recursal/Fanatic-Fandom huggingface dataset:
Gormar

Gormar was one of the oldest and first gods to emerge, the God of Forge, Elemental Lord, Father Foundation, the one who grant the Mundane World and other mortals its stable structure to live on. The creator of the Titans, Elementals and the Gwarven Race, he fuels his power from the acknowledgement of the elements from mortals and the practice of craftsmanship. Being so, most who worship it are gwarfs, craftsman, alchemists, artisans, smiths and also elementals.

Gormar first created the four Titans each imbued with an element and a fragment of the Deity of the Forge the erupting “Titan of Fire” Surtr, the flowing “Titan of Water” Aegir, the whirlwind “Titan of Air” Skrymi

r and the sturdy “Titan of Earth”. From that connection between the Titans and the Deity of the Forge a golden dust was created to serve as fuel to “The Great Forge”. From the Titans came the sentient elementals. Although when creating the Gwarven Race and infuse it with some golden dust it’s properties got extremely diminished providing some unwanted side effects in the early decades of the race.

On his demise, it was vanquishing from existence itself and therefore the fuel of the deity of the Forge was lead by the remaining fragments and transferred to a suitable successor, a gwarf from the early years Frum Burour. Due to the fragments of the deity in the Titans the Structure of the Mundane World maintain its stability until the Council’s Approval.

#### **Preferred Materials**

The elements, ores, crystals, forges and so on.

#### **Rituals**

* Unlike other deity's The Forges ritual are purely the glorification of elements and preparation of craftsmanship.

#### **Peculiarities**

* The pontiffs of the Forge are Mastercraftsman.

#### **Complications**

* Gormar does not share the same mortal compassion for life as Gaia.

#### **Holy Weapon**

Golden Gauntlets allowing to focus the art of element creation

#### **Angels**

Gormar Angel's are usually imbued with an element
Geopolitical

## Appearances

Season 3

Geopolitical was well educated and a well-known politician in Brimstone.

A few years before the Supressionist war, Geopolitical decided to advocate for the Stentor Empire not to participate in it and simply surrender.

This event enraged everyone around him and Geopolitical suffered an attack orchestrated by several powerful groups who wished for war. It was devastating. In 10 minutes Geopolitical lost his dog, his wife, his son, his house, and even his identity was taken via a special secret technology known only by the Stentor...

Geopolitical realized he had lost touch with his family's long running tradition of the "Titanic cover-up fist" martial art - an unconventional physical fighting style that had fallen off since ranged weapons had become powerful. He divised a plan where he could reconnect with his family traditions while rising to the top of martial arts sports in order to reveal his true identity to the public and expose the ones who screwed him.

Over the years, Geopolitical realized he loved martial arts more than anything. His demeanor changed as he went down the rabbit hole of martial arts and was approached by The Stentor special forces, who offered him a way for immediate revenge and a relevant role to play in the by then inevitable war that was to come. Geopolitical accepted!

After the Supressionist war, the events of season 3 took place.
Bloodthorn Dagger

A curious dagger with a broad, curved blade of ruby, typical of blades used in sacrificial rites. It is decorated with eschatological and marine motifs, inlaid in gold.

## **History**

This ruby dagger belonged to Alerion, village alchemist and local cult leader. It was taken by Koltar Raniac after saving a village from said cult, whom wished to summon a demon in order to bring Alerion's loved one back to life.

## **Abilities**

### **Vampire Blade**

When you make a successful attack performed with the Bloodthorn dagger, you may expend a charge to heal you for half the damage inflicted, rounded up. Excess healing is converted into Vitality, which can be stacked.

### **Blood Crux**

You may, when casting a spell, spend a charge to consume any amount of Vitality in place of Numen, at the rate of 10 Vitality per one Numen.
Combat Rules

A typical combat encounter has two or more sides trading a variety of spells and attacks. Although narratively speaking, all characters act at the same time, this is difficult to simulate in a gaming setting. To this degree, in order to keep battles organized, Combat in **Eternal Odyssey** is divided between turns and rounds, first beginning by drawing Initiative.

**Initiative**

At the start of combat, all participants draw a card and add their Agility. The GM will then note down the initiative of the various characters, with higher numbers acting first, and lower numbers acting later, creating an initiative order of turns in which all characters are able to act once. When a PC is tied for initiative with an NPC, the PC goes first, while if a PC is tied with another PC, the players can decide who goes first, defaulting on the highest Agility, otherwise the GM decides the order.

**Turns and Rounds**

Once initiative is set up, the highest initiative takes their turn first, with characters going around taking their turn, following the initiative order. Once the last character in initiative takes its turn, that’s when the round ends and the next round begins, with the first person in initiative order taking their turn again.

Since, narratively speaking, all turns occur at the same time, each turn and round count as the passing of 6 seconds.

**Taking Your Turn**

On Your Turn, you can take up to 2 Actions, and any action you attempt to take on your turn will always cost you 1 Action. Characters are able to take the following actions:

Many features and abilities may provide additional options for your action usage, and you can always forgo taking any of the actions, doing nothing on your turn.

**Reactions**

When it’s not your turn you also possess 2 Reactions that you regain at the end of your turn. However, any reaction use comes at the cost of an action on your following turn. Making it possible for you to spend all two Reaction before you take your turn, leaving you with no available actions on your turn.
Chosen Ones (Special Race)

### **Description**

Chosen ones are created when an unborn creature is given a different experience or concept from the land (aKa an elemental check DnT races) becoming half elemental in the process. When born they appear normal on the outside, but in reality they resonate with the element gaining access to powerful magic combined with an big pool of mana. The fact that these creatures are born with elemental powers makes them(and the people around them) think they are special with many of these being nicknamed "Chosen One".

Nothing about them was "chosen" per se, though... as they are the work of Laufey, the god of change, who thrives on chaos, deception, and the overthrowing of the natural order of things (aKa the dude who was present when the Lads ascended at the end of season 2) By guiding his disciples or by doing it himself Laufey infuses the elements as a sort of prank and enjoys seeing from a distance where it will go.

How strong these chosen ones are depends on: who did the ritual to infuse an elemental into an unborn; how strong was the unborn going to be in the 1st place; how strong was the sacrificed elemental.

The previously mentioned ritual vaguely consists of entrapping an elemental and a pregnant creature followed by cursing the mother with said elemental's magic within its own last breath. The mother should die when in childbirth and the newborn will become a chosen one.

The born creature is considered to be its own race until death.

It is common for the chosen one to temporarily rise up after death. When this happens the elemental that had been infused inside the unborn is brought back but lets its previous vessel take over anyway because it feels the vessel strong wishes and emotions and resonates with them. This gives the creature a last opportuniyy to tie its loose ends before it inevitably fades away forever.

Lastly, to give an idea of how rare they are: there is usually 1 every 100 years but even then its powers are so weak they go by unnoticed. Only 1/5 of chosen ones realize their powers and only 1/25 get strong enough to use them convincingly.

### **Abilities and passives**

**One with the ELEMENT** - The creature can absorb, modify and release an element as best they can.

**Element with the ONE** - If upon death the creature has a strong wish or willpower then it can remain alive for a limited time supporting its own existence with its stored up elemental power. If they aren't very proficient at managing their power they will lose all their mana and die once more, but if they are able to spend the minimum mana required to fuel their existence they can keep alive for a limited time until they run out. In this state, it's harder to control the elements meaning fights tend to be quick and end with large bursts of magic.
Numen

Magic is the ability to alter reality by influencing the rules that underline and constitute existence. Learning and comprehending the ways of the universe allows for the formulation of these essential Rules, whilst the soul – the purest and most primordial fragment of existence – serves as the interface with which they may be applied. Thusly, any creature is capable of using magic when equipped with sufficient knowledge and practice. However, the soul has its restrictions, be they its vessel or the risk of its own expenditure, limiting the use of magic. The “amount” of soul that can be utilized is called Numen, the magical energy necessary to the casting of spells and abilities.

### ***Your character’s Numen***

Your maximum Numen at first level is equal to 10x your Willpower modifier (minimum of 10). When leveling up, you increase your Numen by 10, adding your Willpower modifier to the total.

### ***Recovering your Numen***

Like your Condition, you recover your Numen by resting – at the rate of 1/5 of your maximum Numen, rounded up, by hour spent resting. Alternatively, you can choose to take a level of Exhaustion to immediately recover half of your maximum Numen.
Luke Simitar

###### -Luke Simitar before killing Jet Set for no reason

Luke Simitar is an experienced greedy bounty hunter that has travelled through several countries doing jobs.

When he heard the Ladian Empire was retaking land and paying for monster kills he saw an opportunity to make a living doing what he did best.

After successful ventures he loved going to the Lad town Secs district and spend some quality time there. He also drank a lot.

In the event Batlle for Tops I he kills Jet Set in the midle of a fog circle because he was drunk and wanted to stop the comotion and save the day somehow.

He then got arrested by Wuscas Muscas and the Lad town guard.
Sara Orilen

## Appearances

Season 2

The second oldest of Talio´s adoptive children, Sara like his adoptive brothers were rescued by The Lads in their small town during the evens of season 1.

Her biological parent never spent much time at home, leading to Sara to be very self-reliant for her age. When they were adopted Talio quickly realized her smarts and potential, and with training and time she became a very capable fighter and an even smarter strategist.

Now she takes the role of boss in the Millefiore family, whenever Talio and Gareth are away or busy, which happens more often than not.

Adoptive Father: Talio Heinrik

Brothers: Link Venfir, Rose Helejor, Tom Faeris
Owa Betsy

Season 3

###### - Owa a secong before spearing Kichirô

Owa Betsy is thersian who had her clan wiped by pirates when she was a kid. The pirates that destroyed her village did not notice she hid in a barrel on their boat. They were later apprehended by the Ladian Marines.

She downed Kichirô once with a spear in the Batle for tops I event.

It is known Dundee developed a crush on her ever since that event.

Dundee tried to talk to her after he came from the Island but she rejected him, in his next mission Dundee died a virgin.
Testimonial Medium

Testimonial mediums make use of a Covenant with a mystical entity - a Patron. The Covenant allows the user to borrow the powers and authority of their Patron as a conduit for casting spells. The nature of the Covenant can vary; the user may be siphoning the power of their Patron without their knowledge or consent; they may be serving their Patron dutifully and receive their power as a reward; or the power of the Patron may be given freely due to their relationship with the user. The only constant between these types of mediums is the necessity of a Testimony of the user's bond with their Patron, which serves as a port for its powers. Testimonial mediums are typical of religious schools of magic.

**Spell-Casting Attribute**

Your Spell-Casting Attribute for spells cast trough a testimonial medium is Glamor, as its dependent on your ability to deal with capricious powers.

### **Components**

To cast a spell trough the Testimonial method, the user must bear at least one [Testimony] of their Covenant on their person. The [Testimony] can be any item or depiction associated with their Patron, such as a religious icon, a holy weapon, a grimoire bearing intricate drawings signifying the Covenant, or even a tattoo of their patron's symbol or visage. The terms of the Covenant - the rules, and what is expected of the user - must also be stipulated.

### **Point-of-Origin**

Spells cast trough a testimonial medium will originate from the [Testimony] of the Covenant. Should the pattern be restrained or disabled, spells cannot be cast. If the Covenant is broken, spells cannot be cast.
Locked Archipelago

The Locked Archipelago consists of 3 major islands and 6 smaller ones.

As of 539 HE it is surrounded by a high speed thin current of water that will cut through any boat that touches it... This has made the Archipelago not only get behind in technology, but also to develop its own weird cultures around whatever tales people had. And since most people to arrive along the times have been sailors - known to be some of the most gullible and superstitious people - there really are some weird cultures in here.

Climate wise there is not much difference between Koruthar.

The Locked Archipelago is visited by players for the first time in Season 3 in the Vulcan Team Island Arc in order to figure out why or how the Aquitar invasion happened. For more details on culture and factions read their adventures.
Koruthari

The Koruthari's history is that of the Empire of Koruthar. The denomination evolved from the high elves' sense of pride and superiority; their mythology, and the romantic notion of the universal empire inherited from the times of dragons. Their covenant with Kvasir placed 'Him' as the highest among the gods in the elves' minds, elevating an ethic of erudition, pragmatism and empiricism among their culture. Their nation's imperial status - a symbol of custodianship over the mortal races - exacerbated the elves' sense of superiority. When the Empire of Koruthar entered its golden age, its technology was leaps and bounds ahead of other nations, the only factors that curbed its expansion were infighting and the vast Treacherous Sea that isolated their continent from the eastern realms. The empire eventually became the seat of the Apostolic See.

The Koruthari were recognized as the main branch of the Brytite faith until the collapse of the Empire of Koruthar in 524 H.E., during the Plague of Shadows. Most of the faithful died due to the event, and most of those that survived eventually converted to a western denomination when they took refuge in Whorlaynd, or degraded into demon worshipers. The rest eventually became the first faithful of the emerging Ladian faith. The Koruthari denomination never recovered, though some high elven clans still cling to it as a reminder of their past glory.
Deck and Gambit

As explained in the How to Play section, **Eternal Odyssey** uses a special deck of cards, individual to each player, to resolve effects and run combat. All character start the adventure with the same standard Deck, comprised of 30 cards, whose composition can be seen below:

However, **Eternal Odyssey** possess two more card zones, the Exhaust Pile and the Gambit. Once a card is drawn from the deck, the card is sent to the Exhaust Pile, unable to be used or drawn again, until the game’s rules compel the Player to shuffle all cards in their Exhaust Pile, back into their Deck.

However, if the card bears one or more of the three symbols (Might, Numen and Fate), and the draw was not done as part of an Ability Check, the card is sent to your Gambit instead. While in your Gambit, the symbols on the cards can be expended to pay as cost for using abilities, casting spells, and various other mechanics. Whenever one or more cards are expended in this way, you must reshuffle your deck, shuffling the expended cards in your Gambit and all cards in your Exhaust Pile, back into your deck.

Your Deck will remain mostly the same throughout your adventure. However, by obtaining features and attainments in Ways of Magic or Ability Trees, special cards may be directly added to your Gambit at the start of every day, instead of being added once drawn, granting you resources that can be spent on casting spells and using abilities. Once these added cards are used, they are shuffled back into your deck, and can be drawn and used once again like any other card in your deck or Gambit.

Whenever you do a Long Rest, remove all added special cards from your deck and return them to your Gambit, replenishing your resources for the day, and returning your deck to the standard 30 card character deck.

These special cards added to your Gambit are divided between the four Stratums, increasing in power with higher stratums. When you add a card to your Gambit, note down which card you added on your character sheet, under the “Gambit” section. You can only have one copy of each card added to your Gambit, and the list of possible cards added to your Gambit can be seen below:

If taking a feature or attainment makes you add a card bearing a certain type of symbol (such as Might, Numen or Fate) from a particular Stratum, and there are no available cards with that symbol in that Stratum, select a card bearing that symbol in a lower Stratum instead. If that is also impossible, simply select another card in that Stratum, or below.
Elise Raniac

### Background

1st born daughter of Koltar Rainiac, Elise grew up in his house with her stepmother and brothers while keeping in touch with her real mother. At her father's request she learned an instrument - the flute, but never really indulged in music since she preferred sciences. This lead her to visit the mage tower a lot and learn about magic and the world. She grew up fast taking care of her brothers when her step mom wasn't around while reading books and self indulging in the Lad Towns friendly environment. She has been trained by her father BUT she hates fighting. Having learned only 1 pure damage spell.

She has a candle so she can use the fire truth spell. She learned that spell so that she could catch her younger brother when they lie to her.

### Character

She is Quiet, thoughtful and has a Good Heart. Her values are the same ones as Vin Diesel in the fast and the furious. But she flusters hard when embarrassed is kinda insecure. Trust's people too much(foi à catequese).

### Season 3

Elise participated in the tournament of the golden fist tournament 1 and lost to Rodrik in round 2 after defeating a masochistic crusader from the Kingdom of man.
Clyde Magnus

## Appearances

Season 1, Season 2

As per the rules of the Empire of Koruthar, the Grand Emperor would always have a council of the 5 most powerful wizards by his side to advise him.

One of these wizards was an elf by the name of Ludeg Mancys, a priest of Kvasir who quickly moved up the rankings to become a famous and beloved figure in the empire. However, Ludeg quickly grew arrogant of his magic prowess, especially in his later years.

When Ludeg started to approach old days and his natural death, he took on the ultimate challenge. He would create a spell capable of extending an elf's life indefinitely.

The Emperor at the time quickly rushed to fund this research. However, he had to do so in secret, for the spell would violate Kefka´s most holy rule.

As he grew closer to his death he accelerated his research, spending most of his time indoors. Most people began to believe he went completely mad. However, one day he decided it was time. He had created a spell that would revert the user´s body back to a young age while keeping all the memories.

But, as fate would have it, the spell backfired. Not only did it revert him back to a much younger age, that of a 10 year old, but it also eliminated all his memories. However, he was able to keep his soul´s magic prowess and potency, and some information on the inner workings of magic from his later years.

The Emperor was then presented with a 10 year old with the magic power of an old powerful wizard. So to avoid the plot´s discovery, and to increase people´s faith in the royal family, the Emperor renamed the boy “Clyde Magnus” and appointed a priestess of Kvasir to guard over him and teach him to control his immense power.

Clyde Magnus would then spend 2 years touring the country as “The Boy Prodigy”, son of the two most powerful wizards in the world and proof that the Elf race was the one with the most potential.

When Clyde was 12 he met The Lads at a noble party, and made quick friends of them. His portal and teleportation abilities came in use during the final confrontation between The Lads and Mister P during the end of season 1.

Now Clyde Magnus is part of the Ladian Empire, serving as the minister of magic and grand master of the wizard school in Lad Town.
Dagger of Holding

A steel dagger whose blade doesn't really exist, yet can somehow be used for storage.

## **History**

Once a normal dagger, it was thrown by Koltar into one of the Ur-Tears that permeated the Frozen Wastes. After crossing the tear, the dagger no longer possessed its back edge. The remaining dagger seems unaffected by this.

## **Abilities**

### **Shadowgate**

The posterior of this dagger possesses an interior space considerably larger than its outside dimensions, which can be used as storage. Roughly 30cm in diameter at the mouth, the space quickly expands into a 2-by-2 meters cube. The space can hold up to 200kg before starting to increase in weight. Retrieving an item from the dagger requires an action. If the dagger is overloaded or breaks, it ruptures and is destroyed. Its contents cease to exist. Creatures inside the dagger can survive up to a number of minutes equal to their GLA. If they block out all of their senses, they may instead survive up to 10 minutes.
Ancient Gold Dragon

The Gold Dragons are considered the rarest species of dragons, and they are usually never seen in direct confrontation, having taken a more passive and leadership role during the Punitive Wars.

Not much is known about these mysterious dragons, but they are quite famous for their incredible intellect and mysterious control over gravity and time. Records found after the war reveal that the gold dragons wrote in a slightly different language that the other dragons, with such scrips remaining unreadable by the mortal races to this day.

The gold dragons are also unique in the way that they refer to their leader. Although all dragons refer to them as “Dragon King”, when dealing with matters inside the order they prefer the term “Ancient Master”.

 **Armor Class:** 22 (Natural Armor)
**Hit Points:** 567 (30d20 + 252)
 STR
 15 (+2)
 **Saving Throws:** DEX +7, CON +16, WIS +9, CHA +13
**Skills:** Perception +16, Stealth +7
**Damage Immunities:** Thunder
**Senses:** Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
**Languages:** Common, Draconic
**Challenge 24** (62,000 XP)

**Divination.** The dragon can replace any attack roll, saving throw, or ability check made by him or a creature that he can see with one of his foretelling rolls. The foretelling rolls are (1, 1, 1, 20, 20)

**Caster Level:** 18th

**Bite.** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
**Claw.** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 10) slashing damage.

**Action 1:** **Time Statue.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become petrified for 1 minute, turning into a sand statue. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it.

**Action 2: Time Stop (9th Level Spell).** The dragon briefly stops the flow of time for everyone but itself. No time passes for other creatures, while the dragon takes 1d4 + 1 turns in a row, during which he can use actions and move as normal.
This spell ends if one of the actions the dragon uses during this period, or any effects it creates during this period, affects a creature other than itself or an object being worn or carried by someone other than him.

**Action 3: Forced Gravity and Time.** The dragon conjures an aura around him for up to a minute, bending the laws of space and time. Creature within 120ft of the dragon have their speed halved, and whenever the creature makes more than one weapon attack on a turn or casts a spell that isn’t a cantrip, they take 14 (4d6) psychic damage.
Oswald McStrongmen

## Appearances

The Dark Idol (Mentioned)

Oswald McStrongmen was an occult scholar and explorer from the McStrongmen clan. Much of his past hos unknown but during his active years as an explorer, he collected many eldritch artifacts and gained a reputation as a capable occult scholar. This reputation led Duke Hayor Gesrorben to invite him for an exposition on the occult.

Oswald was killed accidentally by Edward Connely in 539HE on his way to the Duke's exposition.
Attainment

Attainment represents the sum total of one’s experience, knowledge and depth of understanding of a skill or system. It is an extremely relevant attribute in the realm of magic, as your understanding of a school directly translates into your understanding of reality (and vice-versa), opening up new ways of manipulating the world trough magic or technique. Higher Attainment levels grant you new magical Effects, decrease the Numen cost of spells of that School and allows you use inductive reasoning to utilize the effects and strengths of other Schools or Ability Trees.

Each level of attainment unlocks new Effects or Perks. There are a total of four levels of Attainment: Ordinary, Master, Grandmaster and Scion.

### ***Ordinary***

Ordinary Attainment represents the depth of understanding expected of a common practitioner of a skill, giving you some initial Effects and allowing you to combine up to two of them when creating a custom spell. You also gain a +2 proficiency bonus to the skill, including your Spell-casting modifier and Spell Save DC. Getting an Ordinary attainment in a school of magic costs 5 Kavana.

### ***Master***

Master Attainment represents the proficiency of an experienced practitioner, who use their skill in such a refined manner that it could be equated to art. This is the first step towards enlightenment and the understanding of a system. A Master can combine up to three Effects of their school when creating a new spell, and the Numen cost of all effects of your school are ¼, rounded up, cheaper for you. You also gain a +4 proficiency bonus to the skill, including your Spell-casting modifier and Spell Save DC. Getting Master attainment in a school of magic costs 10 Kavana.

### ***Grandmaster***

Grandmaster attainment is rare, being unreachable without some degree of talent. At this level, the understanding of one’s school is so profound that they can apply it to other sectors of the word, allowing them to induce the workings of other systems trough their own and achieve effects that would only be realized trough said systems.

With an attainment of Grandmaster, you can use the effects of other schools and skills that are unlocked at one level of Attainment lower than your own – at twice their usual cost. Additionally, you can use four effects when creating a custom spell and the Numen cost of all effects of your school are half as expensive for you. You also gain a +6 proficiency bonus to the skill, including to your Spell-casting modifier and Spell Save DC. Getting Grandmaster attainment in a school of magic costs 20 Kavana.

### ***Scion***

Scion attainment represents complete understanding of your school, to have a level of knowledge, inspiration and instinctive precognition only comparable to a deity. With Scion attainment, all effects only cost half as much Numen, and you can use up to six effects together when creating a new spell. You also gain a +8 proficiency bonus to the skill, including your Spell-casting modifier and Spell Save DC. Getting Scion attainment in a school of magic costs 40 Kavana.
The Hunting Grounds

The simplest realm to explain, know has the “Paradise of hunters”. It’s a plane entirely made of untamed wild, populated with powerful creature to hunt, or be hunted by.

  It contains all the biomes found in our world, from a great desert populated by great worms, and gigantic scorpions, to a land of mountains populated by great eagles and over muscular sheep.

  The most remarkable thing in this realm however, is the strange properties that grants to its visitors and habitants. Whenever you eat something, you gain some of the creature’s powers and abilities.

  Of course, this also works the other way around, so what it may initially look like a regular bird, may in fact be a flying snake with powerful poison. So caution is always advised.

  The overseer of this realm is Acteon God of the hunt, aside from him only minor deities live, like beast who have evolved beyond the state of mortals. Know has “The Divine Beast”, these are very powerful creatures that shouldn’t be trifled with.

Some transcripts refer to all these Divine Beasts as once part of the same entity, but not much information has been found to corroborate this information.
Tiferet

Tiferet is the upper right sea area as seen in a simplified layout of the Astral Realm, and corresponds to the Cardinal of the Seeker. It is most strongly influenced by the element of earth, boasting greater islands and potent crystals and metals. These act in a similar manner to the reflective surface of the Starlight-Crystal Wall, absorbing and storing information and changes on the currents of the astral seas. Instead of factual information and the meaning of phenomena, they instead contain fragments of divinity - mystical truths, Numen, the composition of the ether, the nature of the dimensions, the true name of gods and the vestiges of the Wheel. Thusly, despite lacking the wealth of Gebura, the significance of Yezod and the utility of Chesed, Tiferet is of great importance to those in the path to enlightenment and ascension. Most of the creatures that inhabit Yezod are aligned with earth, mind, rule, light and time magic.

The Tiferet sea has some degree of authority over understanding, balance and beauty.
Sleight of Hand

Agility(Sleight of Hand) checks are called for whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person. The GM might also call for an Agility(Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.
The Feywild

The Feywild is realm of untamed life and magic. While not the most chaotic of the realms, any untrained or underprepared adventurer will, most likely, not survive very long. Trees that seem quiet just a second ago, suddenly wrap you in vines until your spine breaks. Or you can find yourself felling hungry, only to pick up a delicious locking berry and be transformed into a mushroom with a shape of a man. Needless to say that this realm is a very strange one, making it hard to navigate in, luckily for us adventures there are many creatures whiling to give us a hand, such as Centaurs or Fey creatures like fairies or Satyrs. Bargaining with such creatures is a tricky task all on its own however, Centaurs are fairly civilized and are for the most part very nice creatures, and will only ask respect for the forest and compensations for their work, but Fey are known to by quite the tricksters, they might steal some food without you noticing or give you a fruit that turns your skin green just because they think it’s funny, they may act in an almost “childlike” manner, but don’t underestimate them, some of these creatures have powers beyond what any mortal can hope to achieve.

  The layout of the Feywild is relatively simple, the outer zones of the forest are relatively safe, the deeper you go the more dangerous it becomes.

### **The Archfey and the “Cilirian Courts”**

  Knowing the politics of this realm is extremely important, knowing who to help and how will prove to be a great help for those seeking favors and treasure. The Feywild is ruled by Gaia and the 4 “Cilirians Courts”, each court is represented by one of four seasons, autumn, winter, spring and summer. These courts are independent of each other, and actively trick and fight each other for control of days of the year.

Each court is composed of many different fey, and is ruled by an “Archfey”, a powerful fey who embodies its season.

### **The Tree of Life**

  This godly tree stands in the center of the Feywild, and is the lair and residence of Gaia herself. Said to be the link between all life, and the most beautiful place in the universe, people who arrive at this place lose themselves in its beauty and wish to remain in this place forever.

### **The Warmth Centaurium**

Sanekoryus due to his devotion and service to appease Gaias ways, Gaia concede, as Sane managed to achieve his place as one of Gaias Subordinates, a place of his own, within the Realm of Nature “The Feywild”, attributing the main task to look over the Centaurs. Therefore, Sane created a forest in a shape of an open like arena to welcome the Centaurs who have gone beyond the Mundane World named “The Warmth Centaurium”. Within this place Sane manages it the assist from Shogty a ghost servant made from Sane and plantoid animal-like creatures that were created and are bond to Sane, so the newcomers get a warmth and good reception. In the center of the arena relies a circle platform from where the Centaurs arrive, get received and sent to their new place within the Feywild. There’s a large cat bed like made with plants and trees some meters in front of the platform where Sane and Shogty welcome newcomers.
Sensory Medium

Sensory mediums are based on the mystical portent of bodily senses. Typically, users of a sensory medium can only use one of their senses to channel their powers, either due to the nature of their power or due to the intensive training required to unlock it. Sensory mediums are used by those whose powers come instinctively to them, or by well-trained elites who appreciate the effective simplicity and stealthy nature of these mediums, such as assassins and intelligence operatives. Very rarely do magic systems with this medium spring up outside of these demographics.

### **Spell-Casting Attribute**

Your Spell-Casting Attribute for spells cast trough a sensory medium is Physique, as it depends on the aptness of your bodily senses.

### **Components**

To cast a spell trough a sensory medium, the user must be actively detecting the target trough their particular [Mystic Sense] - which must be chosen when creating a system with this medium. If the user cannot detect a target trough their [Mystic Sense], they may not select them as the target of the spell, though they will still be affected by area effects as normal. If the user stops perceiving the target trough their [Mystic Sense], they'll break Concentration. Instantaneous spells and those that autonomously affect the target after being cast will function as normal.

### **Point-of-Origin**

The point-of-origin for spells vast trough a sensory medium is any point in space that can be perceived trough the user's [Mystic Sense].
Ancient Sapphire Dragon

Almost opposite of the Red Dragons, the Blue Dragons have a weaker physical ability, but compensate greatly by using their advanced intellect and mighty magical affinity. They prefer to fight from afar, using long range lightning breath, potent spells, and complex summoning abilities.

Most frightening of all however, is their unique ability to change the laws and composition of reality in a given area. This ability alone gave the Dragons a great number of victories during the Punitive Wars.

 **Armor Class:** 22 (Natural Armor)
**Hit Points:** 481 (26d20 + 208)
 STR
 18 (+4)
 **Saving Throws:** DEX +7, CON +15, WIS +10, CHA +12
**Skills:** Perception: +17, Stealth +7
**Damage Immunities:** Lightning
**Senses:** Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
**Languages:** Common, Draconic
**Challenge** 23 (50,000 XP)

**Caster Level:** 20th

**Magic Missile (8th Level Spell).** Ranged Spell Attack: +16 to hit, reach 120 ft., the dragon creates three glowing darts of magical force, to strike his foes.
Each dart deals 16 (2d6 + 9) force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

**Action 1:** **Arcane Forgetfulness.** Each creature of the dragon's choice that is within 120 feet of the dragon must succeed on a DC 24 Wisdom saving throw or forget all Spells known by the creature for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**Action 2: Mass Polymorph (9th Level Spell).** Up to ten creatures within 120ft of the dragon must succeed on a DC 24 Wisdom saving throw or be transformed into a boar.
The transformation lasts until a character passes the saving throw at the end of its turn, or until the target drops to 0 hit points or dies. The target’s game statistics, including mental ability scores, are replaced by the statistics of the boar.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

**Action 3: Arcane Summon (9th Level Spell).** Summon four Arcane Elementals under the control of the dragon, in an unoccupied within 60ft of the dragon. The Elementals are under his control and will follow any of the dragon´s mental commands.
Adult Sapphire Dragon

Almost opposite of the Red Dragons, the Blue Dragons have a weaker physical ability, but compensate greatly by using their advanced intellect and mighty magical affinity. They prefer to fight from afar, using long range lightning breath, potent spells, and complex summoning abilities.

Most frightening of all however, is their unique ability to change the laws and composition of reality in a given area. This ability alone gave the Dragons a great number of victories during the Punitive Wars.

 **Armor Class:** 19 (Natural Armor)
**Hit Points:** 225 (18d12 + 108)
 STR
 16 (+3)
 **Saving Throws:** DEX +5, CON +11, WIS +7, CHA +9
**Skills:** Perception +12, Stealth +5
**Damage Immunities:** Lightning
**Senses:** Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
**Languages:** Common, Draconic
**Challenge 17** (18,000 XP)

**Caster Level:** 10th

**Magic Missile (6th Level Spell).** Ranged Spell Attack: +14 to hit, reach 120 ft., the dragon creates three glowing darts of magical force, to strike his foes.
Each dart deals 14 (2d6 + 7) force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

**Action 1:** **Arcane Forgetfulness.** Each creature of the dragon's choice that is within 120 feet of the dragon must succeed on a DC 21 Wisdom saving throw or forget all Spells known by the creature for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**Action 2: Polymorph (4th Level Spell).** A creature within 60ft of the dragon must succeed on a DC 21 Wisdom saving throw or be transformed into a boar.
The transformation lasts until a character passes the saving throw at the end of its turn, or until the target drops to 0 hit points or dies. The target’s game statistics, including mental ability scores, are replaced by the statistics of the boar.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

**Action 3: Arcane Summon (7th Level Spell).** Summon two Arcane Elementals under the control of the dragon, in an unoccupied within 60ft of the dragon. The Elementals are under his control and will follow any of the dragon´s mental commands.
Gebura

Gebura is the upper left sea area as seen in a simplified layout of the Astral Realm, and corresponds to the Cardinal of the Way. It's most strongly influenced by the element of fire, which accelerates the process of condensation and dispersion of Numen. Because of this, it is the most prosperous sea in the Astral Realm, but also the one with the least turn-out, as structures and myths are more quickly destroyed or dissolved than in other areas. The cycle of destruction and creation is absolute and constant, however, so it is easy to predict and plant around it. As such, Gebura is also the most stable of the seas. Most of the creatures that inhabit Gebura are aligned with fire, rule, light, dark, death, lightning, tale, plant or breath magic.

The Gebura sea has some degree of influence over how 'real' something is.
Void Self

Mysterious creatures who are believed to derive their essence from the Shadow Realm, a Void Self is a monstrous reflection of a specific creature’s personality that exists in absence of their "true self". The Void Self of a person that was kind and loyal would appear as cruel and treacherous, often in the form of a twisted humanoid creature.

The exact nature and circumstances of these creatures is highly debated, since the Shadow Realm is a place of nothingness, nothing can come from or survive the Shadow Realm. However, these types of creatures, along with Shadow Beasts, defy the scholars’ current understanding on the innerworkings of the Shadow Realm.

In 537 H.E Talio Heinrik theorized that the Void Self could be a magical paradox created when one reaches close enough to nothingness. Since if one seizes completely to exists, reality might attempt to fill its void by collapsing all other temporal possibilities on one being.

But more worryingly, he also left open the possibility that the Shadow Realm itself creates these beings, as an attempt to mimic anything that reaches to close enough to the abyss.

### Appearance and Abilities

A Void Self has the same stats and abilities of the creature from which it originated, but possesses fragmented and fake memories based on the memories of the original creature.

It also takes the creature’s form and physique, but its appearance can range from a slightly twisted version of the original creature, to a completely monstrous and corrupted being.

### Trivia

* The Dark Lads were an attempt by Mister P to create a Void Self of The Lads, but he never managed to perfectly create such a being.
Aquitar

The aquitar are a conglomerate of tribes that invaded the Ladian Empire in 539HE in events described in seen in Season 3 of DNT where besides the invasion they had a part of their territory explored by Team Vulcan. This tribe happened to be manipulated by aliens that had arrived manny years before into doing soo through the creation of disorder and rummors. This page will not have the story here for it is part of the Season 3 campaign.

## Big Facts

Their home was the Locked Archipelago whose characteristics fomented a weird culture since they were almost isolated from the world with a some exeptions like Hamburguer and Noctia representing outside influences.

They are mostly sea based hunters who worship Acteon. They are territorial and tribal people with a strongest rules all mentality, They have no set monetary sistem trading only food and goods nor land ownership besides a very basic territorial sistem and notions of comon grounds inside bigger citties.

As it was describe they are a conglomerate of tribes each with their city and costums but all worship Acteon and live by the hunt.

Their invasion of the Ladian empire was messy but somewhat coordenated that said it was a resonding failure.

Since the Vulcan Team brocke the water chained barrier their culture is bound to morph and disapear in the future. At the time of writing it has been foreshadowed that the Ladian Empire may invade them in the future when Team Vulcan got promissed land on the islands after beating Team Magma.

## Known Characters

### Capital Invasion Force:

* Yotanwa
* Kitari
* Katari
* Langie

### Redia

* Trob the Dog Star
* Diggy Star
* Ruffus
* Neli Toritorsi
* Man Nugget
* Uma Nugget
* 56
* Stromboli
* Silvia Arodara
* Mister K
* Michi
* Pasta

### Yelodia

* Joseph Back
* Jim Jambo
* Regor
* Foccacia
Yog’Mayur

One of the many outer gods, he that is known by cultists as “The Unseen Replacer”, Yog’Mayur heralds the arrival of The World Eater as one of his Apostles. Seeking to decay and infiltrate the world, so that it is ready for HIS arrival.

As most outer beings tend to be, Yog’Mayur is poorly understood, both in actions and motives.

What is known however, is his ability to perfect his spawn into Slaad Replacers. By inducing great madness on a creature, the slaads are able to closely mimic the creature’s form and mannerisms, quietly taking their place in society.

Many who learn of the existence of such a being become paranoid for the rest of their existence, forever wondering if their loved ones truly are who they say they are…

## Trivia:

* Yog'Mayur was the main villain of The Dark Idol oneshot
Agility

Your Agility represents your flexibility, reaction speed and how nimble and quick-footed you are. It affects how fast you can act during combat, whether you will be able to dodge an attack, navigate trough harsh terrain, sneak by unnoticed and perform acts of acrobacy or nimble hand-work. Some weapons depend more on dexterous handling than brute strength. Agility is useful for any type of character and essential for lightly-armored fighters and characters of the rogue archetype.

### ***Saves***

Agility saves are usually called on to escape from adverse projectile, area and terrain effects.

### ***Skills***

Agility governs the Acrobatics, Sleight of Hand, Security, Stealth, Escape Arts and Forgery skills.

### ***Rolls***

Agility can be applied as a bonus to attack and damage rolls on attacks with certain weapons.

### ***Features***

Your Agility affects your Guard and Movement speed.