recursal/Fanatic-Fandom huggingface dataset:
August 15, 1998

1. **Dixie Chicks - There's Your Trouble (0)**
2. **Martina McBride - Happy Girl (0)**
3. **Trisha Yearwood - There Goes My Baby (+1)**
4. **Jo Dee Messina - I'm Alright (+2)**
5. **Faith Hill & Tim McGraw - Just To Hear You Say That You Love Me (0)**
6. **Garth Brooks - To Make You Feel My Love (-3)**
7. **George Strait - True (+4)**
8. **Joe Diffie - Texas Size Heartache (+2)**
9. **Brooks & Dunn - How Long Gone (+4)**
10. **Vince Gill - If You Have Forever In Mind (+2)**
11. **Collin Raye - I Can Still Feel You (-2)**
12. **John Michael Montgomery - Cover You In Kisses (+2)**
13. **Shania Twain - From This Moment On (-5)**
14. **Pam Tillis - I Said A Prayer (+2)**
15. **Randy Travis - The Hole (0)**
16. **Terri Clark - Now That I Found You (-9)\***
17. **The Wilkinsons - 26 Cents (+1)**
18. **Alan Jackson - I'll Go On Loving You (+7)**
19. **Dwight Yoakam - Things Change (-2)**
20. **Lari White - Stepping Stone (-1)**
21. **Diamond Rio - You're Gone (+1)**
22. **Reba McEntire - Forever Love (+9)\***
23. **George Strait - I Just Want To Dance With You (-3)**
24. **Patty Loveless - High On Love (0)**
25. **Ty Herndon - A Man Holdin' On (To A Woman Lettin' Go) (-4)**
26. **Tim McGraw - Where The Green Grass Grows (NEW!)**
27. **Kenny Chesney - That's Why I'm Here (-4)**
28. **Tracy Byrd - I'm From The Country (-1)**
29. **Mark Wills - I Do (Cherish You) (-3)**
30. **Faith Hill - This Kiss (-2)**
31. **Mark Wills - Don't Laugh At Me (+5)**
32. **David Kersh - Wonderful Tonight (+2)**
33. **Lonestar - Everything's Changed (+6)**
34. **Linda Davis - I Wanna Remember This (+1)**
35. **Reba McEntire with Brooks & Dunn - If You See Him/If You See Her (-3)**
36. **Clint Black - The Shoes You're Wearing (-7)**
37. **Steve Wariner & Garth Brooks - Burnin' The Roadhouse Down (+3)**
38. **Michael Peterson - When The Bartender Cries (0)**
39. **Sammy Kershaw - Honky Tonk America (NEW!)**
40. **Tracy Byrd - I Wanna Feel That Way Again (NEW!)**

**Songs falling off:**

**Jo Dee Messina - Bye, Bye (30)**

**LeAnn Rimes - Commitment (33)**

**Restless Heart - No End To This Road (37)**
Libunic

Libunic é o equivalente ao planeta Terra no universo, homónimo, LIBUNIC. É onde se reúnem grande parte das personagens principais e onde se situam os locais mais icónicos, como St. Bent.

Ganhou forma após City e Village terem criado o Libus, a origem das primeiras palavras e o primeiro evento do universo.
Death Coin

The Death Coin is an item that can be bought from the plush corner.

The Death Coin costs 10 Faz Coins and it can eliminate certein Animatronics Those Being: Lefty, Bonnie, Foxy, Toy Freddy, Funtime Foxy, The Marionette And Golden Freddy if he's on 1 AI.

But the Death Coin isn't only good since it costs 10 Faz Tokens it will also make it harder to avoid Animatronics like Rockstar Freddy (The Animatronics That Need Faz Tokens)
Rogue

Rogues in Orn are mostly unchanged from the rules presented in Pathfinder. In Orn, the Unchained Rogue is used, providing the class with more depth and versatility. The rules are found HERE on the Pathifinder SRD.

As there are now two health pools and critical attacks damage Vitality directly, rather than inflicting a damage multiplier; sneak attacks also damage Vitality directly. The bonus damage from these attacks are reduced from additional dice, to a simple static bonus of +1 per additional d6 of sneak attack bonus.
Ceotak the Tinker

A Sudrik dwarf engineer and tinker, Ceotak built the engines that drove the Imperium. He was responsible for the great Floating City, now lying ruined at the heart of the Desolation of Both-Grammal. Ceotak is credited with the invention of the steam engine and dragon powder and designed the six Imperial Constructs.
Har Indred the Seeker

Har Indred was a great Faltheran hunter and pioneer. She was the companion of Tol Grannoth. Famed for scores of adventures, she is most famous for tracking the Fell Ursine of Lartlheim to its lair and slaying the beast with the Golden Fang of Y'rsek allowing the Lartlfolk to freely colonize that forested realm. Har Indred is also credited with the discovery of Ornite while hunting the Blind Worm of the Dolmen Wastes.
Pickup Football

/S/L/A\S\H\ first joined PUF on December 25th at 1:47 am on 2017. he was quickly muted by former commissioner MadMike557. Slash quickly became a controversial member and soon theories began to arise that addy was a slash alt. the rumors were disproven after an addy slash encounter that resulted in mutes for both. in the 2018 offseason battle with KTR, his main account was banned and was replaced with one of his 70+ alts.
Al-Jharin

The "People of the Suns" are a semi-nomadic group of loosely connected tribes which roam the deserts and grasslands of Orn.  Al-Jharin tend to be tall and thin, with skin ranging from light ruddy brown to near black, Eyes and hair are almost always brown or black. The desert wanderers have never had a true nation of their own, each chieftain ruling supreme over his own tribe.

 Al-Jharin names are short, monosyllabic monikers given at birth. No distinction is made between male and female names. A title is awarded by their chieftain at the time they attain adulthood.

 Al-Jharin Names: Mon, Thon, Klath, Gart

 Al-Jharin Titles: the Great, the Swift, the Terrible

### **D&D 5E Statistics**

* **Ability Score Increase**: +1 Con, +1 Wis
* **Size**: Medium
* **Speed**: 30 ft.
* **Skills**: al-Jharin gain proficiency in one of the following skills (choose one): Perception, Stealth, Survival
* **Feat**: al-Jharin gain Resilient as a bonus feat.
* **Languages**: al-Jharin, Genari

### **Pathfinder Statistics**

* Type: Humanoid (Human)
* Size: Medium
* Base Speed: 30 ft.
* Ability Score Modifiers: +2 Con
* Languages: Automatic - al-Jharin; Bonus - Bankaru, Faltheran, Genari, Elvish, Dwarven, Draconic, Giant

Racial Traits:

* **Desert Runner** - Al-Jharin receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
* **Scavenger** - Al-Jharin gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
* **Stalker** - Perception and Stealth are always class skills for al-Jharin.
* **Skilled** - Al-Jharin gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Sanaa-Mon the Two-Headed

Voshryn Sanaa was the Genari Imperial Marshal. He wielded the military might of the Imperium with ruthlessness and brilliance. Every enemy of the Imperium Sanaa turned his great mind against was defeated easily, until the coming of the Mon horde.

Rallied under the banner of Mon the Great, a confederation of the subject nations of the Imperium systematically overran each of the Genari's defenses. The two met at Both-Grammal in a titanic duel neither could win, which was interrupted by the Shattering. In the wake of Dream being cast free, the two warlords were fused into a singular being locked in eternal conflict; Sanaa-Mon, the Two-Headed Paragon of War.

### **Realm**

Sanaa-Mon dwells within his wandering pavilion on a region of the Plane of Conflict known as the Plains of Glory. Here the god of war wages a perpetual war with himself, pitting massive armies against each other upon the bloody fields.

Only the souls of the most brutal warriors or the most ruthless tacticians or the most innovative strategists are worthy of service within Sanaa-Mon's endless war. By day, they fight and kill each other. By night, dead rise again and all feast with the war god.
Robe Lendário

O **Robe Lendário** é o Robe utilizado por City-Árô. É o Robe mais poderoso. Não possui nenhum Impulso Principal que o originasse mas adapta-se ao Impulso Principal do usuário, aumentando depois as capacidades correspondentes ao Impulso Principal que se adaptou. Após o período adaptação, as propriedades do Robe não podem ser revertidas.

O Robe só é possível ser utilizado por alguém com um Impulso Escondido, caso contrário o usuário morrerá. A seguir a conseguir sobreviver ao Robe, o usuário ficará num estado em que apenas o seu Impulso Escondido é dominante. Durante este estado as ações do usuário são completamente independentes do seu Impulso Principal, apenas a sua personalidade muda para corresponder o seu Impulso Escondido. O usuário torna-se o seu próprio Impulso Principal, podendo depois controlar o Robe para utilizar os seus poderes.

A primeira e única pessoa a conseguir vestir o Robe foi City-Árô. Devido a isto o Robe na forma base vai ampliar as características da Seriedade, possibilitando um grande aumento na agilidade e na força, e na sua forma verdadeira vai ampliar as características da Destruição e do *Trolling*, que permite a City-Árô utilizar explosões de energia e teletransporte.

O Robe na forma base possui uma cor cinzenta baça. Após tranformação para a forma verdadeira o Robe ganha três cores, onde o vermelho e o amarelo predominam com algumas linhas verdes.
Vorlish the Exiled

A Treekith outcast, Vorlish was cast out from Welsimber for smuggling and assisting exiles in reentry into the petrified forest. He was cast out of the desert valley of his birth and forced to become one of the motley elves. He traveled for years between various communities spreading a message of hope and providing charity. For his actions, Vorlish was venerated as a hero amongst the motley elves, eventually ascending to paragon status during the Shattering.
Geography

The lands of the Crown were once a vast unified continent ruled by the Genari Imperium. The Imperium brought a level of culture and advancement never seen in the world prior or since. The last Genari emperor is regarded as the one responsible for the great cataclysm known as the Shattering. This event broke the Crown into several pieces and scattered the peoples of the Imperium forever. In the centuries following the Shattering, new nations have formed and old ones have been restored.

### **Bankaru Islands**

Once a large plateau on the western Crown and home to a loose confederation of Bankaru tribes, the Shattering broke the highlands into several smaller islands, each with their own national and cultural identity.

Ganghwa

Gujarat

Gyantse

Himeji

Hue

Tay Do

### **Central Crown**

The rolling hills and fertile plains of the central Crown were the heartland of the Genari Imperium.

Adara

Besland

Foldish Republic

Foldon

Tornyl

### **Dwarven Kingdoms**

The remnants of a once vast and sprawling empire that controlled an area underground nearly as large as the Genari Imperium, the Dwarven Kingdoms were in decline for centuries before the Shattering. By the time of that cataclysm, there were four remaining kingdoms spread far across the continent. Each kingdom of the Stonefolk believes themselves to be the true inheritors of their heritage and regard the other three as decadent and fallen kingdoms.

Val-Austri

Val-Nordri

Val-Sudri

Val-Vestri

### **Eastern Crown**

The Eastern Crown is wide and flat, composed mostly of plains and desert. The peoples of this region are primarily semi-nomadic with the majority being of al-Jharin descent.

Maliwan

Tesson

### **Faltheran Islands**

The southern archipelago was once the home of the Falther Union and the genesis of the Faltheran people.

Avram

Duthros

Lyret

### **Northern Crown**

Largely forested, the northern Crown is home to the largest lumbering industries in the world. It is also home to one of the most diverse population groups of the Crown, from Genari to Lartlfolk, Stonefolk to Treekith.

Axon

Krona

Lartlheim

Welsimber

### **Southern Crown**

The region surrounding the Crystal Sea is home to the largest population of Faltherans on the mainland as well as several new kingdoms arising from the ashes of the Imperium.

Irandel

Mirras

Skyl

Tris

### **Three Kings Region**

A region of the Crown dominated by a trio of large lakes, the Three Kings have been home to a great many kingdoms over the centuries, both prior to the rise of the Imperium and after its fall. The vast swampy marshes are also home to a notable Lizardfolk population.

Kandon

Molarin

Randyl
The Grey Judges

## FACTION OVERVIEW

The Grey Judges are spread far across the Crown, maintaining a quiet presence, ever ready to make a ruling where others are not. A monk might be requested to mediate a trade dispute. A rogue might investigate the suspicious death of a local lord. Members of the Grey Judges know the local law and are tasked with maintaining it. They do not care if the ruling baron is a cruel despot or a benevolent lord, only that his rule is legal and that the law is followed.

Members of the Grey Judges are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Upholding the law requires them to be knowledgeable and astute observers. Members who dedicate themselves to officiating ceremonies are more social than others who are charged with dispensing justice and mediating disputes.

### BELIEFS

1. Rule of law is paramount.
2. Justice is impartial and without mercy.
3. All are equal under the law.

### GOALS

To maintain order, keep the chaos of lawlessness at bay, pass judgement when others will not or cannot, and bolster the authority of legal rulers.
Imperial Constructs

Ceotak was a Sudrik engineer who cemented his place in history by discovering myriad applications to the newly discovered resource, Ornite. While some claim his system of lifting and piloting the Imperial City of Both-Grammal into the sky as his greatest achievement, most agree it is the construction of the six Imperial Constructs that allowed the Genari Imperium to maintain a golden age of prosperity across a continent.

Each construct was unique in form and construction, but they were all massive. Some were destroyed during the Shattering, others survive to this day either blindly serving an order received centuries ago or under the control of new masters.

**Iron Construct** - Built to resemble a heavily armored man, the Iron Construct is a clockwork giant standing one hundred feet tall. It walks steadily in a circuit around the border of what has become modern day Randyl. The construct is known to randomly attack those in its path.

**Golden Construct** - This burnished tower walked beneath the floating city of Both-Grammal, providing access from the city to the ground below. It was crushed and presumed destroyed during the Shattering when the city fell, crashing into the Dragon's Horn and creating the Desolation of Both-Grammal.

**Silver Construct** - Designed to mimic a colossal spider, this gleaming clockwork arachnid is constructed of shining silver. The Harriden Coven of Adara seized control of the Silver Construct during the Shattering by and unknown means. It has since stood guard over their shielded valley, patrolling its entrance.

**Bronze Construct** - Tasked with patrolling the cliffs between the Imperium and the Bankaru Highlands, the Bronze Construct was destroyed by the Earthshaker during the Shattering. Its remains were drowned by the floodwaters creating the New Sea and it rests on the sea floor.

**Orichalcum Construct** - This gigantic mechanical squid was built to control trade between the throughout the Hungry Sea. It went wildly out of control during the Shattering and remains so to this day, appearing randomly and attacking anything nearby.

**Copper Construct** -
Vigilante

Vigilate on Orn are largely unchanged from the rules as presented in the Pathfinder system. A link is provided HERE for your convenience to the Pathfinder SRD.

As there are now two health pools and critical attacks damage Vitality directly, rather than inflicting a damage multiplier; hidden strikes also damage Vitality directly. The bonus damage from these attacks are reduced from additional dice, to a simple static bonus of +1 per additional d8/d4 of hidden strike bonus.
Findevel the Hidden

Findevel was a Treekith outcast. A motley elf catburglar and thief, Findevel was notorious throughout the Imperium for a great many heists. No vault was safe from his reach, no valuables protected well-enough. Tales of his exploits reached across the Crown, endearing him to the disenfranchised poor. He inspired many copycats, most were not nearly as successful, though he became credited with a number of successful burglaries perpetrated by emulators as a result.
Auran

Aurans, also known as Aurae, are Sagani infused with the element of air. As changable as the weather, their moods shift from calm to wild and violent with little warning, but these storms rarely last long. Aurans typically have light blue or whitish skin, hair, and eyes. A faint, but constant breeze accompanies them, tousling the hair and stirring the clothing. Sometimes their voices retain a slight echo.

### **D&D 5E Statistics**

* **Ability Score Increase**: +2 Con, +1 Dex
* **Size**: Small
* **Speed**: 25 ft.
* **Unending Breath:** You can hold your breath indefinitely while you are not incapacitated.
* **Mingle With The Wind:** You can cast the *Levitate* spell once with this trait, requiring no material components or Dreamshaping check. You regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting attribute for this spell.
* **Languages**: Genari, Primordial
Durgyn the Merchant

Durgyn was a Genari merchant prince that rose to command the largest trading coster in Orn. He founded scores of trading halls and guilds across the continent, setting the standard for trade. Durgyn also funded a chain of moneylending houses throughout the Imperium ushering in an era of unrivaled prosperity.
Creating a Character

Character generation in The Shattered Crown is very similar to generation in the core Pathfinder rules, with a few changes.

## Statistics

The world is built around extremely high risk environments and consequential play. To reflect this, characters are generated using an "epic point buy" (25 points). Each statistic is assigned a basic value of 10. These are then adjusted to a range of 7 to 18 by spending from a pool of points as follows.

 8
 9
 10
 11
 12

## Race

The are a total of 12 playable races for characters in The Shattered Crown. Humans make up the bulk of the world's population, and 6 of these races are human subraces. There are 4 subraces of dwarves, the scattered and isolated inheritors of an ancient civilization. There are 2 subraces of elves, shunned and feared by the rest of the world.

## Class

Once a character's statistics and race have been determined, they can select a class. The selection of class is somewhat more limited than in a traditional Pathfinder game, notably in the classes that rely on magic. This is a reflection of the changes to magic within the world.

There are a number of careers followed by adventurous souls seeking to make a name for themselves in the world. The classes below are presented in the Pathfinder rulebooks, though some are adjusted given the nature of the world and how the Dream has been changed. These changes are explained under each class's entry, primarily these changes affect spellcasting. Available base classes are: Alchemist, Barbarian, Bard, Brawler, Cavalier, Fighter, Gunslinger, Inquisitor, Investigator, Monk, Ninja, Ranger, Rogue, Samurai, Shaman, Shifter, Skald, Slayer, Swashbuckler, Vigilante, and Witch.

## Feats

Most feats remain unchanged. There are some new feats available to characters.

## Skills

Skills are unchanged. Note: Heal is far more important due to the reduced availability of magical healing.

## Occupation

In addition to the skills and abilities of a class, characters also choose an occupation when created. These occupations represent skills and interests outside of the action of the adventurous life. They consist of a set of bonuses to a few skills which reflect areas of expertise. Each occupation requires a modicum of skill in order to perform the job. Occupations replace the Traits in traditional Pathfinder games.
Occupation

In addition to the skills and abilities of a class, characters also choose an occupation when created. These occupations represent skills and interests outside of the action of the adventurous life. They consist of a set of bonuses to a few skills which reflect areas of expertise. Each occupation requires a modicum of skill in order to perform the job.

* **Barber/Chirurgeon** - Requires 1 rank in Heal - Grants a +1 bonus to Disguise, Heal, and Knowledge (local).
* **Burglar** - Requires 1 rank in Climb - Grants a +1 bonus to Acrobatics, Climb and Disable Device.
* **Craftsman** - Requires 1 rank in any Craft - Grants a +1 bonus to Appraise, Craft, and Diplomacy.
* **Envoy**- Requires 1 rank in Diplomacy - Grants a +1 bonus to Diplomacy, Knowledge (nobility), and Sense Motive.
* **Explorer** - Requires 1 rank in Survival - Grants a +1 bonus to Climb, Survival, and Swim.
* **Hunter** - Requires 1 rank in Knowledge (nature) - Grants a +1 bonus to Knowledge (nature), Perception, and Stealth.
* **Justiciar** - Requires 1 rank in Intimidate - Grants a +1 bonus to Intimidate, Perception, and Sense Motive.
* **Merchant** - Requires 1 rank in Appraise - Grants a +1 bonus to Appraise, Diplomacy, and Sense Motive.
* **Ostler** - Requires 1 rank in Handle Animal - Grants a +1 bonus to Handle Animal, Heal, and Ride.
* **Priest** - Requires 1 rank in Knowledge (religion) - Grants a +1 bonus to Diplomacy, Knowledge (history), and Knowledge (religion).
* **Scoundrel** - Requires 1 rank in Sleight of Hand - Grants a +1 bonus to Bluff, Sleight of Hand, and Stealth.
* **Scholar** - Requires 1 rank in any Knowledge skill - Grants a +1 bonus to two separate Knowledges and Linguistics.
Lartlfolk

Warrior folk descended from ancient Faltheran colonists, the Lartlfolk have adapted to the harsh climate of their forested homeland. Fiercely individualistic, the men of Lartlheim have little patience for the politics of the Crown, choosing instead to rule by strength of arms.

Believed to have giant blood, Lartlfolk are large and thick, often standing over 6 feet tall and weighing in excess of 300 lbs. They are usually fair skinned and hair ranges from blond to red to black. Like the Faltherans, Lartlfolk also mark their bodies to signify important events, but they often use paints and dyes rather than permanent tattoos.

Lartlfolk names are very similar to Faltherans, a clan name followed by a given name.

Clan Names: Gart, Hjold, Thryn

Male Given Names: Poldron, Kalthen, Molik

Female Given Names: Magda, Greta, Hilda

### **D&D 5E Statistics**

* **Ability Score Increase**: +1 Str, +1 Wis
* **Size**: Medium
* **Speed**: 30 ft.
* **Skills**: Lartlfolk gain proficiency in one of the following skills (choose one): Athletics, Intimidation, Survival
* **Feat**: Lartlfolk gain Tavern Brawler as a bonus feat.
* **Languages**: Faltheran, Genari

### **Pathfinder Statistics**

* Type: Humanoid (Human)
* Size: Medium
* Base Speed: 30 ft.
* Ability Score Modifiers: +2 Str
* Languages: Automatic - Genari, Faltheran; Bonus - Dwarven, al-Jharin, Bankaru, Elvish

Racial Traits:

* **Cornered Fury** - Whenever a Lartlfolk is reduced to half its health points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
* **Fearless** - Lartlfolk gain a +2 racial bonus on all saving throws against fear effects.
* **Relentless** - Lartlfolk gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the Lartlfolk and his opponent are standing on the ground.
* **Swordtrained** - Lartlfolk are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Zánuti

**Zánuti** é a espada lendária utilizada por Dánuti na Terceira Grande Feira de St. Bent. A espada tem um design muito simplista consistindo apenas de punho e lâmina. A lâmina tem uma forma tubular devido ao facto de pode cortar em todas as direções.

## Origem

A Zánuti foi forjada pelo próprio Dánuti após ter sido ensinado por City através de Dilf na arte de forjar espadas. Foi City que mostrou o método para a lâmina que corta em qualquer direção.
Soladi the Crone

A giantess that lived for centuries before ascending, Soladi lived as a recluse on an atoll surrounded by J'Karn Wheln. She never turned visitors away, though some were driven off by fits of madness. Tales of her prophetic visions were known continent-wide; she foresaw the coming of the Mon Confederacy and the war with the Imperium, she prophesied the chaos of the Shattering.
Genari

The inheritors of the Imperium's legacy, Genari are tall and solidly built. Genari are fair skinned and hair ranges from blonde to red to black and eyes can be blue, green, or brown. Most Genari are looked upon with scorn by the post-Imperium world, being remembered for the decline and corruption which led to the Shattering.

Genari names follow a tradition of a given name followed by a family name.

Male Given Names: Nuryn, Dyllon, Barsym, Voshryn

Female Given Names: Tyras, Sharyn, Tenys

Family Names: Sanaa, Genar, Taratyn

### **D&D 5E Statistics**

* **Ability Score Increase**: +1 Cha and a +1 to another stat (choose one)
* **Size**: Medium
* **Speed**: 30 ft.
* **Skills**: Genari gain proficiency in one skill of your choice.
* **Feat**: Genari gain a bonus feat of your choice.
* **Languages**: Genari

### **Pathfinder Statistics**

* Type: Humanoid (Human)
* Size: Medium
* Base Speed: 30 ft.
* Ability Score Modifiers: +2 Cha
* Languages: Automatic - Genari; Bonus - Any

Racial Traits:

* **Bonus Feat** - At first level, a Genari gains a bonus feat.
* **Emissary** - Once per day a Genari may roll twice when attempting a Bluff or Diplomacy check, and take the better result.
* **Skilled** - Genari gain 1 additional skill rank at level 1 and one additional rank whenever they gain a level.
Maryk the Diplomat

A legendary negotiator and diplomat, Maryk was a Genari noble serving in the emperor’s court. When a new alliance was to be made, Maryk was sent to arrange the details. He is responsible for maintaining the alliance between the Imperium and the Bankaru following the schemes of the Whispering One. Maryk is also believed to have talked his way through the camp of the Army of Night to make a deal with the Nightmaster, freeing Tor Carost, who had been taken prisoner.
Xoldurr the Weeping

Xoldurr embodies sorrow, regret and loss. The exact nature of her crimes vary from story to story, but there are several consistent details - She murdered her own children to make herself more available to a royal suitor she later betrayed to an enemy, resulting in the deaths of thousands. She was then sentenced to years of torture and rape and was finally immured. Xoldurr wept for herself, utterly consumed by her own grief. She cried out to Odath to take her and give her the death she so richly deserved. He obliged, and then refused to collect her spirit, damning her to remain on Orn, becoming first of the Spurned.
Aquan

The lapping of waves, the spray of sea foam on the wind and the ocean depths call to these watery Sagani. Aquans, also called Naiads, wander freely and take pride in independence, though others might call them selfish. Aquans possess blue or green skin, their eyes are large and almost always a deep blue-black. Their hair is perpetually damp as if they had just finished bathing. They smell of fresh rain and clean water.

### **D&D 5E Statistics**

* **Ability Score Increase**: +2 Con, +1 Wis
* **Size**: Small
* **Speed**: 25 ft.
* **Acid Resistance:** You have resistance to acid damage.
* **Amphibious:** Aquans can breathe both air and water freely.
* **Swim:** You have a swimming speed of 30 feet.
* **Call To The Waves:** You know the *Shape Water* cantrip. When you reach 3rd level, you can cast the *Create* or *Destroy Water* spell as a 2nd-level spell once with this trait, requiring no material components or Dreamshaping check. You regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting attribute for these spells.
* **Languages**: Genari, Primordial
Zande the Skald

Zande was the Imperial playwright and the most popular writer of his age. His great tragedy "The Monkey's Paw" is regarded by most as the greatest written. Zande is also notorious for founding the Golden Moon acting troupe which then travelled across the Imperium performing acts of espionage and sabotage on behalf of the rising Mon Confederacy, under the pretense of entertainment.
Val-Sudri

* **Population:** 32,000 (Stonefolk 85%, Genari 10%, Faltheran 3%, Other 2%)
* **Languages:** Genari
* **Who Rules:** Emperor Naryk Genra
* **Who Really Rules:** Emperor Naryk Genra
* **Exports:** Iton, Silver, Metal Goods, Dragon Powder
* **Capital:** Dar-Sudri

The southern nation of stonefolk. The Sudrik are the only Stonefolk nation that joined the Genari Imperium. As such, they are often called "Imperial dwarves". Built upon great terraces carved from the mountains of the south, the great cities of the Sudrik rest under the open sky.
Lucia the Courtesan

Lucia was a Bankaru of low birth and no opportunity. She possessed a fiery will to succeed and a grim determination to become mistress of her own fate. Using the only possessions she had, her body and mind, she worked her way through the Silk Houses of the west, rising to become the most desired and influential woman in the Empire.  For most of the world, Lucia's likeness came to represent the idealized beauty all aspired to.
Ninja

Ninjas on Orn are mostly unchanged. Of particular note is the change to sneak attack.

As there are now two health pools and critical attacks damage Vitality directly, rather than inflicting a damage multiplier; sneak attacks also damage Vitality directly. The bonus damage from these attacks are reduced from additional dice, to a simple static bonus of +1 per additional d6 of sneak attack bonus.

The rules for Ninjas are found HERE on the Pathfinder SRD.
Ignan

These fiery Sagani have a volatile mood and keen mind. They tend to be impatient and make snap judgements. Ignans, also called Pyroeads, possess bright red, or grey and black skin with bright red, orange, or yellow hair. Some Ignans are accompanied by the faint smell of brimstone.

### **D&D 5E Statistics**

* **Ability Score Increase**: +2 Con, +1 Int
* **Size**: Small
* **Speed**: 25 ft.
* **Darkvision:** Ignans can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.You can hold your breath indefinitely while you are not incapacitated.
* **Fire Resistance:** You have resistance to fire damage.
* **Reach To The Blaze:** You know the *Produce Flame* cantrip. Once you reach 3rd level, you can cast the *Burning Hands* spell once with this trait, requiring no material components or Dreamshaping check. You regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting attribute for these spells.
* **Languages**: Genari, Primordial
Krona

A grim nation, Krona suffered in the wake of the Carrionlord. The people have since become morose and apathetic to the concerns of the rest of the Crown, devoting most of their energies to the dead and preserving them. Krona is bordered by Randyl to the west, Val-Nordri to the north, and the elven realm of Welsimber to the south through the Jagged Maw, one of a pair of passes allowing entry into that forbidding territory. The Krons only maintain ties with the dwarves of Val-Nordri to the north, providing aid against their Iron Scourge.

### **Industries**

Krona's forests provide many of the notable exports of the kingdom. Kron aspens are used to make a high quality paper sought in the rest of the world. There are also a wide variety of medicinal herbs found within the Corpsewood.

The Krons also make a highly popular beer, known as Ghostbrew. It is a pale, sweet brew that is surprisingly powerful. Ghostbrew is often paired with local bitter cheeses.

The Cairn Hills and the mountains to the south provide Krona with rich mineral wealth, allowing them to be largely self-sufficient. Many of these minerals are exported to Val-Nordri to the north.

### **Life and Society**

Krons are a grim and quiet people. Usually keeping to themselves, except during religious observances, the people gather in small communities for mutual protection and benefit.

Respect of traditions and of their ancestors is paramount to the Krons. Many spend large amounts of free time visiting the plentiful crypts of Mortum to commune with the spirits of family and friends.

### **Government and Politics**

Krona is a theocracy ruled by a pontifex. This head of state is elected by the pontiffs of the 6 major churches within Krona. The Pontiff of Odath has almost always held this position. The current Pontifex, Caecillium, is no exception to this tradition, having held his office for 18 years.

### **Religion**

Odath is worshiped widely within Krona, he is seen as a national patron.

Other popular paragons are Maryk, Zenthas, Tor Carost, Xoldurr and Arthicril. Together these 6 faiths form a governing council to elect a new Pontifex from their own number when the existing ruler dies.

### **Major Settlements**

Mortum

Philanden

Hightower

### **Important Features**

**The Corpsewood:** A dense shadowy pine forest filling the southern region of Krona. It earned its name from the ancient, pre-Imperium Krons that often interred their dead here. The Corpsewood is also where many of the herbs used in the brewing and potion-making industries come from, including the Ghost Mushroom, the primary ingredient of Krona's famous ghostbrew.

Due it its close proximity to Welsimber beyond the mountains to the south, the Corpsewood houses a large population of exiled motley elves. The Jagged Maw pass marks the border between these nations and is patrolled heavily by Krona.
Giants

Once a singular race of titanic artisans, the giants were the favored servitors of the Wyrm-Kings of the ancient past. Giants built the cities and the monuments to draconic glory. Giants were at the vanguard of armies.

The great giant hero and Paragon of rebellion, Uruk Stonehewer, broke the empire of the dragons. Afterward, Uruk ruled his people well, but eventually died. The six sons and six daughters of Uruk would not agree to be ruled by an unworthy sibling and the giant race was forever splintered. The descendants of Uruk's children have become the twelve tribes of "True" giants. The descendants of other giant clans became the giant-kin, such as ogres, cyclopes, trolls, and ettins.

* Hill Giant, Forest Giant
* Stone Giant, Desert Giant
* Frost Giant, Bog Giant
* Fire Giant, Rift Giant
* Cloud Giant, Reef Giant
* Storm Giant, Sea Giant
Arthicril the Sage

Arthicril was an Otharn scholar and mystic. She founded the six Collegia that established a system of education for nobles that endures today. Arthicril learned the natural magicks  of the Treekith of Welsimber and founded the Grand Athenaeum of Both-Grammal. It was Arthicril that discovered the dream-shaping power of Ornite. She developed the rituals used to usurp the power of creation from the Dreamer.
Skald

Skalds on Orn have had spell access reduced to reflect the changes in magic within the world. They have been given a new ability to compensate for this change. The rules for the Pathfinder SRD can be found HERE.

**Inspired Resistance** - At 2nd level, the skald picks one saving throw. They may add an Inspiration bonus to this saving throw equal to their Charisma modifier. At 10th level, the bard may select a second saving throw to gain this bonus and the third at 20th level.

Remove the following spells from the Skald's spell list:

* 0 - Summon Instrument
* 1 - Abstemiousness, Darting Duplicate, Glue Seal, Grease, Silent Image, Summon Minor Monster, Summon Monster I
* 2 - Alter Summoned Monster, Instant Weapon, Minor Image, Mirror Image, Snapdragon Fireworks, Sound Burst, Summon Monster II, Summon Swarm, Whip of Spiders
* 3 - Blink, Campfire Wall, Conjure Carriage, Fearsome Duplicate, Gaseous Form, Haunting Choir, Instant Fake, Jester's Jaunt, Mad Monkeys, Major Image, Phantom Driver, Phantom Steed, Raging Rubble, Rain of Frogs, Summon Monster III, Tiny Hut, Wall of Split Illumination
* 4 - Bountiful Banquet, Create Armaments, DImension Door, Discordant Blast, Hallucinatory Terrain, Insect Scouts, Majestic Image, Communal Phantom Steed,Rainbow Pattern, Secure Shelter, Shadow Conjuration, Shadowform, Shadow Step, Shield of the Dawnflower, Shocking Image, Summon Accuser, Summon Monster IV
* 5 - Bard's Escape, Deafening Song Bolt, Mirage Arcana, Mislead, Persistent Image, Release the Hounds, Shadow Evocation, Shadowbard, Summon Infernal Host, Summon Monster V, Whip of Centipedes
* 6 - Deadly Finale, Dirge of Victorious Knights, Getaway, Permanent Image, Programmed Image, Project Image, Summon Monster VI, Triggered Hallucination, Whip of Ants
Kith'Ahlyn

The Kith'Ahlyn or "painted elves" of Welsimber are wild and savage, retaining the primal culture of their ancestors dating back into the Age of Chaos. They paint their bodies with bright colors derived from the land itself, each color bearing significance. Most visitors to Welsimber are treated as invaders, spies and enemies. It is rumored that these elves live almost entirely on meat, including that of other intelligent beings.

### **D&D 5E Statistics**

* **Ability Score Increase**: +2 Dex, +1 Con
* **Size**: Medium
* **Speed**: 30 ft.
* **Darkvision**: 60 ft.
* **Keen Senses**: Elves gain proficiency in the Perception skill.
* **Fey Ancestry:** Elves gain advantage against being charmed, and magic cannot put them to sleep.
* **Trance:** Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious. While meditating, they can dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, they gain the same benefit that a human does from 8 hours of sleep.
* **Desert Bond:** While in desert terrain, Kith'Ahlyn gain advantage on stealth checks, additionally, they can maintain a forced march while in desert terrain for 12 hours before having to make Constitution saves to avoid exhaustion.
* **Languages**: Elven, Genari

### **Pathfinder Statistics**

* Type: Humanoid (Elf)
* Size: Medium
* Base Speed: 30 ft.
* Ability Score Modifiers: +2 Dex, +2 Con, -2 Int
* Languages: Automatic - Elvish; Bonus - Genari, Faltheran, Draconic, Giant

Racial Traits:

* **Bond to the Desert** - Painted Elves gets a +2 dodge bonus to AC when in desert.
* **Desert Camoflage** - While in desert terrain, Painted Elves gain a +4 racial bonus to Stealth checks.
* **Desert Runner** - Painted Elves receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
* **Elven Immunities** - Painted Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
* **Low-Light Vision** - When in dim light, a painted elf can see twice as far as a human.
* **Unnatural** - Painted elves unnerve normal animals, and they train themselves against the inevitable attacks from such creatures. Painted elves take a -4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward painted elves is one step worse than normal.
The Whispering One

Little is known about the Paragon known as The Whispering One. She was the most fearsome reaver among the Kith'Savyn for nearly a century, she had a reputation for learning the weaknesses of each target and exploiting them to maximum effect. She terrified a continent, striking without warning at the worst possible moment and leaving ruin in her wake. The Whispering One is known to have been involved in a number of political maneuvers, creating an atmosphere of extreme tension between nations. She is said to have been responsible for the kidnapping of a Bankaru princess journeying to be wed to her Genari prince, nearly sparking a war between those two allied nations. It is believed by some that her whispers inspired Mon the Great to rise up against the Imperium.
Inquisitor

Inquisitors on Orn have had spell access reduced to reflect the changes in magic within the world. They have been given a new ability to compensate for this change. The rules for the Pathfinder SRD can be found HERE.

Remove the following spells from the Inquisitor's spell list:

* 0 - Acid Splash, Create Water
* 1 - Barbed Chains
* 2 - Death Candle, Force Anchor, Holy Ice Weapon, Shackle, Spiritual Squire, Spiritual Weapon, Unholy Ice Weapon
* 3 - Blinding Ray, Continual Flame, Fearsome Duplicate, Insect Scouts, Searing Light, Trial By Fire, Wall of Split Illumination
* 4 - Ardor's Onlaught, Chaos Hammer, Fleshworm Infestation, Holy Smite, Order's Wrath, Shadow Barbs, Undeath Ward, Unholy Blight
* 5 - Chains of Light, Flame Strike
* 6 - Blade Barrier, Circle of Death, Hero's Feast, Umbral Strike
Uruk Stonehewer

Uruk was the favored engineer of Pegantys the Scaled Tyrant, foremost of the terrible wyrm-kings that ruled Orn eons ago during the Age of Chaos. He gleaned secrets of dragon magic over time and taught many other giants who then taught others.

Eventually Uruk had established a resistance that became a full blown rebellion when Pegantys became aware of Uruk's treachery. The resulting conflict lasted centuries; afterward, the dominion of dragon-kind had forever ended. Uruk turned his attentions to his own people and the lesser races. He died peacefully, passing his power to his children until the Shattering and Odath selected him as a Paragon.

As he was becoming accustomed to his new power and form, he was attacked by an old and very familiar enemy; Pegantys, the ascended dragon god of pride and tyranny. Uruk attempted to defend himself, but ultimately could not and he submitted to the dominion of the Scaled Tyrant. However, the wording of the oath extracted by the dragon only requires that Uruk be subservient while the sun shines. The giant has freely interpreted this to allow himself complete autonomy during the night.
Madmike577

Madmike577#1108 (also know as Modmike) is a long-time member and Commissioner of Pickup Football and Pickup Basketball. He is a Giants and Thunder fan.

## History

Mike first joined the server over a year ago, in December of 2016, and immediately blended with mods Wendar and CC2560. He was never very active in his early days, but began to pick up later on. After initially declining a request to become moderator, Mike was promoted to Referee on December 27, 2017, among a batch of new mods. He would effectively become known as one of the strictest mods on the server, and became strongly disliked by some members, but loved by others. He would be promoted to the empty commissioner spot left by Wendar's stepping down on February 17, 2018. He also created the server-wide PUF Mock Draft, which saw some success but ended up flopping at the end of the first round.
SA-43 Hammerhead

***SA-43 Hammerhead** is a stub article. You can help the Small Sci Fi Screen Craft Wiki by expanding it.*

## Description

The **SA-43 Endo/Exo-Atmospheric Attack Jet ("Hammerhead")** is the main-stay of the Marine Corps. Their SCRAM engines enable them to fly in an atmosphere and in the almost complete vacuum of space. Following in the modular design of aircraft of the late 20th century, Hammerheads can be adapted for normal combat, search and rescue, and possibly other missions. The canopies of the craft are also detachable allowing docking with space platforms. Systems that are known to exist in the Hammerheads include LIDAR (Laser Infrared Detection And Ranging), HUD (Heads-Up Display) and ODP (Optical Disk Playback).

## Primary Function

Deployment in combat missions (Combat Space Patrol), interception, Close Air Support (CAS) and Colonial Defense, but can also be adapted for SAR (Search and Rescue).

## Features

The SA-43 has various modular components, easily replaced in case of malfunction. The canopies are detachable, enabling the craft not only to dock on board carriers, but also on various types of space stations. The cockpit usually is lifted up to the flightdeck (hence smaller decks are possible). It also doubles as an escape pod in case of midair emergency.

## Internal Equipment

* LIDAR : Laser Infrared Detection And Ranging. Long Range, configurable. Can track and engage up to 100 independent targets.
* HUD : Heads-Up Display. Mainly used for displaying flight parameters, navigational information and overall combat intelligence.
* ODP : Optical Disk Playback. Used for mission data recordings. Can be used lateron for mission evaluation.

## Mission

Specific SA-43 tasks include:

* Intercept and destroy enemy craft in conjunction with ground or airborne fighter control under all-endo/exo conditions.
* Conduct day and night close air support.
* Conduct day and night deep air support. Deep air support consists of LIDAR search and attack, interdiction, and strikes against enemy installations using all types of weapons compatible with assigned craft.
* Conduct armed escort of friendly craft.
* Be able to operate from spacecraft carriers, advanced bases, and expeditionary airfields.
* Be able to deploy or conduct extended range operations employing aerial refueling.

## Trivia

Full-scale models of the "Hammerhead" fighters used in the series were created in Australia at RAAF Base Williamtown. An unverified report stated that, while they were being stored on board the freighter before shipping, crewmen from a Russian freighter were caught taking pictures of them after mistakenly thinking they were a new kind of advanced U.S. tactical fighter.

## Notes

1. ↑ This enables the SA-43 to fly from inside an atmosperic envelope to a transorbital fase right into ACM (Air Combat Manoevring, i.e. dogfighting), in the (almost complete) vacuum of space.

## Sources

1. ↑ S:AAB TV
2. ↑ S:AAB Ready Room
3. ↑ Trivia page on IMDB entry for S:AAB
Tol Grannoth the Wanderer

Tol Grannoth was a Faltheran sailer and smuggler. He traveled in the company of the great hunter, Har Indred, on her many quests. He explored the Dolmen Wastes and charted a course through the Coral Labyrinth of J'kar Wheln allowing many more to visit the giantess prophet living there. He also discovered the route that became known as the Salt Road. Tales of his exploits were told about campfires and on long voyages, inspiring countless others.
AT-PT

The **AT-PT** was a bipedal light infantry walker used by the Imperial Army during the Galactic Civil War, a galaxy-wide conflict between the Galactic Empire and the Alliance to Restore the Republic. Atop the walker's triple-jointed legs rested a one-pilot cabin, which had a viewport overlooking twin blaster cannons.

## Behind the scenes

In the new *Star Wars* canon, AT-PTs first appeared in the tower defense game **Star Wars: Galactic Defense**, which was released in 2014 and shut down in 2016. In the Star Wars Legends continuity, AT-PTs, fully known as All Terrain Personal Transports, were conceived for the 1992 novel **Dark Force Rising**, the second chapter of Timothy Zahn's **Star Wars: The Thrawn Trilogy**.

## Sources

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Star Wars: Galactic Defense
2. ↑ Star Wars: Galactic Defense' Arrives on Mobile Devices
3. ↑ **Dark Force Rising**