recursal/Fanatic-Fandom huggingface dataset:
Blasting Jelly (Compound)

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A dangerous compound that has become a mainstay tool of Dwarven mining companies and in the military arsenals of every major Central Island nation on Alihigier.

### Creation

Blasting Jelly is a compound made by mixing at least 1 pound of Condensed Ooze to an equal amount of animal fat. This mixture must then be warmed over a steady flame for an hour per pound of mixture and lightly stirred every 10 minutes. The mixture will steadily separate over the course of the process until a layer of thick jelly forms at the bottom of the heating vessel. The top layer is then drained away, leaving the finished product behind.

### Effect

When exposed to a naked flame, such as those produced by a flint and tinder or a spell such as Firebolt, Blasting Jelly explodes with tremendous force. Each creature within 20ft of the ignited jelly must make a DC 15 Dexterity Saving Throw or take 3d6 Fire damage for every 1 pound of material detonated this way. A successful Save halves the damage taken. Objects and Structures within the area do not get a Saving Throw and take 6d6 Fire damage.

### History

Discovered in a tragic accident in the year 2376 NE, this material was first created by a joint venture between the Order of the Green Sun and the Hammerfist Mining Company. The compound was quickly refined, weaponized and used to great effect in the ongoing Infernal Invasion of Alihigier, where it saw use in demolishing enemy fortifications, destroying hard targets and even as cover for retreating actions.

Most nations have banned the unlicensed production or possession of this compound by private individuals, with anyone caught doing so facing either a stiff prison sentence or the death penalty depending on where the crime was committed.
Mistel's Toe

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A rare plant found growing in colder climates upon the boughs and branches of various species of tree. It is slightly toxic to animals that eat it and is used in the casting of the spell Goodberry.

## Description

An evergreen plant that sprouts as a dense fruit bearing bush. It's leaves are a light blueish-green with a long, tapered and smooth shape that ends with a simple round. The fruits is perfectly spherical, white in colour and has a mushy texture with a sweet citrus after taste.

Often mistaken for Mistel's Other Toe, this plant is nearly identical in appearance to the other plant. A creature can make a DC 10 Nature (Intelligence) check to determine which of the two plants they are staring at.

## Effects

A sprig of this plant is used as the Material Component for the spell Goodberry.

The dried and ground up leaves of this plant are used in the creation of a Stamina Potion.

## History

Though hardy once full grown, Mistel's Toe is a very difficult plant to initially grow outside of it's native environment. This, coupled with the high demand for its leaves, has lead the plant's population to dwindle to the point of extinction in many of it's original growing locations. Additionally, a new variant has emerged with an almost identical appearance but none of the originals properties, causing the value of the plants leaves to skyrocket and exasperating the situation.
Zhuigrat

Also know as the She-Goat.

One of the many Gods "rediscovered" by the Star Cults.

## Description

She is described as having the body of a woman and the head of a 4 horned goat, eyes of a squid and has a series of cysts and boils blighting around the joining point upon the neck line.

## Powers

The cults devoted to the worship of Zhuigrat hold that she maintains sway over creatures of the deep sea, storms and virulent plagues that disfigure men into monsters.
Leomund's Tiny Hut

*3rd-level evocation (Ritual)*

Available for Classes: Bard and Wizard

Casting Time: 1 minute

Range: Self (10-foot-radius hemisphere)

Components: V, S, M (a small crystal bead)

Duration: 8 hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. The dome has an AC of 18, HP equal to your level x 5 and is immune to Poison and Psychic damage. If the dome is attacked or destroyed, it alerts everyone within its form as if by the Alarm spell.

The dome can hold the equivalent of Nine Medium sized creatures, with Large creatures counting as 2 medium creatures and Giant creatures as 4. The spell fails if its area includes a creature larger than Giant or more than the equivalent of nine medium creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
The Sundering of Magic

Also know simply as the Sundering.

An approximately three hundred year long period (starting sometime around the year 3680 NE and ending 3980 NE) that happened because of the freeing of Yra'ath from her scythe. During this time most spellcasters were either rendered powerless, as was the case for most divine casters, or had found themselves unable to cast some of their more powerful spells, as was the case for most arcane casters.

Many of the great nations of the Old World fell during this era, due in part to their over reliance on magic as a tool to feed their people, maintain supply lines and bolster the might of the military. In their place rose nations that relied upon science as the key to overcoming the challenges of the world, however this new found source of power was far more evenly distributed and led to a more balanced dynamic of power.

The death of Yra'ath and ascension of the God Pferdenacht has caused magic to surge back into the world. What effect this will have on the new status quo is unknown,
Church of Myriad Stars

A 200ft tall toblerone shaped tower with a series of large tentacle like limbs at the top.

Upon the outside face of the structure are a series of grotesques enchanted with illusions that make it appears as if their forms are moving upon their mounting, following anything that gets too close to the buildings walls. Those with a weak mental constitution risk being frightened by the effect and falling off of the walls if they are climbing.
Princess of Dandylions

Also known as Vi Regina Autem Taraxacum and the Imposter.

A being of unknown origins, bearing a likeness to Hageovita's Avatar (albeit far younger), that appeared unexpectedly upon the plane of Wistorig towards the end of it's existence. She quickly formed a cult following and used it's influence in an attempt to usurp control of the plane from the Gods and Goddesses already present. The coup attempt ultimately failed, but not before the ensuing war reduced the plane to a blasted landscape unfit for even the most hardy of creatures to survive in.

What happened to this mysterious being is unknown, though scholars speculate that she was cast out of the plane and into the White Sea below in an attempt to erase her from existence.
Shadow Pin

> 1st Level Abjuration
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> Available for Classes: Bard, Sorcerer and Warlock
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> Casting Time: 1 Action
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> Range: 30ft
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> Components: V, M (a dagger or dart worth 1gp which the spell consumes)
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> Duration: Concentration, up to 1 minute
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> You throw the dagger or dart used as the material component at the target creature’s shadow. It must make a Wisdom Saving Throw or be bound in place for the spell's duration. A creature affected this way has it’s speed reduced to 0, cannot move or be moved by any spell effect and loses the Dexterity modifier added to their AC (if any).
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Inner Core of Mae

Located deep beneath the flaming surface of the sun Mae, is a series of caverns, tunnels and a great central chamber housing the former moons core which comprise what is known to the Dark Elves as Mae's Inner Core.

The surface entrances to this subterranean labyrinth have been sealed shut by a combination of the raging fire above and the resulting cave ins they caused. The only potential entrance lies in the ancient Taurus Ring Gate located in the central chamber, however its rune sign has been lost and stories from just after the Desolation tell of how the ring did not respond to the signs usage.

## Myths

There have been numerous stories that have abounded amongst the Dark Elf tribes of Yorg of whether or not there were any survivors of the surfaces destruction. Though none of these have ever been proven true.

Numerous attempts have been made to reach the core, which have always ended in failure. However one such attempt is purported to have succeeded. This expedition arrived to find the once bright interior stained black, the walls covered in thick web-like mucus and misshapen arachnid creatures roaming about in unison towards some unknown goal.
Ammo

Ammo is a vital resource in Ancar that comes in several varieties. The main use for Ammo is for Guns, which require the reloading of Ammo to function.

## Crafting

Ammo requires the Advanced Crafting Table to be crafted. The way to view recipes ingame is through */recipes*, which is an interactive GUI that shows how to craft all ammo types the guns you currently have unlocked use. All ammo types require the crafting of Bullet Casings first, which are made using *Iron Ingots, Iron Nuggets, Gunpowder and Gold Nuggets.*

All subsequent ammo recipes will use a combination of these ingredients (including Bullet Casings) with a couple of exceptions, and may require several items in one slot to craft, such as 5.56mm NATO Ammo; which requires 5 *Gold Nuggets*, 2 *Bullet Casings*, and 1 *Blaze Powder*.

## Recipes

### 9mm

 Recipe: 1 *Iron Nugget*, 1 *Bullet Casing* = 3 9mm rounds

### 5.56mm NATO

 Recipe: 5 *Gold Nuggets*, 2 *Bullet Casings*, 1 *Blaze Powder* = 5 5.56mm NATO rounds

### 7.62x39mm

 Recipe: 5 *Iron Nuggets*, 2 *Bullet Casings*, 1 *Blaze Powder* = 5 7.62x39mm rounds

### .50 Cal BMG

 Recipe: 2 *Iron Nuggets*, 1 *Gold Nugget*, 1 *Bullet Casing*, 3 *Gunpowder* = 1 .50 Cal BMG round

### 40x46mm

 Recipe: 2 *Iron Nuggets*, 1 *Gold Nugget*, 1 *Bullet Casing*, 1 *Gunpowder* = 1 40x46mm round

### Buckshot

 Recipe: 2 *Iron Nuggets*, 2 *Bullet Casings*, 2 *Gunpowder* = 4 Buckshot rounds

### Musket Ball

 Recipe: 7 *Iron Nuggets*, 1 *Flint*, 1 *Gunpowder* = 8 Musket Ball rounds
Holy Hopcronian Empire

An empire that once spanned the continents of Arat and Hopcrone, the islands Hercos and Volushe and the island chain known as the Shattered Seas.

## Religion

The empire had two state religions in it's life time; the Quadratum, which became defunct after the betrayal of the Goddess Yra'ath, and the Trinitas, which succeeded it.
Controlled Substance

An item with this legal classification is considered a necessary but harmful one. A person or company possessing or producing the item must have the legal authority to do so, usually in the form of a license. A producer must also check that any party purchasing the item in question possesses the relevant license to do so.

A person or company found to not have the particular license for such an item faces a stiff prison sentence of 5 to 10 years, in the case of the individual, and a hefty fine (100 gp per offending item) and possible revocation of their right to trade, in the case of a company.
Locate Object

> 2nd-Level Divination
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> Available for Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
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> Casting time: 1 Action
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> Range: Self
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> Components: V, S, M (a Forked Twig)
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> Duration: Concentration, up to 10 Minutes
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> Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
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> The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once.
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> Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
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> This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
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> **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the distance to which you can sense the object increases as follows:
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> * 3rd: 1.5 kilometers
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> * 4th: 5 kilometers
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> * 5th: 15 kilometers
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> * 6th: 135 kilometers
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> * 7th: 10,935 kilometers
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> * 8th: Anywhere on the current plane
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> * 9th: On what plane.
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Mutant Brew

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A drink produced by the Xoro Distillery in the city of Sentrital. Despite of its potential side effects, it has risen to being the favored beverage of the working class of the Northern Plains, with nearly every inn, pub and tavern in the region holding it in stock.

## Description

A corked brown glass bottle with a pungent watery liquid inside and an innocuous label featuring a drunken Beholder saying: “Monster Brew. Unleash the *Potential* Inside!”.

## Effects

When you drink this tonic roll, on the Mutations Table and you gain its effects. When you finish a Long Rest, you must make a DC 12 Constitution Saving Throw or the mutations effects becomes permanent. This drink has no effect on Constructs or Undead.

## History

This drink was first produced by the Xoro Distillery in the year 3952 NE.
Pageless Book of Thrysis

The founding text of the Druids, given to them by the Goddess Thrysis. It is from the Pageless Book's text and verses that the first Druids managed to learn the secretive language of the Goddess, which they now jealously guard as the language commonly known as Druidic. No physical copy of this book is known to exist and many scholars doubt it even exists.

The Goddess Arenoff is said to be particularly interested in retrieving or otherwise transcribing any known extracts from the book to add to her collection. So far however she has met with little success.

## Myth

The Pageless Book is said to eternally exist as subtle whispers from Thrysis upon the wind and only those whom she has called upon may hear the sound of it's words. Those that hear such voices are said to be irrevocably changed by their mere sound, eschewing all unnecessary material possessions in pursuit of defending the wilds from those who would exploit it.
Well of Knowledge

A spring that imparts tremendous knowledge upon those that imbibe its waters, should they survive the process of drinking it in the first place. Due to its effect upon a creature, Arenoff has set up a plethora of guardians and traps to guard the Well of Knowledge from those desperate or greedy enough to try their luck in pursuit of the absolute knowledge it's waters can impart.

The Well's liquid is a manifestation that has resulted from Arenoff's obsessive hording of magical items, rare tomes and unnatural materials to the Wheel of Planes in close proximity to each other. Should enough of these items be removed, it is assumed the water will cease to have any effect.
Deconstruct

3rd-Level Transmutation (Ritual)

Available for Classes: Artificer, Warlock and Wizard

Casting Time: 1 Hour

Range: Touch

Components: V, S, M (A piece of chalk and the item you wish to target, both of which the spell consumes)

Duration: Instantaneous

You form a small transmutation spell circle around the item and begin the intricate process of unwinding the very fabric of an item and reforming it into something new. An item targeted by this spell is irrecoverably destroyed when the spell is finished and reduced into a fine powder known as Aetheracite Dust, the amount of which is determined by the type and value of the object.

* A magic item affected by this spell is reduced into an amount of Aetheracite Dust equal to 1/10th of its cost in gold pieces.

* A part from a magical creature affected by this spell is reduced into an amount of Aetheracite Dust equal to ½ of its cost in gold pieces.

If this spell is interrupted during the casting, then there is a 50% chance that the target is destroyed and no dust is created in the process.
Mistel's Other Toe

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An uncommon plant found growing upon the boughs and branches of trees. It is almost completely harmless, unless used for the casting of the spell Goodberry.

## Description

An evergreen plant that sprouts as a dense fruit bearing bush. It's leaves are a light blueish-green with a long, tapered and smooth shape that ends with a simple round. The fruit is semi spherical, pale blue in colour and has a mushy texture with no taste.

Often mistaken for Mistel's Toe, this plant is nearly identical in appearance to the other plant. A creature can make a DC 10 Nature (Intelligence) check to determine which of the two plants they are staring at.

## Effects

This plant can be used as the Material Component for the spell Goodberry. If this plant is used, then the berries created by this casting of the spell instead deal 1 Necrotic damage and require the eater to make a DC 10 Constitution Saving Throw or be Poisoned for 1 hour.
Levistus' Hellbind

> 3rd Level Transmutation
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> Available for Classes: Cleric, Sorcerer and Warlock
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> Casting time: 1 Action
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> Range: Touch
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> Components: V, S, M (a weapon which the spell enchants)
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> Duration: 1 Hour
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> The weapon you used as a material component becomes a magic weapon. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d8 Cold damage when it hits.
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> A creature reduced to 0 HP by a weapon enchanted with this spell is slain instantly and their soul sent to Stygia, the icy fifth circle of the Nine Hells. Once there, the soul is bound in magical ice and trapped forever. The only way to free the soul caught this way is to travel to Stygia, locate the soul’s tomb and free them by speaking a phrase known only to Levistus’ inner circle. Once this is done the soul is free to try and escape Baator.
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Shape the Heavens

> 9th-level Illusion
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> Available for Classes: Sorcerer, Warlock and Wizard
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> Casting Time: 1 Hour
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> Range: Special
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> Components: V, S, M (1 gp worth of diamonds for each celestial object you wish to create, which the spell consumes, and an intricate map of the sky as you wish it to appear)
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> Duration: 12 Hours
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> An illusory black shroud envelopes the sky of the entire plane, blocking all light from passing in or out. For the duration the surface of the shroud is covered in a plethora of celestial objects of your design, matching the form outlined in the map used as part of this spell's material components. Once this spell ends, the shroud and celestial objects fade from the sky, returning the view to normal.
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Far Side

An alien world thought to exist somewhere outside of the Multiverse, from which all Aberrant life has sprung.

### Location

Although it has been impossible to confirm, the current consensus is that the Far Side exists somewhere outside of the Multiverse, placing it beyond the Barriers of Solicentum. This conclusion has been reached through centuries of careful study and observation through the limited Planar Portals, which have been cautiously used as windows into the twisted world beyond.

### Environment

The Far Side is a hostile environment completely alien to all non-aberrant life forms. The space is occupied by floating iridescent rocks of varying size, ranging from mere meters to entire continents, The smaller of these are tossed about by the howling winds, which seem to maliciously smash them together in catastrophic collisions that shower the other nearby rocks with debris. Compounding this are constant violent lightning storms that have rendered swathes of these rocks barren of life.

Gravity seems to hold little sway, with only the largest of the rocks having any influence over the worlds inhabitants, which float about by their will alone.
Rite of Iron Wood

> 4th-level Transmutation (Ritual)
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> Available for Classes: Artificer and Druid
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> Casting Time: 1 Action
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> Range: Touch
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> Components: V, S, M (a 1 lb powdered mixture of 1 part iron ore dust and 5 parts Might Seed which the spell consumes)
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> Duration: Instantaneous
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> By sprinkling the powder over the target, you reinforce the form of a plant, tree or wood based object so that it is as hardy as metal. Choose a Medium sized object or plant within range. The target’s AC (or if the target is a set of armour, the AC it imparts) becomes 16 and it’s HP doubles. This effect is irreversible and cannot be dispelled by any means short of a Wish spell.
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> *At Higher Levels.* When you cast this spell using a spell slot of 5th Level or higher, you can affect a plant or object of one size category larger for each slot level above 4th.
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Gods

The Gods and Goddesses of the Multiverse are numerous in form, function and sphere. All but a few of them owe their existence to the Goddess Hageovita, who created them as her children while the Trinity lived upon the surface of the Black Isle.

## Need for Worship

All Gods, except in very rare circumstances, rely upon the prayers and worship of their followers. A God without them slowly loses their divine powers and eventually wastes away into oblivion. This need for followers means most God's will choose representatives from among the mortal races, imbue them with a fraction of their own power to allow them to perform miracles and task them with spreading their faith in the form of a codified religion.

## Avatar

Every God and Goddess has an Avatar, which they use to interact with their followers within the Wheel of Planes. The reason for squeezing themselves into these unwieldy forms is so that they do not damage the very fabric of reality with their actions or presence.

## List of Gods and Goddesses

The following is a list of all the Gods and Goddesses of the multiverse.

* Arenoff, Goddess of Knowledge
* Bipadion, Goddess of Fate, Love and Lightning
* Breacke, Goddess of Crusades and Freedom (formerly of Artisans)
* Carousce, Goddess of Bloodshed, Chaos and War
* Daupaz, Goddess of Decay and Disease
* Dnuyadek, God of Death
* Elme, Goddess of Fire and Ruin
* \_ \_ \_ \_ \_ \_ \_
* Iremferos, God of the White Sea
* Hageovita, Goddess of Creation and Life
* Lera, Goddess of Necromancy and Purification
* Mae, Goddess of the Sun
* Mephistopheles, God of Change, Rebellion and Tyranny
* N'Tygencke, God of Seasons and Transformation
* Olle, Goddess of Water
* Pferdenacht, God of Magic (Excluding Necromancy)
* Solicentum, God of Barriers, the Sea and Time
* Than, Goddess of Earth and Natural Disasters
* Thrysis, Goddess of Druids, Dryads and Nature
* Yorg, Goddess of the Moon
* Yra'ath, (Former) Goddess of Magic
A History of Wizardry

The history of the wizarding arts is a long and tangled one, emerging from humble beginnings as mere parlor trick imitations of the Arch Faes natural gifts, rising up to steal knowledge of the divine works and then finally the binding of dark secrets, that ought to be lost, into vile tomes that still haunt the lands to the present day.

### Transcription of the First Magics

During the time of the Long Night, the arts of magic were still wild, with no one being holding a monopoly upon its secrets. Then the first humans emerged from the City of Ur and spied the magical gifts of the Fae. Envious of their sway over the world, humanity sought to catalogue, define and replicate their gifts. First this was done in subtle ways, polite questions, trading of secrets and apprenticeships under particularly Arch Fae allowed human wizards to replicate the spells of what would become the schools of Illusion and Enchantment.

### Origins of Necromancy

*Schools of Magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation*
Eroding Stream

> 1st Level Evocation
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> Available for Classes: Druid and Sorcerer
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> Casting Time: 1 Action
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> Range: 10ft
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> Components: V, S
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> Duration: Concentration, up to 1 Minute
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> A high pressure stream of water shoots from your hand to a target within range that you can see. Depending on the target the spell's effect changes as below.
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> *Creature.* A creature hit by this spell must make a Strength Saving Throw or take 2d6 Force damage and be pushed 10ft away from you. A successful Save halves the damage and the creature is not pushed away.
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> *Object.* An object hit by this spell takes 3d6 Force damage. An object weighing less than 300lbs that is not firmly anchored in place is pushed 10ft away from you.
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> For the duration of the spell you may repeat the effects of this spell as a Bonus Action, choosing a new target each time. If you do not use this spell's effect on your turn then the it’s effect ends early.
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Pergehntice

**Pergehntice** - *god of Contracts, the Underworld and Hunger*

*Holy Symbol*: tin scales and two gold pieces

*Favored Weapon*: staff, quill or scrolls

*Sacred Animal*: whip-poor-wills

*Colors*: ashen and chalky grays

*Common Worshippers*: historians, clerks, morticians and ghouls

*Enemies*: none

*Devotions*: ritual fasting, the tracking of history, creation of almanacs, vows of silence, neutrality

**Description**

Pergehntice stands out as a deity because it is believed all who die will meet him at least once. Upon entering Purgatory, a soul finds a trail which leads to the river Lethe. There is a small boat launch where they wait until Pergehntice approaches with his boat. He is described by those that have seen him as an incredibly tall and gaunt figure whose personage is concealed by robes made from endless scrolls. Those reading the scrolls find they are written in their native tongue and detail their life. He speaks in a raspy voice that has been compared to the turning of crisp pages in a book or whispers like the tearing of paper.

**Church**

Those that serve Pergehntice are rare. Many who deal with the dead and historians that dig up old sites hold faith in the god. Actual clergy however are almost exclusively found in remote monasteries. There they keep a humble existence, such monks using a variety of means to record history in incredible detail. The almanacs created in such places are especially prized by farmers as being without peer.

*See Also:* Death (journey)
Henge

A magical series of stones monuments developed by Druids to lay a permanent effect upon the surrounding countryside.

## Construction

The face of each stone is carved with a specific chant from one of the many verses of the Pageless Book of Thrysis. Each is then placed in a specific location within the arrangement in order to create the effect.

In order to maintain the power of these monuments, at least one Druid must perform a ritual sacrifice twice a year at the site or else risk the effect going inert. This semi constant need for power can be overcome by assembling the stones upon a Leyline, which will provide it with a constant stream of Aether throughout the course of the year.

The effects of a Henge can be extended by having it placed upon a hill or other naturally occurring site with increased altitude. The act of raising one some several meters off of the ground in this way has been known to double the radius of the effect.
The Ice Beast

## The Ice Beast

Travel to (12, 46 KaMing's Encampment) and say "Ice Beast" to Blood
Agree to pay him 100 Gold to learn how to make a Frost sabre.
Travel to (01, 60 Dae Shore) and enter Northeast Koguryo
Speak to the Nameless Hermit
Give him an  Aged wine in exchange for some  Traveling Shoes
With the  Traveling Shoes in your inventory, walk across the Lava
Bait the Ice Beast to walk towards you but don't get hit by it!
Have the Ice Beast walk on the Lava you just walked on
Collect the Ice heart the Beast leaves behind.
Reward:
"Defeated the Ice beast" Legend mark,  Frost sabre
Marocys

The city of the dead, which lurks at the end of time. The plane is ruled by the Goddess Daupaz and presided over by the dead Gods of the former Multiverse.

### History

After an aeon had passed by with a still starving Dnuyadek looming at the edge of the Black Isle. The being that once was the death of the Multiverse, began to think more clearly for the first time since her imprisonment all those years ago. The lucid being shed the weight of its hunger and, with it, the cursed name that had followed her around for so long. In this moment of clarity, the Devil Naberius chose to finally make his entrance. Speaking without deception nor sympathy, the plain spoken man proposed that the nameless being seek to build an eternal monument to that which had been. This proposal stoked the being to action and gave rise to a vast cityscape of her own design which would serve such a purpose, its people the Souls of those who had came before.

### Description

Created an unknowable amount of time after the destruction of all reality, Marocys is less a place and more a fixed point to which all Souls eventually arrive. Death has ceased to be and thus time has lost all meaning. Instead the inhabitants of this great sprawling city merely exist in spectral copies of places of their own choosing, surrounded by those whom they wish to spend eternity.
Demon

A sentient humanoid creature that has been corrupted by the Taint and spontaneously transformed in a asymmetrical and haphazard manner, gaining the features of various animals in the process. A Demon whose transformations is not controlled by a Devil patron will inevitably end up devolving into a Hordeling, generally within 3 weeks of their initial infection.

All Demons have unnaturally quick regenerative abilities, that render them resistant to nearly all unenchanted weapons. Additionally their anatomy features multiple redundant organs that make it very difficult for them to be killed. If a Demon is killed, the death (unlike that of their masters) is permanent.

## Bargains and Pacts

Due to their chaotic nature it is unlikely that a Demon will bargain with a mortal, let alone enter into a formal pact. The only way it is willing to do so is when the terms are heavily tilted in their favor or the act of making one will save the Demon's wretched life.
Eliel Jefferson

The high priest of the Sacred Order of the Splendiferous Ebon Sky and errant heir to the Jefferson family legacy.

## History

Born as a triplet on the 8th month of the year 3904 NE, in the city of Dragonfall, to Andreas and Aurélia Jefferson. Eliel soon moved with his parents and sibling to the town of Renniks. There he stayed until he was age 11 and tragedy struck. A rampaging monster tore through the town, killing his mother and driving Eliel to leave town 1 year later.

He soon apprenticed under the renowned Dwarf conjurer Regina Gunnvor of clan Oakshawl and learned many secrets of the arcane from her. Eliel's talents grew and by age 19 he was sought by many parties who paid handsomely to hear his thoughts on Aetherial Metaphysics. This made him very wealthy, driving him off the deep end into a life of debauchery and poor decisions that ended with him utilizing his conjuration magic for thievery.

By the year 3928 NE, at age 24, these remote magical heists had heavily implicated Eliel and led to him to fleeing Urimal by ship with his ill gotten gains. He then spent the next two and a half decades trying to find meaning in his life. A vision of a strange she-goat weening her young was said to have inspired him to unite the Star Cults under his leadership, which he achieved by the 3977 NE.

He now leads the united cults as the high priest of the Sacred Order of the Splendiferous Ebon Sky.

## Description

Standing at some 5'11" in height and possessing a spindly muscular figure. Eliel has extremely pale aquamarine skin, thick black hair with hints of white and grey-blue irises set against black sclera.
Fungal Sprouting

> 3rd Level Transmutation
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> Available for Classes: Druid, Ranger and Sorcerer
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> Casting time: 1 Action
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> Range: 150ft
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> Components: V, S, M (a handful of fungal spores which the spell consumes)
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> Duration: Concentration, up to 10 Minutes
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> A swirl of spores leaps from your hand to a point you choose within range, from that point a 20ft radius area of fungi sprouts. The area becomes difficult terrain for the duration. Whenever a creature moves into or within the area, it takes 2d10 Poison damage for every 5 feet it travels and must make a Constitution Saving Throw against your Spell Save DC or be rendered Unconscious. A creature Immune to Poison damage cannot be rendered Unconscious this way.
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> This area can be cleared by being exposed to Fire. As an Action, a torch or single target spell that deals Fire damage can be used to remove a 5ft square of the spell’s area of effect.
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Advanced Crafting Table

The Advanced Crafting Table is a crafting bench used to craft Ammo and Gun-related items.

## How To Obtain

In order to get an Advanced Crafting Table, a player must have $250 in their balance, 16 *Iron Nuggets*, 16 *Gold Nuggets*, and a crafting table in their inventory. once the requirements have been met, they will see a message in chat with **CLICK HERE**. Clicking will result in the items/balance being deducted from the player inventory, and an advanced crafting table replacing the normal crafting table in the inventory.

## Usage

An advanced Crafting Table works similarly to a regular crafting table, and can be used for normal item recipes, But in order to see Gun-related recipes a player must have unlocked at least one Gun in */rt*, at which point recipes for Bullet Casings and the associated Ammo type of the unlocked gun(s) become available in */recipes*. */recipes* opens a menu interface where a player can click on craftable items to show their recipes.

All Gun-related recipes can be found HERE.
PvP Arena

The PvP Arena is a combat minigame using the DUGA map, with a variety of classes and random loot chests that give guns.

## How to Join

join the Arena using the command */arena join*

* A player must remove any items/armor from their inventory, as you cannot enter without doing so.

you may leave the arena with */arena leave*
Foundry

## The Foundry

### Creation:

Foundries are created by cutting a large boulder with a sharp rock or knife to create a foundry base. Cement mix is then used on the foundry base to create the foundry. Cement mix can be made using Sand and Lime in a alchemy table.

### Use:

Smelts ores and other metal based materials into material points which can be re-forged into ingots. It is also the only method to create alloys, i.e., steel, aluminum alloy, titanium alloy, and tungsten alloy.
Star Cults

A name given to a series of disparate and loosely organized religious movements that emerged on Arat, Naraka and Urimal towards the end of the Sundering.

## Beliefs

Each cult holds a different God in reverence and has its own unique practices, rites and traditions that they believe bring them closer to that being. The unifying theory behind these cults is that each of their Gods exist in the form of star formations in the night sky and that knowledge of them has either been forgotten, in favor of more mainstream religions, or suppressed, by some sinister being that seeks to eventually starve the Gods of their mortal followers.

## History

Most of the Star Cults emerged between the years 3944 NE and 3977 NE (around the same time period that most spellcasters acknowledged the Sundering of Magic hit them hardest) and enjoyed a degree of success in recruiting from amongst the young disenfranchised middle class and struggling nobility.

In the year 3965 NE the Sacred Order of the Splendiferous Ebon Sky was founded by the prophet Eliel Jefferson who sought to unite the various cults into a more centralized and organized set of religious practices. By the year 3977 NE his hard work had paid off, as he had managed to unite all of the most prominent Star Cults under the banner of his Sacred Order.

## Gods of the Star Cults

The full pantheon of the Star Cult is truly staggering in its size, uniting followers of every race into a tightly knit creed of acceptance. Though there is no singular list that they all agree upon, the following list, found here, is considered to be the most widely agreed upon members of the pantheon.

## Validity

The few scholars who have paid any serious mind to the study of the Star Cults have dismissed most of the "Gods" they worship as either the fanciful delusions of desperate minds, lesser aspects of other Gods or elaborate hoaxes created by charlatans, looking to fleece the gullible of their money and possessions.
Sentritese Summoning Room

An enormous subterranean ritual room carved from a heavy grey stone akin to marble. Its wretched glory has been stripped away by the rising ground water, glowing moss and the pale white limestone sediment that obscure the dreadful purpose for which the room was constructed.

### History

Although an exact date for its construction cannot be positively identified, the amount of earth above the structure indicates that it is at least 2,000 years old. Once its construction was completed, the room was utilized to attempt to summon an Yswyr, however the ritual failed due to the interference of the Aratian Barrier Stones. The stones managed to prevent the mind of the creature from manifesting, rendering it effectively brain dead. This set back caused the room and its contents to be abandoned.

In the year [Redacted] the room was rediscovered by the leadership of the Splendiferous Order of the Ebon Sky, when they excavated the tip of the rooms roof. The roof was subsequently blasted with several tons of Black Powder, causing irreparable damage to the rooms functionality. Floating in the waters of the room, the Order found the catatonic remains of the Yswyr. They retrieved this prize and set about with their plans to attempt the Grand Conjunction that their predecessors had failed.

### Size, Shape and Features

The room is a hexagonal prism 90 foot wide and 180 foot tall with a broken pyramid roof. Engraved in Deep Speech on its walls are numerous repeated liturgy in praise of the Outer God Iremferos, Arcane Runes of Binding and several stylized depictions of various Elder Things. At the rooms center sits a cylindrical pillar of black stone which is cold to the touch. Engraved upon its face is a number of Arcane Substitution Runes and a coiling depiction of the Yswyr. The top 1/8th of the pillar is missing, cleanly sheered off in the failed ritual to summon the creature to the material plane.

The room is flooded by ground water, to a depth of 100ft, and its walls have been somewhat obscured by a caked on limestone sediment. A small ecosystem of Deep Squid, Flail Snails, Flumphs and various molds and fungi have taken to the room. Nearly all of these creatures display albinistic traits. especially pale white skin.

At the base of the room is a 20ft square doorway which leads to a set of stairs of equal size. These stairs head downwards into the bowels of the earth. Attempts made to find the bottom of these stairs will always end in failure, with the distance being covered by any such party always being about 333 feet down. Arcane sensors, such as Arcane Eye, deployed to investigate the stairs encounter a steadily increasing amount of visual static before ceasing to offer any sight beyond 333 feet. Curiously, any sensor with the capacity to offer audio encounters a rising chorus of garbled, guttural words and blasphemies and high pitched pulsating squeal.
Quests

Quests are a type of mission which will be given to the player by Quest Givers.

Currently they are the only and exclusive way of obtaining Rifles and Pistols. Some of the quests require certain skill levels, some require you to have completed a certain quest. They're usually of the following nature: Visit x area, talk to x, craft x, bring x to y, Kill x amount of y ect.

## Quest Givers

   Currently there are 3 Quest Givers: Merchant, Gunsmith & Fyodor Raskolnikov. Each Quest Giver, has his own questline, requirements and rewards. The questlines & specific quests and tasks can be viewed on each Quest Giver's page.

## Current Quests

The quests which are currently added are:

***Gunsmith's Apprentice***

***Gunsmith's Apprentice Part 2.***

***Gunsmith's Apprentice Part 3.***

***Gunsmith***

***To The Zone!***

***Worth it!***
Epona

**Epona** - *totem goddess of Horses*

*Holy Symbol*: ears of grain

*Favored Weapon*: hooves or lance

*Sacred Animal*: horses

*Colors*: cinnamon brown and white

*Common Worshippers*: horses, cavaliers and ranchers

*Enemies*: wolves and goblins

**Description**

Epona appears as an equine mare of exceptional health and beauty. Though typically a horse, she can appear as any equine. She is often accompanied by a herd of the spirits of her worshippers. She avoids interacting with non-equines, even worshippers or clerics. Sometimes the totem will appear by herself to women as a sign that they will give birth to a great rider. Epona does not keep a domain with a direct connection to the Prime. In the Fey Realm she most often roams the Golden Fields.

**Worship**

As with other totems, Epona's primary worshippers are the animals she represents. Her worship among humanoids is common among nomads and cultures with strong ties to horses. The peoples of Tieralto and the Ezen especially. The goddess is associated with fertility and offerings of milk, grain and freed horses are made to her to ensure a strong pregnancy.
Gunsmith's Apprentice Part 3.

Gunsmith's Apprentice Part 3.

Gunsmith's Apprentice Part 3. is the third in a series of Quests currently available and it is the second quest given to you by Gunsmith. This quest can be started by talking to Gunsmith. Beware, you are required to have finished both Gunsmith's Apprentice and Gunsmith's Apprentice Part 2.

## Dialogue

> I see that your skills have improved. Maybe you can start making rifle parts now.
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## Details

The quest is available after finishing Gunsmith's Apprentice Part 2; you can start it by talking to Gunsmith in the Spawn Hub. It can only be triggered once you meet both requirements. The requirements are:

* ***Finish Gunsmith's Apprentice Part 2.***
* ***~~Be Level 5 or higher in Repair (MCMMO)~~ Not required since it was bugged***

### **Objectives:**

1. **Talk to Gunsmith.**
2. **Craft Rifle Weapon Parts.**
	* In order to craft this item you require the following:
		+ 48 Gold Ingots
		+ 16 Diamonds
		+ 16 Redstone Comparators
		+ 24 Redstone Repeaters

1. **Bring the Rifle Weapon Parts to Gunsmith.**
2. **Take them from Gunsmith and bring them to Merchant.**
3. **Talk to Gunsmith.**

### **Rewards:**

* Rifle Weapon Parts Blueprint (Ability to craft Rifle Weapon Parts)
* Shiny Gem (Quest Item)
Vodka

Vodka is a quest item required for the quest: To The Zone!. It is a distilled product and as such it is crafted in a cauldron.

## Cauldron Setup

The cauldron has to have a campfire underneath and requires water to be inside it. It has to be water level 3.

## Vodka Types

### 1. Full Bottle of Weak Vodka

Toss 64 Potatoes into a full cauldron and wait.

### 2. Half Full Bottle of Medium Vodka

Toss a Full Bottle of Weak Vodka into a cauldron and wait.

### 3. One-Third Full Bottle of Strong Vodka

Toss a Half Full Bottle of Medium Vodka into a cauldron and wait.
Myojin

In the common tongue, the Myojin is easiest to describe as a sort of god empreress of the ryujin and amato peoples. In theory the Myojin could be of any gender, but the current Myojin is a ryujin woman. According to oral tradition the Myojin has held her position since her House was first created. She is considered divine by her people and records indicate that she has displayed powers similar to at least a hearth god.
Infinite Library

A Super Plane in the Multiverse, that is held aloft within the Wheel of Planes by 14 web-like spokes. It was created by the Goddess Arenoff to serve as a store for her prolific collection of magical items, rare tomes and unnatural materials from across the Wheel of Planes. Along with it's Arache curator guardians, the Library is home to numerous roving monsters, deadly traps and sections occupied by entrenched interlopers.

## History

The Infinite Library began as a simple demiplane, upon which the disembodied spirit form of Arenoff spent her time scrying the Multiverse for any new forms of magic that may interest her creator Yra'ath. Over the course of centuries of research, the demiplane grew in size and became a sub plane, filled to the brim with numerous books (many of which were not on arcana or magecraft), adrift within the center of the Wheel of Planes. This increase in size drew the attention of a number of aspiring spellcasters, who sort audience with the owner and sought to pick their brain over for information unavailable else where.

This contact with outsiders caused Arenoff to evolve in form and function, so that she was no longer a disembodied spirit. She sought to increase her own knowledge and, at the same time, create a forum and resource for all spellcasters to visit should they need it. Again the sub plane swelled in size, however this time it would continue to swell at an exponential rate. By sometime around the year 0 NE it had become a super plane lodged by fourteen spokes upon the interior of the Wheel of Planes, with each spoke puncturing a hole in the barrier wall of Okeanos.

## Locations

The following is a list of locations within the Infinite Library.

* Well of Knowledge - a fountain said to impart tremendous knowledge upon any that drink from its waters.
Raise Henge

> 5th-level Transmutation (Ritual)
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> Available for Classes: Druid
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> Casting Time: 1 Hour
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> Range: 40ft
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> Components: V, S, M (a chunk of dolerite which the spell consumes)
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> Duration: Instantaneous
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> A 30ft diameter circle of standing stones rise up from the ground at a point you choose within range. Each stone takes up a 5ft square, is 11ft tall and has an AC 18 and 50 HP. Reducing a stone to 0 HP destroys it and nullifies the effects of the henge.
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> Creatures resting within a henge complete a Short or Long Rest in half the time and gain a number of temporary HP equal to the casters level in druid. A druid that finishes a Short Rest within a henge regains a number of Spell Slots of any level equal to their Proficiency Bonus.
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To The Zone!

*This article is about a Suppressed Feature, no longer available on the server.*To The Zone is a single quest, not belonging to any quest series, it can be only started by talking to Fyodor Raskolnikov.

## Dialogue

> I need a strong bottle of vodka.
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## Details

The quests starts by talking to Fyodor Raskolnikov in the Sewers, to start the quest you need to complete Gunsmith. This is a repeatable quest gives you passage to the Duga Array.

### **Objectives:**

1. **Talk with Fyodor Raskolnikov**
2. **Bring to Fyodor Raskolnikov:**
	* 1 One-Third Full Bottle of Strong Vodka
3. **Enter the Zone.**