recursal/Fanatic-Fandom huggingface dataset:
Voldemee

Her dead green skin blends into the dark robes that are the sole thing draping over her thin and emaciated frame. Her serpent eyes shine out from the rest of her bald head and snake-like face, and when she breathes out a fel green mist exudes and a forked tongue flicks from her mouth. Where ever she walks, green footprints of energy remain for a time and in her hands is a crystalized black wand that seems to scream when silence falls around it.

## Theological Information

### Domains

Magic, Knowledge, Chaos, Destruction, [Revolution], [Murder], [Duels], [Greed]

## Religious Information

### Symbol of Faith

A skull with a serpent crawling out, the serpent holding a wand

## Origin

A set of twin demi-goddess that rose together under the guidance and care of Anwai, they both came together to battle the horrid chaos of the Abyss. After years fighting in the depths, the two reemerged to Axis as demon lords, and took their leave. She imprisoned her sister after she breached a deal with her, though what deal and why her sister breached it is unknown to all but the two demon lords.

## Spheres of Power and Influence

She governs magic, the darker or more evil the better. Her services require a payment of the sacrifice of a created spell.

## Place of Power

Her place of power is known as the Dark Academy

## Center of Worship

The center of her worship is also located within the Dark Academy

## Character Information

### Class

Witch 20 [Oracle 20] | Priest 2 [Wizard 2] |M10 [G]

## Powers

She is a powerful magi and master of many secrets of the art of magic and other energies. She has been known to provide her services to others, all for a price of course.

## Relationship

She was known to have a strong relationship with her sister, the Demon Lord Rowana.

## Organizations

She is a part and the leader of many different organizations including:

The Head Mistress of the Dark Academy

High Warlock of the Scarrheart Enclave

Archmagi of the Demon Kings' Magi

Former Witch of the Eastern Moon of the Witches of the Two Moons
Source Planes

The various planes of Existence that each can have an intrinsic sigilic link to the very ethos and being of individuals. If a being is killed on their source plane, instead of being absorbed by the plane of their death, they are absorbed by the Spire.

They are:

Material Plane, Heaven, Nirvana, Elysium, Axis, Limbo, Maelstrom, Hell, Abaddon, Abyss, The First World, Elemental Planes, Plane of Life and the Plane of Death.
Soul Gems

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. There are very few ways of safely moving a soul to or from a gem. A soul that has been split can be reunited and brought back to life or sent beyond provided all the pieces of the soul have not been spent or used and a creature manages to break all the pieces of a soul out at once. Otherwise the largest bit becomes the dominant soul. If parts are used or spent, then they are gone permanently. Gems, crystals and other materials that are naturally or artificially able to house souls as a soul gem are able to hold 1 cairn per point of hardness per pound the gem weighs.
Yeddish

## Origin

A mechanical being that is thought to have once been a gnome engineer who helped the creator of the firearm as his apprentice. While his master went down in history, his apprentice sought greater heights and masters, eventually ending up in the apprenticeship of the God of Craftsmen himself.

## Spheres of Power and Influence

Her sphere of influence is guns, gunsmithing, and engineering, specifically clockwork.

## Place of Power

Her place of power is the Smoldering Range in the foothills of Nirvana.

## Center of Worship

The center of her worship is located in Toron Val.
The Lich Kings’ Cloak

A long silvery cloak that seems tattered and blood stained at the end.

Cloak (Back Slot Magic Item)

**WRAITH**: The wielder is hidden from sight as a movement action, turning completely invisible as per the spell *Greater Invisibility*. However the wielder is immune to discovery with any normal magic spell. They are also to immune to magic detection such as *Arcane Sight* or *Detect Magic.* They can end this as a swift action.

***THIS CLOAK CAN ONLY BE DESTROYED IF PRESENT WHEN THE CURRENT DEITY OF UNDEATH LOSES THEIR SEAT TO ANOTHER.***
The Keys of the Heralds

A set of 12 keys, each can be used to call upon a powerful herald of a deity. The keys however draw their power from the user to keep the herald summoned.

*Key* (Slotless Magic Item)

**OPEN GATE:** The user of one of the keys may, as a full round action, use the key to summon the respective herald of the deity. This action consumes 25 hit points from the user to do so. Every round the herald remains in the realm consumes 10 hit points from the user. The herald is bound to do no harm to the user of the key, and to prevent them from dying (in any way other than overuse of a key) but otherwise must be convinced to help. The herald disappears upon the user hitting 0 hit points, falling unconscious, or otherwise losing control of themselves or when dismissed as a standard action. The damage from using the keys can not be healed magically or psionically, it is instead converted to non-lethal damage. Additionally these costs are double if the herald is summoned outside their anointed day. These are the following keys:

Key of the Scales: O’ Eraul, the Judgment; Sunday

Key of the Hero: Antaisha, the Champion of Heroes; Monday

Key of the Tyrant: Murtol, the Warlord; Monday

Key of the Defender: Dane Lighthand, the Impassable; Tuesday

Key of the Bloodthirsty: Kramos, the Barbaric, Tuesday

Key of the Queen: Serrental, Heaven’s Justice; Wednesday

Key of the Trickster: Trinity, the Shadow Dancer; Wednesday

Key of the Betrayer: Ymysh, the Snake Who Lies; Thursday

Key of the Sun: The Sun-Drinker, Wrath of the King; Thursday

Key of the Drunk: Kilo, Little Luck; Friday

Key of the Pirate: Caldel, the First King of the Sea; Friday

Key of the Clock: Tempos, the Watcher; Saturday

***THE KEYS CAN ONLY BE DESTROYED IF THE HERALD THEY ARE BOUND TO IS KILLED IN THEIR HOME PLANE OF EXISTENCE.***
Obilnax

A small 15 sided clear gem that contains a multi colored energy inside.

Gem (Slotless Magic Item)

**ENERGY CONTROL**: By holding the gem and pressing the corresponding symbol for 5 full continuous rounds they can create a field on energy that transform ANY magical damage within 250 feet, including ancient and eldritch magiks into the chosen type. This lasts until the wielder ends their concentration, + 5 additional rounds after.

***THE GEM CAN BE DESTROYED IF BROUGHT TO THE CENTER OF THE MULTIVERSE AND SUBJECTED TO ALL 15 DAMAGE TYPES AT ONCE.***
Sendai, Sword of Souls

The original runic blade, this silver soulium katana traps the souls of its’ victims, sealing them away forever from the reach of anything. Its’ silver blade is marred with deep engraved runes glowing with a lavender energy, violet wire wraps the handle and a silver gem rest in the pommel.

Katana (Magic Weapon); +8 Keen, wounding, vorprol katana; Damage: 2 points per point of attack bonus

**SOUL SEVER**: This weapon devours the souls of those killed by its’ edge, additionally, the damage caused by this weapon does not heal naturally and can only be healed magically with a Spellcraft check (DC of 96).

**SOUL-CRAFT**: This weapon grants the wielder Soul Magiks as per a Oracle spellcasting ability.

**Soul Realm**: This weapon has a inner realm that stores souls. This realm can store 3,289 cairns of total souls which are under the complete control and power of the wielder of the weapon.

***THIS WEAPON CAN BE DESTROYED IF THE WIELDER IS DISARMED, KILLED AND THEN THEIR KILLER KILLS THEMSELVES. ALL SOULS WILL BE RELEASED FROM THE BROKEN BLADE.***
Outsider’s Core

Every angel, devil, demon, inevitable, elemental or other outsider contains a core that holds their spiritual essence. The core can be extracted by a skilled enough individual. A DC 32 Spellcraft AND Heal check is required to successfully extract the core (The DC can be higher or lower depending on the outsider and situation).

Core (Slotless Magic Item)

**CONVERSION**: If a person consumes an amount of cores, whose total hit dice of the creatures they come from equal at-least double the hit dice of the person consuming the cores, they gain the appropriate Half-(Outsider) template for the cores they have consumed.

**TRUE POWER**: If a person consumes an amount of cores, whose total hit dice of the creatures they come from equal at-least ten times the hit dice of the person consuming the cores, they gain the appropriate Outsider species for the cores they have consumed, replacing their original species.

***CORES CAN ONLY TRULY BE DESTROYED ON THEIR SOURCE PLANE or ABSORBED ON A SIMILAR OR GREATER PLANE OR POWERFUL BEING.***
Quip

Energy has permeated the Cosmos since the beginning, and it flows through all creation in three distinct forms. The God of Chaos decided to manifest their own currency, and chose to use the metaphysical manifestation of a witty remark. Thus one can find the rare currency, which doubles as an energy source, called a Quip. These multicolored, ever-shifting masses of energy have a singular shape that is surrounded by dozens of smaller manifestations of that range in shape whirling around it. A symbol in the middle of the shape denotes of many quip are within the one, being able to be combined. The shape(s) of the quip determine what type of quip it is:

* Square quips, in a variety of colors depending on the polarity and overall type, are made from motes of mana and may be exchanged for a 1-6 ratio with circle quips.
* Circle quips, either red or purple, are made from essence of lifeforce and may be exchanged for a 1-6 ratio with square quips.
* Triangle quip, one of three colors, are made from chronoessence of time, and may be exchanged only for equivalent time or other triangle quips, not for other types of quips or energy.

Ethos can not be changed into quips nor the other way around.
Rowana

Gold, silver and platinum waves of hair sprawl forth from the head this alluring woman. A dress made from black silk, entwinned with threads of various metals that seem to blend perfectly together. A sly smile plays across her silvered lips, and her golden eyes shine out from the darkness that enshrouds them. Scrolls crafted from parchments of different kinds dance and follow her around, writing themselves with quills made of similar metals to her dress.

## Theological Information

### Domains

Travel, Evil, Trickery, [Industry], [Education]

## Religious Information

### Granted Power to Faithful

Can sense any form of currency within 20ft.

## Origin

A set of twin demi-goddess that rose together under the guidance and care of Anwai, they both came together to battle the horrid chaos of the Abyss. After years fighting in the depths, the two reemerged to Axis as demon lords, and took their leave. She was imprisoned after breaching a deal with her sister, though what deal and why she breached it is unknown to all but the two demon lords.

## Spheres of Power and Influence

She governs deals and trade, especially when one side is getting a far better deal and the other side only finds out after.

## Place of Power

Her place of power is known as the Platinum Rift.

## Center of Worship

The center of her worship is also located within the Platinum Rift.

## Powers

She is a powerful magi and master of many secrets of the art of magic and other energies. She has been known to provide her services to others, all for a price of course.

## Relationship

She was known to have a strong relationship with her sister, the Demon Lord Voldemee.

## Organizations

She is a part and the leader of many different organizations including:

The Lead Broker for the Pladitium.
The Oroborus Serpent

Only written about in the most obscure texts within the halls of Heaven, Hell and Axis, it is rumored to be a beast of unimaginable power, that was once used to channel the Energy of the Universe from within the Elder Goddess. Myths say that the great serpent fractured into many different forms, though its' Heart survived to connect all these descendants together.
Kurnack’s Skull

The remains of Kurnack, the most powerful known mortal warlock, saturated with demonic souls, energy and fel power. It is a font of knowledge, power and corruption.

*Slotless* (Held Magic Item)

**CARNAL POWER**: This skull grants the wielder the Fel Magik spells if they do not have a connection. All spells they cast have their DC’s increased by +5 as long as the skull is held by the caster.

**FEL EMPOWERMENT:** This skull forces a fortitude save (DC of 37) when held or transforms the wielder into a mindless demon. Those that successfully makes the save are instead transformed to fel half demon and may use the skull without penalty.

**PROLIFIC KNOWLEDG**E: This skull can be used to reduce spell craft checks involving Fel Magik by 20.

***THE SKULL CAN BE DESTROYED BY A LAWFUL ARCHON CONSUMING IT, KILLING THEM AS WELL.***
The Dark Sea

Even with the Winter Wastes as a contender, the Dark Sea is considered the most dangerous of the five seas, laying between Nuren and the Darklands. The western part of the sea is black as night, even in the most cloudless of days. Undead beasts are said roam the sea and sky, pulling boats to their doom. Tales of ghost ships, wraiths, shadow sharks and portals to other realms persist from any who have sailed through it and survived, swearing to never go again.
The First Bow

The first elven *bow* that was sung from a tree on this world, it is a majestic weapon, containing the skill from the great masters that wielded it through history.

*Long Bow* (Weapon Magic Item); +5 Adapting Composite Endless Ammunition Composite Long Bow; Damage: Each arrow deals Wisdom Modifier + Strength Modifier + Dexterity Modifier in damage; Range Increment: 300ft

**MULTI SHOT: The wielder fires 3 arrows every attack.**

**LONG SHOT**: The wielder can condense the generated arrows to a single more powerful arrow as a full round action, that has a range increment of 900ft and triple damage.

**CALLED SHOTS**: The bow grants the wielder a +10 bonus to called shots with itself.

***THE BOW CAN BE DESTROYED IF THE WIELDER USES IT TO SLAY A POWERFUL FEY CREATURE AND THEN THE TREE IT WAS SUNG FROM.***
Primordium

Formed when eveite is exposed to magical energies from the Maelstrom. This chaotic metal is the bane of the lawful, and favored by chaotic champions.

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

* Bonuses to Weapons: Deals 3 points of chaos damage to lawful creatures each strike per point of ENHANCEMENT BONUS. Lawful 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 chaotic creatures that wear it. This is reversed and damaging to lawful creatures. Adds an additional armor bonus of +3 (Light), +5 (Medium), +8 (Heavy).
* Bonuses to Shields: Grants its’ ENHANCEMENT BONUS to saves against lawful spells. Adds an additional shield bonus of +2 (Light), +5 (Heavy/Tower).
The Verdant Circle

A collection of druids, priests and shamans that work together to keep nature and the elements in balance with mortals, caring for animals, plants, the sea and other aspects of the natural world. They work very closely with the House of the Tides across Aeturnus, the First World and the Inner Planes to quell, protect and cull the wilds. There are many branches of the Circle, each with their own focus or affinity of natural.
Toxcidium

Formed when eveite is exposed to magical energies from the Fey World. This wild metal is venomous like many plants and animals of the natural world.

Toxcidium requires Master Evonic Craftsman to be worked and must have a connection to Elysium, the First World or Abaddon to be created, in addition to the feat.

* Bonuses to Weapons: The ENHANCEMENT BONUS of the weapon is applied to poisons DC’s. This metal replicates any single venom placed upon it, poisons last until changed when applied to the weapon.
* Bonuses to Armor: The wearer is immune to poisons as the armor absorbs it. Adds an additional armor bonus of +2 (Light), +3 (Medium), +5 (Heavy).
* Bonuses to Shields: The shield can be used as a full-round action to absorb poison from a person to remove it. Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower)
Gear-Kings’ Nozzle Topper

A large rod that ends in a hexagonal topper. At command it can transform into any tool needed.

Rod (Rod Magic Item)

**CRAFT-KING**: The rod can aid the wielder on a Craft skill check, granting them a +15 bonus. However if the wielder uses the rod for a different skill in the same day, the bonuses becomes a +5 for the rest of the day, regardless of the Craft skill used.

**KINGS DEMAND**: The wielder may cast *Mending* at will.

***THIS ROD CAN BE DESTROYED IF USED TO CRAFT ITS’ REPLACEMENT THEN DAMAGED AND REPAIRED WITH SAID REPLACEMENT.***
Outer Planes

While there are many planes among the cosmos, there three groups of planes act as both prisons and realms for the greater beings of the cosmos, limiting their ability to influence and damage the Prime Material. The Goddess Yumee crafted two of the Outer Planes, both the Higher and Lower Planes in order to contain the still stabilizing and morphing powers of Janaria and the Forgotten and end their war. Over the eons, each morphed into different, separate planes as the Elder Goddess imprisoned and created the various deities that came to inhabit each of the six greater planes. The Plane of Life and its' counterpart, the Plane of Death, both at as gates of the Inner Plane and are heavily warded. The other group, composed of Axis, the Maelstrom and Limbo are the remains and manifestation of cosmic creation and sustenance and act as pathways between the other groups and planes. Together these Outer Planes, minus the two Gates, are known as the Great Nine.
Stigguard

One of the many planets that permeated the Universe, it was located in the Yelt-3 System, near the Alpha-56-Delta Star Cluster. It was a powerful world, ripe with magic and ancient spells that could alter reality at the whim of its' powerful denizens. The only known world to the greater galactic public where beings outside the material plane were able to influence the world through magic, the collapses of the planet occurred when the Collective, who had risen to rule the world, detonated experimental white-hole technology and left the remains of the world behind a different piece of white-hole technology to act as a barrier. What happened to the remains of the people of the planet is lost to only the Hive-Mind of the Collective.
Sectorma

One of the most terrifying Kaiju, this giant ten legged spider had black chitin that vibrates with a strange pulse, and the large stone-like protrusions radiate a gravitational like effect on nearby objects and debris. His eight eyes granted him immense vision, and he secreted a black acid that was potent to the touch. He was 25ft tall, and 90ft in diameter while weighing almost 150,000 tons. A creature of the 1st and 2nd layer of the Underdark, he was beaten underground by various other Kaiju whenever he resurfaced. Was infected by the White Life and killed in the Underdark.
The Gilded Knight

## Religious Information

### Granted Power to Faithful

Unholy Resistance equal to twice your level, also gain a small holy elemental companion.

### Weapon of Faith

Holy and healing spells function as if 2 levels higher

## Origin

A powerful paladin from unknown lands that has risen in power after defeating a dangerous undead lord on the Negative Energy Plane and gaining the patronage of Aleria.

## Spheres of Power and Influence

He governs good and holy energies generated by beings of righteousness and just decisions.

## Place of Power

His place of power is the demi-plane Aroogurus with is near the Plane of Life.

## Center of Worship

The center of his worship is in the capital of the Western Kingdoms.
Reaper

A powerful collection of outsiders, they are considered some of the rarest form of the beings to see. These grey and black robed individuals carry large sweeping scythes that brim with negative and positive energy. The weapons and their wielders are known to be able to cull any beings, living, undead or outsider, although they will not harm an outsider unless they are interfering with the Reaper's work. The strangest effect these beings have, is that mortal magic and weapons have no affect upon them.
The Secret of Power

All energy, thermal, kinetic, magical and otherwise is trapped in a perpetual cycle within existence, caught between the powers of order and chaos. Those that unlock and understand the secret of Power, are able to tap into aetherial or etherial networks in order to manipulate energy directly.

In order to gain the ability to use Power, the being must be exposed to a source of energy equal to their hitpoints. Then they must attempt to control this force with an attribute [CON OR CHA] check equal to 30 + (50 – Level) – Mythic Tier (If Any), If the being fails, they are obliterated as boundless energy courses through them scattering them into various types of energy. This check must be completed until the being perfectly (a natural 20 six times) learns to manipulate Power.

Outsiders are unable to utilize this ability, as only essence can endure this manifestation of Power. Failing a save after learning to manipulate Power results in the death of they are obliterated as boundless energy courses through them scattering them into various types of energy. Power manifests as purple distortions and energy.

## The Secret of Power

A being that can spend 162 essence and 3 fragments of transcendence along with an attribute [CON OR CHA] check equal to 30 +(40 – Level) – Mythic Tier (If Any) as a standard action in order to cause any energy effect within line of knowledge, sight and effect may be:

* Created
* Negated
* Changed to a different type
* Changed location
* Empowered

A single use of Power can only deal with amounts of energy that are equivalent or lesser, though additional uses may be used at one time.
Ryat

The slightly smaller yellow moon, it too has some crevices and ravines carved into its' surface, though because of its' larger cousin, it slowly rotates while within its' orbit, combined with the shadow cast by Phobium, gives the moon the appearance of "disappearing" over a two week period, only to return over a same amount of time after the "new moon".
Discordant Amphitheater

A massive demi-plane that is multiple sets of stages, recording rooms, editors lounges, star relaxation areas and more set upon platforms floating on waves of sound. Connecting these platforms are various "tunnels" of sonic waves that move between them acting as stairs or walkways. In the center of the plane is the Amphitheater itself, a large castle like structure covered in vibranium and soninium dishes and antenna. Here GodView is broadcast to various deities and servitors across the cosmos, visions cast to lacrima of heroes, villains and other things across the cosmos by Davien, the King of Sound. Some deities have had plans ruined by the service, but due to Yumee's enjoyment of it, guardians of the Elder Goddess appeared during the first invasion by Asmodeus, prompting the devils to back down.
The Summer Currents

A squarish shaped band of currents that run along the southern edge of the Surrounding Sea, as well as hold three of the Yonder Isles in their grasp, they are a tranquil and predictable form of travel from much of the world. Used in Trade with the Isles of Kol, the Western Kingdoms and the Brovisian Trade Providence, and the southern Yonder Isles and Iceharrow, the western half of the currents are known as Paradise, however the eastern half of the currents are known as the Graveyard of Traders and avoided by most captains.
Saber of Oban Mon-Del

A powerful *energy* *saber* wielded by a Jedi that died to stop the Collective probe heading to discover the races of the unknown region.

+5 One Handed Energy Saber; Damage: 20 points of damage plus Wisdom Modifier. The attacks use touch armor class.

**ENERGY ENHANCED STRIKES:** The wielder of this weapon can, as a swift action, imbue all their attacks with energy. This can be in the form of mana, power, or hit points. The saber gains an energy bonus to damage equal to 1 point for every 3 points of mana spent, 2 power points spent or for every point of hit-points spent. This bonus lasts until the wielders next turn.

**INTRINSIC SHIELD**: The saber grants an energy field to the wielder that absorbs 15 points of damage from every and any source, including magical and mental attacks, as a standard action. This field lasts for 1 round per 2 levels of the wielder.

**FLURRIED SABER**: The wielder can move their movement speed and make a full round of attacks as a full round action.

**ENERGETIC DEFENSE:** The wielder gains the benefit of *Deflect Missile* feat and may deflect up to 10 different missiles a round, however up to 3 of these may be melee attacks.

***IF THE WEAPON IS WILLING PLUNGED INTO A WILLING FREE COLLECTIVE MEMBERS’, WHO WAS ONCE A JEDI, BRAIN IT CAN BE DESTROYED.***
Spatial Onyx

A deep black onyx that seems to have no end to its' depth inside, the size of a large pebble, it swirls with various hues of black energy.

**When its’ power is harnessed, this allows the wielder to access its’ abilities. If touched directly without an item or object used with a hardness of at least 35, the creature touching must make a Constitution save (DC of 75-Character Level) or be ripped apart by intense spacial energies.**

**SPACIAL CONTROL:** The wielder can, as a swift action, change from being intangible to tangible and visa versa.

**SPACIAL ADJUSTMENT**: The wielder may use *Telekinesis* as a standard action, however the numeric components are increased by a factor of 10 and the range is within sight.

**PORTAL THROUGH SPACE**: The wielder can, as a full round action, open a portal in space that lasts for 1 minute per level of the wielder. Those that step through the portal are under the effect of *Teleport, Interplanetary* or *Plane Shift* to the destination of the portal. The wielder may close the portal as a free action.

**PERCEPTION OF SPACE**: The wielder gains a cosmic bonus to their perception equal to their level. They double their reach and movement speeds.

***THE ONYX CAN BE DESTROYED BY USING ALL SIX COSMIC GEMS TOGETHER TO DESTROY THEM AT ONCE***
Terros

A large earth elemental that is made of granite and basalt, with a high concentration of ruby within himself, concentrated in his eyes, collars and wrists.

## History

He has recently become interested in working for a mortal that has called him for excavation and repair, as well as paid a handsome amount.

## Powers

He has considerable power over the earth as well as skills in gem-cutting and architecture.

## Relationships

He has a friendly rivalry with his brother Cerros, a member of the rebel Sons of Gema'Tok, who contains a concentration of red sapphires within himself.

## Organizations

He is a gemologist for the Metallic Assembly
Sap of Azzuath

A dark and plague like substance that contains the essence of the Four Horsemen. It wells from the Abandoned Tree in Abaddon.

Sap (Slotless Magic Item)

**DARK TOXIN**: This toxic is a contact poison that forces the target to make a different fortitude save (DC of 32) every day for a four day cycle, once a week, for the rest of their life or be killed and sent to a Horsemens realm. Charon, day one, Quantus, day two, Thysis, day three, and Pysenal, day four. The creature is nauseated for the four days regardless of making the save.

***CAN ONLY BE DESTROYED BY MIXING FEATHERS FROM THE GRAND EAGLE INTO IT.***
The Flute of the Fallen Leaf

A large flute, seemingly carved from an ever green branch of a tree from the First World.

Flute (Slotless Magic Item)

**FEY MUSIC:** The wielder of this flute and play it as a full round action with a (DC of 32) Preform (Wind) check to lull all creatures within 200ft into a deep sleep. This sleep lasts for 1 hour per level and only breaks if the wielder chooses it to or the creature takes more than 30 points of damage.

**FEY CALL**: By playing another tune, (DC of 32) as a full round action, the wielder can dominate animal and plants within 100ft as per *Dominate Monster.*

***CAN ONLY BE DESTROYED IF USED TO DOMINATE THEN ENTHRALL THE ONE WHO MADE IT INTO A MAGICAL SLUMBER***
Skills

## **Active and Passive Skill Use**

There are several skills that have both an active and passive use:

### **Perception**

A character may only roll perception if they are actively using their senses to search for something. Otherwise they use their passive perception as a DC against other skill checks such as Sleight of Hand and Stealth. If a character is on-guard or watch, they may take 10 with their passive perception.

### **Sense Motive**

A character may only roll sense motive if they actively believe they are being deceived. Otherwise they use their passive sense motive as a DC against other skill checks such as Bluff. If a character is actively looking for deception, they may take 10 with their passive sense motive.

## **Aid Another**

Aiding another on a skill check grants half the total skill bonus of the creatures aiding, with each additional creature adding a +2 to the aid bonus.

## **Split Skills**

Skills have been separated into Adventuring Skills and Background Skills.

### **Adventuring Skills**

Increased using normal class skill points. All skills are considered adventuring skills.

### **Background Skills**

All characters gain a bonus 4 Background skill points per level for out of combat skills. The following list are Background skills:

• Appraise • Craft • Handle Animal • Knowledge(engineering) • Knowledge(geography)

• Knowledge(history) • Knowledge(nobility)

• Linguistics • Lore • Perform • Profession • Sleight of Hand

## **Special Skills**

Alchemy, Crafting and Cooking are handled seperatley and different from other skills.
Temporal Tramplers

A pair of Imari Steel boots forged by heroes in Ancient Doryn and bathed for eons in the waters of the Temporal Alamorum.

Boots (Feet Magic Item)

**SAVANTS SPEED:** Infused with a diminutive fraction of the speed the previous owner possesses, these boots increase the lands speed of a creature times 20.

**TEMPORAL CONNECTION**: The wielder of these boots is directly infused with temporal energy, granting them an additional set of full round set of actions.

***THESE BOOTS CAN BE DESTROYED IF TAKEN TO THE MOMENT THEY WERE MADE.***
Pirate King

The ninth Pirate Lord and most powerful of them all. It had been held by 52 people through Aeturnian history, from bloodthirsty tyrants, powerful Tidesages and sorcerers' with elemental power in their blood. Each one bested the previous king for both their coin and the position as leader of the Pirate Court. Though not written, few non-Pirate Lords have ever attempted to take the Kingship for themselves, none have ever succeeded. The current King is Alli’Ella Shadowhand, a former Pirate Lord of the South, and Nightengale, who became the first Jerrellian Pirate King, and the first King to announce their reign to the world at large.
Sigillic Incarnation

The realm within realm of all beings, creatures, objects and locations. This secret allows a being to utilize their own realm for various purposes.

In order to gain the ability to use Sigillic Incarnation, the being be aware and will their own realm themselves with no outside help or mana. They must attempt to do this with an attribute [CON, STR, INT or CHA] check equal to 40 + (50 – Level) – Mythic Tier (If Any), If the being fails, they are obliterated as they are inverted repeatedly and trapped in a vestige realm. This check must be completed until the being perfectly (a natural 20 nine times) learns to use Sigillic Incarnation. It is a representation of the Cosmic Forces.

Outsiders are unable to utilize this ability, as only essence can withstand this manifestation of Sigillic Incarnation. Failing a save after learning to use Sigillic Incarnation results in the death of they are inverted repeatedly and trapped in a vestige realm. Sigillic Incarnation manifests as distortions and energy.

## The Secret of Sigillic Incarnation

A being that can spend 234 essence and 5 fragments of transcendence along with an attribute [CON, STR, INT or CHA] check equal to 40 +(40 – Level) – Mythic Tier (If Any) as standard action in order to cause various effects:

* Any effect within the quintessenal limit within their Sigilic Realm.

A single use of Sigillic Incarnation can only deal with amounts of mass up to a titanic creature, though additional uses may be used at one time.
Vi'Rydan

A nation surrounded by darkness, it has known nothing but hardship in the last two Ages. Once a kingdom spanning over half the Darklands, when the continent was known as Almuth, the rise of Longmere saw the fall of much of the kingdom, driving them to the very northern edges of the land. Ruled by King Cyerac Metoric, a paladin of the fallen Sun Goddess, who broke the Siege of the Damned for the first time. He has since risen several Sun Wards across the nations border and established relations with other nations such as the Western Kingdoms. The main religion of the nation was once Janaria, the Goddess of the Sun, however when she fell in battle against the Great Usurper, they lost much of their magical power until the Vitanian priesthood instilled hope and restored faith in the nation, becoming the domination faith. The capital of the nation is Val’ Anuth, a shining city on the northern coast.
The Veiled Lantern

An etherium lantern that is fueled by a twinned core of empowered astralium and ebonite.

Lantern (Slotless Magic Item)

**DAMPLIGHT**: The wielder of this lantern may, as a standard action, cast out a shadowlight in a 45ft diameter that only they and up to five others can see normally in. All others are treated as though in both darkness/light that is cast by a 9th level spell, which ever is more detrimental. This lasts until turned off as a standard action.

**ETHERIAL SHADE**: Once per round, the wielder may shift from the Material Plane to the Ethereal Plane or back again as a swift action. They may remain on either plane as long as they want to.

***THIS LANTERN MAY BE DESTROYED IF EXPOSED TO THE HEART OF A DYING STAR***
The Secret of Creation

The spark of endless and boundless energy clashes with material to fabricate existence. Those that unlock and understand the secret of Creation, are able to tap into aetherial or etherial networks in order to use the power of Existence.

In order to gain the ability to use Creation, the being will or bend something into existence themselves with no outside help or mana. They must attempt to do this with an attribute [CON, STR, WIS or CHA] check equal to 40 + (50 – Level) – Mythic Tier (If Any), If the being fails, they are obliterated as they are broken into infinite pieces endlessly. This check must be completed until the being perfectly (a natural 20 nine times) learns to manipulate Creation.

Outsiders are unable to utilize this ability, as only essence can withstand this manifestation of Creation. Failing a save after learning to use Creation results in death as they are obliterated as the are broken into infinite pieces endlessly. Creation manifests as white distortions and energy.

## The Secret of Creation

A being that can spend 234 essence and 5 fragments of transcendence along with an attribute [CON, STR, INT or CHA] check equal to 40 +(40 – Level) – Mythic Tier (If Any) as standard action in order to cause various effects:

* Create anything within the quintessenal limit within sight and effect.

A single use of Creation can only deal with amounts of mass up to a titanic creature, though additional uses may be used at one time.
Nogshana

The eastern coastal city, it was the second city to welcome outsiders onto its’ shores, and appeared as a full city almost over night. It is the leader in the animal market, both legal and illegal, magical or mundane. It’s ruler is Mellengellis, a stern and stoic copper dragon that has ruled the city for many years. Dragonkin are plentiful here, with the Drakinoid being the common citizen and guard.
Sanguinium

Formed when eveite is exposed to essence. This hungering metal drinks blood it is fed.

Sanguinium requires Master Evonic Craftsman to be worked, as well as a connection to Sanguine Magik to be created.

* Bonuses to Weapons: Leeches 1 hit point per point of ENHANCEMENT BONUS from enemies struck. (Bullets, arrows and other ranged weapons ie. shuriken grant this when picked up or retrieved)
* Bonuses to Armor: Leeches 1 hit point per ENHANCEMENT BONUS from creatures wounded within 5ft. Adds an additional armor bonus of +5 (Light), +8 (Medium), +10 (Heavy).
* Bonuses to Shields: Leeches 1 hit point per ENHANCEMENT BONUS from creatures wound within 5ft in a 10ft degree frontal cone. Adds an additional shield bonus of +3 (Light), +5 (Heavy/Tower)
T.J. Mortenia

A young woman with golden blonde hair that moves as if flames. Her skin an alabaster, though almost incorporeal red runic tattoos that seems to be bound in Ignan occasionally show on the right side of her face and body. Her indigo left eye and emerald green right eye give her a strange otherworldly look. Clad in a white studded leather-like breastplate and her mail skirt, boots and the gauntlet cladding her right are made of Imari Steel. The tattered remains of a white robe cling around her waist, and arms as well as like a shredded cloak around her.

## Information

### Aliases

T.J., The Princess of Flames, The Fire-Beast of the 2nd Legion, Priestess of Ragars, Duchess of the Court of Fire

### Relatives

Amelia Delmount (Mother), Viggo Mortenia (Father), Elaina Delmount (Adoptive Sister), Nicholous Mortenia (Brother), Theresa Schnee (Aunt)

## Character Information

### Class

Oracle [Kinetisist] VMC Sorceror 20 | Fighter [Barbarian] 5 | M6 [G]

## History

Said to be conceived on a diplomatic trip to the Plane of Fire through the Flaming Gate within Mount Arrynt, she was born with the ability to manipulate fire and magic. Though a troubled child, she was beloved by the people and her before going mysteriously missing from the palace grounds in 3347 AoC. She would later reappear in the Hinterlands with the rest of the Fated in a mysterious working of the divine. Her and her party travelled around both the Western Kingdoms, including competing in the Draconic Games in Ishgrim and founding the City of Monster. It is unknown what happened when the party ventured onto the Outer Planes, but what is known is that only T.J. returned. Not one of the Fated has spoken about what they saw, and only T.J. is remaining to the public knowledge.

## Powers

A master of fire and chaos magik, though capable of many others, she can consume magic and energy in order to fuel her own destructive power, and her strength and fortitude are legendary.

## Relationships

She is the daughter of the Queen and King of the Western Kingdoms, and sister to Elania Delmount and Nicholous Mortenia.

## Organizations

She is the leader of several important organizations including:

General of the 2nd Legion of Eternis

Princess of the Western Kingdoms

Priestess of Ragars

Duchess of the Court of Fire
Ring of White Flame

An ornate ring with a white band and a single stone that seems to be red, yellow and orange fire solidified into a gemstone.

**Level 1-4 (+1 Divine bonus to caster level when casting fire spells)**

Ragars as only deity worshiped

**Level 5-8 (+2 Divine bonus to caster level when casting fire spells and 1/day abilities)**

Shown a passion for fire as a character trait

**Level 9-12 (+3 Divine bonus to caster level when casting fire spells, 1/day and 1/level abilities)**

**Level 13-16 (+4 Divine bonus to caster level when casting fire spells, 1/day, 1/level and at will abilities)**

Becomes a noble in the Court of Fire

**Level 17-20 (+5 Divine bonus to caster level when casting fire spells, 1/day, 1/level, at will and constant abilities)**

**BOUND FIRE**: Once per day the wielder may, as a full round action, bind a fire elemental or creature with the fire type as if under the effect of *Dominate Monster*. The wielder can have a number of creatures bound this way equal to their level.

**FIRE CONTROL:** The wielder of this ring may, as a standard action, may control fire as if under the effect of *Control Flames*. Any save in the spell is instead (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.

**ABSORB FIRE**: The wielder may absorb an amount of fire damage equal to their level each round and store it in the ring. They may unleash this damage as a 60ft line, 30ft cone or 45ft burst as a full round action. Enemies can make a reflex save (DC = Character Level + Half Character Level + weapons enhancement bonus) to half this damage. The limit to the amount of damage stored is equal to the wielders hit point or mana points, which ever is higher.

**SMOLDERING MAGIKS:** The wielder gains access to Smoldering Magiks. Even if they are not a spell caster, they may spend 10 points of stored damage in the ring per spell level to cast a spell from that spell list.
The Dragon-God Sword of Black

A sickeningly black and dark sword forged of an alloy of stolen Imari and Dragonforged steel, longer than it should be the seems to give off wisps of black matter from itself.

Sword (Weapon Magic Item); +6 Alloy Longsword; Damage: 4d10 Unholy, Void, Cold and Physical

**ALL CONSUMING BLACK**: The wielder of this sword may unleash a torrent of black matter than engulfs enemies within a 120ft cone. Enemies affected must make 4 different Will saves, DC of 44.

Pain: The target(s) is stunned for 4 rounds due to feeling tremendous pain.

Terror: The target(s) is cowering for 4 rounds due to the horror the see.

Mindrend: The target(s) are paralyzed for 4 rounds.

Mindplague: The target(s) are nauseated for 4 rounds.

If they succeed at any of the saves, they are immune to them for 1 minute. If they are killed while under this effect, they are absorbed by the blade, lost for all time.

**BLACK BLADE:** Attacks with this sword ignores Armor Bonus, Natural Armor Bonus and Damage Reduction.

***THIS SWORD CAN BE DESTROYED BY MERGING WITH IT IN A PROFANE RITUAL LED BY A REDEEMED NOBLE VOID(NOW LIGHT) ELEMENTAL IN THE HEART OF THE PLANE OF LIFE.***
The Eveite Queen

## Eveite Queen

A dangerous beast only recently found by the Queen of the Western Kingdoms during her time as an adventurer. She and her party barley managed to escape after finding the Queen and her hive buried underneath the northern forests of the Kingdom. The Queen is over 250ft in diameter and 60ft tall while weighing almost 385,000 tons and is seemingly made from an organic eveite like material.
The Vault

A prison for items and beings of all sorts hidden with the sands of the Zeshian desert and the center of Yumeean worship. Its' single guardian, known as the Templar, stands outside its' door and will exchange relics for one another provided the balance of the cosmos is not altered by the exchange. Yumees' devout make a pilgrimage here yearly to work towards cosmic balance within themselves.
Theresa Schnee

A long large braid of silver hair falls down the back of this dragon-touched human woman. She is clad in silver Imari Steel armor, and wields a crystalline wand throbbing with arcane power. Her ice blue eyes are actually draconic in nature, and her sly smile contains twin fangs that barley poke out from her lips.

## Information

### Aliases

Seeker of Eternis, Captain of the Wayfinders, General of Eternis

### Relatives

Amelia Delmount (Sister), Ullen Schnee (Husband), Viggo Mortenia (Brother-In-Law), Elaina Delmount (Adoptive Niece), Nicholous Mortenia (Nephew), TJ Mortenia (Niece)

## Character Information

### Class

Wizard [Bard] 20 | Rogue [Arcanist] 6 | M6 [G]

## History

Thought to be lost during the invasion of the druids that saw the death of her mother, Theresa was in fact cast into the sea and rescued by a curious silver dragon. Through their time together, they ended up in service to Annabeth and both fell in love with the kingdom of Eternis.

## Powers

A powerful and mastered wizard of the arcane arts, she prefers the powers of cold and storms to win her the day. She also is a proficient treasure hunter and known dervish dancer, or a dancing battle bard.

## Relationships

She is married to Ullen Schnee, a powerful drow paladin who is Captain of the Royal Guard of Eternis. Additionally, she is the long-lost sister of Amelia Delmount and has recently reconnected with her sister. Her friend and companion, Belruine, is a powerful and titanic silver wyrm that agreed to help his friend in her goals.

## Organizations

She is involved as well as the leader of several important organizations including:

The Seeker of the Kingdom of Eternis

The Captain of the Wayfinders

A General of the Kingdom of Eternis
Plane of Shadow

A valley in Plane of Shadows.

One of the two greater Border Planes, it acts as a barrier for the Plane of Death and Lower Planes. It is a shadowy copy of the Prime Material, and exists to act as a realm for outsiders and mortals to travel between the various Inner and Outer Planes though its' proximity to the Gate of the Underworld floods the area with evil energy and anti-life. This effect is lessened towards the borders it shares with the various Inner and Outer Planes.
The Hinterlands

Ravaged land that once was known as the Hinterlands, revered across the world by those who worshipped nature as a holy site, deeply steeped in the power and presence of the First World. Its' major peak, MT. Kiljango, contained the home hall of the Verdant Circle. During the Age of Chaos, the demonic forces of the Abyss led by the Demon Lord Cinder assaulted the Continent and in the Battle of Decimation, Cinders' felflame portal was disrupted by heroes, resulting in the blackened, chaotic , fel-infested area known as the Blasted Lands.
The K.R. Mark IV Saber

A prototype dwarven saber powered by one of the found Jedi crystals grown on the protected planet Kemtos during a raid on an abandoned outer stronghold of the Order.

Energy Saber (Weapon Magic Item); +5 One Handed Energy Saber; Damage: 25 points of damage. The attacks use touch armor class.

**ENERGY ENHANCED STRIKES:** The wielder of this weapon can, as a swift action, imbue all their attacks with energy by draining it from themselves. This can be in the form of mana, power, or hit points. The saber gains an energy bonus to damage equal to 2 point for every 3 points of mana spent, 2 power points spent or for every point of hit-points spent. This bonus lasts until the wielders next turn.

**INNER RAGE**: The saber can grant the ability for the wielder to rage for 1 round per 2 levels of the wielder as per *Greater Rage* as a swift action. They can do this a number of times per day equal to their Constitution modifier.

**FURIOUS SABER:** The wielder can move their movement speed and make a full round of attacks as a full round action.

**POWERFUL DEFENSE:** The wielder gains the benefit of *Deflect Missile* feat and may deflect up to 10 different missiles a round, however up to 3 of these may be melee attacks.

***THIS WEAPON CAN BE DESTROYED BY SLAYING A DESCENDANT OF ITS” MAKER WITH THE BLADE WHILE THEY ARE UNARMED AND UNWILLING TO FIGHT.***
Nordos Jewelstone

Psionically crafted from jannal gemstone and ashari crystal to absorb and deaden magic in the case any other magical kingdoms invaded that of the minders.

* Hardness: 27
* Weight Multiplier Per Pound: 3
* Color: Deep black
* Bonuses to Weapons: Negates magic on targets struck for a number rounds equal to the ENHANCEMENT BONUS.
* Bonuses to Armor: Negates magic of the wearer, Makes the wearer immune to ALL non elder magik magic. Adds an additional armor bonus of +3 (Light), +6 (Medium), +9 (Heavy).
* Bonuses to Shields: Absorbs one area effect spell per round, absorbs an additional spell at +3 and +5 enhancement bonuses. Adds an additional shield bonus of +3 (Light), +6 (Heavy/Tower).