recursal/Fanatic-Fandom huggingface dataset:
Psychic Force

When a being holds existence in a mortal shell, their intent can be utilized. Usually this is manifested in their choices, thoughts, emotions and manipulation of mana in areas of aether and ether. But a rare few are able to utilize their own intent in different ways such as Psions, Soulknives, Wilders and Aegis's. Though they to utilize mana unlike mages and priests who allow it to flow out from them and be shaped in the aether, it is instead consumed by the individual as fuel for their body to project their intent onto their surroundings. The intended effect can only occur if the psychics intent is strong enough to affect the material or being. A psion consume 3 mana in order to preform a 1st Rank power. Powers are capable of being up to 13th Rank as stable powers *before* being warped or otherwise empowered. If a psychic is out of mana to consumed within themselves, they must instead consume hitpoints at triple the normal cost.

Psychic force can not be directly affected with magic or mana, though warping that has stabilized and no longer in flux can be affected as normal reality would be; However psychic force can directly affect mana, provided that the psychic's power is stronger than the magic.
Rodesh

One of the rulers of the sky, the Smoldering Sky is a pterodactyl that has a wing span of 140ft and is smoldering from the inside. His red hide chars black in areas as fires spit to and from the webs of his wings. Volcanic magma drips from his chest and black beak. Though he is only estimated to weight about 60,000 tons. He was thought of as a "God" of Volcanoes by the local trolls, and was always known to be an ally of Hisat'Iri.
Ring of the First Storm

A thin ring, its’ band made from a gray metal and its’ single stone seeming to contain a sky blue energy swirling around a white cloud trapped inside the diamond.

**Level 1-4 (+1 Divine bonus to caster level when casting air or electrical spells)**

Aniros as only deity worshiped

**Level 5-8 (+2 Divine bonus to caster level when casting air or electrical spells and 1/day abilities)**

Shown a passion for the sky as a character trait

**Level 9-12 (+3 Divine bonus to caster level when casting air or electrical spells, 1/day and 1/level abilities)**

**Level 13-16 (+4 Divine bonus to caster level when casting air or electrical spells, 1/day, 1/level and at will abilities)**

Becomes a noble in the Tribunal of Winds

**Level 17-20 (+5 Divine bonus to caster level when casting air or electrical spells, 1/day, 1/level, at will and constant abilities)**

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

**SKY CONTROL:** The wielder of this ring may, as a standard action, may control fire as if under the effect of *Control Winds* and *Wind Wall*. Any save in the spell is instead (DC = Character Level + Half Character Level + weapons enhancement bonus). The wielder can use this ability a number of times per day equal to their level.

**ABSORB LIGHTNING:** The wielder may absorb an amount of electrical 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.

**STORMING MAGIKS**: The wielder gains access to Storming Magiks. Even if they are not a spell caster, they may spend 10 points of stored damage in the ring per spell level to cast a spell from that spell list.
The Cult of the White Life

A strange cult that is within the Underdark and they are worshiping a being known as the White Life that promises eternal life to those that worship it and work as its agent to prove worthy and join it. The duergar hero who ventured pasted the Death Barrier and survived it a hero-god of the cult whose flesh they consume to become part of the White Life and an extension of it.

* Grand Priest Hreidmar Moungain of Clan Moungain of Moromoro in Overdis
	+ Zealot Hrien Moungain of Overdis
	+ Zealot Freya Longbeard of Overdis
	+ Priest Karas Stoutheart of Overdis
	+ Priestess Meera Ironforge of Overdis
* Grand Zealot Akora of Sharden
	+ Zealot Lordis of Sharden
	+ Priest Heish Heish of Sharden
	+ Priestess Locoos of Lekeshta
* High Priestess Lesha'Ilythusia of Ithyu'Lian
	+ Zealot Erreui of Ithyu'Lian
	+ Priest Oparrus'Er of Ithyu'Lian
	+ Priestess Meresh'Ilath of Ithyu'Lian
The First Decimation Storm

When it tore from the greater storm, a rumble quaked across the worlds' seas. The world heaved in response to the coming catastrophe, and the waters in the newly discovered Tradewrecker Isles emptied a day before the storm struck. Ancient ones in the pirate capital would tell of how one could walk in waist deep waters almost to each island, and the sky grew terribly dark, the clouds forming a wall of black winds and red lightning.

The next day, the citizens awoke to the ground trembling and air vibrating. In the west, a towering wave 100ft high washed everything from the surface of the islands. Ship mages banded together to protect the fledging Port in the center isle, succeeding with the help of the Sealord. Then the storm itself hit, winds ripping the debris around like twigs. The 2nd Pirate King was killed by a log destroying most of his chest for his 11th death, and fighting began in the middle of the storm for his position. An air mage harness the raw power of the storm surrounding them to annihilate his enemies, with a massive burst of lightning magic and become the 3rd Pirate King. He then used his power to attempt to bend the massive storm to his will, and according to first hand reports, the very storm itself took form and lashed out at him, burning him to cinders in a blast of dark wind.

Lasting no more than a day, the storm 100 mile storm turned almost 90 degrees to the north and lightly battered the coast of the western Isle of Kol before disappearing into the water of the Bay of Kings, the dying storm drawn and absorbed by a gathering of Manngaris-Adorres.
The Grand Exchange and Market

Another of the more powerful organizations in the world, it regulates and tallies the availability, cost and price of the various market goods across the world, delivering a standard for nations and traders to go by. It is run by a council of members known as the Coinsmith Council, and assess all markets to keep the national economy flowing away from collapse.
Tyreen

## Origin

One of three deities spawned from the fracturing of the god Tyriel, Tyreen was originally known as Tyrea, a powerful goddess of justice. She fought many battles against the Lower Planes over the eons. Recently however, she has darkened and her faith has embraced the cold shadows of imprisonment.

## Spheres of Power and Influence

She governs justice, courts of law and imprisonment. Many prisons, courts and legal systems pay homage to her. Bounty hunters and paladins are counted among her ranks as are judges and the feared executioners.

## Plane of Power

Her plane of power is Heaven, in the second tier, the great fortress, Tru’Seria. Here she dictates the flow of truth and justice and wages her eternal war against evil.

## Herald

Her herald is Serrental, Heaven’s Justice, an archon who carries around scales that control the area around him, turning it into his “court”.

## Center of Worship

The center of her worship in the capital city of the Western Kingdoms, Hollandfast, on the planent Aeturuns, known as the Ministry of Truth.
Paradoxium

Eveite that has been empowered by additional arcane and void energy, similar to the energies of devils.

Paradoxium requires Master Evonic Craftsman to be worked, as well as a connection to both Esoteric and Void Magik to be created, in addition to the feat.

* Bonuses to Weapons: Weapons absorbs an amount of mana and deals an additional amount of dark arcane damage equal to the ENHANCEMENT BONUS of the weapon.
* Bonuses to Armor: Leeches 2 points of mana from those within 5ft per round that are designated by the wearer, up to a number of targets equal to the ENHANCEMENT BONUS. Adds an additional armor bonus of +6 (Light), +9 (Medium), +12 (Heavy).
* Bonuses to Shields: Leeches 2 points of mana from those within 5ft per round that are designated by the wearer, up to a number of targets equal to the ENHANCEMENT BONUS. Adds an additional shield bonus of +3 (Light), +6 (Heavy/Tower)
Surrounding Sea

The calmest of the great seas, it surrounds the center Continent and sees the most trade and travel. There are dangers still within its' routes such as the Manngaris-Adorres, but most of the major shipping lanes and trade routes are well patrolled, the Verdant Circle working with the House of Tides to move, contain and deal with most of the problematic sea and plant life. There is still piracy in the sea though its' mostly in the Lawless Waters, north western portion that borders both the Tan'Sari Jungles domain, and Yemmeth and is far from the naval bases of power in the sea.
Temporally Soaked Stop Watch

A long lost watch that fell into the Sea of Time, it has seen the past and future and now wanders many presents.

Stop Watch (Slotless Magic Item)

**READY, SET, GO!:** The user may, as a swift action, accelerate themselves and up to 12 others. This grants the effects of the spell *Haste* for 1 minute. The user may use this ability for up to 60 minutes per day, however each additional person consumes their own amount of minutes.

**FINISH LINE**: The user may, once per day as a free action, stop time as per the spell *Tine Stop* for up to 1 hour. This may only affect the user.

***THIS WATCH CAN BE DESTROYED IF THROWN INTO THE SEA OF TIME BEFORE IT WAS THROWN IN THE FIRST TIME.***
Nuren

Has been shrouded in mystery for ages. There are only two known things about the land; First it is the domain of dragons and their kin. And second, outsiders are only permitted in the twin city-states of Droyli and Nogshana since the beginning of the Age of Heroes.

## Droyli

The western coastal city, it was the first to open trading relations with the outside world when Dragonkin merchants from the city arrived in Mikal just before the Fall. Now it is a town of exotic trade and even more exotic people.

## Nogshana

The eastern coastal city, it was the second city to welcome outsiders onto its’ shores, and appeared as a full city almost over night. It is the leader in the animal market, both legal and illegal, magical or mundane.
Silvandia

The lone city on the western shore of Merrion, it stands as the one constant against an isle in near constant change. Its’ foundation is told in story to be made from frozen music, and that is how it resists the chaotic changes that permeate the entire island. The ruler of the city is Count Wulpumador Wizzador, an oracle who spends much time on the First World.
Soulsung Records

A collection of works, arts and literatures that make up the Yumee churches main source of information regarding their deity, It also contains a multitude of information about the planes, the nature of reality, energy, mortals and outsiders. Its' theorized that the original copy is' similar, if not more powerful than the Book of the Damned or the Chronicle of the Righteous.
The Fallen

## Origin

The only thing known about the Fallen was that she had somehow taken the power of the Forgotten when Charon arrived in the Lower Planes.

## Spheres of Power and Influence

She was known to have control over the forces of Chaos and Evil.

## Plane of Power

Her plane of power was the dangerous Lower Planes, locked behind the Gate of the Underworld.

## Herald

Her herald or whether she even had one is unknown.
The Rivers of Souls

Four winding "rivers" of souls that flow both to and from the Material Plane to the Great Beyond, they are a primordial mechanism for the cycle of life and death for mortals, who travel the rivers upon dying. The Rivers Nia and Styx run through the Higher and Lower Planes, while Callum and Thrian wind out through the unlocked Outer Planes. All pierce the Inner and Border Planes, but only vastly powerful entities or their servants are capable of seeing, let alone bypassing the potent wards of these rivers.

The Ethereal Plane acts as both a spigot for mana from Ark’Iaxinite sent through the Spire and Yumee's final judgement for souls from the Material. A metaphorical "fifth river", is known as the Manudaria Stream, is actually the combination of all four rivers, composed of mana that is sent to the Material Plane from the Spire and Limbo, while mortal ethos are drawn to it, pulled by the combined might of the rivers and eventually to judgement before continuing down the appropriate "branch" river to their final destination and becoming a petitioner.
The Secret of Reality

All reality is confined and quantified within the boundaries of the unexplainable. Those that unlock and understand the secret of Reality, are able to tap into aetherial or etherial networks in order to manipulate the chaos of reality to create their own effect.

In order to gain the ability to use Reality, the being will or bend an effect themselves with no outside help or mana. They must attempt to do this with an attribute [STR OR WIS] check equal to 30 + (50 – Level) – Mythic Tier (If Any), If the being fails, they are obliterated as they are struck with multiversal reverberations and shattered apart. This check must be completed until the being perfectly (a natural 20 six times) learns to manipulate Space.

Outsiders are unable to utilize this ability, as only essence can withstand this manifestation of Reality. Failing a save after learning to manipulate Reality results in the death of they are struck with multiversal reverberations and shattered apart. Reality manifests as red distortions and energy.

## The Secret of Reality

A being that can spend 162 essence and 3 fragments of transcendence along with an attribute [STR OR WIS] check equal to 30 +(40 – Level) – Mythic Tier (If Any) as standard action in order to cause various effects:

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

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

A Spire of the Queen

Also known as the Negative Energy Plane or the Gate to the Underworld, it is a dark and dreary plane, where evil the most powerful of souls have their lifeforce and ethos corrupted by anti-life energy permeating the surroundings. Shadows swallow light in an unending feast, and undead roam freely, healed and bolstered perpetually by the anti-life. Here there is a dark power, the current Lich Queen Ryeesh, that resides in the heart of the Plane. Once home to the younger brother of the God of Death, he was deposed by the once mortal vampiress and she now controls the Gate to the Underworld. Though called the Plane of Death, it is actually misnomer, as it draws its' power from the corruption and extension of life, and evil not **true death** or annihilation.
Tareena

## Religious Information

### Granted Power to Faithful

Grants firearm proficiency. If the character already is proficient then they gain a bonus equal to 1 for every 6 levels they have, minimum 1, to their attack and damage with firearms. Those that were not proficient gain this bonus at 12th level.

### Symbol of Faith

A black ship upon blue waters with golden dice in the sails

## Origin

A rare transformation of a goddess, she was once known as Cheries, a goddess of crime. But over time her worshipers migrated to the seas and in turn she changed from just a goddess of crime to a goddess of crime and piracy.

## Spheres of Power and Influence

She governs crime and piracy, but she has rules and order to her ways of committing her acts.

## Plane of Power

Her plane of power is a floating island demi-plane on the Sea of Order within Axis.

## Herald

Her herald is Caldel, the first king of the sea and first pirate king who swore to serve her in the life and now the next as her First Mate.

## Center of Worship

The center of her worship is located at the Shackled Temple in the Tradewrecker Isles.
Runic Artist

### Requires Runic Caster and a 11th Level Caster.

May inscribe magical runes into drawings and as tattoos. This allows creatures other than the caster to utilize their runes. If placed as a drawing, another creature can activate the rune with a Use Magic Device or Spellcraft check equal to the DC needed to cast the rune, or the appropriate phrase or other mechanisms to utilize it if known. If placed as a tattoo, the caster or the one who is marked may activate the rune without a needed check. An enemy may be branded as a melee or ranged touch attack as part of the spell with this feat.
The Red Wave

Also known as the Red Wave or the Red Anomaly; A massive wave of energy and power swept across the face of Aeternus on November 26th, 3586 in the Age of Heroes. Every being, creature, every soul feeling something deep within their soul. Some felt stronger, smarter or faster. Others felt as though their connection to their surroundings changed. All nations across the world began to research what happened.
Sunfire

### A relic of an another ancient world, this *bow* was brought from the lands of Doryn during the Great Journey. It channels the power of the sun, gaining enhance powers during the day.

*Longbow* (Weapon Magic Item); +5 Adapting Composite Endless Ammunition Long Bow; Damage: Each arrow deals 5 points of force damage per point of Charisma modifier of the wielder. Range Increment of 250ft.

**SUN SIGHT:** The wielder is under the effects of *True* *Sight* when during the day.

**SOLAR ARROWS**: The wielders attacks target touch armor class during the day.

**FLASH STEP:** The wielder can, as a movement action, jump between to patches of torch light or greater within sight.

***THE BOW CAN BE DESTROYED IF USED TO KILL A LUNAR BALOR.***
Starfire

### A relic of an another ancient world, this *bow* was brought from the lands of Doryn during the Great Journey. It channels the power of the stars, gaining different powers during the day and night.

*Long/Short Bow* (Weapon Magic Item); +5 Adapting Composite Endless Ammunition Composite Long(Day)/Short(Night) Bow; Damage: Each arrow deals 5 points of force damage per Charisma (Day) or Wisdom (Night) modifier of the wielder; Range Increment of 200ft

**REVEALING LIGHT (Day)/STARLIT WALK (Night):** During the day, the wielder gains the effects of *True Sight*. During the night, the wielder gains the effects of *Invisibility, Greater.*

**STELLER ARROWS:** The wielders attacks target touch armor class.

**ASTRAL JUMP**: The wielder may, as a swift action, teleport as *Dimensional Door* in a flash of violet energy.

***THIS BOW CAN BE DESTROYED IF USED TO DESTROY A SOLAR ANGEL AND LUNAR BALOR WITHIN 24 HOURS OF EACH OTHER.***
Outer Sphere

A vaguely mentioned after note in most obscure texts, it is thought to be a powerful ward that prevents any being from exiting the known cosmos, acting as a wall for even divine beings. Yumee herself is said to have placed this protective shield, and even the lowest abomination of the Abyss had never tried to break it.
Ragars

## Religious Information

### Granted Power to Faithful

Fire Resistance equal to twice your level, Immunity at 15th level. Gain a small fire elemental companion.

### Weapon of Faith

Fire 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 started out as the embodiment of the Plane of Fire. Over time, the wars were waged for the heart of fire and eons later the forces of good managed to sway the goddess over.

## Spheres of Power and Influence

She governs fire and the Fire Plane. Whatever attributes that mortals most commonly symbolize with fire become her dominant traits.

## Herald

Her herald is Prince Casmian, a noble fire elemental from the oldest family of elementals on the plane.

## Center of Worship

The center of her worship is located in the Brass City, on Plane of Fire.
Skulls of Royalty

Three skulls sent to the material plane by each of the Demonic Royals in order to corrupt those that wield them.

Skulls (Slotless Magic Items)

### **Skull of Fear**

Forces the person who grabs it to make a will save (DC of 46) or be turned into a demon appropriate for their hit dice under the control of Kirlth. Those within 10ft of the skull must make a will save (DC of 25) to ignore the whispers coming from the skull.

### **Skull of the Void**

Forces the person who grabs it to make a will save (DC of 46) or be turned into a demon appropriate for their hit dice under the control of Demira. Those within 10ft of the skull must make a will save (DC of 25) to ignore the whispers coming from the skull.

### **Skull of Fel Power**

Forces the person who grabs it to make a will save (DC of 46) or be turned into a demon appropriate for their hit dice under the control of Brutallenal. Those within 10ft of the skull must make a will save (DC of 25) to ignore the whispers coming from the skull.

***THESE SKULLS CAN BE DESTROYED BY USING ESOTERIC MAGIKS EMPOWERED BY RADIANT MAGIKS WHILE A THE CHURCH OF TYREEN.***
Scale of Infernus

A large scale shaped gem, the size of an apple, glows with the various evil energies.

Gemstone (Slotless Magic Item)

**STOLEN MANA:** The wielder may cast any spell without mana cost as long as they possess the scale.

**DARK REGENERATION**: The wielder gains Fast Healing 20 and can not be killed while they possess the gemstone.

**POWER OF THE DAMNED:** The wielder gains the domain powers of all the various deities of the Lower Planes, as long as they possess the scale.

***THIS GEM CAN BE DESTROYED BY THE WIELDER GAINING BOTH GEMS IN THE RING OF DIVINITY AND THEN USING THEM AND THE RING TO DESTROY ALL THREE.***
The Endless Egg of Existential Existence

The chicken or the egg? The egg… Definitely the egg.

Egg (Slotless Magic Item)

**CRACKED:** The user may crack the golden egg, causing it to grant all those with 1 mile the effect of *Bless* for 24 hours. The egg dissolves away and reappears in the users hand 24 hours later.

**HOLY YOLK**: The user may press the top of the egg and drain the yolk into another persons mouth. This yolk either functions as *Breath of Life or True Resurrection.* The egg dissolves and reappears in the users hand 1 week (*Breath of Life*) or 1 month (*True Resurrection*) later.

**GOLDEN AURA:** All good creatures with 50ft of the user of this egg are granted Fast Healing 5 as long as the user is holding the egg.

***THIS EGG ALWAYS EXISTS. SOMEHOW, SOMEWHERE, SOMEWHEN. ALWAYS.***
Pollutan, The Plaguevial

A magical alchemical backpack, with many different instruments and vials, all filled and covered with a grey and green substance. The vials drawn from the bag are filled with Pollutan, a powerful plague designed from the River Styx.

**Level 1-4 (Fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus) or suffer 1d6 points of Constitution drain Splash weapon, affects all targets in a 5ft radius.)**

Pysenal as only deity worshiped

**Level 5-8 (Fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus) or suffer 1d8 points of Constitution drain Splash weapon, affects all targets in a 5ft radius and 1/day abilities)**

Shown desire to spread plagues as a character trait

**Level 9-12 (Fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus) or suffer 1d12 points of Constitution drain Splash weapon, affects all targets in a 5ft radius, 1/day and 1/level abilities); Level 13-16 ( Fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus) or suffer 1d12 points of Constitution drain Splash weapon, affects all targets in a 10ft radius, 1/day, 1/level and at will abilities)**

Start a plague

**Level 17-20 ( Fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus) or suffer 1d12 points of Constitution drain Splash weapon, affects all targets in a 15ft radius, 1/day, 1/level, at will and constant abilities)**

**CONTAGIOUS PLAGUE:** The wielder unleashes a dangerous plague within 50ft of them. All targets within a 20ft radius area are under the effects of *Contagion, Mythic*. The wielder can use this ability once per day.

**IMBUED PLAGUE**: The wielder may mix some of the pollutan into a consumable item as a 1 minute ritual. The item tastes and functions normal, but one minute after consumed, the target is forced to make a fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus) or suffer 1 point of Constitution damage per level of the wielder. The effect remains for a number of days equal to the level of the wielder and the wielder can use this ability a number of times per day equal to their level.

**MISTING PLAGUE:** The wielder may cover a 10ft radius around them in a concentrated plague as a standard action. This plague deals damage as if they were hit with the splash weapon version of the plague, as well as *Obscuring Fog.* The cloud lasts a number of rounds equal to half the wielders level.

**LADEN WITH PLAGUE:** The wielder causes those that strike them with a non reach melee weapon to suffer the effects of though they were struck with the splash weapon version of the plague.
Radiation

The antithesis of all quintessence, this energy permeates many worlds within the Cosmos. While there are many minerals that have the attribute, the most potent and powerful is the black gem known as Aethurium. Know to others as stones of power, it consumes the connections between quintessence, and then coats individual particles preventing the bonds between the quintessences which in turn causes the affected to become inert or neutral in nature. This effectively cuts the affected quintessence off from the etherial or aetherial network that it resides on until the energy is cleaned or the taint decays.
The Talent Attribute

The Talent attribute is a new addition to the attributes, here is how it works; Each point of talent adds or subtracts from your ability to cast Magic or use magical skills such as Use Magic Device. A character, at creation, may subtract up to 7 points from their Talent (to achieve the lowest possible Talent at creation of 3 or a -4 modifier). These points can be divided up as either +1 or +2 bonus bonuses to the other six attributes. A 19 rolled at character creation can be inverted to a 2 for Talent only. When using the Talent modifier for forumla, unless stated otherwise, always use the a positive number instead of the negative modifier.

## Mana Forumla

CON Score + INT Score + WIS Score + CHA Score + Talent Score *DIVIDED BY one of the following:*

(13 - (Talent Score - 10)) for positive Talent Modifiers & (3 + (Talent Score + 1)) for negative Talent Modifiers

This is the amount of Base Mana a being has. Base Mana is multiplied by the total levels of the being or creature to determine their total mana pool.
Nullimite

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

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

* Bonuses to Weapons: Negates magic on targets struck for a number rounds equal to the ENHANCEMENT BONUS.
* Bonuses to Armor: Negates magic of the wearer, Makes the wearer immune to ALL magic and magick below its' hardness. Adds an additional armor bonus of +5 (Light), +10 (Medium), +15 (Heavy).
* Bonuses to Shields: Absorbs one area effect spell per round, absorbs an additional spell at +3 and +5 enhancement bonuses. Adds an additional shield bonus of +5 (Light), +10 (Heavy/Tower)

Special Properties: Is treated as a worked lacrima when first forged. However its mana shock value never changes. Can only hold anti-mana.
The Winter Wastes

At the uninhabited Crown of the World, a magnificent and frozen sea spans out from its' shore. Colossal jets of ice cold water periodically burst through the ice sheets as it shifts and opens up new channels for moments, days or weeks even making travel through the waters unpredictable and dangerous. Rarely travelled, it is used by many less than reputable sailors to hide from naval authorities or vengeful Pirate Lords, though any that have survived report terrifying things that occur such as spirits and monsters under the water and across the ice.
Undead

An undead being is distinct from others such as outsiders as they are still considered mortal. Even though some outsiders take on undead traits such as certain demons and Nightshades, true undead still retain corrupted essence known as anti-life.

There are two axis on which an undead creature is determined upon:

First is whether the creature is a corporeal creature; Of the Material Plane or known as material undead, or a incorporeal creature; Of the Ethereal Plane also known as ethereal undead. The second axis is whether the undead is intelligent or not. Intelligence undead are known as high undead which unintelligent are known as low undead.

### Material Undead

Undead of this kind are corpses that are sustained by anti-life and negative energy. However they exist on the Material Plane and have a corporeal form. Some of these undead have both anti-life and their souls, allowing them to continue to live in one final lasting life, with others are simply bodies infused with negative energy. Some undead have a hunger for essence that drives them to consume it from living creatures around them.

#### High

Undead that have retained their mind, body and ethos fall under this category. Examples are vampires, liches, graveknights and dread mummies.

#### Low

##### Hungering

Undead that have both retained their mind, body and ethos, but have been corrupted by the transition from life to unlife and therefore need to consume essence of living to sate their hunger fall under this category. Examples are ghasts, ghouls, mummies and revenants.

##### Mindless

Undead that have only their body infused with anti-life and negative energy. Examples are skeletons, zombies and flesh constructs.

### Ethereal Undead

Undead of this kind are spirits only sustained on the Ethereal and Shadow Planes and unable to be manifested on the Material in corporeal form. Some of these undead have both anti-life and their souls, allowing them to continue to live in one final lasting life, with others are simply maddened ethos infused with negative energy.

#### High

Undead that have retained their mind and ethos fall under this category: Examples are dread shades, dread ghosts and dread banshees.

#### Low

Undead that have retained their mind and ethos, but are maddened by the corruption of the transition from life to unlife and therefore need to consumes the ethos and essence of living to easy their pain fall under this category: Examples are shades, ghosts, banshees and wights.
Nullium

Eveite that has been empowered with too much arcane and/or fel energy. It functions as Arcanium or Felium for anti-mana depending on the source.

Nullium requires Master Evonic Craftsman to be worked, anti-mana as well as a connection to either Esoteric or Fel Magik to be created.

* Bonuses to Weapons: Negates magic on targets struck for a number rounds equal to the ENHANCEMENT BONUS.
* Bonuses to Armor: Negates magic of the wearer, Makes the wearer immune to ALL magic and magick below its' hardness. Adds an additional armor bonus of +6 (Light), +9 (Medium), +12 (Heavy).
* Bonuses to Shields: Absorbs one area effect spell per round, absorbs an additional spell at +3 and +5 enhancement bonuses. Adds an additional shield bonus of +3 (Light), +6 (Heavy/Tower)

Special Properties: Is treated as a worked lacrima when first forged. However its mana shock value never changes. Can only hold anti-mana.
Velda

### Domains

Nobility, Magic, Knowledge, Community, [Industry], [Alchemy], [Friendship], [Trade]

## Religious Information

### Symbol of Faith

Three diamonds around each other with one on top

## Origin

Once a man who was turned into a rare slime monster called a slime lord, he founded his own island full of other misfits and monsters before consuming a demon lord that threatened his island and gaining his divinity.

## Spheres of Power and Influence

He governs ruling with wisdom and growing a community well.

## Plane of Power

His place of power is the Island of Dess’Ii that he founded his nation and city of Tempest upon.

## Center of Worship

The center of his worship is in Tempest, both the city and nation on the island of Dess’Ii
Ring of the Deepest Seas

A dark blue waving ring set with an ever changing hue of water trapped in a ice crystal.

**Level 1-4 (+1 Divine bonus to caster level when casting water or ice spells)**

Temara as only deity worshiped

**Level 5-8 (+2 Divine bonus to caster level when casting water or ice spells and 1/day abilities)**

Shown a passion for water as a character trait

**Level 9-12 (+3 Divine bonus to caster level when casting water or ice spells, 1/day and 1/level abilities)**

**Level 13-16 (+4 Divine bonus to caster level when casting water or ice spells, 1/day, 1/level and at will abilities)**

Becomes a noble in the Court of Tides

**Level 17-20 (+5 Divine bonus to caster level when casting water or ice spells, 1/day, 1/level, at will and constant abilities)**

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

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

**ABSORB ICE**: The wielder may absorb an amount of cold 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.

**AQUARIAN MAGIKS:** The wielder gains access to Aquarian Magiks. Even if they are not a spell caster, they may spend 10 points of stored damage in the ring per spell level to cast a spell from that spell list.
The Sin of Mayhem

A being of green and red energy whose has a black glow where their eyes should be. They are one of the Living-Gods, four beings of incomprehensible power that is so great it even eclipses the gods, drawn from another being.

## Character Information

### Class

Demon Hunter [Cleric] 20 | Witch [Oracle] 20 | M10 [G]

## History

Responsible for the Great Journey, she, along with her companions: The Arbiter and the Paragon of Righteousness make up the interplanetary order known as the Consortium based upon the Orphan.

## Relationships

She works in tandem with the other two to enact they and their patrons goals with the help of the Elder Goddess.
Viridium

### Colour

Multiple shades of green and sage intermixed as if almost bark. Dull if created.

Formed when eveite is exposed to magical energies from a Great Tree, one of the rarest forms of eveite.

Viridium requires Master Evonic Craftsman and a connection to Wild Magiks to be crafted or worked.

* Bonuses to Weapons: Does not count as a metal; Can heal self for 2 points of damage per round, from even the Broken condition. Double damage to undead creatures.
* Bonuses to Armor: Does not count as a metal; Can heal self for 2 points of damage per round, from even the Broken condition. Max Dex increased by +2, armor check penalty reduced by 1. Grants Fast Healing 4 (Light), Fast Healing 6 (Medium) Fast Healing 8 (Heavy) to living mortal creatures (deals this damage to undead). Adds an additional armor bonus of +4 (Light), +6 (Medium), +8 (Heavy).
* Bonuses to Shields: Does not count as a metal; Can heal self for 2 points of damage per round, from even the Broken condition. Grants Deflect Necromantic Spells, which follows the same rules as Deflect Arrows. Adds an additional shield bonus of +2 (Light), +4 (Heavy/Tower)
The Dreamhallow

A rainbow tome that seems to radiate a gentle prismatic aura that suddenly shifts to a swirl of muddled colors and an ominous and horrifying misma before changing back again.

Tome (Slotless Magic Item)

**INNER DREAMSCAPE:** When this tome bonds to someone, they gain the ability to access their own inner dreamscape as a full round action. They disappear in a brilliant rainbow misma. While within the reality, they can affect it as though it is under the constant effect of *Create Demi-Plane, Greater* and *Wish/Miracle* (Can not affect other creatures directly)*.* They can exit the plane as a full round action arriving anywhere within their choice of 100ft of the location they left or the nearest safe area otherwise.

**NIGHTMARE**: As a full round action, the wielder of the tome can cause a number of targets to teleport into their dreamscape equal to 1 per 2 levels of the wielder if they fail a will save equal to 30 + the wielders level + their Charisma modifier. These targets gain a will save to escape every round, and can not escape until the make their save. When they escape they arrive at the same spot as when they left.

**FANTASY**: As a full round action, the wielder can call a number of targets into their dreamscape equal to 1 per 2 levels of the wielder. The targets are treated as though under the effects of the *Breath of Life* and *Restoration, Greater* spells. They can leave of their own volition and arrive at the same spot or nearest safe location.

***THIS BOOK CAN BE DESTROYED IF WISHED IN THE WIELDERS DREAMSCAPE***
The Quill of Revelation

A quill that Anwai’s herald granted to the first librarian in Aeturnus.

Quill (Slotless Magic Item)

**DESIGN FLAW**: The quill allows the wielder to make a melee touch attack as a standard action with it (they get a bonus to this attack equal to +1 for every Knowledge skill they are trained in). If it hits, instead of dealing damage, they gain the statistic information such as name, hit points, weaknesses, resistances, spells, attribute scores and abilities.

**WHAT ARE THOU?:** The wielder can identify the name and properties of any item, object, spell effect or similar thing as a full round action.

***THIS QUILL CAN BE DESTROYED IF USED TO IDENTIFY THE REASON OF EXISTENCE.***
The Lady Lucks’ Lost Dice

The very dice of a long lost goddess of gambling and misfortune, with viper one sides.

Dice (Slotless Magic Item)

**ROLL OF THE DIE**: The wielder may roll the die as a full round action, causing the intended effect to happen upon the total of the die being added together, this ability can be used a number of times per day (2d6, up to 12) known to the DM only. If the number of uses are exceeded, the wielder must make a Fortitude Save (DC of 32) or lose 1 level permanently. This level can not be regained. The powers for each roll are:

**SNAKE EYES:** The wielder is restored to their full potential; Full health, mana, power points and without status effects (besides curses and other permanent effects).

**3**: The wielder is rendered invisible as per *Greater Invisibility* for 2d6 minutes.

**4**: Any threatening creature within 20ft is rendered permanently blind with, a Fortitude Save

(DC f 32) negates.

**5**: The nearest threatening creature within 20ft is banished to the Shadow Plane, a Will Save negates (DC of 32)

**6**: Turns the wielder into a gaseous shadow as per *Gaseous Form*, lasting until dispelled.

**7:** The nearest creature must make a Will Save (DC of 32) or be stunned for 2d6 rounds.

**8**: The weapons of all threatening creatures within 20ft must make a Fortitude Save (DC of 32) or be broken until repaired. Minor Artifacts or better are immune to this.

**9**: Grants the wielder Haste for 2d6 minutes.

**10**: All threatening creatures within 20ft see you as an ally for 2d6 hours.

**11:** The wielder is teleported 2d6 x 5ft in a random direction (To determine direction roll a single d6: 1-Up 2-Straight 3-Back 4-Left 5-Right 6-Re-Roll)

**12**: Grants the wielder 2d6 x 100g.

***THE DICE CAN BE DESTROYED IF USED TO RESURRECT THE GODDESS THEY BELONG TO.***
Plane of Water

One of the many grottos of safety within the Plane of Water.

A turbulent and dark plane that has crushing depths and powerful currents. Its' lightless depths extend to its' borders with the Lower Planes, and the top of the plane blends in the Ethereal Sea above. The capital of the plane is Couretlen, a wonderous and dark castle-city carved into the largest part of the Great Coral Forest within the planes heart. Here the scheming Temara worked with the long dead Demon Queen to use the fear of the water in mortals to gain divinity and become more than the elemental embodiment of water on the plane.
The Chefs Journey

A tiny and old book containing a long forgotten magic known as Food Magic, created by Zibiny when she was still a mortal.

Tome (Slotless Magic Item)

**FOOD MAGIC**: The wielder can create magical dishes. When they cook, they can add the own magical energy into the food draining an amount equal to their Craft (Cooking) check to make the dish. This fails if the check is below 35. When consumed by another person, they gain an amount of mana equal to three times the Craft Cooking check to make the meal. The more dishes made/people that consume the dish, the more the amount of mana gained is divided, ie. If 6 people eat it, the amount is divided by 6. A person benefit from this food a number of times equal to their Talent modifer.

**HEAD CHEF**: When the wielder of this tome begins to cook, they can summon a fully supplied, stocked, magical and spectral kitchen that is fully staffed with ghostly sheep cooks.

***THIS TOME CAN BE DESTROYED IF USED IN PREPARING A SUCCESSFUL MEAL FROM THE BOOK.***
Quintessence

The basic energy and matter of existence. It is a very rare, theoretically known, real and mysterious group of substances made of unaligned metaphysical particles. Ethos, Lifeforce and Mana are also manifestations of variations of this energy that follow "rules". The cosmos and all of creation is made of variations and aligned permutations of this raw energy or lack there of.

The standard measurement of quintessence and energy is the mote of mana, with all other forms being compared to the equivalent correct amount of mana. This is because mana is the most reliable, accessible and easily measured form of energy.

### The Four "Known" Rules Quintessence

1.) Quintessence can never be compressed.

2.) Quintessence interact and depend on each other.

3.) All beings have Ethos and Mana. Lifeforce is of being of the physical realm.

4.) Quintessence can not *normally* be divided or separated: Only changed.
The Fall of Courage

### Worship Erik(a), Proficiency in Heavy Armor, 8th Level Character

This feat allows the user to ignore any amount of fall damage provided the either make contact with a creature or object (the ground can not qualify) as an attack role. This attack role must be at the end of the fall, and can only be part of a full attack if the user has fall for 750ft or more otherwise it may only be used a standard action.
No'Ela

## Origin

Once a simple slave girl, she escaped her captors to the sea and discovered the worship of Neptune from a band of pirates that found her. She eventually slayed a fearsome divine leviathan and absorbed its’ power.

## Spheres of Power and Influence

She governs the water and freedom it brings. She it draws power from slaves and the like escaping.

## Place of Power

Her place of power is the moving island Atlas.

## Center of Worship

The center of her worship is in Port August, the Western Kingdoms.
Species & Changes of the Lineage Factor

## **Species**

### **Commonilk**

Humans, Dwarves, Druegar, Dwalven, Elves, Drow, Half-Elves, Halfings, and Gnomes

### **Beastkin**

Catfolk, Lizardfolk, Ratfolk, Tengu, Turetten, Verreten, Kobolds, Dragonkin, Merfolk and Thri'Kreen

### **Goblinspawn**

Orcs, Half-Orcs, Hobgoblins, Goblins, Gnoblins, Bugbears, Trolls, and Island Trolls

### **Changeborn**

Aasimar, Tieflings, Forged, Dhampirs, Samsarans, Suli, Undines, Sylphs, Ifrits, and Oreads can look like the members of the other species in shape and facial features. Their other choice effects only their physical looks & size.

### **Dragonkind, Greatfolk & Magical Beasts**

Dragons, Giants, Half-Giants, Minotaur, Centaur, Gorgons and Sphinxes

## **Strangekin**

When two members of different species mate, their progeny has a seperate way of determining its' attributes. Their age is determined by the average of their two parent species. However if one of the parent species is immortal, and that attribute is not chosen, and then the other parent species age is tripled for the Strangekin. Strangekin are steril unpess one of their parents waa a human, though any hybrid species that arn't would become their own species outright.

### Size

Their size is determined by which ever is smaller, unless they are more than one category apart, at which case it is an average.

### **Land Speed**

Their land speed is determined by the average of their two parent species land speed.

### **Other Speeds**

A parents species extra land speed(s) can be taken as a Hybrid Attribute. If a parent species has more than one extra type of movement, the Strangekin gets all.

### **Vision**

The Strangekin can gain the better of the two species vision as a Hybrid Attribute, otherwise they gain the worse.

### **Hybird Attibutes**

A Strangekin gains two Hyrbid Attributes. These can be used as noted above, or chosen from the Species Attributes of their two parent species. Additionally they gain the Racial Trait of each of their parent race.

## **Changes of the Lineage Factor**

A creature can typically only have one Change to the Lineage Factor, also know as DNA, and otherwise suffers terrible effects and a mutated fate if more than one is added.

### **Undead**

#### **High Undead**

Liches

Vampires

Banshees

Gravewarriors

Ghosts

Mummies

Dread Shade

#### **Low Undead**

Skeletons

Zombies

Ghouls

Revenants

Shades

Ghosts

Wights

### **Fey**

Incarnation

Lycanthrope

### **Aberration**

Metallic

Half-Dragon

Kaijen

Half-Celestial

Half-Fiend

Half-Protean

Half-Axiomite

Infused
The Secret of Annihilation

The depth and silence of non-existence. Those that unlock and understand the secret of Annihilation, are able to tap into aetherial or etherial networks in order to use the unpower of Non-Existence.

In order to gain the ability to use Annihilation, the being will or bend something into non-existance themselves with no outside help or mana. They must attempt to do this with an attribute [CON, STR, WIS or CHA] check equal to 40 + (50 – Level) – Mythic Tier (If Any), If the being fails, they are annihilated. This check must be completed until the being perfectly (a natural 20 nine times) learns to manipulate Annihilation.

Outsiders are unable to utilize this ability, as only essence can withstand this manifestation of Annihilation. Failing a save after learning to use Annihilation results in death as they are annihilated. Annihilation manifests as black distortions and lack of energy.

## The Secret of Annihilation

A being that can spend 234 essence and 5 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:

* Destroy anything within the quintessenal limit within sight and effect.

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