recursal/Fanatic-Fandom huggingface dataset:
Knight Tubbie

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* 3D
* Sprite

**Knight Tubbie** is the threat of Fortress.

## Appearance

He shares a similar appearance to the Infected Guardian but wears a Knight Helmet with his antenna sticking out of the top. His fur is a light shade of gray.

## Information

Like other monsters, he will approach the closest Tubby Custard to the player and patrol around it, until he spots the player. When the player is spotted, he will scream and chase the player until all nearby players are far away enough or dead. He is a hard threat to deal with due to his medium-speed attacks and the map is usually small or medium and closed in which makes him hard to avoid.

### Survival

He appears as the boss on the tenth wave of Survival along with the Newborn Army. In this gamemode, he attacks with his sword instead of holding it and can only deal melee attacks plus doesn't have as much heath as the players will also need to deal with the Newborn Army but can be a threat when approached.

### Story

**Pre-Infection**

The Knight Tubbie was the observer of five unnamed subjects that were trapped within the Fortress' walls. Four of them died of starvation due to being unable to locate a food source; the fifth found an infected custard which turned him evil and run away. The Knight Tubbie also suffered from food problems as he was only sent a few rations per month but eventually also found an infected custard and like the fifth subject, he became infected and kept wandering the Fortress' grounds, searching for his lost subjects.

**Post-Infection**

Once Noo-Noo had found out about the Knight Tubbie, he made him watch over Noo-Noo's army of Newborns and train them within the Fortress. He did not suffer from mutations since he took a tiny sip of the infected custard before passing out.

Fake In-game imageEmoticon
Guilds of Volstadt

Guilds hold most of the economic and political power in Volstadt. The following is a list of some of the more prominent of those guilds.

* Guild of Accountants and Usurers
* Guild of Alchemists and Apothecaries
* Guild of Architects
* Guild of Barbers
* Guild of Barristers
* Guild of Blacksmiths and Metalworkers
* Butchers' Guild
* Guild of Butlers, Valets, and Footmen
* Guild of Clockworkers
* Fishers' Guild
* Guild of Merchants and Traders
* Fellowship of Porters
* Guild of Ratcatchers
* Sewerworkers' Guild
* Teamsters' Guild
Персонажи

Помимо Цуки, в игре присутствует множество других жителей. С большей их частью можно поговорить и наладить отношения.

Справа вверху от диалогового окна находится сердце серого, фиолетового, жёлтого и др. цветов. Оно отображает отношение персонажа к Цуки, чем цвет теплее — тем выше отношение. При достижении максимума некоторые персонажи дарят подарок в знак дружбы.

Таблица обозначений цветов
Silvanus

**Silvanus** is the god of nature, the elements, and weather. His domain is all of nature, and his worshipers are charged with protecting wild places from the encroachment of civilization, a position that has made him a rival of Erathis, the goddess of civilization.

Silvanus appears as a lean and weathered old man dressed in earth-toned robes, with his hair and beard comprised of leaves and greenery. Where he walks, shoots and vines spring from the ground to fill his footprints.

A close friend of the goddess Atara, Silvanus is said to have provided the forest spirits that Atara birthed into the first elves.
Эдди

В обмен за просмотр рекламы Эдди предлагает 100 банок мусора. Мусор можно продать торговцам или сдать Заре для переработки и получить взамен полезные чертежи.

Собирает мусор на торговой улице в Большом Городе. Является городским аналогом Бамбо и Когтя.

С Эдди нельзя наладить или ухудшить отношения.

## Диалоги

```
*«Да уж... Каждый день одно и то же. Скукота...*
*Эй, ты чего? Неужто хочешь купить мусор?*
*Серьезно?*
*Я тебе так скажу. Послушаешь мою историю,*
*и 100 банок твои.»*

— Звучит неплохо.

*«А ты мне нравишься!»*
***(после просмотра рекламы)***

*«Эй, уговор дороже денег!»*
***(если интернет выключен)***

ИЛИ

— Вот еще!

*«И что, думаешь, я отдам тебе мой мусор бесплатно?*
*Да и ни в жизнь!»*

```
Avalon

An ancient and enduring kingdom of hardworking farmers, chivalrous knights, and powerful mages, Avalon has a culture and traditions dating back thousands of years, with a history rivaling even that of elven kingdoms.

Avalon is a feudal state ruled by a monarch, a King or Queen, who rules over many landed and titled vassals. Though the country has a professional army, each vassal is expected to raise a levy of conscripts should the need arise.

The capital of Avalon is the metropolis of Westgate, a sprawling city on the western coast of Avas and home to the pride of Avalon, the Avalonian Navy. The city was built on the banks of the Laibhan River where it empties into the ocean, and 33 bridges cross the river inside the city's walls (because of this, 33 is considered a lucky number by Avalonians). Westgate is host to the University Arcanum, one of the largest and most prestigious colleges of magic in the world, rivaled only by the Arcanum Convivum in Volstadt.

Avalon's naval fleet is considered by many to be the largest in the world, with its numbers further bolstered by the Sea Dogs of Avalon, a loose consortium of privateers who swear fealty to the King of Avalon. Between the Navy and the Avalonian privateers, it is said that Avalon counts more than double the ships in its fleet than its closest competitor.
Reaht

Once the heartland of a mighty empire that spread across all of western Avas, **Reaht** is a land of rugged hills and pastoral valleys that give way to seaside cliffs in the southeast and the granite peaks of the Wyrmspines in the northwest. While a shadow of its former glory, Reahtian culture is still a cornerstone of Avan civilization and its art and cuisine are highly prized across the world.

While it no longer controls a vast number of vassal states across Avas, Reaht is still governed by an Emperor and the famed Reahtian Senate, an assembly of Reahtian politicians that oversee the more mundane aspects of governing that are beneath the notice of the Emperor, as well as serving as an advisory body for more important matters of state. The title of Senator is one of great prestige in Reahtian society, but the intricate political maneuvering required to retain a seat in the Senate quickly weeds out the few idle nobility and indolent gadabouts that manage to secure one in the first place.

Serenis, the capital of Reaht, is an ancient city of gleaming white marble, festooned with enormous temples, grand fountains, and other symbols of immense wealth constructed during the height of the Empire. The largest of the many temples in Serenis is the *Regia Solis*, the grand cathedral of Suraja, which serves as the official headquarters of the church and the home of the leader of the faith, Lightkeeper Arryn Tuum.

The Reahtian Legion is famous for its strict adherence to military discipline and apparent fearlessness in battle. A volunteer army comprised solely of professional soldiers, the Legion has a clear and orderly chain of command that is entirely separate from the nation's social castes, avoiding many of the pitfalls that hinder the feudal armies of Reaht's neighbors.
Garganath

**Garganath** is the god of conquest, destruction, and rule by brute force, as well as the god of violent revenge. He is the creator of many of the brutish humanoid races, most notably orcs, ogres, and trolls.

Garganath demands that his followers take by force that which was withheld from them. He teaches that the weaker races inherited all that they possess because their gods cheated Garganath's creations out of their birthrights, relegating them to unwanted corners of the world rather than the bountiful lands that they deserve, and that they should take those places back from the weak and mewling races that don't deserve them.

Garganath is depicted as a monstrously large orc with enormous tusks and six arms, each clutching a brutal and blood-soaked weapon.
Sea of Dust

The Sea of Dust is an expansive desert in central Avas, home to numerous independent city-states. The desert is known for its numerous ancient ruins, some still protected by undying guardians and deadly traps preserving their vast riches, and the bleached bones of long dead, titanic creatures that jut from the dunes.

The largest city-state within the Sea of Dust is the city of Zeryphesh, home to the Zeraphi people.

Outside of the walled city-states, many tribes of nomadic wanderers live among the dunes, traveling from oasis to oasis according to traditions that date back to well before humans began to build cities.

According to legend, the Sea of Dust was created when the kaiju Bezravnis fell from the comet known as the Inferno Star. Bezravnis's fiery planetfall and its subsequent rampage scorched nearly all life from the region, turning a once-fertile landscape into a vast expanse of shifting dunes.
Megaton Hammer

The **Megaton Hammer** is a legendary weapon once wielded by an ancient Goron hero, who used the hammer to defeat and seal away the dreaded dragon Volvagia.

The Megaton Hammer is a Large *+2 quaking adamantine maul of impact.* Once per day when struck against the ground as a standard action, the Megaton Hammer can create a shockwave in the earth, equivalent to an *earthquake* spell centered on the wielder. The Megaton Hammer's wielder is immune to the direct affects of the earthquake, but may be affected indirectly from the consequences of its use (such as being caught in a cave-in should the *earthquake* be triggered while underground.

The wielder of the Megaton Hammer is considered a great hero of the Goron people, and gains a +5 circumstance bonus on all Charisma checks and Charisma-based skill checks as they relate to dealing with Gorons.

## Destruction

The Megaton Hammer is destroyed if it is swallowed by Volvagia one round after the dragon slays the last living Goron.
Gobbes

**Gobbes** are one of two subspecies of goblin found across all of Avas, though they are particularly prevalent in Blood Bayou. Gobbes are chaotic, unpredictable, and stupid, but possess a vicious cunning and innate curiosity. These traits alone make gobbes dangerous nuisance, but when combined with their rapid reproduction and affinity for fire and explosives, they often become a deadly threat
Экобот

Появляется в Грибной Деревне на День Земли.

С Экоботом нельзя улучшить или ухудшить отношения.

При первом знакомстве дарит переработанные обои.

## Диалоги

```
*«Привет-привет!*
*Если раздобудешь сырьё для переработки, неси мне!*
*Обещаю, в долгу не останусь! А вообще, вот тебе сразу подарочек!*
*За счёт заведения!»*

— Ого! Спасибо!
***[Экобот отдаёт переработанные обои]***

*«Не забудь: если раздобудешь сырьё для переработки, неси мне!»*
***— данный диалог происходит при первом знакомстве.***

```

```
*«Приветик!*
*Мне нужны пластиковые бутылки. У тебя они есть?»*

— [Дать 50 бутылок]

*«Вижу, напитки в бутылочках тебе по нраву!*
*Спасибо, что думаешь об экологии!»*

ИЛИ

— [Отказаться]
диалог заканчивается*

```

```
*«Привет-привет! А деревяшки у тебя есть? Знаешь, такие, которые в воде плавают.»*

— [Дать 50 коряг]

*«Ого! Откуда у тебя их столько? В любом случае спасибо, что думаешь об экологии!»*

ИЛИ

— [Отказаться]
диалог заканчивается*

```

```
*«Привет-привет!*
*Поможешь мне собрать водоросли?»*

— [Дать 50 водорослей]

*«Даже не стану спрашивать, откуда у тебя столько водорослей.*
*Спасибо, что думаешь об экологии!»*

ИЛИ

— [Отказаться]
диалог заканчивается*

```

```
*«Привет-привет-привет!*
*Ну а банки, банки у тебя есть? Алюминиевые?»*

— [Дать 50 алюминиевых банок]

*«Для тебя нет ничего невозможного!*
*Спасибо, что думаешь об экологии!»*

ИЛИ

— [Отказаться]
диалог заканчивается*

```

```
*«Привет-привет-привет! Выдаю награды всем, кто сдаёт сырьё на переработку!»*

```

```
*«Привет-привет-привет! Выдаю награды всем, кто сдаёт сырьё на...*
*Ой... А награды-то у меня закончились...»*

— В другой раз.

```
Дневник

Дневник Цуки начинает вести с самого первого дня заселения в свой дом. Сюда он записывает разные события со своими комментариями. Новые записи появляются на экране сразу же при заходе в игру, если игрок их ещё не видел.

Существуют и редкие записи, они обозначаются золотой рамкой вокруг фотографии. Их получить сложнее, чем обычные, к примеру: завести отличные отношения с кем-то из персонажей и др.

Всего записей 165 (по факту 161) + 37 из клуба "Луна".

# В Грибной деревне

### **Обычные записи**

**(!)** Этот предмет появляется в продаже в Большом Городе после постройки третьего этажа в домике Цуки (чертёж для постройки можно приобрести у Зари).

# В Большом Городе

### **Редкие записи**

*Я в раю! Вот только цены тут адские... За одну ночь пришлось отдать кучу денег... Слишком много морковок, даже для такого комфорта!*
*Боюсь-боюсь! Больше не буду фотографировать! Прошу, не стреляй!*

# В лесу Джугафучи

### **Редкие записи**

*Эта палатка и правда стоит своих денег! Совсем как настоящий дом!*
*УЖАС! Режу я, значит, траву, и тут передо мной вдруг появляется эта птица!*
*Что означают эти буквы? С, В, Ю, З? Очень странно!*

# Остров Харесима

### **Редкие записи**

*Оказывается, у Чи морская болезнь! Сохраню фото, чтобы не забыть об этом.*
*Ай... Так, он у меня в лапках... А как открыть?*
*Серфинг — очень сложная штука! Дуд говорит, что мне просто нужно больше тренироваться.*
*Загорать должно быть больно или я что-то делаю не так? Тут написано <два часа>. Прошел только час, а я просто горю.*
*Почти то же, что и мотоцикл!*

# Клуб "Луна"

## Ракета в Большом Городе

*О-О-О НЕ-Е-Е-Е-ЕТ!*
*Я лечу-у-у-у-у!*
*Слушаю свой любимый альбом Морканье Уэста.*
*Такая яркая и блестящая. Может быть, однажды я тоже покрашу свой автомобиль в этот цвет!*
*Моя толерантность растет. Теперь даже голова не кружится.*
*Этот сайт мне показал друг. Кто же знал, что можно смотреть на морковки бесплатно.*

## Дерево в Лесу Джугафучи

*Ой! Что-то меня прямо сморило... Теперь надо бы сходить в душ...*
*Читаю книгу про выращивание моркови. Столько полезной информации!*
*Уникальные фотографии лунной поверхности в высоком разрешении!*
*С такой скоростью можно посмотреть все видео с морковками. И без всяких задержек!*
*Какие красивые насекомые! Может, я тоже начну собирать коллекцию?*

## Остров Харесима

*Это мой первый массаж шиацу! Я так нервничаю, даже не могу шевелиться!*
*Эти розы делают воду такой ароматной! Интересно, какая она на вкус...*
*Давайте выпьем ещё! Вечер только начался!*
*Нина и Миртл так легко танцуют хулу... А я себя чувствую как после марафона!*
*Говорят, зеркало помогает быстрее загореть. Интересно, как я выгляжу после этого эксперимента?*
*Этот... ананасовый сок и правда... очень хорош... Вот только... после него... кружится голова.*

# Галерея

Как выглядит первое появление записи в дневник.Цуки, Чи и чипсыРыбалка с друзьямиЦуки смотрит на салют Йори
Zaryssa

**Zaryssa the Ascended** is the archfiend that rules over the 238th layer of Hell, the Tumorous Wastes. Unlike most other archfiends, Zaryssa did not ascend from the ranks of fiends, but was instead created by the slow, deliberate, and total corruption of a mortal woman.

Zaryssa has a special fondness for succubi and erinyes, which make up the nobility of her court. While her duties as ruler have forced her to give up seducing mortals personally, she now pursues her conquests vicariously, urging her favorite vassals to inveigle targets of her choosing. She takes a particular interest in paladins, church elders, and other so-called paragons of good, seeking to inflict on others the corruption she once suffered.

Zaryssa appears as a human woman of terrible beauty with coppery skin, batlike wings, a pair of curved horns on her brow, and a supple tail tipped with a wickedly sharp stinger.

## Ascension

According to legend, the human woman that would become Zaryssa began life as a skilled magus and champion for the forces of good. A powerful adventurer, she led a desperate battle against a demonic invasion. Though her forces fought valiantly, they each fell to the fiendish hordes, one by one, until only Zaryssa remained. Her personal power and unassailable will caught the attention of the King of Hell himself, and Asmodeus ordered the horde to capture her alive and return her to his citadel in Hell.

Through centuries of grueling torture and malicious experimentation, Asmodeus and his servants managed to destroy everything the champion had been and reconstruct her little by little into what she is today: Zaryssa the Ascended, Daughter of Asmodeus and Whore Queen of the Tumorous Wastes.
Droskar

**Droskar** is a member of the dwarven pantheon and patron deity of the duergar. He believes that sufficient toil leads to eventual success, and that those who fail simply weren't trying hard enough. In the pursuit of this goal, Droskar believes that one should be free to do whatever is necessary to accomplish one's goal, even if that includes lying, cheating, the exploitation of others, or even worse crimes. His symbol is a stone arch with a fire burning beneath it.

Droskar appears as a heavily muscled dwarf with ash-grey skin, his hair and beard the color of glowing embers. He wears a forge apron made from red dragon hide that does not cover his heavily-scarred arms, and his charred hands and forearms are bare, with burns that swirl into flame-and-chain patterns. He wields his forge hammer *Karandosh* in one hand and the *Soulchain*, which can drag creatures across the planes into his presence, in the other.
Jyrr

Jyrr is the goddess of soldiers and battle. She is not a god of tactics and wars, but instead holds domain over bloody melees, brutal trench fighting, and the true chaos of the front lines.

According to legend, Jyrr was once a simple conscript in a great peasant army that battled from one end of the world to the other. It is said that so many of her fellow soldiers looked to her for leadership and protection in the heat of combat, trusting her above both their mortal leaders and the gods themselves that when she finally did lose her life in combat she simply ascended directly to godhood.

This legend is supported somewhat by her appearance, that of a young woman dressed in simple, functional armor. Even her spear, which serves as her symbol, favored weapon, and badge of office, appears as an unadorned soldier's weapon of wood and iron.
Cas

**Cas** is the god of vengeance and spite. He is the moose-headed god who nurses rage and fosters frustration. His priesthood believes that in every person, beneath a mask of civility, lies the accumulated fire of all the slights and injustices that they have ever suffered, just waiting to be released; that all secretly worship Cas, even if only in their deepest, truest subconscious.

According to legend, Cas was once a mortal farmer who lived in quiet peace with his friends and neighbors for many years. However, some unfortunate happenstance caused a rift between Cas and his community that culminated in the deaths of his entire family. Due to social politics, the offenders were never properly punished. In his rage, Cas appealed to the gods for justice, but when his prayers went unanswered, legend states that the sheer power of Cas's rage and will was enough for him to achieve apotheosis. After slaking his thirst for vengeance on the town that had wronged him, Cas transformed into the freakish deity of spite he is today.
Armaduras e Redução de Dano

Levantada em uma sessão, a regra de redução de dano proposta pela DNDWiki passou a ser utilizada. Ela modifica os valores de Classe de Armadura tanto de armaduras quanto de habilidades, adicionando redução de dano à elas, em uma mecânica muito parecida com a dos Warrior Tankers de World of Warcraft na expansão Burning Crusade. Isso torna personagens tankers mais classicamente tankers de redução de dano.

## Redução de Dano

***Redução de Dano*** = (CA original - 10) / 2 arredondado para baixo.

***Nova CA*** = CA original - Redução de Dano.

A Destreza continua entrando na CA de acordo com as limitações normais de cada armadura e escudos continuam adicionando sua CA normal, não entrando nessas regras.

Quando alguém encontrar uma armadura mágica (+1, +2 ou +3) esse bônus vai diretamente para a CA e não para a Redução de Dano, a não ser que essa armadura possua Redução de Dano modificada, o que será descrito diretamente nela.

## Classes

### Bárbaro

A *Defesa sem Armadura* vira *Redução de Dano sem Armadura*

***Redução de Dano*** = Modificador de Constituição

***Nova CA*** = 10 + Modificador de Destreza.

### Homens de Armas

O *Estilo de Luta Defensivo* passa a ter uma das duas possibilidades:

* Foco em CA
* Foco em Redução de Dano
Pendant of Mystic Warding

A ***pendant of mystic warding***allows the wearer to monitor their surroundings for the use of magic. The wearer is constantly aware of the presence of magical auras within 30 feet; this is identical to the 1st-round effect of *detect magic.*If they concentrate, the wearer can sharpen this magical sense as if using *detect magic*, allowing them to sense the strength, location, and school of magic involved in each aura. The wearer can concentrate indefinitely.

A *pendant of mystic warding*can only be used by a character who possesses the ability to cast arcane spells.
Moradin

**Moradin**is the creator deity in the dwarven pantheon. A harsh but fair judge, Moradin is the embodiment of dwarven strength and industry. He is believed by many to be an aspect of the god Luchastar, a theory the dwarves don't seem inclined to contest, but traditional dwarven religion acknowledges Moradin as a unique deity with his own rites and expectations of the dwarven people.

Though Moradin is believed to be the creator of the dwarven race, modern dwarven religion places Dumathoin, the god of material wealth, on equal footing with him.

Moradin appears as an idealized male dwarf with long, flowing black hair and matching beard, wearing golden armor of the finest manufacture.
Hermaeus Mora

Hermaeus Mora is the god of knowledge, memory, fate, and the stars. His sphere is the scrying of the tides of Fate, of the past and future as read in the stars and heavens. He is not known for being good or evil, but he seems to be the keeper of both helpful and destructive knowledge.

Unlike most other gods, Hermaeus Mora does not choose a humanoid form, instead choosing to appear as a grotesque assemblage of eyes, tentacles, and claws, or a featureless purple vortex known as the Wretched Abyss.
Барфилд

## Барфилд

### Пол:

♂

Гарфилд

## Диалоги

```
*«Знаешь меня?»*

— Нет.

*«Боже, ты что,*
*родом из какой-то глухомани?»*

```

```
*«Когда-то я был знаменит…*
*Парень с обложки!*
*Удивительный Барфилд —*
*вот как меня называли…»*

```

```
*«Я прихожу сюда каждый вечер.*
*Уже вошло в привычку.*
*Мой врач говорит, нужно соблюдать меру.*
*Пф… Никто не смеет мне указывать.»*

```

```
*« За мной приедут в 2 часа.*
*В прошлый раз я едва добрался до дома.»*

```

```
*«Фу… На вкус как моча…*
*Эй, бармен! Еще!»*

```

```
*«Тут где-то есть ванная…*
*Кажется я сейчас… Нужно…»*

```
Hadrian Solano

**Prince Hadrian Solano** is a the ruler of Volstadt. A former adventurer, very little is known about Solano's history between the finishing of his education at the <placeholder for school name> and his return to Volstadt some fifteen years ago.

It is rumored that, upon his return to Volstadt, he was personally responsible for the assassination of Artham Westmoor, his predecessor as Prince of Volstadt.
The Traveler

The deity known only as The Traveler is the god of exploration, travel, and the freedom of the open road. He is an oddity, even among the gods, as he has no set demesne or even a consistent appearance. Instead, he travels the multiverse in innumerable guises, wandering anywhere and everywhere embodying the ideals of his portfolio.

While The Traveler's appearance varies according to his whims, he is often depicted as an older man in simple, travel-stained clothes and a wide-brimmed hat, typically accompanied by a hawk or falcon.
Suraja

Suraja is the god of the sun and the light of day. He is the creator of many good things, and is the patron of many paladins, who harness his holy light to bring to bear against the servants of darkness and evil.

Suraja teaches that the energy of life originates from the sun, and that this light brings strength to the weak and health to the sick and injured, while bringing destruction to darkness. He urges his followers to challenge the forces of evil, but also reminds them that, just as staring at the sun can cause blindness of the eyes, relentless attention to the destruction of negative forces can blind the heart to the essentials of life: kindness, mercy, and compassion.

Suraja appears as a golden-skinned man with burning hair, often shrouded in the flames of the sun. He is the husband of Hina, the goddess of beauty and the moon.
The Shivering Isles

### Enhanced Magic

Spells or spell-like abilities with the chaos descriptor or from the Madness domain.

### Impeded Magic

Spells or spell-like abilities with the lawful descriptor.

**The Shivering Isles**, also known as the Madhouse and the Asylums, is a demiplane and demesne of the god of madness, Sheogorath .

The realm consists of a main landmass surrounded by a group of smaller islands, the area of which is divided in half: the northern half of these lands is called Mania, and the southern half Dementia. This divide represents Sheogorath's split personality, the "two shades of madness". The isles are inhabited by insane mortals as well as outsiders native to the demiplane.
Nadawa

The **nadawa** is a large reptile native to the deserts of southwestern Avas and northern Alkebul. The typical nadawa stand six feet high at the shoulder, with thick, scaly hides green or brown in color. They have short, broad snouts filled with large, flat teeth, and small pair of eyes set just behind it. They are quadrupedal, with a long tail trailing after its short, muscular legs.

Nadawas are omnivorous, their diet consisting primarily of desert scrub and tubers, supplemented with the occasional insect or rodent. While often solitary, nadawa herds of up to a dozen members are not unheard of, traveling in single-file across the dunes.

Due to their relatively docile nature and hardy, muscular frames, nadawas are popular mounts and dray animals in desert regions. However, their cold-blooded nature prevents them from seeing use elsewhere in the world.

**Carrying Capacity:** A light load for a nadawa is up to 519 pounds, a medium load is 520–1,038 pounds, and a heavy load is 1,039–1,560 pounds. A nadawa can drag up to 7,800 pounds.

## Statistics

**Nadawa CR 4**

**XP 400**
N Large animal

**Init** -1; **Senses** low-light vision, scent; Perception +12

**DEFENSE**

**AC** 17, touch 8, flat-footed 17 (-1 Dex, +9 natural, -1 size)

**hp** 42 (5d8+20)
**Fort** +10, **Ref** +3, **Will** +2

**OFFENSE**

**Speed** 40 ft., fly ## ft.

**Melee** bite +9 (1d8+9)

**Ranged** attack +# (#d#+#)

**STATISTICS**

**Str** 22, **Dex** 8, **Con** 18, **Int** 2, **Wis** 13, **Cha** 5

**Base Atk** +3; **CMB** +10; **CMD** 19 (23 vs. trip)

**Feats** Endurance, Great Fortitude, Skill Focus (Perception)

**Skills** Perception +12;

**ECOLOGY**

**Environment** warm deserts and hills

**Organization** solitary, pair, or herd (3-12)

**Treasure** none
Akatosh

**Akatosh** is the god of dragons, time, and honor. He is the patron god of many paladins, and judges often offer prayers to him before presiding over major decisions.

Akatosh is said to be the creator of dragonkind, from the greatest wyrm to the lowliest kobold, and most of their kind pay homage to him in some way.

Akatosh appears primarily in three forms: a great wyrm with radiant golden scales, an elderly human man wearing flowing robes, and an elven warrior with gold-feathered wings.
Bluestar

Blue-gray she cat, tinged with silver around her muzzle. She is a character in warriors from book one in 'The phrophecies begin' to whe she dies in 'The phrophecies begin' book 5: A dangerous path.

Clan: Thunderclan

## Bluestar

### Children

Misty star and Stonefur, Foster son: Whitestorm

### Kin

Mother: MoonflowerFather: Stormtail

Sister: Snowfur

### Cause of death

She fell into a gorge and then drowned in the river in it after knocking a dog nto the same gorge to fight for her clan.
Resurrection Phial

This winged crystalline vial is filled with a faintly-glowing, golden liquid. It is topped with a solid gold stopper that is simply decorative, as the phial cannot be opened by any means short of destroying it or the activation of its power. When the bearer of a *resurrection phial* dies, the phial immediately shatters into motes of golden light that infuse the bearer with the magic of the phial, restoring them to life as a *breath of life* spell.
Irori

**Irori** is the god of enlightenment, self-perfection, knowledge, healing, and inner strength. His followers claim that he was once a mortal who achieved absolute physical and mental perfection and thus attained divinity of his own volition. He is most commonly worshiped in Gharat and Ryukoku, but has been slowly gaining popularity in western Avas.

Depictions of the Master of Masters in art are quite rare because his followers believe that his true form cannot be adequately described by mortal hands. When he is depicted, he is generally shown as a physically flawless Gharati male with a shaved head, except for a long, single braid, wearing sandals and simple robes. He is generally shown sitting or in meditative stances.
Blood Bayou

**Blood Bayou** is an expansive, enigmatic, and darkly magical wetland thatlies in the delta of the Umenru River south of Drachenheim. Officially, Blood Bayou is named for the iron-rich clay that stains its waters a rusty red, but the name also serves as a warning against the innumerable dangers that call the Bayou home.

Blood Bayou defies all attempts to catalogue its mysteries or map its interior, as the swamp constantly shifts and warps. Many travelers have lost their way - and often their lives - attempting to navigate the bayou as landmarks appear, disappear, and move without any predictable pattern.

While there are many dangers in Blood Bayou, including enormous alligators, swarms of ravenous mosquitoes, cruel swamp hags, and carnivorous plant life, none compare to the horrors of the Carnival of Shadows. Located deep within the bayou, the Carnival of Shadows is a grotesque mockery of festive celebrations. Tents and pavilions in garish colors surround a castle that looks more like a child's dollhouse than a true fortification, its towers brightly painted and its walls festooned with tawdry banners.

Though its appearance invites ideas of festive whimsy, its inhabitants are anything but harmless. Undead soldiers, hulking alligator-men, and darkly mischievous jesters wander the never-ending festivities alongside stranger creatures, all beholden to the master of the Carnival of Shadows, the living enigma known as the Jack of Tears.
Neanderthals

**Neanderthals** are a race of primeval humanoids, evolutionary ancestors to the humans that populate Avas. They are a primitive people who live in the isolated wilderness of the far north, hunting across the glaciers and tundra of the Frostfell.

## Neanderthal Racial Traits

**+2 Strength, +2 Constitution, -2 Intelligence:** Neanderthals are strong and hardy, but are hampered by slow intellects.

**Medium:** Neanderthals are Medium creatures and receive no bonuses or penalties due to their size.

**Normal Speed:** Neanderthals have a base speed of 30 feet.

**Primitive Weapon Mastery:** Neanderthals have a +1 racial bonus on attack rolls made with the following weapons: bolas, club, dart, greatclub, harpoon, handaxe, javelin, longspear, quarterstaff, shortbow, shortspear, sling, spear, throwing axe, and tigerskull club.

**Skilled:** Neanderthals have a +2 racial bonus on Perception and Survival checks.

**Climate Tolerant:** Neanderthals suffer little harm from environmental extremes of heat or cold. They do not have to make Fortitude saves in extreme environments between –20° and 140° F (severe cold to severe heat). This does not provide any protection from fire or cold damage.

**Human Blood:** For all effects related to race, a neanderthal is considered a human. Neanderthals are just as vulnerable to special effects that affect humans as humans are, and they can use magic items that are only usable by humans.

**Illiteracy:** Neanderthals do not automatically know how to read and write. A neanderthal must invest a skill point in the Linguistics skill to gain the ability to read and write all languages they are able to speak. A neanderthal automatically gains literacy when taking a level in the wizard class.

**Languages:** Neanderthals begin play speaking Common. Neanderthals with high Intelligence scores can choose from the following: Dwarven, Giant, Goblin, Orc.
Entertainment

Saloons are a place where people visit and entertain themselves with music, alcohol, and prostitutes. The food replicators are considerably better in the establishments that people visit. Brothels are an accepted norm and sex work is not frowned upon. There are also organized competitions on horse wrangling. People often sing / play music together, play poker and other card games, and tell stories around campfire.
Лани

Бармен на острове Харесима.

```

```
*«Гр-р-р… Когда будешь уезжать, постарайся ничего не забыть!*
*И, самое главное, постарайся не забрать домой то, что тебе не принадлежит!»*

```

```
*«Я сегодня не очень-то хочу разговаривать. Гр-р-р...»*

```

```
*«Гр-р-р... Какая часть фразы <не хочу разговаривать> тебе непонятна?»*

```

```
*«Гр-р-р... Что?»*

— Почему ты всегда такой сердитый?

*«Вовсе не сердитый. Просто у меня лицо такое.*
*Хотя я и впрямь люблю поворчать. Это помогает держать посетителей в узде.»*

```

```
*«В это трудно поверить, но в былые времена Дуд был одним из лучших серферов на планете.*
*Этот парень мог с закрытыми глазами справиться с самыми высокими волнами!*
*Люди выстраивались в очередь за его[...]*
*А сейчас... эх... Все его фанаты мигом испарились,*
*когда он не смог больше заниматься серфингом...»*

```

```
*«Смешивание коктелей — искусство, которое мало кто ценит.*
*Печально, что так же туристы относятся и к Харесиме.*
*Они не ценят её природу, принимая всё как данность.»*

```

### Появляются реже

```
*«Гр-р-р… Еще один турист… Чего тебе?*
*Поторопись, я не могу ждать тебя весь день.»*

— Я просто хочу тут посидеть.

*«Ну так давай, ни в чем себе не отказывай.*
*Садись, где хочешь.»*

ИЛИ

— Хочу чего-нибудь выпить.

*«И я… Гр-р-р…*
*Одну минутку, ладно?*
*Сейчас приготовлю.*
*Эх…»*

```

```
*«Гр-р-р... Привет, Цуки. Как ты?»*

- Я в порядке!

*«Рад это слышать. Держись подальше от неприятностей.»*

```

```
*«Дуд всегда говорит, что он сам со всем справится, но ты окажешь мне услугу?»*

— Какую?

*«Просто присматривай за ним на всякий случай.*
*Немного заботы ещё никому не помешало.»*

```

```
*«Гр-р-р... Ох, это ты. Нельзя так незаметно подкрадываться.»*

```

```
*«Так и быть, но только один раз, понятно! <Сок отпускника> за счёт заведения!»*

— Ух ты! Спасибо!
***[Лани отдаёт сок отпускника]***

*«Только не вылакай всё сразу, Цуки.*
*Это единственный бесплатный напиток, который ты тут получишь.»*

***— данный диалог происходит, если с Лани отличные отношения.***

```
Cosmology

The multiverse of the Beyond Empires setting is comprised of many planes of existence, separated into the Inner Sphere, Outer Sphere, the Transitive Planes, and innumerable demiplanes.

## Planes of Existence

### Inner Sphere

* Elemental Plane of Air
* Elemental Plane of Earth
* Elemental Plane of Fire
* Elemental Plane of Water
* Material Plane
* Positive Energy Plane
* Negative Energy Plane
* The Between

### Outer Sphere

* Heaven
* Hell
* Limbo
* The Outlands
* Purgatory
* Ysgard

### Transitive Planes

* Astral Plane
* Ethereal Plane
* Plane of Shadow

### Demiplanes

* Agartha
* Plane of Dreams
* The Shivering Isles

## Demesnes

Each deity and demigod has a place in the multiverse where they hold sway, a portion of a plane or an entire demiplane that responds to their will. These places are referred to as demesnes.
Razor Islands

A lawless archipelago ruled by a council of pirates, buccaneers, and disgraced admirals, the Razor Islands is a tropical paradise infested with the dregs of humanity from across Avas.

Each island in the archipelago is governed separately, usually ruled by the most powerful and influential pirate on the island. These islands form a loose confederacy that only takes action when something threatens the Razor Islands as a whole, and infighting between the Razor Islands is commonplace.

The confederacy's ruling body is a council known as the Captain's Table. Each island has a representative member at the Captain's Table, though only those with sufficiently large populations or influence claim a voting seat. The Captain's Table is led by the Razor King, a mysterious pirate of immense power and influence.

The capital of the Razor Islands and home to the Captain's Table is Blackheart Bay, a sprawling city that rings a large deep water port. The city is protected from invasion by an artificial reef built from the wrecks of hundreds of ships and an impressive fort that overlooks the bay.
Sheogorath

Sheogorath savors the act of driving mortals insane or making them perform actions which can be seen as trivial or silly. He is completely unpredictable and often comments in nonsensical or otherwise socially unacceptable statements. He often refers to the removal of entrails and has a curious obsession with cheese.

Born from a curse on the god of order, Jyggalag. He was forced to live in opposition to everything he stood for, turning him into the Mad God. However, he was eventually freed from his curse by a mortal hero who then became the new Sheogorath, though the original Sheogorath's power, personality, and appearance eventually supplanted the hero's.

Sheogorath appears as a seemingly harmless well-dressed man sporting a cane. The only clue to his divinity are his eyes, which are gold and slitted, like a cat.
Belhaim

### Notable Residents

Baroness Origena Devy (ruler); Balthus Hunclay (scholar); Amzur Kell (druid); Rania Silvertongue (historian)

Belhaim is a small town in southeastern Drachenheim, near the border with Avalon. Now little more than a sleepy backwater, Belhaim was once the home of legendary dragonslayer Lady Tula Belhaim and the seat of her barony.
Mihmet

Mihmet is home to one of the most ancient human civilizations in the world. The dynasties of the Mihmeti pharaohs can be traced back thousands of years, straining even the long memories of the elves.

The Mihmeti empire once stretched across northern Kebul and northeast into Avas, until it shared a border with the Reahtian Empire. This move northward would eventually lead them nearly to destruction at the hands of the Empire, as without the political buffer the nomads of the Sea of Dust provided, the Reahtian emperors turned hungry eyes on Mihmeti lands.

Facing conquest at the hands of the mighty Reahtian legions, the rulers of Mihmet turned to a powerful being known as the King-in-Masks, who made a costly pact with the kingdom, the details of which are lost to history. The forces that the King-in-Masks provided to Mihmet - skeletal footsoldiers, vicious jackal-faced warriors, and powerful stone constructs - prevented their total destruction at the hands of Reaht, forcing an uncomfortable stalemate and an unofficial protectorate status for Mihmet for nearly five centuries, but the pharaonic dynasty was preserved.

The fall of the Reahtian Empire heralded the beginning of Mihmet's recovery as a nation, and it has recently entered into a cultural renaissance thanks to the efforts of the beloved Pharaoh Soris IV.
Oculus of Abaddon

An *oculus of Abaddon* is a potent artifact rumored to have been created by one of the Four Horsemen of the Apocalypse as a way to reward those who work as their agents on the Material Plane. More likely, these items were crafted by a powerful, forgotten race that has long since moved on, leaving behind these dangerous artifacts to tempt mortals into serving the needs of the Horsemen.

An *oculus of Abaddon* appears as a sphere of clear crystal that contains a pinpoint of flickering red light at its center. When held, the oculus feels warm to the touch and fills the holder with a sudden desire to pluck out an eye and place the oculus within the socket—this causes 1d8 points of damage, 1 point of bleed damage, and 2 points of Constitution damage. Once placed in an eye socket, the oculus can only be removed by ripping it free (causing the same amount of damage as the initial plucking). An oculus placed in an empty eye socket immediately heals all damage caused by plucking the previous eye out. Once placed, an oculus allows its new owner to utilize its powers, as listed below.

* Darkvision to a range of 120 feet (constant)
* *True seeing* once per day as a free action
* *Greater scrying* three times per day
* *Planar binding* once per week (only to summon natives of Abaddon, such as daemons or soul eaters)
* Familiar farsight at will (if the user has a familiar or an animal companion, he may use clairaudience/clairvoyance to observe the world through his familiar, despite any intervening distance as long as he and the familiar are on the same plane)

The *oculus of Abaddon’s* greatest power, though, is its haunting beckon. This ability is usable once per year, and allows the user to manipulate the minds of a huge number of targets, provided that the end goal of the manipulation is a tragic or otherwise horrific fate for those being manipulated. This functions as *mass charm monster*, but with a range of 1 mile, and establishes a telepathic link between the caster and all minds in that area. The effects are still language-dependant despite this telepathy—creatures without the ability to understand language (typically, creatures with an Intelligence score of 2 or lower) are unaffected. All other creatures are automatically affected unless they have 6 or more HD, in which case they gain a DC 22 Will save to resist the effects. Spell resistance applies regardless of HD.

The *oculus of Abaddon* is powerfully neutral evil and possesses a limited and hateful intellect of its own. While not capable of communicating directly with its owner, it refuses to activate its powers for any user who is not neutral evil.

## Destruction

A foul and hideous object, the *oculus of Abaddon* is fortunately relatively easy to destroy, as far as artifacts go. To destroy an *oculus of Abaddon*, it must be smashed by a bludgeoning *holy weapon* wielded by a permanently blinded humanoid—alternatively, any bludgeoning weapon wielded by a permanently blinded good outsider with at least 7 HD will work as well. A DC 30 Knowledge (arcana) check is enough to learn this method of destruction.
The Raven Queen

The Raven Queen is the goddess of death and winter. Once a mortal sorcerer-queen, she caught the attention of the god of the dead, who took her as a consort after her death. However, she betrayed him, seizing control over the shades of his realm and used their power to destroy him. She sought to take his place as the new goddess of the dead, but the other gods, fearful of her potential, intervened and recast her as the goddess of death instead.

The Raven Queen and her thralls are responsible for the processing and judgement of the souls of the dead, as well as shepherding them along to their final reward or punishment. While no longer holding thrall over the souls of all unaffiliated dead, her realm is populated by the souls of those with nowhere else to go.
Elemental Plane of Earth

### Enhanced Magic

Spells and spell-like abilities with the earth descriptor or that use, manipulate, or create earth or stone.

### Impeded Magic

Spells and spell-like abilities with the air descriptor or that use or create air.

The **Elemental Plane of Earth**is a solid mass of earth and stone honeycombed with caverns and shot through with veins of precious metals and glittering gemstones.
Ryukoku

**Ryukoku**, also known as the Dragon Empire, is a large empire that occupies the easternmost portion of Avas, separated from its western neighbors by the windswept Steppes of Khalka-Nur and the oni-corrupted Shadowlands.

Ryukoku is named for the Five Dragons, god-like creatures of immense power that dwell within the borders of the empire. Each of the Five represents an aspect of the land: the forest, mountains, seas, skies, and tundra.
Food

All food is printed from food replicators. It still holds nutritional value, but the technology is so advanced that any meal can be prepared at the push of a button. There is a difference in quality from food replicator to food replicator ranging from basic (built for homes) to advance (built for saloons, restaurants, etc.)
Special Materials

The following special materials are available in the Beyond Empires campaign setting, in addition to the special materials in the Pathfinder RPG.

## Bronzewood

This exceptionally hard wood is useful in the manufacture of armor and weapons. Unlike most woods, bronzewood can be used to fashion armor and weapons normally made of metal - it is somewhat shapeable during manufacturing, and can take and keep an edge. Although dense and weighty compared to other woods, bronzewood is still lighter than steel: Items weigh 10% less when made from bronzewood rather than metal.

Breastplate, banded mail, splint mail, half-plate, and full plate can be made from bronzewood. Although bronzewood can replace metal in most weapons, chain weapons such as the spiked chain or flail cannot be made from it. Weapons made from bronzewood have no special characteristics apart from their lighter weight.

Bronzewood has 20 hit points per inch of thickness and hardness 10.

 Heavy Armor
 Other Items

## Estherian Silversteel

Estherian silversteel is a metal alloy created by the ancient Estherian civilization. It holds an exquisite shine and is immune to the effects of rust, including magical rusting such as from the spell *rusting grasp*or the touch of a rust monster.

Items made from Estherian silversteel are always of masterwork quality. As the techniques used to forge silversteel were lost with the collapse of their civilization, newly-forged silversteel weapons can only be crafted using materials scavenged from Estherian ruins. To determine the cost of an item constructed from Estherian silversteel, add 10 gp per pound to the price of a masterwork item. Estherian silversteel has the same statistics as normal steel, including weight, hardness, and hit points.
Phieran

**Phieran**, the Tortured God, is the deity of suffering, endurance, and perseverance. He is usually depicted as a strong man whose body has been broken and twisted on the rack, leaving him with a limp and covered in scars.

Phieran gives strength in suffering, eases pain, and exalts martyrs. He is popular among the desperately poor, and he is often called upon by those who must endure torture as well as others in great pain (including women in childbirth). His symbol is a broken chain or a shattered rack.

Clerics of Phieran are martyrs in the best possible sense: completely giving, willing to aid virtually anyone in any situation, and happy to take on another’s burdens. They are often found ministering among the poor or in prisons. Phieran’s temples are usually humble shrines found in the poor quarters of large cities.
Jyggalag

Jyggalag is the god of order. He represents logical order and deduction, believing in certainty and determinism, and that the idea of individuality and free will are illusions.

Once, Jyggalag was cursed by the other gods, who feared his power. He was forced to live in complete opposition to everything he represented, sowing chaos and insanity rather than order and logic as the Mad God, Sheogorath. However, he was freed after many centuries by a mortal hero who then replaced him as Sheogorath.
Elemental Plane of Air

### Enhanced Magic

Spells and spell-like abilities with the air descriptor or that use, manipulate, or create air.

### Impeded Magic

Spells and spell-like abilities with the earth descriptor or that use or create earth.

The **Elemental Plane of Air**is an endless sky, an infinite expanse of swirling winds, banks of clouds, and roiling thunderheads the size of planets, dotted with the occasional iceberg or floating island cast adrift from neighboring planes.