recursal/Fanatic-Fandom huggingface dataset:
Nininnamara

## Walker of Divergent Paths

**Alignment:** CG

**Sacred Creature:** Clownfish

**Symbol:** Triskelion

Nininnamara is the god of the Fey and is primarily worshiped by those who are close to the Fey but also by travelers, Gnomes, shapeshifters, and rangers. She also holds divinity over the seasons as well as the many devices of nature. Nininnamara is in reality the primordial god of nature having a near shapeless form but she adores gnomes so she appears as one but has been known to take a vast amount of forms.

**Appearance**: Nininnamara appears as an androgynous, bestial gnome who wears druidic garb.

**Edicts** Accept yourself and others for who they are or want to be, protect nature unconditionally, be subject to polymorph effects, spread luck.

**Anathema** Reject change, stay in one place, deceive others maliciously

**Areas of Concern** Beings of nature and fey, travelers, luck

**Follower Alignments** CG, CN, CE, N, NG

## **Devotee Benefits**

**Divine Ability** Wisdom or Charisma

**Divine Font** Heal

**Divine Skill** Nature

**Favored Weapons** Staff

**Domains** Change, Luck, Nature, Travel

**Alternate Domains** Freedom, Trickery

## Divine Intercession

To be blessed be Nininnamara means to be lucky and to be cursed by her means you have truly messed up.

**Minor Boon**: Nininnamara rewards those who venture far, if you become lost you may find all the resources necessary to survive in abundance .

**Moderate Boon**: Nininnamara decides that today is your day, your next roll you may roll twice and take the better of the two.

**Major Boon**: When you use a Hero Point to reroll you gain the option to make it a "natural" 20 instead of rolling another die.

**Minor Curse**: Nininnamara dislikes it when you trick people to make them feel bad, you get a disturbing or gross looking growth on your body such as a wart, unibrow, or finger.

**Moderate Curse**: When you lack the motivation to travel Nininnamara makes sure you get it, after staying in the same place for a week you must spend the day traveling somewhere you've never been before, the time to reach that location not included.

**Major Curse**: Perhaps the most obvious of Nininnamara's domains is that of change, when you reject it she ensures you regret it. For 1d20 days you are turned into a toad.
Ogalta

## The Stone

**Alignment:** CG

**Sacred Animal:** Ram

**Symbol:** A cairn of three stones

Ogalta's story starts at the turn of the first age when she, the queen of Silverstone had to fend of hordes of monsters deep within the cavernous areas of the dwarf kingdom. She and the dwarves of the time had created and enslaved titans of stone in order to do the work of the dwarves carving out massive tunnel systems and cities and when it came to defending the dwarves against the undead the titans simply turned into statues and allowed the undead to invade the dwarves. All the dwarves excluding the few that hid survived--later on they rebuilt the cities with their own hands and venerated Ogalta as the first paragon of the dwarves, not only for her values in life but as a reminder. Ogalta gained enough followers that she returned as a dead god able to grant blessings but not able to actually do much.

**Appearance**: Ogalta was a dwarf which has been immortalized in a statue which shows her as a sturdy women with short but thick braided hair and a pair of goggles. She wears a suit of armor and artifice and a pair of thick goggles, she wields a two-handed hammer of angular design.

**Edicts** Drink alcohol, help those around you, distrust magic, create great structures, powerful arms, and sturdy armor

**Anathema** Be overconfident, be lazy, mourn or forget the past

**Areas of Concern** Dwarves, creation of arms, armor, and structures, being good

**Follower Alignments** All

## Devotee Benefits

**Divine Ability** Constitution

**Divine Font** Heal

**Divine Skill** Crafting

**Favored Weapon** Maul

**Domains** Earth, Toil, Might, Cities

**Alternative Domains** Sorrow, Cold, Ambition, Indulgence
Banda

## The Endless Waltz

**Alignment:** NE

**Sacred Animal:** Monkey

**Symbol:** A skeleton on puppet strings dancing

Banda was the captain of a notorious pirate crew during the 5th age, he had reached the point in his career where wealth was no longer the goal but instead infamy and saga. He searched and searched the forbidden treasures and artifacts across Cyril not looking in the common locations people go like Voraranu but instead his home territory, the sea. It was on an island long lost to time now within the Coven Isles where he found a tomb, he and his crew ransacked it finding artifacts foretold through time which then crumbled in their hands prompting a cynical laughing spectral voice to curse them in an abyssal tongue. The curse entailed the decomposition of their bodies and the slow degradation of their minds becoming mad and driven to violence. Banda and his crew however recover from this insanity slowly every few hundred years and when they do they become so consumed by their goal to break their curse that they do anything to find a clue but as they get closer each time their minds are run asunder returning to the crazed pirate crew they typically are, appearing upon unlucky sailors of Cyril to utterly destroy them.

**Appearance**: Banda is Hobgoblin skeleton fully clad in Tian style armor colored with reds, blacks, and literal gold. His left forearm is replaced by a very small cannon of which on the same side he has a pegleg, he has a chest bandolier full of pistols and a cutlass on his hip.

**Edicts** Sail the seas, search for treasure, make sacrifices by killing sailors at sea, dance, raise the dead

**Anathema** Stop your pursuit of your goals, be altruistic with your wealth, follow a code among pirates, thieves, etc

**Areas of Concern** Undead, treasures, curses, pirates, the sea and it's dangers

**Follower Alignments** NE, CE, LE, CN, N

## Devotee Benefits

**Divine Ability** Charisma or Dexterity

**Divine Font** Harm

**Divine Skill** Intimidation

**Favored Weapon** Blunderbuss

**Domains** Wealth, Undeath, Water, Ambition

**Alternative Domains** Travel, Delirium
Keln

## The Hearth

**Alignment:** NG

**Sacred Creature:** Horse

**Symbol:** Silhouette side profile of a horse rearing

Keln is a goddess for simple people, traditional day to day villagers, peasants, and knights. Many pray to him for their societal needs and wants, love, joy, health, wealth, etc. Most signs of worship to Keln are hidden in plain sight as common commodities and practices in civilization. Keln is also the creator of not only horses, but most animals that work hand in hand with civilization, cats, dogs, ferrets, camels, livestock animals, and a rare few birds along with griffons.

**Appearance**: Keln is a very human looking female with short shaggy brown hair and tanned skin, she wears an assortment of basic clothing typically worn by common folk. The majority of her body and especially her face is painted, the content of which changes every so often.

**Edicts** Appreciate others, pray to Keln, take part in social activities and practices, create art of any form but especially paint

**Anathema** Refuse anyone their needs, abstain from work, treat creatures around you or that are important to you poorly

**Areas of Concern** Civilization, Love, Life

**Follower Alignments** LG, NG, CG, CN, N

## **Devotee Benefits**

**Divine Ability** Constitution or Wisdom

**Divine Font** Heal

**Divine Skill** Society

**Favored Weapon** Scythe

**Domains** Cities, Creation, Family, Toil

**Alternate Domains** Wealth, Protection, Healing, Passion

## Divine Intercession

Keln gives unto you that which you put into yourself, work hard and be rewarded--it is also quite easy to meet the wrath of Keln as simply preforming evil acts is enough.

**Minor Boon**: Keln grants you a blessing in your time of need

**Moderate Boon**: Hard work is it's own reward, great work deserves praise.

**Major Boon**: Keln grants you a final boon for all the effort you've made in life granting you a touch of divinity.

**Minor Curse**: You feel the weight of the work you ought to be doing.

**Moderate Curse**: While within cities, towns, and villages you feel uneasy and rejected.

**Major Curse**: You are banished from this realm and put in a place where you belong.
Qila

## The Leper

**Alignment:** CG

**Sacred Animal:** Capybara

**Symbol:**

Qila was a doctor in a slaver nation of which she silently scorned. Despite her skill in medicine and healing she would refuse to work with the elite and only worked for the poor and enslaved, those which needed her help the most. She however was greatly troubled, every night stirring in her sleep to terrors and nightmares--the same dream every night the souls of those around her grasping pulling her deep asking for her help, one night however the dream manifested. She was awoken to the screams of the dying, the slaves that she cared for were being slaughtered but she was paralyzed within her own bed unable to even take in her surroundings. She attempted to call out anything but was unable to speak and as a last effort she begged within herself and invoked a deal with Rakta, a promise to save the slaves

Qila was born to a cursed family and forced into a separate part of society where she and those around her were just short of slaves--it was believed during her time that a disease was spreading causing horrible mutations and disfigurement which is the result of what is now called Fleshwarps. Qila was born with a special gift however, she was a healer but from where her power came from was not known. Regardless she used her abilities for good, to help the sick and needy and to fight for freedom but when her healing was seen by her enslavors she was sent to be burnt on the stake. Qila was engulfed in flames suffering burns on already tainted flesh she made an invocation for help and received it, she absorbed the flames within her and expulsed a blaze igniting those around her--she would continue to use her control over flames till every tyrant was burnt to a crisp; it was clear now that Teine-Teine had been watching over her. Qila is the symbol of rebellion and hope for the repressed, the stigmatized, and the mistreated--she also is known as a great healer and not only from a capability standpoint but from a psychology one having been one that was wounded.

**Appearance**: Qila is a fleshwarp with dark pale skin, mutated with a cacophony of hands strewn about her body, molded within her flesh as one. Her hair is long black and draping down her back and chest. She wears a long burgundy frock coat and white trousers, holding a copper staff with intricate mechanisms and departments and at the head has her symbol.

**Edicts** Help the needy, practice healing, liberate immured sentients

**Anathema** Fail to allow others the ability to right their wrongs, ignore other's needs, treat people based off of anything other then their needs, wants, and actions

**Areas of Concern** The oppressed, healing, retaliation

**Follower Alignments** CG, NG, LG, CN, N

## **Devotee Benefits**

**Divine Ability** Wisdom or Charisma

**Divine Font** Heal

**Divine Skill** Medicine

**Favored Weapon** Staff

**Domains** Ambition, Freedom, Healing, Pain

**Alternate Domains** Sorrow
Teine-Teine

## The Seneschal of Angst

**Alignment:** CE

**Sacred Animal:** Boar

**Symbol:** Bloodshot eye, most accurately hers

Teine-Teine was created by her father Aev, she was created for the purpose of more easily changing Cyril through use of heat however due to some oversights by Aev Teine-Teine grew resentful and a great deep seated hatred towards Aev surfaced in the second age causing complete destruction and separating the once Pangea of Cyril apart, since then Aev has patched up many of the largest impacts to his work but she still boils over on occasion. Teine-Teine is the patron of many neglected people as well as those who wish to fight, burn, and destroy what comes in their path but she also has a side to her that can become fused with her other aspects especially when it comes to her priest and other devote worshippers which is her divinity or more so desire for love and passion a lack of which leads towards more anger and sometimes insanity. When Teine-Teine becomes more furious then usual, in order to calm her Uszara steps in and magically pacifies her, after which because of her docility or stupor Uszara is free to do what she wants, plucking a feather, stealing some skin, etc and creates coatls, dragons, dinosaurs, and similar creatures.

**Appearance**: Teine-Teine is a creative and alluring, mystical flury of reds, oranges, white and blacks on the body that could best be described as an appealing mixture of an urvogel, a vulture, and a drake--with a bit of fur. She has 4 horns and some smaller spikes and ridges on her neck and head, her orifices glow a magma like color and her eyes, full red sclera with a bright beaming orange iris and black pupil surrounded on the top by a black plated eyebrow ridge and the bottom by orange scales on white skin.

**Edicts** Listen to your heart, ruin what is in your way, express yourself, incinerate things

**Anathema** Become tranquil, stop pursuing revenge

**Areas of Concern** War, destruction, anger and contempt, fire, art

**Follower Alignments** CE, NE, LE, CN

## **Devotee Benefits**

**Divine Ability** Charisma or Strength

**Divine Font** Harm

**Divine Skill** Intimidation

**Favored Weapon** Bastard Sword

**Domains** Fire, Destruction, Pain, Zeal

**Alternate Domains** Dust, Creation

## Divine Intercession

Teine-Teine's emotions are on a short string, she is both easily pleased and angered. She typically blesses those that pursue violence through emotion and curses those that stand in the way.

**Minor Boon**: You have taken vengeance; something Teine-Teine is particularly fond of. You are rewarded with a tool of destruction.

**Moderate Boon**: When you're attacked by another being your emotions begin to enflame causing you to release devastating blows against them.

**Major Boon**: Teine-Teine grants you a rebirth.

**Minor Curse**: You have an insatiable thirst to destroy something precious to you.

**Moderate Curse**: You feel the similar pain, mental or physical, that you force others to.

**Major Curse**: For your actions you are driven to become a flagellant till you die, for every moment that you disobey your will you fell an intolerable pain.
Jazub

## The Endless Hunger

**Alignment:** CE

**Sacred Animal:** Moth

**Symbol:** A ribcage

Jazub was originally the god of gluttony however when the first age ended his favorite meal, souls, was no longer accessible and so he starved. Slowly but surely he began to get desperate and each time he lowered himself in what he would eat in order to satisfy his hunger till at last he ate himself. He started to eat parts easily attainable then he came to the realization that if he just takes out his stomach he can no longer be hungry, so he did, however this solved nothing as he still hungered. His hunger was the same as it was before--one for souls he finally awakened from his hunger fueled frenzy and became what he is now; a god on the quest for a soul which does not escape his grasp.

**Appearance:** Jazub uses his own form, that of a skinless fat humanoid, many of his muscles are missing as well and in particular his abdomen which has been excavated with his intestines falling out. His skin and organs hold a generally decayed look to them but are not completely deteriorated. His lower half is similar to a goat's legs. The one thing he wears is a flat stone slab mask depicting an overly exaggerated imp covering the upper half of his face. He wields a giant straightened ladle.

## PF2E stats:

**Edicts** Sacrifice to Jazub, spread disease, search for a way to feed Jazub, eat after or during a fight, Tell cruel jokes

**Anathema** Intentionally send souls to The Wheel, starve yourself, stop someone from dying

**Areas of Concern** Death, Gluttony, Disease

**Follower Alignments** NE, LE, CE

## Devotee Benefits:

**Divine Ability** Strength and Constitution

**Divine Font** Harm

**Divine Skill** Survival

**Favored Weapon** Greatclub or Ogre Hook

**Domains** Indulgence, Decay, Plague, Swarm

**Alternate Domains** Undeath, Pain

## Divine Intercession

Jazub is very selfish however he is also very nostalgic so seeing himself in others makes him forget his hunger for a moment, however those that hault his progress will forever regret it.

**Minor Boon**: Your palate widens.

**Moderate Boon**: You become unreasonably hardy as to abide your hunger.

**Major Boon**: When you eat you gain much greater vigor then you normally feel.

**Minor Curse**: All food taste like ash to you.

**Moderate Curse**: Food escapes your stomach coming out as insects instead.

**Major Curse:** You are cursed to endure one of various horrid ways Jazub can cause your body to degrade.
Vander Dearmont

*Duke Vander Dearmont* a.k.a Captain of the Free World is the pseudo-monarch of the Choral Archipelago, a completely autonomous region of pirates and other not so legal or moral individuals in the eyes of the world. He owns the largest fleet in the world called the Dearmont Fleet naturally and is an incredibly wealthy man as he rents out parts of his fleet to whoever the highest payers are, his contracts are less then scratches on paper but he almost always keeps up his deals, almost always. Vander is a very joyful and adventurous man and with the recent expeditions he is more then willing to become more wealthy. He owes allegiance to nobody and all major powers in the world buy or sell with him.
Vadhil

## The Arbiter of the Wheel

**Alignment:** CG

**Sacred Beast:** Kirin

**Symbol:** a line with arrows pointing opposite ways

**Appearance**:

**Edicts**

**Anathema**

**Areas of Concern**

**Follower Alignments**

## **Devotee Benefits**

**Divine Ability** Intelligence or Wisdom

**Divine Font** Heal or Harm

**Divine Skill** Arcana

**Favored Weapon** Staff

**Domains** Creation, Fate, Knowledge, Soul
Schentezi

## The Seer

**Alignment**: LN

**Sacred Beast:** Sphinx

**Symbol:** A hand facing outward

Schentezi is focused on design and precision, math and science, astronomy and alchemy, but in these he sees greater aspects which the naked eye normally cannot and so while many believe him to be a mystical god it is those who truly know who see him a god of realism. Everyone however does understand that Schentezi is the god of the Wheel, he controls the flow of souls and fate through prophetization of the stars, visions, observation, and meditation. Schentezi has a specific hatred of the dead especially ones which wont let go of their soul as it is not a natural course through which life take it's journey but rather a mistreatment of fate and a guise of control.

**Appearance:** A humanoid wearing a sleeveless dark faded purple robe with a short bottom stopping at it's knees, the robe has embroidery along its edges of writings and symbols--he also has on a pair of puffy pants tucked into wrappings which cover a boot sized section of his leg and feet revealing his toes and heel. Schentezi's skin is a fishlike and spotty gradient green-black, he has three fingers, two toes, a singular eye and is completely bald from head to toe. He can effortlessly and often does float.

**Edicts** Predict the future, send stuck souls back, be paradoxical, practice psionics, see through falsehoods

**Anathema** Rush into things, be deluded

**Areas of Concern** Prophecies, souls, space, undead, academic pursuits

**Follower Alignments** LN, LG, LE, N, NG, NE, CN

## Devotee Benefits

**Divine Ability** Intelligence or Wisdom

**Divine Font** Heal or Harm

**Divine Skill** Occultism

**Favored Weapon** Dueling Spear

**Domains** Star, Soul, Fate, Darkness

**Alternate** **Domains** Cold, Death, Dust, Repose

## Divine Intercession

Will work on later not very important till later levels
Munamitlua

Munamitlua is the caliph of Rogataan, he is the last full blooded minotaur and by proxy caliph of the Pyli. For a long time the Pylian minotaurs, those which are full blooded and some which are lesser have had a natural affinity for summoning gates and portals, a gift which was bestowed by Rakta long ago. This gift however has been neglected for nearly 200 years as the Pyli went to war with the Federation of Voraranu and anyone in between. Over time all but one of the full blooded minotaurs have died and with them knowledge of their gift has been lost. Munamitlua has come to terms with his predicament, knowing that his bloodline ends here he wishes to make a bigger mark then all his predecessors ever did. Munamitlua rules over Pyli enforcing cutthroat culture, fully embracing the savagery which Rogataan has regressed into. Munamitlua wishes to conquer the world and has no care for any disease or plague instead wishing to race the other powers of the world to whatever Ysracao'sirabel may hold.
Anterista Azophi

*Anterista Azophi* is the sole leader of the Federation of Voraranu and is perceived as more of a god then a political figure, she is known to be vastly powerful as an individual not only for her ownership of Voraranu but also for her powers. Anterista is a true psychic and the most powerful known outside of literal deities, naturally however little is truly known about her. Anterista keeps her activities hidden but her decrees are well known, she also created the Temple of the Cosmos in Asterinatalnu which many believe to be closer to a cult then a church but nobody really knows what goes on there outside of speculations. She has also heavily influenced the evolution of Voraranu through incentivizing magic over technology, all technology in Asterinatalnu is powered by magic or mechanism as to limit the pollution of the skies. Currently Anterista has made no statement about the disease nor the expeditions but she has a few known officials who are managing or overseeing it.
Duinn

**Duinn** is a continent located on the upmost north eastern hemisphere of Cyril.

A mysterious land which is the center of many conspiracies and folklore about death, of course not much is not known about this place but it is an easily observed fact when something is noticed to have come from Duinn.

## Inhabitants

Undead as a whole find their home here, nearly all are under the rule of the vampires which hold dominion over most of the land.

Humans have also found their way onto this land but most do not stay human for long commonly being killed and turned into any various undead form.

Fungi and other similar beings grow in great numbers on the central part of Duinn, near the coast. They however cannot spread much further out then they already have. The fungi can also take control of corpses and have quite a lot of dark secrets which are yet to be truly observed.

## Technology & Religion

The fungi are simple and worship the mother fungus as a near hivemind, most however do have independence similar to a changeling and it's hag mother but the relationship between the mother and individuals is much more symbiotic.

The intelligent humanoids of Duinn have cities of high gothic, pseudo-techno buidings and technologies which they dedicate their lives towards understanding, much of which they have. Their technology is ancient and theorized to be a way for beings of Cyril to control souls through science but they are still a very far ways away from understanding it all. Religion among Duinnians is rare, while most believe in deities as is core to their theory on souls it would be foolish to spit in the face of the gods then attempt to worship them, if a Duinnian is religious then it is towards a god not related to the science that commonly takes place here.

## Geography

South-eastern Duinn is full of rolling hills, and valleys with deep woods that no axe has ever cut. There are dark narrow glens where the trees slope, and where thin brooklets trickle without ever having caught the glint of sunlight. But this part of Duinn is also where civilization is and it creates a divide in the wonderful natural environments around with it's massive walls and buildings yet within less then a kilometer of any city the natural landscape shifts back without any break. Central Duinn is swampy and dense, the only sign of civilization being the single road leading from south to north Duinn where the land shifts to a mountainous tundra, isolated from much of the surrounding areas and a perfect place to take on the role of a hermit.
Nylrw

**Alignment:** LG

**Sacred Beast:** Lion

**Symbol:** A hand holding up a sword with the backdrop of a sun.

Nylrw was a great lizardfolk warrior, he once led a great crusade against a rising threat of undead and erased them from existence. Nylrw however lost his life in the process of this but for his sacrifice was given a gift of divinity by Schentizi returning his soul stating that it is not yet his time. Nylrw now stands as the beacon of light against evil and the arbiter of strategy in war and rightful acts of armies as well as the vanquisher of undead in times of need.

**Appearance**: A large lizardfolk who is half-coatl, his skin is green with a yellow underbelly and his grandiose mane as well as the feathers on his wings are red. He has 2 horns that go straight up as well as 2 more smaller side horns on each side. He wears a Tian styled suit of armor emblazoned with gold and the underneath of which is made of black silk, he wears just enough gold ornaments to not obstruct his efficiency in combat yet also denote his status. He wields his signature wide tipped two handed katana and has a natural look of confidence and superiority.

**Edicts** Gain followers, fight in the light of the sun, take things in stride, fight in a gladiatorial ring

**Anathema** Mistreat your underlings or your weapon, refuse to help someone because of their background, ancestry, or looks, put your honor before anything, accept peace, fail to eradicate undead when you kill them

**Areas of Concern** Battle, the Sun, the innocent and needy, honor

**Follower Alignments** LG, NG, CG, LN, N, CN

## **Devotee Benefits**

**Divine Ability** Strength or Charisma

**Divine Font** Heal

**Divine Skill** Society

**Favored Weapon** Katana

**Domains** Duty, Confidence, Protection, Sun

**Alternate Domains** Death, Perfection
Dominion of Aurosia

The Dominion of Aurosia, also known as the Star Kingdom of Aurosia, is a large benevolent dictatorship based in colonies scattered throughout the Milky Way and beyond. They are largely Imperialist in doctrine, and have acquired a large amount of decommissioned or destroyed UEA and UNSC vessels, including Starhawks, Marathon-class ships, and others. They largely patrol their capitol of Vance Prime, once the sole Fortress-World of the Brotherhood of Steel, on the outskirts of the Milky Way. They are one of the largest contenders in the current war for galactic domination, although this means they are largely spread thin and relegated to singular expeditionary fleets of 10-30 vessels maximum. However, in the case of a drastic emergency, a full Aurosian fleet can total in the upper thousands, and their entire force is almost eight times that amount.

## Leadership

The Star Kingdom of Aurosia was once the Aurosian Intergalactic Federation, a rather prosperous and pacifist race. However, with the disappearance of Earth and the upending of intergalactic politics, a monarchy quickly took hold via coup, relegating the former Aurosian Senate to that of a puppet government of corrupt politicians. This marked the beginning of Aurosia's conquest and expansion, which has recently begun to engulf the outskirts of the Large Magellanic Cloud.

## Capitol world: Vance Prime

The capitol of the Star Kingdom of Aurosia is Vance Prime; This massive hive world is almost entirely covered in a cityscape, and houses the Aurosian Monarchy, their Royal Guard, and the puppet Aurosian Senate.

## Aurosian Royal Armada

The pride and joy of the Kingdom is the Aurosian Royal Armada; a fearsome fleet some 7,000 vessels in total, all fully combat-ready. These vessels, roughly a quarter of which comprised the old Aurosia Federal Fleet, is now largely comprised of UEA Starhawks, Nebulon frigates, and some UNSC vessels.

Aurosian Royal Armada
* 8 × Anti-starfighter laser cannons
* 8 × Ion cannons

Fighter Complement
* 4 × E-wing Starfighters
* 12 × RH8 Laser Cannons
* 10 × Concussion Missile Launchers

Strikecraft Complement
* 4 × X-wing Starfighters
* 10 × Light Turbolaser Turrets
* 10 × Point Defense Laser Turrets
* 4 × Ion Cannons

Strikecraft complement:
* 36 × E-wing fighters
* 4 × Turret-mounted Light Turbolaser batteries
* 4 × Heavy port-and-starboard quad laser cannon batteries
* 4 × Concussion Missile Batteries

Configuration 2:
* 4 × Turret-mounted Light Turbolaser Batteries
* 4 × Concussion Missile Batteries
* 1 × Ventraly-mounted heavy beam cannon
* 18 × Medium Ion Cannons
* 16 × Medium Laser Cannons
* 2 × Concussion Missile Launchers
Rakta

## The Blood Scribe

**Alignment:** LN

**Favored Animal:** Owl

**Symbol:** A hand dripping blood into an ink well.

Rakta is the keeper of secrets, the maker of pacts, knowledge and memory. She is the keeper of both helpful and destructive knowledge, and she usually sees all seekers of any knowledge as her servants. Rakta spends the majority of her time writing down the events of Cyril as well as every discussion amongst the Pantheon. She believes that self sacrifice even in its simplest form; of blood, empowers all actions and because of this may only accept forms of piety in such form. She also is the patron of abominations or more specifically the aberrations of the Dark Tapestry and of all the deities holds the greatest power and responsibility over outsiders, portals, dimensions, and planes.

**Appearance:** Rakta is a humanoid with an irregular bone structure, she has 4 black feathered wings with a orange and yellow eye in each if it's radiale, she also has a set of two very small wings originating from her ears that cover her face. Her skin is leathery, black, and featureless, there is a mouth spanning across her chest which has pointy but not needle like white teeth and two tusk that curve upwards and stop at the top of the upper lip. This is her natural form though she can mutate parts of her body, growing or changing limbs, increasing the size of her wings, etc.

**Edicts** Make a promise with blood, collect secrets and artifacts, deceive when not obligated

**Anathema** Fail to catalogue major events, destroy writing, forget

**Areas of Concern** Secrets, promises, scribes & librarians, portals, and major events

**Follower Alignments** LN, LE, LG, N, NE

## Devotee Benefits:

**Divine Ability** Intelligence or Wisdom

**Divine Font** Harm or Heal

**Divine Skill** Deception

**Favored Weapon** Stiletto Pen

**Domains** Duty, Glyph, Knowledge, Vigil

**Alternative Domains** Abomination, Truth, Secrecy, Tyranny

## Divine Intercession

Rakta is a god with high demand principles and as such her boons and curses are powerful, the easiest way to acquire a boon is by making a pact but you may also impress her in a number of ways.

**Minor Boon**: Ask Rakta a question.

**Moderate Boon**: Learn a secret impactful to you.

**Major Boon**: Be allowed, under heavy supervision, a single trip through Rakta's hidden domain the Athenaeum.

**Minor Curse**: A magical glyph presents itself somewhere on your body that is obvious, if you attempt to hide it it shifts or presents itself in a much more obvious way such as floating above your head. This glyph is readable to all creature who can read any language and labels you as a title suitable to a transgression you have made such as "Oathbreaker" or "Bookburner".

**Moderate Curse**: You cannot tell a lie.

**Major Curse:** Rakta injects your brain with near infinite amount horrid, alien, and incomprehensible information and imagery, you become insane.
NerfNoed

> Type: Buff/Nerf
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> Alias(es): Nerf Dead Hard, "that guy who wants noed nerfed," The Waffler, The Chat Killer,
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> Pronouns: He/Him
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>
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> Status: Slightly Active
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## Premise

Nerf Noed is a "Dead by Daylight Salvager" who wishes for noed to be nerfed. "Hex: No One Escapes Death" is a perk in the hit asymmetrical multiplayer horror game, *Dead by Daylight. D*espite it being nerfed during the Summer of 2022, he still wants further change as he says it's unfair. Sometimes you gotta take what you can get.

## Overview:

Nerf Noed originally had started in March 2022, instead going under the username @NerfDeadHard on Twitter, however he came up with the idea of Nerf Noed because that's what he thought was more plausible.

He doesn't post much anymore relating to his gimmick, mostly waffling on about how the most recent game he's played is awesome or posting random memes stolen from Discord. He isn't very active in the community either.

## Facts:

He got the game during 2019, when *Dead by Daylight* was free with PS Plus, but only started getting invested in the game during 2021.

Still has a broken promise to @SenatorForDbD to make another salvagers slander video.

On a mission to Prestige 100 Cheryl Mason despite not playing DbD all that much. Currently on Prestige 34

Born and raised in the country of Ireland.

This page was created by me. Could you tell? I've never used this site so please excuse the crappy page layout.

## Conclusion:

I believe in the grand scheme of things Dead by Daylight is like life, going into a match and doing generators over and over, killing survivors over and over, it feels like the monotony of life. Not to get all deep and that, but that's how it feels to me, like groundhog day. I need a new hobby. Twitter Page.
Boodskapper

## The Harbinger

**Alignment:** LN

**Sacred Animal:** Raven

**Symbol:** A circle with four short stubs pointing outwards from it, with a cross placed diagonally over it. The upper right arm of the cross is slightly elongated.

Boodskapper is the tengu god and personal assistant of Rakta, he was the first of all the tengu and she picked him for no specific given reason. His roles are to carry out messages from Rakta and assist in her many pursuits. Before he was granted greater power most tengu would assist with the task of being Rakta's messenger and many of these tengu would help with Cyril's messenger systems but this all changed in the 3rd age when Rakta would acquire an artifact which granted Boodskapper, who was at the time the manager of all the tengu, the ability to do the sole task of all by summoning and binding creatures to do his bidding.

**Appearance**: Boodskapper is about 3 times as big of the average tengu and looks determined, stands tall, and is as much as one could tell underneath his feathers very fit. The backside of his body is engraved with glowing red runes in an unknown language.

**Edicts** Speak to provide lessons, stave off insanity and its many allies, bind powerful beings to your will, predict or push for war

**Anathema** Be overpowered by a creature you once controlled, do the work of others

**Areas of Concern** Bindings and summoning, extra-planar beings, omens, war

**Follower Alignments** LN, N, LE, NE, LG, NG

## **Devotee Benefits**

**Divine Ability** Intelligence or Charisma

**Divine Font** Harm

**Divine Skill** Occultism

**Favored Weapon** Dagger

**Domains** Tyranny, Soul, Luck, Knowledge

**Alternative Domains** Magic, Lightning, Glyph, Secrecy
The Wheel

## Form of the Forgotten

**Alignment:** N

**Symbol:** Armillary Sphere

The Wheel is the amalgamation of all souls from Cyril and expresses itself as the will of all incarnations of every soul present and past. Schentezi created the Wheel as a harbor for souls when the first age was coming to and end as he was worried he would not be able to ensure the safe return and protection of each soul. All of the gods can take souls from the wheel and put them on Cyril as beings of their ability to create, this is where the Godkin come from. The Wheel rarely speaks but rather the souls within it emote, however it has been known to come up with cohesive sentences from time to time perhaps telling that The Wheel is one being that simply collects souls or just that the majority of souls all agreed on something for once.

**Appearance:** The Wheel takes form most ambiguously as a humanoid figure made of pure black whispy energy but with bright white eyes and when it talks it sounds as if thousands of creatures are. The Wheel can however take the form of any creature it has come in contact with.

## PF2E stats:

**Edicts** Serve in the cycle of souls, Be reincarnated

**Anathema** Reject the natural process of The Wheel, Negatively impact The Wheel in any way

**Areas of Concern** Itself, Souls

**Follower Alignments** Any

## Devotee Benefits:

**Divine Ability** Constitution or Wisdom

**Divine Font** Harm or Heal

**Divine Skill** Arcana

**Favored Weapon** Chakram

**Domains** Fate, Soul, Void

## Divine Intercession

Nobody quite understands how to gain the Wheel's favor or disfavor but obstructing the process that souls go through seems like one way as is helping lost souls reach their destination.

**Minor Boon**: When you recall knowledge a creature near you and succeed, critically succeed instead.

**Moderate Boon**: The Wheel understands when some souls are not ready to be released, while you are dying gain a +2 bonus on your recovery check.

**Major Boon**: The Wheel is pleased with your soul, gain an Unseen Servant that does not require concentration--when it dies you need only use three actions to resummon it.

**Minor Curse**: The Wheel is in disagreement with your actions, become Drained 1.

**Moderate Curse**: You feel the cries of a thousand souls, you are blinded, deafened, and confused until The Wheel is content.

**Major Curse**: The thought of death invades your mind you are Doomed 5 permanently.
Dhampir

*Many call vampires the children of the night, but it is dhampirs who can truly claim that title. These mortal offspring of vampires walk the line between life and undeath not just physiologically, but also in their social standing, temperament, and worldview.*

The circumstances surrounding a dhampir's birth are rare, complex, and often shrouded in horrific rumors stoked by societal revulsion at the idea of an undead monstrosity producing mortal offspring. Some dhampirs are the child of one mortal and one vampiric parent, while others are born to those who were turned into vampires while pregnant. Still others rise from dark rituals or other supernatural influences that impose a vampiric curse onto a mortal infant. The life of a dhampir is often difficult: few vampiric parents have the time or inclination to raise a mortal child, while mortal communities find a dhampir's sallow flesh, piercing eyes, and unnerving presence off-putting at best.

Despite being living creatures, dhampirs respond to positive and negative energy as if they were undead, making them unwelcome in many holy communities and often driving them toward necromantic arts. Dhampirs aren't immortal, but age far more slowly than most mortals, with a lifespan similar to that of an elf. Dhampirs have difficulty producing children of their own, and those few born to a dhampir are never dhampirs themselves.

A dhampir generally resembles a member of their non-vampire parent's ancestry, but with a ghostly pallor and eyes so light it seems they have only pinpoint pupils and no iris. All dhampirs have elongated incisors, some nearly as long as those of a true vampire. Many command grace, beauty, and charm, despite their unsettling appearance.

## You Might...

* Distance yourself from your heritage by trying to blend into society or even hunting undead.
* Take special precautions to avoid being exposed to “helpful” healing magic.
* Find yourself fascinated by the sight, smell, or taste of blood.

## Others Probably...

* Feel unsettled by your ghostly pallor and sharp teeth.
* Wonder about or even romanticize your origins and motivations.
* Find themselves strangely drawn to your grace, charm, and appearance.

## Adventurers

Outsider status combined with supernatural abilities make dhampirs natural adventurers. The criminal, hermit, nomad, and street urchin backgrounds are common among dhampirs, while those with better fortune might have the acolyte, noble, or scholar backgrounds.

Dhampirs who practice magic are often undead-bloodline sorcerers, wizards of the necromancy school, or occasionally oracles or witches. Those who have learned to fend for themselves might be rogues or swashbucklers, and those who seek to slay undead might choose champion or ranger.
Aev

## The Hermit Architect

**Alignment:** CN

**Sacred Beast:** Roc

**Symbol:** A mountain island with a Roc perched atop it wings spread.

Aev grafted out the planet of Cyril, filled it with water, and blew a gust of wind so powerful it hasn't stopped since. He is the all-father of primal elements and holds his domain with great pride over them. He is worshipped by many less societally inclined creatures and individuals. In the second age Aev sought change of Cyril and so he created an entity from one of his hearts, he named her Teine-Teine and gave her the power of fire in order to change the shape of Cyril. Aev used her much like a tool and because of this neglect Teine-Teine became resentful causing a massive cataclysm and destroying the once Pangea that Cyril was. Aev is credited as the creator of dwarves and theorized as the creator of the Titans as well as many monstrous races of Cyril.

**Appearance**: Aev is a 6 legged creature with a humanoid torso and a skull for a head with 8 branching out antlers that start from his scalp then go downwards and a two horns on his forhead. He is covered in matted long white hair other then his chest and palms which show his dark grey skin.

**Edicts** Be prideful, practice geology, become stronger

**Anathema** Solely rely on others, punish the youth for misdeeds

**Areas of Concern** Land, water, wind, strength, value of self, diligence.

**Follower Alignments** All

## **Devotee Benefits**

**Divine Ability** Constitution or Strength

**Divine Font** Heal or Harm

**Divine Skill** Athletics

**Favored Weapon** Warhammer

**Domains** Air, Fire, Earth, Water

**Alternate Domains** Might, Lightning

## Divine Intercession

Aev is a headstrong god and there isn't much that he cares for, if after enough persistence either for or against him he will watch you closely and he may consider taking action.

**Minor Boon**: N/A

**Moderate Boon**: N/A

**Major Boon**: If you are to die a dishonorable or lazy death Aev saves you, once.

**Minor Curse**: N/A

**Moderate Curse**: N/A

**Major Curse**: Aev sends forth a Roc to pick you up and drop you from the sky.
Drakkar

## The Red Death

**Alignment:** NE

**Symbol:** A red dwarf star

Drakkar is the god of true dragons, the end of all, and cultivator power. Drakkar represents the eventual end, not of the ends of the ages but of the end of Cyril. He is the personal creation of Feo for the case in which the deities' lives are threatened and life in Cyril must end--he is a failsafe and likely a very effective one though nobody truly knows. Most of his followers are nihilist however many worship him of hope for overwhelming power and strength so that they may obliterate those who oppose them.

**Appearance**: Drakkar is the sun of Cyril; though he can, especially through the astral realm, relocate an aspect of himself in which he shows himself as a great blazing dragon, spiny and ever bright.

**Edicts** Destroy at your whim, cultivate power, consume the heart of powerful entities

**Anathema** Save a life, stop doom

**Areas of Concern** Power, Destruction, Dragons

**Follower Alignments** NE, N, CE, CN, LE

## **Devotee Benefits**

**Divine Ability** Strength

**Divine Font** Harm

**Divine Skill** Occultism

**Favored Weapons** Flail

**Domains** Destruction, Confidence, Wyrmkin, Sun

**Alternate Domains** Delirium, Nightmares
Ryrmagond

*Ryrmagond* is the caliph of Vixl, he is a giant minotaur and is the last full blooded minotaur and by proxy caliph of the Timan Caliphate. The caliphs of Vixl have long been known for their specifically naturally ability of gate summoning being able to transport anything anywhere, but as time passed on the Timan's became more warlike using these gates for war and with it came death as well as loss of memetics. Ryrmagond understands his position in the universe and decided to make one final attempt at conquering the world and has set Vixl on a path of war never before seen. He is an immensely knowledgeable war leader and wishes to see the world bathed in blood before he dies.
Uszara

## Matriarch of the Moon

**Alignment:** LG

**Sacred Creature:** Eel

**Symbol:** A snake wrapped around a crescent moon.

Uszara is a goddess of magic, the night sky, dreams, and many aquatic creatures, reptiles, and wyrmkind. Her first creatures were created from her own skin--the naga; but she desired to create greater creatures and has taken great lengths of discovery and experimentation to do so. Her power over magic cannot be underrepresented, her only real limiter is not having infinite power, her dominion over the moon and dreams stems from her obsession of magic in that the power of the astral realm and the natural force of the moon in her view are the most potent.

**Appearance**: Uszara enjoys taking a form that her followers will enjoy, that of a greater aspect of themselves; she however can easily take on other forms. Her favorite creation so far has been the Nagaji and so she takes the form of a humanoid snake with an otherworldly set of colors constantly shifting and it appears as though she is between the material and the astral realms. She wears ornate and elegantly engraved marble plates wrapped around a set of diaphanous robes. Her natural form however is a white snake.

**Edicts** Practice magic, be nocturnal, dream, create life

**Anathema** Harm or fail to protect one of Uszara's creations

**Areas of Concern** Dreams, magic, her creations, the moon

**Follower Alignments** All

## Devotee Benefits

**Divine Ability** Dexterity or Intelligence

**Divine Font** Heal

**Divine Skill** Arcane

**Favored Weapon** Longbow

**Domains** Dreams, Naga, Magic, Moon

**Alternate Domains** Sorrow

## Divine Intercession

Uszara require that you simply listen to her, otherwise to impress her you must become stronger and do anything you can to help her. Harming in any way any of her kin is a very easy to gain her ire.

**Minor Boon:** While you sleep Uszara watches over you.

**Moderate Boon:** During the night you gain greater senses.

**Major Boon:** Uszara grants you control over a creation of hers based off of your needs and abilities.

**Minor Curse:** Your sleep is restless.

**Moderate Curse:** Creations of Uszara are aggressive towards you.

**Major Curse:** You become unable to cast magic.
Yeira

## The Shadow of Keln

**Alignment:** LE

**Symbol:** A pair of lips sewn shut

Yeira was the ruler of Silverstone and a highly respected and devout worshipper of Keln during the end of the first age but she and all of her followers died in the turn of the multimillennia process of Cyril which had just been enacted for the first time. During this process Keln heard many a cry for salvation but Yeira's was loudest, he acted out of compassion yet it was already to late as he had granted Yeira the power required to live she had already died causing her to instead become undead yet with much greater power then before. She was overwhelmed and a great wave of sorrow washed over her for all her people had died and she had nothing left let alone the god that hesitated so harshly to save her and her people that she became a monster. In her lament she grew cold and soon the tears of her eyes would freeze her mouth shut and eyes open. Seeing her futility in sorrow she picked herself up to embrace what she now is and look at the world in a new lens.

**Appearance:** Yeira is a giant with dark shadowy skin and long flowing white hair. She wears a black robe reinforced with bones and wields a staff with a pointed end which is decorated with another smaller stick that has bone rattles and charms strung about it.

## PF2E stats:

**Edicts** Honor and harbor the dead, hunt betrayers and deceivers, become mute, end all life

**Anathema** Speak when not necessary, spread hope

**Areas of Concern** The betrayed, the dead, necromancies, fear, despair

**Follower Alignments** LN, LE, NE, CE

## Devotee Benefits:

**Divine Ability** Charisma

**Divine Font** Harm

**Divine Skill** Intimidation

**Favored Weapon** Khakkara

**Domains** Cold, Truth, Tyranny, Undeath