casting time** 2 hours

**Components** V, S, SC up to 3

**Targets** one object

**Duration** Permanent

**Saving Throw** Will negates (object); **Spell Resistance** yes (object)

**Skill Checks** Perform (Oratory) OR Perform (Comedy) DC 30, 1 success; Craft (any) DC 30, 1 success

**Backlash** none

**Failure** the object become animated and attacks the primary caster

EFFECTS

This spell was developed by famous trickster Allerious Q, who used it to torment nobles and commoners alike. Bestowing an object with a magic mouth spell that never ends.

This spell functions as *magic mouth*,  but does not discharge after the spell is triggered.  It remains on the object, triggering over and over again as often as the conditions are met, oftentimes to the annoyance of its victim.
Emergency Obscuring Mist

**School conjuration (creation)**; Level cleric/oracle 4, druid 4, magus 4, shaman 4, sorcerer/wizard 4, witch 4;

#### CASTING

**Casting Time** 1 Immediate action

**Components** V, S, M

#### EFFECT

**Range** Personal

**Effect** cloud spreads in 20-ft. radius from you, 20 ft. high

**Duration** 1 Round/Level (D)

**Saving Throw** none; **Spell Resistance** no

#### DESCRIPTION

This spell functions as *obscuring mist* except as noted above.

## Learning

This spell was created by IzzGut Smokestalker. To learn this spell you must either have it taught to you by him, or you must research it yourself.
Convictionist (Unchained Monk Archetype)

A Convictionist draws her strength from her own force of will, the strength of her convictions and beliefs, and the force of her personality, rather than from rigid discipline and worldly wisdom.

**Note:** This archetype is approved for **Playtest**

**Alignment:** A Convictionist may be of any alignment. However, if her alignment changes, she suffers the same effects as a regular Monk becoming non-Lawful.

### Strength of Convictions

Any of the Convictionist's class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.

### Bonus Feats

A Convictionist adds Iron Will and Steadfast Personality to her list of bonus feats at 1st level. At 6th level, she adds Diehard and Deny Death.

At 10th level she adds Clarity of Pain, Improved Iron Will, and Heroic Recovery.

This ability modifies Bonus Feats.

### Force of Will (Su)

At 5th level, a Convictionist may use her Charisma score instead of her Constitution score for determining her maximum number of negative hitpoints.

This ability replaces Purity of Body.

### Persistent Personality (Su)

At 19th level, when a Convictionist would be subject to an effect that would kill or reduce her to 0 hit points on a failed save, she may roll twice and take the better result. She may do this an amount of times per day equal to her Charisma modifier.

This ability replaces Flawless Mind.