recursal/Fanatic-Fandom huggingface dataset:
Principality

Principality is the realm of the Principle, both literally and figuratively.  The realm is itself where the Principle resides, and is also literally the Principle itself.  To be in Principality is to be within the Principle's absolute power, and within the Principle itself.  In a sense, Principality is what you call the Principle when referring to it as a place.

Within Principality, the power of the Princes is nearly boundless.  Though each Prince will be naturally more inclined to work along the lines of their personal portfolio, any Prince can create anything within Principality, so long what they create is not antithetical.  Unlike in Natura, in Principality, Princes can work instantly and completely, translating thought into reality with zero effort in no time at all.  Thus, I expect Principality to at least in part be an ever-shifting dreamscape, constantly changing to reflect the whims and designs of the Princes.

The Adversaries cannot enter, touch, threaten, perceive, or affect Principality in any way.  They can, with difficulty and some effort, sense worldgates leading to Principality.

One thing that is NOT possible in Principality is the creation of sentient life.  True sentience involves free will, which by its nature includes a freedom to explore antithetical thoughts and actions. Only the Princes are capable of harboring antithetical thoughts within Principality.

However, it is quite possible for a Prince to create a simulacrum or simulation of sentience within Principality.  The creatures or spirits so created would not actually be sentient beings, but rather projections of the Prince's own mind.  Should the Prince running a given simulation leave Principality or even simply stop paying attention to it, the simulation would cease to exist.

Time travel is also not possible in Principality.  It is possible to run simulations at a faster than normal rate, and it is possible to alter someone's experience of time so that more or less time has passed according to their senses, but time will still have passed at a normal rate.  In other words, you can't use the power of Principality to heal a Prince's wounds instantly, nor can you use Principality to travel back in time.

Living mortals cannot enter or exist in Principality; the raw purity and divinity of the place would rend their flesh and spirits.  It is not even possible for a living mortal to pass through a worldgate; should they try, they would simply die, and their spirit would linger in Natura (unless it was already very principled).  Only the mortal dead can exist in Principality, as they are much more static and don't have physical needs.  And even then, in order to pass through a worldgate, they would need to be quite principled and purified.

Any materials, light, energy, or other stuff created within Principality cannot leave Principality.  The nature of such stuff is too fundamentally different from Natura; the transition simply isn't possible.
Aquilan

The Aquilan are a species of sentient humanoid created by the Prince Aizea during the First Winter. Formed by modifying a small volunteer group of early humans with traits resembling Aizea herself and birds, they are Aizea's chosen people.

### **History**

Seven individuals from all four Founding Tribes chose to follow Aizea to what is now the Aquilan homeland, the Vale.

Eyr (F): Pure white, gold eyes

Kyr (F): Red and gold tones

Tai (M): Red and gold tones

Osk (M): Buff, Brown, tan; earth tones

Liir (F): Medium grey

Char (M): Pure black

Ash (F): Light grey

### **Biology**

http://us-p.vclart.net/vcl/Artists/Kyoht/WereEagle.gif

### **Culture**

###
Divine Morality

It's tempting to call the Principle good and the Antithesis evil. However, instead the game uses its own internal moral compass of principled vs. antithetical ideas. This moral compass is loosely defined by morality in real life, but the details are defined by the gods and their players.

What is "principled" is defined as being aligned morally with the Principle, and what is "antithetical" is defined as being aligned morally with the Antithesis. While the Princes are largely principled beings, they are also imperfect, and so do have minorly antithetical natures. Similarly, the Adversaries are largely antithetical beings, but have minorly principled natures.

Each Prince is an incomplete reflection of different facets of the Principle, as opposed to perfect reflections of the Principle as a whole.  Morality is by its nature very complicated and context-sensitive, and this is no less true for the Principle than it is in real life.  Thus, it follows that each Prince would naturally have their own take on what is and isn't principled.
Minkpaw

**Past**:
NA
NA
NA
NA
**Apprentice(s):**

A small, light tawny brown she-cat with medium-length fur. She has a white patch on her muzzle/throat that fades into the brown farther down toward her chest. Her eyes are a pale shade of honey gold.

## History

Minkpaw was born to Cedarstripe and Cindercloud alongside sisters Eelkit and Smokekit. At first, there was nothing terribly remarkable about her - she was a normal kit, play-fighting and hunting butterflies with her sisters and wanting to become the best warrior she could. However, after stumbling into Wrenfoot's den one day and becoming curious about the herbs the she-cat was sorting, Minkkit became interested in becoming a medicine cat.

From then on, she visited Wrenfoot daily, to the brown tabby's delight. She was extremely inquisitive, and began to ask the medicine cat if she'd be able to become her apprentice. Though on the young side, Wrenfoot accepted, and when it was time for Minkkit and her sisters to become apprentices, she became BriarClan's new medicine cat in training.

## Personality and Skills

Before the events that led to the Clans' swift downfall, she was a highly curious little cat, always wanting to learn more about herbs and how to treat different wounds and diseases even when lessons were completed for the day.

She is good at picking up things quickly, and learned fast when under Wrenfoot's mentorship. She isn't particularly skilled when it comes to fighting, though most medicine cats only receive the bare bones of battle training so it's to be expected.

After the tornados/earthquakes/ect, Minkpaw became much more closed off, mainly due to what she experienced in the aftermath. She rarely questions the world as she once did, and instead bottles up her thoughts and feelings so that no other cat can tell when she is feeling weak or useless - that, she believes, is something only she should know about, so as not to worry any cat. She's more prone to being angry or grumpy, now, however, due to her losing faith and love for many things around her.

## Family and Relationships

Minkpaw had a very close bond with her mother, father, and two sisters. As kits, she, Eelpaw and Smokepaw would play together all day long and curl up together at night. Though Smokepaw has been very shy as a kit, Minkpaw and Eelpaw made sure to never exclude their sister, and no matter what, encouraged her to become more outgoing.
Dawnpaw

**Past**:
*NA*
*Snowstream, other siblings*
*Other siblings*
None
None
**Apprentice(s):**

Dawnpaw is a dark tabby she-cat with icy blue eyes. Her base pelt is gray with a bit of brown, while her tabby stripes are black and cover a lot of her body. She is rather long-legged and thin, but well-muscled, making her appear to be a tom cat at first glance.

## History

Dawnpaw was born and raised in ReedClan. However, she was always considered an outsider, as her mother gave birth to her many moons after the death of her father. It is assumed that her father was a loner and, as she grew, it became clear that she borrowed most of her features from him.

Despite being half Clan, she grew very close to her older siblings and was starting to gain favor in her Clan when it all fell apart.

## Personality and Skills

Dawnpaw is a very optimistic she-cat and is well-liked by those who give her a chance. She is clearly devoted to the survival of her clanmates and has a good head on her shoulders. However, while her ideas are often very good, she rarely voices them when she aught to and lacks some self confidence.

Dawnpaw, as a Warrior-in-training, can only be described as a natural. She excells in both fighting and hunting and often bested her mentor in practice.

## Family and Relationships

Dawnpaw's mother and most of her siblings died when the clans fell. Her mother had two litters of kits with two different toms. The first litter was with a tom from her Clan.  A notable sibling of hers from this pairing was Snowstream, who was briefly Stonestar's mate. However, Dawnpaw's father is presumably a loner, as her mother's mate was long dead before she gave birth to her second litter. Despite having such a large family, Dawnpaw is the only surviving kit of her mother's.

Dawnpaw's first mentor, Emberfur, died when the Clans fell as well. She misses her just as much as her parents and siblings.

Dawnpaw feels very much an outsider in the confining caves. The only thing keeping her there is her loyalty to Stonestar, whom she views almost as a father.

## Trivia

* Dawnpaw has to have a spot of white on her somewhere. Cats cannot have blue eyes unless some part of their fur is white.
Natura

Natura is the mortal world, lying between Principality and Anathema.

Natura is a fundamentally different realm than Principality or Anathema. It is the only realm that is not inherently defined by one of the two cosmic forces, and it both benefits from and suffers for this. While it has unlimited potential, it has much greater difficulty reaching that potential. While the gods can do nearly anything in their native realms in an instant with but a thought, doing just about everything in Natura requires time and effort, for gods and mortals alike.

Natura also allows for failure and imperfection. Things created in it will lack the inherent perfection and stability of things created in Principality. Natura is caught between two opposing fundamental forces, and as such, is inherently prone to change and loss.

Currently, Natura contains:

* the Principle Prime WorldGate
* the planet Praxis
* the Stars
* the Sun
* the Moon
* the Antithetical Darkness
* the Anathema Prime WorldGate
* the Bladed Maw

<insert map here>
Principle

There are two fundamental divine forces: the Principle and the Antithesis.

The Principle is a concept more than an entity, a force more than a person.  It is sentient, in a sense, but it doesn't really act or exert itself directly.  It is, well, a principle, the principle, in all senses of the word.  It is the foundation, but not the architect, or even the buildings (so to speak).  It is the source and definition of all that is principled in the cosmos of Pantheons.

While the Principle generally has a humane and principled mindset and goals, if often on a cosmically large and impersonal scale, the Antithesis has an alien and antithetical mindset and goals.

The Principle and the Antithesis are not capable of directly interacting, nor even drawing close to each other.  You could say they are repelled from and aligned with each other like opposing magnetic poles.  Both feel it is their fundamental right and obligation to have sole control over the mortal realm, Natura, that lies in the metaphysical space between the two forces.  Thus, both forces derive gods from themselves that are capable of interacting directly with Natura.

Neither the Principle nor the Antithesis are omniscient, nor remotely omnipotent.  They are, in a certain sense, perfect entities, as they are flawless within the terms of their own natures.  But their limitations and natures also make them inflexible and unchangeable.  They are more the fundamental pillars of reality then what we might think of as gods.
Planned

Here is a good place to jot down notes of things you'd like to do or create in the future in Pantheons, both for potential collaborations and to prevent any unintentional toe-trodding.

## Aizea

### Aquilans

These will be humanoid sentient eagles. I plan to take a small population of humans (once they have been created) and merge them with eagles to better represent Aizea's form.

http://us-p.vclart.net/vcl/Artists/Kyoht/WereEagle.gif

### Suikeri

These will be plants that generate small null-gravity fields by way of, well, you'll see. Aizea will need Tobock and Terrana's assistance, likely, as she will need a base plant to modify and special crystal formations. These plants and the crystal-structure associated with them will be a good base for future steam-punk levels of airship technology.

### Various Temple Structures

Eventually Aizea would like to build a dwelling on Praxis, possibly multiple ones. She gravitates towards sites of extreme storm activity: equatorial coasts, open plains at mid-latitudes, and high mountain ranges.

## Dungran

### Nuve

Dungran will eventual create the various Nuve species that he was tinkering with in the Principality on the fake Praxis. This will happen after he fills the sea with life in the form of fish and he sees that the enemy is trying to invade his ocean.

### Obelisks

Dungran will eventually create a series of obelisks throughout the ocean and in places where his influence is strong. These Obelisks will have power of the Law domain and be an excellent place to create new laws and debate them. These Obelisks will also act as deterrents for the enemy's agents as they will have the power to lash out and destroy any enemy agent. Due to the power of these Obelisks Dungran will either have to create a few at a time or seek the help of his fellows.

### Monsters

The sea will be a place of fear and danger for the enemy as Dungran will eventually deposit sea monsters of large size and fearsome ferocity to further reduce any enemy activity in the oceans of Praxis. These sea monsters will take some effort and time on Dungrans part and will be on the back burner until time or circumstances necessitate it.

### Assassins

Beings of fear the assassins will stalk across the planet searching for enemy agents who seek to cause death and destruction upon the land and sea. Will only come into Praxis when or if a subversive enemy presence has been found.

### Fish

Filling the ocean with a variety of fish that had evolved on the fake Praxis. Note that these fish will be created from memory and through the proper means, no Principality cheats here.

### World Gate

Im thinking about having Dungran building a world gate at the bottom of the ocean so he respond quickly to a threat on Praxis. There might be around 2 or 3 of them.

## Vecher

Pegasi! She's already created one made of "cloud" but she would like to create real ones.

Cult of Chaos - sort of like the Illuminati, a secret sect of humans who try to influence the various leaderships/governments. Drinking goats blood, sex rituals, stuff like that. But not human sacrifice or any "evil" things (just chaotic things).
Lilitu

Lilitu. Prince of magma, death, and prudence. Being the last prince of the Life generation, she is the embodiment of finality. Her parents Tobok and Terrana, and her brother Berber are constant reminders of what her domains mean. From Terrana she learns about earth; which she applies in the domain of Magma. From Tobok she learns patience; which she applies in the domain of prudence. Even Berber teaches her about adaptation; which she applies in the domain of death. Above all, being the lady has taught her many things about the nature of principle and how to interact with the other Princes.
Redpaw

**Past**:
NA
Crowpaw
NA
NA
**Apprentice(s):**

A small, skinny ginger she cat with a piece of her right ear missing and big blue eyes. Quite pretty.

## History

She and her brother, Crowpaw, were born to Robinwing and Coalwhisker. Robinwing passed away during her kitting and so they never knew their mother, but both siblings were really close to their father. Coalwhisker was one of the last cats taken by the twolegs, much to the devastation of his kits.

## Family and Relationships

Redpaw loved her father very much, but her best friend was always Crowpaw. Now that they're alone in the world, she's grown closer to him and keeps mostly by him as though she's afraid to lose him to. And she is - Redpaw detests twolegs and fears they will return for her and her brother.
Balauri

## Children of Lilitu

The first sentient life and most prized creation of Lilitu, the god of death. The Balauri are winged predators with magma for blood, a flesh-and-metal alloy for skin, and gems for scales. With the original design, Lilitu intended for these creatures to be her emissaries to life on Praxis. Due to their complex nature Lilitu only created two of these massive creatures. Although they have wings, the wings are only decorative, as Lilitu could not bless her creatures with flight. They are currently the longest living mortal beings on Praxis. As Lilitu's emissaries, they can spit magma, have a strong connection to death, and have the best grasp on what prudence is.
Praxis

Praxis is currently the only planet within Natura capable of sustaining life. It is a rocky orb with a molten center, approximately 1/4 the diameter of Earth. Gravity coeffecients have not been specified, nor atmospheric composition, but it is capable of sustaining life in its current state.

### **Core**

Lilitu's Greatwork descriptions.

Tuli and Vuur

### **Hydrosphere**

#### **Rivers & Lakes**

<being formed by weather now. Time is elapsing>

#### **Climate**

Climate is driven both by Bourden's Winds and Aizea's Beings of Weather. Praxis is under the affect of an Adversarial Greatwork, Winter, created by the goddess of ice and death, Nircine.

## Habitability

### **Biosphere**

Tobock created the first kinds of life on Praxis: Plants. As of Chapter 2, Scene 1, there are four major varieties of plants; algae, grass, flowers and trees. Chapter 2, Scene 2, saw the addition of fruit-bearing varieties of trees and the new creation of fruit-bearing cacti and bushes.

Terrana created animals out of a substance she invented called flesh. They are primarily land-dwelling mammals with several forms of reproduction as of Chapter 2 Scene 2. In the current iteration of creation, all animals are primarily herbivorous, resorting to predation only in instances of extreme hunger. They eat infrequently, able to subsist on very small amounts of plant life.

Bourden created birds and flying animals, and Aizea contributed the blessing of (powered) flight to them. They come in a vast array of colors, sizes, and shapes - able to eat plants, fruit, seeds, and flesh.

### **Sentient Life**

Aloysius has asked each of the Princes to bless a chunk of flesh with their special domains, with the intent of creating the first sentient life on Praxis. As of Chapter 2, Scene 2, it has yet to be shaped.

Lilitu has created the Balauri, great draconic beasts with scales of gemstone and flesh alloyed with metal to withstand the magma of their blood. They are her emissaries, made to teach the life on the Praxis prudence.
Lune

Lune is the Adversary of light, darkness, music, magic, beauty, inspiration, and madness. She is the god of creativity, insight, and knowledge, but her gifts often come with a maddening price. She created and is intimately tied to the Moon.

Lune is unusual for an Adversary because she is a god of duality and self-contradiction. This means that she is more inclined toward principled behavior than her brethren, but her behavior is harder to predict in general.

Lune has been friendly towards Anaxamos, and incorporated her Moon into the engine of his Stars (albeit without asking him first). Anaxamos was defeated by Lune after allowing her to whisper the true name of Anathema and the Adversaries into his mind.

Lune gave humanity the blessing of creativity after Anaxamos explained to Aloysius that he could not bless humanity with technology before they were made.

## The Moon

The Moon is the largest luminary in the heavens, though since it is much farther from Praxis than the Sun, it appears smaller from Praxis, and gives Praxis much less light. The Moon is set in the innermost ring of the engine of the stars, and takes one month (thirty days) to make a full revolution around Praxis.

The Moon is an intimate expression and reflection of Lune herself, and merely gazing upon it is enough to drive one to madness, inspiration, or both.

The phase of the Moon is not tied to the time of the month, but rather changes to reflect Lune's mood and activities, or to reflect her will. The Moon can be completely dark or light, or anywhere in between.
Anathema

Anathema is the realm of the Antithesis.  Anathema is the Antithesis itself, as a location.  Princes are utterly unable to enter, touch, perceive, affect, or threaten Anathema in any way.  They can, with difficulty and some effort, sense worldgates leading to Anathema.

The Principle and the Princes are sure that Anathema exists, but most of what they know will come from a process of elimination.  The Principle isn't able to directly sense Anathema or the Antithesis, but it is able to sense the influence of Anathema, sort of like how one weight on one side of a scale could deduce the existence of the weight on the other side.  The Principle knows that, according to the fundamental laws of the cosmos, the Antithesis must be and is its equal and opposite, and so Anathema presumably is also equal and opposite to Principality.
Gladiator

## Comparison Table

*\*Note:
Rankings encompass overall strengths of each class in a given category in an overall sense, meaning that power/ retaliation, damage, defense and any additional effects are all considered in determining each classes rank in each category.*

*Rankings are based on x out of 8, to compare each class in relation with the other 7 classes directly, with 1 being the lowest rank and 8 being the highest rank, (Ex. the Gladiator has the best weapons and armor overall out of all 8 classes, considering all factors listed above, so they score an 8 of 8 in both categories).*

## Specialty: Weapons, Armor and Weapon Boosting Master

Best class in the game if you want big weapons and armors. Can easily equip 5/4 weapons if you’re willing to pay a LP (life point) or two for it. Has many armor options at 5 and above, with the most options of retaliation damage for armors in the game. Weak during the “second phase” or Action Phase, not many options here, and all of the options that they do have include heavy drawbacks. Aside from his impressive selection of assorted armor, the only other defense Gladiator’s have are a few counters for the opponent’s attack spells/abilities which will cost you dearly in LP to use. The brute class in the game is not very intelligent, so you’ll be mostly drawing only the card you start the turn with in the Gladiator class with almost no cards available to increase your card drawing power. A weapon class deck, with little in the way of surprises, the Gladiator’s game plan is to push their weight around on the battlefield…if your opponent is standing toe to toe with a weapon and armor based battle plan, they will soon find out why Gladiators rule in the arena.
Ederon Wiki

**Welcome to the *Ederon* Wiki
*Ederon* is a digital card game.**

Ederon is a free-to-play, browser-based online card game on the Microsoft Windows, Mac OS X and Linux platforms that anyone can play. Pick your class, fight other players in a duel style match, and win better cards in one of the most unique cards games on the net.

* Classes
	+ Knight
	+ Gladiator
	+ Paladin
	+ Monk
	+ Hunter
	+ Rogue
	+ Sorcerer
	+ Wizard
	+ Apprentice
* Tutorial
	+ Main Screen
	+ Field
	+ Turn phases
	+ Card types
	+ Card rarity
	+ Card effects
* Deck building
	+ Rules
	+ Deck lists
* FAQ
Sorcerer

## Comparison Table

*\*Note:
Rankings encompass overall strengths of each class in a given category in an overall sense, meaning that power/ retaliation, damage, defense and any additional effects are all considered in determining each classes rank in each category.*

*Rankings are based on x out of 8, to compare each class in relation with the other 7 classes directly, with 1 being the lowest rank and 8 being the highest rank, (Ex. the Gladiator has the best weapons and armor overall out of all 8 classes, considering all factors listed above, so they score an 8 of 8 in both categories).*

## **Specialty: Defensive Countering and Card Draw Master**

The cerebral class of Ederon. The Sorcerer can draw big in every phase of the game, and often draws as a side benefit to already solid card options. Weapons are of 2 main varieties, various wands which often cannot block for the offensive minded player, and an assortment of small blocking weapons for a more defensive game plan in which the Sorcerer thrives. Though armor options are limited, cards such as Wisdom Robe and Enlightened Robe provide solid cover. On the offensive spell phase, you have enough 3 damage options to maintain a steady barrage of damage while mixing in spells like Fury of Nature, Equalize and Last Stand to keep your opponent at bay. On defense, nobody can stand toe to toe with the shear countering ability that this class wields with ease, but its the uber-card draw that Sorcerers enjoy however, is the true strength of this class. Card draw makes everything that they do so much better, as they can cycle through their deck quickly to find the right solutions to whatever their battle may call for. While they may lack some of the amazing individual cards of some classes, what they lack in quality, they more than make up for in quantity. Where other classes may use a big 5 damage weapon or attack spell/ability, the Sorcerer can defend those attacks, counter with consistent damage of their own, and use card draw and Summon Gollir recursion to constantly keep their hand filled with the appropriate cards needed for any given battle type they find themselves in, often drawing the battle out to a longer end game in which the Sorcerer has few equals.
TuffHunter's Time Bomb Rogue

*For those of you looking for an effective Rogue, here is my version which has reached a legit rating of **4554** in ranked play. The premise revolves around using the unpreventable damage aspect of Rogue, but in the form of **Poison** and **Artifacts** in order to create turns of seemingly burst damage instead of relying on simple brute force such as **Dual Daggers**.*

**Replays:**

* 6 Turns Until Auto-Death
* Knowing Your Opponent's Hand

Classes: 1

Rogue

Weapons: 8

4 Firecracker Blade

4 Stalker's Blade

Artifacts: 3

2 Time Bomb

1 Death Cap Blend

Abilities: 29
4 Aquatofani Spirit
3 Detection
3 Evasion
4 Ghostly Strike
4 Impact Back / Complete Deflect
1 Last Gasp
4 Shadow Approach
4 Sidestep
1 Stalk
1 Vanish

Sidedeck: 15

4 Raining Shurikens

4 Shady Proposition

3 Shunt Sword

4 Stealth

**The Sidedeck:**

When it comes to a Rogue's sidedeck there are a few weaknesses that need to be covered; other Rogues, Healers and decks without Strikes. **Raining** **Shurikens** are generally nice for getting rid of 1 resistance weapons, artifacts & trinkets while **Shady** **Proposition** is a unique counter, especially nice again **Summon** **Demelza**. **Shunt** **Sword** is just a classic anti **Rogue** (and **Monk**) weapon while **Stealth** is great against **Redemption** decks as well as Paladins.
PRRighteousAngerDefenseAbility

Paladin Rogue Righteous Anger defense/turtle

This deck is quite fun and unusual but once you try it i think you will like it. P.S. This is my first entry to wikia.

Classes: Paladin

Rogue

Trinkets: 4x Righteous Anger

Abilities: 4x Complete Deflect

4x rupture

4x Stiletto

4x Intervention

Spells: 4x Bastion of hope (but can be 2x)

4x Light Stupor

1x Pida's Spire

1x Sign of Lyncis

Weapons: 4x Excalibur

4x Sundthra's Dagger

4x Zephyr Blade

Armor

4x Golden Armor

1x Rogue armor of choice and/or Soft Leather Vest

This deck plays two ways. Most obvious is to drop either Golden Armor and/or Righteous Anger with Paladin then morph over. Since you can play defense abilities when in rogue, the tempo is not lost too often (although against aggro rogue you need to get a few heals for life points.) begin to drop rupture and the "turtle offense" takes place. 4 damage per action phase is excellent. If for some reason they are blocking thse with armor, stay at paladin and drop the 4x excalibur. This weapon should withstand an average monk, and work wonders against most except perhaps a 3 resistance armor. Those are the two ways that this deck is used. re: if questions.

P.S. if you are running out of cards, you can add additional 5x cards, probably defense abilities or small weapons.
Splinter

Subtype
 Rarity
 Collection
 Other attributes
 Artist

Splinter is an Uncommon Defense Ability from the Turning Tide Expansion. It can be used by the Monk.

## Strategy

Monks prefer to use any weapons for defense or no weapon at all, so Splinter’s drawback is minimal for most Monks, making this a Hide with 2 retaliation weapon damage.
Paladin

## Comparison Table

*\*Note:
Rankings encompass overall strengths of each class in a given category in an overall sense, meaning that power/ retaliation, damage, defense and any additional effects are all considered in determining each classes rank in each category.*

*Rankings are based on x out of 8, to compare each class in relation with the other 7 classes directly, with 1 being the lowest rank and 8 being the highest rank, (Ex. the Gladiator has the best weapons and armor overall out of all 8 classes, considering all factors listed above, so they score an 8 of 8 in both categories).*

## Specialty: Healing and Discard Recursion Master

The Paladin is a solid warrior class with the ability to gain LP through a variety of methods. Because most of their weapons are 1-handed, they can easily bring one of their big shields to the battlefield. While its true that they are limited to only a couple armor choices, those that they do have are some of the biggest in the game weighing in at 2/7 and 0/9…though with heavy drawback restrictions. In the action phase Paladins hit with 3 damage at a steady rate…but their real strength is the ability to regain LP (life points). This ability makes this class a very valuable addition to other classes in a hybrid deck. Paladins don’t offer much in the defensive or card drawing disciplines, but with the ability to play to such a large variety of victories, these aren’t missed too much. The Paladin’s game plan is….well pick one! They can hit you with solid weapons and attack spells, stall you until you run out of cards, or play a support role with other classes for a completely different attack strategy altogether.
One Turn Kill

*This deck was made just to prove it is possible. In ranked play the chances of this happening are extremely low. In fact, I had to make nearly 100 attempts in friendly matches just to get the following replay:*

The One Turn Kill

takx OTK with Paladin

From Opponent's Point of View (Ranked Play)

Rasior OTK

30 Damage Hallucination

The deck list below is probably the best version which was designed by **takx** (and uses **Epitaph**). Above are a few of his replays during ranked play which shows that this deck can actually win!

*Classes: 3*

* *Knight*

* ***Monk or Paladin***

* *Rogue*

*Weapons: 4*

* *4 Throatslayer*

*Artifacts: 4*

* 2-4 Ornament
* 2-4 Featherstone Shield

*Spells: 12*

* *4 Revelation*

* *4 Rebirth*

* *4 Quick Study*

*Abilities:12*

* ***4 Intelligence or Epitaph***

* *4 Woolgathering Revery*

* *4 Hallucination*

*Armors: 4*

* *4 Imagination Mask*

*Trinkets: 4*

* *4 Bag of Dreams*

*Total Cards: 40*
Wizard

## Comparison Table

*\*Note:
Rankings encompass overall strengths of each class in a given category in an overall sense, meaning that power/ retaliation, damage, defense and any additional effects are all considered in determining each classes rank in each category.*

*Rankings are based on x out of 8, to compare each class in relation with the other 7 classes directly, with 1 being the lowest rank and 8 being the highest rank, (Ex. the Gladiator has the best weapons and armor overall out of all 8 classes, considering all factors listed above, so they score an 8 of 8 in both categories).*

## Specialty: Damage and Discard Disruption Master

The “glass canon” of Ederon, nothing suits a Wizard’s game plan better than to kill or be killed in the first 5 turns. With weapons such as Crystal Sword, Cursed Scepter and Pentacle Wand the Wizard can hit hard from the attack phase. Most of his weapons are 1 Handed, leaving his off hand available for some of the best Artifacts in the game such as Jack-o-Lantern, Orb of Benediction and Harvester Eye to deal additional damage or disrupt their opponent’s hand. However, the real strength of the class is their powerful attack spells, which can consistently hit for 5 or more damage even if it costs him self damage in the process. Combining their strong weapons with power spells and damaging artifacts, the Wizard can make very quick work of an unprepared defender with a flurry of damage, which can be even further supplemented with the addition of various defense phase damage and disruption options as well. While the Wizard lacks traditional defensive options, they have the cunning ability to disrupt their opponent through various other methods including his favorite: hand discard. With cards like Orb of Benediction, Harvester Eye, Forgetfulness and Herecy, even if they cannot do much when the opponent manages to launch a successful attack, they can often confuse their opponent to the point where that attack isn’t launched in the first place.
SWR Explosion

By janapas

An OTK deck which revolves around Redemption, Sky Wand and Explosion. Its main play style is defending efficiently until you get enough draws to increase damage from Explosion and Redemption. This type of deck has several variations. The one below is my own variation. Enjoy :)

1 Rogue

1 Sorcerer

1 Wizard

1 Bloodlust

1 Sundthra’s Stealth

4 Bea’s Constellation

3 Burn Weapon

4 Dispel Magic

3 Dowsing

2 Energy Leak

1 Explosion

2 Gift of Knowledge

4 Hinder

2 Inspiration

4 Invisibility

4 Magic Barrier

4 Oracle’s Fortune

1 Soul of M’chzk

1 Stabilize

1 Redemption

4 Sky Wand

3 Amber Orb

2 Book of Wisdom

2 Heal Wrap
Stalker's Blade

Subtype
 Rarity
 Collection
 Other attributes
 Artist

Stalker's Blade is a Rare Sword from the Time Warp Expansion. It can be used by the Rogue.

## Strategy

Stalker’s blade is able to block, is unblockable with fast strike and removes for one point. Usually means you have 2 additional points of damage repeatable each turn.
Sickle

Subtype
 Rarity
 Collection
 Other attributes
 Artist

Sickle is a Rare axe from the Alpha Expansion. It can be used by the Gladiator.

## Strategy

Sickle is just well….Sick! 4/4 Unblockable not only goes well with G to break that end game stall out, but also combos beautifully in hybrids decks with high discard yields.
Card rarity

Currently, there are 1514 different cards in Ederon divided into 4 rarities:

* common cards
* uncommon cards
* rare cards
* very rare cards

Rarity can be seen by looking at symbol showing the expansion from which the card is (see images below).

## Common cards

Common cards are marked by black symbol showing the expansion (inside red circle):

There are 729 different commons in Ederon, including:

* 8 class cards in 4 different arts styles
* 235 abilities
* 184 spells
* 39 trinkets
* 123 weapons
* 64 artifacts
* 52 armors

Commons serve a few purposes. Commons are often some of the most basic cards, allowing a player to build a sound deck without having to get or spend too much gold. Occasionally, there are commons that have larger effects, but difficult or awkward drawbacks that can make them less ideal than similar cards of higher rarity.

## Uncommon cards

Uncommon cards are marked by white symbol showing the expansion (inside red circle):

There are 466 different uncommons in Ederon, including:

* 116 abilities
* 108 spells
* 32 trinkets
* 109 weapons
* 67 artifacts
* 34 armors

Uncommon cards are better than average cards. Some are basic, while some only minutely differ from basic cards, but often more ideal than those basic cards. Like commons, some cards may have large effects, but have intermediate drawbacks to work with.

## Rare cards

Rare cards are marked by golden symbol showing the expansion (inside red circle):

There are 261 different rares in Ederon, including:

* 58 abilities
* 59 spells
* 22 trinkets
* 74 weapons
* 37 artifacts
* 11 armors

Rares are some of the best cards. Most cards are not basic, and some can be quite complex. Rares often have large effects with drawbacks that can be easier to build around than commons or uncommons.

## Very rare cards

Very rare cards are marked by dark golden symbol showing the expansion (inside red circle):

Very rare cards are truly hard to get. The chance of getting a very rare card instead of a rare card in 10-cards booster is 0,9%. The chance of getting a very rare card in a mystery card is below 0,1%.

There are 58 different very rares in Ederon, including:

* 13 abilities
* 15 spells
* 5 trinkets
* 17 weapons
* 6 artifacts
* 2 armors

Very rares are the best cards out there. Some are very easy to use, while some can be really powerful in a complex strategy. Most very rares have easy drawbacks compared to their powerful effects.

There is no top deck consisting only of very rare cards. Some good/top decks have 1-2 very rares, some have 4-8. A good/top deck is composed of cards of all rarities, including commons.
Mirrored Armor

Subtype
 Rarity
 Collection
 Other attributes
 Artist

Mirrored Armor is a Common Steel Armor from the Dragon Realm Expansion. It can be used by the Knight and the Gladiator.

## Strategy

The original armor bypass protector, and still the best. At 0/4, this provides excellent protection while negating tricky bypass attempts.
TuffHunter's Lockout

*I'll always show my decks to anyone who asks, but for those wondering here is the current format of my Lockout. The purpose of this deck is to remove your opponent's class and prevent them from re-equipping it, thus rendering all their cards useless. As of right now it is a deck capable of surpassing a rating of 4400 and is a thorn in the side to much of the community despite the fact that it is easily countered by defensive morphs such as Belathoran Mine.*

*It is possible to make a Lockout deck without Very Rares, however you need to find ways to destroy and remove weapons. Some simple solutions include Magnetized Amulet and attacking with a Spear (usually after preventing your opponent from attacking) or finding a way into **Monk** and using Zhian's Disarm followed by a weapon such as Boomerang to deal with any remaining armors with retaliation.*

**Replays:**

* Accidental First Turn Lockout
* Distraction / Locking **INTO** a class
* Extremely Anti-Gladiator
* First Turn Lockout (Suppression)
* Frustrated?
* It's not always pretty...
* Locking **INTO** a class
* Mirror
* Monolit Orb
* Philosopher's Stone
* Recede Stall
* Sky Key Lockout

Classes: 1

Sorcerer

Weapons: 4

4 Iron Mace

Artifacts: 3

2 Calicos Creed

1 Monolit Orb

Armors: 1
1 Heal Wrap

Abilities: 14
4 Ambush
4 Cartography
2 Distraction
4 Suppression

Spells: 14

4 Freeze

4 Recede

4 Quick Study

2 Ultimatum

Trinkets: 4

2 Philosopher's Stone

2 Sapphire Amulet

Sidedeck: 15

4 Bhadda Orb

4 Counter Spell

3 Monolit Orb

4 Pacifism

**The Sidedeck:**

This Sidedeck is fairly simple; **Counter Spell** for pesky spells, **Pacifism** for pesky abilities. **Bhadda Orb** as well as **Monolit Orb** are an interesting counter for when fighting **Sorcerers.**
Rogue

## Comparison Table

*\*Note:
Rankings encompass overall strengths of each class in a given category in an overall sense, meaning that power/ retaliation, damage, defense and any additional effects are all considered in determining each classes rank in each category.*

*Rankings are based on x out of 8, to compare each class in relation with the other 7 classes directly, with 1 being the lowest rank and 8 being the highest rank, (Ex. the Gladiator has the best weapons and armor overall out of all 8 classes, considering all factors listed above, so they score an 8 of 8 in both categories).*

## Specialty: Offensive Attack Ability and Defensive Retaliation Damage Master

The Rogue is one of the most popular classes in Ederon, and with good reason. Good weapons with fast strike means 2 to 3 damage from the attack phase along with the ability to weapon block your opponent’s weapon strikes. This combines well with their strength in attack abilities, with most of their attack abilities hitting for 4 to 5 damage you can consistently deal a potential 8 points of damage per turn. Extremely aggressive, this high risk, high reward class not only deals damage effectively from both offensive phases, but also hits hard from the defensive phase as well, with even the limited armor available in Quigleaf Cloak getting in on the action and dealing damage as well. Because of their high use of cards in all three phases of the game, (Attack Phase, Action Phase and Defensive Phase), and their lack of decent card drawings abilities, the Rogue’s hand size will dwindle very quickly with each damaging blow. Thus, their game plan is summed up in the saying, “The best defense is a good offense”, the Rogue wants to hit hard and fast, leaving nothing in the storage tank for a long drawn out battle.
Card effects

**Complete list of card effects in Ederon:**

1. **Attack Counts**: When you weapon attack remove a count from this.
2. **Conjoined**: Equipment only. If destroyed or removed, return to the class that originally played this.
3. **Counts**: When this weapon attacks a count is removed, when counts reach zero the weapon leaves the playfield and goes to the discard pile.
4. **Crusher**: Weapon only. If this weapon destroys a blocking weapon, any leftover damage is dealt to the opponents armor or life.
5. **Double** (spell or ability): You may play another card in the same phase. The effect only works once per turn. It means that if you played card with double ability or spell in equip phase, then any card on action phase (of the same turn) with double ability or spell will lose its "double" effect.
6. **Double Flip (Multiphase)**: You can flip this card once per turn and still play another card in the specific phase to activate its special effect.
7. **Dreams**: This card requires a Bag of Dreams on the field with at least as many charges as stated. Remove the amount of charges from Bag of Dreams.
8. **En Garde**: Weapons only. This weapon does not lower when you attack.
9. **Equipped**: You must have specific type of equipment on your playfield.
10. **Fast strike**: Weapons only. This weapon can attack the turn it is played.
11. **Flip (Equip Phase)**: Equipment only. This card can be flipped in equip phases. Flip this card to activate the following effect.
12. **Flip (Multiphase)**: Equipment only. This card can be flipped in both equip and action phases. Flip this card to activate the following effect.
13. **Instant Effect**: A card with Instant does not end your phase when resolved. Unlike Double, this effect can be used multiple times in one phase.
14. **Instant Equip**: Equipment only. You may play this card without ending your equip phase,
15. **Instant Flip (Action Phase)**: Equipment only. You can flip this card in specific phase without ending this phase. Flip this card to activate the following effect.
16. **Max counts**: Equipment only. This item cannot have more than the listed number of counts.
17. **Morph into** <class>: Instantly change to <class>. You must have this class in your class dock.
18. **Multiphase**: This card can be played in both equip and action phases.
19. **Nourish**: Weapons only. If not blocked, gain life equal to the lifeloss done by this weapon.
20. **Poison**: Damage done this way is resolved at the end of the affected player's turn.
21. **Ranged**: Weapons only. This weapon is not affected by any damage retaliation, caused during your attack phase.
22. **Rebuild**: Equipment only. When removed or destroyed return this card to your hand.
23. **Remove**: Equipment only. Drag this card to the discard pile to activate the following effect.
24. **Retract**: Spells and abilities only. When this card's effect is resolved, return it to your hand.
25. **Spectral**: Spectral damage ignores armors.
26. **Transmute**: Discard this card from your hand to trigger the following effect. You must be in a playable class for this card.
Classes

Classes are the primary concept of the game. They dictate what the player can do at any given point in the match. The game currently features 8 classes, all with a unique mixture of capabilities, as well as a 9th classless aspect called Apprentice (also known as Average), which has a jack-of-all-trades style of game play, as well as some of its own unique strategies. Each class (that is, except Apprentice) is part of a Rock-Paper-Scissors style, such that each class has a strong and weak counter class, as well as a strong and weak countered class. (*For example:* Gladiator's frequent 1 power armors make most Paladin weapons break easily, as well as easily overpowering its shield and healing strategies.)
Pantheons (Storium) Wiki

## Welcome to the Pantheons (Storium) Wiki

This wiki is for the Storium game called "Pantheons." Hopefully it will become a searchable repository of all the neat stuff we come up with as the gods shape and battle over Natura.

Pantheons is a Storium game about two ideologically opposed pantheons and their struggle to shape the mortal world to their own liking, while preventing the other pantheon from doing the same.

The player characters are members of the Pantheon of Principality, a pantheon with humane mindsets and morals. Members of this pantheon are called Princes. Princes are gods derived from a cosmic divine force called the Principle.

The Princes are opposed by the Pantheon of Anathema, a pantheon with alien mindsets and morals. Members of this pantheon are called Adversaries. Adversaries are gods derived from a cosmic divine force called the Antithesis.

The game itself is about shaping the mortal world, Natura, as well as combating the Adversaries in their efforts to do the same. There is building, politics, war, and tons of creativity. This record contains all known information about the Pantheons, their realms, creations, and history.

### **Useful Player Information:**

Original Reference Guide <> Planned Moves & Creations <> Reference Sites <> etc

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Black Haunting

## Original Text

ENDURANCE 1.

INSTANT POWER: Use after destroying a non-Styled card from your opponent's Life Deck. Rejuvenate 2. Your opponent cannot play or use non-Styled cards this turn.

(Banish after use.)

## Community Clarifications

Since MP powers/constant powers etc. are non-styled Black haunting will prevent your opponent from playing or useing them.