recursal/Fanatic-Fandom huggingface dataset:
Illyanda

## Origin

When the first planets form on the material plane, a set of twin deities formed in the First World. One represented the sea and nature in and below it. The other was Illyanda, who represented the nature of the land and sky. She lived among the land of the First World, and tended to the nature of the material plane.

## Spheres of Power and Influence

She governs nature and the natural effects within. Animals and plants answer to her calls and the Fey of the First World are her servants.

## Plane of Power

Her plane of power is the First World, all the land and sky within.

## Herald

Her herald is Ekithyr, a powerful white stag that can peer into the hearts and minds of creatures.

## Center of Worship

The center of her worship is in the Verdant Circle, located in the Wild Glen.
Excaliber

A powerful blade from a long forlorned kingdom, it has led to the rise of many kingdoms, and the falls of many others.

***Sword*** **(Weapon Magic Item)*; +6 Imari Steel Longsword*; Damage: 1d12 Untyped Damage**

**TRUE DAMAGE:** Damage from this weapon can not be negated or reduced in anyway.

**INSPIRE ALL OTHERS:** Any creature, within 100ft, fighting with the wielder of this weapons gains a +5 bonus to the following, while those fight against them gain a -5: Melee/Ranged/Touch Attacks, Melee/Ranged/Magic/Psionic Damage, Saves, Perception Checks, Spellcraft Checks and Initiative Checks.

***THIS WEAPON HAS NO KNOWN WAY OF BEING DESTROYED***
Cat ’o Fear Keys

A careful set of cat claw shaped Imari Steel picks, shaped into keys, that have been cursed by the Goddess of Justice to fear those that worship Kraith.

Lockpicks (Slotless Magic Item)

**COPY CAT LEGERDEMAIN**: The wielder of these picks can attempt Disable Device checks at any distance within sight as the picks create a “copy cat” of force at the trap.

**STOLEN CATS’ LUCK:** The keys grant a bonus of +10 to Disable Device.

**FOLLOW THE BLUEPRINT**: The keys can attempt a Disable Device check on their own, using the wielders bonuses, even at range. However this attempt takes twice as long as normal.

**FEAR**: The picks do not work in the hands of a follower of Jerrel and disappear at the first chance they get.

***THE KEYS CAN BE DESTROYED IF USE TO UNLOCK THE LOCK ON KRAITHS PERSONAL DOOR BY A FOLLOWER OF HIS RELIGION.***
Environmental Magiks

Elemental magiks that combines two of the elements together to control the world around them in new ways.

### Firestorm

Magik combining the power of fire with the storming winds to unleash devastation.

### Molten

Magik that draws the melting heat of fire to the earth in order to create and channel lava and magma.

### Steaming

Magik that makes use of the reaction from flames and water to unleash steam.

### Magnetism

Magik that uses electricity and metal to manipulate magnetic fields.

### Hurricane

Magik that generates gale force winds and terrible waters.

### Glacial

Magik that freezes the ground and water both.
Agoranal, The True Scroll

To those but the wielder, the *scroll* appears as a blank parchment. To the wielder, it is a library of knowledge and information.

Material: Aetherium; Weight: .1 Pound

**Hidden Tier**

*Worth of the Wielders Soul: 2-10 Cairns*

*Requirement to Wield: Anwai as only deity worshiped*

Properties of the Relic: Grants the Knowledge: All Skill

**Dormant Tier**

*Worth of the Wielders Soul: 12-24 Cairns*

*Requirement to Wield: Shown curiosity in all knowledge as a character trait*

Properties of the Relic: Grants the Knowledge: All Skill, Bonus to Knowledge checks Equal to Cairns

Abilities: Knowledge of All

**Imbued Tier**

*Worth of the Wielders Soul: 26-40 Cairns*

Properties of the Relic: Grants the Knowledge: All Skill, Bonus to Knowledge checks Equal to Cairns, *Truespeak*

Abilities: Knowledge of All and Targeted Knowledge

**Empowered Tier**

*Worth of the Wielders Soul: 42-60 Cairns*

*Requirement to Wield: Add a piece of unique information to the scroll*

Properties of the Relic: Grants the Knowledge: All Skill, Bonus to Knowledge checks Equal to Cairns, *Truespeak, Truesight*

Abilities: Knowledge of All, Targeted Knowledge, Imbued with Knowledge, and Learned Defense

**Awoken Tier**

*Worth of the Wielders Soul: 62+ Cairns*

Properties of the Relic: Grants the Knowledge: All Skill, Bonus to Knowledge checks Equal to Cairns, *Truespeak, Truesight,* Can cast an amount of normal Spells per day equal to cairns of the wielder x 3 with no mana cost, even if the spell is unknown to the caster normally

Abilities: Knowledge of All, Targeted Knowledge, Imbued with Knowledge, and Learned Defense, and True Order

**Abilities**

**KNOWLEDGE OF ALL**: Once per day the wielder may ask the scroll a single question and get an accurate answer if known by Anwai.

**TARGETED KNOWLEDGE**: The wielder of this scroll may, as a full round action, may target a creature within sight and find out the targets weakness, history, vitality and abilities, along with meta game information for the player. They can use this ability once per day per 2 cairns the wielder posses.

**IMBUED WITH KNOWLEDGE**: The wielder of this scroll is able to enhance any spell cast within 10ft per level them with a bonus to its’ DC equal to +1 for every6 cairns of the wielder as a movement action.

**LEARNED DEFENSE**: The wielder of this weapon gains a miss chance equal to their highest Knowledge Check against physical attacks.

**TRUE ORDER**: The wielder may, once per day, summon a powerful field of energy where they can state one of the following effects that last for 1 round per 4 cairns the wielder possess and is 100ft in diameter:

-One of the following energy types is negated: Divine, Arcane, Radiant, Void, Soul, Esoteric, Sanguine, Fel, Astral, Wild, Lunar, Necromatic, Elemental (Of 1 Type).

-Physical Damage is negated

-Movement is negated

The wielder is the only one immune to these effects. The effect ends if the target moves out of the range of the field.
Feathers of Heaven

A powerful feather left from the passing of the Grand Eagle of Heaven, these feathers have powerful healing properties.

Feather (Slotless Magic Item)

**GRAND RESTORATION**: A feather may be used to touch an affected person and cure them back to complete and full health, free from all aliments, poisons, diseases, curses, enchantments and other negative conditions and effects.

***CAN ONLY BE DESTROYED BY MIXING SAP OF AZZUATH ON TO IT.***
Faeruen

A powerful enchanted *great axe* that is hewn from the wooden bones of a long dead fey god.

Great Axe (Weapon Magic Item)

**+5 Great axe; Damage: 20 points of physical and wild energy damage.**

**WILD REJUVENATION:** The wielder gains Fast Healing 10. This healing counts as though from Wild Magiks.

**WILD STRENGTH:** The wielders Strength gains a wild bonus equal to half their level.

**WILD SKIN:** The wielder gains a wild bonus to their armor class equal to their level and a DR/EPIC equal to half their level.

***THIS WEAPON CAN BE DESTROYED BY PLACING IT IN A FIRE STARTED FROM THE BONES OF WHICH IT WAS HEWN FROM***
Mammon

## Origin

The ruler of the third layer was crafted by Asmodeus from a large piece of ruby found in the heart of Erebus. Thus he was born and has kept track of the wealth of Hell ever since, and no one is paid more than he in the multiverse, ensuring his loyalty to the throne of Hell.

## Spheres of Power and Influence

He governs wealth and trade, especially when one side profits much more than the other without breaking the laws.

## Plane of Power

His plane of power is the third layer of Hell, Erebus.

## Herald

His herald is the pit fiend, Twendaro, a golden devil forged in the image of Mammon.

## Center of Worship

His center of worship is located in the Crossroads at the Bordesh Manor.
Mortal Manifestation

A branch carved from a special jungle tree, it carries 7 lanterns, each aglow with a different colored energy. It was gifted to an unusual island troll by the goddess of heroes to aid him on his quest.

Staff (Staff Magic Item)

**DIVINE EMPATHY**: The wielder can sense the emotional state of anyone within their sight, as each person is enveloped in their own aura of emotion.

**EMPATHETIC INFLUENCE**: The wielder can use the staff to cast any spell with the [Emotion] or [Enchantment] descriptors as though they were the appropriate class as long as they are the appropriate level and at least a 10 Talent score. They may cast 420 spell levels worth of spells in 2 days, the total is reset each 2 day cycle regardless of how many were used.

***THIS WEAPON CAN BE DESTROYED IF USED TO BEND ITS’ CREATORS HERALD TO THEIR WILL.***
Ashari Crystal

Ultra light weight crystal-like stone that is much stronger than steel, but half the weight. Also known as Minder Mithril.

* Hardness: 15
* Weight Multiplier Per Pound: ,5
* Color: Red
* Bonuses to Weapons: Keen
* Bonuses to Armor: Maximum Dexterity increased by 3, reduces armor check penalty by 3. Spell failure reduced by 15%. Adds an additional armor bonus of +1 (Light), +3 (Medium), +4 (Heavy).
* Bonuses to Shields: Maximum Dexterity increased by 3, reduces armor check penalty by 3. Spell failure reduced by 15%. Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower).
Dwalven

A rare combination of dwarf and elf, they are shunned from both societies but are paragons of magic. They can not have children themselves, which only make them all the more rare.

### **Ability Score Adjustments**

They gain a +2 Intelligence, a +2 Wisdom and -2 Charisma.

### **Magical Resistance**

Their skin is resistance against magic, they have a +2 bonus on saving throws against spells and spell-like abilities.

### **Ancient Weapons**

Dwalven are automatically proficient with any weapon with the word “elven” or “dwarven” in the name.

### **Magical Crafting**

Dwalven inherit the crafting ability of both races. They gain *Craft Wonderous Item* and *Craft Magical Arms and Armor* at the appropriate levels.

### **Blended Heritage**

Because of their unusual heritage, dwalven are not limited by the divine/arcane restriction on Elder Magiks. They must have a connection to the Magik still however.

### **Disrupted Mana**

The chaotic fusion of two antagonistic races causes their magic to be disrupted, causing them to lose 6 mana per level from their total pool.

### **Ancestral Skills**

They received a +5 to Craft, Perception and Spellcraft checks.
Mur

## Origin

Once a cleric of Tyreen, he managed to live his life without breaking a single vow, oath or law and gained divine power through his dedication to law alone.

## Spheres of Power and Influence

He governs law, specifically the legal process and bureaucracy

## Place of Power

His place of power is the demi-plane Lawungus, the library of law within Heaven AND Axis.

## Center of Worship

The center of his worship is located in Hollandfast.
A.R.C.

A strangely shaped construct, a pudgy tiny toddler looking creature seemingly made from semi-solid, semi-liquid ever changing eveite and various composites.

Construct (Slotless Magic Item)

**BONDED**: The creature permanently bonds with the first creature that is nice to it until that creatures permanent death. Then the cycle repeats. It will do anything and everything to locate its bonded creature, appearing 1d20 days no matter the distance.

**RESHAPE**: In addition to its DR/- 30, the creature negates 75% of ALL damage done to it as it instantly reshapes around the damaging object or effect. It can take any of these advanced forms for up to 10 minutes per day, shared in 30 second pieces between all forms.

-Vibranium Raptor

A powerful medium sized fighter build that grants them 5 (+20 attacks, bite, claw x4) that each deal 2 points of stacking bleed.

*STR: 2o DEX: 26 CON: 20 INT: 6 WIS:: 4 CHA: 2*

-Titanum Gorilla

A powerful large sized fighter build that has increased strength and carrying capacity (20,000 lbs) as well as a climb speed of 80ft.

*STR: 26 DEX: 20 CON: 26 INT: 6 WIS:: 4 CHA: 2*

-Aurium Owl

A speedy small sized flight build, it is the fastest travel build with a fly speed of 200ft.

*STR: 20 DEX: 32 CON: 20 INT: 6 WIS:: 4 CHA: 2*

-Arcanium Spider

A sneaky build that grants it a +30 stealth roll as well as granting it the ability to detect magic and as climb speed of 50ft.

*STR: 20 DEX: 26 CON: 26 INT: 6 WIS:: 4 CHA: 2*

-Aquanite Octopus

A strong 8 armed water build that grants it a +30 to grappling and a swim speed of 140ft.

*STR: 32 DEX: 20 CON: 20 INT: 6 WIS:: 4 CHA: 2*

**ARCANE TOOLS**: The creature can emulate any basic or mildly-complex tool or instrument needed for a specific craft, profession or preform skill needed as a full round action and retain the forms as needed.

***THIS TOOL CAN BE MELTED DOWN BY POWERS GREATER THAN WHICH IT WAS FORGED WITH.***
Ace of Time

A gnomish *clockwork* *revolver*, invented with the blending of dwarven firepower and the magical power of the Temporal Alamorum.

*Pistol* (Weapon Magic Item); +5 Speed (2 Attacks) clockwork revolver; Damage: 25 points of temproal damage, 50ft Range Increment

**TEMPORAL BULLETS:** The wielder of this weapon does not need to reload it as timewarped crystal supplies the energy.

**WITHERING SHOT:** The wielder of this weapon may shoot a target with its first range increment as a standard action, forcing them to make a fortitude save (DC of 34) or causing them to age into death

***THIS PISTOL CAN NOT BE DESTROYED, ONLY LOST THROUGH TIME.***
Minor Evonic Craftsman

### Requirements: Level 8

Benefits: This feat allows the user to produce raw eveite from raw adamantine by spending 30 mana and 1 hour per pound of adamantine. They can also craft raw eveite into its’ worked form. It also allows them to work the eveite into various forms such as weapons, armors and tools. By spending 2 hours per pound of raw eveite with an appropriately powered forge and source they can futher turn the metal into compsites from the following catergory: Inner Planes, and work them into crafted items.
Asgarth (Nation)

One of the younger and smaller nations of the world, it has risen to prestige and national size through its' extensive sea trade. Asgarthian merchants are some of the few whose nautical speed rivals that of the Skyships used by the Western Kingdoms and its' allies. The Brovisian Trade Providence makes great use of their contracts in order to keep their trade flowing across the world the capital of Asgath is Le’Luluria, the only city on the isle. From here the Tidesage Amato'Talis runs the harbor and the nation.
Acidium

Formed from potent acid melting into the eveite while it is being worked, this metal can absorb acidic elements or be acidic to the touch as well.

Acidium requires Minor Evonic Craftsman to create and work.

* Bonuses to Weapons: The weapon deals an extra 2 points of acid damage each strike per point of ENHANCEMENT BONUS.
* Bonuses to Armor: The armor grants acid resistance equal to the ENHANCEMENT BONUS of the armor. Medium armor is double the EB, while Heavy armor is triple the EB of the armor. Adds an additional armor bonus of +2 (Light), +4 (Medium), +6 (Heavy).
* Bonuses to Shields: The shield grants acid resistance equal to double the ENHANCEMENT BONUS of the shield. Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower). This stacks with the bonus granted from armor made from the same type.
Baba Yaga

Gnarled and hunched over, her pale skin is covered in warts, and only the electric blue of her right eye can be seen, the other hidden in shadow from her hood. Her tattered robe drapes over her hunch back frame, and she wears no shoes but carries a strange staff topped with a purple lantern.

## Information

### Aliases

The Witch Queen, The Curse of the Fae, The Scourge of Kalandria

## Character Information

### Class

Witch 20 [Oracle 20] | Wizard 10 [Winter Witch 10] | M10 [G]

## History

One of the oldest known humans, none remember where or which planet she is from. She is a witch of incredible power, but strangely does not grant spells to those that worship her, even though many witches and fae do. Much of this old crones history is shrouded, but about 4,000 years ago (Materially) she set up shop in the Fae world, creating the Witchwood Market, a home to many witches, crones, hags and oracles.

## Power

A spellcaster of incomprehensible power, she is a master of both arcane and divine magic, though is greater in arcane prowess. She has a knack for creating curses, potions and hexes as well as command over many Fae and other witches.

## Relationships

She has a tenuous deal with the Fey Lords that only they and herself know the details of. Witches and other that live and work within the market see her as a mother figure and staunchly defend her.

## Organizations

She is a member of several organizations including:

The Witch Queen of the Fae Realm

The Broker of the Witchwood

A Grand Witch of the Council of Covens
Decantis, Blade of the Void

A black chained *flying blade* with a deep purple head that glows with a dark energy seems to absorb even sound.

**Level 1-4 (+1)**

Demira as only deity worshiped

**Level 5-8 (+2, Cold and 1/day abilities)**

Shown destruction as a character trait

**Level 9-12 (+3, Cold, Unoly, 1/day and 1/level abilities); Level 13-16 (+3, Cold, Unholy, Anarchic 1/day, 1/level and at will abilities)**

Destroy a major piece of civilization

**Level 17-20 (Cold, Unholy, Anarchic, 1/day, 1/level, at will and constant abilities)**

**ENTROPIC STRIKE**: The wielder of this weapon can attack a single target creature or item (gargantuan or smaller) and force it to make a fortitude save or be destroyed (normal items gain half their hardness as a bonus on this roll). The wielder can use this ability once per day.

**FREEZING SLASH**: The wielder of this weapon can make a single attack as a swift action, forcing targets struck to be frozen solid and helpless upon a failed fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus). The wielder may use this ability a number of times per day equal to their level.

**VOID SLIP**: The wielder of this weapon can slip through the void to another place within sight as a movement action.

**ENTROPIC FORM:** The wielder of this weapon is immune to negative conditions.
Geryon

## Religious Information

### Granted Power to Faithful

Can summon serpents from the appropriate summon monster/natures ally lists 3 times per day (Scales with Summon Monster ability of a Summoner)

### Symbol of Faith

A serpents skull with fire coming from the mouth

## Origin

An original denizen of Hell before Asmodeus made his journey there, he met the great god and agreed to serve him and in return was gifted his power and layer of Hell. He is staunchly loyal to the Lord of Hell as a result.

## Spheres of Power and Influence

He governs the monsters and creatures spawned from Hell and that have spread beyond the plane.

## Plane of Power

His plane of power is the fifth later of Hell known as Stygia.

## Herald

His herald is the beast known as the Beast of Hell. This beast has 8 different heads, each one a creature from a layer of Hell atop a serpents body.

## Center of Worship

His center of worship is located in the Fae’Lynn Forest.
Craft Soul Gem

This feat allows the crafter to use crystalline materials to make objects to house souls and ethos.

### Requirements: Caster Level 17, Craft Lacrima

Benefits: By spending 1 hour working on a glass or crystalline object you are able to store up to 1 cairn of ethos per point of hardness per pound of the obejct. Soul gems can hold partial or full cairns provided they have been worked to hold the amount of ethos or soul cairns at that moment.
Magic Fumble

A magical or magikal fumble is a chaotic release of mana and spellwork that the caster has lost control of. This can occur a number of ways; Rolling a natural 20 (1) on a Talent check, failing concentration checks during casting or other similar things. Using the table below, one can determine what happens within the blast. The whimiscal effect changes and may be different depending on the magic (or magik/magick) being cast when the fumble occured.

Roll 1d4, 1d6, and 1d8 and a 1d1000 (3d10) at the same time.

The d4 determines targets, area and direction.

The next roll, the 1d6, determines how powerful the effect is.

d6: Effectiveness (Applies to numerical effects)
 2
 3
 4
 5
 6

The next roll, the 1d8, determines if an additional effects happen.

 2
 3
 4
 5
 6
 7
 8

The next roll, the 1d1000 (3d10, one is the 100, one the 10, one is the 1. All 0's are 1000), determines the whimsical effect. These effects are the same ones distilled into a drink by the Fey and followers of Kenshi.
Dusthallow

A realm of earthy remains floating through the air, it is dangerous and unpredictable though the dangers themselves are well known. These statically charged clumps of dirt can ranged from the size of a human to the size of a mountain and are held together by moving chains of lightning that seems to be alive. Here storm and lightning and dust elementals battle their metal brethren for supremacy of the hallow mounds that dominate the borderland. Allzir the Stormdrawn and Mallikar of the Platinum-Six both seeks regular aid from their respective Planes of Air and Earth, though sometimes Mallikar pays mercenaries from other planes and realms well to fight on his behalf.
Mark XLI C.G.C. Armor

The Mark XLI Cosmic Gem Containment Armor, a nanotech powered armor designed by the Collective out of their remaining deposits of Imari Steel and Dragonforged Diamond Steel is built to contain the six cosmic gems and use them together, two suits were forged, one worn by Gustav, the other was stolen by a Jedi and placed for safety on a remote world in a hidden solar system.

The +5 Imariforged Diamond Steel *full plate armor*, forms around the wearer. They can be stored inside the body of the wearer and called forth as a standard action. When donned it grants a +25 armor bonus (this includes the enhancement bonus) to armor class, 15 of which applies to touch armor class and sustains the wearers pressure, air, hydration and hunger by using particles in the air. It also grants the wielder a fly speed of 500ft (movement action, 2000ft as a run action), doubles the wearers Strength score and triples their land movement speed. Additionally installed with a Collective HUD which allows for a map (local [100 miles and under], country [101-3000 miles], planet, solar system, galaxy and universe settings), along with other settable things such as gold/ammo count, way points and the like.

**COSMIC IMMUNITY**: The wielder is immune to all magical and psionic effects. Elder magiks still affect the wielder. Physical attacks must be able to damage DR/Mythic or are negated as well.

**COSMIC DESIGN:** The wielder can slot up all six cosmic gems in the armor, safety granting the powers to the wielder. They can also handle the gems while the armor is donned without penalties.

**COSMIC POWER**: The wielder can use various abilities of the gems in a single action provided the abilities share an action. For example, both must be able to be used as a swift action.

**COSMIC ALTERATION**: The wielder of the armor *with all six gems,* can alter reality at will as though the *Wish* spell but without the restrictions of the normal spell, as a full round action. *A DC may be required by the DM depending on the alteration.*

**GEM EMPOWERED**: The wielder of the armor gains all the passive, constant abilities of the gems slotted into the armor.

***THE ARMOR NEEDS TO BE USED IN CONJUNCTION WITH DESTROYING THE GEMS TO DESTROY IT AS WELL.***
Jannal Gemstone

The crystalline stone version of adamantine, known as minders adamantine.

* Hardness: 20
* Weight Multiplier Per Pound: 3
* Color: Sky blue
* Bonuses to Weapons: One handed weapons deal 1 ½ Strength damage while two handed weapons deal double Strength damage.
* Bonuses to Armor: DR/- 1 (Light), DR/- 2 (Medium) DR/- 3 (Heavy). Adds an additional armor bonus of +2 (Light), +4 (Medium), +6 (Heavy).
* Bonuses to Shields: Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower)
Maltheal

## Religious Information

### Granted Power to Faithful

When you die, you can fight a manifestation of death, if you win your resurrected, if you lose, you die and can only be brought back with true resurrection. Your connection gives you life sight for 20ft per level.

## Origin

When the first mortal creature died on the material plane, Maltheal and his brothers arrived to collect its’ soul. The three began a terrible argument before Yumee stepped in. She asked each brother what he wanted. The first wanted to experiment with it, and he was banished to the Negative Energy Plane. The second attempted to lie to the elder goddess, that he wanted to learn about it. But she saw through this and banished him too to Abaddon. But Maltheal simply wanted to guide it to the proper plane, and so was allowed to become the God of Death.

## Spheres of Power and Influence

He governs death and the passage to the afterlife. Whenever anything dies, unless through another gods intervention, Maltheal is responsible for guiding it on its’ journey.

## Plane of Power

His plane of power is located on the Astral Plane, an area known as The Sea of Grey.

## Herald

His herald is the Reaper Ignotus, there first wizard to achieve immortality, and then willing pass onto death to begin his journey in the afterlife. He appears as any other reaper, yet instead of a skeleton, he looks as though a middle age man.

## Center of Worship

His center of worship is located in the demi-plane within the Astral Sea known as the Hallowed House.
Brovisian Trade Providence

Coin is the way of the nation, and everything and everyone can be bought. Each of the eight great cities are considered independent city-states unless called upon by the Emperor of the Providence. Their markets are the largest in the world, containing many things both legal and illegal, that can not be found anywhere else. There are a large number of plane touched, particularly from the four Elemental Planes that reside within the nation. Ruled by Emperor Allizatn Allhersay, a powerful summoner and clever merchant. The largest religion of the nation is Anwai, as banking and trade is the dominant part of their lives. It also boasts the largest slave market in the world, and has trade relations with almost every other known civilization. The eight great city states are;
Fool's Folly

Created as a way to annoy other faiths by the Caldien fellowship, it quickly spread among the common folk and peasants in order to both turn their minds away from their situation and annoy those above them with a Gods protection and blessing. Any retaliation against a worthy and unharmful prank is met with a reputed curse of bad luck.
Divinium

Formed when eveite is exposed to magical energies from the Higher Planes. This holy metal is the bane of evil, and favored by divine champions.

Divinium requires Greater Evonic Craftsman to be worked and must have a source of powerful good energy to be created, in addition to the feat.

* Bonuses to Weapons: Deals 3 points of holy damage to evil creatures each strike per point of ENHANCEMENT BONUS. Evil creatures take this damage every round it is held.
* Bonuses to Armor: This armor grants Fast Healing 3 (Light), Fast Healing 5 (Medium), Fast Healing 8 (Heavy) to good creatures that wear it. This is reversed and damaging to evil creatures. Adds an additional armor bonus +3 (Light), +5 (Medium), +8 (Heavy).
* Bonuses to Shields: Grants its’ ENHANCEMENT BONUS to saves against evil spells. Adds an additional shield bonus of +2 (Light), +5 (Heavy/Tower).
GodView

A lacrima-vision scrying that is viewed via GodView Lacrima purchasable by any outsider of sufficient transcendence, it showcases many of the heroes, villians and other beings across the cosmos on its' 999 channels. Davien maintains the network with help of his faithful from his plane and throne, while also serving as a commentator on many of the various channels. He uses his power to capture the opinions of important beings across the multiverse as well during certain segments.

The broadcast was once almost interrupted by the Prince of Darkness, however an intervention by the Elder Goddess prevented the conflict.
Dwarf Lord’s Tunnel Cleaner

A powerful *blunderbuss*, forged out of heavy dwarven worked titanum with twin octagonal barrels and sharp engraved features.

*Blunderbuss* (Weapon Magic Item); +5 *blunderbuss;* Deals 8×1d20 points of damage in a 25ft cone; Two shot per round.

**ALLOYED FLECHETTE SHOT**: The blunderbuss fires bits of raw titanum and virbranium from itself, ignoring any damage reduction.

**CONCENTRATED FIRING**: The wielder can continuous leave let a stream of metal fire from the dealing 50 points of damage every round in a 25ft cone. Creatures damaged must make a reflex save or be knocked prone. Even if they get up immediately, they must make a new save as soon as they are hit again. Those that succeed only suffer half damage. The wielder may move up to half their movement speed each round while concentrating. This ability takes a full round action to activate and maintain every round.

***THIS BLUNDERBUSS MAY BE DESTROYED IF USED TO DESTROY THE THRONE OF THE CURRENT DWARVEN KING WHILE IT IS STAINED WITH THEIR BLOOD.***
Arkahzul

## Origin

Once the mortal companion of the Goddess of Heroes during her journey, he fell to demonic corruption and was the first of the group to ascend when he ambushed Sunem, the Devil Lady of Magic. Vitani and her friends were attempting to free Tyriel from the devil's clutches, allowing the-then demon lord to kill her and ascended to full demonic godhood. He was later struck down by one of the first demon hunters, and his mantle taken by a demonic companion of hers though some parts of him survived.

## Spheres of Power and Influence

He governed evil and chaotic magic, blood sacrifices and the dark lure of power.

## Herald

His herald was The Dead Liege, a husk of a vampire that he reanimate and fused with his abyssally damned soul.

## Center of Worship

The center of his worship was in the Abyss.
Eternicore

A dangerous and potent combination of Nordos Jewelstone and Hellium, it is a hungry and trapping gem, desiring souls.

* Hardness: 97
* Weight Multiplier Per Pound: 7.5
* Color: A serene black with slight red and purple
* Bonuses to Weapons: A target struck suffers a drain on their soul. If they are killed within 8 rounds per points of ENHANCEMENT BONUS, their soul is drained into the weapon, regardless of distance.
* Bonuses to Armor: Makes a target immune to ethos targeting effects. Adds an additional armor bonus of +10 (Light), +20 (Medium), +30 (Heavy).
* Bonuses to Shields: Grants Deflect Ethos Spells, which follows the same rules as Deflect Arrows. Adds an additional shield bonus of +10 (Light), +20 (Heavy/Tower).
* Special Property: Will passively absorb 1 Cairn per round from a creature in contact unless protected or actively resisting, a Will save (DC 97).

Originally created in Hell by Glizbin Loraqen on the The Infernal Forges.
Moonfire

### A relic of an another ancient world, this *bow* was brought from the lands of Doryn during the Great Journey. It channels the power of the moon, gaining enhance powers at night.

Short Bow (Weapon Magic Item); +5 Adapting Composite Endless Ammunition Short Bow; Damage: Each arrow deals 5 points of force damage per point of Wisdom modifier of the wielder. Range Increment of 150ft.

**NIGHT WALK:** The wielder is under the effects of *Invisibility, Greater* when it is night.

**LUNAR ARROWS**: The wielders attacks target touch armor class at night.

**SHADOW JUMP:** The wielder can, as a movement action, jump between to patches of shadows within sight.

***THE BOW CAN BE DESTROYED IF USED TO KILL A SOLAR ANGEL.***
Aetherium

Aether that has been hardened via being imbued with certain qualities; Life, mana and ethos in an unknowndeific fashion.

Can only be worked by deities, greater deities or equivalent beings.

* Bonuses to Weapons: Ghost Touch. Each strike deals 1/6 of the damage to mana.
* Bonuses to Armor: Ghost Touch. No arcane spell failure, no maximum dexterity, no armor check penalty. DR 6/7 Epic, Fasting Healing 6/7, and regenerates 6/7 mana per minute.
* Bonuses to Shields: Ghost Touch. No arcane spell failure, no maximum dexterity, no armor check penalty. Can absorb six/seven spells, powers, attacks or abilities per round.
Cayden Caldien

## Religious Information

### Granted Power to Faithful

Gains a bonus 1d6 to all d20 rolls. 1 and 5 are treated as penalties while the rest are treated as bonuses. Becomes 1d12 at 15th level. 1, 5, 7 and 10 are treated as penalties. This ability functions as long as the character has had at least one drink within 24 hours.

### Symbol of Faith

A tankard overflowing into a ferrets mouth

## Origin

A true, accidental god, the once mortal Cayden was walking through an ancient capital of the nation Doryn, and in his drunken stupor, wandered through the Palace Gardens and into the ascension of the Queen and King of the nation. He too was bathed in divine power, and surprisingly…. Survived as a full fledged god as well.

## Spheres of Power and Influence

His governs luck and drink, as well as adventure. He is one of the more active gods and those that have drawn his wrath find themselves prone to misfortune and bad luck.

## Plane of Power

His plane of power is the golden hall Thronberg, the best known tavern on the edge of the city of Elysium.

## Herald

His herald is Kilo Bronzebolt, a once mortal dwarven ranger that traveled with Cayden and after he died, agreed to become his herald. His one remaining golden eye can see as far as he needs it too.

## Center of Worship

His center of worship is The Golden Dropper, in Koranga, the Brovision Trade Province.
Holy Month

During a faiths time associated with a deity coupled with devout and intense worship and celebtrations, known as the Holy Month, their faithful thin the planar barrier between them and their patron. During this time, all Domain spells that are within the domains held by the deity are under the effects of the Empower, Widen or Reaching metamagic feat, chosen at the time of casting by the devout. These spells need not be selected as domain spells, but must be cast by a devout of the deity during the correct Holy Month.
Finan’s (Once) Blue Undergarmets

A pair of nasty azure silk underpants that were worn by a scoundrel paladin that charmed his way throughout the world.

Underpants (Legs Magic Item)

**EVERLASTING CHARM:** These underpants grant the wielder their Charisma modifier to all their saves as well as half to their AC as charm bonuses.

**ALWAYS FIND A WAY:** The wielder may avoid a lethal blow a number of times per day equal to their Charisma modifier.

**SUPERSTITION?**: The wearer must never take off the underpants, willing or otherwise or they may never gain their benefit again. If someone attempts to wash them (the wearer can resist this, no save require, the pants and person simply do not become clean), they flee, teleporting to a random brothel in the world.

***THESE UNDERPANTS CAN BE DESTROYED IF USED TO CHARM THEIR WAY INTO HELL AND SELL A LOVED COMPANIONS SOUL WILLINGLY.***
Boro’Boro

The quickest of all the Kaiju, she is a massive bird with a wingspan of almost 200ft and weighing near 35,000 tons. Lightning crackles in the air around her white feathers and the air seems to gust at random intervals, yet is always moving under her stern eyes, the color of the clouds. She made her home in the Great Tree of the Tan'Sari Jungles prior to Rodesh's assault and destruction of it, and often visited other Great Trees. She is current residing within the forest on the Isle De Crystal.
Evonic Armor

This plate armor is made from powerfully enchanted eveite that transforms to defend itself from damage.

Armor (Armor Magic Item); +5 Eveite Full Plate

**TRANSMUTIVE ARMOR**: The armor absorbs the last source of damage to it, granting the wearer damage reduction 25 to the last source of damage, ie. physical attacks, fel damage, arcane damage, fire damage, void damage. This lasts for 1 round per level of the wearer or until another damage type is used.

***THIS ARMOR CAN BE DESTROYED BY ABSORBING EVERY DIFFERENT VARIATION OF DAMAGE AT ONCE***
Essite

A potent combination of eveite and norrdos jewelstone, tempered with deific power that has combine the lacrima like properties of the eveite composite with the jewelstone draining properties to produce a vampiric like lacrima that drains essence.

* Hardness: 48
* Weight Multiplier Per Pound: 3.75
* Color: A dull red lilac that changes depending on the essence it is in contact with.
* Bonuses to Weapons: Each strike drains an amount of hit points equal to the ENHANCEMENT BONUS into the weapon, no more than 5 per strike.
* Bonuses to Armor: Will restore health store within the armor to the wearer every round, no more than 5 per round. Adds an additional armor bonus of +5 (Light), +10 (Medium), +15 (Heavy).
* Bonuses to Shields: Will restore health store within the shield to the wielder or a target they are touching as a standard action, no more than 50 per round. Adds an additional shield bonus of +5 (Light), +10 (Heavy/Tower).
* Special Property: Will passively absorb 5 points per round from wounded creature in contact until they are fully healed.

Originally created by Nihthel Firesworn in Hell on the The Infernal Forges.
Gugnir

A golden spear within two blades next to one another at the end, it hums and vibrates with an orange, ancient and sagacious energy.

Spear (Weapon Magic Item); +5 Imari Steel Long Spear Damage: 4d12 Piercing/Slashing and Holy

**CALL THE RAINBOW BRIDGE:** The wielder of the spear can stamp it down and call a column of rainbow light to envelope them as a full round action. They are then teleported anywhere they have been, regardless of distant or planar location. They can only take 1 other person per 5 levels with them.

**ODINFORCE BLAST**: As a full round action, the wielder may fire a ray of energy at any creature within 50ft as a range touch attack. If struck, the target must make a fortitude save (DC of 38) or be disintegrated instantly. A successful save forces them to be knocked prone and take 50 points of damage.

***THIS WEAPON CAN BE DESTROYED IF THE LAST DESCENDANT OF ODIN SLAYS THEIR REMAINING FAMILY WITH THE WEAPON AND DIES.***
Mollon, The Armory of Hell

This simple silver handle wreathed in red fire creates the weapon that the wielder is most proficient out of solid hellfire.

**Level 1-4 (+1)**

Moloch as only deity worshiped

**Level 5-8 (+2, Flaming and 1/day abilities)**

Shown warmongering as a character trait

**Level 9-12 (+3, Flaming, Unholy, 1/day and 1/level abilities);**

**Level 13-16 (+4, Flaming, Unholy, Axiomatic 1/day, 1/level and at will abilities)**

Defeat a powerful Elysium outsider in battle

**Level 17-20 (+5, Flaming, Unholy, Axiomatic, 1/day, 1/level, at will and constant abilities)**

**INFERNAL JUGGERNAUT:** The wielder of this weapon gains DR/EPIC equal to half their level, an infernal bonus equal to double the enhancement bonus of the weapon and deals double damage, the extra damage being cause by hellfire. This state lasts for a number of rounds equal to the wielders level and the wielder can use this ability once per day.

**HELLISH FLURRY**: The wielder of this weapon can slash the air in front of them as a full round action, damaging one target per four levels within 50ft of them with blasts of hellfire as a range touch attack for their normal weapon damage. The wielder can use this ability a number of times per day equal to their level.

**ARMORY OF HELL:** The wielder of this weapon may change it into any weapon that the wielder is proficient with as as swift action.

**DEVILISH CONSTITUTION**: The wielder of this weapon does not fall unconscious at 0 hit points, does not take damage for taking actions below 0 hit points and does not die until they are reach triple their Constitution score.
Abaddon

The River Styx arriving in the Desolate Lands.

When banished by the Elder Goddess, Charon found himself in a desolate and dark place. Below, he could feel a chaotic evil that clawed its' way up to him. When confronted by the entity, it recognized that it could not best the young god of death after a brief fight, and so chose to leave him alone. Over time, the bottom of the Lower Planes spawn innumerable realms under the demons power, the Abyss. And above the heat of Hell could be felt. But here in Abaddon, where the River Styx ran through into the Dreadfalls in the Abyss, only death and depravity remained. The selfish need Charon felt, the land felt too. Soon his soldiers, Daemons rose from its' quintessence, and then for the first time, souls began to arrive. These allowed Charon to grant his first Horsemen their power, power that has been strengthened ever since in the damned realm of evil.
Anwain Banking Pouch/Bag

Special bags that allow a user to access their funds when traveling. They are able to use the pouch to transform their funds to any currency that is used by a nation that banks with Anwai, they have a cost of 300atg for a pouch and 600atg for a bag. The dimensions of the pouch are 5" by 5" while the bag is 1' by 1' when the opening is fully opened.

This bag allows currency and items deposited to be stored in an account with the Anwain Church and Bank, and allow for currency to be exchanged into any form of national currency, provided the nation holds an account with the Church and Bank. Up to 10,000atg may be removed from the bank bag directly in a single day. If another creature uses the bank bag, they find either their own accounts funds, or nothing if they hold no account.

The standard currency that other nations, material, planar or otherwise are measured against are known as Anwai Trader Gems, atg, or the ATG standard, whose wealth is determined by a Council on Axis.

A user may pay an additional yearly fee of 10g per 5 square feet of storage space in order to hold items within their Vault of Anwai. These items may be retrieved and deposited via the bag and pouch provided they fit through the opening, otherwise they must be retrieved from a bank directly.
Mandin, The Rich-Blade

An illustrious black ebony *swordcane* trimmed with infernal gold in intricate and complicated patterns.

**Level 1-4 (+1)**

Mammon as only deity worshiped

**Level 5-8 (+2, Flaming and 1/day abilities)**

Shown greed as a character trait

**Level 9-12 (+3, Flaming, Unholy, 1/day and 1/level abilities)**

**Level 13-16 (+4, Flaming, Unholy, Axiomatic 1/day, 1/level and at will abilities)**

Successfully operate a loaning business

**Level 17-20 (+5, Flaming, Unholy, Axiomatic, 1/day, 1/level, at will and constant abilities)**

**CURSE OF GOLD:** The wielder of this weapon can make a single melee touch attack against a target as a standard action and, if the attack hits, forces them to make a fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus). If the target fails, they are killed and turned to a rock of pure gold worth 50g per hit dice of the creature slain. The wielder may use this ability once per day.

**TRANSMUTE WEALTH**: The wielder of this weapon can touch up to 100 pieces of copper or silver (or an item of equivalent value) and permanently change it to 100 pieces of gold after a ritual that requires 1 minute per 100 pieces. The wielder may use this ability a number of times per day equal to their level. They may spend more than one uses at a time.

**DEVILISH CONTRACT:** The wielder of this weapon may conjure and lend out up to devilish gold to those that sign a contact that takes 10 minutes to conjure. The contact binds the creature to pay or suffer 1d6 points of hellfire damage per day after the contacts end date. This damage can not be healed until the contact is fulfilled. They wielder may have 1 contact per 6 levels of the wielder active at any time.

**EYE FOR WEALTH**: The wielder of this weapon instantly knows the amount of wealth a person with 50ft of them possess on their person and in their name.
Eagle Eye Crossbow

A powerful *two handed crossbow* imbued with the soul of a powerful Grand Eagle, this weapon can fire bolts farther than any other weapon.

Crossbow (Weapon Magic Item); +5 Speed, keen, endless ammunition two-handed crossbow; Damage: 10 points of damage + 1 point of damage for every full 5ft length the bolt travels to the target. Range Increment: 100ft

**EAGLE FEATHERED BOLTS**: These magical bolts negate the need to reload and fly 10 times faster than normal bolts.

**EAGLESTRIKE**: As a full round action, the wielder may fire a single shot, however the range increment of the single attack is 1000ft.

**WINGS OF THE EAGLE**: The wielder of this weapon is under the effects of *Fly* when conscious and *Feather Fall* when unconscious.

***THE WEAPON CAN BE DESTROYED IF USED TO KILL A DESCENDANT OF THE SOUL WITHIN THE CROSSBOW***
Droyli

The western coastal city, it was the first to open trading relations with the outside world when dragonkin merchants from the city arrived in Mikal just before the Fall of the Hinterlands. Now it is a town of exotic trade and even more exotic people. It’s ruler is Kormandal, an old and wise bronze dragon that has ruled the city for many years. Its' much more open than its' eastern sister and boast a much more varied population of people and items.
Master Evonic Craftsman

### Requirements: Level 16, Greater Evonic Craftsman

Benefits: This feat allows the user to smelt eveite into some of its’ most powerful composites and work it into crafted items. By spending 8 hours per pound of raw eveite with an appropriately powered forge and source they can turn the metal into most of various composites from the following category: Unique.
Natal’Lee Shadowhand

A young half-elf clad in black leather armor with a violet overcoat. A black sword hangs at her hip and shadows of people seem to dance in her presence. Her hair is cut in a flowing and ebon black, and her eyes seem to be dark coins.

## Information

### Relatives

Olena Menagerie (Aunt), Tabatha Menagerie (Mother), Allistair (Father)

## Character Information

### Class

Sorcerer 4 | Ninja 4 | Arcane Trickster 10 | M4

## History

One of the newest Pirate Lords, she was the captain of second ship of the Silken Fleet and claimed the Coin of her Lord, Alli'Ella when the elf killed the 51st Pirate King and took the throne. She has since formed the Treasure Hunters, her own armada and gained the support of two other lords.

## Powers

She is a master of arcane magic, specializing in illusion and stealth as well as a competent ship captain.

## Relationships

She is in a staunch alliance with the Pirate Lords of the Merchant Sea, and the Seafloor.

## Organizations

She is a member and leader of several organizations including:

A Pirate Lord and leader of the pirate coalition known as High Tide

Champion of Jerrell

The Admiral of the Treasure Hunters

Captain of the Silken Edge