recursal/Fanatic-Fandom huggingface dataset:
Parsnik

**Parsnik** is an NPC and an enemy in the Hard Mode version of ***Section 1 - In Ruins***, replacing and acting as a stronger version of Vegetoid. Uniquely from other enemies, it is planted in the ground and thus immobile, requiring Frisk to interact with it to begin the fight.

It originates from Undertale.

## In Battle

### Appears with

* Parsniks
* Astigmatism

### Attacks

* Multiple snakes pour from above and bounce about on the sides of the Bullet Board.
* Multiple snakes drop from above, disappearing at the bottom of the Bullet Board.

### Strategy

Choosing the **Snack** ACT will make one of its usual attacks having one snake colored green. Touching the green snake will heal 1 HP and fill Parsnik's Mercy bar by 100%, so that it can be spared. **S-Action** will increase it by 20% instead.

When Parsnik can be spared (either by filling its MERCY bar to 100%, or reducing its HP to low enough) the **Devour** ACT can be selected, both Frisk and Susie will take a bite out of it, each regaining 5 HP and ending the fight Note that, contrary to popular belief, no EXP is earned from this.

### Quotes

* Hisssss **[Neutral]**
* Herssss **[Neutral]**
* Theirsss **[Neutral]**
* Don't Be Rude **[Hiss]**
* Eat Your Green Tasty Snakes **[Snack]**

### Flavor Text

* *Parsnik slithered out of the earth!* **[Encounter]**
* *Parsniks hissed out of the earth!* **[Encounter with another Parsnik]**
* *Not only potatoes have eyes.* **[Encounter with Astigmatism]**
* *This cobrafied carrot has a headful of tasty snakes*. **[Check]**
* *Parsnik completely closes its mouth. It looks short and weird.* **[Neutral]**
* *Parsnik has a hissy fit.* **[Neutral]**
* *Parsnik's snakes shift to change hairstyles. Mohawk. Ponytail. Undercut.* **[Neutral]**
* *Snakes play with a beach ball.* **[Neutral]**
* *Smells like tasty snakes.* **[Neutral]**
* *You hissed at Parsnik. ...* **[Hiss]**
	+ *Nothing happened.*
* *Susie weakened Parsnik slightly*. **[S-Action]**
* *Parsnik is already sufficiently weakened. The snakes quiver in fear.* **[S-Action if 100% Mercy]**
* *You and Susie tried to eat Parsnik, but it wasn't weakened enough*. **[Devour ACT below 100%]**
* *You and Susie start eating snakes like spaghetti. You each recovered 5 HP!* **[Devour ACT at 100% Mercy]**
* *Parsnik mishears you and fires a series of tasty snakes.* **[Snack]**
* *Parsnik seems satisfied.* **[100% Mercy]**
* *The snakes are wilting.* **[Low HP]**
Evil puppet gu

Evil puppet gu is a gu originally created by Xie Qingxuan. Lu Jiu reinvented it after leaving Jishi Hall.

Evil puppet gu consists of a parent gu and a daughter gu pair. The daughter gu is placed in a victim and the parent gu is kept with the poisoner. Once the parent gu is triggered, the daughter gu will eat the victim from the inside out until the victim dies. The one keeping the gu doesn't necessarily need to be the one who triggers it. Their positions can be swapped, causing the poisoner to become the victim. Destroying the parent gu will also activate the daughter gu.

## References

1. ↑ 1.0 1.1 Chapter 33: Siblings
2. ↑ Chapter 79: Nine-Horned Snake
3. ↑ Chapter 34: An Argument Between Sworn Siblings
4. ↑ Chapter 86: Fury
Ebonite

Formed when eveite is exposed to magical energies from the Shadow Plane. This metal drinks light as though is is a beast drinking water.

Ebonite requires Master Evonic Craftsman to be worked, as well as a connection to Lunar Magik to be created.

* Bonuses to Weapons: Shrouds a darkness that is a 20ft diameter per point of ENHANCEMENT BONUS, this light is the equal of deeper darkness that shades even sunlight.
* Bonuses to Armor: Shrouds a darkness that is a 20ft diameter per point of ENHANCEMENT BONUS, this light is the equal of deeper darkness that shades even sunlight. Adds an additional armor bonus +4 (Light), +6 (Medium), +8 (Heavy).
* Bonuses to Shields: Shrouds a darkness that is a 10ft diameter per point of ENHANCEMENT BONUS, this light is the equal of deeper darkness that shades even sunlight. Adds an additional shield bonus of +2 (Light), +4 (Heavy/Tower)
Janaria

### Relatives

Yumee (Mother, Indirect), The Forgotten (Brother, Indirect), Tyriel (Husband-Widowed), Moren (Son), Elleanda (Daughter), Erik[a] (Child)

### Domains

Sun, Fire, Good, Nobility, Glory, Law, Healing

## Religious Information

### Granted Power to Faithful

Can always see in the light in the dark (See in darkness).

## Origin

One of three "original" deities, considered the “daughter’” of Yumee as she was formed when Yumee cast off her goodness and order. She was the first mortally worshiped deity, seen on the planet Telmet as a radiant and noble being, burning with the radiance of the sun. She then adopted these into her faith and ideals. She later developed a disgust of undead after discovering their aversion to her light.

## Spheres of Power and Influence

She governed nobles such as kings and lords who often found her priests among their servitors. She was also worshiped as the personification of the Sun and a powerful judge of Good and Law.

## Plane of Power

Her plane of power was Heaven, in the golden district of Helian at the Summit of the great city.

## Herald

Her herald was Thallos, the Sun Archer. A powerful six arm angel who wielded three different bows forged in the heart of stars.

## Center of Worship

The center of her worship were the Sunbound Church in Vi’Rydan and the Church of the First Sun in the Western Kingdoms.
Hakkari, The Demon Prison

The youngest of the five runic blades, this emerald katana traps the souls of its’ victims and consumes their power. Screams can be heard echoing from the scarred blade as images seem to move along its' surface.

Katana (Slotless Magic Item); +5 Keen, wounding, vorprol katana; Damage: Wisdom Modifier + Charisma Modifer

**SOUL SEVER**: This weapon devours the souls of those killed by its’ edge, additionally, the damage caused by this weapon does not heal naturally and can only be healed magically with a Spellcraft check (DC of 35) or with Radiant Magiks.

**EMPOWERMENT**: After claiming a soul, the wielder gains a bonus to melee attacks and damage, saving throws, armor class and touch armor class as well as Arcane Sight, Greater for a number of minutes equal to the number of cairns of the consumed soul. If the wielder wishes to not consume the soul immediately, they may instead spend 9 hit dice worth of souls per spell level to cast an Elder Fel Magik spell from the stored souls within.

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

Eveite that has been empowered by additional arcane energy. It functions as Nullium for anti-mana.

Arcanium requires Master Evonic Craftsman, and a connection to Esoteric Magik to be created or worked.

* Bonuses to Weapons: Weapons deal an additional amount of force damage equal to the ENHANCEMENT BONUS of the weapon.
* Bonuses to Armor: No spell failure chance. Adds an additional armor bonus of +4 (Light), +6 (Medium), +8 (Heavy).
* Bonuses to Shields: No spell failure chance. Can absorb one spell per round with a spell level equal to or lower than double the ENHANCEMENT BONUS of the shield. Adds an additional shield bonus of +2 (Light), +4 (Heavy/Tower)

Special Properties: Is treated as a worked lacrima when first forged. However its mana shock value never changes. Can not hold anti-mana.
Mishai

## Religious Information

### Granted Power to Faithful

A number of times per day equal to 3 + your Talent modifier, you may shorten a spell casting time by one step.

### Symbol of Faith

A dove flying with a single eye emitting light.

## Origin

As mortal life began to spring up across the vast multiverse, Yumee looked out across the cosmos and discovered three concepts that were far to powerful to allow unchecked. Time, Magic and Knowledge. The second born to the powerful first goddess was the goddess of magic. By taking some of Janaria’s essence, that of a demon queen, and then Axis and the Maelstrom and combing it with herself she birthed Mishai. A powerful deity, she was almost killed years ago due an attack on herself and the collapse of her faith amid a spell plague but is stronger now than ever.

## Spheres of Power and Influence

She governs all magic, both arcane and divine. No spell cast is without her blessing. Even evil magic is known and used by her and her worshipers

## Plane of Power

Her plane of power is located in Limbo, far above the Field of Souls and the Spire. The crystal castle know as Ark’Iaxinite where magic flows to and from the multiverse.

## Herald

Her herald is known as the Archmagi, a hooded individual, only his eyes and long silver beard are visible through his many different colored cloaks.

## Center of Worship

Her center of worship is The Imperium located in the Western Kingdoms, on the planet Aeturnus.
Ley Rivers

These rivers of energy flow through the Material Plane, entering the realm through ethereal openings from greater ley sources and flowing into each of the worlds like blood into veins. This makes using magic in deep space extremely dangerous, as areas too far from these ley rivers (roughly 7.77 light years) are large null zones. To the non-Collective empires in the known universe, these rivers are known as hyper-blockades, and hyper-space lanes avoid them leaving much of the aetheral area of the universe to have fallen under Collective control.

Drawing from a ley river allows immense amount of power to be drawn about 777 mana per second, however the constant tax of mana can cause damage. Creatures must attempt a Spellcraft check (DC equal to the rate of mana per 6 seconds they wish to use) and Talent check or be subjected to a full 6 seconds of unbridled mana. Spells and magical devices can be used to interact with ley lines without needing checks.

If a creature or object takes in mana equal to seven times their mana or hit point total, which ever is higher within 7 days, they suffer ley shock. Similar to mana shock and mana sickness from potions, this sickness lasts for a number of weeks equal to the total amount of mana absorbed divided by the Talent modifier of the creature or object. The creature thrust into a coma, and unable to be awoken through normal means.
Imari Steel

Eveite that has been transcended.

Imari Steel requires Transcendent Evonic Craftsman to create, as well as either Disment, Kru'gos or similar tool to work it.

* Bonuses to Weapons: Granted powers by a deity or powerful individual.
* Bonuses to Armor: No arcane spell failure, no maximum dexterity, no armor check penalty. Adds an additional armor bonus of +5 (Light), +10 (Medium), +14 (Heavy). Grants Fortification 25% (Light), 50% (Medium) and 75% (Heavy.). This also applies to ANY negative spell or psionic effect cast upon the wearer, negating the spell entirely upon a successful check.
* Bonuses to Shields: No arcane spell failure, no maximum dexterity, no armor check penalty. Adds an additional shield bonus of +3 (Light), +5 (Heavy), +9 (Tower). Can reflect one spell, power, attack or ability back at its’ source per round.
Heaven

The city of Heaven and its' surrounding areas.

The towering crown of the Higher Planes, where Arisen Gate allows all those who follow the River Nia to the end, rests Heaven. A eight tiered citadel of celestial metal, it rises through the realm in perfect harmony and order. Each of the eight tiers serve a purpose, and each one follows the order of the leader of Heaven. Since the fall of Janaria, the leadership of the plane has fallen to Tyreen, who has begun ramping up the war against the Lower Planes and the archons of the plane are working hard to appease her.
Brutallenal

## Origin

Once a simple Fel Guard, this demon was called to the material plane and fed many souls of mortals and fire elementals. Eventually his master had gained enough power to attacked the Demon King, and with her coalition of allies, brought him down. But refusing the power herself, he took it, and became the new Demon King.

## Spheres of Power and Influence

He governs evil and chaotic magic, blood sacrifices and the dark lure of power.

## Herald

His herald is Ah’Zul, a demon who is the remains of the former Demon King, and a unwilling servant of the current King.

## Center of Worship

The center of his worship is the Blasted Lands.
Lydel

The southern Isle of Kol, it is the most active in the trade world, housing the Grand Exchange and Market in the city of Jursk, which governs and regulates trade, prices and disputes between nations, companies and investors. The ruler of the nation is Baron Lemsuk Telladora, a crafty noble who has learned the tricks and regulations of the Exchange since he was a child. The largest city, and its’ capital is Jursk.
Lower Planes

A large section of Outer Planes that imprisons the most dangerous and depraved evil in the cosmos. It was crafted by Yumee as one original plane, in tandem with the original Higher Planes, to contain the power of the Forgotten, a powerful being of evil. Over time, other entities became trapped, or imprisoned beyond the Gate of the Underworld. This caused the Lower Plane, itself a construct of evil, to begin to take in traits of those imprisoned.

The upper layers of the plane split into the Nine Hells; Bastions of order and tyranny that fall under the sway of devils and their creator, Asmodeus, who was imprisoned when creating his own species of beings within what would become Hell. The middle became the selfish and dead realm of Abaddon; Where Charon and his Horsemen still create various means of consuming the soul with their daemons. Finally the bottom of the Lower Planes contain the ever expanding Abyss; A place of innumerable realms of evil and chaos home to demons, a species created by the Forgotten.
Death Lord’s Skipping Stone

A small white stone with a simple black circle.

Stone (Slotless Magic Item)

**CALL THE DEAD**: If this stone is skipped over the ground while thinking of a dead person, irregardless of how the died (unless by Spellfire or Magic Fumble), they are restored to fully life, but only if the user and the resurrected share a close emotional connection. Otherwise the users life-force is drained to resurrect the other, and the user can not be restored. A person can only restore this way once.

***THE STONE IS DESTROYED IF USED BY ONE RESURRECTED BY IT TO RESURRECT ANOTHER WHO HAD ALREADY BEEN REVIVED BY THE STONE BEFORE.***
Aurium

Formed when eveite is exposed to magical winds and energies from the Plane of Air. This ultra-light metal is able to be shaped into various forms, benefiting from its’ strong yet weightless structure.

Aurium requires Master Evonic Craftsman to be worked and must a connection to the Plane of Air to be created, in addition to the feat.

* Bonuses to Weapons: Weapons one size larger can be wielded without penalty. All weapons count as finesse weapons for class features and feats.
* Bonuses to Armor: Reduces armor check penalty by and increases maximum dexterity by an amount equal to 2 + the ENHANCEMENT BONUS, and reduces the armor type (heavy to medium and medium to light) when it benefits the wearer. Reduces spell failure chance by 20%.
* Bonuses to Shields: Reduces armor check penalty by and increases maximum dexterity by equal to the ENHANCEMENT BONUS, reduces spell failure chance by 20%, and reduces the shield type (Tower to Heavy, Heavy to Light) when it benefits the wielder.
Kat’Kali

A massive crab seemingly composed of plates of white crystal, she is known to be curious in nature. Her tail, tipped with a potent calcifying poison, lays hidden on the plates of her back. At almost 35ft tall and 120ft in diameter, she weighs an incredible 275,000 tons. She was seen as a rare "God" of Rivers and Crystals by the local trolls.
Cosmic Secrets

Dangerous ideas, powers, manipulations, masteries and other things that are mystery to all but the rarest of mortals. A being needs 18 cairns to gain the power of the lesser cosmic secret. Due to the intense energies of harnessing them, only those with at least 45 cairns of ethos could hope to survive the greater secrets intact. Only those bearing a soul worth 68 cairns could survive the grand secrets. Only those bearing a soul worth 81 cairns could have a possibility of surviving the supreme secrets. Greater secrets can be imbued with transcendence. Each grand, supreme and the unparalleled uses essence and transcendence as their source and all still are less powerful than true Death even if they may use its' power.

## Lesser

The power of the gods and goddesses, deities, demi-gods, servitors and other beings of unfathomable might and magic.

Transcendence: The power of deities.

Luck: The power of the number seven.

## Greater

Mastery of primal forces of mana, kinetic energy, interactions of magic or physics. By mastering magic or martial forces one could alter their surroundings and other peoples usage of said forces. Each usage costs a special resource intrinsic to each secret as well can be imbued with fragments of transcendence.

Spellfire: The mortal mastery of magic and mana.

Real Physics: The mortal mastery of martial forces.

## Grand

By manipulating the binding and boundless cosmic forces, or the variant energies that exist within the Material and other planes a being could achieve grand power. Each usage costs the equivalent essence of a 9th circle spell as well as 3 fragments of transcendence.

The Secret of Space: The manipulation of Logic.

The Secret of Power: The manipulation of material energies.

The Secret of Reality: The manipulation of Illogic.

## Supreme

By using the cascading and colliding cosmic forces, temporal energy, or the realms that exist within themselves, a being could achieve the pinnacle of powers. Each usage costs the equivalent essence of a 13th circle spell as well as 5 fragments of transcendence.

Unbounded Intent: The mortal mastery of psychic force.

The Secret of Creation: The usage of Existence.

Sigillic Incarnation: The usage of sigilic realms.

The Secret of Annihilation: The usage of Non-Existence.

## Unparalleled

Using all that was or is and the particles there within allows many possibilities.

True Magick: The manifestation of harnessed mana, essence and emotica.

The Secret of Time: The manifestation of harnessed chronoessence.

Chi: The manifestation of harnessed of Qi in harmony with ones essence.
Kyrdid, The Crown of the Damned

The thorn crowned helmet, forged before the Great Journey. It grants the wielder mental control of undead and powerful magics to control them.

Helmet (Head Magic Idea Slot)

**UNDEAD ROYALTY:** Any effect of the wearer that has a limit to the amount of hit die of undead creatures they control is increased by a multiplier of 10.

**MIND OF ONE**: Any unintelligent undead that is not under someones control within 1 mile per level of the wielder is automatically undead the control of the wearer if they have enough hit dice of control remaining.

**UNLIFE MANA**: The wearer may, as a full round action, consume undead creatures within 1 mile, or living creatures within 100ft, forcing them to make a fortitude save, DC 42 (undead under the wearers control may automatically fail this save) and gain 5 points of mana back per hit dice of the creature consumed. A number of creatures hit dice up to half the wearers may be consumed in one use.

**TRUE POWER:** Any Necromantic, Sanguine and Soul magiks cast by the wielder are treated as though 2 levels lower for purposes of mana bubt 2 levels higher for all other aspects.

***THIS CROWN CAN BE DESTROYED IF THE WEARER IS SLAIN BY EITHER A NOBLE VAMPIRE, DREAD LICH OR GRAVEKNIGHT, CREATED AND UNDER THE COMMAND OF THE WEARER, WITH THE WEARERS INTENT TO COMMIT SUICIDE WHILE IN THE NEGATIVE ENERGY PLANE.***
Axis

Where the River Callum arrives and passes an outpost of the First City.

A manifestation of one of the fundamental forces of the cosmos, it slowly began to etch itself into existence against the will of the Maelstrom as the Elder Goddess began shaping the known. The plane became found itself under the gaze of Yumee first when she pulled some of its' quintessence to fashion her Spire; and again when she returned and gathered some of the planes power, this time within herself. After an unknown amount of time, Anwai, the Goddess of Knowledge was born and soon return to the plane. The young Goddess soon began shaping the plane into the first city, creating a reverberation that soon spread to mortals through unknown means. Over time her herald, Ambrixa appeared from the plane itself, as did the species of axomites and inevitables. Eventually, the most powerful and divine of these outsiders merged with Anwai, granting her even greater knowledge about the cosmos. The petitioners that began to appear within the city from the Material Plane took notice of the Merge, and began to strive to understand the Herald of Knowledge in order to achieve the same. Its' ordered paths have a door to all realms that contain laws of reality.
Red Leaf Manor sisters

## Twin Ladies of Red Leaf Manor

The Twin Ladies of Red Leaf Manor are a pair of twin women who are in charge of Red Leaf Manor. Their true names are currently unknown.

The both of them are extremely powerful, and thus are able to maintain peace at Red Leaf Manor by themselves. One sister has divine senses, and is able to smell corpses that are rotting even outside the bounds of Red Leaf Manor. They can perceive everything that happens in the world.

Originally, they each had a matched set of eyes, but Lu Qingyun used his skills to exchange their eyes. While they were at Jishi Hall for the procedure, Helan Ning obtained some Soul-inducing Incense from them.

## References

1. ↑ 1.0 1.1 Chapter 62.5: Sect Settings
2. ↑ Chapter 18: Lighting the Moon
3. ↑ Chapter 26: Spectators
4. ↑ Chapter 87: Emotional Appeals
Aximite

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

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

* Bonuses to Weapons: Deals 3 points of axiomatic damage to chaotic creatures each strike per point of ENHANCEMENT BONUS. Chaotic creatures take this damage every round it is held.
* Bonuses to Armor: This armor grants Fast Healing 3 (Light), Fast Healing 5 (Medium), Fast Healing 8 (Heavy) to lawful creatures that wear it. This is reversed and damaging to chaotic creatures. Adds an additional armor bonus +3 (Light), +5 (Medium), +8 (Heavy).
* Bonuses to Shields: Grants its’ ENHANCEMENT BONUS to saves against chaotic spells. Adds an additional shield bonus of +2 (Light), +5 (Heavy/Tower)
Armor of the Corrupted Were-Knight

A powerful and dangerous suit of black and violet leather armor from an ancient kingdom complete with an armored hood in the shape of a dire wolf. It has survived several cataclysmic events and had many wearers over the ages. Some died while wearing the armor while others have descended to the Lower Planes.

***Armor*** **(Armor Magic Item)**

**DIRE LYCANTHROPY**: When the armor is put on by a Lawful Evil, Neutral Evil, Chaotic Evil or Chaotic Neutral creature whom the hide deems worthy, it merges with them and ceases to be armor. They gain the *Lycanthropy* template however with a few differences. First, they are treated as a natural born werewolf, however they are immune to silver, their DR becoming DR 10/- and their change happening as a swift action instead of a movement action. Additionally, they have a magical sense, functioning as though Detect Magic, with a range of 1 mile and only functions for spells with the [Good] descriptor.

**BLESSING OF THE NORTHERN DRAGON:** The armor grants a bonded wearer +8 bonus to their Talent score. This can not raise their Talent above a 19. If it were to raise their Talent above 19, they gain a bonus 1 point of mana per level instead.

**WOLF HUNGER**: If an attempted wearer is deemed unworthy, or the wearer becomes unworthy, the armor attempts to consume them. It deals 2 points of Constitution damage every round, a DC 32 Fortitude save reduces this damage to 1. It takes a DC 35 Heal AND Strength check to remove the armor. If either fails, the victim is killed and consumed by the armor.

***THE HIDE CAN BE DESTROYED IF A BEARER SLAYS ANOTHER LAWFUL GOOD DIRE WEREWOLF.***
Liu Yuan

Liu Yuan was the owner of Peach Blossom Wharf.

As a cultivator, Liu Yuan and his men would often run amuck in Peach Blossom Wharf and cause trouble for the civilians. He was a frequent client of the local brothel. A prostitute named Linglan tried to poison him in revenge for him slaughtering her family, but he realized what was happening and kidnapped her along with Lu Jiu when he discovered the latter holding a poisonous herb in Linglan's room. When Liu Jianghe attacked his mansion in order to rescue Lu Jiu, Liu Yuan tried to bargain for his life, but wound up getting killed.

## References

1. ↑ Chapter 3: The Rising Wind Forebodes the Coming Storm (Part 1)
2. ↑ Chapter 4: The Rising Wind Forebodes the Coming Storm (Part 2)
3. ↑ Chapter 7: Is Liu Jianghe a Man of His Word?
Neptune

## Origin

When the first planets form on the material plane, a set of twin deities formed in the First World. One represented the land and nature on and above it. The other was Neptune, also known as Poseidon. There, in the Sea Beyond All Seas, he guards the material planes oceans, and the creatures that live within.

## Spheres of Power and Influence

His sphere of influence is water. Oceans, seas, rivers, lakes, streams all bend to his commands. The creatures within under his guardianship.

## Plane of Power

His plane of power is the First World, more specifically the Sea Beyond All Seas.

## Herald

His herald is Karokanken, the first and most ancient of krakens, who had grown to be a monstrous size, dwarfing even tidal waves.

## Center of Worship

The center of his worship is the House of Tides in Port August.
Deific Obedience

### **Prerequisites: Knowledge (Religion) 3 ranks, must worship a Deity with 5 or more Domains**

Each deity requires a different daily obedience, but all obedience's take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience for 24 hours.

If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. Unless otherwise stated, using an ability granted by a boon is a standard action as well as constant effects, which can be activated, deactivate and resumed as a standard action.

If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class.

If you ever fail to perform a daily obedience for more than a single day, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Alucard Firesworn

A proud man with sharp hawkish features, his widows peak crests into black hair. He keeps his beard trimmed neatly, and his auburn eyes show high signs of intelligence. The black mages robes that adorn his strong frame have hints of red interwoven and rubies adorn his fingers and neck.

## Information

### Relatives

Nihthel Firesworn (Son), Aleen Firesworn (Wife)

## Occupation

### Affiliation

The Verrat, The Church of the Eight, Nessus

## History

Once a respected Mage-Captain of the Imperium who handled research into the various layers of Hell, everything changed for him when his young son burned down the manor that they family lived in. Making sure his family and servants escaped, Alucard was confronted with a druidic assassin and both fell to the flames. He awoke in Hell where he found himself fast taken in the form of a devil. Gaining the favor and eye of many of the nobles of Nessus he worked diligently until recalled to the mortal plane by the wish of his son.

## Power

He was always a considerable mage with power over fire and arcane magik, and his time in Hell only improved this.

## Relationships

He serves under the lordship of his son and the rest of his companions in a warm yet firm fashion out of family loyalty, gratitude and the permission of his Lord.

## Organizations

He is a member of several organizations including:

He is an Archwizard of the Ministry of Arcania

He is a Baron of Nessus

He is an Royal Vizier of the Verrat
Ark’Iaxinite

A large floating crystal that seems to change from blue to white and then back again. Immense streams and beams of multicolored mana flow from the bottom of the seven sided crystal, directly into the top of the Spire in order to flow into the rest of creation through the Ethereal Plane. Getting close to it reveals that it is a lacrima like building, and every bit including most of the furniture is channeling immense amounts of magic throughout it. Here the Goddess of Magic can be found tending to the flow of energy and directing the blessing of those by mana. In the center of the massive crystalline structure resides a pulsing sphere of aetherium that hums with purple Power that was a gift from her apprentice and sustains the many constructs and defenses of the plane.
Curse Caster

### Requires a 6th Level Caster and be capable of casting the Bestow Curse spell.

May cast their spells as curses, allowing them to alter their spells to plague targets far longer than normal.

Curse casting is a special type of casting that can exponentially increase duration or power of magic. When casting a curse spell, the Spellcraft DC is (Base Check + Spell Circle [Level]). If this check fails, the ritual ends and three times the mana is expended.

The mana cost of curse magic is (Mana Cost x Multiplier).

Curse spells can have their duration increased, have conditionals and apply detrimental effects.

Conditions:

* Make a (Will/Reflex/Fortitude) Save each round
* Preform a Standard Action every day
* Preform a Swift Action every hour
* Suffer a (Caster Level/3) to one (STR/DEX/CON/INT/WIS/CHA) ability score
* Can only take movement or standard action each round

Detriments:

* Spell enacts
* Spell ends
* Target Loses Mana equal to spell cost
* Target Lose Hitpoints equal to half spell cost

Adding Permanency to any Cure Spell adds an additional level to the Mana Multiplier and a single additional +10 to the DC.
Luck

Luck, chance that favors or even fate woven anew that some say elevated the divine God of Luck himself. Is there more to the secret of this eighth attribute of the number seven?

In order to gain the ability to use Luck first the beings attribute scores or modifiers must add up to one of the following numbers: 7, 77, 777, 7777. Then the being must will something that is about to happen, but is still full of potential to fall in their favor themselves with no outside help or mana. They must attempt to do this with an attribute a CHA check equal to 40 + (50 – Level) – Mythic Tier (If Any), If the being fails, the situation falls against their favor.

Outsiders are unable to utilize this ability, as only essence can evoke this manifestation of Luck. Luck manifests as gold and purple distortions.

## The Secret of Luck

When a being uses Luck, they can treat a single roll within their awareness as a success provided the roll was part of the situation they are focusing on. If they fail to use Luck, the roll is treated as a failure.
Hargellion

Damp dark black hair clings to the head of this sobbing man. Clad in regal black leather armor trimmed with silver filigree, a large sapphire the color of a misty day rests on his neck. Emerald tear streaks stain his dark face, running through the dark beard that adorns his jaw, mouth and cheeks. His eyes are distinctly serpentine and a vile green in color.

## History

Once one of the guardians of the Everpool in Nirvana, he was accidentally cursed when the Goddess of Redemption fled past him in emotional agony at the death of her mother and her tears struck him. He fled to the Material Plane and began stealing things to try to alleviate the ever growing sadness within him leading him to form the Ebonassi Pirate Fleet.

## Powers

He is a potent master of magick involving water, as well as acid and poisons.

## Relationships

He has a distant, broken relationship with his deity, though his remaining crew are loyal to him, albeit worried.

## Organizations

He is a member and leader of several organizations including:

The Admiral of the Ebonassi Pirates

The Captain of the Everdrowned

Advisor to the Verrat

Lord of Velutherum
Aniros

## Religious Information

### Granted Power to Faithful

Electrical Resistance equal to twice your level. Immunity at 15th Level. Gain a small air elemental companion.

### Weapon of Faith

Air Spells function as if 2 levels higher

## Origin

The 5th Lord of Air, a noble djinn that has mantled the fallen Amiren when she was killed fighting the Void several thousand years ago. He was the one who swept the mortally wounded goddess from the battlefield and tasked with taking over care of the Plane from her.

## Spheres of Power and Influence

He governs the air and sky as well as the Plane of Air.

## Herald

His herald is his brother, Skylaxen, the Lightning Prince, a noble storm djinn whose body is host to a cosmic storm.

## Center of Worship

His center of worship is in Aenousess, the city of the Plane of Air.
Etheristium

Ether that has been hardened via being imbued with certain qualities; Mana and ethos in an unknown deific fashion.

Can only be worked by minor deities or equivalent beings.

* Bonuses to Weapons: Each strike deals 1/6 of the damage to mana.
* Bonuses to Armor: No arcane spell failure, no maximum dexterity, no armor check penalty. DR 5/6/7 Epic, Fasting Healing 5/6/7, and regenerates 5/6/7 mana per minute.
* Bonuses to Shields: No arcane spell failure, no maximum dexterity, no armor check penalty. Can absorb five/six/seven spells, powers, attacks or abilities per round.
Gideon

A powerful and dangerous large elemental of time.

## History

A strange time elemental that showed up on the land of Velutherum and has not left. The only conversation gained from the local priesthood is that he wants benches to eat, and leaves markings about the Time Lords upon the bones of those that he has consumed. Because of this danger and the first few accidents, only certain people are allowed within the heavily guarded and locked Temple of Time known as the Lost Halls. He was once a member of the organization known as the Guardians of Twilight.

## Powers

The powers of a time elemental and mastery over time.

## Relationship

He is fed by Sister Kyra and Father Don Relwoon, an priestess and priest of the Temple of Time where he resides.
Illishar

Known as the Storm of the World or the Great Tempest, is the large perpetual hurricane that has dominated the weather patterns of Aeturnus since the beginning. Its' storms extend under the water, churning a massive maelstrom of water underneath it. The clouds seem to almost be solid, as the few who have survived a ship being pulled into the storm described it as though a great beast was ripping apart the boat, like the storm was alive. They also recalled visions of great beings, heroes, villains, creatures and monsters fighting across cities, worlds and planes. Most weather patterns can be traced to or have influence from the Great Tempest and sometimes a frightening smaller but powerful hurricane is released, called Decimation Storms. Only five of these storms have been recorded in history, each one causing untold destruction to the areas and communities that it struck.
Finral

Green moss seems to hang in the form of hair and a beard from this barkskinned elf. Antlers made from the branches of a tree extend up from the moss, and he wears cloak made of leaves and needles. Only having a loin cloth made from interwoven vines, he wields a large staff that seems to be entwined branches from dozens of types of trees. The only remaining thing that nature hasn't replaced is his green elven eyes that shine behind the bark of his face.

## Information

### Aliases

The Wanderer, The Elf of Bark, The First Druid of Aeturnus

## History

An ancient figure that has spent a millennia cultivating the forests, lands and creatures of the Continent and was known to many cultures and places as a friend. However to those that disrespected or destroy nature, a terrible enemy. It is said that there was a great duel between him and an Archmagi of the fledging Imperium, and that the mage was never seen again. Many mages were thankful that the elder druid chose to abstain from the Arcane War or it would have been an even more devastating loss.

## Power

Finral is a master of magic and magik that deals with nature and the First World. It is known that he can even befriend the monsters such as the great Kaiju.

## Relationships

He is know to be quite friendly with various greater magical beasts such as the Kaiju, but otherwise remains apart from the greater druidic community.

## Organizations

He is not apart of any known organizations.
8-D.E.K.A.H

A sentient hammer designed by a planer faring four armed hero, it has a mind of its’ own.

One Handed Mace (Slotless Magic Item); +5 Speed One Handed Hammer; Damage; 4d20. Range Increment of 45ft.

**MAGNETIC CHAIN:** The hammers head and handle are connected by a chain, allowing the wielder to make attacks and threaten a range of 45ft.

**LATCH**: The wielder can make a grapple attempt within the hammers range as a full-round action, gaining a +5 bonus to the attempt.

**BLASTING GRAPPLE**: If the wielder successfully grapples a target with the LATCH ability, the hammer makes a full round of attacks for the wielder with its’ blasters, attacking and dealing damage with the same bonuses and number of attacks as the wielder normally has in a full round.

***THIS HAMMER CAN BE DESTROYED IF CONVINCED TO THROW ITSELF INTO A BLACK HOLE.***
Danas System

A strange set of five planets that orbit the twin stars Janus and Rao, not much is known about the other four, named by astromancers and astrologers of Aeturnus; the giant jungle and ocean spanned Bellrus closest to the suns, the child Defflan past Aeturnus, then desert covered Krogar and finally the unknown Jemessica farthest out. It seems to be a strange conduit, and the only place in the material plane that the Inner, Outer, Border and other planes can reach the Prime Material. Another factor is that 4 of the 5 planets, besides Jernessica, remain within the habitable zone of the center stars.
Demira

## Religious Information

### Granted Power to Faithful

Can destroy 5 cubic feet of inanimate material per 2 levels per day with a touch

## Origin

An amalgamation of various demons that have consumed one another over the years to become equal in power to a minor god. The current incarnation has seen the reign of 2 Demon Kings and much prefers the current one to his predecessor. She rules the darkness in between the realms of the Abyss and each of her various composite demons came from there.

## Spheres of Power and Influence

She governs the Void, being an agent of its immense entropic power.

## Herald

Her herald is the Demon of Darkness, a powerful demon lord who wields the powers of darkness as a tangible weapons.

## Center of Worship

The center of her worship is in the Blasted Lands.
Neoteric Magiks

Over time the original powers of magic, divine and arcane fractured into the various metaphysical types of Elder Magik. In time, these magiks have begun to evolve, have begun influencing and drawing power from even more abstract and powerful concepts; The Neoteric Magiks. This vast new metaphysical front is divided into four broad categories. Neoteric Magik can only be Ritualized, provided the casters have (in total) the required Insignias or cast by a single person containing the correct Magik Insignias.

## Environmental Magiks

Elemental magiks that combines two of the elements together to control the world around them in new ways.

## Calamity Magiks

Powerful magiks that empowered by the concepts of life, death, and celestial bodies.

## Fundamental Magiks

Incredible magiks revolving concepts of reality such as order and chaos as well as mortal beings .

## Primordial Magiks

The greatest magiks, they involve the most difficult concepts like good, evil, and the eternal soul to forged reality anew with other existing concepts.
Kallind, Death’s Scythe

A black *two handed scythe* from handle to blade. It reeks of death.

**Level 1-4 (+1)**

Charon as only deity worshiped

**Level 5-8 (+2, Cold and 1/day abilities)**

Shown taking life as a character trait

**Level 9-12 (+3, Cold, Unholy, 1/day and 1/level abilities)**

**Level 13-16 (+4, Cold, Unholy, Wounding, 1/day, 1/level and at will abilities)**

Reap a powerful soul for Charon

**Level 17-20 (+5, Cold, Unholy, Wounding, 1/day, 1/level, at will and constant abilities)**

**REAP**: The wielder of this weapon can call the soul from a single target within 100ft, forcing them to make a fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus) or be slain instantly. The wielder may use this ability once per day.

**CURSE OF THE RIVER STYX:** The wielder of this weapon may, as swift action, cause it to drip water from the Dread River, forcing targets struck to make a fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus) or suffer 1 level drain per attack. If they fail the single save, they suffer level drain from any of the wielders attacks that round. This effect lasts until the beginning of the wielders next turn. This ability may be used once per level.

**GRASP OF DEATH**: The wielder of this weapon may spread to touch of death through targets. All targets within 25ft of the wielder must make a will save (DC = Character Level + Half Character Level + weapons enhancement bonus) or be *Paralyzed* for a number of rounds equal to the wielders level. If they succeed the save, they are merely slowed as per the spell *Slow.*

**SCION OF DEATH**: The wielder is immune to death, energy drain, energy damage and negative level drain effects.
Metamite

Eveite that has been empowered by additional arcane and fel energy. It functions as Nullimite for anti-mana.

Metamite requires Master Evonic Craftsman to be worked, and a connection to both Esoteric Magik and Fel Magik to be created, in addition to the feat.

* Bonuses to Weapons: Weapons deal an additional amount of force damage equal to the ENHANCEMENT BONUS of the weapon and leeches an equal amount of mana from the target struck into the weapon.
* Bonuses to Armor: No spell failure chance with an Enhancement Spellcraft bonus equal to double the ENHANCEMENT BONUS of the armor. Adds an additional armor bonus of +6 (Light), +9 (Medium), +12 (Heavy).
* Bonuses to Shields: No spell failure chance. Can absorb one spell per round with a spell level equal to or lower than double the ENHANCEMENT BONUS of the shield. The wielder gains the mana of the spell consumed. Adds an additional shield bonus of +3 (Light), +6 (Heavy/Tower)

Special Properties: Is treated as a worked lacrima when first forged. However its mana shock value never changes. Can not hold anti-mana.
Inner Planes

While there are many planes among the cosmos, there nine planes are more attuned to the material plane most others. The Goddess Yumee crafted the Inner Planes to serve as both a ward against greater powers from damaging the Prime Material, and a wall to hold in souls to prevent them from ending up in the wrong place. Each of the four planes composing the ward were made from one of the four elements, fire, water, earth and air, and placed around the Material Plane. Each plane borders an outer plane, the other three elemental planes, and the Ethereal Plane , a border plane of mortal creation as well as the First World within the Inner Sphere. The Plane of Life and its' counterpart, the Plane of Death, both at as gates of the Inner Plane and are heavily warded.
Qingshan City

Qingshan City was a city located in the Central Plains.

After Zhou Zikun became the head of Helan Manor, he ordered Jishi Hall to attend to  civilians in need of treatment. Many civilians headed to Jishi Hall territories, including Qingshan City. Qingshan City was also famous for being where Xie Renyu was residing, and was the locations where he hid the nine-horned snake.

As his revenge against Xie Renyu, Xie Qingxuan decided to kill everyone in Qingshan City in order to ruin Xie Renyu's reputation. He spread West Mountain weed throughout Qingshan City, poisoning a large number of civilians. Under normal circumstances this would have killed them, however an unknown entity also spread meat ganoderma throughout Qingshan City as well. This resulted in all those who consumed it to be unable to die, which combined with West Mountain weed and other injuries left them in corpse-like states but unable to properly die.

Unaware of the presence of meat ganoderma, Lu Qingyun became extremely curious about the state of the corpses and went into Qingshan City to investigate. He was shocked and subsequently overwhelmed by the half-dead bodies suddenly reanimating and swarming him, at which point Liu Jianghe performed living possession on him and took over his body.

Liu Jianghe's goal was to slaughter everyone who consumed meat ganoderma, however Xie Qingxuan came across him and fought him in order to try to get him to leave Lu Qingyun's body. It's implied that in the ensuing fight, Liu Jianghe used Liu Qingyun's body to kill Xie Qingxuan.

Because the possession was incomplete, Lu Qingyun thought Liu Jianghe's actions were being subconsciously carried out by him. As a result, he largely blames himself for the deaths of xie Qingxuan as well as the civilians, though he acknowledges that Xie Qingxuan was jointly responsible for the civilian deaths. In the wake of the massacre Xie Renyu manipulated information about the event and claimed Qingshan City was wiped out by Lu Qingyun, and used the information to issue a kill order against him.

Zhou Zikun may currently be using the location to create a city of cultivation swine.

## References

1. ↑ Chapter 87: Emotional Appeals
2. ↑ Chapter 88: Motivated by Reasoning
3. ↑ 3.0 3.1 3.2 Chapter 94: Discord Between Siblings
4. ↑ Chapter 99: Caution
5. ↑ Chapter 98: Second Half of the Night
6. ↑ Chapter 101: All's Well That Ends Well
7. ↑ Chapter 102: Awakening
8. ↑ Chapter 100: Stubborn
9. ↑ 9.0 9.1 Chapter 15: We Each Have Secrets
10. ↑ Chapter 23: You Want to See Me
11. ↑ Chapter 84: Choices
Asgarth

One of the southern most Yonder Isles, its' southern shore is locked in perpetual early winter, causing the Tidesages of the only city, located on the southern coast, to manipulate the ice flows and frozen water for their benefit. It is under control of a nation by the same name, and contains a myriad of environments in its' isle.