recursal/Fanatic-Fandom huggingface dataset:
Greenlandic civil war

## Belligerents

Red side: Peoples republic of Greenland, Kingdom of Gruntland, Republic of Catmerica, Republic of Pandaland, Republic of Parrotland

White side: Greenlandic whites, Kingdom of Dogmerica, United States, England, Japan, Republic of China. Canada, Prussia, Honduras(After 2095). South Africa (After 2096). Russia (After 2199).

## Commanders and leaders

Red side: Greenland: Jaunt Vwady. Kingdom of Gruntland: King Yapyap II 2095, King Yapflip II 2095-2101, Prince Yapyap, 2099-2101.
New Mythic Feats

### Advanced Metamagic (Mythic)

You are close to unraveling the universal magical code behind the tapestry of the Multiverse, and you can rewrite the flaws in common spells almost effortlessly.

**Prerequisite:** Advanced Metamagic

**Benefit:** When you apply metamagic feats to a spell, the cumulative spell-level increase applied to the spell is reduced by 1, to a minimum of +0.  This effect stacks with the benefits of the non-mythic Advanced Metamagic feat.

**Special:** You cannot take the mythic version of Advanced Metamagic more than once.

### Animator (Mythic)

You can animate much more powerful Undead than the typical necromancer.

**Prerequisite:** Animator

**Benefit:** When casting *create undead* or *create greater undead*, add your tier to the maximum Challenge Rating of the Undead creature to be created.  You may also spend mythic power when casting *create undead* or *create greater undead* to increase your effective caster level by 1 per mythic power expended.  You can spend no more mythic power than half your tier per casting in this manner.  Lastly, you can cast *animate dead, create undead,* and *create greater undead* without paying the material component cost if the creature created has a CR equal to or less than half your tier.

### Eternal Spell (Mythic)

You can keep some spells perpetually active through sheer willpower and personal might.

**Prerequisite:** Eternal Spell

**Benefit:** When you cast a spell modified by Eternal Spell, you can spend an amount of mythic power equal to twice its modified spell level.  The spell’s duration changes to permanent, although you can dismiss it at any time and it still ends upon meeting any of its other normal conditions for expiring.

**Special:** You can only sustain a number of permanent spells equal to half your tier (minimum 1).

### Leadership (Mythic)

You inspire loyalty and devotion in others bordering on worship, and you unconsciously empower them in return.

**Prerequisite:** Leadership

**Benefit:** You add your mythic tier to your Leadership score, and your Leadership score is no longer capped at 25.  The cohort you gain from the Leadership feat is a mythic character, and has a combined level and tier equal to the cohort’s normal level limit; the cohort cannot have a tier greater than one-half of yours.  A number of your highest-level followers equal to your mythic tier are also 1st-tier mythic characters.
High Priest Minirde

### Distinguishing Features

Blood-red eyes with slit pupils; has elaborate red facial tattoo on right side of face and twin "streaks" tattooed above left eye

## Summary/Background

One of the more powerful priests in Blackwall, High Priest Minirde is an enigmatic figure even to those that know him, but there is no question that he is both blessed by the Pale Dragon and responsible for squashing ongoing efforts to expel the Church of Naruyxz. After becoming High Priest in 4076 DY, High Priest Minirde led an internal purge of the temple's rosters, banishing a number of members discovered to be agents of the Church of the Many Divines seeking to incriminate the Church in forbidden practices. Though cordial, the almost-predatory gaze of the Pale Dragon's High Priest unnerves even the coldest visitors to Blackwall's Hospital-Temple of Naruyxz.

The polite and sometimes even charming demeanor of High Priest Minirde hides a priest of terrifying power, however. Rumors of Minirde's past paint him as a veteran of bloody conflicts with the Cult of Vulcarus in Qirja's Blood of Naruyxz and no stranger to the necromantic arts and other forbidden occult lore. While Minirde himself refuses to comment on such rumors, he is capable of casting extremely powerful spells and has even worked several *miracles* in public, most recently to eradicate a contagion in Blackwall released by the Cult of the King in Shadows in late 4080 DY.
Summon Monster I

## Spell Effect

This spell - of which there are nine levels, I to IX - summons an extraplanar creature, typically an Outsider or Magical Beast native to another plane or an Animal whose Challenge Rating falls into the limits described below and apply either the Celestial, Entropic, Fiendish, or Resolute template to the creature(s).  In order to summon a creature, you must have successfully added the creature to your personal list at some point prior to casting the spell, which requires you to have encountered or learned about the creature and succeed at a Knowledge (Planes) check about the creature, typically with a DC of 15 + creature’s CR, in order to properly identify the exact details of how to summon the creature.  Some creatures may have a higher or lower DC, and the GM may rule that some creatures cannot be summoned through *summon monster*.

The summoned creature appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one such creature whose Challenge Rating falls within the range given for the level of *summon monster* spell cast, or multiple creatures of lower Challenge Ratings, as indicated in the table below. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish), and spells or spell-like abilities with a duration longer than 1 round per level end once the creature disappears.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.  Animals summoned with *summon monster* are summoned with the Celestial template if you are good, the Entropic template if you are chaotic, the Fiendish template if you are evil, and the Resolute template if you are lawful.  If you are neutral or have multiple templates that could apply, you may choose which template to apply to the creature.  Such creatures always have an alignment that matches yours, regardless of their usual alignment.  Summoning these creatures makes the summoning spell's type match your alignment.
Onishikata Okori

## Summary

A Tilathian Sovereign and heroine, Onishikata Okori was an Immortal woman of immense skill with both swordplay and magic and is credited with being the first to travel the world by sea.  Born before the Elven Schism split the Tilathians into the three modern Elven races, Onishikata Okori avoided most of the petty squabbles of the Tilathian Sovereigns and all three Elven races lay claim to her legacy of exploration.  Onishikata Okori commanded the *Dashaeni Koro*, a traditional Tilathian wingsail heavily enchanted by Onishikata Okori herself.  In legend, Onishikata Okori and the crew of the *Dashaeni Koro* slew most of the kaiju that threatened ships in the deep ocean waters, explored the coasts of every continent, and along the way had adventures to fill a hundred lifetimes.  By the time the *Dashaeni Koro* made its final return to Tilath, the Elven Schism was well under way, and Onishikata Okori remained neutral in the conflict, taking those Tilathi who also refused to take sides in the Schism with her as Tilath fell.  With Tilath in ruins and the Elves scattered to the winds, Onishikata Okori and the *Dashaeni Koro* were never seen again.

Sailors and pirates maintain that Onishikata Okori hid a hoard of treasure somewhere in her travels with enough wealth to buy a thousand kingdoms, but no one has found this legendary hold in the thousands of years since Onishikata Okori’s voyages.
T95 "Turtle"

**T95 or Turtle is a** mini-monster of the United States. It is not known whether the robot is or not. It has very strong armor and a good weapon. It can also "shrink", which gives it better protection.

## Armament

* The main gun caliber 155mm
* Machine gun on top of the body with a caliber of 12,7mm

## Story

### Season 8

He was at the base in Texas, where the KV-44 was brought. As the Soviets and the Golem tried to escape, the Turtle was able to hold back his shots.

After that, together with KV, he went to recapture the islands in the Pacific Ocean. Then, when they were attacked by a Japanese squadron, the Turtle was able to shoot down the plane with his machine gun. He also decided to learn combat from KV and said that he was at Pearl Harbor. During the first landing, the first shell hit him.

### Season 9

He ordered the soldiers to hide behind him and KV. In the jungle, he easily coped with the Japanese heavyweights Oi and other tanks.

In Papua New Guinea, along with the rest, he broke through. Behind him, Sherman stood with a rocket launcher and destroyed the enemy's artillery. Turtle later helped the KV-44 with Minamoto, but lost the gun. Because of this and the poor condition of the KV, the US Army retreated.
N'Ekar (City)

### Demography

36% Eechar, 19% Gremlin, 18% Drecuzi, 16% Carcora, 5% Seedoran Races, 3% Seshmoil, 2% Kuzan, 1% Other Ekaran Races

## Timeline of Notable Historic Events

* 3864 DY - N'Ekar is teleported to Seedorus from Ekar, killing Setosh as the deity stabilizes the magic involved to prevent it from destroying both worlds.

## Active Organizations and Political Entities

### Children of Harak

-stub- Carcora and Kuzan-dominant Druidic civil organization

### Faceless Masks

-stub- Seshmoil-dominant shapeshifter advocacy group/rumored spy organization

### Khruklar-Dugul Guild

-stub- Artificer's union, Gremlin-dominant

### Memory of Light

-stub- Eechar religious organization commemorating/worshiping now-gone Wings of Light

### Moonlantern Temple

-stub- Neo-Tilathian Drecuzi religious/outreach organization

### Scriveners of the New Worlds

-stub- Survivors of the Scribes of Setat in collaboration with N'Ekar to retain/preserve/spread knowledge
About

Welcome to Panlasang Pinoy!

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Please feel free to browse around, or use the buttons below to navigate within the page. You can also view the contents using this sitemap.

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Recipes are the heart and soul of this food blog. You will find all our family recipes in this blog, as well as recipes that I developed and enhanced. I always do my best to put quality in everything I do because my readers (YOU are one of them) deserve only the best!

You can start by browsing through the popular recipes. These are the top recipes each viewed more than a million times.
Lunar Fae

## Notable Appearances

Lunar Fey were among the most powerful antagonists of the Battle of Devil's Moon, and ultimately slew their own supposed ally, Korvul Mored, near the finale of the conflict. Many powerful magic items in Blackwall can be directly or indirectly traced to the Battle of Devil's Moon.

The Lunar Monument of Murderers' Rock relies upon Lunar Fey magic, apparently constructed following an alliance with the Sylvani in a forgotten conflict against other Fey. The Lunar Monument is particularly noteworthy for its ability to *reincarnate* deceased individuals submerged in its water depending on the phase of Elua.

At least two Lunar Fey, Zalah and Amara, are pact-bound to serve Infinity and the transdimensional Torus Court instead of the Lunar Court. Their loyalty does not appear to be by choice, however, and they actively assisted Eeva Moira Auryn's escape from Torus Arcana, the Torus Court's front organization on Terra.
Summon Monster IV

## Spell Effect

This spell - of which there are nine levels, I to IX - summons an extraplanar creature, typically an Outsider or Magical Beast native to another plane or an Animal whose Challenge Rating falls into the limits described below and apply either the Celestial, Entropic, Fiendish, or Resolute template to the creature(s).  In order to summon a creature, you must have successfully added the creature to your personal list at some point prior to casting the spell, which requires you to have encountered or learned about the creature and succeed at a Knowledge (Planes) check about the creature, typically with a DC of 15 + creature’s CR, in order to properly identify the exact details of how to summon the creature.  Some creatures may have a higher or lower DC, and the GM may rule that some creatures cannot be summoned through *summon monster*.

The summoned creature appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one such creature whose Challenge Rating falls within the range given for the level of *summon monster* spell cast, or multiple creatures of lower Challenge Ratings, as indicated in the table below. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish), and spells or spell-like abilities with a duration longer than 1 round per level end once the creature disappears.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.  Animals summoned with *summon monster* are summoned with the Celestial template if you are good, the Entropic template if you are chaotic, the Fiendish template if you are evil, and the Resolute template if you are lawful.  If you are neutral or have multiple templates that could apply, you may choose which template to apply to the creature.  Such creatures always have an alignment that matches yours, regardless of their usual alignment.  Summoning these creatures makes the summoning spell's type match your alignment.
Summon Monster III

## Spell Effect

This spell - of which there are nine levels, I to IX - summons an extraplanar creature, typically an Outsider or Magical Beast native to another plane or an Animal whose Challenge Rating falls into the limits described below and apply either the Celestial, Entropic, Fiendish, or Resolute template to the creature(s).  In order to summon a creature, you must have successfully added the creature to your personal list at some point prior to casting the spell, which requires you to have encountered or learned about the creature and succeed at a Knowledge (Planes) check about the creature, typically with a DC of 15 + creature’s CR, in order to properly identify the exact details of how to summon the creature.  Some creatures may have a higher or lower DC, and the GM may rule that some creatures cannot be summoned through *summon monster*.

The summoned creature appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one such creature whose Challenge Rating falls within the range given for the level of *summon monster* spell cast, or multiple creatures of lower Challenge Ratings, as indicated in the table below. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish), and spells or spell-like abilities with a duration longer than 1 round per level end once the creature disappears.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.  Animals summoned with *summon monster* are summoned with the Celestial template if you are good, the Entropic template if you are chaotic, the Fiendish template if you are evil, and the Resolute template if you are lawful.  If you are neutral or have multiple templates that could apply, you may choose which template to apply to the creature.  Such creatures always have an alignment that matches yours, regardless of their usual alignment.  Summoning these creatures makes the summoning spell's type match your alignment.
Olen

**Male Stag**

**Large Animal (Mythic)**

**Height:** 5'4" at shoulders (16 hands)

**Weight:** 900 lbs

**Age:** ?? (Rebirthed from Corrupted Dire Bear: 9/33/4079 DY)

**Skin:** Gray-White

**Hair:** White

**Eyes:** Navy

**Likes:** Zite, running, apples

**Dislikes:** Stillness

When the Shardbearers ventured to Murderers' Rock to seek out the secrets of the Obsidian Brotherhood, they came across a corrupted Dire Bear near an ancient Elven monument on the island.  After a fierce battle with the rabid monstrous bear, the monument's guardian, an ancient Treant, thanked the party for putting the creature out of its misery and explained the monument's connection to the Fey.  Demonstrating the cleansing effects of the fountain, the Treant poured the fountain's waters into the mouth of the dead bear and the creature reincarnated as a stag of mythic power.

Out of a sense of compassion for the creature, Zite took upon herself a journey alone back to Murderers' Rock to seek out the stag the Shardbearers had abandoned after their initial encounter.  Naming the creature Olen, Zite brought the stag back to Crowfeast and now uses Olen as a mount.  Olen is quite possibly one of the fastest creatures in the North short of the legendary Zephyrs, so the effort has proven extremely worthwhile.
Drecuzi

## Physical Description

Drecuzi resemble draconic Elves, created from a mixture of Shadow Dragon and Durau blood by the Darklight Cabal of Intoba prior to that world's corruption by the Shadowlords. Like Durau, Drecuzi have delicate physiques largely similar to Humans, and like Elves the Drecuzi have large almond-shaped eyes, long and pointed ears, and silken scalp hair but no body hair. Unlike Elves, Drecuzi also possess numerous draconic features, such as a large pair of horns rising from their temples and sweeping back over their ears in a curved shape, vestigial claws on their feet (but not on their hands), large leathery wings, a whip-thin tail with a length between 1/2 - 2/3 of their height, and faint scales on their arms, wings, and feet. Drecuzi feet are notably digitigrade instead of Elven plantigrade.

Both male and female Drecuzi are able to grow extremely long heads of hair.  About one in ten male Drecuzi are able to grow small amounts of facial hair. Drecuzi hair is usually white, black, gray, or a midnight-blue coloration, though a rare few blondes exist.  Drecuzi exhibit the same range of eye colors as Dark Elves, with red and violet eyes being the most common.  Most Drecuzi eyes have rounded pupils, but a rare few (about one in fifty) have draconic slit pupils instead.  Unlike the Durau they were created from, Drecuzi skin is typically either a creamy dark-white, pale brown, ashen gray, blue-gray, or blue-black coloration; a small segment of the Drecuzi population (about one in ten) are a true-black coloration in concordance with their Dark Elf origin.

Drecuzi have a degree of sexual dimorphism comparable to Humans, but males and females are both typically of similarly lithe builds and there is a smaller spectrum of variation between sexes. Unlike most Dragonfolk, female Drecuzi are fully mammalian and give live birth.

## Game Rules

* +2 Dexterity, -2 Strength, +2 Wisdom: Drecuzi are physically weak but agile and coordinated creatures with an inner strength born of hardship
* *Flight (Ex):* Drecuzi have a fly speed of 60 feet with average maneuverability.  All Drecuzi treat Fly as a class skill. (Flight - 4 RP)
* *Dark Legacy (Ex):* Drecuzi have spell resistance equal to 6 plus their character level. (Spell Resistance, Lesser - 2 RP)
* *Eternal Hope (Ex):* Drecuzi gain a +2 racial bonus on saving throws against fear effects.  Additionally, once per day after rolling a natural 1 on a d20 roll, a Drecuzi may choose to reroll and take the second result. (Eternal Hope - 2 RP)
* *Drecuzi Magic (Sp):* Drecuzi can cast *shield* and *shield of faith* each once per day, using the Drecuzi’s level as caster level. (Spell-Like Ability, Lesser with 2 spells - 2 RP)
* Automatic Languages: Draconic and Eecharu
* Bonus Languages: Any Trade Language, Gremlin, Sylvan, Auran, Ancient Elven, Shadowtongue, Celestial
West Cosm Barrier Islands

## Summary/Description

At the outermost edge of the waters between the Cosm Sea and the Kaiju-Runs of the Western Okori Ocean, the West Cosm Barrier Islands are widely (but erroneously) considered the edge of the known world by most commonfolk of Coznakk. Long a haven for pirates, smugglers, and adventurers, the West Cosm Barrier Islands remain an essentially untamed frontier despite the Cosm Sea's status as one of the oldest settled regions of the world.

## Nations and Kingdoms

Strictly speaking, the West Cosm Barrier Islands do not have any true kingdoms or nations formally recognized by the rest of Coznakk, but there are many would-be pirate kings and queens in these waters, and the seafaring nations of Coznakk have supported ambitious proxies in the region since before the Gen Occupation.

* The Kyorian Empire believes Kotei Noshima is rightfully a province of the Dragon Imperium, although they formally renounced their diplomatic claim in 4002 DY with the Treaty of Dragonspire.

## Major Islands

* Kotei Noshima - Otherwise known as the Emperor's Island or Dragonspire Isle, Kotei Noshima is the easternmost settlement of the Kyorian Empire and home to the only non-Arkaean source of Asran goods and culture.

## Notable Historic Events

* 3973 DY - The Dragon's Eye Fleet is forced to settle permanently on Kotei Noshima following their disastrous crossing of the Western Okori Ocean.
* 3981 DY - The Battle of Dragonspire puts an end to any lingering imperial ambitions of the residents of Kotei Noshima after heavy losses to the Pendaryian Church and the interdiction of a N'Ekaran Navy ironclad demonstrates the Kyorian Empire is not prepared for the conquest of Coznakk.
* 3989 DY - The N'Ekaran Union establishes formal diplomatic relations with Kotei Noshima.
* 4002 DY - Kotei Noshima agrees to normalize relations with Nazcara and permit the Church of the Many Divines a small presence, marking the formal end of hostilities with the Kyorian Empire on Coznakki soil and waters.
Fitgeron

**Fitgeron** - Super-heavy tank of the Soviet Union.

### Die from

Barrel rolled by Leviathan before getting shot after the battle, was brought alive by Leviathan then get Infected.

## Description

Despite its considerable weight, it is quite fast in movement. The tank is very shabby and quite old, as it participated in the First World War. Instead of real eyes, he has robotic eyes, his mouth is closed by the jaw. On parts of the tower and hull there are metal plates, as well as a lantern on the cannon. A Soviet flag hangs on the back of the hull.

#### Armament:

- The main gun caliber 250 mm.

- Two guns in two front turrets of 45 and 85 mm caliber.

- Two guns in two rear turrets of 45 and 85 mm caliber.

- Heavy machine gun 12.7 mm.

## History

### Season 4

   It appeared after General MS-1 learned about the KV-54 advance. Fijeron was sent to help, the general approved this appearance and Fidgeron, together with his Soviet army, fought with the German detachment that attacked them. After repelling the attack, they moved on and soon came across Ratta. The KV-44 tried to destroy it, but Figeron tried to convince him that it was an American, but only the general could stop the KV-44. Further, the character participated in the first battle for Moscow, where, having put up decent resistance, he was overturned and beaten by Leviathan.

### Season 5

For any reason, it come back to life, but with a worry expression, When Ratte asked it "Are You Okay?", Fijeron shook his tower, which means No. Later, Figeron tells Ratte:

"Kill me! ". But the American did not want to, Figeron repeated this phrase again, and Ratte began to shoot, but our hero said:

- "It's too late!"

As it turns out, Fijeron was infected with a strange Leviathan virus and turned into a mad demon. Next, the character should be classified as "Infected Fitgeron"

## Trivia

* Figeron is named after the donor with the nickname of the same name.
* The inscription "For Moscow" originally looked like "In the name of the Tsar".
* Fijeron is a modified Soviet heavy tank T-35 modified by Guérande, which indicates the number and location of the towers.
* The Soviet Fijeron has robotic eyes, probably because during the First World War, when exposed to Chlorine Cl 2, he had to replace his eyes
New Archmage Path Abilities

## 1st-Tier Archmage Path Abilities

### High Necromancy

The total amount of Hit Dice of Undead you can control through *animate dead, control undead, create undead*, the Command Undead feat, or other spells and abilities is multiplied by 10.

### Mythic Weirding

Treat your effective Witch Knight level as being 4 higher when determining how much Weirding energy you can channel at any given time.  If this raises your effective Witch Knight level over 20, add 20 Weirding for each level over 20 you effectively possess.

## 3rd-Tier Archmage Path Abilities

### Grand Necromancy

The total amount of Hit Dice of Undead you can control through *animate dead, control undead, create undead*, the Command Undead feat, or other spells and abilities is multiplied by 10.  If you also possess High Necromancy, the total multiplier is 100; this is an exception to the normal rules on multiplying.

### Tamed Arcana

When using Wild Arcana, you may substitute two spell slots of the appropriate spell level for the mythic power normally required.  When doing so, you do not increase the caster level of the spell.  You must possess the Wild Arcana ability to use Tamed Arcana.

## 6th-Tier Archmage Path Abilities

### Ur-Necromancy

The total amount of Hit Dice of Undead you can control through *animate dead, control undead, create undead*, the Command Undead feat, or other spells and abilities is multiplied by 10.  If you also possess High Necromancy or Grand Necromancy, the total multiplier is 100; if you possess both High Necromancy and Grand Necromancy, the total multiplier is 1000; this is an exception to the normal rules on multiplying.
Witch King

### Distinguishing Features

All-concealing armor of ancient Muaran design which serves as inspiration for many modern Witch Knights' aesthetics; only eyes and waist-length hair are visible

## Summary/Background

Whether to consider the Witch King a minor deity or “merely” an Immortal of terrifying power is a hotly debated topic among sages.  Last seen in public in 0 D.Y., the Witch King almost single-handedly annihilated the Gen occupying Coznakk following the start of the Muaran Rebellion.  After defeating the last of the Gen remaining on Coznakk - the Efreet of Sulis - the Witch King prepared to take his war to the elemental planes to wipe out the Gen entirely, and only the direct intervention of Setosh could bring Muara’s god-like ruler to heel.  After grudgingly and wordlessly kneeling to Setosh in acceptance of the Djinnpact, the Witch King returned to the now-free city of Muara and retreated into his pyramidal palace in the Cavern of Mu, where he has dwelled ever since.  Only the Black Cloaks are permitted to speak in the Witch King’s name or enter his presence, and the lives of any others who dare set foot into the Palace of Mu are forfeit.

While common folk often wonder if the Witch King still lives, they don’t dare attempt to find out, as the few times the Witch King has exercised his power since the fall of Sulis resulted in indiscriminate destruction and widespread devastation.  The most recent and memorable example followed the Durau assault on Muara during the War of the Underworld.  The audacity of the Durau stirred the Witch King’s ire, and in response he animated the Colossus of Mu from the sea stones of the Bay of Serenity without stepping foot out of his palace.  Welding the stony rock of the seabed into a golem avatar 250 feet in height and thought to resemble the Witch King himself, the Witch King made his presence known as the earth itself trembled at his approach. The Colossus of Mu quite literally crushed the Durau armies, much of the western half of the city of Muara, and any doubts as to the Witch King’s continued existence before taking watch at the mouth of the bay from whence it came.
Ion

**Ion** - Is a German Tank security guard who guarded a German abandoned base.

## Description

A fairly large German tank. The title is unknown. Appeared in the story about the Armored Train. He died because of Ratte's stupidity. The view is extremely shabby. On the tower there is a folding mask made of heavy alloy.

## Armament

* The main gun caliber 88 mm.
* 2 37 mm cannons.

## Data

* He made friends with the Soviet crew of the Armored Train.
* He helped the Soviets destroy the traitor, said that the new armored crane communicated with Leviathan on the radio.
* Reconciled KV H and Ratte

## History

### Season 5

He joined the battle against the T-35, then apologized to him. He told his story to the Soviets, as well as about the conversation between the Armored Crane and Leviathan on the radio. The Soviets, having learned this, went to help their Armored Train, but before that, the T-35 thanked Jonah. Ion, not even having time to chat with his new friends, really came to his senses for a long time.

### Season 7

He was taken to a German base. He received an order from the general to help them, if he was guilty, they would send him back. At the base, Ion met among the prisoners, met KV. KV told the story of the Armored Train team and its miraculous rescue. Ion volunteered to help the KV and, thanks to a trick, obtained a T-35 suit from the Gruder Führer. Kw in it, as Ion said, became a villain in death. In the meantime, Ion watched the mopping up of his base. But KV did not tell the new comrades, Ratta and Matilda, that Ion was his, Ratte, unaware of this, killed Jonah with one shot. After that, Ion, in death, said that KV was as ruthless as that Tiger and said that it was not necessary to solve everything with revenge. After these words, Jon died.
Sea Witch

### Distinguishing Features

Multiple additional fleshcrafted arms; claws; numerous tentacles replacing legs; gills; organic fins and frills; general shapeshifting and regenerative abilities

## Summary

Uncontested in their rule of Westland for thousands of years, the Durau performed all manner of cruelties on the creatures living there, but none were as twisted and inventive as the albino Durau Immortal known only as the Sea Witch.  Operating from an island-fortress just off the Dragontooth Coast, the Sea Witch abducted creatures from all over Westland for her experiments in fleshcrafting, and those that survived were transformed into monstrosities.  Selling her successful creations as slaves to Durau across the continent, the Sea Witch was almost single-handedly responsible for creating the majority of the abominations and aberrations that plague Westland.  However, the Sea Witch was as much an outcast from her own kin as an albino Durau - resembling a red-eyed Sylvani - and she was paranoid about her clientele eventually turning on her.  Over the course of centuries, the Sea Witch perfected the art of fleshcrafting, and did not hesitate to use it on herself, granting herself numerous monstrous capabilities and a many-armed form completed with jellyfish and octopus tentacles.  Supplementing her already-formidable magics with these abominable augmentations, the Sea Witch terrorized the eastern half of Westland for centuries.

However, the Sea Witch’s reign of terror ended shortly after the death of Arakaena.  After putting much of Westland’s Underkyorians to the sword, the Kyorians built fleets of ships to assail the Sea Witch’s lair, and they overwhelmed her monstrous creations through attrition.  The Sea Witch herself entered the fray but the volume and sheer determination of Kyorian attacks threatened to overcome even her own magic and fleshcrafting.  The Sea Witch fled below the waterline of her sanctum before the Kyorians could finish her, and she has not been seen since the destruction of her coral fortress.
Buggy

**Tiny Aberration**

**Height:** 0'6"

**Length:** 1'5"

**Weight:** 7 lbs

**Likes:** Fruit, mushrooms, cuddles

**Dislikes:** Kima, loud noises

One of the bizarre mutant animals found inside the Ironlight of Ironlight Village, Buggy resembles an oversized lobster-tailed blue pill bug with only six legs and two bulbous antenna.  Of those legs, the forward-most pair have an opposable digit, and Buggy is capable of extremely basic tool use.  Although essentially animal in intelligence, Buggy seems to have a natural disposition to secrete resin and use it to build spears and nests.  That doesn't stop him from enjoying the easy food and friendship offered by Zite, however.
Summon Monster IX

## Spell Effect

This spell - of which there are nine levels, I to IX - summons an extraplanar creature, typically an Outsider or Magical Beast native to another plane or an Animal whose Challenge Rating falls into the limits described below and apply either the Celestial, Entropic, Fiendish, or Resolute template to the creature(s).  In order to summon a creature, you must have successfully added the creature to your personal list at some point prior to casting the spell, which requires you to have encountered or learned about the creature and succeed at a Knowledge (Planes) check about the creature, typically with a DC of 15 + creature’s CR, in order to properly identify the exact details of how to summon the creature.  Some creatures may have a higher or lower DC, and the GM may rule that some creatures cannot be summoned through *summon monster*.

The summoned creature appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one such creature whose Challenge Rating falls within the range given for the level of *summon monster* spell cast, or multiple creatures of lower Challenge Ratings, as indicated in the table below. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish), and spells or spell-like abilities with a duration longer than 1 round per level end once the creature disappears.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.  Animals summoned with *summon monster* are summoned with the Celestial template if you are good, the Entropic template if you are chaotic, the Fiendish template if you are evil, and the Resolute template if you are lawful.  If you are neutral or have multiple templates that could apply, you may choose which template to apply to the creature.  Such creatures always have an alignment that matches yours, regardless of their usual alignment.  Summoning these creatures makes the summoning spell's type match your alignment.
Ilaira Nightraven

### Distinguishing Features

Translucent purple-black feathers; glowing tattoos; general shapeshifting capability

## Summary/Background

A powerful and cold-hearted Fey of the Raven Court, Ilaira Nightraven is little more than an assassin by mortal standards, but among the Raven Fey she fulfills a sacred role.  Dispatched by the Raven Queen as her emissary, Ilaira's blade is named the "Kiss of the Nightraven" and considered the judgment of the Raven Queen herself, which Ilaira Nightraven fulfills with dispassionate indifference to either the merit or severity of the judgment.  Rumors and legends hold that the black starglass Kiss of the Nightraven can either slay the very soul itself along with the body, or trap it for delivery to the Raven Queen for further, greater punishments.  Whether either of these claims are true or not, the Kiss of the Nightraven is merely one tool in Ilaira's arsenal, and between her inherent Fey magic and mythic agility she is a danger even to some gods.

Over thousands of years, Ilaira Nightraven has led and ended countless lives, and is purported to have both fathered and mothered at least 50 Half-Fey children and 20 full-blooded Raven Fey, though Ilaira's lineage is a closely guarded secret.
Bysri

### Notable Physical Traits

Tail; Horns; River Dragon Fins and Frills (~10% of population); 2-6 Large Whiskers (~10% of population)

## Physical Description

Easily the most reptilian of the Dragonfolk races, Bysri resemble slender anthropomorphic lizards with small dragon horns and sometimes vestigial frills on their jaw or head.  Some Bysri also possess fleshy “mustaches” hanging from their upper lip, though these growths are as common among both sexes unlike humanoid facial hair.  All Bysri also have vestigial claws on their digits that are ineffective in combat, and despite appearances a Bysri’s horns are about as dangerous as the Human skull.  Bysri have slender tails roughly half as long as their body’s height, and a small percentage have frilled fins running parallel along the tailbones.  Like other Dragonfolk, Bysri walk digitigrade.  Bysri have somewhat heavy texturing to their scaly skin, augmented by slightly thicker and much larger plates on the torso, hips, and along the spine.  Bysri tend towards green, blue, or brown colorations, but yellow, dark red, black, gray, and white are not unknown, and most have duotone hides with lighter bellies, chest, throat, and inner limbs.  However, despite a rough appearance, Bysri scales are individually quite smooth and well-groomed Bysri resemble polished river stones.

Bysri have a much lower degree of sexual dimorphism than Humans and non-Bysri often have difficulty distinguishing the gender of a Bysri without clothing and decorative cues.  Bysri have no mammalian characteristics, but do give live birth.

## Game Rules

* +2 Dexterity, -2 Strength, +2 Intelligence: Bysri are coordinated and remarkably bright, but not physically impressive.
* Reptilian subtype: Bysri have both the Dragonfolk and Reptilian subtypes.
* *Swimmer (Ex):* Bysri have a swim speed of 30 feet and the normal +8 bonus on Swim checks possessed by creatures with a swim speed. (Swim - 2 RP)
* *Darkvision (Ex):* Bysri have darkvision out to 60 feet. (Darkvision - 2 RP)
* *Deep Lungs (Ex):* Bysri can hold their breath for a total number of rounds equal to their Constitution score x 4 before they risk suffocating.  (Hold Breath - 1 RP)
* *Dragon Skin (Ex):* Bysri enjoy a +1 bonus to their natural armor.  (Natural Armor - 2 RP)
* *Knowledge of the Mountain (Ex):* Bysri have a +1 racial bonus to Climb and any one Knowledge skill.  Bysri always treat these skills as class skills.  (Skill Bonus - 2 RP and Skill Training - 1 RP)
* Automatic Languages: Bysri and one Trade Language
* Bonus Languages: Any Trade Language, Orcish, Goblin, Abyssal, Infernal, Ignan
Dwarf

## Physical Description

Dwarves are a relatively short and stout race of Manfolk with physical characteristics similar to Humans, one of their closest racial relatives. Dwarves exhibit a facial structure similar to Humans, but their features tend to be more block-like and possess better definition than in Humans, particularly with regards to the brow, jaw, and nose. Dwarves are covered with skin of varying degrees of coarseness, though males are generally rather hairy and often have rougher skin textures; Dwarven females generally have slightly less body hair and smoother skin.  Dwarves have modest amounts of hair that grow from their head, much like other Manfolk and Elfkin races; Dwarven males generally wear their hair short, while Dwarven females often wear their hair longer.  Dwarven males generally are capable of supporting rather impressive beards, but contrary to popular belief not all Dwarves have beards either due to genetics or culture (Dwarven women lack them entirely, and insinuating otherwise often stirs Dwarven men to fighting as matters of honor).  Dwarven hair is usually of a dark coloration, with the most common color being black or dark brown, but it is not unheard of for red-haired Dwarves to exist; blonde Dwarves, however, are very rare and other colors are unnatural.  Like other Manfolk, Dwarven hair loses color with age, with old Dwarves often sporting a head of silver or white hair.

Dwarves have a degree of sexual dimorphism comparable to Humans, though both males and females are typically of similarly stout and compact statures. Male Dwarves are, on average, slightly taller and notably heavier than female Dwarves.

## Game Rules

* +2 Constitution, -2 Charisma, +2 Wisdom: Dwarves are tough and perceptive, but rather gruff.
* *Slow and Steady (Ex):* Dwarves have a base land speed of 20 feet, but their speed is not reduced by encumbrance or armor.
* *Darkvision (Ex):* Dwarves have darkvision out to 60 feet. (Darkvision 60’ - 2 RP)
* *Combat Training (Ex):* Dwarves have a +4 Dodge bonus to their Armor Class against creatures of the Giant subtype, and a +1 racial bonus on all attack rolls against creatures of the Elfkin and Giant subtypes. (Defensive Training, Lesser and Hatred - 2 RP)
* *Stability (Ex):* Dwarves have a +4 racial bonus to their CMD against bull rushes and trip attacks when standing on the ground. (Stability - 1 RP)
* *Hardy (Ex):* Dwarves have a +2 racial bonus on saves against poison, spells, and spell-like abilities. (Hardy - 3 RP)
* *Weapon Familiarity (Ex):* Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. (Weapon Familiarity - 2 RP)
* *Stonecunning (Ex):* Dwarves receive a +2 racial bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors.  They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. (Stonecunning - 1 RP)
* Automatic Languages: Dwarven and one Trade Language
* Bonus Languages: Any Trade Language, Giant, Gnome, Goblin, Orc, Terran
Silver Crown

## Description/Background

The former palace of Setosh on the Material Plane, now occupied by the Rocian Empire and the personal domain of Emperor Dominus VII.

## Notable Historic Events

* 3864 DY - Setosh is killed, leaving Silver Crown vacant.
* 3865 DY - Holus Sanrim crowns himself the first Emperor of the Rocian Empire from the pinnacle of Silver Crown.
Dreadfang

## Summary/Background

In the midst of the Second Dark Age, Dreadfang was the greatest threat imaginable to Eastern Arcazia, and had the potential to spread his reign of death across half of Coznakk until his defeat at the hands of the Arcazian Clans under the leadership of Lorik Hammerhand.  Though he had transformed the ruins of Kurad-zur, one of his greatest conquests, into a mighty stronghold, Dreadfang and his draconic followers were unable to prevent the sheer numbers of Arcazians from eventually overwhelming them in the six-week-long Battle of Dragonfall. Ultimately, Dreadfang's arrogance and contempt for "lesser beings" prevented him from admitting defeat, and in the end was overwhelmed by a combination of sheer attrition and Lorik Hammerhand's martial, tactical, and strategic skill.

At the time of his death, Dreadfang was an enormous and truly Silver Dragon over 1200 years old, and his hide was covered with scars from a long life of conflict with humanoids.  As he grew older, he came to view humanoids as a pestilence upon Seedorus, and began augmenting his already-impressive natural armor and weapons with specially-crafted mithral plate barding and adamantine claw covers, recognizing that if he was to be seen as the leader of dragonkind fit to wipe out mortals he needed every edge and to look the part.  His weapons and armor are now on display at Western Hold along with his skull after his defeat.
Into the Multiverse

## Infinite Possibility

Creation is but one thread of a Multiverse where everything is not only possible, but extant. For every moment in time, every point in space, there exists a complex relationship between past, present, future, and the nature of reality itself. In some realities, such as Earth, magic simply does not exist, and the laws of natural physical forces reign supreme. In others, such as Earth's twin Terra, magic is simply another part of natural law, and though different from the Material Plane of Creation, magic is not an inscrutable and unattainable power, but merely another part of science. Other realms are mirrors of others, such as Ataeus or Redwash, where the course of history may have diverged in ways insignificant or vast, and others might reflect past or future instead of the present, such as The End of Time.

## Charting the Infinite

Of course, fully charting an infinite Multiverse is an act of futility, but there are some alternate realities that are documented sparsely in the annals of Creation's own history. The following is merely a glimpse into the greater reality that lies all around Creation, in much the same manner an ocean surrounds a single drop of water.