recursal/Fanatic-Fandom huggingface dataset:
Deities

Many different types of divine beings exist within the world, but only a select few can grant their power to other beings and in return, can transmute their power into altering reality. These divine beings are known are Deities. Gods, Goddess, Demonic Royalty, Horsemen, Demi-Gods, Devil and Demon Lords, each of these beings draw power from both the quintessence of an (sometimes more than one) plane outside of the Prime Material as well as the power derived from mortal worship. The difference between Demi-Gods and Deities are large; Demi-Gods can pass the Inner Ward, and their followers do not gain power during the Holy Month of the deities, even if they have one.

The number of domains that a deity possess is proportional to the power of the deity. Sub-Domains count as 1/5th normal for the purpose of a domains divine power.

## **The Imari**

The gods and goddess that exist in the cosmos that either work for the cosmos, or do not seek its' destruction.

## **The Dark Imari**

The dark gods and goddess that are not tied to a specific group of other deities.

## **The Elemental Lords**

The most powerful and influential of the elemental spirits that watch over the four Elemental Planes.

## **The Archfiends**

The Arch Devils of the Eight layers of the Plane of Hell.

## **The Four Horsemen**

A dark quartet of the most powerful daemons of Abaddon.

## **Demonic Royalty**

The most powerful of the demons of the Abyss.

EVIL
Chain
EVIL
Blade
EVIL

## **Demi-Gods and Demon Lords**

### **Demi-Gods**

Mortal beings that are capable of granting powers to others.

### **Demon Lords**

Mortal beings that are capable of granting powers to others, however their power comes from the dangerous and corruptive Abyss.

## **Dead Deities**

Deities that have died from various means

## **Pantheons**

Collections of deities that work together to further shared goals and interests.

## Deific Ranking

The amount of worshippers directly impacts the strength of a deity and their ability to influence the world around them using their inherent power.

 Transcendental Motes Per Day
 Domains Required To Gain Motes
The Short-Bow of Ee’Vanee

A powerful bow forged from eveite for the great-granddaughter of the once mortal Metallic-King. It changes its’ properties based on the type of eveite slotted into the bow.

Bow (Weapon Magic Item); +5 Adaptive Endless Ammo Ghost Touch Composite Shortbow; Damage: 1d12 + Charisma

**EVONIC ARROWS:** The bow forms it’s own +5 enchanted eveite arrows that fire from it.

**ALTERED STATE**: When a specially worked piece of eveite composite (10,000gp base value) is slotted into the bows handle, it changes the properties of the arrows to made from the composite slotted.

***THIS BOW CAN BE DESTROYED IF BROKEN IN HALF BY A NOBLE METAL ELEMENTAL IN THE COURT OF METAL SHARDS ON THE PLANE OF EARTH.***
Terrendan, The Skullchain

A terrifying *spiked chain* made from the fragments of skulls. The spikes of the chain are large teeth and it seems to scream when swung.

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

Kirlth as only deity worshiped

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

Shown fearmongering as a character trait;

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

**Level 13-16 (+3, Gory, Unholy, Anarchic, 1/day, 1/level and at will abilities)**

Create a major panic in a large population

**Level 17-20 (Gory, Unholy, Anarchic, 1/day, 1/level, at will and constant abilities)**

**PANICKING HOWL**: Once per day, the wielder may swing the chain in the air, forcing all who hear it within 100ft of the wielder to make a will save (DC = Character Level + Half Character Level + weapons enhancement bonus) or become *Panicked* for 1 round per 3 levels of the wielder.

**COWERING GRASP:** The wielder may, as a standard action, attempt a CMB maneuver to grapple a target with the chain, if the grapple is successful, the target must make a will save (DC = Character Level + Half Character Level + weapons enhancement bonus) or suffering the *Cowering* condition until 1 round after the grappling is released. The wielder may attempt this a number of times per day equal to their level.

**FRIGHTENING LASH:** The wielder can lash out at a target as a swift action, if damaged the target is forced to make a will save (DC = Character Level + Half Character Level + weapons enhancement bonus) or become *Frightened*.

**AURA OF PANIC**: The wielder causes all targets within 25ft that are under a fear effect to make a (DC = Character Level + Half Character Level + weapons enhancement bonus) or have their effect increased by 1 step, ie. *Shaken* becomes *Frightened*, *Frightened* becomes *Panicked*, and *Panicked* becomes *Cowering*.
Hundur

## Religious Information

### Granted Power to Faithful

Acid Resistance equal to twice your level, Immunity at 15th Level. Gain a small earth elemental companion.

### Weapon of Faith

Earth Spells function as if 2 levels higher

## Origin

One of the original four elemental lords, he ruled the Plane of Earth with an iron fist, often siding with the Elemental Lady of Water against Ragars and her celestial allies. Over time, he committed less and less to their shared war, leading to Temara abandoning him when a mortal challenged his claim to the Gemstone Throne. He was defeated, cast down and absorbed by the new Elemental Lord of Earth, Kah'Allur.

## Spheres of Power and Influence

He governed earth, stone and metal as well as the Plane of Earth.

## Plane of Power

The Plane of Earth was his plane of power.

## Herald

His herald was the Mountain That Moves; The largest earth elemental to ever have exist, towering hundreds of feet in height and diameter.

## Center of Worship

The center of his worship was Final Home, on the Plane of Earth.
Goodwitch

A radiant young women that in white robes hewn from Nirvanian silk with a large wide brimmed hat thats a deep blue. Her beautiful skin is etched covered green runes that fade out of sight only to reappear later, the same grass colors as her eyes. Many wands float next to her, and where she walks, flowers and other natural life bloom.

## Character Information

### Class

Witch 20 [Druid 20] Sorcerer 1 [Priest 1] M3

## Origin

A powerful angel who served under Elleanda, she fell in love with the son of the Demon King, and spent her life working to free him from his father. When he finally escaped he was cursed, and now she seeks to gather enough power to undo his curse.

## Spheres of Power and Influence

She governs white witchcraft and using arcane magic for holy purposes.

## Place of Power

Her place of power is located in the demi-plane known as the Living Wood.

## Center of Worship

The center of her worship is in the Fae’Lynn Forest.

## Powers

A practitioners of nature magic, she uses her arcane powers to strip away unnatural magic and replace it with the correct kind.

## Relationship

She is known to be a disciple of the Goddess of Redemption and wife to the Demon Lord Mel.

## Organizations

She is a part and the leader of many different organizations including:

The Lead Tender of the Tenders of Nirvana

The Archdruid of the Lifetenders on the Fae'Lynn Forest

A Grand Witch of the Council of Covens
Dominite

Eveite that has been empowered by ethos and strengthen by void energy, it yearns for cairns to corrupt.

Dominite requires Master Evonic Craftsman to be worked, a connection to Soul and Void Magik to be created through a partial evonic process.

* Bonuses to Weapons: Weapons mark a soul, forcing them lose their immunity to mind affecting effects for a 2 rounds. A number of targets equal to the ENHANCEMENT BONUS of the weapon may be marked in such a way. Any effect placed while the immunity is gone ends upon this effect ending.
* Bonuses to Armor: Makes the wielder immune to mind affecting effects. Adds an additional armor bonus of +4 (Light), +8 (Medium), +12 (Heavy).
* Bonuses to Shields: Grants Deflect Mind Affecting Spells, which follows the same rules as Deflect Arrows. Adds an additional shield bonus of +4 (Light), +8 (Heavy/Tower).
Abyss

The abyssal realm that is known as The End.

A yawning rent in the Lower Planes that bleeds into places unknown, it is said that the first realms of the Abyss were torn and rent in shape by the Forgotten, and even more created by the Fallen. Now there are innumerable abyssal realms within the lowest of the planes. The power of both the chaos and evil can be felt pulsing throughout the any of the realms. In the darkest of the depths, the more perverse of the realms lies Brutallenall, the current King of Demons and from here he controls the power of the Abyss and demonic species in an ending war against the Higher Planes.
Elysium

The outer spring realm of Elysium known as the Lands of Merryment.

The personification of morality unburdened by the restrains of order, Elysium is a blessed place of joy and danger. It is a wonderous plane of light, love and harmony ruled over by a powerful once mortal deity, the Goddes of Heroes, Vitani. Many other free and morale divine beings make their home here. The local residents and petitioners, the Azata, all received their beast-like shapes in order to pursue whatever task in the afterlife their deity(ies) may have set before them.
Temara

## Religious Information

### Granted Power to Faithful

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

### Symbol of Faith

A swirling vortex with chunks of ice and water

### Weapon of Faith

Water Spells function as if 2 levels higher

## Origin

One of two elemental lords to retain their position since the dawn of the planes creation, she has dominated the Plane of Water for eons. She has spent most of it attempting to overtake the other three lords and become THE Elemental Lord, or warring against Neptune for the First Worlds sea.

## Spheres of Power and Influence

Temara governs water and the depths as well as planar waters.

## Plane of Power

Her plane of power is the Plane of Water.

## Herald

Her herald is the sea dragon, Briniryui, a sadistic wyrm that breathes acidic steam and inhales the water from the air.

## Center of Worship

The center of her worship is the Great Coral Forest on the Plane of Water.
Eveite

The active unstable form of eveite found upon the world. It is created when inert eveite, or adamantine, rests for a number of years near a source of potent energy or is activated through sentient intervention. Eveite can be processed into either stabilized eveite (see below) or one of its’ many different composites through its' *evonic* quality in a one time imbuement process, though the process can occur during the forging of an item or to an ignot of eveite to be worked into an item later. Working already imbued eveite is much more difficult, usually requiring special tools, than imbuing the metal during the items creation.

Eveite requires Minor Evonic Craftsman to be created or worked.

Effects when used as materials for various gear:

* Bonuses to Weapons: +2 Enchantment Bonus
* Bonuses to Armor: +2 Enhancement Bonus, DR/- 1 (Light), DR/- 2 (Medium) DR/- 3 (Heavy).
* Adds an additional armor bonus of +1 (Light), +2 (Medium), +3 (Heavy).
* Bonuses to Shields: +2 Enhancement Bonus. Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower)

Grants a +1 enhancement bonus to all composites made from it.

*More powerful composites require other advanced feats in order to craft items with it. However a single pound of composites can be forged WITHOUT the feat by using a single mythic charge, though some may take more charges per pound.*

If an unskilled, untrained or weak individual attempts to imbue active eveite into one of its' composites, it becomes evonic slag, a chunk of ruined stone-like metal that is interactable with the attempted crafter on both the Material and the Ethereal, however other creatures can only see it on one plane or the other.

The rarest form of eveite is only found rendered into powerful artifacts by long dead or moved on creators. This form has been sundered and altered through unknown processes that allows it to retain its' evonic property as a stable eveite known as *Evonic Eveite.*

## Inner Plane Composites

 Cryonite | 20
 Ignium | 20
 Acidium | 20
 Soninium | 20

## Outer Plane Composites

 Aximite | 25
 Primordium | 25
 Immoralite | 25

## Unique Composites

### **Supreme Composites**

 Nuetralium | 62
 Hellium | 83
 Allmite | 200
Craft Keystone

This feat allows the caster to make keystones that enhance a persons magical abilities.

### Requirements: Caster Level 18, Craft Lacrima, Craft Mana Vault

Benefit: These stones can be made into various pieces of jewelry that increase or decrease a persons Talent by up to twice the Talent modifier of the wielder, though this amount can be equal to no more than one third the total level of the craftsman. A person can have their Talent artificially enhanced to as high as a 17, and as low as a 4.
The Flute of Choice

A small pink harmonica that was once owned by a powerful gnomish enchantress.

Harmonica (Slotless Magic Item)

**SIREN’S CALL**: The user may attempt to play a song as a full round action as a Preform (Wind) check of 33. If they succeed at the check, one creature in the area must make a will save, DC of 33 + 1 for every 5 the user beat the check by. If they fail, the user may direct their action for 1 minute. The user can control up to three people this way.

***THE FLUTE MAY BE DESTROYED IF THE USER PLAYS THE SONG TO CONTROL THEM SELF TO DESTROY THE FLUTE.***
The Red Hood

## Origin

Considered one of the oldest of the current iteration demi-gods, the daughter of an ancient lycan sorcerer, despite her young depiction, she works from the First World, her worshipers seeming able to locate the constantly moving camp she maintains there.

## Spheres of Power and Influence

She governs lost and fey, especially when it comes to children. Many orphans end up as Crimson Hunters because of this.

## Place of Power

Her place of power is the Camp Neversay, her constantly moving camp in the First World.

## Center of Worship

The center of her worship is in the First World.
Runic Caster

### Requires a 7th Level Caster

May empower marks conjured, drawn or otherwise made by themselves with magic to preform certain effects.

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

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

Runic spells can either have their duration increased, or their power increased upon something marked with the rune. If a caster chooses to increase both traits, then the base DC increases by 10, the cast time increased by 1 action and the mana cost by 50%.

A person may have a number of runes active on them equal to half their hit dice. The spell level of an individual rune may not be above the hit dice of the creature. A lacrima or similar object may have any number of runes however their total mana cost can not exceed the mana storage capacity (half the HP of an object that is not a lacrima) nor the objects mana shock.

Adding Permanency to any Runic Spell adds an additional level to the Mana modifier and an additional +10 to the DC.

Runic spells can ***not*** be place upon creatures without the Runic Tattoo feat.

Runes that are cast this way require TWO dispel checks to end the effect. If the first check succeeds, the rune is suppressed for 1d4 rounds. If they second check succeeds, the rune is destroyed.
The Tan'Sari Jungles

The most dangerous of all the Yonder Isles, save maybe the Shattered Lands and their Mana Isles, it is a deep and mystical land that holds many secrets. The most fascinating and destructive part of the land is the native Kaiju. These giant and even larger beasts have unnatural abilities and affinities, and some are capable of even killing deities once they got strong enough. The Hunting Guild from the Western Kingdom established a camp, which has become a thriving port city, here some 800 years into the Kingdoms existence under Hoark Nesmarr, a renowned and legendary hunter. Even though they disagree with the methods of the hunting guild, the Verdant Circle has been granted a base of operations within the camp and works to understand the mysterious jungle. At the northern land resides Bellhast, a devilish empire with deep connections to the Underdark.
Kirlth

## Origin

An echo of the fear of being almost struck down by her counter-part just before the first Demon King was sealed away, she has survived by flee threats she couldn’t defeat and manipulating other demons for her own gain.

## Spheres of Power and Influence

She governs fear and mental torture, gaining power when mortals and outsiders are afraid and in mental anguish.

## Herald

Her herald is the Fear Mongerer, a powerful demon who inhales courage and breathes out fear.

## Center of Worship

The center of her worship is in the Blasted Lands.
Cooking

Any character can cook with the Craft: Culinary or Profession: Cook skill and become a cook, however becoming a Chef or True Cook is something entirely different. While Platinum Pudding can be divinely crafted by any Zabiny faithful from any edible material, not all those that follow the steps of culinary greatness must be devout. Some give their all in different ways, love, passion or discipline all are paths to the perfect nine star dish!

## **Dish Creation**

Every dish can confer bonuses upon being consumed. These bonuses are generally up to the Chef when their are cooking the food, depending on their own personal style and choices of ingredients. Each of up to seven ingredients can be used to determine what the food provides, depending on the quality or tier of the ingredient. A dish can have a number of *different* bonuses equal to total dish star rating. Each individual dish can only contain a single bonus once. Each dish effects last for a number of hours equal to its' total star rating. A person only gains the bonus of the dish if they eat an entire serving of the dish for their individual metabolism. The bonus is a Culinary Bonus, and stacks with most other bonuses unless the individual bonus says otherwise. Refer to the table below for more information!

## **Ingredient Tiers**

Ingredients can only be cultivated or harvested with the appropriate skill check (Profession: Farmer/Miner, Craft: Agriculture, Survival) equal to the Cooking DC. In the case of B, A and S Tier ingredients, the stars added are equal to just the amount added by the ingredient tier.

## **Ingredient Special Bonuses**

**E Tier Ingredients**

Blue Chicken: Recover 3 points of missing mana every other hour.

**D Tier Ingredients**

**C Tier Ingredients**

### **A Tier Ingredients**

Myriadan Water: One additional swift action per round

Mishian Water: Recover 3 points of missing mana per hour.
Omy'Teree

A radiant angel from Heaven, her shining silver hair fell clear to her knees and her platinum wings carried her throughout the air. She carried no weapon, though clad in metallic robes that gave off a healing light.

## Character Information

### Class

Priestess 20 [Oracle 20] | Paladin 2 [Cleric 2] M6 [G]

## History

She was one of the first generation of angels forged directly by the hands of Tyriel from souls of his petitioners. Though she followed a god of strength and protection, she expressed it differently from others and showed strength by abstaining from wounding any being and healing everyone she could. This garnered her recognition across the planes. She was killed when she was ambushed by Salem and Charon himself who took her soul, while traveling the Astral Sea. She had stopped to heal a wounded fallen angel, a courier of Asmodeus who was also slain.

## Power

She was said to be one of the few beings the rivaled Aleria in her capacity to heal essence and restore life.

## Relationships

She had a strange relationship with both Hevos, albeit in a construct, and the Hell Lord Dex, as both have shown up to her gravesite in Heaven.

## Organizations

She was a member of several organizations including:

A Captain of the Vanguard on High

A Battle Priestess of the Legion of Heaven

An Ensarria of the Plane of Life
The Lamp of 81 Questions

A powerful lamp that is shaped as a black scroll glowing with white lettering. It contains a fragment of of the herald of Anwai and grants answers to those that ask it.

Lamp (Slotless Magic Item)

**WHAT IF?**: By calling upon the name of the former herald Jinni, while holding the lamp, the user is granted an audience with the them as time stops around for the user and up to 7 allies. They are granted the ability to know anything that has occurred prior to the lamp being activated. The amount of questions that can be asked is limited to 3 every 81 years. If any of the questions were used in the 81 years, the next user only has the remaining amount (or none) until the 81 years had passed and the questions are regained.

***THE LAMP CAN BE DESTROYED IF ASKED HOW TO DESTROY IT WHILE IN ANWAIS’ GODLY PLANE.***
Warrdos

## Origin

Raised into divinity for his actions for the gods against various mortal and immortal threats, alongside his then-wife, he became the immortal embodiment of mortal rage, hunger and fear. He is friendly with most gods but does not suffer fools lightly and spends much of his time in solitude in his keep.

## Spheres of Power and Influence

He governs the rage, fear and hunger that mortals feel everyday. He also embodies anti-heroes, or people that fight evil with evil or dishonorable ways.

## Plane of Power

His plane of power is a demi-plane located between Axis and Hell known as the Wrought Keep.

## Herald

His herald is a drakinoid known as Flamescream, whose six arms wield pairs of orange, red and yellow swords.

## Center of Worship

The center of his worship is in Mordol, the Western Kingdoms, known as the Burning Halls.
Ragelian

A shining silver bastard sword with the guard styled as single red hawk wing. Orange runes run the length of the wide blade. A relic of a long forgotten and dead god.

Bastard Sword (Weapon Magic Item); +6 Flaming Burst, Keen, Greater Bastard Sword; Damage: 2d10 [Half Fire] 17-20/x2 Critical

**FIERY PRISON**: The oldest runic blade, it absorbs the souls of those it slays, fueling its’ own power and that of its’ wielder.

**PHOENIX MAGIC**: The wielder of this sword can convert souls inside the sword into power for the following various effects:

They can spend 5 hit dice worth of souls per spell level to cast a normal fire magic spell.

They can spend 9 hit dice worth of souls per spell level to cast an Elder Smoldering Magik spell.

They can spend 15 hit dice worth of souls to summon a powerful tornado of fiery energy, dealing 50 points of fire damage in a 15ft diameter area, and suffocating those within it as well. This lasts 5 rounds. The wielder can spend 5 souls to increase the damage by 10 and the duration by 1 round.

***THE SWORD CAN BE DESTROYED IF USED TO RESURRECT THE GOD THEY BELONG TO.***
The Isles of Kol

The smallest of the Yonder Isles, they are four island nations, with another one under the sea, they smaller than any other nations, but most hold as much power as their larger peers because of the establishments within their borders; the Grand Exchange and Market in Lydel, the Vault in Zesh, and the Bank of the World in Semar. It is also the home of the mermaid nation of Piy’Erren and the nation of Velutherum.

## Zesh

A land that nobles of all kinds flock to, it is currently divided between two large factions, each with the backing of a large church. The northwestern portion of the land and its’ capital, Kraill, practice the ways of the Golden Rogue, while the southeastern nobility follow the path of the noble devil himself, Asmodeus. In recent years, the city of Dallas fell to an attack that opened up the two and a half square mile area known as the Heatwastes, a planar tear to the Core on Abaddon.

## Semar

Considered one of the three most powerful nations in the world along with the Western Kingdom and the Brovision Trade Providence, the Bank of the World in Surr’Gia is the largest bank, even larger than the ones in the Trade Providences, in the world as well as the center of Anwain worship. This has allowed it to remain neutral in political matters, though well respected as a third party arbiter between the many nations of the world.

## 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.

## Piy'Erren

The mermaid nation under the sea, it is the only publicly known and friendly Nations of the Deep, with 6 other rumored states scattered throughout the depths of Aeturnus oceans. They opened their borders to the surface world after a delegation from Semar convinced the royal family to do so. It is located in the center of the three Isles of Kol though it is closest to the Isle of Zesh. The magically constructed road to take a travel and trader began construction between the two nations, one of the cities being the capital of Ply'Erren, Erri.

## Velutherum

A small and powerful community and nation based in a city on a island west of Zesh, both of the same name as the nation that is deeply distrustful of outsiders and will not speak to them besides the needed interactions to complete business. The land itself seems to ebb and flow with power and the water around the city is a unnatural azure blue.
Valdrok

A thin and wispy imp that is quite well spoken. Her marble white skin is different than most of her kind and she speaks with a grace that many find strange.

## History

A powerful imp, she was once under the service of Sunem, but fled to the 7th Layer during the Devil Lady's confrontation with the soon-to-be Demon King. She then established herself as a broker of magic and souls before coming to the attention of Mephistopholes and then-herald Helnish. During the betrayal of Asmodeus, Valdrok was asked to verify her Arch-Devils actions, which she did to the enraged Prince of Hell. However she was then rewarded and has faithfully served him since.

## Powers

She has considerable knowledge of magick and souls with a focus on forbidden things that people would like hidden or lost.

## Relationships

She has earned and retained the favor of both Asmodues and Helnish with her loyalty and cunning.

She currently serves as an Infernal Servitor to the Hell Lord Glizbin Loraqen.

## Organizations

She is a member and leader of several organizations including:

She is the Broker of the Weave in Hell

She is a Lord of the Soul Court of Cainia and the Ruby Conclave in Nessus
Omon'T'nomO

An edict great wrym, He colossal skeletal frame is covered head to tail tip in runes that glow with an arcane blue light.

## History

he has long since passed into undeath is order to increase his own power and continue his duty. He was tasked by a trio of demi-gods and Anwai to guard an artifact created by Baba Yaga known as the Orrery of Havathad. He has long guarded and ruled the temple-city of Axium Morteth, from its' height as the center of arcane learning during the first five centuries of Aeturnus to beyond the Calamity that ruined the continent of Ebara and shattered it into its' present form.

## Power

He is a potent spellcaster of arcane and divine magic, though has a preference for arcane. He also he a potent necromancer, and a true master of runic spells.

## Relationships

He has a cordial and loyal servant like attitude of duty to the four beings that set him upon his quest, and expects the same from his own servants.

## Organizations

He is a member of several organizations including:

Leader of the Artierium

Former Priest-King of Axium Morteth

One of the original 15 founders of the Vi Festivel Di Magikal
Bounty

An amount of money, favors or other compensation in exchange for various people, items and information. Here is a comprehensive list of the various bounty boards that exist within the cosmos. The smallest board here being the bounties found on individual planets across various kingdoms, to the largest being the Reaper maintained Ethereal Deadpool, which is their hobby when not actively reaping souls.

## Grand Bounty Board

Grand Bounties are any bounty over 1,000,000 gold post by any organization, being or entity when it pertains to a person, item or such on Aeturnus. It is maintained by the independent Bank of the World, who commissions both guilds, individuals and other entities to fill the bounties posted within their halls. Any bounty posted here is sanctioned by the Bank and The Reliquary of Knowledge.

## Illishar War Bounty Board

Illishar War Bounties are any bounty over 1,000,000,000 gold post by any transcendent organization, being or entity when in regards to a person, item or such on Aeturnus. They are maintained by in Axis alongside the Ethereal Deadpool by Nuren, Eternian and Krollian representatives.

## Ethereal Deadpool

The greatest of bounties are placed here by the Reapers and curated by them as well. They are rewards with various things, wealth, stature, position and other things. These are placed in the order they were received. Though called a deadpooll, not all things require destruction.
Soninium

Formed from sonic energy being used on the eveite while it is being melted, this metal can absorb sonic attacks or deal sonic when it strikes a target.

Soninium requires Minor Evonic Craftsman to be created or worked.

* Bonuses to Weapons: The weapon deals an extra 2 points of sonic damage each strike per point of ENHANCEMENT BONUS.
* Bonuses to Armor: The armor grants sonic resistance equal to the ENHANCEMENT BONUS of the armor. Medium armor is double the EB, while Heavy armor is triple the EB of the armor. Adds an additional armor bonus of +2 (Light), +4 (Medium), +6 (Heavy).
* Bonuses to Shields: The shield grants sonic resistance equal to double the ENHANCEMENT BONUS of the shield. Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower). This stacks with the bonus granted from armor made from the same type.
Wissel

### Domains

Community, Charm, Knowledge, Nobility, [Divine], [Purity], [Language], [Ancestors], [Portal], [Restoration], [Construct], [Deception]

## Religious Information

### Granted Power to Faithful

Can dodge 1 physical attack per level per day

### Symbol of Faith

A white gem with 3 purple eyes on a black jewel

## Origin

A whimsical demi-god who was granted the remains of many different long dead and lost deities in order to contain and prevent the demon lord Beerun from ascending to full-fledged godhood.

## Spheres of Power and Influence

His spheres of influence are pateince, thinking an impossible problem and peace making.

## Place of Power

His place of power is Obarxun, where he watches over and attends Beerun.

## Center of Worship

The center of his worship is located in Obarxun as well.
Dragonforged Diamond Steel

A wonderous product that is crafted in Nuren. Its make is unknown yet similar to mithril but its' properties make it highly desired, and the price is unfathomable.

* Bonuses to Weapons: Every strike absorbs an amount of mana or power points equal to the ENHANCEMENT BONUS. This is granted to the wielder.
* Bonuses to Armor: Makes the wearer immune to ALL non elder magik magic and psionics. Adds an additional armor bonus of +3 (Light), +7 (Medium), +10 (Heavy).
* Bonuses to Shields: Can be used to make targets within a 10ft area around the wielder immune to psionic and non elder magik magical effects as a full round action until the beginning of the wielders next turn. Adds an additional shield bonus of +2 (Light), +4 (Heavy), +6 Tower)
Paths

## **The Destined**

These are the unique and powerful paths of those that are considered above the average being for their species or kind. Some focus on martial combat, others on magical discipline or the worship of divine figures, or some on the mastery of psychic powers. All however are steps beyond that of normal beings.

## **The Masses**

The majority of souls tread the path of the masses. Whether just a being within their society, a warrior guarding their people or a crafter working for others, they continue down the path of life to the end in a yawning cycle of life and death.
Suni's Gifting

On the fourteenth and fifteenth of February the gift of love that was given to mortals by Suni and cultivated by Vitani, is worshipped. The first day is devoted to those that are searching for love still, and the second day to those that have found it. Many people scoff at the holiday, though many wish that the messengers of love find them in the midst of the season.
Tyriel

## Religious Information

### Granted Power to Faithful

Can wield a two-handed weapon in one hand (adds half their Constitution, Wisdom or Charisma modifier (which ever is highest) to melee damage with that weapon), and suffer only a -3 to attacks when holding a Light, Heavy or Tower Shield in the other hand OR Breathe of Life once per day. This choice can not be changed.

### Symbol of Faith

A shield with a sword behind that is facing down, a single light shining from the cross guard.

## Origin

The first known mortal who rose to divinity, he came from a long lost planet known as Kalandria. In a fight against the Void, he created a colossal magical explosion and found himself on another plane. He defeated several ancient evils and ascended to divinity.

## Spheres of Power and Influence

He governs the idea of protection as well as wisdom needed rule. While his former wife governed the nobility of ruling, mortals turn to him for protection and guidance.

## Plane of Power

His plane of power is the Higher Gate, he makes his home in the castle, Lumaria, the gate to the Higher Planes themselves.

## Herald

His herald is the once mortal man known as Dane Lighthand. The now archon took on his name in honor of his journey and at the end of his life was selected to continue serving.

## Center of Worship

His center of worship is located on the Wall, on the border of the Western Kingdoms and the Dead Lands. The organization is known as The Hand.
Resonance Conservation

## Resonance Reuse

### Requires Resonance Caster and a 14th Level Caster.

This feat allows the caster to use a material twice to benefit from the Resonance Caster feat before being destroy, or use the remaining amount of a material already used in such a way once. The caster may instead use the material, and reduce its' grade to the next lowest amount, each use reducing the grade and bonus until the material is destroyed.
Shred

A single *dagger* that leaves devastating wounds in an enemy.

Dagger (Slotless Magic Item); +5 Keen, gory kukuri; Damage: 5 points of damage per point of Dexterity modifier of the wielder

**SERRATED EDGE**: The damage of this weapon negates any damage reduction abilities for 1 minute per level of the wielder.

***THIS WEAPON CAN BE DESTROYED BY GRIND THE EDGE OF IT AGAINST THE EDGE OF SHRED WHILE STANDING IN THEIR PLACE OF FORGING***
The Secret of Time

All time is moving forward, never backward. Going to the past is a new future. Those that unlock and understand the secret of Time, are able to tap into aetherial or etherial networks in order to use the tachyons and chronoessence of nearby objects and creatures to alter the normal flow of time. It is a power of and derived from the cycle and mechanism of all: Death.

In order to gain the ability to use Time, the being will or bend time and chronoessence themselves with no outside help or mana. They must attempt to do this with an attribute [CON, STR, INT or CHA] check equal to 40 + (50 – Level) – Mythic Tier (If Any), If the being fails, they are obliterated as they are aged to the end of their time. This check must be completed until the being perfectly (a natural 20 nine times) learns to manipulate Time.

Outsiders are unable to utilize this ability, as only essence can withstand this manifestation of Time. Failing a save after learning to manipulate Time results in the death of they are obliterated as they are aged to the end of their time. Time manifests as green distortions and energy.

## The Secret of Time

A being that can spend 234 essence and 9 fragments of transcendence along with an attribute [CON, STR, INT or CHA] check equal to 40 +(40 – Level) – Mythic Tier (If Any) as standard action in order to cause various effects:

* Any temporal effect within the quintessenal limit within sight and effect.

A single use of Time can only deal with amounts of mass up to a titanic creature, though additional uses may be used at one time.
Vos Oxa

## Religious Information

### Granted Power to Faithful

1 per day, can regain 1d12 per 2 levels worth of hit points from a fresh corpse.

## Origin

A rare case of accidental divinity, this cannibal man stumbled upon the body of a fallen servitor and consumed them. He now leads his tribe and continues to grow in danger.

## Spheres of Power and Influence

He governs death and evil, specifically killing to consume the prey.

## Place of Power

His place of power is a camp that rests on a small portal to Abaddon.

## Center of Worship

The center of his worship is in the Blasted Lands.
Sigilic Realm

A metaphysical and metamaterial realm that exists within all beings, objects and locations that are individual. Very few beings, places and interactions are able to pierce the barrier to this realm, and the only records of the accomplishment say it happened either on the Material Plane, or Limbo within the Spire. Here is where the sigils and demi-sigils of deities and demi-gods manifest and connect them to their spheres of reality.
The Riverman’s Wand

A powerful and ancient wand forged in retaliation for an old Death Lords banishment, that has passed through the hands of many types of mages, priests and other spellcasters. In that time it has learned and absorbed skills and powers from many of them turning it into a font of magical power.

***Wand*** **(Rod Magic Item)**

**ANCIENT MAGIC**: All normal spells cast when the wielder is holding this wand are treated as though they under the following meta-magic effects: Widen, Empowered, Reach and Heightened.

**MASTER OF SPELLS**: The wand allows the wielder to apply meta-magic feats to Elder Magiks.

***THIS WEAPON CAN BE DESTROYED BY THE HERALD OF THE GODDESS OF MAGIC***
Real Physics

Martial force and a beings ability to use it expresses itself everyday across the cosmos. However, there are certain beings who find themselves at the limit of physical prowess, and therefore reach a ceiling. If they manage to shatter this ceiling, they find themselves able to preform physical feats beyond even gods belief. Using this secret allows a being to go beyond their mortal limit.

In order to gain the ability to use Real Physics, the creature must have a combined Physical Attribute Score of 245. Then they must attempt to lift something beyond their lifting capabilities or similar physical extreme with a [Either Fortitude (STR/CON) or Reflex (DEX) Save] equal to 45 +(50 – Level) – Mythic Tier (If Any), If the being fails, they suffer serious permanent damage, with that score being treated as a 0 until healed. Even if healed through magic, they remain at a 0 for a number of days equal to the affected attribute score. This check must be completed until the being perfectly (a natural 20 three times) masters using the ability.

Unreal Physics simply requires a [Either Fortitude (STR/CON) or Reflex (DEX) Save] check of 65 + (50 – Caster Level) – Mythic Tier but may only be attempted after mastering Real Physics. If the being fails, they suffer serious permanent damage, with both their STR and DEX score being treated as a 0 until healed. Even if healed through magic, they remain at a 0 for a number of days equal to the affected attribute score. This check must be completed until the being perfectly (a natural 20 three times) masters using the ability.

Outsiders are unable to utilize this ability, as only essence can endure this manifestation of physics. Failing a save after mastering Real Physics results in the death of the being as they are turned into friction and other energies dispersed into their surroundings. Real Physics manifest as clear distortions around the being.

## Real Physics

A being that has mastered this secret can store an amount of energy from damage equal to their total hit points by making either a Fortitude or Reflex Save equal to 10 + (damage divided by the Physical Average Modifier of the being) when they take damage. This damage is converted into Physic points, for every 6 points of damage, the being gains 1 Physics point. They may store 6 points per level this way.

The being may spend a number of physics points to boost a physical attribute modifier (boosting the score by twice the number) by a number of points equal to the amount spent as a swift action. Doing so is a [Either Fortitude (STR/CON) or Reflex (DEX) Save] of 20 + the number of physic points spent and the effect lasts for 1 round per point spent.

## Unreal Physics

Can be used by spending fragments of transcendence when using their physics points. They may spend 1 fragment of transcendence and make a [Either Fortitude (STR/CON) or Reflex (DEX) Save] of 20 + 2 per physics point spent and the effect is doubled, and lasts for 1 minute per point spent.
Asmonden, The Ruby Mace

This *one handed mace* is made from an entire solid infernal ruby and radiates energy from hell.

**Level 1-4 (+2)**

Asmodeus as only deity worshiped

**Level 5-8 (+3, Flaming and 1/day abilities)**

Shown cunning and magical power as a character trait

**Level 9-12 (+4, Flaming, Unholy, 1/day and 1/level abilities)**

**Level 13-16 (+5, Flaming, Unholy, Axiomatic 1/day, 1/level and at will abilities)**

Enslave a devil lord

**Level 17-20 (+6, Flaming, Unholy, Axiomatic 1/day, 1/level, at will and constant abilities)**

**ENSLAVE MIND**: The wielder of this weapon can enslave a creature within 100ft as a full round action, forcing them to make a will save (DC = Character Level + Half Character Level + weapons enhancement bonus) or be under the effects of *Dominate Monster*. The wielder may have a number of creates under their control equal to their level and may use this ability once per day.

**BINDING STRIKE**: As a standard action, the wielder of this weapon can attack a target, forcing them to make a will save (DC = Character Level + Half Character Level + weapons enhancement bonus) upon a successful attack. If they fail, they are under the effect of *Murderous Command*. The wielder can use this ability a number of times per day equal to their level.

**DEVILISH TONGUE**: The wielder of this weapon may effect any target that can hear them with *Contagious Suggestion* as a swift action if they fail a will save (DC = Character Level + Half Character Level + weapons enhancement bonus).

**INFERNAL NOBILITY**: Creatures must succeed at a will save (DC = Character Level + Half Character Level + weapons enhancement bonus) or be unable to attack the wielder.
Tradewrecker Isles

On the four isles that make up the Tradewrecker Isles, each one is split by two Pirate Lords, who rule the lands akin to kings. Each one holds their place threw cunning, power or skill; All besides whomever is the current Pirate Lord of Luck, which is earned through the Kings' Gambit Race, held once every 10 years. The center of the Isles bears the infamous Port Killian, home to the Court of the Pirate King and meeting place for the Lords. Each hold or city can be considered its' own city-state however and only are loosely aligned under the king.
Ring of Purest Sound

A few simple silver bands joined into a ring.

**Level 1-4 (+2 Divine bonus to caster level when casting sonic or sound spells)**

Davien as only deity worshiped

**Level 5-8 (+3 Divine bonus to caster level when casting sonic or sound spells and 1/day abilities)**

Shown a passion for water as a character trait

**Level 9-12 (+4 Divine bonus to caster level when casting sonic or sound spells, 1/day and 1/level abilities)**

**Level 13-16 (+5 Divine bonus to caster level when casting sonic or sound spells, 1/day, 1/level and at will abilities)**

Becomes a noble in the Discordant Amphitheater

**Level 17-20 (+6 Divine bonus to caster level when casting water or ice spells, 1/day, 1/level, at will and constant abilities)**

**BOUND SOUND:** Once per day the wielder may, as a full round action, bind a sonic elemental or creature with the sound or sonic type as if under the effect of *Dominate Monster*. The wielder can have a number of creatures bound this way equal to their level.

**SOUND CONTROL:** The wielder of this ring may, as a standard action, may control sound as if under the effect of *Silence.* Any save in the spell is instead (DC = Character Level + Half Character Level + weapons enhancement bonus).

**ABSORB SOUND**: The wielder may absorb an amount of sonic damage equal to their level each round and store it in the ring. They may unleash this damage as a 60ft line, 30ft cone or 45ft burst as a full round action. Enemies can make a reflex save (DC = Character Level + Half Character Level + weapons enhancement bonus) to half this damage. The limit to the amount of damage stored is equal to the wielders hit point or mana points, which ever is higher.

**POWERFUL SOUNDS:** The wielders spells with the sonic or sound descriptor bypass DR/-.
Podrics Pipe of Perpetual Peace

Crafted by an especially well loved halfing bard, with help from a master dwarven craftsman, during the Age of Founding in the Western Kingdoms. This pipe is enchanted to never run out of its’ herb, and calms even the angriest of souls that imbibe its’ contents.

Pipe (Slotless Magic Item)

**ENDLESS SUPPLIER:** This pipe never runs out of the users choice of either *Highgarden Halfings’ Herb* or *Tor Sky Crystal.*

**PEACE TALK:** Those that imbibe the herb from the pipe willingly fall under the spell *Calm Emotions*, treating everyone as though they are friendly to them. This effect lasts 6 hours per hit from the pipe if using Herb, and 4 hours per hit from the pipe if using Crystal. Those that are within 5ft of someone smoking the pipe must make a Will Save (DC of 32) or be under the same effects, though the user smoking Crystal raises this DC to 36.

***THIS PIPE CAN BE DESTROYED IF USED TO SMOKE A DIVINE SERVANTS BLOOD IN ELYSIUM***