recursal/Fanatic-Fandom huggingface dataset:
Deceit

Your Charisma(Deceit) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Dragonbrand

Dragonbrands are brass katanas used during the Great Punitive War. They are golden in color, and are usually embellished with visuals of headless dragons, especially in their blades. Their hilt is encrusted with a single gem of enchanted quartz, right above the hexagonal guard. The pommel is decorated with the hair or plume of a beast, though on original models, it would instead be decorated with the wielder's own hair.

## **History**

The Dragonbrand series was forged by an unknown sect during the late Great Punitive War. These blades were designed to be used in assassination attempts against dragon elites. Carried by the forgotten sect's death-soldiers, the blade, once bared, would fall, as would its wielder. As such, no scabbards were ever designed for these blades, they were simply wrapped in linen until the time they were to be used. Once their wielder died, the blades would then self-destruct. Like most weapons forged during the war against the dragons, the Dragonbrands are forged from gwarven brass.

There has only been one recorded use of this weapon series. Since then, the sect, henceforth referred to as Dragonbrand Sect, vowed to ward against the return of dragons - the greatest fear on the minds of those who had survived. As that fear gradually waned however, passing into the realm of myth, the sect grew decadent. Most Dragonbrands were lost due to neglect, or destroyed by the Dragon Cults.

## **Abilities**

### **Dragon Bane**

Dragonbrand partially absorbs mystical damage, lessening its effect on the wielder and storing it for use in its attacks. When you are hit by a spell or an attack with mystical damage, you may spend a charge to gain *Resistance* to the triggering damage type until the start of your next turn. Additionally, the first time you hit with a melee attack on your next turn, the target takes an extra 2C damage of the triggering type. Alternatively, you may use the 'Ziùnagub' special action. Dragons take double damage from attacks and abilities performed with this weapon. Any *Immunity* that a dragon has to damage inflicted with this weapon is instead treated as a *Resistance*.

> **Ziùnagub**
>
>
> *Special Action*
>
>
>  **Range:** Self (6-meter cone)
>
>
>  **Duration:** Instantaneous
>
>
>  **Description**
>
>
>
>  You draw Dragonbrand in a single fluid movement and slash out with incredible speed. A thin sheet of energy shoots forth from the blade, accompanying it in its arc. Each creature in a 6-meter cone must make a Agility saving throw against a DC of (5 + your Agility + your proficiency bonus). A creature takes 4C damage of the triggering type on a failed save, and half as much damage on a successful one. The energy ignites any flammable objects in the area that aren’t being worn or carried.
>
>

### **One Way Trip**

If the last wielder of this item falls unconscious or dies, the item immediately explodes, being destroyed in the process. Creatures within 10 meters of the explosion must make an Agility save against a DC of 16, taking 8C sonic damage on a failed save, and half as much on a successful one.
Investigation

When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Xun Xue

Template:C Entity Infobox

Xun Xue was the High Inquisitor of the Heavenly Kingdom and a member of its Elder Council, a group of highly influential men that rule the nation from the shadows. Having been raised within the Inquisition since young, Xun Xue knew to do nothing but devoting his life to the organization. He began to be groomed for role of High Inquisitor after displaying his talent and adaptability. By the time he was to take charge of the organization, all other candidates had either been killed or brought under him.

As High Inquisitor, Xun Xue was responsible for protecting the Leori faith and its people from heretics, which allowed him and his followers to smoothly dispatch political enemies. During the course of his life, Xun Xue was able to take complete control of the Elder Council with the cooperation of the Heavenly King. His authority within the kingdom rose to the point he and his followers could openly carry their weapons within the Holy City of Lezheng with no repercussion.

Xun Xue eventually began to grow suspicious of the Heavenly King, Zhǎnglǎo Xīng, as despite having full control of the Elder Council, he could still not direct the Heavenly Kingdom as he wished. When he inadvertently learned the true identity of the Heavenly King - an avatar of the Old Man - he quickly realized that he was in mortal peril.

Xun Xue met the Heavenly King and was able to negotiate his entry into Manitus, saving his life and securing a future for the Inquisition. During the Holy Siege of Lezheng, Xun Xue sided with with the Heavenly King and fought against the LADS, but was quickly defeated by Laedo's legendary spell, Dig, and ran away whilst they where engaged in battle.

With the chaos brought by the aftermath of the 2nd War in Heaven, Xun Xue's cooperation with the Old Man was exposed, and he was forced into hiding. He later joined Manitus as an official member, becoming a bishop of Humanity's Answer. As of 536 H.E., Xun Xue currently leads a cell of the Cult of the Inverted Sky in southern Whorlaynd.

### **Trivia**

1. He was the first victim of 'Dig'.
2. His favorite food is spicy noodles.
3. Xun Xue won 'Most Memorable NPC' in the 2021 D&T Awards, giving him the right to have his own wiki page.
The Hermit Circle

The Hermit Circle was founded after the Plague of Shadows hit Koruthar. In order to survive a mage codenamed Funky Boy recruited the best mages and moved with them to the desert where he hoped the plague of shadows woudn't have hit.

Since everything was being ravished by shadow beasts the group was under constant atack and had to learn and shape it self to survive. Uppon reaching the desert tribes Funky Boy realized there was no safe haven in Koruthar besides Meirin. A city saved by the Lads. However, Funky Boy's nature was always that of an extreme skeptic and so he conjured notions that the Lads were not to be trusted. So the group became an independant force that helped and carried jobs for whoever payed the most. Nearly all jobs they got were from people who needed protection until they reached Meirin. This made the group's name become Hermit Circle and eventually they ended up interacting quite a bit with the Lads since they also had an interest in him escorting survivors to their town.

## Organization

Though starting originaly as a few mages the group now has more members and some of them figth phisically. These people howver do not have anny power in the internal groups political sphere.

A circle of the oldest/strongest mages vote for witch contrats to pursue and members to recruit. Though usually there is a de facto leader that is able to convince the others consistently.
Garden of All-Creation

The Garden of All-Creation is a conceptual place located at the core of Astral Realm, the point at which the universe first came into existence. Its the origin of all reproductive energies, making it the source of all life in the universe. The Garden is walled off from the rest of the Astral Realm by the River of Time, being nourished by its waters and, in turn, tainting the River with the forces of chaos, which transform its otherwise fixed course into a blurry trend.

The Garden imbues every being with the magnetic forces of chaos, granting them some degree of power over their own fate. It also possesses ultimate authority over all feminine energies of the universe.

## Appearance

The Garden is surrounded by tall wall of dust, plasma, and star-like objects the size of an adult human head. Contained within this diffuse wall is a chaotic blood-pit, where a myriad of lifeforms continuously eat, mate and kill each-other. Their bodies are quickly absorbed by the grass-covered ground and 'digested', creating a new creature within the fruit of one of the many mountain-like trees that shroud the Garden in near-darkness, if not for the colorful light provided by some of the fruits. The landscape is marked by innumerable waterfalls, lakes, mountains, caves, cliffs and other natural formations.

The bloody mayhem that occupies most of the Garden stops abruptly at a certain distance of its core area. There, one would see unexpected sings of civilization: hedge statues, fountains, stone benches and balls of light illuminating paved roads that connect this area in an enclosed circle. If not for the sight of the River of Time, one would not be able to distinguish this place from a peaceful garden of a nobleman's mansion, a beautiful and relaxing retreat from the rest of existence.

## Trivia

1. The Garden of All-Creation is the only Sefirot to posses multiple aliases. Most cultures tend to refer to it as either "The Garden of Origin", "The Garden of Eden", "The Heart of Darkness" or "The Singularity". The Garden seems to respond to these just as well as to its true name.
2. The Garden is the source of all Evil in the universe.
3. Every living creature is spiritually connected to the Garden. If one were to try to visualize the form of a soul, they would immediately decide that it necessarily has to have roots growing towards a certain place in infinity, which would be the Garden.
Ancient Platinum Dragon

Considered the most benevolent of the dragons, the platinum dragons pride themselves on law and duty. Making them bitter rivals of the Obsidian Dragons, the two orders have been in indirect conflict for as long has time can remember, but always keeping a façade of peace for the sake of dragon kind.

The Platinum Dragons possess the strongest scales out of all the Dragons, and together with their strong healing and bolstering abilities, these Dragons usually prefer close physical battles. It is not unusual to see Platinum Dragons charging and commanding the battlefield.

 **Armor Class:** 25 (Natural Armor)
**Hit Points:** 567 (30d20 + 252)
 STR
 30 (+10)
 **Saving Throws:** DEX +7, CON +16, WIS +9, CHA +13
**Skills:** Perception +16, Stealth +7
**Damage Immunities: Radiant**
**Senses:** Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
**Languages:** Common, Draconic
**Challenge 24** (62,000 XP)

**Radiant Healing.** At the end of its turn, if the Platinum dragons has dealt radiant damage to a creature, it restores 4d10 HP.

**Caster Level:** 15th

**Bite.** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) radiant damage.
**Claw.** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 10) slashing damage.

**Action 1:** **Blinding Lights.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Constitution saving throw or become blinded 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. If a creature's saving throw is successful or the effect ends for it.

**Action 2: Sunburst (9th level Spell).** Brilliant sunlight flashes in a 60ft radius centred on a point within 120ft. Each creature in that light must make a DC 24 Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

**Action 3: Platinum Resurrection.** If the dragon is dead, he will command himself to live again, and the words “resurrect” can be heard by all creature during the process. The dragon will then be revived in a wave of bright light with half his initial HP but will no longer be able to use his Radiant Healing ability, for 1 minute.
Calendar

A system that keeps track of time is a crucial part of civilization. Although there would be many innovations and iterations of unique calendars throughout the rise and fall of many cultures, the temporary unity experienced under the Coalition lead to the creation of the Common Calendar.

Either trough a stroke of luck or supernatural inspiration, the Common calendar was near perfect, and, even now, is used by most civilizations. In part, this is due to the selective pressures faced by most cultures; a common calendar makes it easier for different nations to coordinate, facilitating diplomacy and trade. Those which lack this cultural evolutionary advantage are isolated and ineffective, and are invariably stamped out by those who adopt it. Secondly, but more importantly, the Common calendar is guided the movements of the stars and the astral bodies. These in turn are ruled by, and encapsulate, a shadow of the Universal Flow, meaning that the patterns and mysticism observed in them can be used to infer similar or sympathetic patterns in the rest of the universe - which is to say, foreshadow events.

In the Common calendar, time-spans are organized into a cycle of 12 Years, starting in the Year of the Worm and ending in the Year of the Whale, and a cycle of 14 months, starting in the month of Fire Psalms and ending in the month of Moon's Glory. Each year, as well as each month, is characterized by the prominence of certain cosmic influences, personified by one of the Nature Titans, which increase the propensity of certain events and personality traits, which combined form a person's sign.

Many cultures tend use one's year cycle to mark their age. Some will only consider an individual to have reached adulthood on their second cycle - when the year returns to the same when they were born, which is to say, on their 24th birthday.
The Dark Mirror

Forged by the Dresha under the guidance of the Demon Lord of Pride, the Dresha used an already existing ancient artifact forged long ago by elven nobles, known as the Mirror of Purity, as a base for this legendary dark artifact.

The powers of the Dark Mirror are mostly unknown but allowed the elfs to safely become their reflections in the Mirror World, which allowed them to travel through and between reflections in the mortal world and the Mirror World, while also enhancing their bodies with demonic sorcery.

The Dark Mirror was destroyed by the forces of the Ladian Empire at the end of the War of the Shattered Mirrors, which left the elfs permanently stuck in the Mirror World and bound to their current condition as Dresha Elves.

## Shard of the Dark Mirror

Even though the Dark Mirror was destroyed, some shattered pieces of its mirror still managed to be found, bought and sold on the Korutharian black markets. The power of the shard depends on this size, but they all possess the following abilities.

**Mirror Passage.** Objects and creatures can enter the Mirror World through the shard, provided the object/creature can fit through the acquired shard of the mirror.
Amulet of the Dead

Mister M add it before (????)

## **Abilities**

the amulet is made of 3 separate parts, left, right, and the gem stone. Each have their own powers and when put all together create a 4th power. It is made from an unkown smooth stone with a quartz like gem in its center.

**Left side.** of the amulet allows the casting of one improved animate dead spell like ability once per week. creatures raised by this power are +1 hit dice, +1 melee, +1 damage and suffer no initiative penalty (zombies).

**Right Side.** of the amulet allows a true necromancer to control triple his normal amount of undead as under the animate dead spell.

**Gem.** The gem protects the wearer from undead, they must make a wisdom save (DC 27) in order to attack the wearer.
Ourania Palace

Hidden in the chaos and powers of the other planes, there exists a beautiful place, a heaven of art, beauty and poems. Also known as “The Paradise of Creation”, is massive palace overseen by Muse “Goddess of the Arts”.

  In practical terms there is not much to explain here, it’s a massive mansion that stands on top of clouds. It’s composed of many rooms containing all kinds of beautiful art, and housing Muse herself, as well all kinds of artist, from poets to bards, it’s quite the exclusive club that, of course, I am NOT invited to.

  Another reason why you might find yourself in “The Thalia Mansion”, is because of Dionysus “God of Festivities and Wine”, which more or less means parties full of ecstasy and debauchery. Dionysus regular throws godly fun parties in this rooms of this mansion, much to Muse ´s displeasure. Once again I have NEVER been invited to such parties, so me and you are just going to have to take my associates words has being true.
Gillius Blood

The drop of god's own blood, large enough to fill a small caldron. Undisturbed, the blood of the God of War assembles into a floating red orb. However, when touched by someone, it immediately turns into the users favored weapon, although it maintains a red color.

## **History**

During Gillius first battle against the Shadows, 'He' was injured, shedding a single drop a blood, the one and only time Gillius bled in battle. After falling trough the cracks of time and space, it eventually settled into the mundane world.

## **Abilities**

This item needs to be Attuned in order to make use of its abilities. It occupies 2 Attunement slots.

### **Blood of the War God**

When you enter combat while bearing the orb of blood, it coalesces into a +4 weapon of your choosing. As an action, you can change it into another type of weapon.

### **Blood for the Blood Drop**

When you successfully hit a living target with this weapon, it is forced to make a DC 14 Physique saving throw. On a failed save, the creature's blood forcefully gushes outwards, causing them to bleed for 1d6 + your Physique modifier Condition on the beginning of their turn. The target is entitled to repeat the saving throw at the end of every turn to stop this effect.

## **Curse**

Having once been a part of the God of War, this artifact has some level of sentience, having access to all the perks and abilities of an Angel of War, and may bless or destroy according to its own mood.

As soon as it is touched, it will begin to test the creature to determine whether it has the right to wield it. Any that touches Gillius's Blood for the first time must make a DC 17 Physique saving throw or fall to a Condition of 0. If the the creature remains standing, they can Attune to the weapon. However, the blood will influence the mind of its wielder, urging them to seek battle. In any confrontation of any sort, the wielder must make a DC 13 Willpower saving throw, or immediately turn violent. Furthermore, while wielding this weapon, the user is physically unable to surrender or back away from a challenge.
The 3rd Council

## Alignment

Lawful Good

As the third re-formation of the oldest alliance between gods, the 3rd Council houses the remaining members of the Old Pantheon. With but one exception, all of the gods of the 3rd Council are, at least partially, from among the surviving Primal Souls, the first entities born at the beginning of creation. These gods survived trough some of the greatest calamities of the multiverse, such as the First War, The Birth of Time and the 1st and 2nd War in Heaven. Many of them are also some of the few remaining Creators – the gods who originally built the Mundane World.

Thanks to the great power and experience of its members, as well as the fact that they were once a one-world religion, the 3rd Council has managed to keep some of their authority within the Mundane World. Their center of power lies in central and northern Whorlaynd, where the new and more vigorous faiths were unable to find a significant foothold. To their believers, they are simply known as ‘The Pantheon’, while others – especially those who have embraced the new faiths – dismissively refer to them as ‘The Old Gods’.

Unlike its previous iterations, the 3rd Council is highly centralized and hierarchical. Its leader, the Mother Goddess Gaia, holds near-absolute authority over the affairs of the pantheon. Her children, the Sun goddess Íllion and the Moon goddess Fengyaion have some degree of autonomy and privileges. The same can be said for Fengyaion’s husband, Acteon, the god of the Hunt. Below these three would be the God of Wisdom and Magic, Kvasir, who seems to serve as the Mother Goddess’ adviser. Finally, at the bottom, are Their minor deities and arch-angels, such as Alok and Minerva, who hold the right of counsel.

The pantheon holds women as being nobler and spiritually purer than men, granting them more authority and a greater role in society. Men still hold some importance as martial prowess is somewhat valued, but they are barred from most positions of authority within clergy.

The 3rd Council is highly intolerant of other religions, baring intermarriage and encouraging the segregation of other faiths, however, much of the aggression brought by these is curbed by the pantheon's own scripture, and emphasizes adherence to scripture, a respect for nature, filial piety and the welfare of one’s neighbors.
Fighter

The Fighter focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this combat style combine rigorous training with physical excellence to deal devastating blows.

## Mortal

At ordinary attainment you gain a +1 proficiency bonus to Attack draws made with any weapon.

Whenever you take a feature from this attainment, increase your maximum Condition by +2.

 **One Weapon Fighter**

 **Parry**
 **Dual-Wielder**
 **Fighter Weaponry: Halfswording**
 **Fighter Weaponry: Deform Armor**
 **Fighter Weaponry: Precise Cuts**
 **Swashbuckler**

You learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Additionally, melee weapons you use gain an extra 1C of damage, if you are attacking a creature while there are no other creatures within 2-meters of you.

## Exalted

At Master you gain a +2 proficiency bonus to Attack draws made with any weapon, and to any Physique ability check. In addition, you double your character’s carrying capacity.

Whenever you take a feature from this attainment, increase your maximum Condition by +4.

 **Duelist**
**Prerequisites:** The Parry feature.
You gain the following benefits when wielding a weapon:
·         You gain a +1 bonus to damage draws you make with melee weapons.
 **Versatile Weapon Master**

You are experienced in combat using a multitude of weapons, whether by choice or necessity. Once per turn, you may switch your weapon as a free action. Additionally, whenever you take the Attack action, gain one of the following benefits:
·         When you take the Attack action on your turn to deal bludgeoning damage at least once with a melee weapon attack, you can make one grapple as part of this action.
·         When you take the Attack action on your turn to deal slashing damage at least once with a melee weapon attack, you can Help as part of this action.
 **Extra Weapon Duelist**
 **To Big to be Called a Sword**

 **Shield Defender**

You are able to defend your allies in battle, using your mastery over the shield. While wielding a shield you gain the following benefits:
·         Allies within 2-meters of you gain +1 Physique and Agility Guard.
 **Charging Combatant**

 **Combat Agility**

 **Taunting Protector**

The first creature you hit with an attack on your turn has disadvantage on any attack draw that isn't against you until the start of your next turn, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.
Acrobatics

Agility(Acrobatics) checks cover your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for an Agility(Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
Intelligence

Your Intelligence measures the speed at which your thoughts are generated and processed, as well as your memory and analytical abilities. Intelligence is the foundation for scientific magic – the most popular and accessible type of magic – and the attribute that governs investigations, deductions and scholarly endeavors. It is a very convenient attribute to invest in as it governs many Skills.

### ***Saves***

Intelligence saves are usually called on to resist effects that would damage your psyche or disrupt your thoughts.

### ***Skills***

Intelligence governs the History, Arcana, Religion, Investigation, Decryption, Nature, Mathematics and Cartography skills.
DnT Wiki

## What is DnT

DnT is a setting for homebrew DND between a group of friends known as the DT gang. The purpose is to document sessions and lore in order to facilitate the rotation of GMs and have something to read and reminisce about when DT is 80 years old.

## DnT Seasons and One Shots

### Every major campaign so far:

**Season 1 - Questionable Beginnings** - DMed by DT Muu - from 30/09/2018 to 11/10/2019

**Season 2 - Journey to the west -** DMed by DT Crabgod - from 29/11/2019 to 24/04/2020

**Season 3** - **Project Vulcan -** DMed by DT Mugetsu - from 03/05/2020 to 06/05/2023

**Season 4 - Unnamed - DMed by DT Crystal -** from 30/07/2023 to \*Ongoing\*

### The "one shots(not really one)" so far:

**The 0 consequence, one shot (canon)** - DMed by DT Crab - 21/07/2019

**Spooky Lucky Wazowski Adventure At The Mansion of Death (not canon)** - DMed by DT Muu - 02/11/2019

**Koltar's Valentines wacky dream (canon)** - DMed by DT Koltar - 14/02/2020

**The Midnight Doom (canon) (feat Ching Ping)** - DMed by DT Muu- 19/03/2020

**The slightly colder day (canon)** - DMed by DT Crystal- 30/03/2020

**The Mates Investigate Koruthar's Capital (canon)** - DMed by DT Mugetsu - 04/04/2020

**Mister P assassination crew (canon)** - DMed by DT Muu - 03/05/2020

**DT Gang gets Isekaid (not canon)** - DMed by DT Koltar - 01/11/2020

**Gnomes Save Christmas (not canon)** - DMed by DT Muu - 27/12/2020

**3rd War in Heaven (canon)** - DMed by DT Crab - 01/03/2021 to 08/03/2021

**The Koltar Kids Klan OVA (canon) -** DMed by DT Koltar - 13/03/2021 to 26/03/2021

**Expedition (Not canon)(placeholder name) -** DMed by DT Crystal- 29/07/2021 to 30/07/2021

**The Sodalite Eating Twitter Fish Problem(canon)** - DMed by DT Mugetsu- 14/08/2021 to 15/08/2021

**Sir Archiblad's Quest (not canon)** - DMed by DT Koltar - 18/12/2021

**The Inteligent Shadow Beast Conspiracy** - DMed by DT Crystal - 04/02/2022 to 20/02/2022

**The Dark Idol** - DMed by DT Muu - 31/10/2022

**The Mirror Palace** - DMed by DT Muu - 27/0/2023 to 10/06/2023

**Kalius and Edgar go to Sottenheim** - DMed by DT Koltar - 08/08/2023

## Important articles

Euler LolarDark LaedoDundeeGarethTalioKoltarBininhoPo Tu(closest thing we have)ZhalphirTeam VulcanPleroma (Wheel and the Tower V3).pngPleromaFlag of the Republic of Chaemeron.png

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The World Forge

According to legends it was Gormar who first crafted the elements and planets we mortals stand on. This legend can be seen reflected in the composition of this plane.

  **The World Forge** is famous for being the biggest realm in the universe, because it’s actually composed of 4 demi-planes known has the “Elemental Planes”, representing one of the four primal elements that compose our world. Each one of these demi-planes actually “bleed” into one another, creating even more strange terrain and locations, and where all the 4 demi-planes connect stands a 5th demi-plane, known has “**The Great Forge**”.

### **The Elemental Planes**

  Each one of these planes is so massive and complex it deserves a chapter all on its own, however my merchant friend is already worried with the size of this book.
Each plane is not suitable for regular mortals, making exploration quite difficult. The rules of each plane are quite easy to understand once your there, so I’m trusting your adventurer spirit here. But broadly speaking, each plane is a manifestation of its element and ruled by its “Elemental Titan”, it shifts and changes quite a lot, making creating structures and civilizations a difficult task, the elements simply refuse to be tamed, for this reason most of the inhabitants of this realms are elementals, dragons in hiding, and scattered tribes of mortals who once traveled to this plane long ago, but were touched by the elements, becoming a new creature entirely.

  The “Elemental Titans” are the pinnacle of elemental power, but however powerful they may be, they are bounded to their planes, and to Gormar´s commands. Even so the titans bicker and fight one another for Gormar´s attention and recognition. They are Surtr the “Elemental Titan of Fire”, Aegir the “Elemental Titan of Water”, Skrymir the “Elemental Titan of Air” and Angrboda the “Elemental Titan of Earth”. Each one has its own personality and goals, but are generally very stubborn and hard to engage with, however a good deal is always a good deal.

###   **The Great Forge**

  The home of Gormar himself, this gigantic forge is always busy and houses the souls of the great artisans and crafters. It is here that powerful weapons used by the gods are created, what kind of things can be found inside is the stuff of legend, but I’m sure the beauty and power of the artifacts found inside are too much for a mere mortal to be able to handle.
Stratosphere

### "If I stabbed you, I probably wouldn't care."

Stratosphere was an orphan in Brimstone and was picked up to be a part of a special brainwashed kids unit.

Together with many others, she endured the toughest training. She somehow grew faster than others... Her superiority in skill and her decisive thinking made her a de-facto leader. During the Supressionist war her entire unit full of people she considered family was wiped because of a mistake on her part. This broke her spirit and she went to a psychiatric hospital for a few years...

Late into the war Infinite entered her life and showed her a way she could be useful for the Stentor Empire again without having to bear responsibilities - She accepted and joined his team!
Scroll Canon

**Wondrous Item, rare, Cost: 2000 GP**

A small magical cannon, designed for maneuverability and destructive arcane power. The hand canon's outer shell is comprised of magically infused coper, giving it a golden appearance, while a thin layer of magical gems covers the inside.

These gems when in contact with sodalite quartz unleash a great wave of arcane energies, who are conducted through the copper, greatly increasing the scroll's potency.

## History

Early in the Ladian Empire's history, The Lads sought ways to place magical power into the hands of less magically gifted people.

One such solution was the use of scrolls, items capable of holding a magical spell, who could then be dispelled by anyone capable of reading the language. However, such scrolls were too expensive to manufacture, never seeing wide use among the common folk.

The Scroll Canon was then created has an enhancer of the traditional scroll, allowing its user to see more benefits from a single scroll, by increasing the Spell´s potency. Theoretically, making scrolls more useful and efficient, while cutting down on manufacturing cost and labor.

However, the Canon was most useful when used with damaging or healing spells, giving little benefit to magical effects the common people might more frequently use. Added with expensive ammunition and complex manufacturing process, the artifact was relegated to be specialized weapon, only used by selected soldiers, to accomplish a predetermined task.

For this reason, the Scroll Canon never saw much wide use, with only a couple hundred ever being manufactured, remaining an oddity in Ladian history.

## Abilities

**Scrolls Really?.** The canon can hold up to 6 spell scrolls in its chambers, and if you cast them through this weapon, the casted spells gain the following benefits:

·        The spell´s range becomes 200ft (unless the range is “Self”).

·        When you would normally roll one or more dice to restore hit points or deal damage with the spell, you instead use the highest number possible for each die.

**Charges (6).** Whenever you shoot a scroll with the Scroll Canon, consume one charge. The canon regains 1 charge for every hour it’s not being used.
Venus Super League 2

A **Venus Super League 2** é a segunda divisão nacional no sistema de ligas do futebol de Venus.

Conta com 8 equipas que disputam o título em modo de pontos corridos em 14 jornadas. O Campeão sobe para a Venus Super League e o 2º colocado disputa play-off com o 9º da Venus Super League. O vencedor é promovido a Venus Super League. O ultimo é rebaixado automaticamente para a divisão inferior, o penultimo vai a play-off com um clube da divisão inferior.

## Clubes

Um total de 19 clubes já disputaram a Venus Super League 2 desde a sua criação em 2020 até a temporada 2022 (AUG-DEC). O atual campeão é o Aguias de Venus

## Títulos

### Por clube

 **Roundhay United B** | **1** | 2020-2021
Qi Wave

Æthermancy Spell

The Qi Wave spell has been passed down from master to apprentice even before recorded history. The origins of the spell are unclear, but most accept that it began as the emulation of a natural phenomena or of an ability of an Æthermantic magic beast. Some, however, say that it was bestowed by a higher power, or that it was devised by the ancient dragons. A few others have proposed that, due to its inherent simplicity, it was destined to be the first spell created by their ancestors.

Regardless, the Qi Wave spell was one of the most impactful discoveries in Amurel's history. It is the first spell most mages will learn when they first embark upon the Path, and is therefore the foundation from which all of their magic will be developed from. Some even say that it is the origin of all magic.

## **Description**

You summon a circular mass of [Breath] no larger than a 2-meter cube within a space that you can see within range. For as long as you maintain *Concentration*, you may use an Action to move this mass up to a distance equal to twice your Spell-Casting Modifier in meters. If the mass impacts a target, you can make a spell attack roll against them, dealing 1C aura damage on a hit.

***Upcasting.*** You may double the size of the mass |*OR*| increase the damage dealt by it by 1C for each extra Numen you spend on this spell.
Lorica

The iconic armor of Chæmen legionaries. The entire set is composed of a slightly loose vest made from small metal scales sewn to a linen backing that flows naturally into a skirt, covering the waist up to the knees; a solid metal helmet that may or may not bear a decorative plume; and bracers and greaves made from metallic plates. The scales are typically made of either iron or brass, shaped to appear like those of a fish, and overlap in every direction, forming multiple layers which provide a good degree of protection. The pieces, especially the linen skirt and the helmet, are decorated with numerous marine motifs, or designed to resemble fins. Holistically, the set is modular and easy to mass-produce. The greaves and bracers can be done away with whilst maintaining a comparable level of protection, as is done by most legionaries to save on costs, which they must bear themselves.
Animal Handling

When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
Edictal Medium

Edictal Mediums are based on the powers of mystical languages. These Mystical Languages may make use of the user's vitality, interfere with the realm of mysticism or rouse the natural forces of the world. Regardless, their powers have long been recognized in annals of Amurel; even the ancient Dragons devised their own tongue with this knowledge in mind. Edictal mediums all share one clear strength and, conversely, weakness: their spells are carried by sound. Nonetheless, edictal mediums are still held in high - after all, the fact that the largest empire in the world was built upon such a medium should be proof enough of its usefulness.

### **Spell-Casting Attribute**

Your Spell-Casting attribute for spells cast trough the Edictal medium is Intellect, as it relies on memorization, assembling and recitation of complex sentences for each spell, sometimes on the very moment of casting.

### **Components**

To cast a spell trough an Edictal Medium, the user must be proficient in at least one [Mystical Language] and use it to vocalize a specific sentence that represents their spell. If the user's speech is impaired or they are unable to use a [Mystical Language], spells cannot be cast.

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

The point-of-origin for spells cast trough an Edictal Medium is any point in space where the act of speaking a mystical language can be heard. The spell will activate regardless of whether a target can hear or understand it, however, if the sounds of the user's voice cannot reach the chosen point-of-origin, the spell will not be cast.
Roundhay United

O **Roundhay United** é um clube de Venus, sendo uma das equipas mais populares e mais bem sucedidos de Venus. O Roundhay United é o clube de maior sucesso em Venus, tendo ganho 1 titulo importante. Em 2020, se tornou o primeiro clube de Venus a vencer a Venus Super League.

O Roundhay United esta atualmente a competir na Venus Super League

## História

### Início

Foi fundado em 2015 como **Roundhay United**, sendo uma equipa de escalão inferior da Inglaterra. Entrou para a Venus Super League em 2020
Edenic Mandrake

Edenic Mandrakes are those that have grown into the Knowledge Domain. Their main eye is situated near their crown. When roused, they uproot themselves and bend their branches into a large pair of arms, which they use to attack in melee. Their roots are further warped into thick tentacles, allowing them to quickly move trough most terrains.

TBA
Pasta

## Appearances

Season 3

Pasta was a magical creature born in 5560 during the Dragon Era, created by Acteon during his campaign against the dragons. She was a part of his army of magical beasts employed in the Milkevoli Archipelago, now known as the Locked Archipelago. Pasta partook in the batles following her creator and master through to the climactic finally which concluded with Acteon joining the second coucil and leaving a lot of his beasts behind. Pasta, now without a purpose, kept living peacefully in the archipelago until she was atacked by the Noctians in a sequence of events that prelude season 3. Over the years, Pasta had a total of 4 relationships, each one birthing at least 4 children.

In season 3, Team Vulcan meets her after landing in Actia and befriends Stromboli later revealed to be her daughter. Her combat prowess is undeniable as she dominated the field when Team Vulcan lead a rebellion conquering Protagonia, the Noctian base of operations in Actia. Later during season 3 she shows her true magical beast form and helps an attack on Noctia's capital, helping Team Vulcan in the process of recovering all the Tops but losing her husband.
The McStrongmen Clan

## History

The McStrongmen clan was created in the early years of the age of heroes in the area that would later be known as the Korunthar empire. The clan was founded by Eleanormund McStrongmen with the purpose of hunting and killing all kinds of unholy creatures. For many years the clan hunted and collected unholy artifacts, passing their knowledge and combat skills through the generations. Over time the Clan gained a reputation as skillful monster hunters, with some even claiming that its members were not human but mutants created by eldritch practices and blood magic.

In 524HE during the events of the plague of shadows, the clan's ancestral home Castle Korthen was destroyed and most of the clan's members were either killed or turned into shadow beasts. Ever since then the few remaining members became estranged from each other acting mostly independently and becoming traveling adventures, occult scholars, or monster hunters. Despite this, all McStrongmen share the desire to reclaim their ancestral home and recover the centuries of knowledge buried beneath the ruins of the Castle.
The Sodalite Eating Twitter Fish Problem

During a period of stopage in the main campaign the gang decides to hold a one-shot to clench the thirst of DnT and make some memes happen.

### Premisse:

A thief has been stealing Sodalite cristals in a specific cave in Cristalia whitout annybody noticing. The players are high ranking people in the business who have either interests on this case or are stakeholders on the cristals themselves. So? Whos taking them?

### Introduction:

The player characters were:

* Sadim Slimpus - An adventurous man who has stakes in cristals from the cave.
* Paladina - A semi high ranking ladian guard looking to prove that women aren't weak at all.
* Chase - A member of the millefiore famaly looking to expand his famalies hand in Cristalia.
* Morn Born - A known trader/stealer of cristal who has stakes in the cave.

The mayor of Cristalia: a rich old lizard man called Prorenek Toplane ignored the capitals first warning that there were cristals missing on the shipments and that they were being stolen on the cave it self and were therefore on his jurisdiction. This prompted the Ladian Minister of Magic and Religion Clide Magnus and Minister of Law Upholding Link to scrutinize him and pressure the Lads into action.

Their answer was to send an ultimatum in the form of a message delivered via high ranking Sailor Girl that threatenned not only the mayor but also everyone involved in the cave exploration. It said "Fix it or chose bettween Leaving the country or death".

The mayor guessing the ultimatum had called out to our party members and asked them to fix the problem and gave them a helping hand in the form of his body guard called Suplementary.

The group headed to the cave where they talked to the major stakeholder and his "workers". The most interesting being the Kunka gang deserters and Jonhy Sex - a openly homosexual supervisor ~who spends the day whatching the men work.

Finaly they meet Calculi who anfter being intimidated admited to knowing of a creature wich he hipothesized was eating cristals...The gang watched as he headed to the small river inside the cave and lured it by calling it out while unziping his pants. The creature then proceded to come out and AAA.

The group inspected and played with the creature and started feeding it cristals. The creature then ate so many it grew in size and the group tried to stop it.

After a confrontation the creature went to a very small size and an explosion seemed imminent. The group ran away save for Sadim Slimpus who had opes to sell it and Paladina who wanted to kill it. They were both caugth on the explosion and died.

In the end the remaining member got what they wanted for the mayor was still fired and the new mayor asked them to be her counselors.
Physique

Physique is a measurement of your raw physical power, endurance, toughness and fortitude. All things physical are governed by Physique in some capacity; it determines what you can carry, how far you can jump, how far you can throw, how hard you hit, how hard you can be hit without getting hurt, how long you can exert yourself, your resistance to diseases and how far your body can be pushed before crumbling.

Physique is an important attribute for any character’s survival prospects, and the single most important attribute for front-line fighter archetypes, but can be compensated to some degree with moderately advanced magic. Some items even require you to have a certain amount of Physique in order to use them appropriately.

### ***Saves***

Physique saves are usually called on to resist effects that would move you (or impede movement) against your will, as well as to resist diseases, poisons, exhaustion, decay and other such malaises.

### ***Skills***

Physique governs the Athletics, Mining and Chopping skills.

### ***Rolls***

Unless stated otherwise, Physique is applied as a bonus to your physical attack and damage rolls

### ***Features***

Your Physique affects your Condition and your Guard.

#### ***Push, Drag, or Lift***

You can push, drag, or lift a weight in kilos up to 60 plus 15 times your Physique modifier. While pushing or dragging weight in excess of your carrying capacity, your speed drops to 0,4m (meaning you take around 5 seconds to move the standard 2m). This is also affected by Size. For each size class (see the Size section) above or below Medium, the amount of weight you can push, drag or lift is doubled and halved, respectively.

#### ***Jumping***

Your Physique determines how far you can jump.

##### ***Long Jump***

When you make a long jump, you cover a number of meters up to your Physique score if you move at least 4 meters on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, clearing that distance on the jump costs just as much time and Condition as if you had sprinted that distance (see more on the Movement section).

##### ***High Jump***

When you make a high jump, you leap into the air a number of meters equal to 1 + your Physique modifier if you move at least 4 meters on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, clearing that distance on the jump costs just as much time and Condition as if you had ran that distance. In some circumstances, your GM might allow you to make a Physique (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1.5 times your height.