recursal/Fanatic-Fandom huggingface dataset:
Prism Celestia

[Currently outdated since the ascension of the Lads]

  The third biggest plane in the universe, the realm of Kairos God of fate, time and order. Although this is Kairos´s home plane, because of the nature of its title has “Chief Deity”, this plane also serves has the hub of all the godly entities, keeping and enforcing the law of the universe.

  Crafted from absolute law and mathematics, this plane takes the shape of a perfect prism, divided in 4 demi-planes.

  Every single one of this planes are absolutely forbidden for mortals unless explicitly invited, and it’s quite impossible to travel without catching the angles notice. For that reason, advices on traveling through the plane is unnecessary, if invited someone will easily guide you through it. If you’re not invited, may they have mercy on your mortal soul.

### **Celestial Throne**

  The top of the Prism is known has the “Celestial Throne”, it is not only the place where Kairos resides and oversees the universe. But also the place where all the gods meet, to discuss holy and divine matters.

### **Heaven City**

  The holiest city in the universe, populated by holy beings and pure souls. Serving has a center for the minor deities and holy messengers. In here equipment is forged, information is traded, coins are traded, and holy souls are rewarded.

  Zivar God of Trade is the mayor of this town, controlling the holy goods, and managing the affairs of this holy city.

### **Mechanus**

  A plane of absolute order, made of interlocking gears which are habitable on both sides. These great flat wheels have teeth that meshed at perfect angles, all turning slowly and in synchronicity. Each gear has its own gravity, and the void between the gears is filled with air, allowing easy flight.

  The “Modrons” are native to this plane, a race of beings organized in a rigid caste system. The ruler of the modrons is known has “Primus” the supreme being of law, being born from the order and the mathematics of the universe.

  Kairos has recruited Primus to ensure the stability and functionality of the universe. The modrons not only serve has guards in the demi-plane of tartarus, but also protect powerful relics of the gods, like the “Tablets of Fate” and the “Chorono Controller”.

  At the center is the demi-plane sits the “Great Gear”, the wheal that makes all the other gears move, and where Primus resides and plans his next attack on the forces of chaos.

### **Carceri**

  Most evil mortals end up in one of the eight hells, however if a more advanced creature were to break one of the divine laws, hell may not be enough to seal such power.

  That is why the gods created Tartarus, to seal away any godly danger that threatens the cosmos.

  The few angles that are able to enter this region tell the tale of an infinite maze of jails and seals, where dark and strange creatures are locked away and scream evil deeds onto the visitors of the plane.

  If not for the shadow realm, this would be the most forbidden and dangerous place for mortals. And I cannot stress this enough, DO NOT ENTER SUCH PLACE.
Guard

Your Guard is a measurement of how likely you are to avoid being damaged by an attack, either by blocking it with your body’s bulk, an armor or shield, clever misdirection or trough sheer reflex. In order to hit you with an attack, your opponent's attack roll must exceed or be equal to your Guard, otherwise they will miss, and vice-versa.

You Guard is essentially determined by the Armor you’re wearing. Armor has a base Guard and an Attribute that governs its use, increasing or decreasing its efficacy. If you're unarmored, your Guard is 10 + your Agility modifier. Being unarmored is usually not a good idea, unless you have special Feats or Perks that augment it.

As a rule of thumb, Heavy armor grants the highest base Guard, but requires a high Physique score and is not affected by any Attribute; Medium armor grants a moderate base Guard and is affected by your Agility, though to a limited extent; Light armor only grants a mediocre base Guard, but is greatly affected by Agility; and spells such as Shield grant a small base Guard but benefit from one of your mental attributes, depending on the method used to cast them.
Penumbra

Separated from her mother at 4 she was given away to Stentor Special Operations to be trained and fulfill her duty in the highly anticipated Intergalactic Supressionist War. Taken under Infinite's wing at 7 he quickly became a strict but also loving father figure to her.

Later on the war broke out and Penumbra lost her home planet. When this happened, she saw everyone morning their losses, but she realized herself that she didn't care about her home world... The only thing she cares about is her team- her family.
Lala Langie

## Appearances

Season 3

Lala Langie was Yotanwa's best friend. Their relationship started when she was found laid dying at the beaches of Sigma island with no memories and surrounded by books of magic. It is suspected she was a guard on an important merchantch ship that got caugth by the watter chained barrier.

They worked together and gained controll of tribe while studying and expanding their knowlege about magic.

In her last battle her Wind aoe atacks proved to be the hardest thing for team Vulcan since she killed kalius.

She was also killed by kalius neutralized her from a distance in the end.
Pteromys

Pteromys was created in a battle between a Monk Spear Master and two Slimefolks, both Slimefolks hit their final hits on the Monk, killing him. Due to exhaustion of the battle both were doomed to fade away so in last breath they combine themselves originating a third peace of slimefolk that absorved the body of the Monk creating The Urban Bounty Hunter, Pteromys The Sandoman.

"Bounty the job, Gold the way"-Pteromys

### Before Season 3

Pteromys dedicates his life collecting bounties in order to survive, he was a part of a mercenary group called Mates.

### Season 3

Pteromuys made an appearance to give the good luck to Dundee and watching the tryouts of the recruit man to the for a new group for the Lads, later on becoming the Team Vulcan.
Forion, The Young Smith

## Appearances

Season 2,Season 3 (NPC)

He's just a curious and determined young adult who was moved and passionate about the art of crafting. He decided to start with smithing, but Sandga and Trunquer only acknowledged him to be their apprentice when he turned 17.

"This is not a job for a little soft-hands boy... If you really want to become a blacksmith you'll have to work hard, kiddo. For now you chop some wood. Only time will tell if you're up to it"- Trunquer said (Forion at  the age of 15). After two years of chopping wood, cleaning weapons, listening to his teachers' advice, and watching them craft, Sandga let him have a try at forging his first craft (Forion's first blacksmith's hammer) with some help from Sandga."Know you've earned your own Blacksmith hammer, now you are ready for some craftsmanship"- Sandga

Was taught by Sandga and Trunquer for 5 years, alongside Jimbo and Sheeva (in 10 year time skip)

Experience: Initiate (5 years)

### Season 2 & Season 3

Being the youngest smith around is not always easy. Before crafting and smithing, preparations must be learned. So, usually, Trunquer gives him small jobs, so he can learn and improve.
Jimbo

### Backstory

A regular man that was fascinated with the art of smithing at the age of 19. He was not the greatest at first, but he could handle himself pretty well. He became an apprentice of Trunquer, after Trunquer saw some potential.

At the age of 29, Sandga taught him a bit more for 7 years alongside Sheeva and two years later with Forio (during the 10-year time skip)

Experience: 17 years (Apprentice)

### Season 2 & Season 3

Bold young man, optimistic, always with a great smile, and hard-working, specializing in light weapons and armor.
Unholy Diver

The severed arm of an unknown creature, found deep in the frozen wastes. It is blue and covered in chitinous plates, sleek and slimy to the touch. Its four fingers bear nails of a quartz-like material.

## **History**

Originally the arm of an unknown creature found near a Devoid Tear in the frozen wastes, it acquired the ability of transporting people and things across planes after Koltar threw it trough said Tear. It proved itself useful when it sent Ihkulan's phylactery to the shadow realm in the LADS final fight with him.

## **Abilities**

1. While holding the arm, you can use an action to point it forward while speaking the name of a place, person or direction. The arm will then teleport you and up eight creatures of your choice, and close one of its fingers. Once all four fingers are closed, the arm will temporarily become unable to use its abilities. A finger re-opens after being exposed to twilight for over an hour. The destination you choose must be known to you. Your familiarity with the destination determines whether you arrive there successfully. Draw a card from your Gambit to determine the accuracy of the teleportation, as shown in the table below.
2. You may throw the arm at a target, causing it to be teleported to a place you’ve designated beforehand. Make a ranged attack against the target. On a hit, the target must succeed on an Agility save equal to your attack roll or be teleported as described above, the arm remaining in its location and gently falling on the ground. If the target succeeds on its save then it is not teleported and the arm falls on an unoccupied space adjacent to it or, if none is available, returns to your hand.

## **Downsides**

1. Whenever this item causes a creature to be teleported, its clothes and armor stay behind.
2. If it remains unused for more than 3 turns whilst its being held, it will attempt the strangle its user. The user must make a 16DC Physique save or will begin suffocating. They may attempt the save again at the end of every turn, taking 4 crush damage on a successful save, and growing closer to suffocating on a failed save.

## **Containment Method**

Splashing Unholy Diver in a tincture of holy water and iron, and then submerging it in mercury, will keep it asleep until its disturbed. However, once it leaves its containment vessel, it cannot be put back within the same hour.

## **Berserk Behavior**

Unholy Diver will teleport erratically, attempting to choke the oldest entity in the room that doesn't intimidate it, if it remains unused for more than one day. If it manages to choke someone and hold on to them until the beginning of the next turn, it will teleport them to a random location within the same plane.

## **Destruction Method**

Have Unholy Diver clench five silver coins that lack any form of insignia of any kingdom or location within the same plane. Afterwards, throw it into a river. It will not know where to teleport and disintegrate itself tough space and time, being completely destroyed.
Gladius

The iconic weapon of Chæmen legionaries. It is well-known for its powerful thrust. Used in tight skirmishes, the compact nature of the blade allows its wielder to perform quick attacks even in tight spaces, chaotic melees, and uncertain footings, as are typical of the ship boarding and wetland battles common in Chæmeron. Where the gladius truly shines, however, is in orderly formation battles, where soldiers can stab beside or over the shields of their fellows, cutting down their enemies while the formation advances.

To make the most of this blade, legionaries train to take every opportunity and attack every exposed target, even if that meant cutting the legs of their opponents from underneath their own shields.
Adult Quartz Dragon

Regarded as the most reclusive and unpleasant of the dragons, white dragons are distrustful by nature, and prefer to act alone in icy tundras, mountain tops, and other places where regular life is hard to come by.

 **Armor Class:** 19 (Natural Armor)
**Hit Points:** 232 (20d12 + 113)
 STR
 27 (+8)
 **Saving Throws:** DEX +6, CON +13, WIS +7, CHA +11
**Skills:** Perception +13, Stealth +6
**Damage Immunities:** Cold
**Senses:** Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
**Languages:** Common, Draconic
**Challenge 17** (18,000 XP)

**Caster Level:** 5th

**Bite.** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) cold damage.
**Claw.** Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) slashing damage.

**Action 1:** **Draconic Blizzard.** The dragon summons a storm of ice and snow around him. Until the dragon is incapacitated an area of 60ft radius around the dragon is considered difficult terrain.
Additionally, creatures that start their turn within 60ft of the dragon must succeed on a DC 18 Constitution saving throw or be restrained by ice, the creature can repeat the save at the start of his turn, ending the effect on a success.
If the creature fails the save while it is already restrained, the creature becomes petrified instead.
Creatures in full cover automatically pass the save, with three-quarters they have advantage, and with half cover they gain a +5 bonus to the save.
Allied creatures standing within 5ft of each other can benefit from being half covered, but one of the allies must be the blocking creature and will receive no benefits from cover.

**Action 2: Frostbite.** The dragon beats its wings unleashing a wave of cold, and ice. Each creature within 30ft of the dragon must succeed on a DC 21 Dexterity saving throw or take 8 cold damage and lose their action next turn.

**Action 3: HOW DARE YOU LIVE IN MY PRESENCE!** Creatures that start their turn within 60ft of the dragon take 2d10 cold damage, the dragon heals for the cold damage dealt this way.
Thorvar

Backstory

One of Koltar Children and a member of the Koltar Klan, being named after Koltar's first friend in the Mundane plane. Being around Ziva and listening to her stories and dialogs he manage to learn some sort the pirates code messages (very similar to Thieve’s Cant) and might inherited the agility of Ziva and like any other of his siblings the charm of his father. One of his firsts sensations that he can recall was animal fur, as a baby he was warped with some bear fur so he would be warm so this sensation made him calm, due to that he grew loving animals and constantly bugs Koltar to turn into a wolf so he can pet him when Fenrir isn’t around. During full moons he gets a weird sensation around his stomach but he never turned into a were beast (a werewolf, a were bear, you get the point) just gets that odd sensation
Circa Truskan

## Appearances

Season 3 - Battle for Tops I

Circa has no memory of the Koruthar Empire's existence. Her parents died in the great plague, but her country was always the Ladian Empire, led by the ones who saved the continent.

She was picked up from the streets by a scout and joined the SGE out of necessity. There she learned about Ladian history, magic and received basic education. However, her bad personality and low affinity to evocation type magic singled her out as the worst Sailor Girl of her year.

She knew there was no way she could climb the Establisment's Ladder and get to serve the Lads. So she simply gave up on her dreams and worked for SGE while frequenting questionable places and doing even more questionable things.

She died of an overdose shortly after meeting the Vulcan Team in the event Batle for Tops I and taking too many of Jet Set's drugs.

She did not meet a single Lad in her lifetime.
Ricardo Eduardo

### "Annything for you my queen"

Ricardo Eduardo was a highly educated elf from the famous and influential Eduardo family.

He was an expert in mercantilism and was very close to his grandfather Zero Eduardo. An Upstanding man until he meet Crença Fria and got hypnotized so that she could steal some scrolls from his granfather.

After the effects of the hypnosis passed Eduardo decided for some reason that she was the love of his life and started looking for her. After some time Crença came back for more scrolls and realized she did not need to use magic on him for he was but a simp.

Eduardo used all of his conections to help her get corpses for whatever reason and kept stealing scrolls from his grandfather's colection.

Eventualy Eduardo made a big mistake which put Team Vulcan on his tail. Eduardo then decided to chalenge them to a series off duels wich he **mostly** won by using the scrolls he had been colecting along those years. For more details on his death check out the Mass Corpse Robery of 359HE event page.
Koltar Klan

## "I love my kids" -Koltar Raniac

### History:

Koltar Klan is the unofficial name that Koltar gives to his kids. They all get along well, and get into trouble together a lot by pretending to be an aventuring band like his father and the Lads, or by stealing a ship to play pirates like his mother (to be fair, Koltar was involved in the last one).

### Members:

Kalius: Kalius is a member of the Vulcan Team and both the eldest and the most recently discovered Koltar Kid. His mother was one of the many women Koltar slept with prior to meeting Ziva. He is a powerful magic user being recognized as the strongest member of the Vulcan Team and the the winner of the Golden Fist Tournament. He has yet to meet his brothers but Koltar has accepted him as one of his own and proclaimed to expect great things from him.

Koltar Jr.: The second eldest son and twin to Jimmy, his mother is Elonia and not Ziva. Although he is not her son, Koltar jr. views Ziva as his mother and treats her as such.

Jimmy: Twin to Koltar Jr., and the mastermind behind most operations.

Elise: Eldest daughter, and the common sense of the group. She's the daughter of one of the slave elf girls, but, like her brothers, considers Ziva her mother.

Jacqueline: Ziva's first biological daughter, likes to look at flowers and playing the lute.

Elonia Jr.: A miniature Ziva in personality, likes to sail and fight. It was her idea to steal a ship.

Thorvar: Named after Koltar's first friend in the Mundane plane, loves animals and constantly bugs Koltar to turn into a wolf so he can pet him.

Azzelbenthur the Destroyer: Born with immense power and potential, he embodies the full power of Kolatr's demonic blood. Many fear what he might become, but for now he loves to ride piggyback on Koltar and play hide and seek with his brothers.

Talio: Koltar's younger son, named after Talio Heinrik. He was conceived after Koltar´s ascension, and because of this, he has the power of a saint himself, but so far he is but a baby.
The Mates

Carlus the Blessed

Xing Ping

Al Cagobo

Carlus the Blessed

Xing Ping

Al Cagobo

Snuffles

The mates where an adventuring group active from ??? to ???. They embarked in many important missions, but they were mainly unknow to the public.

### Members:

* Dundee
* Pteromys
* Carlus the Blessed
* Xing Ping

* Al Cagobo

### Events participated in:

* The midnight doom
* **The slightly colder day**
* Scout of the capital
The White Clover Company

Seeing the success of many other mercenary band Amogus Callou, a mysterious tie fling with ambition decided to venture using all his money and created his own mercenary band. Based on total anonymity it's rules are few and and it's members are known to be some of the most evil combatants there is.

This company became notorious for committing war crimes and letting criminals run rampant, but in return it accepts impossible missions and has the best prices.

## Organization

All members are attributed a special tag with a number when they enter, together with a white robe for them to use when dealing in the affairs of the band. Since there is full anonymity, in theory there is no way of keeping track of who is who besides memorizing their numbers, but the tags with said numbers are swapped and stolen a lot. By design, this system creates a lot of switching and betrayal within the org with no repercussions.

The tags with repeating last numbers have some level of authority over others, so acquiring one of these tags basically earns you a promotion. If the number ends in 00, it's called Dubs, if 000 it's called Trips, if 0000 it's called Quads, if called 00000 Quints and finally the leader is called Six zeros and holds the 000000 card.

The company travels together and allows the leader to decide most things. Usually when someone leaves the group they say nothing and take their tag with them, having the option to come back whenever they want. Many war criminals love this system as it allows them to commit war crimes and atrocities under the hood of the White Clover Company and then live a normal public life.

The company itself is not welcome in most countries but has the best prices and takes on some of the riskiest missions for its leaders are some of the cruelest, most maniacal men who have hidden agendas or simply enjoy chaos and suffering.
Living Shadow

The Living Shadow is a creature summoned with the Living Shadow magical effect, and resembles the shadow of the creature that summoned it.

 **Armor Class:** 13 (Natural Armor)
**Hit Points:** 1 (or equal to the Level of the creature that summoned it)
 STR
 5 (-3)
 **Skills** Perception +4
**Senses** passive Perception 14
**Damage Immunities** Necrotic

A Greater Living Shadow can be summoned once a creature reaches Scion attainment in the Way of The Abyss school of magic.

 **Armor Class:** 17 (Natural Armor)
**Hit Points:** Equal to 3x the Level of the creature that summoned it
 STR
 13 (+1)
 **Senses** passive Perception 14
**Damage Immunities** Necrotic
Gareth Finnegan

## Before season 2

Gareth was a professional boxer in Hanseatyn. He lived with his brother, Sammy, and his mother in a small house, and his mother was really sick. Gareth tried to save up enough money to pay for his mother's medical expenses, but couldn't, and eventually his mom died from the illness. Gareth fell into a depression and turned to drugs.

At this point he was approached by the leader of the Millefiore family, who offered him a job as his bodyguard, with enough pay to provide a good life for him and Sammy. Gareth was very moved and pledged unflinching loyalty to the family. Everything was going well until Sammy was murdered by a thief who broke into their house while Gareth was out working. What Gareth didn't know was that Sammy's murder was actually planned by the boss because he overheard the boss talking about his dealings with the Green Father. Gareth again almost went back to drugs, but was again brought back by the boss, who helped him through his grief. Never having met his father, the boss was the closest thing he had to one, and Gareth loved him.

Eventually, though, tragedy struck Gareth for the third time. The boss was killed by a member of the family, a man called Talio Heinrik. Gareth's heart was shattered. The man he loved as his own father was murdered by someone he considered family. He had nobody else. What would he do now? He felt the pull of drugs again. Afterall, what did it matter? What did he have left to lose? But in his moment of weakness he remembered all the boss had done for him. Going back to drugs would be like spitting on his grave. He picked himself up and held in his tears, then went searching for the traitor.

## Season 2

Having found Talio Heinrik, he beats him until near death, but he doesn't fight back, prompting Gareth to stop and listen to Talio's explanation. Realising he had been living a lie, he asked Talio for forgiveness and joined the Lads in their adventures.

Many years later, the Lads were hired by the High Pontiff to investigate mysterious events in his home continent. That was when he first met Fnammu, who would eventually become his wife. The Lads eventually uncover an invasion by the Slaad

Noteworthy accomplishments during season 2:

* Beat the Great Khali in single combat
* Entered a Desolate Beast's anus and tore him apart from the inside
* Dealt the final blow to Ikhulan
* Got married to Fnammu
* Had two children with Fnammu, named Sammy and Talia.

## Season 3

Gareth is seen in the first episode conducting trials for the Vulcan Team, consisting of making the candidates damage dummies to test their offensive skill, and take a punch from him to test their constitution.

He is currently in the north of Koruthar claiming new territory for the Ladian Empire.
Ebbings of Meso

Also known as "The Underworld", this is the divine kingdom of Kefka, God of Death. It is a plane consisting of the infinite River Styx, marked by its constant state of twilight, as if time had frozen just as the sun was about to set – though no sun or moon are actually visible. Afloat in this distributary of the River of Time are the floating citadels and towers of Thabrian, as well as the boats of its inhabitants, the souls of the God of Death’s followers. Their afterlife is spent in Idyllic peace and leisure, though many volunteer to aid the God of Death by working in His ever-expanding records of births, deaths, and the kingdom of destination for the souls of the dead. To those who become bored with such a life, the God of Death allows them to reincarnate into the Mundane World, though they must first drink from the Styx, so as to not upset the balances implemented by the gods. Should such a soul return to Ebbings of Meso, they may once again choose to remember any of their past lives.
Slit Darkness

Firstborn son of the head of the Tardness family, Slit received a strict education worthy of a king while growing up. Felling the pressure of society, he endured it all into his teens until the plague of shadows happened and caused his father's death. However, his rise to the head of the family and the whole continent succumbing to the plague were not what triggered Slits change in mentality and mannerisms, it was in fact something far worse - puberty. Slit became a femboy, he was very decisive and proud of it. His favorite hobby was surprising people by showing off his strength, smartness and his huge donger.

Slit changed his families name to Darkness because it sounded cooler and began dressing up like a woman. He controlled his family's influence with impeccable strategy and mercantilism.

One day, he was invited to a party for high ranking noblemen, where he died a brave and heroic death. But this was not the end of his story...
Kazir Smugler

### BackStory

Slimefolk mercenaries prove themselves to be fairly useful individuals, in terms of forced entrances or rather stealthiest approaches, usually are easier to negotiate in payment most demands tend to be in food supplies and gems due to the nutrients sources. Kazir is a brownish colored Slimefolk that usually likes the uncomfortable expression on individuals, noticing that most Nephilim tend to get the effect on people so he shaped his own face as similar as possible to a Nephilim, because uncomfortable people tend to be an easy bargain for food. Due to this behavior they tend to gave him food to disappear until he was appointed with a group to e new task to investigate certain disappearances at Faroak Village with a promise to be paid after the job is done.

The group manages to finish the investigation and collect the reward.
Leveling

Although characters start with a minimum of 1 Kavana, over the course of an adventure they will most likely grow in power and divinity, being represented by an increase in their Kavana.

Whenever characters gain Kavana, they increase their maximum Condition by 3 + PHY for each Kavana gained, and can then spend the Kavana gained in one of two ways:

1. Gain one feature from the various ability trees, as explained in the Ability Trees section, with each features costing 1 Kavana respectively;
2. Gain attainment and learn Magical Effects in a certain Way of Magic, as explained in the Magic section, learning 6 magic effects at the cost of 1 Kavana.

Both feature mechanics are further explained in their respective section, but overall, all features and attainments always cost 1 Kavana, making not spending or hoarding Kavana unnecessary.

Once enough Kavana is obtained by the characters, they may go up in Stratum, as detailed in the Stratum section. In summary, Stratum is divided between four tiers. From lowest to highest, these are: Mortal, Exalted, Demi-God and Empyrean. Once a character advances to a higher Stratum, they gain access to new abilities and attainments not previously available, certain skill proficiencies, and gain access to their character’s **Ace Ultima**, as described in the **Ace Ultima** section.

Gaining features and magical attainment may also add cards to your Gambit as a consequence, with those rules being found in the Deck and Gambit section of the rules.

If you are still leaning the rules, advance to the Ability Trees or Magic section of the rules. Followed by the Stratum or **Ace Ultima** section of the rules.
Stromboli

### "I can hear better than you y'know!"

Since young Stromboli hunted around Actia Island and collected the manny ship wreckage that turned up on the beaches. Her father was always fascinated by how similar to her mother Pasta she was. Despite looking rather weak Stromboli never came back injured or failed in a hunting trip.

The Redian way of education affected her greatly. Every time she lost someone dear to her, she would have faith in "the way of the hunt" and not even flinch. This was most notable when her two very dear older brothers died and Stromboli did not mourn or cry for them.

At 14 years old Stromboli had made a name for herself in all towns of Actia. After all, her grandfather was the chief of a village and she did not care. Her brother had been killed by a well known hunter and she did not care.She was rumored to be the strongest hunter of the village and she did not care. There had been rumors about another island being "conquered" and she did not care... Until news came that Bludia had been destroyed and next on the list was Yelodia and her home - Redia. Then she cared a bit.

Following her grandpa's orders Stromboli looked for help within near smaller villages and gathered as many people as she could for the battle that was to come. Her grandfather, then chief of Redia amassed a surprising number of over 300 hunters and warrior ready to defend their hunting grounds. What followed was an unprecedented slaughter of Strombolis folk as a man named Proficuous and 2 other enemies of the invading forces had strange powers, knew magic and were quite strong. They were also accompanied by twice the number of troops.

tba
The Dark Lads

In order to accuse The Lads of murder, Mister P created puppets in their image after months of observing them, and using his working knowledge on the Void Self. While The Lads were off on a mission in the desert, the copied Puppets, now named “The Dark Lads”, executed the murder of the emperor. Due to their resemblance to The Lads the crime was pinned on them, leaving no tracks of Mister P´s work.

During the final stages of his plan he used The Dark Lads as guards for the castle while he completed the Ritual. Even though they were made with powers that would counter The Lads, they were still defeated and ultimately killed.

Fun facts:

* Dark Laedo is firefighter
Adult Ruby Dragon

The most common type of Dragon, the Red Dragons are usually must more aggressive, preferring quick and destructive types of magic, in conjunction with a mighty physical strength and almost impenetrable scales.

**Hit Points:** 262 (20d12 + 133)
 STR
 27 (+8)
 **Saving Throws:** DEX +6, CON +13, WIS +7, CHA +11
**Skills:** Perception +13, Stealth +6
**Damage Immunities:** Fire
**Senses:** Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
**Languages:** Common, Draconic
**Challenge 17** (18,000 XP)

**Unstoppable.** Ruby Dragons are immune to being unwillingly Polymorphed, and to any magical effects that would impair their movement in any way, whether it being from movement reduction, or movement negation.
**Caster Level:** 5th

**Bite.** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
**Claw.** Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) slashing damage.

**Action 1:** **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**Action 2: Flaming Wings.** The dragon beats its wings unleashing a wave of fire. Each creature within 30 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) fire damage and be knocked prone. The dragon can then fly up to half its flying speed.

**Action 3: RECKLESS INFERNO!** If the dragon is bellow 25% (65 HP), it can ignite all the scales in his body to become a devastating wildfire in the form a dragon, for up to a minute.
When the dragon enters this form it heals itself by 65 HP, any creature that ends its turn within 10ft of the dragon takes 2d10 fire damage, and the dragon gain advantage on all Bite and Claw attacks, but attack rolls against it have advantage.
Bagrid Damascus

The Damascus family was one of the few gwarven families rescued by the lads, they were slighty known for their sturdy daggers. Oliver Damascus, Bagrids father, were one of gwarven soldiers that fought alongside the lads and still works under the Ladian Empire Army, currently on service.

           Bagrid knows the basic knowledges of smithing, but what he enjoys the most is using the arcane arts for either the imbuement of magical properties to items, for arcane utilities or weapon repairs.

          The letter was sent for Oliver to attend unfortunately due to being on duty he decided to send Bargrid his oldest son to attend instead of him, informing the Duke that his oldest son will attend instead of himself.

What was meant to be a casual event turn into mystery with blood, madness and dark magic. Starting with the death of the host in which the people involved in the event attempted to solve the mystery and with that more sketchy rituals were found also with lives were lost. In the end Bagrid choose death over madness burning down the Duke Hayor Gesrorben house in order to at least delay that madness to spread. Bagrid was replaced by a copy created by the entity from whose rituals were meant for. Whats left of the original Bagrid is left in the ruins of where once was the Dukes house.
Mirror World

The Mirror World is a parallel dimension, which appears as an exact reflection of the mortal realm, possessing a copied reflection of all the buildings, objects and creatures present in the mortal realm. Any reflection seen in the mortal world is likewise reflected within the Mirror World, which also serves as a door for some beings in the Mirror World to enter into the mortal realm.

In the spaces between these reflections the Mirror World is a barren wasteland devoid of light and color, resembling only the shapes and grey visages of a forgotten world. Creatures who attempt to travel in these grey spaces will be consumed by the Mirror World, becoming only a dark shade that wonders aimlessly through the realm. To avoid this fate, a creature must fully become its own mirrored reflection through a secret ritual only known to Demons, occultists and the Dresha Elves, which drains all the color from the subjects shape, but grants the user the ability to safety traverse through the Mirror World, and travel between the Mirror World and the Mortal World using mirrors and reflections.

The origins of this realm are unknown, since no divine entity seems to rule or have created this plane.

Currently the only true residents of the Mirror World are the Dresha Elves, who escape into this plane to survive the Plague of Shadows, but who were then permanently bound to the Mirror World by the Ladian Empire, when the Empire destroyed the Dark Mirror, the Dresha’s only true path back into the mortal realm, during the War of the Shattered Mirrors. Aside from that the Mirror World also houses a myriad of mostly unknown entities, and a “reflection” of all creatures in the mortal realm, which only reveals itself as a reflection when the “true creature” is reflected on a mirror or other reflective material.
Aelita Braum

## Appearances

Season 3

Aelita Braum is the proud owner of the Titty Tiphon house in the secs distric where she safely gives jobs to new unexperienced secs workers. She also partakes in providing info for the Ladian Government to not let crime rise in gher general area as that would be bad for business.

She is mentioned on several stories of Team Vulcan as she was captured by them after killing a rival business owner who was promoting gang violence in her area.
Big T's Safety Cape

## "Please... don't take it of..."

Fire damage received is divided by 4.

All fire damage received is stored up and will be released all at once. If the damage dealt turns the user at negative max hp into ashes.

If the cape touches water it temporarily loses its properties and releases all pent up fire damage.

Damage is released when unequipped.

If fire damage exceeds 500points it is also released.
Living Nightmare

**Armor Class:** 13
**Hit Points:** 102 (12d10+36)
 STR
 17 (+3)
 **Damage Resistance:** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
**Damage Immunities:** Force, Necrotic
**Condition Immunities:** Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
**Senses:** Darkvision 60 Ft., passive Perception 10

**Claw.** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 6) Necrotic damage.
Prayer

A payer is a specific Ritual that can establish a Connection between a person and an object of worship, allowing them to communicate, and for the object to use the act as a conduit of its power, typically giving their followers a temporary bonus. A prayer, like most rituals and ceremonies, must be performed in a Consecrated place.

## **Known Prayers**

Prayers are easily shared: they can be taught, inscribed in a book or on a wall, or learned by reading and memorizing them. Most characters will know one or two prayers, depending on their background and faith. By default, you known at least one prayer from your patron deity.

## **The Power of Prayer**

The power derived from prayer is dependent on the object of worship. Typically, a god will detail the powers 'It' grants from prayer, and can easily have multiple associated prayers. Each Domain also has an associated prayer, as detailed below, which can be used in place of the regular prayers or in cases where no prayer power is specified for an object of worship. One can perform the prayer of a specific deity, or one of their domain's prayers.

A prayer takes 1 minute to perform, and its effects last for 8 hours, unless they state otherwise. A prayer's effects are canceled if you receive those of another prayer.
Technical Medium

Technical mediums manifest one's power trough habituation of a practiced set of physical techniques. These techniques, ranging from breathing techniques to martial arts, bellow a mystical reaction with each specific movement. It is one of the favored mediums of fighters and ascetic practitioners, whom are able to seamlessly integrate these mediums into their fighting style.

### **Spell-Casting Attribute**

Your Spell-Casting Attribute for spells cast trough a technical medium is Physique, as they are dependent on your physical aptitude.

### **Components**

To cast a spell trough a technical medium, the user must perform a set of movements specific to the spell they are attempting to cast. If the user is unable to move or otherwise restrained, they are unable to cast spells trough this medium.

### **Point-of-Origin**

The point-of-origin for spells cast trough a technical medium is a point within range of a technique if it were being use to perform an attack. Typically, techniques would be able to attack at melee range, but those employing a ranged or throwing implement can eat and it to the range of said implement.
Laedo Lolar

A noble elf who used to part of the Korutharian Empire military but ended up deserting after a freak fire accident in which he lost most of his comrades.

### Season 1 Development

During season one Laedo fails as a comedian and ends up joing a passing group of travellers(later called The Lads) who were heading to Meirin city. Initially suposed to only hitch a ride with these folks Laedo had already realized he was dommed to fail as a comedian and decided to do dangerous odd jobs with these people who mostly accepted him as he was.

In truth Laedo was pyromaniac elf waiting to die in the coolest possible way. This is why in manny figths he played it safe 99% of the figth and then proceded to do something insane at the end. As the several figths and events of season 1 passed Laedo came to realize he had a gift when it came to quick thinking in deadly situations. This made him not only stronger but also more confident which allowed him to open up a bit more to the world and set fire to more things.

Later into the season the Lads were at the center of the Plague of Shadows event where they deffeated Mister P and saved what remained of the Empire of Koruthar.

Noteworthy things that Laedo did during Season 1:

* Participated in a massive elf orgy and convinced a female elf to suck him off of the fact Lad Shrook died and he felp sad.
* Dealt the final blow to Masi'wa.
* Plotted to kill Po'Tu with Koltar.
* Defeated Taruk the Tall in a not very fair duel in the midle of the Halafarinei Desert.
* Got married to Eylin Barik.

#### Post Season 1 Development

Laedo beacme a respect hero and saw an oportunity to make history. So he took upon himself to start legends about the Lads and started the Ladian Empire. His first aproved order was renaming Meirin City to Lad town for obvious reasons.

During this time Laedo:

* Had 2 kids
* Founded the Lads very own information network and propaganda machine: the Sailor Girls Foundation.
* Set fire to more things
* Help reclaim terrotory from the lost ones.
Slaad Replacers

Slaad Replacers are a type of creature connected to the World Eater, most commonly known has Yog’Mayur’s spawn, these Slaads aim to completely mimic a creature, before killing them.

To achieve this, they first induce into their victims a great amount of stress and madness, making them increasingly weak to their psychic abilities, until the Slaad has been able to fully mimic its form and mannerisms, at which point, the victim is most likely either killed, or reused as a slaad host.

They then infiltrate society as their victim, to further yet unseen goals.

 **Armor Class:** 14 (Natural Armor)
**Hit Points:** 52 (8d8+16)
 STR
 11 (+0)
 **Skills:** Deception +6, Insight +3
**Condition**: Immunities Charmed
**Senses:** Darkvision 60 ft., passive Perception 11
**Languages:** Common
**Ambusher.** In the first round of a combat, the slaad replacer has advantage on attack rolls against any creature it has surprised.
**Slam.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* (1d6 + 4) bludgeoning damage.
**Read Thoughts.** The Slaad Replacer magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the slaad can continue reading its thoughts, as long as the slaad's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the slaad has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Alice Laguarde

Alice Laguarde is a distinguished killer and spy that works for rich people in the western south part of Empire of Man. She was born in the same area as Palleturquoise as they both share the French accent in the common language.

Alice knew she couldn't go up in life without breaking a few eggs, so she decided to embark to the new continent and gain powerfull knowlege there. When she heard of a secret expedition to an undiscovered continent, she knew this was her chance. After that, the events of the one shot take place.

After the one shot she made a fool of herself as she claimed to have valuable info to the noblemen of the Empire of Man not realizing her memories of Sotenheim were wiped, and all maps had also been wiped.
Light Saber

Light Sabers are the oldest type of Æther-weapon in the Mundane World, being the prototype most other Æther weapons are based on. They typically utilize environmental *Breath*, but can be fed certain *Breaths* to change into. The original designs date back to the Dragon Era, during the early stages of the Great Punitive War. Light Sabers were created with gwarven brass as a base which, at the time, allowed it to be mass-produced. Still, their production was too costly to justify distributing them to every soldier under the Coalition. Instead, they were given to specialized platoons, whom used these weapon's ability to evolve on the fly to better adapt to their enemies.

## **Abilities**

### **Æther Blade**

This weapon can be upgraded with different types of *Breath*, changing its damage type. The weapon's damage type changes accordingly with the type of *Breath*, whilst the Stratum of the *Breath* increases its class.

As the weapon can naturally convert environmental *Breath*, only one flask of *Breath* is needed to change its main type. The procedure takes 10 minutes, but can be reduced to 2 actions by succeeding on a 16DC Intellect check. Failing the check wastes the mass of *Breath*, and the weapon keeps its current specifications.

 Hero
 Empyrian
 Aeon
Chesed

Chesed is the bottom right sea area as seen in a simplified layout of the Astral Realm, and corresponds to the Cardinal of the Hand. It's most strongly influenced by the element of wind, which causes it to have more erratic and dangerous currents, and more frequent astral storms. It is probably the most dangerous sea area for non-deities. It is avoided by most, though as the strong currents make travel much faster, some still dare to use it for transportation. Only the strongest spirits are able to inhabit the Chesed sea for extended periods of time, so its occupants are mostly powerful Saints, and, rarely, Angels. Most of these are aligned with wind, darkness, ice, transformation or flesh magic. The islands of the Chesed sea tend to be much flatter than in other sea areas.

The Chesed sea has some degree of influence over mercy, kindness and charity, as these are attributes of the strong. It also possesses some synchronicity with passion and desire, since one needs strength to actualize these.