recursal/Fanatic-Fandom huggingface dataset:
Balsean

Balsean is an illegal and dangerous alchemical drug. Balsean is a highly addictive mind altering drug.

## Manufacturing:

Balsean is made in illegal alchemical labs. It is very difficult to make.

## Psychical Description:

Balsean is a crystal like substance that is made. It is normally a shade of red (Because of it's color and it is highly addictive most pushers tell their clients that "Everyone Loves Red").

## Effect:

1d4 hours hallucination, -4 to all mental ability checks, skill checks, and attack rolls.

+4 to all damage rolls and physical ability checks.

## Damage:

1d4 damage to 1 mental ability score.

Roll 1d3 for damage:

1. Int
2. Wis
3. Cha

## Special:

If further doses are taken within an 8-hour period, the user takes double damage from the second dose; is three or more doses are taken in the same period, the damage for each additional dose is doubled and become ability drain, not just ability damage.
Gary

Gary was once a Train conductor in the City of Minus. He ran the train from Minus to Necropolis. He was question by the party and had told them
 that the passengers of the train would travel to Necropolis but no one
would ever return. After the questioning Gary was murdered by a unknown
source.

Sometime later The Witch Anna with the aid of Rain
created a Soulbound Doll on the beach by the "Lady's Light." She was able to draw a soul to her and placed it into a scarecrow. It was later
reviled when the scarecrow learned to talk that the soul placed into the
 doll was that of Gary the train conductor. He has called Anna "Mother"
and Rain "Father." Gary know a little magic.
Ricochet Hammer

Aura moderate transmutation; CL 7th; Weight 2 lbs.; Price 20,301 gp

DESCRIPTION

This +1 returning light hammer can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the hammer so it rebounds off the first target to strike at a second target, and so on for each of the wielder’s additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.

For example, a 6th-level dwarf fighter can throw the hammer using his +6 BAB at a target 20 feet away (within one range increment, no range penalty); if it hits, he ricochets it to attack using his +1 BAB at a second target 40 feet away from the first target (within three range increments for a –4 range penalty).

The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder’s additional attacks for that round.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Arms and Armor; Spells telekinesis; Cost 10,301 gp
Eternal Feather Token

This small, colorful feather waves gently as if blown by a constant breeze. As a standard action, the feather’s owner can change its form into another variety of feather token. Any owner can use an eternal feather token to duplicate the effects of an anchor feather token.
 Higher-level owners have additional options. The token remains
transformed until its owner commands it to change again, or until it is
activated in that form like a normal feather token.
 Once activated, the token reverts to the appearance of a normal feather
 of a dingy gray color. Over the next week, it slowly regains its color.
 A week after its last activation, it can be used again.

**7th Level**: The feather can become a fan feather token.

**9th Level**: The feather can become a bird feather token.

**11th Level**: The feather can become a tree feather token.

**13th Level**: The feather can become a swan boat feather token or whip feather token.

**15th Level**: The feather recharges its color and is usable after 1 day instead of 1 week.
Pathfinder

Here is Information of the Pathfinder Campaigns.

## Game:

* House Rules
* Home-Brew Races
* Deities

## Campaigns:

* Something Wicked:
	+ Season 3 - Investigators
		- Chapter 3 - War
	+ Season 4 - Was of the Anthros
		- Halloween - Dark Shadows
	+ Season 5 - Heroes of Ages
		- Halloween - The Long Night
		- Christmas - The Fight Before Christmas
* Something Wicked 2.0
* Rise of the Runelords
* The Seven Swords of Sarai
* Warriors of Tornok
Enderis Ritter

Elf bounty hunter and friend of Shannon Walker, Enderis along with his friend and fellow bounty hunter Mariia joined the part in the city of Shiloh.

Enderis enjoyed participating in the fight-club Delirium. He went on many adventures with the party and was very faithful to Shannon Walker and the Bastion. He gave his life in the Attack on Minus where he fell into a pit with the demon Thanatos. Not wanting to be killed by the demon lord and having no way out of the pit Enderis told Mariia to run and blew himself up greatly hurting Thanatos in the explosion (It was Epic).
Scarab Shield

**Source** *Pathfinder #79: The Half-Dead City pg. 61*
**Aura** faint conjuration **CL** 3rd
**Slot** shield; **Price** 4,399 gp; **Weight** 6 lbs.

 Once per day on command, a *scarab shield* grants
its wielder a +2 sacred bonus on saving throws against fear and death
effects for 3 minutes. At any time while this bonus is in effect, the
wielder can end the effect as a swift action for a burst of healing
energy. The wielder loses the saving throw bonus, but is healed of 1d8+3
 points of damage.

 In addition, a *scarab shield* can
protect its wielder from swarms. If a mindless swarm attempts to enter
the wielder’s space, the swarm must attempt a DC 11 Will save. If the
save succeeds, the swarm can enter the wielder’s space and attack the
wielder normally. If the save fails, the swarm instinctively avoids the
space occupied by the wielder, completely ignoring the wielder for 3
rounds. This effect ends if the wielder makes any attacks, but the
wielder may use non-attack spells or otherwise act without ending the
effect. This ability functions once per day.

### Construction

**Requirements** Craft Magic Arms and Armor, *blessing of courage and life*APG, *sanctuary*; **Price** 2,279 gp
Orb of Storms

**Aura** strong varied; **CL** 18th

**Slot** —; **Price** 48,000 gp; **Weight** 6 lbs.

This glass sphere is 8 inches in diameter. The possessor can call forth
all manner of weather, even supernaturally destructive storms. Once per
day, she can call upon the orb to use a control weather spell. Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect.

Persephone's Promise gave Dolarhyde an Orb of Storms.

## Storm of Vengeance:

**School** conjuration (summoning); **Level** cleric/oracle 9, druid 9, shaman 9, witch 9; **Domain** nobility 9, weather 9; **Subdomain** cloud 9
CASTING

**Casting Time** 1 round
**Components** V, S

### EFFECT

**Range** long (400 ft. + 40 ft./level)
**Effect** 360-ft.-radius storm cloud
**Duration** concentration (maximum 10 rounds) (D)
**Saving Throw** see text; **Spell Resistance** yes

By the way…

The effects created by this spell do not move with a ship and this spell does not start a fire on a ship.

 **Source** Skull & Shackles Player’s Guide

### DESCRIPTION

You create a huge black storm cloud in the air. Each creature under the cloud must succeed on a Fortitude save or be deafened
 for 1d4 x 10 minutes. Each round you continue to concentrate, the spell
 generates additional effects as noted below. Each effect occurs on your
 turn.

**2nd Round**: Acid rains down in the area, dealing 1d6 points of acid damage (no save).

**3rd Round**: You call six bolts of lightning down from the
cloud. You decide where the bolts strike. No two bolts may be directed
at the same target. Each bolt deals 10d6 points of electricity damage. A
 creature struck can attempt a Reflex save for half damage.

**4th Round**: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).

**5th through 10th Rounds**: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.

Ranged attacks within the area of the storm are impossible. Spells
cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the *storm of vengeance*‘s save DC + the level of the spell the caster is trying to cast.
Orbs

## **The Seven Orbs of Judros:**

There are tales of seven orbs said to harness the purest essence
of each color of magic. It is also said that if one person can control all
seven they would be able to wield unlimited power. The whereabouts of the orbs
are currently unknown.

**Judros** was a seer
and seeker of truth. Judros studied all seven forms of magic with a colleague named
Umbra who was a powerful sorcerer. The two are often linked to the seven magic
stones and in some tales the creators of the orbs themselves.
There was a great falling out between Judros and Umbra as

the sorcerer sought the darker side of magic. Umbra has written a number of books that delve deep into the darkest aspects of magic.

## The Orbs, Their names and Magic:

White - Heaven's Circle - Life

Yellow - The Beholders Eye - Light

Green - The Mother's Globe - Nature

Blue - Persephone's Promise - Order

Purple - Inspiration Sphere -Creativity

Red - The Blood Moon - Chaos

Black - The Dark Glass - Death
Angel Figure

This is a small carved wooden figure depicting an Angel. This Item will summon a Heavenly Host.

> Angels we have heard on high
>
>
>
> Sweetly singing ov'r the plains
>
> And the mountains in reply
>
>
>
>
> Echoing their joyous strains
>
>

> Gloria in excelsis Deo
>
> Gloria in excelsis Deo
>
>

> Gloria in excelsis Deo
>
> Gloria in excelsis Deo
>
>

> Hark the herald angels sing "Glory to the newborn king"
>
>
>
> Peace on earth and mercy mild, God and sinners reconciled"
>
>
>
>
> Joyful all ye nations rise join the triumph of the skies
>
>

> With angelic host proclaim "Christ is born in Bethlehem"
>
>
>
> With angelic host proclaim "Christ is born in Bethlehem"
>
> Mild he lays his glory by, born that man no more may die
>
>
>
>
> Born to raise the sons of earth, born to give them second birth
>
>

> Veiled in flesh, the Godhead see, hail the incarnate deity
>
>
>
> Pleased as man with men to dwell, Jesus, our Immanuel
>
>
>
>
> Pleased as man with men to dwell, Jesus, our Immanuel
>
>

> Hail the heaven born Prince of Peace, hail the sun of Righteousness
>
>
>
> Light and life to all he brings, ris'n healing in his wings
>
> Christ the highest heaven adored, Christ the everlasting Lord
>
> Come desire of nations come, fix in us thy humble home
>
>
>
>
> Come desire of nations come, fix in us thy humble home
>
>
Shannon's Cloak

* As Eleusinian Shannon stays cold, this cloak keeps her warm.
* This cloak functions as Cloak of Etherealness.

## Cloak of Etherealness:

**Aura** strong transmutation; **CL** 15th
**Slot** shoulders; **Price** 55,000 gp; **Weight** 1 lb.

### DESCRIPTION

This silvery gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spell). The effect is dismissible.
 The cloak works for a total of up to 10 minutes per day. This
duration need not be continuous, but it must be used in 1 minute
increments.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, ethereal jaunt; **Cost** 27,500 gp.
Efreeti of the Bound

The **efreet** (eh-FREET; singular is **efreeti**) are a race of powerful and cruel genies that hail from the Elemental Plane of Fire. Noble efreet are called **maliks**.

## Appearance

Efreet appear like crimson skinned humans wreathed in flames with billowing black smoke seeming to leak from their very flesh. Efreet tower over normal humans at twice their height, most standing at least twelve feet tall. Further adding to the efreet's positively fiendish appearance, they have a set
of horns growing out of their foreheads. These horns vary in size from
efreeti to efreeti, some possessing mere nubs while others sport horns
the size of a stag's. Thanks to their huge size, efreet generally weigh
around two thousand pounds each.
Evander Ironborn

## Physical description

### Eye color

*Unknown*

Evander is a Tiefling Paladin of Iomedae. He joined the party in hopes
to help Shannon Walker on her quest to unite the land of Penumanor.
Evender has a strong attraction to Elise Ulchas, lusting after her on
many occasions. While he was helping the party fight the five Demon
Lords of Necropolis she was shown visions of Elise naked, enlightening
the flame of lust inside him even more. Evander did not handle this well
 and when he had returned to Minus with the party left the group to seek
 forgiveness in the temple of Iomedae. He was there when Thanatos
attacked the city, and Evander's whereabouts and well being are
currently unknown.
Season 4

This Season will be the earliest in the Time-line taking place 1940 AE.

## Starting level:

You will be starting at level 7.

See House Rules for more info on Character Creation.

## Race:

You may choose from these races:

* Catfolk
* Gnoll
* Grippli
* Kitsune
* Kobold
* Lizardfolk
	+ Reptoid
	+ Nagaji
	+ Troglodyte
* Ratfolk
* Rougarou
* Tengu
* Vanara

## Story:

The season takes place 62 years before Shannon Walker is anointed Eleusinian. Dark forces are moving in the land of Pneumanor however Alfheim has its own problems to deal with. The Rhino Lord Rataxes is terrorizing the land enslaving all.

Do you have what it takes to stand against tyranny and save your homeland from certain destruction by Rataxes and his band of invading rhinos?

## Setting:

The Season will take place is the land of Alfheim. **You may be from any town in Alfheim but the story will start in the town of Passamaquoddy.**

### **Major Cities:**

* **Provincetown**
* **Kingdom Hall**
* **Pilgrim Heights**
* **Buzzard's Bay** - Tengu City
* **Buittermilk** - Gnulls, Rougarou and Ratfolk
Tima Daughter of Thunder

Found in a cell in the Goblin King's Castle. Tima left the party after being set free.

## Childhood:

Tima is daughter of the Gumboo tribe chieftain. She grew up a small village. Tima’s mother died while Tima was still a young child so Tima’s father Jango raised her. He taught his daughter how to be a skilled fighter. Tima learned from a very early age how to track, hunt and prepare her food. Her tracking and hunting skills were also applied to becoming a warrior of the tribe. Although Tima’s father kept her busy training she still enjoy her childhood.

## Adulthood:

Once Tima came into adulthood she was brought before the tribes oracle as everyone in her tribe before her. The oracle studied Tima carefully and then placed a hand upon Tima’s head. Then the oracle told Tima ” I see many adventures in your future.”

Tima was confused, “That cannot be,” She said.

“It is true my child,” said oracle. “You must leave us, it is the creators will. You must go into the land flashing your sword like lightning and sounding the creator’s message like thunder. For you belong to the light, you belong to the thunder. I here by name you, Tima daughter of Thunder.”

Though her father did not want to see her go he did give her his blessing, and telling Tima ” it’s dangerous to go alone, take this.” He handed her their family sword.

## Character Trates:

Tima is bright, funny and very attractive but she also has an explosive temper. Her faith is strong, but she can some time be a little naive when it comes to others beliefs and customs.

After coming to Pnuemanor Tima entered into Black Fangs Cave and befriended three travelers, a barbarian named Codice, a Rouge named Caladrel, and a cleric named Thadeus. Tima also found a sword in that cave The Dragons Bane sword which she now wields. Tima came close to dying from an attack by Black Fang. She now dreads Dragons and hopes to rid the world of them. Tima also bought a dragon hide breast plate to help protect her from her fearsome foe.
Tima bought a dog named Oy in Minus, and later bought a horse named Sheemie and a Hawk named Roland from the town of Sandpoint.

## Titles:

1. Tima, Daughter of Thunder
2. Tima, Thunderstriker
3. Tima, Dragon Bane
Rodrick Greeves

## Biographical information

### Place of death

Forest Outside Omary (Decapitated by Jubjub Bird)

## Physical description

### Eye color

Brown

**Name:** Rodrick Greeves

**Race:** Human

**Position at Bastion:** Raynor Knight/Man of Arms

**Notable Weapon/Equipment or Ability:**

**Description:** Well-versed in the use of arms, Sir. Rodrick
Greeves charges into battle with confidence and intellect.
Lion’s Shield

**Aura** moderate conjuration; **CL** 10th **Weight** 15 lbs.; **Price** 9,170 gp

DESCRIPTION

This +2 heavy steel shield is fashioned to appear to be a roaring lion’s head. Three times per day as a free action, the lion’s head can be commanded to attack (independently of the shield wearer), biting with the wielder’s base attack bonus
 (including multiple attacks, if the wielder has them) and dealing 2d6
points of damage. This attack is in addition to any actions performed by
 the wielder.

CONSTRUCTION REQUIREMENTS

**Feats** Craft Magic Arms and Armor; **Spells** summon nature’s ally IV; **Cost** 4,670 gp
The Zephyr Blade

**Price** 23,315 gp; **Slot** none; **CL** 7th **Weight** 6 lbs.; **Aura** moderate conjuration

## DESCRIPTION

This wooden longsword was first forged by elemental binders. It appears to have a blade crafted from wood, similar in appearance to a bundle of sticks. It can be given to a hero by the Water Nymph Zelipea.

* It functions as a +2 longsword. Three times per day, when the wielder confirms a critical hit with the zephyr blade, as an immediate action he can will a fraction of the blade to break off and transform into a Medium air elemental or wood elemental (this does not affect the sword itself). The elemental fights as the wielder directs for 7 rounds, or until it is destroyed. At the GM’s discretion, similar weapons may exist that summon elementals from different planes.
* Three times per day as a standard action the wielder may cast Zone of Truth.

 CONSTRUCTION REQUIREMENTS **Cost** 11,815 gp; **Feats** Craft Magic Arms and Armor; **Spells** summon monster IV or summon nature’s ally IV
The Green Knights

This offshoot of the faith, where the knights worship both creator and creation. Their focus is on unity, exploration, thought and the elements of magic.

## Code:

The Green Knights don't have a code as the other orders but learn 30 words that are the essence of the Order.

1. **Aimsir (AM-shir)** – Weather, time, season. THE ELEMENTS THAT SURROUND US.
2. **Baile (BAL-yeh)** – Place, home, homestead, farmstead, village, town. WHERE WE COME HOME.
3. **Beatha (BA-ha)** – Life, livelihood, food, sustenance. THAT WHICH SUSTAINS US.
4. **Bó (Boe)** – Cow. PARTNERSHIP IN NATURE.
5. **Cara (KA-ra)** – Friend. OUR CONNECTION TO ONE ANOTHER.
6. **Ceol (Kyol)** – Music, song, vigour. THE RHYTHM WITHIN US.
7. **Comhluadar (CO-loo-der)** – Company, family. THE HARMONY OF BEING TOGETHER.
8. **Dáil (DAW-ill)** – A coming together, a consultative gathering. A MEETING OF MINDS.
9. **Dathúil (DA-hoo-il)** – Good-looking. A PLEASURE TO THE EYES
10. **Draíocht (DREE-oct)** – Magic, enchantment. THAT WHICH IS UNSEEN.
11. **Fadó (Fodd-Oh)** – Long ago.  WHAT CAME BEFORE.
12. **Fios (Fiss)** – Knowledge. KNOWING AND UNDERSTANDING.
13. **Gael (Gale)** – A person THE ESSENCE OF IDENTITY
14. **Gaisce (GOSH-ka)** Weapons, feat (of arms), bravado AT OUR BEST
15. **Leannán (LAN-awn)** – Lover PERFECTION IN OUR HEARTS
16. **Meitheal (MEH-hull)** – Working party JOINING OUR EFFORTS TOWARD A SHARED GOAL
17. **Meas (Mass)** – Estimation, opinion, esteem, respect A SENSE OF GRAVITAS
18. **Misneach (MISH-nock)** – Courage, spirit, hopefulness PUSHING FORWARD THROUGH UNCERTAINTY
19. **Pléaráca (PLAY-raw-ka)** – Revelry, boisterous merrymaking A PARTY YOU DON’T WANT TO MISS
20. **Plámás (Plaw-mawss)** – Flattery, soft talk, cajolery A FEW SWEET NOTHINGS
21. **Saoi (SEE)** – Wise and learned person WISDOM THROUGH INSIGHT
22. **Saoirse (SEER-sha)** – Freedom, liberty BEING WHO YOU ARE
23. **Scéal (Shkayle)** – Story, account, narrative, tale, piece of news, state of affairs TELLING THE TALE
24. **Sláinte (SLAWN-tcha)** – Health, soundness, completeness MAY YOU BE WELL
25. **Slán(SLAWN)** – Health, soundness; healthy, safe GO IN SAFETY
26. **Sona (SUN-a)** – Happy, lucky, fortunate MAY FORTUNE SMILE
27. **Taisce (TASH-ka)** – Store, treasure, hoard THAT WHICH WE VALUE
28. **Taoiseach (TEE-shock)** – Leader, chief, ruler, prime minister FIRST AMONG US
29. **Uachtarán (OOK-ter-awn)** – President ONE WHO RISES THROUGH EXCELLENCE
30. **Uisce (ISH-ka)** – Water THE SOURCE OF LIFE

## Knights Uniforms:

The Knights wear the colors of Green and white with a little yellow. A common motif is the Knights symbol of the Snake or Dragon and others use plant life.
Santa Hat

## A Santa Hat of Generosity:

It’s more blessed to give than receive. While wearing this hat, if you give a gift of coin or items the hat (DM) deems worthy, The hat readies the Bless spell (1st level) to be cast at will. While the spell is readied, you grow a magnificent white beard. If you remove the hat before the spell is cast, the spell is lost until a new gift is given. If you give the hat as a gift, no spell is readied, but you find a lovely, sincere, handwritten thank you note in your pocket for each gift you gave while wearing the hat.

## Bless:

School enchantment (compulsion) [mind-affecting]; Level cleric/oracle 1, inquisitor 1, paladin 1, shaman 1; Domain community 1; Subdomain leadership 1, resolve 1

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)

DESCRIPTION

*Bless* fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

*Bless* counters and dispels *bane*.
The Long Night

You are a Vampire Lord (or Lady) of Clan **Venture**. You’re clan has ruled over the Land of **Gothera** for over five centuries. You have been in **the** **Great Slumber** and now it is time to rise once more for **The Long Night**.  You awake to find things not as they have been. The scales have tipped from your favor. Not only that but your seat of power and very existence is being threatened by angry villagers, eager Vampire hunters, blood thirsty werewolves, determined mad scientist and other power hungry clans.

Will you be able to regain your power? Will you be able to overcome the many forces that stand against you? Will you be able to survive the long night?

### Setting:

Gothera is a cold, bleak land. For almost half the year there is perpetual darkness, this is called The Long Night. A Mountainous country with many dark forest and ancient castles. Small villages are scattered about the country side with a few large cities standing as bastions for human kind.

### Terms:

* **The Long Night** - There is no Sunlight from October to Early March.
* **The Great Slumber** - About a Five Month hibernation period.
* **Vampire Clans**:
	+ **Venture** - Held power the longest, large numbers, magically gifted.
	+ **Valentin** - Most ambitious clan, small numbers but great influence.
	+ **Derkas** - Biggest, dark-skinned. Relatively peaceful.
	+ **Nightshade** - Most feared clan. Savage and bestial, enjoys killing.
	+ **Ravenshaw** - The most numerous; common vampires.
	+ **Warren** - Most religious clan, greatly respected.
	+ **de Winter** - First clan, small numbers. They have wings.

## Sessions:

* **Dates**: October 8, 15, 22, 29
* **Time:** 5:30pm-9:30pm Central

## Character Creation:

* **Race:** Start as a Dhampir (any heritages) then add Vampire corruption.
* **Class:** Any
* **Level:** 7
* **Starting Gold:**  23,500
* Adding Vampirism Corruptions - You may have all manifestations.
* **House Rules**
Summer Springs

### Inhabitants

Population 1,2401,116 humans, 37 halflings, 25 elves, 24 dwarves, 13 gnomes, 13 half-elves, 12 were-cats

Summer Springs is a small coastal town. The economy of Summer Springs is based primarily on horse ranching and fishing.

## Notable Landmarks:

* Town Hall
* The Church
	+ The Parsonage
	+ The Cemetery
* The School House
* The General Store
* Summer Springs' Train Station
* Restaurants:
	+ The Fable Harvest
	+ Barnwell's Sea Food
* Inns:
	+ The Willcox Inn
	+ Ashley-Willis House
* The Summer's Manor
* The Walker Ranch
* The Spring
Something Wicked 2.0

## Setting:

The year is 1997 AE, two hundred years have past since there was a King or an Eleusinian in the land and everyone is doing what is right in their own eyes. Crime is running rampant within the land. An evil Vampire Master by the name of Nicholas Vaughn has set himself up as the Lord of Pneumanor ruling from his castle in the Highlands. Nicholas' son, Sandor (also known as "The Rainmaker"), has become a vary dangerous Mob Boss in the city of Considine while Nicholas' wife, Victoria, has taken hold of the city of Garland where she is preforming her dark rituals. Jareth The Goblin King has taken control of all the Eastern Isles. The Coos and other cults are emerging from the shadows.

Tensions are thick in Pneumanor and the land is bleak. Rumors of war are in everyone's ears as well as whispers of a darker terror rising from the depths of hell it's self. Minus seems to be the only Bastion of hope as it is still a city of free people. However many fear it will soon fall under the hands of Pneumanors many tyrannical rulers.

Is there any hope in the land? Can heroes rise up to save the people of Pneumanor? Can anyone unite the land once more?

## Character Creation:

* Starting Lever: **1**
* Starting Gold: **500**
* Point Buy for Abilities: **20**
* Number of players: **3 or 4**
* You will be starting in the town of Summer Springs.
* I would like for one of the characters to be from The Order maybe a Knight Raynor.

* See House Rules
* Deities to choose from.
* This will be a long Campaign.
Pathfinder Chapter Titles

## Chapter I - The Last Enemy (Start of Season One):

* Meeting Shannon Walker
* Coming to the Bastion
* Searching for the Book of Umbra
* The Defeat of Invidia
* The Buying of Anna
* The Great Disagreement

## Chapter III - Children of the Fallen:

* The Leaving of Valamir
* Grim and Reaper joining the group
* The Commission of the Airship Fleet
* The Mass Murder and suicide of Noir

## Chapter III - Children of the Night:

* Travel to the Highlands
* The meeting of Nicolas Vaughn
* The meeting of the Red Death
* A Deal with the Red Death
* Time Travel
* The battle with Malek, the death of Anna and the departure of Rain

## Chapter IV - The Eve of Destruction:

* The meeting of Evander, Elise and Dolarhyde
* Shannon's petition for help
* The Airship's journey to the Necropolis
* The battle with the 5 demon lords
* The return to Minus
* The fall of Minus

## Chapter V - Restart (Start of Season Two):

* Travel to a parallel world, meeting of Jack, Katherin and the deal with Jareth
* Acquiring a ship, slaves and a journey north
* The battle with Laken
* Pleasure Time and the fight with Cotton Eye Joe

## Chapter VI - When Worlds Collide:

* Meeting of the Great Owl
* The Travel to Summer Springs
* Going to Pinehill Sanatorium
* Finding of Shannon Walker and the 1st Battle of the Coos
* The Reveal of the Inspiration Sphere
* The 2nt Battle with the Coos
* Taking Shannon to Garland and Curing her.
* The Rianmaker defeats the Rouge bosses
* Traveling to The Ancient Temple
* The Battle with Gosen
* Attaining The Mother's Globe

## Chapter VII - Haunted Past:

* The Stop at The Way Station
* The Stop at Passamaquoddy and the near death of Puck
* Shannon and party go to Passamaquoddy/Rescues of Puck
* Search for the Dark Glass/Battle with Lich and the Death of Dolarhyde
* Katherin had an encounter with an owl and got a new sword
* Rain and Canyman turned on each other again
* Gestalt - The Punisher joins the party
* Shannon and Rain have a talk
* Candy kidnaps Delilah
* The two groups join into one party
* The party arrives at Orman
* The Coos want to make Rose the new Eleusinian
* The Party defeat the Coos and destroy the Eleusinian creator
* The Party face and defeat Jareth
* The Part says goodbye to Shannon Walker
* Shannon, Rain and Delilah travel through space and time facing off with Thanatos

## Epilogue:

* Shannon, Rain and Delilah return home, it is Christmas day and all the Demons seem to have fled
* One year later Shannon and Rain marry

## Season 3 - Chapter I - Investigators:

* Ten years have past since Shannon Walker's return and Thanatos' disappearance. Minus was rebuilt and has again become the capital of Pneumanor. Shannon Walker is still Eleusinian and her husband Lord Sandor has supported her rule. Their marriage has been stable and Sandor has dissolved the sex trade/human trafficking in Considine.
* The Death of Richard Grayson
Persephone's Promise

### Effects

The Blue Orb is called "Persephone's Promise." It is the source of hope and order.

### Cost to sell

*Unknown*

One of the The Seven Orbs of Judros**.** Persephone's Promise is the Blue Orb of Balance. It posses a deep power.

## Unlocks (Each Orb can preform a wide verity of magic):

* Persephone's Promise has been known to boost it's welder's magical ability.
* Persephone's Promise gave Dolarhyde an Orb of Storms.
* Persephone's Promise can be used as an Orb of Pure Law.

## Orb of Pure Law:

**Aura** moderate divination; **CL** 10th; **Weight** 1 lb.
**Slot** none; **Price** 60,000 gp

### DESCRIPTION

This featureless gray stone is perfectly smooth and flawlessly polished. The bearer of an orb of pure law gains a +4 deflection bonus to AC against attacks from chaotic creatures and a +4 resistance bonus on saving throws against polymorph effects, effects with the chaotic descriptor, and effects that inflict the confused condition.
 When held in hand, the bearer of the orb may use detect chaos and detect law at will. A lawful creature may hold the orb in hand and command it to invoke dispel chaos and arrow of law each once per day.

 The orb bestows one permanent negative level on any chaotic creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, arrow of law, detect chaos, detect law, dispel chaos; **Cost** 30,000 gp
Quintessential

## Appearance

Quintessential is a 6' oxidore man that has short, neatly calmed down sky-blue hair, pale skin, and silver eyes with black sclera.

## Personality

Quintessential is a mysterious, clever man with an interest in the science of the world. He's a risk-taker at times, very calm and unfazed about most situations. He's quite polite but can be competitive.

## Relationships

* Martinez

Quintessential is a friend to Martinez when he was a kid, He was often the one to push Martinez from his hesitation a lot of times. Quintessential does have respect and attachment towards him though their interaction can be sometimes too formal.
Orman

## Jareth tells the group a strange prophesy:

In the villa of Orman, stand a solitary candle, in the center of it all. On the day of execution, only women keel and smile.

*At the center of it all.*

*Something happened on that day he died, spirits rose a meter then stepped aside, somebody else took his place.*

*At the center of it all. You're eyes.*

*I'm Blackstar. How many times does an angel fall?*

*At the center of it all.*

*You're eyes.*

*At the center of it all.*

*You're eyes.*

This seems to make little sense and Jareth admits to not knowing what it
 means. He dose tell them that Orman is found on the Island of Lympus.
Mipha’s Grace

"*A restorative power born from the spirit of the Champion Mipha. When your life runs out."*

Mipha's Graces acts as Cure Critical Wounds Mass/Mythic and Heal Mass.

Mipha's Grace can be used once a day.

## Cure Critical Wounds

**School** conjuration (healing); **Level** alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1; **Domain** healing 1
CASTING

**Casting Time** 1 standard action
**Components** V, S

EFFECT

**Range** touch
**Target** one creature/level, no two of which can be more than 30 ft. apart
**Duration** instantaneous
**Saving Throw** Will half (harmless); see text; **Spell Resistance** yes (harmless); see text

DESCRIPTION

When laying your hand upon a living creature, you channel positive energy that cures The damage cured increases to 8d8 points of damage +40 The spell cures up to 4 points of ability damage if the target is a living creature. The target chooses what types of ability damage are cured.

Since undead are powered by negative energy, this spell deals damage to
them instead of curing their wounds. An undead creature can apply Spell
Resistance, and can attempt a Will save to take half damage.

## Heal

**School** conjuration (healing); **Level** alchemist 6, cleric/oracle 6, druid 7, inquisitor 6, shaman 7, witch 7; **Domain** healing 6
CASTING

**Casting Time** 1 standard action
**Components** V, S

EFFECT

**Range** touch
**Target** creature touched
**Duration** instantaneous
**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless)

DESCRIPTION

*Heal* enables you to channel positive energy into a creature to
 wipe away injury and afflictions. It immediately ends any and all of
the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded*,* insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

*Heal* does not remove negative levels or restore permanently drained ability score points.

If used against an undead creature, *heal* instead acts like *harm*.

#### Heal, Mass

 **School** conjuration (healing); **Level** cleric/oracle 9, shaman 9, **Domain** healing 9

 EFFECT

**Range** close (25 ft. + 5 ft./2 levels)
**Target** One or more creatures, no two of which can be more than 30 ft. apart

 DESCRIPTION

 This spell functions like *heal*, except as noted above. The maximum number of hit points restored to each creature is 250.
Panacea Knights

### Symbol

A circle of black, with a flask in the middle. The flash is pointed down, pouring out a gold liquid. The liquid cuts through and pushes back the black as it splashes against the floor

### Sacred color

Red and Gold

Panacea Knights, also known as the **Order of Saint John**, **Order of Hospitallers**, **Knights Hospitaller**, **Knights Hospitalier** or **Hospitallers.**

Is the Second largest Militarily order in Pneumanor. The Knights have become a Sovereign Military Order of Garland. Only subject to The Eleusinian.

## Founding:

The Panacea Knights were founded in the year 12009 by John "Jack" Marrek also known as "Saint John" in the Garland region. The knights were formed with the full support of the Eleusinian Shannon Walker. It was founded to lend medical aid and knowledge to the land of Pneumanor and also defined the Eastern coast.

## Code:

1. Live in Truth
2. Have Faith
3. Give Proof of Humility
4. Love Justice
5. Be Merciful
6. We shall give aid to our allies when we can
7. Be Sincere and Whole-hearted
8. Endure Persecution
9. Do not suffer a Coo to live

## Knights Uniforms:

The Knights wear the colors of Red, Gold and Black.
The Blackest Crow

## A Poem Matthew Wrote about Gutz.

As time draws near my dearest dear when you and I must part

How little you know of the grief and woe in my poor and my poor aching heart

Tis' but I suffer for your sake believe me dear it's true

I wish that you were staying here or I was going with you

I wish my chest were made of glass wherein you might behold

Upon my heart your name lies wrote in letters made of gold

In letters made of gold my love, believe me when I say

You are the one that I will adore until my dying day

The blackest crow that ever flew would surely turn to white

If ever I prove false to you bright day will turn to night

Bright day will turn to night my love, the elements will mourn

If ever I prove false to you the seas will rage and burn
The Candyman

The Candyman is The Rainmaker's right hand man and second in command of Considine's mafia. The Candyman specializes in child trafficking throughout Noctis Terra, Nox Terra and The Highlands.

The Candyman refers to the children as "His Sweets" and has been known to take interest in his own supply. He likes to carry candy in his pockets for the children.

The Candyman runs the books along with the mathematical genus who is called "Numbers" for The Rainmaker.

## The Candyman's Reputation:

The Candyman's appetite for the company of the young has generated some disgust from a small number of the mobsters, though most over look it.

The Candyman is considered very dangerous and many have learned not to cross him. He is only a little less dangerous then The Rainmaker.

## Candyman Inc:

The Candyman has inquired a large candy manufacturing company called Candyman Inc. The candyman uses the large amount of income to help fund the Rainmacker's criminal empire.

### Factories:

* Considine - Main Branch and Largest Factory
* Vam Pier
* Gilead
Uni

## Description

Uni is the primary protagonist of Celestial Bloom: Multi.

* 2018 version
* Full Body
* Chibi
* Depressed State

## Appearance

    Uni as an adult stands around 6'3 tall, masculine presenting and has tone shape body compare to the typical aradise arden. He has pale complexion, white side-part comb hair with starry baby blue eyes. Uni has a white star has his earsona and emits a bright rosy glow.

Uni in his depressive state his hair droops and turns black with exception of a streak.

## Character

Uni presence is amiable, level-headed and attentive.

## Biography

**Origin**

**Early life**

Uni was born on 5171 UVE, to his parents Martinez and Aura.

## Trivia

**Etymology & Symbolism**

* Uni name means one; having or consisting of one.

**Development**

* Idea of Uni was around 2014 or 2015.
* Uni wasn't originally the main character, it was Verse but had gotten change since 2018.
* He was originally just a Human.
	+ His originally name was gonna be Martin.
	+ He was originally gonna be in his early 30s.
	+ He early on had a grown a small beard, but was later removed due to Aradise Arden's gender-neutral physique.
		- Uni although out the main cast (and most his species to extent), has the most physically dimorphic body type.

**Official**

* Uni is the tallest of the main cast, standing 6'3 at adult height.
* Uni's head-canon voice as a child Timothy's from Boss baby while his adult voice is Kristoff's from Frozen.
* Uni enjoys spicy food.
* Uni has Coccinellidaephobia (a fear of lady bugs).
Lady Persephone

**Lady Persephone** was the first Eleusinian of Pneumanor and was told to be very beautiful. She was of strong will and when she was a young lady a power grew inside her that made her a force within the land. Though she only used the power for good she made many enemies. The Demon Lords thought that her power was dangerous to them and sought to destroy her.

Persephone met Minus Dardanus and the two fell in love. The two were married, Minus and Persephone grew to be favored in the land. In the fifth yeah of their marriage Persephone was with child. When it was time for the child to be delivered, there was great rejoicing in the land. The child was female and Persephone named her Selphie.

The Demon Lords perceiving Persephone and Minus as threats and devised a way to cause the pair great pain. In hoping to dishearten them the
demons kidnapped Selphie and sacrificed her to their dark god.

Minus and Persephone were devastated but instead of letting the loss of their daughter overwhelm them they assembled all the allied kingdoms and united them to confront the demons and push them back to their hellish realm. The united army was able to vanquish the demon hoard under Minus’ lead.

After the victory agents, the demon the united kingdoms
gathered for a conference where they decided to make one Kingdom of Pneumanor and chose Minus as the first king and Lady Persephone as the first spiritual leader
called “The Eleusinian.” A coronation for Minus and an anointing for Persephone was held shortly after conference. Minus and Persephone ruled from the city of Antioch, After Minus' death Antioch was renamed to Minus.
Desna

**Desna** (pronounced DEZ-nuh) was one of the first deities, but while her peers burdened themselves with the task of creating Other Wrold she spent her time building the heavens. She's changed little since those earlier days, and she and her followers delight in exploring the world.

## History:

Desna is an ancient goddess of freedom and luck, and is credited with the creation of the heavens. Desna is gifted with the domain of travel; she has traveled the planes and worlds since, opposing both oppression and evil wherever she encounters them, and spreading her word while making an effort to experience new wonders when she can.

## Appearance

Desna is a Pneumanorian goddess often described as a beautiful elven woman, with butterfly wings containing all the beauty of a clear night sky. She is oft depicted as having dark hair, silvery eyes, and a coy but distant smile, wearing diaphanous gowns and sometimes accompanied by swarms of butterflies.

## Church of Desna

The church of Desna has few temples to its name, and its priests rarely settle in a single location. The faithful of the Great Dreamer can be found on the roads of Pneumanor, Alfhiem and Lympus.

### Worshipers and Clergy:

Desna is the goddess of travel and journeys, and there are few who traverse the roads who wouldn't spare her a prayer or a simple-worded plea for benediction. Scouts, sailors, and those who travel for travel's sake make up a large amount of her following, though her domain of luck
 also makes her a favorite deity among gamblers and thieves. The informal clergy of Desna is primarily composed of clerics, though on occasion bards are called by some song or whisper in the night to follow her path. In addition, spherewalkers are paragons of the Desnan ideal of seeing new sights each day and finding locales unheard of but often dreamed of. The individuals that comprise the clergy usually garb themselves in white robes and silk caps, emphasized by varied decorative elements and usually accompanied by one or more starknives.

### Temples and Shrines:

Temples of Desna are few and far between, with most locations dedicated to the goddess being no more than roadside shrines erected in her honor;
 her faithful often leave markings and dedications in newly discovered areas and secluded locales. Those few temples that do exist often serve as observatories and are as open to the night sky as possible.
Elements of life

Elements deal with different aspects of life, thus a person's powers manifesting in that regard.

**Soul deals with the Spiritual**

**Body deals with the Physiological**

**Mind deals with the Mental**

**Emotion deals with Emotional**

**Content deals with the Material**

**Surroundings deals with the Philosophical**

 Soul

Body

Mind

Emotion

Content

Surroundings

Before the split the world use rainbow

## Distinctive Personalities

**High Soul users**

**High Body users**

**High Mind users**

**High Emotion users**

**High Content user**

**High Surroundings users**

## **Soul**

Free-will, destiny, beliefs, preferences, consciousness, awareness, morality, sprituallity, goal, higher meaning, and philosophically.

## **Body**

Abilities, senses, power, strength, speed, appearance, growth, time of future, present and past, the motion of things and physical health.

## **Mind**

Knowledge, intelligence, sanity, dreams, imagination, creativity, perception, personality, creativity, universal reasoning, and intellect.

## **Emotion**

Feelings, empathy, instincts, bonding, sexuality, hopefulness, collaboration, maturity, self-control, passion, determination, and intuition.

## **Surroundings**

The world around, actual, fundamental truth, direction, dimension, parallels, bending reality, space, materialize, and the surface.
Pasia

Note: the story of pasia is paused because of spoilers.

Pasia is (Nickname Universal dump) a massive errie full of astronomical objects and Numeral walls on the top.

## Visitors

* Circus baby

* Alphys
* Broly
* Ballora
* Doven
* Verse
* Lavender

## Numeral walls

   Numeral walls are predominant in pasia filled with pathway doors where one could travel light years to Alternate Universe.

* Levels
Ballora (Universe Ophiuchus)

This page has outdated information with the latest ones yet to come or under construction.

## Ballora (Universe Ophiuchus)

* Current
* Younger

## Professional Information

### Occupation

Serial killer programmed animatronic (Formerly)

## Description

Ballora is a ballerina-based animatronic who's from the Five Nights at Freddy's: Sister location, she's one of many created by a child serial killer William Afton who stays in her own gallery room to entertain within Circus Baby's Entertainment and rental until a mysterious force around the event of "night 4" spawn her and the rest her verse.

## Personality

Ballora is original seductive and deadly, seemly being calm and composed at first, however, pretending isn't her forte.
After taken out of the verse, Ballora is sullen, a bit melancholic, and insecure. Her grim still remains, though her programming to kill children such as Verse at a time is laxer to act upon.

## Relationships

**Verse**
Ballora was founded by Verse wearing the spring lock suit (Likely Michel had escaped) As verse grabbed ballora the magic of Kindness came to appear which reflected on the object Verse was chasing for.
Cause
they both share kin to music,

## Origin

   Ballora is from the world of Fnaf. During the early night's sister location, a light flashed her world and brought her into a random place in thalos which happened to be its universal dump. In comparison to circus baby who arrived months before, according to ballora she herself "has barely been there for a week".

    Verse found ballora and saves her with accidental magic due to a crystal stone nearby verse was chasing.

Ballora with Verse attempts to escape and with baby after noticing. Ballora notice less of a calm and impatient in circus baby personality.

## Abilities

### Given

* Flight
* Kindness

## Trivia

* Ballora's height became short more than her original debut appearance.
* Ballora's hair changes three times to Indigo to periwinkle to Purple with a periwinkle streak.
* Ballora's clothing and skin changes two times
* Ballora's Eyes changes to Purple to blue to indigo.
* Ballora personality drastically changes into being hostile into being calming and kind due to entering the dump and Powers.

* Alpha Ballora was the older version of her name.
* Ballora is likely an INFP 9w1

Ignore the bottom

This page has outdated information with the latest ones yet to come or under construction.

Versions
This is the primary version of Ballora (Universe Ophiuchus), here are the others down below.