recursal/Fanatic-Fandom huggingface dataset:
Boragus

> "*Brothers, raise yer axes and claim yer homes!*"
>
>

Boragus the Mountain King is widely regarded as the greatest dwarf that ever lived. After the dwarves were split into different groups during the Splitting of the Races, Boragus was the one that took leadership of the group known as mountain dwarves. Young, fierce and loyal to his kin, the strong and rough characteristics of Boragus would eventually shape the nature of the mountain dwarves as a whole. He had a clear vision for the future of his people, and under his command the mountain dwarves opted to stay in the mountainous steppes of southeastern Énelya while the rest of the dwarves went to find their own place within the world.

After founding the Shieldbearers of Mithos, Boragus took his dwarves on a bloody quest to liberate their lands and drove out most of the goblinoids and bestial creatures. Among these creatures were also the ratfolk, whom the dwarves were not able to defeat entirely and their conflict is still ongoing to this day. Boragus instead opted to keep the ratfolk menace under check and focused on building the foundations for the Kingdom of Vonrim and oversaw the construction of the city of Mithos, the capital of this new dwarven kingdom. One of the last conflicts that Boragus participated in was the War of Beasts. Him and his shieldbearers played a pivotal role in this war by driving back the hobgoblin armies that had destroyed much of the southeast. Boragus did not officially serve as king for long but his memory and legend is what Vonrimian kings uphold to this day.

## Relations

> "*The mountain dwarves won't bend*"
>
>

Being one of the first recognized demigods, Boragus is presumed to have great power in the afterlife when compared to more recent demigods, like Firentinus and Isqarioth. However, Boragus has never been directly tied to another God as the dwarves began to transition towards the worship of Torim a while after his death. Some mountain dwarves have deemed it possible that Torim took the soul of Boragus to his realm which is why the mountain dwarves began drifting more and more towards the teachings of Torim. In any case, Boragus has a strong presence within the Kingdom of Vonrim and his worship coexists with that of Torim. In times of peace, the mountain dwarves lean towards the guidance of Torim and in times of war, they look for the blessings of the Mountain King.

## Religion traits

* **Guardian of the Forge:** You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
* **Opportune Slayer:** You gain a +2 trait bonus on damage rolls against those you hit with attacks of opportunity.

## Cleric alignments

* Lawful Good
* Neutral Good
* Lawful Neutral
* Neutral
Morghen

### Titles

The Night Watcher, Guardian of the Night Sky, The Wise Old Moon, Father Moonlight

### Worshipers

Members of the Black Star, old folk, philosophers, nighttime travelers and races of the night

### Teachings

"Center your thoughts and calm your mind"
"Think before you act"

"The shade of night is a blanket, not a cloak"

### Edicts

Share your wisdom, respect your elders, stop those that abuse the night

### Anathema

Make illogical or thoughtless decisions, break the peace of night, disturb the elderly

### Domains

Darkness, Good, Knowledge, Protection, Void

### Subdomains

Moon, Night, Memory, Solitude, Isolation, Stars

### Sacred Colors

All dark shades

> "*Look to the night sky and see who watches over you*"
>
>

Living atop the Star-studded Clouds is Morghen, a God that watches over the night. Just like The Scaled One, Morghen is possible one of the oldest Gods in existence. His age shows wisdom and knowledge and he is always guarding any travelers of the night that ask for his protection kindly. Even with his old age, those that would threaten his subjects under the night sky will certainly pay for it and feel his true wrath.

## Relations

> "*There are more questions than there are answers. Give me time to ponder*"
>
>

Being so old and full of knowledge, many Gods have a positive relationship with Morghen. He is a pleasant old man to have a conversation with and ask for guidance in many matters. From time to time, Morghen has come to blows with Arisu and Silith, both of which abuse his protective shroud of the night for their own personal gain. Still, Morghen is quick to forgive and continue his peaceful life within the Star-studded Clouds, away from the light of day. Some of his mortal followers include the Black Star knights and although not fully devoted to Morghen, the Knights of the Black Star follow some of his teachings and use his wisdom for guidance in their knightly duties.

## Religion traits

* **Light Sleeper:** Your modifier to Perception DCs when sleeping is +5 instead of +10.
* **Secret Knowledge:** You gain a permanent +2 trait bonus on a Knowledge skill of your choice, and it is a class skill for you. Once this skill is chosen, it cannot be changed.
* **Follower of the Stars:** You gain a +4 trait bonus when using Survival to navigate under clear skies.

## Cleric alignments

* Neutral Good
* Chaotic Good
* Lawful Neutral
* Neutral
OUR FIRST DUCKY ANNIVERSARY!

Our club/family of bizarre aquatic birds has now been in existence for 365 days! Congrats, everyone, we did it. I’m so thankful for all our amazing members/captains and how many friends we’ve all made throughout our strangeness journey. Happy Ducky Birthday! And now, lettuce celebrate.

It's time to party! Make any pages you'd like and just have fun! Put all pages made today in the Anniversary category.
Hellscape Disaster

### Event

The clashing powers of the Gods reaches a breaking point and bursts within the area controlled by Angmar; large parts of eastern Énelya are destroyed and whatever is left is split into the Wildlands of Angmar and the Shattered Kingdoms

### Aftermath

The First Demon War ends; Angmar is banished and the powers of the Gods begin a slow decline

The Hellscape Disaster is widely thought to be one of the most destructive singular events in the history of Énelya. Though much of the event is shrouded behind mystery and speculation as it predates the sentience of the children, the disaster itself was triggered by the Gods themselves. Their fighting and ever-increasing friction, especially between Enely and Angmar, was too much for the Realm of Mortals to handle. A great explosion of fiery energy sundered the eastern coast of Énelya and broke the land. Although Angmar and his children were hit the most, the disaster opened the eyes of the Gods; the Realm of Mortals was too small for them all and if the world was to survive, changes had to be made.

After the Hellscape Disaster and perhaps as a direct consequence, Angmar was banished and the Gods began to distance themselves from the Realm of Mortals. Some say that they decided to focus on their own realms and took a more observant role. Each of them had already brought something to the Realm of Mortals and now their creations would inherit the world. As for damage caused by the disaster, parts of the east remain as a reminder to what a war between omnipotent Gods can cause. The Wildlands of Angmar have turned into a desolate and scorched land filled with volcanoes and hateful creatures. The Shattered Kingdoms hold ancient ruins and primal humanoids but have no true significance to the mortals of today, only existing as a shadow of what once was.
Vraash

### Titles

Jailor of the Dead, The Bringer of Undeath, The Undying Gravedigger, The Uncurable

### Home

The Bottomless Grave (sub realm)Effiriem, Realm of Death (main realm)

### Worshipers

Citizens of Vhenan, necromancers, death knights and underground cults

### Teachings

"Corpses exist to serve"
"Undeath brings purpose"

"Grasp their souls and bind their bodies"

### Edicts

Create undead, capture and sacrifice the souls of the living, dig up graves

### Anathema

Waste corpses, cure diseases, let the dead rest

### Subdomains

Loss, Plague, Undead, Catastrophe, Torture, Curse

### Sacred Colors

Light blue, Light green, Ivory white

> "*Death undone, life ungiven*"
>
>

The God of Undeath, Vraash, is a mysterious one. His field of expertise lies in the undeath and he values the corpses of the dead. He gives those corpses new life, eternal life in fact, and a chance to continue serving those that need them. Vraash is best known as the savior of Vhenan in the Second Demon War along with his mortal champion Mortis, bringing the fallen soldiers back to fight for their nation once again. To most, he is just an endless plague but to Vhenan he is their God and the one who can work with life and death in unison, for the benefit of the realm.

## Relations

> "*I can ease your burdens of living*"
>
>

In the hierarchy of the Gods, Vraash stands alone against many. Other Gods do not appreciate him meddling with the souls of their own children, defiling and twisting them to his will and so Vraash has to take advantage of any chances he gets. Surprisingly, Vraash sometimes finds an ally in Arisu, for Arisu can bring him victims with his endless trickery. In return, Arisu finds enjoyment in the suffering of the tortured souls. He also likes to use Hornafel if possible as his battles leave a trail of corpses behind for Vraash to salvage. For defiling the souls of the living, Vraash has been condemned into The Bottomless Grave for all eternity. This grave, created by Gods that oppose Vraash, acts as a sub realm to the Realm of Death and is essentially a prison realm used to keep Vraash from reaching out to the realms of other Gods. Within this grave, Vraash calls for the souls of the living, forever piling endless amounts of corpses in his pit until he is able to ascend from his prison and bring his plague to the rest of the Gods once again.

## Religion traits

* **Deathspeaker:** You gain a +2 trait bonus on Diplomacy checks when dealing with undead, as well as a +2 trait bonus on Charisma checks to influence undead (such as with the *Command Undead* spell).
* **Corpse Cannibal:** You gain a +2 trait bonus on Fortitude saves against diseases and can gain sustenance from rotting flesh with no negative side effects.
* **Diseased Heart:** Any creature that performs a blood drain or swallow whole attack on you must succeed at a Fortitude saving throw (DC = 10 + your character level + your Constitution modifier) or become infected with *Filth Fever*. This is a poison effect.

## Cleric alignments

* Chaotic Neutral
* Lawful Evil
* Neutral Evil
* Chaotic Evil
Maleem

### Worshipers

Animal lovers, cults lead by half-blooded humanoids, charitable orphanage owners and mixed societies

### Teachings

"Difference is your strength"
"Our appearance does not define us"

"Search for acceptance and find your true friends"

### Edicts

Take in those abandoned by others, form communities, stand against oppression

### Anathema

Treat others with prejudice, favor a certain race, harbor hatred

### Domains

Charm, Community, Good, Healing, Liberation, Protection

### Subdomains

Love, Cooperation, Friendship, Agathion, Redemption, Revolution

### Sacred Colors

All

> "*Fear not my child. The night may be cold but my love is warm*"
>
>

Maleem is a God that acts as a spiritual parent for many half-blooded creatures that live on Énelya. Much like Eul and Qumero, Maleem's gender is disputed but because of her caring nature, Maleem is usually depicted as female and many of her followers see Maleem as a mother. Maleem's holy symbol reflects her beastly appearance and compassionate nature, with a gentle-looking ram forming a heart with its normally menacing-looking horns. Maleem takes in those that have been abandoned by others, mainly their former parents and Gods, and gives them new homes. She believes in a certain kind of freedom, a society of good-willed people that strive to work together despite their wild differences.

## Relations

> "*Brothers and sisters should not be fighting over petty differences*"
>
>

Other Gods generally don't see a problem with Maleem. Even though she takes in many subjects that the other Gods have thrown aside, these subjects are taught not to strive for revenge and instead find a new path under her leadership. She does not look for chaos and likes to live peacefully within her own realm, rarely if ever disturbing the other Gods but welcoming those that she sees as trustworthy. Maleem shares many features with Calina and one could see them as potential allies. Morghen is also respected by Maleem for his endless knowledge and kind but protective character. In any case, Maleem likes to focus most of her attention on the lives of her adopted children and followers. If other Gods wish to help or share the same goals, Maleem will gladly accept them.

## Religion traits

* **Talented Organizer:** You gain a +1 trait bonus on Sense Motive skill checks, and Sense Motive is a class skill for you.
* **Resigned:** You receive a +1 trait bonus when retrying a previously failed skill check or ability check, as well as when taking 20 on skill checks and ability checks.
* **Blessed Orphan:** Once per day, you can gain a +1 trait bonus on any saving throw. You must use this ability after the roll is made but before the result is revealed.

## Cleric alignments

* Lawful Good
* Neutral Good
* Chaotic Good
* Lawful Neutral
* Neutral
Hylas

0.7% carbon monoxide

0.2% carbon dioxide (vapor)

0.1% neon

trace amounts of methane (vapor)

trace amounts of hydrogen

trace amounts of oxygen

Hylas is the coldest and farthest planet from Tarsis-1.

## In-Game Description

*“Hylas is the most distant and coldest planet in the Tarsis-1 system. Hylas is well known for its large abundance of ice, which some believes makes up a substantial portion of the planet's composition. Evidence of strong subsurface activity, likely from tidal stress caused by Tarsis-1, has led scientists to believe that Hylas might have a large underground ocean that covers much of the planet’s underground. Such subsurface oceans are likely places for life to live, making Hylas an attractive destination for such research.”*

## Discovery

Hylas was the first planet discovered around Tarsis-1, which is interesting considering it was the farthest out. It was discovered via the transit method of exoplanet detection.

## Physical Characteristics

Hylas is likely an iceball, with its composition being entirely water ice, or a different type of ice. Aside from the ice, not much is known about the planet’s composition, due to its frigid nature deterring many Kerbal explorers.

The planet is geologically active, meaning that it’s likely that volcanic rock is mixed in with the ice particles. In addition to this, reports say that Hylas’ surface is about 15% more dense than Kerbin’s.

## Atmosphere and Climate

Hylas’ atmosphere is nearly entirely nitrogen in composition, with argon and carbon monoxide also observed in measurable amounts. In addition to those three, carbon dioxide, neon, hydrogen, methane, and oxygen have been discovered in trace amounts. Hylas’ atmosphere is also extremely thin. This makes Hylas’ atmosphere too thin and toxic to Kerbin life, but not necessarily toxic to other life.

## Possibilities of Life

Hylas, despite being an ice ball, likely has a subsurface ocean that could contain the correct chemical structures for life to exist. Further research into Hylas needs to be done to confirm or deny this theory.

## Biomes

* Poles
* Impact Basin
* Lowlands
* Midlands
* Highlands
Rules

1. You must be weird, obviously.

2. You have to message a captain or the forum to join, and we'll put you on here!

3. You must have a username and/or signature

4. You must give a captain an example of how you are weird. This example must have occurred within the past month.

5. In addition to existing as an exceptionally bizarre aquatic bird, you must pledge to be respectful and supportive of all users, and refrain from hostility of any sort.

6. Follow the KotLC Wiki Policies and Guidelines other than the rules about editing pages because we don't care about those here. (basic rules - no cursing, no vandalism, no bullying, no hate, no bashing, all content must stay PG-rated)

7. Due to multiple unfortunate events (broken message walls), the limit of <big> tags is 18. Do not, under any circumstances (unless given explicit permission by both Cress and Charlotte, and no one else) exceed this limit.

8. This is listed in the KotLC Wiki Policies and Guidelines as well, but please do not edit someone else’s user page without permission, and please do not delete someone else’s weird work without permission.

9. OPTIONAL: it is suggested for you to put something, doesn't matter if it's small or large, on your profile indicating that you are a part of this, but if you do not have an account, this rule does not apply to you. (Note: FANDOM users can still edit their own profiles, but this rule is still optional)

You do not have to have an account. You can join without an account, but you have to have something that we can call you. MagicDaydreamer did not have an account, but they use the name MagicDaydreamer, so they’re one of the founders. Welp... now they have an account, but you still don't need an account to join...!
Calina

"Extend your hands to those who have fallen"

> "*Cleanse yourself in the light, let your dark thoughts perish and shine anew like the morning sun*"
>
>

Calina is the sister of Imperatus and lives within the Glowing Church in the city of Brightlight. There she spends her time redeeming the souls of the kind and innocent, healing and granting them a place within her sanctum. Though she and Imperatus share their good nature, the way they approach problems are different. While Imperatus focuses on the code of honor and judging those that have done wrong with his fiery sword, Calina rewards those that have done good in their lives with her open arms. She doesn't enjoy violence and so tries to stray people from the path of war as it only creates more suffering and grief in the world.

## Relations

> "*A sharp blade is not a lasting solution. I will make them see the error of their ways and guide them towards the light*"
>
>

Calina has much appreciation from other Gods of good nature and suffers hate from the ones of evil. She especially feels sorry for Vraash, The Venomous One, Silith, Arisu, Zulfus and Hornafel. Calina hopes that in the future they may see her light and turn away from the path of chaos and death. Those with evil intentions see Calina as an easy target but thankfully Calina has a powerful ally in her brother Imperatus and many dare not challenge her. For that reason, she stays relatively safe within her church and takes in those that seek the path of goodness and true piety.

## Religion traits

* **Divine Connection:** Once per day when casting a divine spell, you can speak or whisper the name of Calina in place of using a divine focus.
* **Light-Bringer:** You can use *Light* three times per day as a spell-like ability and double its duration. Your caster level is equal to your character level.
* **Stabilizing Light:** Once per day, you can use *Stabilize* as a spell-like ability on multiple targets up to your Wisdom modifier.

## Cleric alignments

* Lawful Good
* Neutral Good
* Lawful Neutral
Tyrel

### Worshipers

Seafarers and fishermen including races and civilizations who rely on the sea and water

### Teachings

"Follow the waves and listen to the wind"
"Those that defile the sea shall sink below"

"Water cannot be bound"

### Edicts

Face storms head-on, guide your allies on the sea, converse with aquatic creatures

### Anathema

Pollute lakes, rivers or oceans, eat fish, try to establish control over water

### Subdomains

Wind, Flotsam, Flowing, Ice, Oceans, Rivers, Monsoon, Storms

### Sacred Colors

All shades of blue

> "*Respect the oceans or perish with the waves*"
>
>

Tyrel is the mother that watches over the great seas and protects those that seek her aid. Within her realm exists The Boundless Sea and that is where Tyrel likes to reside, creating waves and controlling every ounce of water at her grasp. She can be both kind and angry, helping ones that show their devotion and destroying those that defile the waters. Any experienced sea captain knows to respect the waves and heed the calls of The Maiden of the Sea.

## Relations

> "*Water is the only ally I need*"
>
>

Tyrel is of neutral nature and so she doesn't really make strong alliances or hold long grudges. When tested, she can wield great power and so she often finds herself uncontested within her own waters. As she is the Lady of Water, Imperatus is the Lord of Fire, Eul is the Lady of Air and Torim is the Lord of Earth, they all have to co-operate together with Lumer and keep their associated elements in check. Other than that, she likes to keep to herself. If others don't bother her, she won't bother them.

## Religion traits

* **Strong Swimmer:** You gain a +2 trait bonus on all Swim checks, and can hold your breath for an extra 2 rounds when underwater.
* **Soothing Waves:** Once per day when attempting a Swim check, you can treat the water as if it were one category calmer (as if stormy water were rough water or rough water were calm water).
* **River Dancer:** While touching flowing water, you gain a +2 trait bonus on saving throws against effects that would hamper your movement.

## Cleric alignments

* Neutral Good
* Neutral
* Chaotic Neutral
* Neutral Evil
Kyil'Zhal

> "*Corrupt and conquer*"
>
>

Kyil'Zhal, Lord of Treachery, is an interesting individual among his demonic and devilish siblings. Where many of his kin enjoy violent slaughter and brutal strength, he is more interested in the game of minds. He enjoys affecting others feelings and causing inner conflicts between trusted allies. He does not want only meaningless destruction, he wants to see the mortals destroy themselves from within so that he may take control for himself. That is where he finds the truest enjoyment and that is his way to feed upon the souls of the living.

## Relations

> "*Yes, I can help you... and perhaps you can help me*"
>
>

As the one who corrupted the last king of the dark elves, Nárindo, Kyil'Zhal has maintained his position among their descendants, the drow. Many drow have seen themselves grow addicted to demonic magic and the art of summoning and gladly pledge themselves to Kyil'Zhal's service. Some cults have revolved around him and would rather serve Kyil'Zhal than the mindless demon lords who only want to satisfy their thirst for destruction. For now, Kyil'Zhal is resting within the Realm of Hell and is hoping to return to the Realm of Mortals once these cults have gathered enough power and support.

## Obedience

If you worship Kyil'Zhal and have the *Fiendish Obedience* feat, you can perform the following daily obedience in order to gain its bonuses.

**Obedience:** You must firmly seat yourself on a chair and continuously whisper your deepest desires to yourself. At the end of the obedience, you must leave a scratch mark on the chair by using your own finger nail. Performing this obedience takes 15 minutes. You gain a +4 profane bonus on saving throws against charm and compulsion effects.

**Boons:**

* **12 HD. Tricks of the Treacherous (Sp):** *Reveal Secrets* 3/day, *Suggestion* 2/day, or *Seeds of Influence* 1/day
* **16 HD. Masterful Masquerade (Sp):** Once per day, you can use *Veil* as a spell-like ability without it requiring concentration. Whenever it is active, you have a +2 profane bonus to your Charisma.
* **20 HD. Submit (Sp):** Once per day, you can use *Dominate Monster* as a spell-like ability. The effects are permanent, but if you dominate another creature (either through this ability or some other effect, such as by casting *Dominate Person* or *Dominate Monster*), the effect immediately ends. A Sense Motive check with a DC of 30 is required to notice this enchantment, instead of the usual 15.

## Religion traits

* **Veils upon Veils:** Once per day when casting an illusion spell, you can do so at +1 caster level.
* **Fiendish Schemes:** You gain a +2 trait bonus on Diplomacy checks and Sense Motive checks made against you have their DC increased by 1.

## Cleric alignments

* Lawful Evil
* Neutral Evil
Vaelvanir

> "*Together we can choose our future*"
>
>

Vaelvanir Ildaeron, also known in history as the Warrior of Fate, was a legendary sea elf and a hero of the elves in the Second Demon War. As is customary for a sea elf, Vaelvanir was known for his mysterious and cautious nature; he never asked to be worshipped and wanted to be left out of the history books. That is why only some elves know of his true role behind the scenes of the Second Demon War, where he rallied the elves and followed the general of the Náralethian army Undariel Blackstar into battle in order to vanquish the demon lord Malzarak. However, perhaps his most regrettable mistake was not foreseeing the coming of another great evil that would split the elves once again. It is said that because of this grave mistake, Vaelvanir has sunk back into the ocean to ponder his next move and will return once his plans are clear.

## Relations

> "*A mere messenger am I*"
>
>

Generally, only some high-ranking high elves and gray elves know the name Vaelvanir Ildaeron and they do not like to spread this information outside of their established inner circles where they hold out hope for his eventual return. His worship is similarly done under secrecy but it is assumed that the isolated sea elves worship him on a wider scale, as an example for young elves to follow. It is not really known what his relationship was with other heroes of the Second Demon War, Firentinus and Isqarioth, but elves believe that he did not have any interaction with them. Vaelvanir was primarily an elven hero and did not delve into human matters. Although he never wanted to be a God or a celebrated hero, Vaelvanir's deeds have elevated him to this position.

## Religion traits

* **Ambassador:** You gain a +2 trait bonus to Diplomacy checks.
* **Wave's Sight:** You can see normally up to 5 feet away in areas of non-magical fog, mist, rain, or similar conditions (such as the spray of a waterfall). Your sight is still obscured beyond 5 feet as normal in these conditions.

## Cleric alignments

* Neutral Good
* Lawful Neutral
* Neutral
Carl Kolb

Carl Kolb (\* 1823; † 1889) war Übersetzer von literarischen Werken aus dem Englischen ins Deutsche. Bekanntheit erlangte er vor allem durch seine Übersetzungen von Werken von Charles Dickens und James Fenimore Cooper.

## Übersetzungen

Hier interessiert vor allem die Übersertzung von
Charles Dickens: Sämtliche Werke, 24 Bände. Adolph Krabbe, Stuttgart 1841–1844.
Nostales

"Nature does not waste"

### Edicts

Allow things to happen naturally, use natural resources with good reason, treat all of nature equally

### Anathema

Create imbalance between good and evil, disturb nature, try to make radical changes on your own

### Subdomains

Feather, Fur, Insect, Leshy, Decay, Growth, Thorns

### Sacred Colors

Dark green, Light brown

> "*Nature giveth and nature taketh away*"
>
>

Nostales is a powerful God of nature who watches over all living things, both plants and animals alike. He resides in The Lonely Tree which is located somewhere around the very center of his realm. From there, the roots of the tree reach far and wide, into the furthest reaches of the world. Among the great tree within the leaves lives a whole ecosystem. It is one of balance and it is where Nostales draws his powers from. Nostales sees life as something that is equally good and bad. Only the laws of nature apply and Nostales provides all lifeforms and equal chance to thrive. Those that can create this balance of good and evil within their lives and respect the ways of nature have a chance to gain the blessings of Nostales.

## Relations

> "*There can be no good without evil as there can be no predator without prey*"
>
>

Out of the other Gods, Nostales has a good relationship with all the Gods that somehow relate to nature. Especially The Scaled One, Eul and Tyrel are of great importance to him so he wishes to remain on good terms with them. The ones that try to overwhelm the world with good or evil do not have any respect from Nostales. To him, both good and evil are needed in the world and it is the balance of them that brings true harmony. Many mortal druids worship Nostales and live by his teachings. Within The Lonely Tree, Nostales focuses on his work in maintaining the circle of life.

## Religion traits

* **Eyes of the Wild:** You gain a +2 trait bonus on Perception checks in natural settings.
* **Child of Nature:** You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
* **Natural Magic:** Choose two 0-level druid spells. You treat each spell as being on your class spell list and as a spell known for all spellcasting classes you have.

## Cleric alignments

* Lawful Neutral
* Neutral
* Chaotic Neutral
Dawn of Gods

### Event

The first Gods awaken within their own realms and create homes in their image; energy from these realms begins seeping into the center and slowly creates the foundation for the Realm of Mortals

### Aftermath

Lead to the Shaping of Énelya as the Gods were able to establish a direct connection to the Realm of Mortals

The Dawn of Gods is believed to be the first major event in the entirety of existence and reality. No mortal can ever explain how the Gods came to be or why but many believe that they were the first beings, the seeds of creation and the large number of intelligent creatures, mysterious lifeforms and strange phenomena found within the Realm of Mortals and especially on the continent of Énelya is thought to be definite proof of this fact. There are many things within this world that cannot be made sense of and each of these things has a source; a God who put them there.

The true workings of the Gods are unimaginable to the mortal mind but it is essentially universally believed that the Realm of Mortals is a mangled mess created by the combined powers of all the Gods. While the personal realms of the Gods are absolute paradises displaying all of the ideals and characteristics of their one and only creator, the Realm of Mortals was a completely different realm that had gone unnoticed in the eyes of the Gods for the longest time. After the Gods became aware of the Realm of Mortals, they had already unknowingly given much of their own essence to this new realm. This also made them more aware of each other and their powers and gave them all common and equal ground to stand on. This lead to the Shaping of Énelya, which made each God leave a permanent mark on the Realm of Mortals before a great war that would sever the ties between the Gods and their children forever.
Equipment

Here you will find various equipment and other special items that are available for use in Énelya. Most of these items are racial weapons, and have more detailed descriptions and rules on the pages of the specific races they are related to. However, these consolidated tables may be relevant to a character that can gain proficiency with exotic weapons.

## Weapons & Ammunition

Exotic Weapons
Light
Melee Weapons

Firearms
Two-Handed
Firearms
see text

## Armor

Bonus
Dex Bonus
Penalty
Failure Chance
30 ft. / 20 ft.
northern orc

Bonus
Dex Bonus
Penalty
Failure Chance
30 ft. / 20 ft.
vonrimian
 Hardcast granite plate, vonrimian | 3000 gp
HotStuff

**Hot Stuff the Little Devil** is a comic book character created by Warren Kremer who first appeared in Hot Stuff #1 (October 1957), published by Harvey Comics. Imbued with a mischievous personality and able to produce fire, Hot Stuff appears as a red child devil who wears a diaper (said to be made of asbestos) and carries a magical sentient pitchfork (referred to as his "trusty trident"), which is a character in its own right. Much to the consternation of his demonic brethren, Hot Stuff sometimes performs good deeds to irritate them.
Eul

"Free your mind"

> "*The joy of art will never die for as long as my pen moves*"
>
>

Eul is beautiful God that enjoys the simpler things in life. Always on the move and seeking adventure, Eul constantly finds herself moving through different realms, singing and playing for everyone's amusement and her own. While Eul is mostly depicted as a woman, there are people that dispute her gender and have depicted her as a male. It does not truly matter to Eul anyway, for he allows people to see her however their eyes may please.

## Relations

> "*I bring songs and poems, paintings and stories, entertainment in it's purest form!*"
>
>

Eul, much like Torim, is not a God who seeks conflict or battle. Rather, she may be the one that would avoid conflict. She focuses on the beauty of life, creating memorable stories and songs about the great deeds of history. Most Gods tolerate her visits but even they have limits. For that reason Eul is constantly moving from place to place, taking her arts to those that appreciate them. For her carefree and friendly nature, Eul is a very popular God among bards and travelers and has given inspiration to many mortals.

## Religion traits

* **Ear for Music:** You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on Knowledge (local) checks that deal with the local art or music scene.
* **Starchild:** You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.
* **Contract Master:** You gain a +1 trait bonus on Linguistics checks, and Linguistics is a class skill for you.

## Cleric alignments

* Neutral Good
* Chaotic Good
* Neutral
* Chaotic Neutral
Pai Pui Pon

### Worshipers

Comedians and humorous minstrels, circus performers, jesters, casters specializing in illusions or enchantments

### Teachings

"Live from laughter"
"Their joy is your joy"

"Celebrations for all"

### Edicts

Make others laugh, perform feats of dexterity, participate in celebratory events

### Anathema

Trick innocent people to cause harm, disrupt or ruin parties, express shame or embarrassment

### Domains

Animal, Charm, Good, Magic, Liberation, Trickery

### Subdomains

Fur, Arcane, Freedom, Deception, Innuendo

### Sacred Colors

Yellow, Purple, Green

> "*Life is the greatest of jokes*"
>
>

Pai Pui Pon is a rather foolish and strange God who's powers lie in comedy. His entire existence seems to rely on the laughter of others, which fuels his humorous antics. Although he is not entirely opposed to making fools of others, Pai Pui Pon tends to believe that this would be rather disrespectful and pointless. He wants to be the center of attention and the source of laughter, and fooling others might instead lead to anger and confrontations. However, if someone were to be offended by a harmless practical joke, perhaps that is their loss. These jokes aren't made for Pai Pui Pon's own enjoyment; they are meant to allow a temporary respite from life, to give people a moment to laugh and enjoy themselves. He believes that through a good sense of humor, people are bought together. That is possibly his most important teaching.

## Relations

> "*Fool is not an insult, it is my title!*"
>
>

Pai Pui Pon's position among the Gods is somewhat under-appreciated and often downplayed. Many believe that his goals for mortals are not grand enough. Still, those that follow him can see that humor can truly be a simple and effective way to connect people and build strong relationships. Also, because of this seemingly unimportant position that Pai Pui Pon holds, he does not have many problems with other Gods. Arisu could be considered to be his biggest rival, as the ill-minded and cruel jokes of Arisu are something that Pai Pui Pon wants to cull from the world. Eul and Qumero are his closest allies since their domains and personalities have quite a bit of overlap. All in all, Pai Pui Pon could be seen as a harmless jokester and fool that even the other Gods could occasionally laugh at to soothe their minds. This has earned him the title of Jester of the Gods, which emphasizes his role as an entertainer within the Gods' court.

## Religion traits

* **Enchanting Conniver:** You gain a +2 trait bonus on Bluff and Diplomacy checks against creatures affected by one of your charm or compulsion effects.
* **Divine Artist:** You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
* **Wedded Bliss:** You gain a +2 trait bonus on saving throws against charm and compulsion effects.

## Cleric alignments

* Neutral Good
* Chaotic Good
* Neutral
* Chaotic Neutral
Torim

"Avoid the clash"

### Anathema

Cause cave-ins or break mountains, waste useful materials, aid in chaos and destruction

### Subdomains

Construct, Industry, Toil, Caves, Metal, Petrification, Wards

### Sacred Colors

White gold, All shades of brown

> "*The thunderous strikes of my hammer can create what you desire*"
>
>

Deep in the Caverns of Thurump lives Torim. Known for his excellent knowledge and skill around smithing and metals, the other Gods grant him the respect he deserves. Not known to be violent, he would rather work with all Gods equally for he sees value in everything. When the other Gods need him, he can forge them weapons like no other. For that reason, all the Gods want to keep Torim on their good side.

## Relations

> "*If the Gods wish to tear each other apart, I will not partake. Find me when this madness is over*"
>
>

Torim did not participate in the First Demon War and the banishment of Angmar and since those events, he has grown more isolated, digging ever deeper into his own caverns. The dwarves have the best relationship with Torim and for a good reason. Their ideals and interests are practically the same. Many dwarves have replaced Torim as their primary God, leaving Enely behind them. Torim has gladly taken them as his foster children.

## Religion traits

* **Eye for Quality:** You gain a +1 trait bonus on Appraise checks, you don’t suffer the effects of failing such checks by 5 or more, and Appraise is a class skill for you.
* **Rough and Ready:** When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.
* **Toilcrafter:** Choose one Craft or Profession skill in which you have at least 1 rank. Ranks in your chosen skill count as your caster level for the purpose of qualifying for the Craft Magic Arms and Armor feat. You may craft +1 armor, weapons, or shields (with no special qualities), substituting your rank in the chosen skill for your caster level. You must use the chosen skill for the check to create the item. Crafting in this fashion takes twice as long as normal. These items cannot be upgraded with new abilities.

## Cleric alignments

* Neutral Good
* Lawful Neutral
* Neutral
Fjörn

"Deny the helping hand"

> "*You are alone, overwhelmed by the prospect of death. Now stand and prevail!*"
>
>

Fjörn is a hypothesized God that focuses on survival and those that live for themselves. He is considered hypothesized because those that follow him and pray for his blessings do not get his attention; Fjörn blesses those that do not rely on outside help, ones that can prove themselves in the worst possible conditions that Énelya has to offer. It is believed that icemen, frost giants and ice trolls are beings that have received his blessings and that is why they can now thrive in the cold lands of Khemredet. Of course, they themselves do not believe so and claim to only rely on their own strength and skills, a feature that Fjörn admires.

## Relations

> "*Do not help me and do not ask for my help, I will face these challenges alone and so will you*"
>
>

As Fjörn is an individualist through and through, he does not generally converse or involve himself in the lives of other Gods. Within his own realm, Nixëlhem, he welcomes those that wish to challenge their skills in survival. His conditions are harsh and brutal, but those that endure them can push themselves to ever greater heights and receive the ultimate thrill. Clerics and paladins in service of Fjörn also have it tough as they must avoid speaking his name and relying on his help; Fjörn may sometimes even take their powers away in order to test their might.

## Prayer

One cannot pray to Fjörn as he answers no prayers. If you wish to have his blessings, you must pray to your own strength and determination. Do not falter and do not doubt. When you finally reach the top, Fjörn will be waiting.

## Religion traits

* **Know the Land:** You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you.
* **Strong Heart:** You gain a +1 trait bonus on saves against fear effects, and the DC of Intimidate checks against you increases by 2.
* **The Flexing Arm:** You can use Strength instead of Dexterity as your base ability for Escape Artist skill checks to free yourself from bondage. Additionally, you gain a +1 trait bonus on such Escape Artist checks.

## Cleric alignments

* Neutral
* Chaotic Neutral
* Neutral Evil
* Chaotic Evil
Lumer

"Balance the elements like you balance yourself"

### Anathema

Disrespect the power of magic, prefer weapons over spells, misuse magic for your own goals

### Subdomains

Clouds, Lightning, Radiation, Smoke, Ice, Seasons

### Symbol

Spiraling Vortex "Origin of the Elements"

### Sacred Colors

Orange, Aqua, Blonde, Emerald

> "*The elements answer to me*"
>
>

Lumer, the God of the Elements, ranks on the top of the hierarchy amongst the Gods and rightfully so as he has one of the largest responsibilities that affects the whole realm. Lumer's task is to keep the four main elements in balance and not let one of them grow stronger than the others. His elemental powers also gave birth to the original lumerians. However, Lumer is not the all-powerful and benevolent God that he used to be. In recent years the elements have shown some instability and this could be attributed to the mood swings of Lumer, as they heavily affect the elements themselves. The seasonal calendar of Énelya has been shaped along the years accordingly and the different elements have their own months where they are at their strongest.

## Relations

> "*Overwhelming power...*"
>
>

Lumer is in a similar position as Torim, as both of them are Gods that are great to have on your good side. However, his unpredictable nature can make it difficult to keep a stable relationship. Nevertheless, the other Gods must work together with him to keep the elements at bay. Imperatus and Tyrel have been especially worried about the state of Lumer, for Lumer's powers directly affect their own powers and the mortals they watch over.

## Religion traits

* **Affinity for the Elements:** Choose an element. Add 1 to the DC of saving throws made to resist the effects of spells cast by you that have either the air, earth, fire, or water descriptor, depending on which element you chose.
* **Elemental Resilience:** Choose one of the following energy types: acid, cold, electricity, or fire. You gain a +1 trait bonus on saving throws against spells with that descriptor. Once the energy type is chosen, it cannot be changed.
* **Magic's Might:** You gain a +1 trait bonus on caster level checks to overcome spell resistance.

## Cleric alignments

* Neutral Good
* Chaotic Good
* Neutral
* Chaotic Neutral
Apothes

"Time takes us all"

### Edicts

Leave others to their fate, rise in social hierarchy, establish firm control over your followers

### Anathema

Fear the future, save lives, make a selfless sacrifice

### Subdomains

Entropy, Loss, Catastrophe, Solitude, Psychopomp, Souls

### Sacred Colors

White, Light gray, Dark gray

> "*The remains of today will create the foundations of tomorrow*"
>
>

Apothes the Doombringer is the great gatekeeper of the Gods. One may try to enter through his gates but Apothes will determine what their ultimate fate is. Where ones that are deemed worthy may gain access, the ones that do not suffer a cruel fate at his hands; their bodies are taken and twisted by Apothes for his own uses. Behind his impenetrable gates, Apothes and his loyal subjects are preparing for the end of the world. Apothes and his followers also have many opposers as his criticizers feel that Apothes is working towards a self-fulfilling prophecy; he proclaims the coming apocalypse and is actively trying to achieve it. However, Apothes himself sees that through this great apocalypse, he will finally be able to create the perfect world. After all else is gone, the world may rise again once Apothes opens his gates.

## Relations

> "*I can already smell the ashes of this doomed world*"
>
>

Apothes and Vraash have a very similar way of life; in fact, Apothes has replaced Vraash in some sense amongst the hierarchy of the Gods as the God of Undeath has now found himself trapped in an endless pit. Both Apothes and Vraash have always fought for the bodies of the dead and so they have held a strong rivalry since the dawn of time. He has no real alliances as the other Gods feel that the mere presence of Apothes is detrimental to their own creations. His manipulative powers and baneful curses are both feared and respected. Apothes does not believe in pacts with other Gods as they are his competitors and rivals and ultimately there can be only one victor. When the world ends, Apothes will condemn the unworthy and take in those that deserve refuge in his realm. Or perhaps he will close the gates forever and claim his final victory.

## Religion traits

* **Strict Judgment:** Any spells you cast that prescribe certain behaviors with a consequence for breaking these directives (such as *Mark of Justice* or *Geas*) have their save DC increased by 1.
* **Worthless Pawn:** You may prepare and cast spells whose alignment is in opposition to your patron’s, but doing so causes you to take 1 point of Wisdom damage per spell level when the spell is cast. This does not permit you to use spell trigger or completion items of opposing alignments.
* **Eerie Presence:** You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.

## Cleric alignments

* Chaotic Good
* Neutral
* Chaotic Neutral
* Chaotic Evil