recursal/Fanatic-Fandom huggingface dataset:
The Sloughs

The Sloughs is a broad term describing the southwest corner of the Swamp Ward outside of Rockport. A large portion of this area's inhabitants live in built up mounds of mud and garbage that barely keep them above the water level and are constantly eroding or sinking into the swamp. The high volume of refuse and distance from the city makes this area susceptible to wild animal attacks. Pests, parasites and disease also run rampant here.

The residents of The Sloughs are primarily from those races least accustomed to civilization as well as the least desirable members from other parts of the Swamp Ward. They are also the most transient. Those able to find space and acceptance in other parts of the Swamp Ward often do so while those that cannot starve, leave or are consumed by the dangers of The Sloughs itself. It is commonly regarded as the worst part of the Swamp Ward due to having the highest rates of violence, crime, disease and death. Desperate residents have on occasion even attacked people in other parts of the Swamp Ward, making goodwill hard to come by even from other Swamp Warders.
Aidan

Aiden is an Elven Fighter played by Aiden.

## Game Statistics

Male Elf Fighter
[Alignment] Medium humanoid (Elf)
**Init** +x; **Senses** Perception +x

DEFENSE

**AC** xx, touch xx, flat-footed xx (+x armor, +x shield, +x Dex)
**hp** xx
**Fort** +x, **Ref** +x, **Will** +x
**Defensive Abilities**

OFFENSE

**Speed** 30 ft.
**Melee** Curved Blade +x (1d10+x)
**Ranged** xxx

STATISTICS

**Str** xx, **Dex** xx, **Con** xx, **Int** xx, **Wis** xx, **Cha** xx
**Base Atk** +2; **CMB** +x; **CMD** xx
**Feats** xxx
**Skills** xxx
**Languages** Common, Elven, ?
**SQ** Low-light vision

## Equipment & Property

Write the second section of your page here.
Alchemical Herbicide

**Price:** 25 gp; **Weight:** 1 lb.

DESCRIPTION

Alchemical herbicide is a mixture of chemicals that are extremely toxic to plants and plant creatures but harmless to other creatures. You can throw a flask of alchemical herbicide as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit against a plant or plant creature deals 2d6 points of damage. Every plant or plant creature within 5 feet of the point where the flask hits take 2 points of damage from the splash. On the round following a direct hit against a plant or plant creature, the target takes an additional 1d6 points of damage. This damage ignores hardness and non-plants are unaffected.

CONSTRUCTION REQUIREMENTS

**Skill(s):** Craft (alchemy) or Profession (Gardener) DC 20.
Tank

Tank is a Fairy Sorceress played by Kelli.

## Game Statistics

Female Fairy Sorceress 2
CG Diminutive fey (fairy)
**Init** +6; **Senses** lowlight vision; Perception +2

DEFENSE

**AC** 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
**hp** 13
**Fort** +2, **Ref** +2, **Will** +3
**Defensive Abilities**+1 to saves vs enchantments & illusions

OFFENSE

**Speed** 5 ft., Fly 30 ft. (clumsy)
**Melee**Spear +2 (1)
**Ranged** Heavy Crossbow +7 (1)
**Spell-Like Abilities** (CL 2nd; concentration +7)
**1 / day** - Dancing Lights, Ghost Sound, Prestidigitation, Speak With Animals
**Bloodline Spell-Like Abilities** (CL 2nd; concentration +7)
**8 / day** - Laughing Touch
**Spells Known** (CL 2nd; concentration +7)
**1st (4 / day)** - Hypnotism (DC 17), Magic Missile, Shield
**0th (at will)** - Daze, Detect Magic, Detect Poison, Mage Hand, Ray of Frost
**Bloodline** fey

STATISTICS

**Str** 1, **Dex** 14, **Con** 14, **Int** 10, **Wis** 10, **Cha** 20
**Base Atk** +1; **CMB** -6; **CMD** 6
**Feats** Eschew Materials, Improved Initiative
**Skills** Fly +5, Perception +2, Spellcraft +5, Stealth +14
**Languages** Common, Sylvan
**SQ** Fairy Magic (+1 to illusion spell DCs)

## Equipment & Property

**Arms & Armor**
Spear
Heavy Crossbow

**Misc. Equipment**
Saddle
Food
x3 Waterskins
Bedroll
Blanket

## Notes

**Family**

Parents: Alive
Lulzot

Lulzot is a spirit of evening blooming flowers and is associated with pleasure, feasting, frivolity and artistic creativity.

Lulzot is a spirit with strong associations of excess. This spirit can help those it favors achieve success, wealth and comfort but can also lead mortals down destructive paths of excess, addiction and obsession.

Lulzot rules over the eleventh day of the calendar, "Monikipiki" (monkey)
Orc Totem Warrior

# Orc Totem Warrior CR 4

XP 1,200
NE Medium humanoid (orc)
**Init** +6; **Senses** darkvision 60 ft., scent; Perception +6

DEFENSE

**AC** 14, touch 12, flat-footed 12 (+2 Dex, +2 armor)
**hp** 45 (6d8+18)
**Fort** +8, **Ref** +7, **Will** +3

OFFENSE

**Speed** 40 ft.
**Melee** 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6)
Special Attacks pounce, rake (2 claws +10, 1d8+6)

STATISTICS

**Str** 23, **Dex** 15, **Con** 17, **Int** 9, **Wis** 12, **Cha** 6
**Base Atk** +4; **CMB** +11 (+15 grapple); **CMD** 23 (27 vs. trip)
**Feats** Horde Charge, Improved Initiative, Weapon Focus (claw)
**Skills** Acrobatics +10, Perception +6, Stealth +7, Swim +11;

SPECIAL ABILITIES

**Horde Charge (Ex):**
When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in addition to the normal bonus for charging. If you can make multiple attacks on a charge, this bonus only applies to the first attack.
**Pounce (Ex):**
When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
**Rake (Ex):**
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Redtooth Clan

The Redtooth clan is one of the five founding clans of Rockport.

It is commonly accepted though not officially acknowledged that the Redtooths treat with demons and/or devil's and many, including their leader Egrema are suspected be part demon or devil themselves.

## Tribes

The following tribes are part of the Redtooth Clan.

Redtooth Tribe
Deadoak Tribe
Hexfinger Tribe

## Families

Redtooth
Deadoak
Flintheel

## Members

Egrema Redtooth
Juggar Flintheel
Stathrum

Stathra (singular stathrum) are elven shamans that monitor natural phenomena, signs and divinations to track the spiritual balance of their environment as well as their society. Their primary concern is with maintaining this balance. A stathrum understands that the influence and dispositions of spirits fluctuate as do forces in the physical world but cannot be allowed to go past a certain point. Determining these points and how to manage these forces are the life's work of the stathra and they often differ in their opinions on these matters.

## Fanatics

There are times where a stathrum comes to the realization that a tipping point has been crossed and believes that only through extreme action can the balance be restored. These fanatic stathra can cause great conflict through their speech and actions and may become disruptive or even destructive as they attempt to correct the perceived imbalance.

## See Also

Elven Religion
Nidorum
Obtineum
Defending Plants

You have learned to leverage your plants for your own defense.

**Prerequisite:** Plants class feature.

**Benefit:** When you are adjacent to one of your plants, you may have it forgo its attack to instead use the Aid another action in order to grant you an AC bonus.

**Special:** Plants using the Aid Another action via this ability may only use it to grant an AC bonus. They may not use it to grant combat bonuses or for any other purpose.
Orcs for Every Level

1. Common Orc (CR 1/3)
2. Orog / "Greater Orc" (CR 1)
3. Blooded Orc (CR 2)
4. Orc Berzerker (CR 3)
5. Orc Totem Warrior (CR 4)
6. Bloodsworn Orc (CR 5)
7. Orc Battlemaster (CR 6)
8. Orc Chief (CR 7)
9. Orc War Chief (CR 8)
10. Orc Warmaster (CR 9)
11. Orc Hordemaster (CR 10)
12. Orc Farhunter (CR 11)
13. Orc Warmonger (CR 12)
14. Orc Thornhunter (CR 13)
15. Orc Earthshaker (CR 14)
16. Orc Rampager (CR 15)
17. Orc Ghost Eater (CR 16)
18. Orc Binder (CR 17)
19. Orc Oppressor (CR 18)
20. Orc Soul Eater (CR 19)
21. Orc Eviscerator (CR 20)
Inigo

The Youthful Rest

### Aliases

The Youthful Rest, The Young God, The Child of the Night, The Great Unknowable One, The Taker of All

## Biological Information

### Hair Colour

Indigo

"The Lord of Rest is a precarious God; He is the most feared, and yet is embraced every night; He takes upon Himself the most childish appearance, and yet can be the most sinister or serene; He truly is the Great Unknowable One."

-Charles VI

## Bio:

Inigo is the God of Rest, with "Rest" being a broad term to include both sleep and death. Inigo is both loved and feared, as He serves as both a harbinger of good things, as well as sorrow, and terror. His commonly attributed domains are rest, sleep, and death.

## Description:

As all the physical appearances of the Divinities are inconsistent, Inigo is commonly identified as having indigo or dark hair with a generally dark colours with white accents attributed to him, with very pale skin, appearing very young in age, and often riding a small pony.

## Quotes:

* "Be At Peace"
* "Shhhhhh..."
Shimmer

Shimmer is a jelly-like substance which can be found floating on the waters of the Sundered Sea. It is prized by wizards and alchemists alike for its mystical properties. It is also the primary ingredient in the illicit street drug known as Glow.

## **Magical Uses**

With some processing, Shimmer can be refined into a powder useful for conjuration magic, especially teleportation magic. It is Shimmer that has made possible the massive Imperial Gates.
Thanasavrum

CR 4
**XP 1200**
N Large Animal
**Init** +6; **Senses** lowlight vision, scent; Perception +8

DEFENSE

**AC** 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
**hp** 54 (6d8+30)
**Fort** +10, **Ref** +4, **Will** +3

OFFENSE

**Speed** 30 ft., swim 40 ft.
**Melee** 2 claws +10 (1d8+7 plus grab), bite +10 (2d6+7 plus poison)

STATISTICS

**Str** 25, **Dex** 15, **Con** 21, **Int** 2, **Wis** 12, **Cha** 6
**Base Atk** +4; **CMB** +12; **CMD** +24 (28 vs trip)
**Feats** Great Fortitude, Improved Initiative, Skill Focus (Perception)
**Skills** Acrobatics +10, Climb +11, Perception +8, Stealth +7, Swim +11
**Racial Modifiers** +4 Acrobatics, +4 Stealth

SPECIAL ABILITIES

**Poison (Ex):** Bite - injury; save Fort DC 18; onset 1 minute; frequency 1/hr for 6 hours; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution based.
Book of Names

A Book of Names is a sacred book kept by dwarves. There are many types of these books from individual books up to massive clan books. They record the names and deeds of their owners as well as those of their relatives and sometimes their friends. The purpose of these books is to ensure the memories of those recorded within endure. Dwarves believe that the quality of their afterlife is determined by how well they are remembered by the living and will commonly recite the names from their personal book of names before rest each night. Heads of dwarven families recite names and stories to the family weekly and on certain festival days and clans have sects of monks known as Namespeakers who spend their days reciting from their clan books.

The most severe punishment that can be visited upon a dwarf is to have their name stricken from the book of names, potentially dooming them to oblivion.
Wood Ward

The Wood Ward of Rockport is much larger than the Stone Ward at the cities center and surrounds it in a large semi-circle. It is in this part of the city that most of Rockport's citizens make their home. A large proportion of the population here are orcs but many other races can be found as well. Almost all of the non-orc citizens of Rockport live here.

## Districts

Write the first section of your page here.
Roderick Von Sacaera

Temporary Rendition of Roderick

### Aliases

Roderick, Sir Roderick Von Sacaera, The Crimson Knight, The Lion From The North, The Pious Paladin, 'That Sacaeran Prince'

### Relatives

Sir Reinhardt Von Sacaera (Father), Lady Alice De Serena (Mother), Lady Seren De Serena (Aunt)

### Affiliation

The Ivory League of Adventurers, The Maetorian Kingdom (Sacaera)

## Physical description

### Eye color

Brown

"I will refer to him as That Sacaeran Prince and that is final. I shall address him by no higher power, and I will only ever spit his filthy name when I must. I cannot tolerate that red haired, no good, godsforsaken- godsforsaken- ...GAH! I hate him!"

-Charles VI

## Bio:

Roderick Von Sacaera is the son of Sir Reinhardt Von Sacaera and Lady Alice De Serena.

## Description:

Roderick Von Sacaera is the ideal for most knights: He is charming, kind, compassionate, charismatic, while still being skilled, strong, bold, and brave. Roderick is known far and wide, being the son of the famous General Reinhardt Von Sacaera, and even farther beyond past the reaches of the Maetorian Kingdom's administration. From the snows of Hyperborea to the sands of Shar'Lai; to the grey wastes of Urbina to the lush green of the Sylvan kingdoms; Roderick is a true knight paragon that all good knights, heroes, paladins, and squires all seek to live up to.

## Quotes:

* "Being a paragon of virtue comes with the challenge of slaying all evils- I will not fail my kingdom, nor the blessèd Gods."
* "Am I in love with Christianna? Who isn't! She is true beauty- a Goddess incarnate- and I'm sure I can swing Charles to the side of understanding."
* "On my honour, and of my duty, my service to you will be until I breathe my last."
* "The Ivory League is meant to reflect its namesake: It is pure, and clean; pristine, and desired by all; a true paragon for all to follow. And it shall stay that way."

return to 'Characters'
Small Council

The Small Council is one of two governmental bodies in Brightwater. The Small Council handles the most important tasks and also oversees the Big Council. The Small Council may overrule any decision made by the Big Council.

## Membership

Only the most powerful, influential and wealthy guild's can hope to have a seat on the Small Council. Only one representative from a given trade may sit on the Small Council. Small Council appointments last for five years. Representatives cannot be selected from a guild of a current member. Each cycle, qualifying guild's may submit a candidate. The Big Council votes to select a candidate from each trade. The Small Council then has to approve the candidates.
Blue 3

Blue 3 is the designation for one of the White Dawn's dock warehouses in the Grimclaw district of Rockport.

## Staff

Aurum Sprigwind - Warehouse Steward

Daekk Longstride - Forman

Jorh Hammerfist - Beastmaster

Ogham Treesplitter - Stable Boy

Kleb Redclaw - Stable Boy

Murk Ashmantle - Carpenter / Cartwright

Juggar Flintheel - Teamster

Fost Mountainrunner - Teamster

Torum Mountainrunner - Teamster

Hordar Cliffjumper - Teamster
Executor

Executors are specialized dwarven priests responsible for the creation, maintenance and execution of wills for members of their clan. When a dwarf comes of age, one of the first things they do as adults is to have a last will and testament drafted. This document covers what is to be done with their property and wealth upon their death as well as funeral arrangements. Executors keep such documents secure, maintain and update them and see that they are carried out properly. Typically the Executor of a given dwarf's will is cited in their personal Book of Names.

## See Also

Mazers
Namespeakers
Orc Chief

# Orc Chief CR 7

XP 3,200
NE Medium humanoid (orc)
**Init** +2; **Senses** darkvision 120 ft.; Perception +13

DEFENSE

**AC** 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield)
**hp** 85 (9d10+36)
**Fort** +7, **Ref** +10, **Will** +7
**Defensive Abilities** ferocity; Immune cold, poison

OFFENSE

**Speed** 50 ft.
**Melee** earthbreaker +13/+13 (2d6+3 / x3), klar +13 (1d6+3)
**Special Attacks** horn of breath (cold)

STATISTICS

**Str** 16, **Dex** 16, **Con** 19, **Int** 11, **Wis** 12, **Cha** 8
**Base Atk** +9; **CMB** +11 **CMD** 23
**Feats** Ferocious Action, Lightning Reflexes, Thunder and Fang, Two Weapon Fighting, Weapon Focus (earthbreaker), Weapon Focus (klar)
**Skills** Intimidate +11, Knowledge (nature) +6, Perception +13, Stealth +8, Survival +13, Swim +5
**Languages** Common, orc
**SQ** battle vigor

SPECIAL ABILITIES

**Horn of Breath (cold):** A horn of breath is a sounding horn filled with alchemical reagents. As a standard action, the wielder can blow into the horn and expel its contents as a breath weapon that can take the form of a 60-foot line or a 30-foot cone. All creatures in this area take 8d6 points of cold damage (DC 18 Reflex half ). The save DC is Constitution-based.

**Battle Vigor (Ex)** After damaging or being damaged in combat, an orc chief gains a +1 racial bonus on attack rolls and weapon damage rolls. This bonus increases to +2 if they have both dealt and received damage. This bonus lasts as long as the orc chief is in combat.

**Ferocity (Ex)** A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

FEATS

**Ferocious Action:** When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round.
**Lightning Reflexes:** You get a +2 bonus on all Reflex saving throws.
**Thunder and Fang:** You can use an earth breaker as though it were a one-handed weapon. When using an earth breaker in one hand and a klar in your off hand, you retain the shield bonus your klar grants to your Armor Class even when you use it to attack. Treat your klar as a light weapon for the purposes of determining your two-weapon fighting penalty.
**Two Weapon Fighting:** Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
**Weapon Focus:** You gain a +1 bonus on all attack rolls you make using the selected weapon.
Ruinous Brambles

Acidic brambles burrow into the victims body and lodge themselves deep under the skin where they swell with acidic buildup until they burst and begin the cycle again.

**Type:** infestation, injury, contact; Save Fortitude DC 10 + half greenguard level + wisdom modifier; Onset instant; Frequency 1/week;

**Effect:** 1d6 acid damage\*

**Cure:** Successful saves equal to the greenguard's wisdom modifier? / consecutive?

**Special:** If maximum damage is inflicted, the infestation becomes more severe and the damage dealt on a failed save increases by 1d6.

### Diagnosing Ruinous Brambles

**Diagnosis Check:** Heal check with DC 10 + half greenguard level

Crit Fail: Misdiagnosis.

* An attempt to treat which would succeed, instead fails and an attempt to treat which would fail is treated as a critical failure.

If the result would have been a critical success, the healer recognizes their mistake and gains a +5 bonus on their next attempt to diagnose the condition.
Fail: No effect
Success: Recognize Ruinous Brambles and can attempt to treat the victim
Crit Success: Recognize Ruinous Brambles and can attempt to treat the victim with a +5 to the Heal check

### Treating Ruinous Brambles

A Heal check with DC 10 + greenguard level + wisdom modifer + number of weeks infested grants the victim a new save

Crit Fail: Victim affected as if they had failed a save

Fail: No effect

Success: Victim may attempt another save

Crit Success: Victim successfully saves
Master Mystic Gardener

Your aptitude for growing magical plants has greatly improved.

**Prerequisite:** Profession (Gardener) 6 ranks, Mystic Gardener

**Benefit:** Select two additional Spell Blossoms from the verdure's list of Spell Blossoms. You may grow these in addition to the Spell Blossom selected with Mystic Gardener and may now have up to 3 Spell Blossoms active at one time. In addition, select a single Improved Spell Blossom. Once per day, you may grow the selected Improved Spell Blossom. As with Mystic Gardener, use half your character level for any level dependent effects.
Seed Bomb

**Price:** 5 gp; **Weight:** 1/2 lb.

DESCRIPTION

A seed bomb is a fist-sized ball of seeds, soil and alchemical fertilizers encased in a thin clay shell. When smashed against the ground and exposed to air, the alchemical reagents activate and cause the seeds to germinate and cover a 5-foot area with fine grass, moss and small flowers. Aside from the speed at which they appear, these plants are unremarkable. If the area in which the seed bomb was smashed is not suitable for such growth, the plants die in 1d4 hours. Otherwise, they remain and continue to grow as normal plants.

CONSTRUCTION REQUIREMENTS

**Skill(s):** Craft (alchemy) or Profession (gardener) DC 20.
Sundered Sea

The Sundered Sea in an inland sea situated within a massive crater between the Umberian Divide to the west and another mountain range to the east. According to legend, it was the site of a great battle long ago which was ended  with a great magical attack that sundered the mountains and created the massive crater in which the sea rests. It is thought that Shimmer is the result of lingering magical energies left from that event.

## Settlements

Brightwater

Rockport
Loriss Evensong

Loriss Evensong is a half-elf from Brightwater now living in Rockport. He owns and operates two taverns in Rockport. The Silver Spindle is a tavern of his within the the half-elven neighborhood of the Grimclaw District. He also operates a larger tavern called the Jade Feather, which caters primarily to visitors such as tourists and Brightwater merchants.
Rockport Calendar

Today: 3:1:39 (Day:Season:Year)

Day 3: "Monikipiki" (Monkey)

Season 1: "Jut" (Water)

Year 39: "Shatap" (House)

Day Monikipiki (Monkey) is governed by Lulzot, the Spirit of Evening Blooming Flowers, as its provider of Moon Soul Hi. Monikipiki is a day for creating, for play, for celebrating. A good day for lightheartedness, a bad day for seriousness. Monikipiki is a warning about how easily the noble person can be trapped by the lures of public life.

The thirteen day period (trecena) that starts with day 1-Water is ruled by Shapendazahovar. These are 13 days of instability and unexpected events, of accidents and coincidences: these are good days to gamble a little on a long-shot; bad days to gamble a lot on a sure thing. Every day rollercoasters between all-good and all-bad, between rapture and terror. This trecena advises the priest-warrior to perfect the art of shapeshifting: only by mimicking the nature of water do we become an agent of change rather than a target of it. The purified heart casts no reflection in the smoking mirror.
Sapling

Medium Aberration (Ooze)

+2 Con, +2 Cha, -2 Int

Base Speed: 30 ft.

Languages: Common & Sapling

Blind but Blindsight 30 ft.

Saplings breathe and eat but do not sleep.

Partial Ooze Traits:

- Immunity to poison, sleep and stun effects.

* The above stats assume the sapling has assumed a humanoid skeleton. If the sapling has no skeleton, make the following adjustments:

- Speed reduced to 20 ft.

- Strength -2 & Dexterity -2

- Enhanced Ooze Traits: Not subject to critical hits, precision damage or flanking. Immunity to paralysis and polymorph effects.

- Cannot wear armor or wield weapons.

## Racial Traits

**Take On (Ex):** A sapling's body has no structure of its own. However, they cab "borrow" the structure of other creatures. In a process taking 10 minutes, the sapling absorbs the skeleton of a deceased creature and shapes its body into that creature's form. If the flesh of the cadaver is in tact, the sapling may "fill" it to fully take on that creature's appearance. This ability functions as the spell Assume Appearance (if humanoid with flesh intact) or Beast Shape (if animal). A sapling using a skeleton without flesh takes on the shape appropriate to the creature from which the skeleton came but their body remains translucent with the skeleton visible within.

**Blessing (Su):** Choose one:

- Blessing of Awareness: The sapling's blindsight is increased to 60 ft. and they gain a +2 racial bonus to Perception checks.

- Blessing of Potency: The sapling gains DR 5 / magic

- Blessing of Presence: The sapling gains an extra skill point at every level.

- Blessing of Stability: The sapling gains a +2 racial bonus to Will saves vs charm and compulsion effects. Additionally, once per day if the sapling rolls a natural one on such a save, they may reroll it.
Cultivate Spell Blossom

You can create spell blossoms.

**Prerequisites:** Master Mystical Gardener, Caster level 3rd.

**Benefit:** You can create a spell blossom of any 3rd level or lower spell that you know. Cultivating a spell blossom takes 1 day per 1,000 gp in its base price (see below). When you create a spell blossom, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To cultivate a spell blossom, you must use up raw materials costing one half the base price.

When you create a spell blossom, you make any choices that you would normally make when casting the spell. A spell blossom retains its potency indefinitely as long as it remains planted and gets sufficient water and sunlight. Once picked, it must be used within 1 day, after which time it becomes inert and unusable.

**Base Price:** Spell level x caster level x 100 gp.
Imperial Gate

Imperial gates are recently created magical constructs which allow long range teleportation of large loads, objects, and creatures. Because they rely on a refined version of the rare substance known as shimmer for fuel, they are very costly to operate. This has limited their use primarily to high value trade goods and wealthy travelers.

## Imperial Gate Locations

Shevana's Gate

Brightwater
Homebrew Content

This page is a hub for the various homebrew creations that are not part of the setting itself.

## Classes

Dust Devil (PrC)
Hedge Scout (WIP)
Greenguard
Verdure

## Feats

Blessing of Chloris
Cultivate Spell Blossom
Entangle Chain
Entangling Critical
Expanded Mote Pool
Extra Adaptation
Extra Blessing
Extra Stride
Master Mystic Gardener
Mystic Gardener
Verdant Metamagic
Verdant Synergy

## Monsters

Dray Turtle
Skitter Template
Thanasavrum
Orcs for Every Level

## Races

Awoken
Sapling
Sylvestri
Turtlefolk

## Traits

Herbal Education
Intuitive Cover
Sap for Blood
Sure Footed

## Misc.

Addlethorn Poison (Poison)
Alchemical Herbicide (Alchemical Item)
Atomizer (Weapon)
Cooperative Plants (Verdure Adaptation)
Defending Plants (Verdure Adaptation)
Dyslau Tree (Mundane Plant)
Fertile Bomb (Alchemist Discovery)
Gardener's Kit (Equipment - Tools)
Heavy Morningstar (Weapon)
Plant Synchronicity (Verdure Adaptation)
Saltwort (Mundane Plant)
Seed Bomb (Alchemical Item)
Lantern Flower (Mundane Plant)
Jelly Tree (Mundane Plant)
Quilled (Armor Property)
Venus' Maw (Weapon)
Testing Page

## Weapon Listing

* Immergrün → Blattsäbel → Schurkenschwert → Bindungsschwert → Bündnisschwert
* Labyrinthkris → Rosenkris → Trugklinge → Unheilkris
* Fintenstab → Gezeitenstab
* Kobaltpilzstab → Leuchtmoosstab → Stab des Lohns, Ausmerzstab
* Bernsteinboa → Kokostornado
* Stab der Einsicht → Aurastab
* Sternensand → Wahrheitsklinge → Trutzschwert → Nimmersplitter
* Immergrün → Kakteenschwert → Zornesschwert → Mondlichtklaue
* Segensarmbrust → Weißlilie
* Hoffnungsbringer → Palettenarmbrust → Purpurschatten
* Zauberdorn → Glanzwirbel
* Walnusswirbel → Bananenbola → Kristalltriade, Erntesichel
* Goldschwert → Schwurschwert
* Melonenflieger → Flossenfeger → Sternenschlag → Chaoswirbel
* Schlangenbiss → Trickser → Ruinbringer
* Stab der Magie → Zauberkakteenstab → Stab der Träume
* Lilienschleuder → Segensarmbrust → Wasserschleuder → Nachtlilie
* Lilienschleuder → Jagdarmbrust → Bernsteinarmbrust
* Rubinstab → Fintenstab
* Goldschleuder → Sternhagel → Glassschleuder
* Machtarmbrust → Löwenzahn → Kriegsmaid → Waldarmbrust
* Felschlag → Bernsteinbola → Juwelenwirbel
* Funkelsternklinge → Schimmerschwert
* Erdnussbola → Rustikalbola → Maidenbola, Kürbisbola
* Strolchbola → Wasserrankenbola
* Erdquellstab → Rubinstab
* Lilienschleuder → Gernalsarmbrust → Lichtarmbrust → Blitzarmbrust, Altborkenarmbrust
* Die Namenlose → Hoffnungsträger
* Glücksstab → Glücksbringerstab
* Knospenstab → Kraftstab → Weisenstab, Okkultstab
	+ Knospenstab → Vitalstab → Käferstab → Ausdauerstab, Schutzstab
* Knochenarmbrust → Platinarmbrust
* Glockenstab → Grashalmstab → Lichtstab → Gelbblütenstab
* Felschlag → Stachelfeger → Zackenbola → Zauberdorn
* Unreiner Weihstab → Stabdes Urteils
* Spiralfeger → Melonenflieger → Drillingskirsche
	+ Melonenflieger → Bolzenfeger
* Laubarmbrust → Orangenarmbrust → Knochenarmbrust
* Saatwirbel → Wildblütenbola
* Uraltstab → Glücksstab
* Pinienbola → Strolchbola
* Pinienbola → Panzerbrecher
* Laubarmbrust → Generalsarmbrust
* Sprossenschwert → Saftbeerenklinge → Kobaltklinge → Fossilschwert
* Frühlingsschwert → Grünlingschwert → Funkelsternklinge
* Spiralfeger → Windfeger
* Zauberwirbel → Stachelfeger, Saatwirbel
* Wirbelknospe → Zauberwirbel
Turtlefolk

Turtlefolk are...

## Racial Traits

+2 Constitution, +2 Wisdom, -2 Dexterity
**Type:** Turtlefolk are humanoids with the reptilian subtype.
**Medium:** Turtlefolk are Medium creatures and have no bonuses or penalties due to their size.
**Normal Speed:** Turtlefolk have a base speed of 30 feet.
**Natural Armor:** Turtlefolk have tough, scaly skin and hard shells, granting them a +4 natural armor bonus.
**Hold Breath:** Turtlefolk can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. .

**Swim:** Turtlefolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks
Gurvan Dol Martial Orders

Overview of the warrior caste order system and organization.

Most common Class: Scaled Fist Monk

Each order has common multiclass options

Common Prestige Class: Dragon Disciple

## Order of Acid

Info about the order of acid

Common Multiclass Option: Magus

## Order of Fire

Info about the order of fire

Common Multiclass Option: Sorcerer

## Order of Ice

Info about the order of ice

Common Multiclass Option:

## Order of Lightning

Info about the order of lightning
Common Multiclass Option: Paladin

## Order of Poison

Info about the order of poison

Common Multiclass Option: Alchemist
Moon Owl

Moon owls are large, white owls native to the southern end of the Umberian Divide. Males are pure white with long showy tail feathers while females tend towards a dull gray color with flecks of white and lack showy tails. Juveniles have dark gray feathers, which lighten as they mature. Like most owls, they are nocturnal predators. Their tail feathers are said to glow in the moonlight and it is from such stories that the moon owl gets its name.

## Physical Description

   These striking white birds are easy to recognize if one is lucky enough to catch sight of them. The moon owl is one of the largest and heaviest owl species known. Adults range in length from 25 to 38 inches, with an average of 33 inches and possess a wingspan of 4.5 to 7.5 feet, with an average of 6 feet. Males are somewhat larger than females. Average body weight for males is 5.5 lbs and for females is 4.5 lbs. There are stories of even larger specimens with wingspans the length of two men but these may just be myths.
Mikansei

"Weird guy ... girl? Thing. Has a problem with thieves but thats to be expected from a self-rightous samurai. Their new body is pretty THICC, its amazing they can keep up that sick bod with all the sand they've eaten."

-Drakaras Drokon

"What is it with orphans? First we have my royal self, and then Arietta, and to some extent Vega, and now apparently this one, this 'Mikansei' from Nihonia. Will people just stay alive for their children, please, for the love of the Gods? ..Oh, forgive me, about Mikansei. Well, having not met him yet I cannot say much, but we will accept any swordsman who pledges his life to keeping the peace in the kingdom... so long as he keeps the peace."

-Charles VI

## Bio:

The earliest time Mikansei can remember was about a year after he was dropped off at a human orphanage far from his home. The town was made up of a few hundred humans, and a few outlandish people; some dwarves who worked the local smiths, and an old elf who ran a small, unnoticed dojo. Mikansei led the first few years of his life begging for scraps and humbling himself among those who lived in the town just so he could have a meal once in a while. At the age of 16 the townspeople gave him a job so he could earn himself a living, this was ordinary for humans but as an elf he was still quite young. He maintained this same living style for about 80 years, watching as the humans he knew around him grew up and had families then died. Nearing his 100th birthday he heard from a local librarian that the age of 100 was a special occasion for elves, but he had no idea as to how to celebrate it. The day of his 100th birthday an old elf whom Mikansei had never met approached him and told him that he has been watching him from the shadows, and he wanted to speak to him alone. This seemed a bit creepy to Mikansei, some old guy walking up to him on his 100th birthday asking to talk to him, it was almost as if an 80 year old walking up to an 18 year old and asking them to enter their creepy white wagon for “candy”. Mikansei agreed to go, he had no plans anyways and it might of been a good change of pace for him is what he thought. The old man revealed to him all he knew of the elves, and told him that he was a 700 year old elf who was nearing his end. The old man told Mikansei to call him “master” as he felt names were unneeded which is why master soon shortened his name to Mika. Mika was ecstatic to learn everything he could about himself and the elves, so he ended up spending as much time as possible at the dojo with master. Time passed at light speed, and after a short 100 years Mika had learned all about the elves, including their good and bad times. Master also taught Mika about their fighting styles, and Mika seemed to grow in love with the katana as time went on. Eventually the time had come for master to pass from the world, as he was becoming very old and things were difficult to accomplish. Mika promised master as he passed to go out into the world and serve others with what he had learned from him, and search for his unknown relatives.
Character Test

**100**
 **100**
 **100**

## Info

Small, medium, Large data info on Character

## Equipment

**Weapon Name**

* *Weapon Ability Name*: Text of effekt of Weapon

**Head Piece Name**

* *Armor Effekt*:N/A, Text
* *Armor Info*:

**Armor Piece Name**

* *Armor Effekt*:N/A, Text
* *Armor Info*:

## Ability

* **Ability Name 1**: effekt of Ability
* **Ability Name 2**: effekt of Ability
* **Ability Name 3**: effekt of Ability

## Unlock Requirements

* Hint on Requirement
* Text of Requirement
* Mission Name: Mission text

## Bloom Shop

**Shop Name**

	+ Requirement, Mission to Unlock: Text of M/R
* Sell Item 3:
	+ Requirement, Mission to Unlock: Text of M/R
Mr. Miyagi

Miyagi

"I honestly cannot believe those people just let this... this... *creature* in. Why should I lower myself and fraternise with that thing? It would be nothing short of total humiliation!"

-Charles VI

"He's truly a tragic hero"

-Mr. Miyagi

## Bio:

Miyagi joined the League of Legends after Arietta pulled him out of the water around Heraldstadt, in which he has recently fallen.

## Description:

He in a low point in his life so while it may not look like it hes got muscle from his earlier years buried under a surface layer of fat. Balding, he has a face that has been jaded by life kinda, his attitude is that of he doesn't really care anymore, at one time he did but then life threw his care right back in his face over and over again.

He's truly a tragic hero.

His clothing is still from the monastery, but its disheveled and old and tattered and dirty, basically he has low-key depression and all of the hygiene habits that come along with that Eyes are blue but they have definitely lost their sparkle, now their just perpetually bloodshot. He's balding to the point where he is essentially bald so hair bald so hair color doesn't really come in, like there's basically nothing. He does indeed have eyebrows, on the bushier side. His clothing was white but it has turned into more off white with its lack of washing, he also has a faded deep blue cloth tied around his waist.
Va'Lori

Va'Lori

"She sounds a hardworker, if not overly excitable. I look forward to our meeting; from the reports, she seems as if she would make for a good knight."

-Charles VI

## Bio:

Born to now passed parents, Va'Lori grew up raised by an orphanage within Cirrane. At the age of 7 years, an old friend of her mother's named Lamora Firnoct, a retried officer within the Cirranian military. While Va'Lori's mother had always dreamed of being a Knight of Cirrane, she had never been able to reach that goal, and so at only 7 years Va'Lori began to train under Lamora to follow in her mother's footsteps. And thus, she did; performing excellently, and reaching the position of second best within her class.

## Description:

La'Lori is a tall, bulky High Elf with pink hair and a passion for servitude.
Percival de Taranto

Percival de Taranto

"A Francian soldier, so far from home? These are not common, especially not now, what with the succession war being waged in Francian lands"

-Charles VI

## Bio:

Percival was born to an upper class peasant family; while he had grown up working in the fields of his family's stead, herding sheep and sowing fields with his father, he had always wished to be a soldier. Thus, when the merciful Sky Lord and noble Earth Lord blessed his family's farms with a bumper harvest to bring in extra crops, and the Mother Goddess had made their sheep extra fertile, Percival's family had enough money saved to hire extra hands, and Percival was enrolled in the Francian military. Not one mission into his journey, though, was this young cavalier with his affinity for horses sent with a battalion to stop the invading northerners, and his battalion was absolutely destroyed by the invaders, who then took more and more of Francia. His family takes residence in the south, thank the Gods, where the Dauphin had established his residence, and thus they were safe, for now. Percival was left without a company, however, and unable to safely travel through the lost lands of his kingdom, travels eastward; the knight-errant he always dreamed of being; awaiting the day he may return home to his family.

## Description:

Percival de Taranto is a young cavalry soldier from the Francian Kingdom. Percival is a blonde haired, blue eyed, fair skinned Francian, who seeks to do good in the world, who closely follows the tenants of chivalry.

## Quotes:

* "The sun will always rise the next day, no matter how dark the night before may have been."
* "Sir Percival's Sword is yours."
* "We all must be noble in our own right."
* "It is a noble job, if so a dangerous one."
* "Mother, and my sisters... I fight for them, too."
* "I want to give her a worthy name; she's done a lot for me."
* "I can always be better..."
* "I am nothing, and I'm content with that."

return to 'Characters'
Thuban

A Draft of Thuban

"...I... We're not talking about it. Ever."

-Prince Charles VI

"."

-Vega Neldai

## Bio:

Stolen away from his home, “Theban” as Princess Neldai has named him, only remembers parts of his previous life. Coming to him in glimpses and faint memories, he recalls terrorising populations and hoarding great wealth, yet the specific details of everything, including his own true name, remain a mystery to him.

This does not vex the dragon, however, as Thuban has found a greater purpose serving Vega, and claims to have no intention of leaving her side.

Ever.

Seeing the Princess almost like an item within his horde, Thuban fights tooth and claw (literally) at Vega’s command, merciless in his pursuit and unmatched in his savage brutality.

He freely speaks his mind, though carries no strong opinions on many things which do not immediately interest him. He has, however, expressed an immense love of valuables, bloodlust, and serving Vega, though trust in the dragon is tentative at best.
Aoife

## Aoife O'Shea

Aoife on Charles VI's shoulder

"Another Fae, I was not aware their presence is as strong as it is. Regardless, she's kind when she wants to be, but ruthless when she has to; a skilled fighter and a great thief; I wish not to cross to her disfavour, although I admit, she can have quite a quick bite on her."

-Charles VI

## Bio:

Aoife was once running behind her brothers in the forest when one by one, she watched them disappear as they crossed a bridge. Due to that, she thought that her goofy brothers were tricking her, and she came to be in what she eventually found out was Maetorstadt. She rushed around asking people if they knew or had seen her brothers, but no one had. Trapped, she lived her life on the streets, becoming a thief like the urchins around her. On those cold, paved, Maetorian streets, Aoife only kept one possession close to her heart: a family pocket-portrait of her five brothers and her parents. After around six months of mastering thievery, Aoife came across the League of Legends, and by some fate, decided to join their party.

## Description:

Aoife stands at around one foot tall, with brown hair often tied in a ponytail, freckles with preside across the bridge of her nose, and wings akin to those of a dragonfly. Her features are consistent with those of faeries, with small pointed ears, green eyes, and fair skin.
Lailah

Lailah

"The girl seeks to fell a God. She's *mad* I tell you. I cannot seem to find the understanding as to how one so ambitious, powerful, and intelligent can be so bloody DAFT at the same time. I admire her grand dreams, but I do wish she would channel that limitless energy into something far more useful or reasonable."

-Charles VI

## Bio:

Lailah, born Zaapiel to Ansiel and Raguel, grew up in one of the Heavenly Monasteries under the domain of Yekatarina in the Sect of Augustus, and had the grand honour of being selected to be trained as a Handmaiden of the Gods due to both her natural talents, and her ambitious nature. Although she was quite skilled in her training as a Handmaiden, she cracked under the intense pressure and expectations, and abandoned her oath and ran away, vowing to start a rebellion to change the structure of the Heavens, so that no other children would have to suffer the same strains that she did; especially not her sister Rahmiel.

Fate is cruel, however, and actions have consequences; in Lailah's absence, her sister, who she sought to save from this cruel fate, was selected to replace her; with Rahmiel suffering from even more shame and pressure, having to not only replace her sister in a program she was not prepared or really qualified for, but also having to deal with judgement from her fellow students due to the understanding that she was just a replacement, and her association with her alleged "wicked traitor" of a sister who she loved dearly.

Lailah still seeks to dismantle the tyranny of the Heavens, as she sees it, and to liberate all of the children who might suffer the same fate as she from their enlistment.

Beginning her first taste of team oriented missions in the Divine Confederation, she joined up with a contingent seeking to destroy a cult threatening a small town. There, she met a Maetorian officer named Apollo Maus, who would play a pivotal role in her future. She eventually ends up in the Katoran islands, where she encounters the League of Legends, returning to Heraldstadt with them, and joining their guild.

## Description:

Lailah is an aasimar, standing at around 5'9" tall, with pale skin, purple eyes, and black hair. She often wears a jacket of black leather, and tight black trousers at well.

## Quotes:

* "Cults are just emo monks"
* "Fuck the church"
The Motley

The Motley is one of the Lizardfolk Boroughs within the Swamp Ward of Rockport. Like the other two boroughs, it is named for its residents. While the Broadscale Borough and Salttooth Borough are populated by members of their namesake tribes though, The Motley is populated by the assorted remnants of many tribes that were devastated by the Stargazer Plague. This combined population is larger than that of the Salttooth Borough but still less than the Broadscale Borough.
"Luigi's Pet"

> "*Yoshi say yes!*"
> ― Yoshi
>
>

**"Luigi's Pet"** is episode eight of Adventures of Super Luigi, and the eighth episode in Season 1. It aired on September 9, 2018.

## Summary

After work, Super Luigi makes Yoshi his pet.

## Appearances

* Super Luigi
* Yoshi (debut)
* Koopa Troopa
* Toad
* Dobi
* Toad's Mom (mentioned)
* Luigi's Boss (mentioned)
* Curious George (mentioned)

## Cast

* Evan
* Ojas
* Koti
* Aidan

## Trivia

* It is revealed that the employees at IT Text Support only get five cents every two months.

## Series Order

Previous: TBA

Next: TBA
Sacaera

#### General Overview:

The principality of Sacaera has always been one close to the Maxamillion heart and Crown. The most steadfast ally, Sacaeran knights and commanders are always inspiring leaders, and terrifying enemies; training the best generals, soldiers, and admirals at the Edward II Military Academy, whilst also maintaining honour, and upholding the chivalric code. Many Sacaerans have married into the Maxamillion family before, simply for being such upstanding people, and the Sacaera name is not one to be disrespected.

return to 'World'
Rahmiel

Rahmiel

"Zaapiel, huh? And she has a sister..? And they're Handmaidens? All very intriguing..."

-Charles VI

## Bio:

Rahmiel, born to Ansiel and Raguel, grew up in one of the Heavenly Monasteries under the domain of Yekatarina in the Sect of Augustus, and is the sister of Zaapiel/Lailah.

Due to her sister's rebellion and flight from the Heaven, Rahmiel was selected to replace her, despite not being originally chosen to be in the program, and thus it only added more pressure for her knowing that she was not qualified to be in the program, coupled with the knowledge that everyone in her new class sees her as less than them simply because she was just a replacement for her far superior sister; saying that she was not even meant to be in her position, and acting as a constant reminder that she was not even skilled enough to be selected to begin with. In the wake of Lailah leaving, her parents became even more strict with her, so she is pressured to do well in the program, to “be what her sister couldn’t”, and she has no chance to escape now that the rules are even stricter for her; being stuck at home in the Monastery, trapped now that her sister had the chance to escape. Rahmiel became filled with sadness at her confinement; envy and anger at her sister for leaving her, yet also admiring her sisters ambition now that she has forgotten what having a dream is like.
Sirius

A Draft of Sirius

"I distrust the hellhound- it's a hellhound, what can you expect? That being said, I pity the poor thing. He is completely under Vega's charm, and I will trust it for now, but I pray I never have to do the unthinkable- I've grown fairly fond of Sirius."

-Prince Charles VI

“Sirius? More like Sirius-ly brain damaged, amirite?”

-Vega Neldai

## Quotes:

"Borf."

"Fren."