recursal/Fanatic-Fandom huggingface dataset:
Shallah

\*\*Shallah Language\*\*

\*\*Characteristics and Pronunciation:\*\*

Shallah, the universal language of the Fau, is a unique and melodic tongue spoken throughout their domains, including the Pine Savannas and the Flooded Forest. One of its most distinctive features is the omission of personal pronouns. In Shallah, individuals do not use words like "I," "you," or "they." Instead, they refer to one another by their names or titles, fostering a sense of intimacy and respect in conversations. Shallah pronunciation is melodious, with a harmonious cadence that mirrors the natural rhythms of the Fau's diverse habitats. What truly sets Shallah apart is its remarkable use of non-verbal elements—clicks, whistles, and nature-inspired sounds such as bird calls, howls, and barks. These auditory elements are seamlessly integrated into the language, enhancing communication with a rich tapestry of sound that mirrors the rhythms of the natural world.

\*\*Cultural Significance:\*\*

Shallah, with its blend of spoken words, clicks, whistles, and nature-inspired sounds, symbolizes the Fau's deep connection to the natural world and to each other. The absence of personal pronouns reinforces their belief in the interconnectedness of all living beings. Every click, whistle, or howl carries meaning, often enriching conversations with layers of nuance and context. This unique approach to communication fosters not only a profound understanding of their environment but also a deep empathy for fellow Fau and the creatures that share their diverse habitats. Conversations in Shallah evoke a sense of unity and shared identity among the Fau, regardless of their specific locale.

\*\*Historical Roots:\*\*

Shallah's origins are steeped in the ancient traditions of the Fau, where the harmonious coexistence with their natural surroundings is celebrated. This language has evolved over centuries, with each generation passing down the intricate combination of spoken words and nature-inspired sounds. Shallah is more than just a means of communication; it is a living embodiment of the Fau's enduring relationship with their environment and their commitment to preserving the interconnectedness of all living beings.
Mother's Gift

The Mother's Gift, a vast and central sea that almost divides the continent in two, serves as a bustling nexus of coastal settlements and maritime activity. Here, the shores teem with life and culture, shaped by the ebb and flow of the sea. However, the sea's bounty also comes with its challenges, as it is frequented by the relentless Draohs raiders from the Salt-Rock Cliffs and the Ashen Peaks.

Coastal settlements dot the shores of the Mother's Gift, each with its unique way of life and culture. The people who call these seaside villages home are hardy and resourceful, relying on the sea for their livelihoods. They are skilled fishermen, casting their nets and lines to harvest the abundant fish that populate the waters. These settlements, although diverse, share a common bond in their dependence on the sea's bounty and their resilience in the face of maritime challenges.

Among the challenges are the notorious Draohs raiders, who prowl the seas, striking coastal settlements with swift and daring attacks. These dragon-like humanoids are known for their ruthless tactics and territorial ambitions, and they often harass the coastal communities for resources and power. However, the Draohs are not just a threat to the settlements; they also clash amongst themselves, engaging in fierce rivalries and battles over control of the sea. These internal conflicts add an extra layer of complexity to the already tumultuous seascape of the Mother's Gift.

Amidst these turbulent waters, sea turtles of colossal size, akin to whales in scale, navigate the depths. These magnificent creatures are revered by the coastal dwellers, who see them as both protectors and symbols of the sea's enduring mysteries. The presence of these whale-sized sea turtles adds an air of wonder and enchantment to the Mother's Gift, reminding all who live by its shores of the majestic and untamed beauty of the sea.

The Mother's Gift, with its coastal settlements, maritime challenges, and enigmatic sea turtles, is a place where the interplay of life and nature is as dynamic as the tides themselves. It is a testament to the resilience of its inhabitants, who navigate the ever-changing sea with skill and fortitude, and a reminder of the enduring mysteries that lie beneath its azure surface.

Regions
Gissa, the Smith

Gissa, the Smith, Goddess of Crafting and Luck:

Gissa’s holy symbol is a pair of crossed hammer and chisel, symbolizing the tools of craftsmanship and the divine guidance bestowed upon artisans.

Gissa, revered as the divine patroness of craftsmanship and luck, is celebrated by artisans and craftsmen from all walks of life. Her influence spans across cultures, as creatives far and wide seek her blessings to unlock their artistic potential and be graced with fortuitous inspiration.

Artisans, irrespective of their race or background, recognize Gissa's hand in their craft. They attribute their moments of ingenuity and strokes of creative brilliance to her divine guidance, believing that her touch bestows them with the skills and luck necessary to bring their visions to life.

Within the realm of craftsmanship, Gissa is venerated through various rituals and practices that differ among cultures. Artisans may gather in workshops adorned with symbols representing her domain, invoking her name and seeking her favor before embarking on their artistic endeavors. These acts of devotion are performed in gratitude for her influence and as a way to invite her divine presence into their creative process.

As the Goddess of Crafting and Luck, Gissa's teachings extend beyond the physical act of creating. Her followers strive to embody values such as perseverance, attention to detail, and reverence for ancestral wisdom, recognizing that true mastery requires a harmonious union of skill, inspiration, and a touch of good fortune.

The stories and legends surrounding Gissa often recount her interventions in the lives of mortals, where her creative influence and bestowal of luck have played pivotal roles in shaping their destinies. These tales serve as inspiration and encouragement for artisans, reminding them of the transformative power and potential that lie within their chosen crafts.

Gissa's worshippers understand that her blessings transcend personal success and extend to the broader community. They embrace the idea that their craft can bring people together, fostering connections, and nurturing a sense of belonging through shared appreciation of artistry.

Whether it is the master blacksmith forging a mighty weapon, the skilled potter shaping delicate ceramics, or the talented painter breathing life into their canvas, artisans across the realms look to Gissa for inspiration and seek her blessings, knowing that her divine touch can elevate their creations to extraordinary heights.
Skritspiel

\*\*Skritspiel Language\*\*

\*\*Characteristics and Pronunciation:\*\*

Skritspiel is a unique language spoken by the Nezu in the arid and challenging environment of the Sandstorm Steppe. It is characterized by both a spoken form and a predominant sign-language form. The spoken version of Skritspiel closely resembles the original Nezu language, preserving the cultural and historical roots of the community. It is often used among intimates, including family members, close friends, and loved ones. In contrast, the sign-language form of Skritspiel is the primary means of communication, necessitated by the need for constant face coverings in the harsh desert environment.

\*\*Sign-Language Dominance:\*\*

Skritspiel's sign-language form is the cornerstone of communication among the Nezu in the Sandstorm Steppe. The constant presence of sandstorms and the protective face coverings worn by the Nezu have made traditional spoken communication challenging and often impractical. Instead, the sign-language form of Skritspiel has evolved into an intricate system of gestures and symbols, allowing Nezu to convey their thoughts and emotions with remarkable precision. This visual language is not only practical but also serves as a testament to the Nezu's adaptability and ingenuity.

\*\*Spoken Skritspiel:\*\*

The spoken form of Skritspiel is reserved for close relationships and intimate settings. It is a reflection of trust and affection, as Nezu use this version of the language to connect on a deeper level with their loved ones. Conversations in spoken Skritspiel carry the weight of tradition and heritage, preserving the linguistic roots of the Nezu culture while forging emotional bonds.

\*\*Cultural Significance:\*\*

Skritspiel, in both its spoken and sign-language forms, is a vital part of Nezu culture. It embodies their ability to adapt to the challenges of their harsh environment while maintaining a strong connection to their cultural heritage. Skritspiel sign-language is more than a means of communication; it is a visual art form that has been passed down through generations, fostering a sense of identity and belonging among the Nezu of the Sandstorm Steppe.
Corellon

## Corellon Larethian

### Title(s)

Creator of the Elves, The First of the Seldarine, King of the Seldarine, The Protector

### Realm

The Crescent Grove

**Corellon Larethian**, the revered deity of the elven pantheon, embodies the very essence of the elven race and their distinct connection to the natural world. He is often portrayed as a radiant figure, clad in celestial attire, radiating an aura of ethereal beauty and grace. Corellon is not merely a god to the elves; he is their creator, their protector, and their inspiration.

Corellon is the architect of elvenkind, crafting them with exquisite precision and endowing them with an innate sense of artistry and magic. He embodies the ideals of art, beauty, and elegance, and his influence is evident in every facet of elven culture. The elves revere him as their guiding light, following his teachings of grace, harmony, and the preservation of the natural world.

As the god of the elves, Corellon Larethian is not merely a distant deity but an active presence in the lives of his followers. He is their patron in times of both war and peace, inspiring them with valor on the battlefield and nurturing their creativity in times of tranquility. Corellon's divine gifts to the elves include an affinity for magic, an unparalleled connection to nature, and the ability to create art and beauty in all they do.

While Corellon is a deity of grace and artistry, he is not without his wrath. He fiercely opposes those who threaten the elven way of life or seek to despoil the natural world. His arrows of light can strike down those who harm his chosen people, and his divine fury is a force to be reckoned with.

Corellon Larethian, the god of elves, is a symbol of elven elegance, creativity, and the enduring connection between the elven race and the world they inhabit. His presence is felt in every aspect of elven culture, from their mastery of magic to their reverence for nature, making him an integral and revered figure in the hearts of the elven people.
Leiph

\*\*Leiph Language\*\*

\*\*Characteristics and Pronunciation:\*\*

Leiph, the universal language of the Sidhe, is a linguistic marvel marked by a meticulous precision that rivals the finest craftsmanship. Each word and phrase in Leiph is a finely cut gem, shaped to leave no room for misinterpretation or ambiguity. Its sentence structures resemble the delicate interlocking gears of a timepiece, designed to convey exact meanings with exacting finesse. Within this intricate linguistic tapestry lies a world of metaphor, allegory, and colloquialism, reminiscent of the intricate patterns woven into an heirloom carpet. This rich linguistic tapestry allows Sidhe speakers to engage in debates that are both artful and precise.

\*\*Cultural Significance:\*\*

For the Sidhe, Leiph is a cherished treasure, more than a language; it is the embodiment of their love for debate, artistry, and precision. It is the scaffold upon which the architecture of their ideas is constructed, a tool that elevates their intellectual discourse to extraordinary heights. Sidhe gatherings resonate with the sound of debates conducted entirely in Leiph, where participants revel in the intellectual duels that take place amidst the intricacies of their language. Leiph is the unifying force that binds the Sidhe, fueling their shared thirst for knowledge and their commitment to exacting expression.

\*\*Communication Style:\*\*

Conversations in Leiph unfold with meticulous grace. Sidhe speakers dissect ideas with surgical precision, seeking clarity and understanding. Metaphors and allegories are woven into the fabric of their discourse, like masterful brushstrokes on a canvas, to elucidate complex concepts and infuse conversations with layers of meaning. Leiph is capable not only of conveying precise information but also of elevating discussions to an art form, blending intellectual rigor with the poetic sensibilities that define the Sidhe's cultural identity.
Olspiel

\*\*Olspiel Language\*\*

\*\*Characteristics and Pronunciation:\*\*

Olspiel is a dynamic and versatile trade language spoken around the coastal regions of the Mother's Gift. It has evolved into a rich amalgamation of linguistic influences, with its primary foundation rooted in Mistspiel. This linguistic fusion also incorporates elements from the Draohs' Volh, the Sturnd dialect spoken in the Salt-Rock Cliffs, and the adaptable Grazlund of the Humes. The result is a language that reflects the diverse cultures and races that engage in coastal trade. Pronunciation in Olspiel carries a harmonious blend of these linguistic flavors, creating a sense of unity and understanding among speakers.

\*\*A Bridge of Commerce:\*\*

Olspiel is the essential bridge of communication among the varied races and cultures that populate the coastal settlements of the Mother's Gift. It serves as a unifying force in the bustling marketplaces and busy ports, facilitating trade and commerce between different communities. Whether it's Draoh merchants conducting transactions with Hume farmers or Nezu artisans selling their crafts to Fau traders, Olspiel ensures that communication flows smoothly, fostering economic prosperity and cultural exchange.

\*\*Cultural Exchange:\*\*

The Olspiel language embodies the spirit of cooperation and cultural exchange along the coast of the Mother's Gift. It is a testament to the region's ability to harmoniously coexist, with races and cultures coming together in a shared pursuit of prosperity and understanding. Olspiel conversations often include not just the exchange of goods but also the sharing of stories, traditions, and knowledge, fostering a sense of unity and interconnectedness among coastal communities.

\*\*Adaptive Evolution:\*\*

Olspiel's adaptability is one of its most remarkable features. It has evolved over generations as a living language, constantly incorporating new words, expressions, and idioms from the various cultures that engage in coastal trade. This adaptability makes Olspiel a dynamic and ever-evolving language that reflects the changing landscape of the Mother's Gift and the ongoing interactions between its diverse inhabitants.
Bridge Islands

## The Bridge Islands

The Bridge Islands are a remarkable chain of landmasses that form the western boundary of the Mother’s Gift, separating it from the uncharted western oceans. These islands serve as a unique transition between two vastly different regions of Lux’Terra.

#### Northern Islands

The northernmost islands of the Bridge Islands bear a striking resemblance to the rugged terrain of the Salt-Rock Cliffs. Here, the land rises sharply from the tempestuous sea, with cliffs and craggy shores that have weathered the relentless forces of nature for millennia. The Draohs of the Salt-Rock Cliffs have established homes amidst these formidable islands. Clinging to the rocky cliffsides, their settlements are both strongholds and symbols of their resilience.

#### Southern Islands

In contrast, the southern islands of the Bridge Islands are more reminiscent of the untamed beauty of the Sweltering Coasts. Dense jungles, lush and vibrant, cloak these islands in a perpetual canopy of greenery. The air is thick with the heady scent of exotic flowers, and the cacophony of wildlife fills the forests with life and mystery. While these islands lack the dense plant life dangers of the Sweltering Coasts, they are still a challenging and often perilous environment to navigate.
Dragons

Dragons: Formidable Agents of Destruction

In the realm of Lux’Terra, dragons reigned as some of the mightiest and most diverse creatures. These awe-inspiring beings, born from the raw essence of chaos, were known for their power and destructive capabilities. There were three distinct types of dragons, each with its own unique traits and legacies.

Rock Dragons: Masters of Devastation

Rock Dragons, the most common of the dragon types, were renowned for their armored bodies and a proclivity for destruction. These formidable creatures were driven by greed and cunning, leaving trails of devastation in their wake. They were notorious for feasting on intelligent beings and creating lairs within rocky formations.

Pelagic Dragons: Lords of the Abyss

Pelagic Dragons, shrouded in mystery, dwelled in the shadowy depths of the world’s waters. With serpentine forms, slimy scales, and a breath weapon that spewed corrosive acid, they were formidable agents of destruction. They thrived in murky environments, feasting on carrion, and occasionally wreaking havoc on ships.

Shadow Dragons: Masters of Obscurity

The rarest and most dangerous of all, Shadow Dragons embodied enigma and darkness. With their translucent scales and a breath weapon that drained the soul, they were the ultimate agents of chaos and destruction. In ages past, they ruled kingdoms, waged destructive wars, and left a legacy of cunning and self-absorption.

These dragons, with their rich lore and imposing presence, left an indelible mark on the world, their actions shaped by their inherent nature as agents of devastation.
Defender

DefenderClasses

Defenders are the embodiment of resilience, their massive frames adorned in unyielding armor that turns aside blades and deflects spells. What truly sets them apart, however, is their unique ability to attract the attention of foes. Whether through sheer presence, taunting tactics, or a mysterious force, they draw the focus of enemies, becoming the unbreakable bulwark that stands between danger and their comrades.

In the chaotic and perilous battles of Lux’Terra, Defenders are the stalwart protectors, their heavy footsteps echoing defiance as they shield their allies from harm. They are the immovable force, the embodiment of courage and duty, and the last line of defense against the encroaching tide of adversaries.

HD : d12

Skill : base 2

Proficiencies : All armor and shields.  Simple and martial weapons.

Toughness : Gain the Toughness feat.

Combat Style : At level 1 choose a combat style and gain a feat from the list.  Gain an additional feat from that list.  \*Must otherwise meet non-attribute based feat requirements.

Armor Training : The Defender is used to wearing armor and can move unimpaired while doing so.  At 2nd level a Defender can ignore the speed penalty from medium armor.  At 7th level a Defender can ignore the speed penalty from heavy armor.

Endurance : Gain the Endurance feat.

Shout : 60’ burst Will save or aggressive targets must attack the Defender on their next round.  DC equal Intimidate check.  Usable once per day per three class levels.

\*Extend Shout feat\*

\*Extra Shout feat\*

\*Widen Shout feat\*

Defensive Stance : At 4th level a Defender can become a stalwart bastion of defense.  In this defensive stance, a Defender gains phenomenal strength and durability, but they cannot move from the spot they are defending. They gain +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC.  A defensive stance lasts for 3 + Con rounds.  A Defender can use this ability once per day per 4 class levels.

\*Extra Defensive Stance feat\*

\*Extended Defensive Stance feat\*

Improved Toughness : Gain the Improved Toughness feat.

Mobile Defense : At 11th level a Defender gains the ability to use a 5 foot shift while in a defensive stance.
Bahamut

**Bahamut**, well known as **The Platinum Dragon**, is the dragon god of justice, nobility, order, protection, and honor who is often worshipped by all metallic dragons since he is considered to be the first of their kind. His iconic depiction often features a resplendent dragon, clad in radiant platinum scales, representing not only his nobility but also his commanding presence. As a deity revered by countless followers, he is recognized as a symbol of strength, valor, and the pursuit of righteousness. Bahamut is known for his unwavering opposition to evil, tyranny, and cruelty, making him a formidable adversary to malevolent forces and dark deities such as his sister and archnemesis, Tiamat, the queen of chromatic dragons. His divine influence is not limited to dragons alone, as mortals who aspire to emulate similar values find inspiration and guidance in his teachings.
Draohs Ignanholds

### Ignanholds

In the foreboding landscape of the Ashen Peaks, the southern Draohs have ingeniously adapted to their environment, establishing settlements known as Ignanholds within the natural caves that punctuate the region. These subterranean strongholds serve as both homes and sacred sites for their people.

#### Location and Design

Ignanholds are strategically nestled within the labyrinthine caves of the Ashen Peaks, where the volatile volcanic terrain presents challenges and opportunities in equal measure. These natural caverns provide an effective shelter against the region’s fiery eruptions and ash clouds. The Draohs have adapted to these caves, transforming them into functional and ritualistic spaces. The proximity of these caves fosters a close-knit community.

#### Population

Each Ignanhold typically houses a population ranging from eight hundred to twelve hundred Draohs. The limited space within the caves necessitates a strong sense of unity and cooperation among the inhabitants.

#### Maritime Culture

Sailing remains a fundamental aspect of southern Draoh culture, but their vessels differ from their northern counterparts. They skillfully construct outrigger-canoes and double-hulled canoes, designed to navigate the tempestuous waters surrounding the volcanic islands and southern coastal regions. These canoes are crucial for fishing and transportation, and they play a pivotal role in the daily lives of the southern Draohs.

#### Treatment of Captives

Unlike the northern Draohs, the southern clans do not take slaves. Instead, they capture enemy warriors during their raids, with the intention of utilizing them in their sacrificial rituals. This practice reflects their deep connection to Arkhoaz, the Destroyer, and the belief in the transformative power of chaos and renewal.

#### Cannibalistic Rituals

A striking aspect of southern Draoh culture is the role of cannibalism in their sacrificial rituals. These rituals, conducted with a profound understanding of the delicate balance between creation and destruction, emphasize the Draohs’ unwavering commitment to embracing the transformative power of chaos and renewal. The captured enemy warriors are offered as blood sacrifices, with their consumption representing a symbolic union with the essence of Arkhoaz.

#### Settlements

Southern Draohs refer to their cave settlements as Ignanholds. These strongholds often comprise several caves in close proximity to one another, interconnected by narrow passages and walkways. The caves serve various purposes, including housing, communal areas, and spaces for their sacred rituals.
The Crowman

### Title(s)

Bane of the Wicked, Lord of the Dead, Patron of Crows and Ravens, Patron of Death\

## Worship

### Holy Day(s)

The Twilight of Ascension

**The Crow Prince**, also known as the **Lord of the Dead** and the **Patron of Crows**, is the god who holds dominion over death, fate, the afterlife, and the passage of time. Originally a mortal man who lived in the era following the Clash, he ascended to godhood by dethroning Jergal, who had ruled with tyranny over death and the afterlife. Consequently, Jergal now serves as the Crow Prince's exarch. Following his divine ascent, the true name of the Crow Prince has faded into history. His clergy, the Crowmen and the Shardar-kai, earn his favor by advocating the notion that death is a natural aspect of life and should be embraced, not feared, as long as it is understood and strictly abolish any practices of undeath.

The Crow Prince's disdain for the practice of undeath stems from a pivotal event in his divine ascent. It was during this time that Orcus, the demon prince of undeath and necromancy, began to corrupt and teach the forbidden arts of undeath to mortals. This malevolent influence greatly disturbed the Crow Prince and fueled his resolve to challenge Jergal's reign.

As Orcus spread the dark knowledge of undeath, it threatened to disrupt the natural order of life and death, upsetting the delicate balance that the Crow Prince held sacred. The teachings of undeath led to the creation of undead abominations, and the Crow Prince witnessed the suffering and chaos wrought upon the world by these unholy creatures.

Determined to preserve the sanctity of death and the afterlife, the Crow Prince vowed to stop the rampant spread of undeath. This mission became a central part of his divine purpose and his subsequent ascension to godhood. The Crow Prince's abhorrence of undeath became a driving force behind his efforts to overthrow Jergal and seize control over the realm of death, ensuring that the natural cycle of life and death would be preserved and respected.
Territory Control 2 Wiki

## ***Welcome to the Territory Control 2 Wiki!***

A wiki centered around the game Territory Control 2.

Taking place on Krumpel Island, Territory Control 2 is a 2D multiplayer game revolving around conquest, factions, industry, emergent gameplay and world domination.

This wiki is created for the purpose of explaining the many, MANY intricate factors and elements of this game and explain them in easily-consumable detail for new players to understand how it works.

## Important articles

IndustryMaterialsPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Nephus, the Thunderer

Nephus, the Thunderer, God of Strength and War:

Nephus, the Thunderer, God of Strength and War, is a titanic deity of immense power and stoic wisdom. Clad in an awe-inspiring form crafted from unyielding stone, he stands as a towering symbol of indomitable might. His countenance, stern and resolute, reflects the weight of responsibility that comes with his dominion over all aspects of war.

At the heart of Nephus' divinity lies his ability to wield conflict and forge peace in equal measure. His holy symbol, revered by his followers, depicts a clenched fist emerging from a stormy cloud. This symbol encapsulates the duality of his nature, representing his martial prowess and the tumultuous nature of war, as well as his capacity to bring about resolution and harmony amidst chaos.

Nephus is known as the Cloud-Gazer, for he often withdraws from the tumult of battle to a place of solitude, sitting atop lofty heights and contemplating the shifting tapestry of the heavens. In these moments, he delves into profound philosophical musings, seeking insights into the complexities of war and the broader nature of existence.

The stone giant holds a deep affinity for his creations, having sculpted the mighty giants and brought forth the Nephran, a race of giant-headed humanoids who embody his resilience and tenacity. Nephus' followers revere him as a paragon of strength and strategy, turning to him for guidance and protection in times of conflict.

In the annals of myth and legend, Nephus is hailed for his unwavering presence in battles, leading armies to victory and inspiring warriors to feats of bravery. Yet, he is also the harbinger of reconciliation, guiding mortal hearts to seek peaceful resolutions and fostering understanding among adversaries.

As the embodiment of unyielding strength and the wielder of the tempest's fury, Nephus commands both reverence and fear. His presence on the battlefield is a testament to his dominion over war, while his contemplative nature reminds mortals of the profound wisdom hidden within the clash of arms.
Firg, the Glistening

Firg, the Glistening, Goddess of Trickery and Art:

Firg, arguably the most enigmatic deity in the pantheon, embodies the realms of trickery and artistic expression. Revered for her mastery of mischief and creativity, Firg is a fount of inspiration and a playful trickster, defying expectations with every brushstroke and clever jest.

In her divine form, Firg radiates ethereal elegance. Her appearance transcends conventional understanding, shifting like the flickering shadows of a hidden stage. She possesses a grace that echoes the fluidity of an ever-changing masterpiece. Her eyes gleam like twinkling stars, hinting at secrets and hidden delights.

Firg's mischievous charm is reflected in her interactions with mortals. She delights in sly riddles, cryptic challenges, and whimsical tests of wit. Her followers, particularly those who revel in the art of deception and quick thinking, find solace and inspiration in her capricious nature.

Firg's influence extends beyond mischief to encompass artistic expression. She weaves the threads of creativity into the tapestry of existence, breathing life into the world's artistic endeavors. Through her divine touch, mortals are granted the gift of inspiration, encouraging them to explore their creative depths and embrace the transformative power of their own imagination.

Followers of Firg range from mischievous jesters to passionate artists and performers. They seek her blessings to channel their talents, invoking her name to infuse their creations with a touch of her divine essence.

In the realm of Firg, trickery and art become inseparable companions, forming a harmonious dance of creativity and mischief. Through her influence, mortals are reminded that in the realm of the unexpected and the canvas of endless possibilities, both the playful trickster and the inspired artist can find their truest selves.
Oath-keeper

Oath-keeperClasses

Amongst the truly devout of Lux’Terra a select few rise to become divine champions, known as Oath-keepers. They are entrusted with a sacred duty – to defend and safeguard their deities’ domains from any who would dare disturb the delicate balance of the cosmos.

The heart and soul of every Oath-keeper’s existence are the binding oaths they swear to their patron deities. These oaths, as varied as the gods themselves, are the wellspring of the Oath-keeper’s extraordinary power. By pledging unwavering allegiance and dedicating themselves to embody the very essence of their chosen deity, they gain access to potent divine abilities, setting them apart as formidable champions among mortal warriors.

As guardians of the celestial order, Oath-keepers walk a path defined by their solemn commitments, etching their destinies into the annals of divine history.

Base Class Requirements : Defender, Hex-binder, Orator, Summoner, or Thug.

HD : d10

Skills : base 2

Oath - The Oaths that an Oath-keeper takes are unique and personal. They must follow the themes laid out for here. Craft the wording of your Oaths carefully as you will be bound by them. Breaking your Oaths could result in Catastrophe. Each Oath-keeper receives a "unique" benefit from their oath. These will be handcrafted for each of the 343 combos as we come across them.

Oath-Blade - The Oath-keeper can perform a special ritual binding a weapon of their choice to their oath.  The ‘Oath-blade’ gains the Tried and True quality and either the Profane or Sacred quality.  \*Note: Occupies One Augment Slot as “Oath-blade: Profane(or Sacred), Tried and True

Mettle - a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save(such as any spell with a saving throw entry of Will half or Fortitude partial), instead completely negates the effect.

Smite - Special attack that adds Cha to Hit and adds class level to damage.

Outsider Companion - Animal Companion with Anarchic, Axiomatic, Celestial, or Fiendish template.

Oathsworn - Spell-like ability to cast Shield Other at will.

Perfect Self - Become Outsider(Native); gain DR 10/(Chaos, Evil, Good or Law), and Resitance 10 (Acid and Electric).

\*Note: Defender, Hex-binder, and Thug do not gain Spell Points.
Chronomancer

ChronomancerClasses

In the annals of time, a cryptic lineage emerges, tracing its origins to the enigmatic Sidhe known as Keziah. It is said that through divine grace or unfathomable genius, Keziah unraveled the esoteric mathematics of temporal manipulation. Her writings, a testament to her enduring curiosity, remain hidden, known to but a few.

The power wielded by Chronomancers transcends conventional magic. Rooted in the understanding of time’s intricate web, they manipulate reality itself. Yet, they are as rare as forgotten legends, their existence veiled in myth. Mortals remain unaware of their presence, leaving Chronomancers to navigate the hidden byways of time in solitude.

Mastering this ancient art is a perilous journey, marked by challenges and sacrifices. Their power allows them to shape the present moment, borrowing time to steal actions, or gifting stolen moments to others. However, this manipulation is fleeting, bound by the limitations of temporal forces. The tapestry of time they weave is delicate, a constant reminder of the intricate dance they perform, where past, present, and future converge in a realm of boundless possibilities.

Base Class Requirements : Ascetic, Defender, Hex-Binder, Ruin Chanter, or Thief.

HD : d4

Skills : base 6

Time in a Bottle - The Chronomance may store a single Move, Standard, or Full-round action to use during their next round. The temporal charge of this ability dissipates after one round if not used.

Steal Time - As a Standard Action a Chronomance can “Steal” their targets next action.  Target must be within 60’.  The target loses their next [Appropriate] Action and is sickened for one round per Chronomancer level.  Will save negates loss of action but not the sickened status.  DC equal to 10 + class level + Int.

Borrowed Time - As an Immediate Action take an extra action with detriment on next turn.  Borrowing a Move Action results in being Staggered on the next round.  Borrowing a Standard Action results in being Nauseated on the next round.  Borrowing a Full-round Action results in being Dazed on the next round.  Can use Borrowed Time a number of times per day equal to class level. Whenever a target fails their save against Steal Time the Chronomancer may use Borrowed Time without it counting against their daily use. This must be used on the same turn and can only be used for the type of action that was stolen. \*Note, The Chronomancer still suffers the ill effects of Borrowed TIme.

Gift of Time - Can use Borrowed Time to give actions to others.

Temporal Stasis- Target within 30’ must succeed in a Will save equal to 10 + class level + Int or be frozen in time for up to 1 round per class level.  The subject may attempt a new save each round.  When the subject is released from this stasis they gain the benefit of the Haste spell for a number of rounds equal to the amount they stayed in stasis.

Reverse Time - Once per day the Chronomancer can use their mastery of time to reverse the last hour.  None save the Chronomancer remembers what happened during that period.

\*Note: Defender, Hex-binder, and Thief do not gain Spell Points.
Ascetic

AsceticClasses

Ascetics are enlightened spellcasters who tread the path of spiritual awakening and esoteric wisdom. Drawing inspiration from the ancient traditions, they are a unique class that blurs the line between arcane and divine casting. Ascetics are not just wielders of magic; they are seekers of profound philosophical understanding.

These mystical scholars delve deep into the mysteries of the universe, finding harmony between the physical and metaphysical realms. Through rigorous training and meditation, Ascetics unlock the hidden potential of their minds and bodies, channeling their inner energy into powerful spells that defy traditional classification. Their spells often reflect the balance and enlightenment they’ve achieved, providing both healing and destructive capabilities.

HD : d4

Skills : base 4

Proficiencies : No armor or shields.  Simple weapons.

Spell Casting : Int

Spell List : Cleric and Wizard

Domain : An Ascetic gains their choice of one domain its spells and special power

Turn/Rebuke : At 2nd level an Ascetic gains turn/rebuke attempts but cannot use them to perform turning checks.  An Ascetic can use them only to activate Divine, Divine Metamagic, or Devotion Feats.  They have 3 + Int attempts per day and can take the Extra Turning feat.

Still Mind : At 3rd level an Ascetic gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Summon Familiar : At 4th level an Ascetic gains the ability to summon a familiar.

Divine or Devotion Feat : At 5th level and every 5 levels after an Ascetic gains a Divine, Divine Metamagic, or Devotion feat.

Purity of Body : At 6th level an Ascetic gains control over their body’s immune system.  They gain immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body : At 8th level an Ascetic can heal their own wounds.  They can heal a number of hit points of damage equal to twice their current Ascetic level each day, and they can spread this healing out among several uses.

Diamond Body : At 11th level an Ascetic is in such firm control of their own metabolism that they gain immunity to poisons of all kinds.

Diamond Soul : At 13th level an Ascetic gains spell resistance equal to their current Ascetic level + 10.

Timeless Body : At 17th level an Ascetic no longer takes penalties to their ability scores for aging and cannot be magically aged.  Any such penalties that they have already taken, however, remain in place.  Bonuses still accrue, and the ascetic still dies of old age when their time is up.

Perfect Self - Become Outsider(Native); gain DR 10/(Chaos, Evil, Good or Law), and Resitance 10 (Acid and Electric).
Sandstorm Steppe

The Sandstorm Steppe, a desolate and windswept wasteland, stretches as far as the eye can see, its harsh terrain marked by the scars of long-extinct rivers. This barren expanse, covered in shifting sands and rocky outcrops, is a place where few creatures can thrive. Yet, despite its desolation, the Sandstorm Steppe is not devoid of life.

Amidst the seemingly lifeless landscape, scorpions reign as the formidable predators of this harsh environment. These colossal scorpions, with armored carapaces and venomous stingers, roam the desert sands in search of prey. Their underground lairs are intricate networks of tunnels, and they emerge to feed on the occasional unwary traveler or to consume the rare desert flora that manages to eke out an existence in the arid soil.

The Sandstorm Steppe is also home to the elusive sandstalker, a feline-like predator known for its incredible speed and agility. These creatures are masters of camouflage, their sandy fur blending seamlessly with the desert landscape. Sandstalkers are highly territorial and can be found hunting small herds of mirage deer, mystical creatures whose shimmering, illusionary appearance makes them difficult prey.

Among the dunes, nomadic tribes of Nezu have learned to survive in this unforgiving environment. They are skilled in harnessing the power of the sandstorms, using enchanted masks and windcatchers to capture the potent magic that swirls through the air during these tempests. The sandstorms also reveal hidden treasures buried beneath the shifting sands, attracting treasure hunters and adventurers willing to risk the perils of the Sandstorm Steppe in search of ancient relics and lost civilizations.

Regions
Lordsreach

## Societal Information

### Race(s)

Humans (35%), Dragonborn (20%), Elves (15%), Dwarves (10%), Half-orcs (5%), Tieflings (3%), Halflings (3%), Kobolds (3%), Orcs (2%), other minor exotic races (2%)

### Major Religion(s)

Korvald, Bahamut, Helm, Corellon Larethian

## Location Information

### Continent

Lythoria

**Lordsreach** is the largest metropolis and city state on the southeastern coast of Lythoria, sitting just north of where the Wildwood River feeds into the Sapphire Bay. Its location along the shore provides a vital maritime connection to other coastal settlements and trade routes, making it a hub of commerce, culture, and diplomacy. The city also stands as a beacon of diversity and cooperation among its numerous racial communities.
Calmfae

Calmfae

Physical Description:

Calmfae are graceful and otherworldly beings, donned in flowing, diaphanous robes woven from the essence of calm, their delicate features reflecting a connection to tranquil emotions. Their iridescent skin glistens with the soft hues of azure, aqua, and cyan, while their hair cascades like gentle streams of water. With eyes resembling the serene depths of a calm sea, they exude a quiet wisdom and gentle empathy.

Emotional Associations:

Calmfae are guardians of tranquility, serenity, and peaceful emotions. They embody the soothing aspects of the color blue, and here are three specific types, each with their unique emotional associations:

1. Serenefae (Azure): Serenefae exude an aura of deep tranquility and peacefulness, akin to the azure sky at its most serene moments. Their presence casts a calming influence, easing troubled minds and inviting meditative contemplation. Mortals often seek out the Serenefae to find solace and respite from the tumultuous world.

2. Contemplationfae (Aqua): The Contemplationfae inspire introspection and mental clarity. They manifest as gentle currents of aqua light, whispering subtle and soothing sensations that encourage contemplation and the exploration of one’s thoughts and emotions. In their presence, individuals find solace in the quiet depths of their own minds.

3. Peacefae (Cyan): Peacefae are a gentle breeze of tranquility, offering a sense of weightlessness and ease to those they encounter. They appear as serene cyan wisps, creating an atmosphere of stillness and serenity. Under their influence, individuals may find themselves carried away from the turbulence of daily life, experiencing moments of profound peace and relaxation.
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Pets

### Doggy

The Doggy is the first pet available in the game and can be found floating in a box down the river. You will need to use the DIY table to craft a Bamboo Pole (2 Bamboo + 1 String) in order to reach the box.

The box will not de-spawn until you rescue the pup. The doggy will not be harmed by the time taken to rescue it, so do not worry if it takes you a few days to gather the materials.

### Kitty

The Kitty is available after you have re-opened the Daygashi and cleaned the woman's 3-wheeler. She will then tell you she hears a cat crying at night. If you return to the area at night (after 20:00) and approach the 3-wheeler, another action bubble should appear towards the bed of the truck. You can rescue the cat from under the 3-wheeler and take it home.

Like the Doggy, the Kitty will not despawn, and will not be harmed by the time taken to rescue it.

When full grown, the Kitty can often be seen sleeping on the roof of the chicken coop, dog house, drying rack, and shrine. The kitty will jump up-and-down on top of the shrine to alert you that either the offering needs to be replaced, or the shrine needs to be cleaned.

### Chicken (Doris)

The chick can be acquired from the Shinto Priest after helping to Clean and Repair Shrine. You must have finished building the chicken coop in order to receive the chick.

### Koi

Koi can only be obtained at the Summer Festival by playing the ring paper game.
Cryo/Pyro-mancer

Psionic Lore

Born of the celestial upheaval of thirty years past, Cryo/Pyro-Mancers possess the unique ability to manipulate matter, whether it be to freeze or ignite. They are masters of elemental forces, able to summon Mind-Blades of either fire or ice, depending on their chosen path—Cryomancer or Pyromancer. These formidable sorcerers shape the battlefield, freezing foes in their tracks or engulfing them in flames. With a heart as cold as ice or as fiery as the sun, they are a force to be reckoned with, wielding the power of the cosmos itself.

HD : d8

Skills : base 2

Proficiencies : Light and Medium Armor.  All Shields except Tower.  Simple and Martial Weapons.

Manifesting Stat: Cha

Mantle Options: only Energy Mantle

Fire or Ice Psionics : At first level choose between Pyrokineticist or Cryokineticist.  Pyro can only manifest fire energy powers and their Mind-blade and Mind-arrow deal fire damage.  Cryo likewise for cold.

Mind-blade : Move Action to create size appropriate Shortsword of raw energy, must maintain Psionic Focus.

Mind-arrow : Alternate “Mind-blade” that functions identically to a Composite Shortbow.  The Mind-arrows deal additional damage equal to Cryo/Pyro’s Cha instead of Str. At level 5 it becomes a Composite Longbow.

Energy Mantle : Gain access to the Energy Mantle and its special power.

Free Draw : Create Mind-blade as Immediate Action.

Shape Mind-blade : Create either a Longsword, Bastard-sword, or twin Shortswords. \*Shape (Any Melee Weapon) feat

Volatile Mind : To target only a Cryo/Pyro with a power/spell aggressor must spend an extra X P/S Points.

Bladewind : Full-round Action make a single melee attack against every target within reach at full BA.