recursal/Fanatic-Fandom huggingface dataset:
Shadow Guards

The Shadow Guards are a group that works for and is loyal to Xie Qingshuang. The size of the group is currently unknown.

They are headed by Qu Jianglin. They are able to do reconnaissance as well as combat. Shadow Guards possess short-range teleportation skills. In addition they can create swallow letters using ink lines on their bodies in order to send communications amongst themselves and back to Xie Qingshuang. These ink lines are a two-way connection, and were originally developed by Fei Yanshu.

The Shadow Guards were originally formed after Xie Renyu attempted to kill Xie Qingshuang, discovered her medicinal blood, and kept her captive as medicine in the side court. As a result, Helan Ning sent Su Tuntun and Si Yuyan, the two original Shadow Guards, to take care of Xie Qingshuang in secret and report her status back to Helan Ning.

Su Tuntun and Si Yuyan were dismissed from the Shadow Guards after their spiritual senses were compromised by Liu Jianghe.

## References

1. ↑ Chapter 11: Rumors
2. ↑ Chapter 9: Undercurrent
3. ↑ Chapter 77: Problem Solved
4. ↑ 4.0 4.1 Chapter 107: White Hair
5. ↑ Chapter 85: Decisions
Kraton

## Origin

One of three deities spawned from the fracturing of the god Tyriel, Kraton became the God of War, his power drawing from countless battles and wars. He has fought for and against most if not all the divine figures in the cosmos at one point or another.

## Spheres of Power and Influence

He governs battle and war, the bloodier the better. He does not care for the mortality of combat or the order of duels.

## Plane of Power

His plane of power is the Eternal Field, a demi-plane that is one of the few constants in the swirling Maelstrom.

## Herald

His herald is Kramos the Barbaric, a powerful minotaur like beast, but instead of bull-like qualities it has raptor ones.

## Center of Worship

His center of worship is the Blood Legion located in Hollandfast.
Charon

## Religious Information

### Granted Power to Faithful

Can inflict 1d20 damage per 4 levels with every melee touch attack 1 round/per 2 levels per day.

### Symbol of Faith

A skeleton and scythe dripping with water.

## Origin

When the first mortal soul traveled from the material plane, Charon and his brothers arrived to collect its’ soul. The three began a terrible fight before Yumee stepped in. She asked each brother what he wanted. The first wanted to experiment and for that was banished. So Charon declared he wanted to study it but could not deceive the great goddess, and so was banished to Abaddon. There in time, he took some of his power and gifted it to three other daemons. These were the original Horsemen. Over the eons the other three have been replaced again and again but the Horseman of Death remains.

## Spheres of Power and Influence

He governs death and especially pointless deaths, death without reason.

## Plane of Power

His plane of power is Abaddon, specifically the River Styx.

## Herald

His herald is Lora’Li, a once mortal druid who now serves as him. She is a master of any magic that brings about death.

## Center of Worship

The center of his worship is in somewhere Longmere, on the planet Aeturnus.
Akardis, the Wrath of the Sun-King

The multi-braided handle of this *scorpion whip* breaks off into three distinct lashes, one red, one yellow and one orange. Each it tipped with a metal hydra head, fangs bared.

**Level 1-4 (+3)**

Hisat'Iri as only deity worshiped

**Level 5-8 (+4, Flaming and 1/day abilities)**

Burn down the holdings of a person twice your level, or burn an individual of equal level alive

**Level 9-12 (+5, Flaming, Unholy, 1/day and 1/level abilities)**

**Level 13-16 (+6, Flaming, Unholy, Phase Locking 1/day, 1/level and at will abilities)**

Bring ruin to a settlement or larger via fire

**Level 17-20 (+7, Flaming, Unholy, Phase Locking, 1/day, 1/level, at will and constant abilities)**

**SUN-KING'S BLESSING**: The wielder can raise the whip as a full round action and power the effects of Fire spells within 50ft per 2 levels of the wielder. All spells with the Fire descriptor are treated as having the *Empowered* and *Maximized* metamagic feats for a number of rounds equal to half the level of the wielder. This effect can be used once per day.

**FLAME BINDINGS**: The wielder can summon bindings of flame that hold down and burn a creature as a standard action. Any single creature within 50ft of the wielder may be targeted and forced to make a reflex save (DC = Character Level + Half Character Level + weapons enhancement bonus) or be entrapped for a round per 2 levels of the wielder. Each round they are entrapped they are burned for the weapon damage + enhancement bonus of the weapon.

**HYDRA BREATH**: The wielder may summon the breath of a hydra as a movement action, dealing double the weapon damage to all creatures within a 45ft cone in front of the wielder.

**CHAMPION OF FIRE**: The wielder is immune to cold damage, negative levels and holy energy.
Kraith

## Religious Information

### Granted Power to Faithful

Can change into a feline at will as a full-round action: (3rd Level) House Cat, (8th Level) Lynx, (13th Level) Jaguar, (18th Level) Tiger (Chaotic), Lion (Lawful), Cheetah (Neutral) This form lasts for a # of hours equal to half their character level.

### Symbol of Faith

Chalice filled with wine crossed by a black rose and a rapier

## Origin

The second known mortal deity, the rogue known by the names of Kraith and Jerrell was once the friend of Tyriel in their lives. When his companion disappeared, the arcane investigator followed his tracks and eventually joined his friend in ascension. He is the most active of the gods, and usually involves himself in affairs of mortals.

## Spheres of Power and Influence

He governs rogues, mainly the Nightengale guild, who are as much a clergy as they are a rogues guild. Others that are spies, some assassins and those that work from the shadows or behind the scenes for the greater good also find themselves watched by his favor.

## Plane of Power

Kraith resides in the Violet Rose Manor, the heart of the veiled underbelly of the city of Nirvana.

## Herald

His herald is Trinity, a woman who can appear as a black cat, a gorgeous woman or a pitch black shade.

## Center of Worship

His center of worship is the city of Belland, whom he is the patron god of.
Millinan

Purple hair falls onto the small shoulders of this lady. She is clad in azure full-plate armor and wields a sword that seems to be made of a living thunderstorm given crystalline shape. Her eyes are distinctly draconic and the color of lightning.

## Theological Information

### Domains

Scalykind, Magic, Liberation, Chaos, [Lightning], [Catastrophe], [Ash], [Freedom]

## Religious Information

### Granted Power to Faithful

Gain DR/- equal to a quarter of their level

### Symbol of Faith

A pair of dragon wings crossing each other behind a sword

## Character Information

### Class

Barbarian 20 [Sorcerer 10/Dragon 10] | Fighter 10 [Dragon 10] | M10 [G]

## Origin

A child born from the coupling of an Elemental Lady and a neutral rift dragon, she cycles between being playful and fun, and rampaging throughout the country side.

## Place of Power

Her place of power is Asgarth, the mountain peak of Krisis.

## Center of Worship

The center of her worship is in Asgarth as well.

## Powers

The strength and power of the fabled Dragon Princess is legendary. She is capable of conjuring storms beyond most mages ability to handle and every strike of her sword, Skyshard booms like thunder.

## Relationship

She has a tumlutuous relationship with the Ouroboros Concordance but loves the Dragon Faithful.

## Organizations

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

The Goddess of the Dragon Faithful

The Dragon Princess of the Ouroboro Concordance
Kellorgem Lacrima

A powerful and extremely dangerous magically imbued gemstone that can be used to power incredible spells and rituals, but with an extreme drawback

**Lacrima (Slotless Magic Item)**

**INFINITE POWER**: The Kellorem Lacrima can be used to cast 500 mana worth of spells per day. However there are two restrictions to this, if more than 25 mana is used at within 6 seconds, it triggers a Magical Feed Back Event, and the device needs 8 hours to recharge.

**MAGICAL FEED BACK EVENT:** If this event is triggered, any person within 250ft is subjected to their own individual magical fumble roll. Those rolls that effect multiple people effect everyone as normal, and do stack.

***THE LACRIMA CAN BE DESTROYED IF ALL THE MANA IS USED AT ONCE TO CAUSE A SINGLE MASSIVE MAGICAL FEED BACK EVENT***
Gift of Monsters

A hellish brand burned into the wielders chest, it grants their teeth, nails and body infernal power.

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

Geryon as only deity worshiped

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

Shown savagery as a character trait

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

**Level 13-16 (+4, Flaming, Unholy, Axiomatic 1/day, 1/level and at will abilities)**

Bend the will of a unique, savage and powerful beast

**Level 17-20 (+5, Flaming, Unholy, Axiomatic 1/day, 1/level, at will and constant abilities)**

**EYES OF THE BASILISK**: The wielder of the weapon transforms their eyes to that of the fear serpent, forcing enemies in front of the wielder that can see them to make a reflex save (DC = Character Level + Half Character Level + weapons enhancement bonus). If they fail, they are killed and turned to stone. The wielder can use this ability once per day.

**INFERNAL RAGE:** The wielder of this weapon can gain the effects of a barbarians *Rage, Greater* for a number of rounds equal to half the wielders level as a full round action. They can use this ability a number of times per day equal to their level.

**PREDATOR SENSE**: The wielder can gain *Scent, Tremorsense and See-In-Darkness* as a swift action. These effects last for 1 round per level.

**DEVILISH SAVAGERY:** The wielder gains the *Pounce* universal monster ability.
Bassite, The Glavies of the Hero

A beautiful blue hafted *two bladed glaive*, one blade a softly glowing indigo, the other a radiating violet. Is whistles through the air with almost a tune sounding from every slash.

Material: Aetherium; Weight: 1.25 Pounds

**Hidden Tier**

*Worth of the Wielders Soul: 2-10 Cairns*

*Requirement to Wield: Vitani as only deity worshiped*

Properties of the Relic: +3 Enchantment, 3d8 Slashing/Piercing Damage

**Dormant Tier**

*Worth of the Wielders Soul: 12-24 Cairns*

*Requirement to Wield: Shown being heroic as a character trait*

Properties of the Relic: +4 Enchantment, Impact, 3d10 Slashing/Piercing Damage

Abilities: Inspiring Cry

**Imbued Tier**

*Worth of the Wielders Soul: 26-40 Cairns*

Properties of the Relic: +5 Enchantment, Impact 3d10 Slashing/Piercing + 1d10 Holy Damage

Abilities: Inspiring Cry and Compassionate Solution

**Empowered Tier**

*Worth of the Wielders Soul: 42-60 Cairns*

*Requirement to Wield: Show compassion, hope and love as character traits*

Properties of the Relic: +6 Enchantment, Impact 3d10 Slashing/Piercing + 1d10 Holy, 1d10 Anarchic Damage

Abilities: Inspiring Cry, Compassionate Solution, Heroic Dash, and Loving Presence

**Awoken Tier**

*Worth of the Wielders Soul: 62+ Cairns*

Properties of the Relic: +7 Enchantment, Impact 3d10 Slashing/Piercing + 2d10 Holy, 2d10 Anarchic Damage

Abilities: Inspiring Cry, Compassionate Solution, Heroic Dash, Loving Presence, Dance of the Queen, and Strike of the True Hero

**Abilities**

**INSPIRING CRY**: Once per day, as a full round action, the wielder of this weapon can raise it into the air and inspire their allies with a flash of blue magic. All that can either see or hear the wielder are under the effects of *Bless, Haste* and *Prayer.* All enemies that can see or hear the wielder are under the negative effects of *Prayer* and *Bane.* These bonuses last for 1 minute per 2 cairns of the wielder.

**COMPASSIONATE SOLUTION**: As a swift action the wielder of this weapon may cause it to be wreathed in indigo energy, allowing the wielder to deal triple damage with the weapon, however all the damage is non-lethal damage. It lasts for 1 round per 2 cairns of the wielder.

**HEROIC DASH**: The wielder of this weapon may increase their land, swim, climb or fly speed by double for the round as a swift action.

**LOVING PRESENCE**: Creatures must make a will save (DC = 38 + Half Wielders Cairns Worth + Current Enhancement Bonus) to attack the wielder of this weapon. Creatures are immune to this ability for 24 hours of they succeed the save.

**DANCE OF THE QUEEN**: The wielder can, once per day as a swift action, summon the Dance of the Queen, allowing them to move their double their full movement speed and make their full attack action, however each attack is at the highest base attack bonus. They must move at least 5ft in between each attack. This state lasts for a number of rounds equal to half their cairns.

**STRIKE OF THE TRUE HERO**: The first attack every round made with this weapon by the wielder is counted as having *True Strike* as per the spell upon it.
Eternian Calendar

Created by the goddess Vitani as a mortal when she ruled the capital of Dorin from the various calendars of the countries that came together under her kingdom. Uses Era and Ages that changed every 5,000 years and were marked by the most important event of the time.

### Age of Beginning (AB)

#### End of the Divine War (AB 0)

The start of the Age of Beginning for the Planet Stigguard.
Amshergris

## History

A mysterious half-fiend that is the longest serving Champion of Hell. He is known to provide help to those that seek it, and call in favors at a later time.

## Power

He is a master of fire, arcane and shadow magic with incredible precision and grace.

## Relationships

He is an advisor to every Lord and Champion of Hell.

## Organizations

He is a member of several organizations including:

He is an Archwizard of the Nessian Library

He is a Lord of Nessus

He is an Royal Vizier of Nessus
Kilorden Amos

An azure colored beard hangs from this dwarfs face, while a silken turban of the same color wraps around his head. He is clad in wonderful robes the color of a southern sea sky with a belt made of wonderous swirling metal. Off it hangs several pistols made of ivory and other precious materials and a cutlass that seems to be made of sapphire. His serpentine eyes belay his true identity and a large smile crosses his face.

## Information

### Aliases

Pirate Lord of the Merchant Sea, Kilordenamoss

## Character Information

### Class

Dragon 20 [Sorcerer 20] | Wizard 4 [Freebooter 4] | M4 [G}

## History

Once a powerful leader of a unheard of nation, he took over as the 5th Pirate Lord of the Merchant Sea after killing the 4th with a blast of lightning. He has long ruled the ocean around the Continent and has many dealings with people across the world including both the navies of the Western Kingdoms and the Brovisian Trade Providence.

## Powers

He is reputed to have a mastery of storms and air with an affinity to ending his foes in a blast of lightning directly.

## Relationships

He is in a staunch alliance with the Pirate Lords of the South, and the Seafloor.

## Organizations

He is a member and leader of several organizations including:

A Pirate Lord in the pirate coalition known as High Tide

The Admiral of the Azuel Raiders

Captain of the Azure Vault
Felium

Eveite that has been empowered by additional fel energy. It functions as Nullium for anti-mana.

Felium requires Master Evonic Craftsman, and a connection to Fel Magik to be created or worked.

* Bonuses to Weapons: Weapons deal an additional amount of fel damage equal to the ENHANCEMENT BONUS of the weapon.
* Bonuses to Armor: No spell failure chance. Adds an additional armor bonus of +4 (Light), +6 (Medium), +8 (Heavy).
* Bonuses to Shields: No spell failure chance. Can absorb one spell per round with a spell level equal to or lower than double the ENHANCEMENT BONUS of the shield. Adds an additional shield bonus of +2 (Light), +4 (Heavy/Tower)

Special Properties: Is treated as a worked lacrima when first forged. However its mana shock value never changes. Can not hold anti-mana.
Courunden, The Lions’ Roar

A great black handled *longspear* ending in a silver and red blade, this spear has lead many charges and rallied many armies. Each strike of the spear seems to cascade sounds of cheering and victory.

Material: Etheristium; Weight: 1 Pound

**Hidden Tier**

*Worth of the Wielders Soul: 2-10 Cairns*

*Requirement to Wield: Erik as only deity worshiped*

Properties of the Relic: +1 Enchantment, 1d10 Slashing/Piercing Damage

**Dormant Tier**

*Worth of the Wielders Soul: 12-24 Cairns*

*Requirement to Wield: Shown bravery as a character trait*

Properties of the Relic: +2 Enchantment, Impact, 2d10 Slashing/Piercing Damage

Abilities: Lions' Strength

**Imbued Tier**

*Worth of the Wielders Soul: 26-40 Cairns*

Properties of the Relic: +3 Enchantment, Impact, 2d12 Slashing/Piercing Damage, 1d12 Holy

Abilities: Lions' Strength and Prides' Roar

**Empowered Tier**

*Worth of the Wielders Soul: 42-60 Cairns*

*Requirement to Wield: Becomes leader of an armed forces in some fashion*

Properties of the Relic: +4 Enchantment, Impact, Glorious, 2d12 Slashing/Piercing Damage, 2d12 Holy

Abilities: Lions' Strength, Prides' Roar, and Ferocious Pounce

**Awoken Tier**

*Worth of the Wielders Soul: 62+ Cairns*

Properties of the Relic: +5 Enchantment, Impact, Glorious, 3d12 Slashing/Piercing Damage, 2d12 Holy

Abilities: Lions' Strength, Prides' Roar, Ferocious Pounce, and Helljumpers' Grace

**Abilities**

**LIONS’ STRENGTH**: Once per day, the wielder of this weapon may make a single strike against an enemy as a full round action, however this attack is applied to all targets within either a 40ft line or 20ft cone as the sheer force carries through.

**PRIDES’ ROAR**: The wielder of this weapon can grant a number of allies equal to half their cairns their own fearlessness for a number of minutes equal to half their cairns as a standard action. This removes existing fear effects. The wielder can do this a number of times per day equal to their half their cairns as a standard action.

**FEROCIOUS POUNCE**: The wielder of this weapon may, as a full round action, use the Charge maneuver and make a full-round of attacks at the end.

**HELLJUMPERS’ GRACE**: The wielder of this weapon does not take fall damage from any height.
Aquanite

A metal infused with the structure of the water of the Plane of Water, it is one of the strangest and most difficult metals to work and wield.

Aquanite requires Master Evonic Craftsman to be worked and a connection to the Plane of Water to be created, in addition to the feat.

* Bonuses to Weapons: Weapons are unbreakable and can “bend” in strange ways granting a missed attack due to miss chance an additional reroll. They are also immune to sunder attempts.
* Bonuses to Armor: The armor grants the wearer a miss chance against attacks due to distorting the wearer in strange ways, 25% (Light), 50% (Medium) 75%. They are also immune to sunder attempts. No maximum dexterity bonus. Does not count as armor for class abilities.
* Bonuses to Shields: The shield grants a single attacks damage negated per round. They are also immune to sunder attempts. Does not count as armor for class abilities.
Keystone

Rare and brilliant jewels that allow those less blessed by mana to cast spells as though they were more favored by fortifying their body, mind and spirit with ambient mana. These stones can be made into various pieces of jewelry that increase or decrease a persons Talent by up to twice the Talent modifier of the wielder, though this amount can be equal to no more than one third the total level of the craftsman. A person can have their Talent artificially enhanced to as high as a 17, and as low as a 4. They work by empowering the nervous system, both physically and metaphysically, with ambient mana in order to increase a casters ability to retain, regenerate and harness mana.
Mogar’Atar

The most powerful of the Kaiju, he is hailed as the King of Monsters. He was the sworn rival of Hisat'Iri and frequently battled the Daemon Snake to a standstill. Standing at 350ft tall and almost 325,000 tons, the azure metallic spines on his black hide that run down to his tail radiate with arcane energy. He has recently burned a large rune into a cliffside near his western island home. He is seen as a "God" of Magic by the local trolls.
Kari

## Origin

A devil that once hailed from the eighth layer of Hell, he tricked the newly crowned Lord Helnish into letting him leave and be reincarnated with a mortal body. He still retained a bit of his divine spark.

## Spheres of Power and Influence

He governs tricking people into deals that benefits the dead maker only.

## Place of Power

His place of power is the Underbelly, underneath the city of Axis.

## Center of Worship

The center of his worship is in the Crossroads, in the Western Kingdoms.
Blumoon

A city build upon the idea of free trade within the taxes of the greater nations, its’ ruler is Gordo Gamshen is the high cleric of the Masters of Coin and its’ church, the Way of the Coin. The capital city is Blushen, an expensive and lavish city in the nations inner land. They are openly trying to bring the only other large city in the nation, Ademe, back under their control after its' rebellion, but the cities proximity to the Mana Isles makes it harder for the group of the caster elite.
Doryn

The capital of the undead nation of Iceharrow, it is a dangerous place filled with anti-life, but even living travelers are safe provided they follow the laws. It is built into the end of a glacial crevasse, filling the entire end from top to bottom like some sort of dark and beautiful gothic city-castle. Known as the City of Vampires, it is the source to the worlds blood trade, import blood from various nations, races and planes while exporting various minerals and works, benefiting from their tireless work force.
Kollik’s Cowardly Conch

A small conch shell, riddled with teeth marks from the goblins whom it came from, it was enchanted by an archmage long ago for the tribe of goblins to call their allies in a time of need as a peace offering.

Conch (Slotless Magic Item)

**COWARDS CRY:** Once per year, as a full round action, the user may blow the conch and create 1d100 portals, each 20ft in diameter. These portals open to the allies of the wielder, until they either have no more portals to create or allies to recruit. These portals last for 1 minute.

***THIS CONCH CAN BE DESTROYED IF LICKED BY A GNOME AND DWARF AT THE SAME TIME WHILE IN THE PRESENCE OF GOBLIN ROYALTY.***
Herald

Outsider's whose power rivals the strongest of servitors and demi-gods, they are beings who are granted the ability to wield a portion of their deities power. Each herald acts as many things for the one they serve, and only a being who is tied to five spheres of reality is capable of forming the connection to another being for them to function as a herald. Several of the abilities of the herald are unknown to all but the highest orders of outsiders, such as the ability to act as a phylactery for the deity if only their physical body is destroyed, or to manifest as a mantled deity in the rarest of cases. Other abilities such as channeling the power of the one the serve or being only able to come to the Material with the help of a mortal (even when a natural gate or portal opens) are much more commonly known among the people.
Doog God

## Origin

Said to be the original great beast Doog has roamed many worlds and many planes finding place to slumber, feast and other things. However, he is not counted among the Fey Lords as he holds no power over the First World.

## Spheres of Power and Influence

He governs animals and traveling, particularly nomadic travel.

## Center of Worship

His center of worship is in the First World.
Hades

## Religious Information

### Granted Power to Faithful

Can grant the Flaming weapon quality to any melee weapon held as a swift action.

## Origin

A daemon of fire and flame that killed a demi-god and consumed their divinity. He serves the current Horseman of War.

## Place of Power

His place of power is the Cinder Furnace, in Abaddon.

## Center of Worship

The center of his worship is in Orgfist, the Western Kingdoms.
Kenshi

## Theological Information

### Aliases

The Mad One of Insanity, Kolar the God of Madness, Kameria the Demon Queen of Insanity, The Primordial

## Origin

No ones knows where or who really is Kenshi. He exists to instill madness and chaos and at the same time his very existence is maddening.

## Plane of Power

The Maelstrom is his plane of power and playground.

## Center of Worship

His center of worship is the demi-plane known as the Labyrinth
Davien

## Religious Information

### Granted Power to Faithful

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

### Weapon of Faith

Spells with the [Sound] descriptor function as if 3 levels higher

## Origin

A newer elemental lord, he has existed since the formation of the Elemental Planes but only recently started acquiring divine power and forming a religion. He first gained the approval of several gods allowing him to mantle several lost domains and ascend above his brethren.

## Spheres of Power and Influence

He governs speech, music and sounds and any that outsiders and mortals make.

## Plane of Power

His plane of power is the demi-plane known as the Discordant Amphitheater

## Herald

His herald is the noble sound genie Bubbuwara, who is make of various outsiders songs and screams.

## Center of Worship

The center of his worship is in the Discordant Amphitheater.
Cayden’s Lost Rifle

A long *flintlock rifle* whose stock doubles as a never ending tap of the last drink placed into it, its metal is gilded and shining bright.

*Flintlock* (Weapon Magic Item); +5 Flintlock rifle; Deals 1d100 points of damage, 500ft range increment; Single Shot per round as a standard action.

**BULLET TAP**: The wielder of this weapon does not need to reload as a bullet “fills” into the chamber.

**DRUNK THUMP**: The wielder can thump a target with their butt stock as a swift action, dealing 1d20 points of damage and forcing them to make a fortitude save (DC of 42) or be drunk *Confused* for 1d100 minutes.

**SPLATTERSHOT:** The wielder of this weapon can, as a full round action, spray all those in a 25ft cone, forcing them to make a fortitude save or be drunk *Confused* 1d100 minutes.

***THE RIFLE CAN BE DESTROYED IF USED TO SHOOT THE GOD OF LUCK’S DRINK FROM HIS HAND.***
Adamantine

The densest non-eveite metal known to man. It comes from meteorites that bury into the planet due to their great weight. Some meteorites are absorbed by passing portals and rifts to other realms, *usually* the Plane of Earth, though both the Border Planes and Elemental Planes are rife with the inert, heavy metal. It is also the only known metal to be found upon every known Material Plane planet were sentient life began, both to planar and universal scholars.

* Bonuses to Weapons: One handed weapons deal 1 ½ Strength damage while two handed weapons deal double Strength damage.
* Bonuses to Armor: DR/- 2 (Light), DR/- 4 (Medium) DR/- 6 (Heavy). Adds an additional armor bonus of +2 (Light), +4 (Medium), +6 (Heavy).
* Bonuses to Shields: Adds an additional shield bonus of +1 (Light), +2 (Heavy/Tower)
Mana Potion

The standard mana potion restores 15% of a casters mana in 6 seconds. They typically have a value of 500g. You can only take a number of potions or similar items in a rolling week equal to your talent modifier. Taking more incurs a fortitude save equal to the Talent score of the imbiber. If they fail, they are rendered nauseated and unable to preform magic for a number of days equal to their modifier. If they succeed, the potion functions as normal. The DC of this save increases by the Talent modifier upon the next imbibement, increasing by this amount each time. Requires the Brew Potion feat and a Caster Level of 10.
Hell

The Gates of the Layer of Nessus.

### Titles

The Foundation of Evil, The Infernal Sanctuary, The Keep of the Prince of Darkness, The Gate to the Mortal World

### Time

One Prime Material day is one week in Hell.

### Magic

Enhanced: Law, Evil, Fire; Restricted: Chaos, Good, Water

### Deities

Asmodeus and the Arch Devils

First founded as a forge to work the quintessence of creation with into the will of Asmodeus, the Lord of Hell was angered to find himself trapped within the confines of the Lower Planes. Over time, the upper layers of the new Lower Planes sensed his fury and were transformed by it. Soon the fiery fortress of Nessus began to take shape, and over time nine distinct layers of Hell arose. Asmodeus combed through his creations, the Devils, and found eight worthy of bearing the burden of Arch-Devil. He infused them each with the power of a layer of Hell, granting them the powers on par with lesser deities.
Mark IV M.A.C.E.R. DMR

A powerful Collective rifle, the Magical Absorption Catalyzing Energy Rifle, designed to harness the power of a source of energy drained.

+5 Two Handed Rifle; Damage: Depended on the wielder. 50ft Range Increment

**ABSORPTION RAY**: When unpowered, the wielder needs to siphon power from any available source. Magical items, spell, creatures, or energy sources will work. A magical item and spell grant 10 points of stored energy damage per level of the caster. A magical creature must be struck by a ranged touch attack (full round action, range of 200ft) and suffers 10 points of damage per level of the target. The rifle stores this damage and a target can make a fortitude save (DC of 40) to reduce the damage by half. Energy sources grant 50 points per round they are drained from until they are exhausted. This damage never degrades and is stored indefinitely. There is no limit to damage store.

**ENERGY BOLTS**: The wielder can release the store energy in the rifle as destructive bursts. They may release a total number of bolts equal to the attacks they have per round, each burst capable of containing up to 50 points of damage. This expends stored energy in the rifle.

***IF THE WIELDER ABSORBS THEMSELVES AND THE RIFLE, IT WILL BE DESTROYED.***
Ademe

The revolting city-state that was formerly under the nation of Blumoon, its’ ruler is Akaris the Steeleye, a ranger and pirate hunter that finally decided to rebuke the greedy lords of the inner city and take up arms with the support of his people. While they struggled much during the initial start, support from Iceharrow in the form of blood trade has allowed the city to weather the sieges.
Janeska

## Religious Information

### Granted Power to Faithful

Gains a +5 bonus to Appraise, Diplomacy, Bluff, Sense Motive, Preform and Perception skills.

## Origin

A rare case of an outsider who mantled the power of a god, she was once an angel in the highest service of the goddess Vitani, before being offered the remaining power of the lost goddess of love Suni. The Queen of Heroes had not been able to absorb all of the former goddesses power and finally had chosen this newly risen goddess to mantle them.

## Spheres of Power and Influence

She governs lust, spite and revenge, all the negative aspects of mortals need to be loved.

## Plane of Power

Her plane of power is the demi plane Ochourus, a demi-plane that hides among the throes of the Maelstrom.

## Herald

Her herald is Ambrosa, the Magenta Blossom, an angel who is constantly followed by a trail of cherry blossom petals.

## Center of Worship

Her center of worship is The High Fall in Hollandfast, near her patron goddess center of worship.
Barbatos

## Religious Information

### Granted Power to Faithful

Can cast dimension door a number of times per day equal to half their level, min 1

## Origin

This archdevil became Lord of the First when he saved Asmodeus from the machinations of the former Lord of the First, Typhon. He had planned to open the Gate of Nessus for the forces of Heaven, in return for being allowed to rule Hell after. Asmodeus both killed him and routed the invasion and then raised the then-devil to his current position.

## Spheres of Power and Influence

He governs the gates and passages of Hell and by extension, having some sway over them in the material plane. Things such as teleportation are his forte.

## Plane of Power

His plane of power is the first layer of Hell, Anvernus.

## Herald

His herald is the pit fiend, Kalberon, who is a master of teleportation magic.

## Center of Worship

The center of his worship is the Gatehouse in Orgfist, the Western Kingdoms.
Astral Plane

A Grey Haven within the Astral Sea.

One of the two greater Border Planes, it acts as a barrier for the Plane of Life and the Higher Planes. It is a colorless version of the Prime Material, and exists to act as a realm for outsiders and mortals to travel between the various Inner and Outer Planes though its' proximity to the Arisen Gate floods the area with good energy and lifeforce. This effect is lessened towards the borders it shares with the various Inner and Outer Planes.
Material Plane

Also known as the Prime Material or the Universe, it is a vast area that thrives with mortal life. It was created long ago from the explosion of compressed matter left over from the 4th Universe. It has many stars, planets and moons throughout its' vast expanse. There are many different facets that make up how the plane functions, all contained in a myriad of complex and ancient wards to protect it from those outside its' borders.

There are several large galactic empires; The Collective, The Alkazar Empire and The Republic of Systems, as well as several important planets such as; Stigguard, Aeturnus, Fallenro, Telmari, Telmet, Kessl, and Ugrad. The only known substance that has been found on every inhabited planet is known across the Galactic Web and markets as Adamantite, Adamantine or Meteoric Steel.
Hellium

A supreme composite that draws upon the powers of evil, order, earth, fire and the soul to create a metal the represents the indomitable will of the Bastion of the Lower Planes: Hell.

Hellium requires Master Evonic Craftsman to be worked, as well as a connection to Void, Esoteric, Terrestrial, Smoldering and Soul Magiks to be created through a partial evonic process.

* Bonuses to Weapons: Any target wounded by the weapon will have its' soul drained into the weapon upon death provided the wound(s) dealt by the weapon have not been healed, and the weapon is within 1 mile per point of ENHANCEMENT BONUS.
* Bonuses to Armor: Grants the wearer immunity to anything affecting their ethos. Adds an additional armor bonus of +9 (Light), +17 (Medium), +25 (Heavy).
* Bonuses to Shields: Grants Deflect Ethosic Spells, which follows the same rules as Deflect Arrows. Adds an additional shield bonus of +5 (Light), +9 (Heavy/Tower)

Special Property: Functions as a soul gem.
Annabeth Morenia

## Origin

The granddaughter of two mortal deities, the daughter of an angel, it is no wonder that she is brimming with divine power. She rules the remains of the ancient nation known as Eternis, hidden from the outside world.

## Spheres of Power and Influence

She governs nobility, and ruling as well as protecting the world and those in it, at the cost of your life if necessary

## Place of Power

Her place of power is the country of Eternis, from the city which she rules.
Attunath, Staff of the Archmagi

A powerful arcane instrument, this staff belonged to the first human arch mage in the Western Kingdoms. Inside it is bound the power of a noble arcane elemental.

*Staff* (Staff Magic Item)

**ESOTERIC TINKERING**: The staff grants the wielder an esoteric bonus to Knowledge: Arcane and Spellcraft checks equal to the wielders level.

**ARCANE POWER:** The wielder casts all arcane magic and Esoteric magiks as though they are 2 levels lower in terms of mana cost.

**UNLESHED ARCANA**: The wielder can unleash a beam of pure arcane energy at a creature within 100ft as a full round action and force them to make a fortitude save (DC of 42) or be killed and disintegrated.

***THE WIELDER CAN DESTROY THIS WEAPON BY USING ESOTERIC MAGIKS UPON IT WHILE IN THEIR OWN PERSONAL DEMI PLANE IN THE PRESENCE OF A NOBLE ARCANE ELEMENTAL***
Mr. Bossy

A small child’s doll that seems to be made of cloth and wool stuffing.

Doll (Slotless Magic Item)

**HARM THE DOLL:** The wielder of the doll can snatch hair from an opponent as a melee touch attack or Steal combat maneuver. They can attach this hair to the doll and then harm the doll. The attacks to the doll deal the half the amount of damage to the target whose hair is attached. The doll is not damaged and only one hair can be placed on the doll at a time. The target can also not be reduced below 1 hit point this way.

**HELP THE DOLL:** As a full round action, the wielder can insert their own hair into the doll. After this happens, they can as a swift action, change the properties of the doll in several ways. The users body changes appropriately as well.

Metal: The doll and users skin turn to metal, gaining DR/- 10.

Ooze: The doll and user turn into an ooze gaining the Ooze special abilities while being able to use their own as well.

Mist: The doll and user turn into a mist gaining the Intangibility special abilities while being able to use their own as well.

***THE DOLL CAN BE DESTROYED IF THE ONE WHO IS BONDED TO IT DEALS THE FINAL BLOW TO THEMSELVES ON ACCIDENT.***
Chronoessence

Energy has permeated the Cosmos since the beginning, and it flows through all creation in three distinct forms that are well know. But there are other lesser known forms such as Chronoessence or a mortals metaphysical time. Through various means, the potential time a mortal has can be siphoned. A month (28 days) of an average mortal (humans are the standard) lifespan is equivalent quintessence of 2 mote of mana or 12 essence of lifeforce. Few beings trade in this form or can even manipulate it. Tachyons are the form of metaphysical time for non-ethosic things or time otherwise unbound to ethos. 100 months (2,800 days) of tachyonic energy is equal to 2 motes of mana.

Immortal mortals such as undead have Suspended Chronoessence. 2 years of this is equivalent to 1 motes of mana or 6 essence.

Outsiders do possess a variation suspended chronoessence, not measure in aging but time remaining. 2 centuries of this is equivalent to 1 motes of mana or 6 essence.

Chronoessences color depends on the creature it is harvested from:

* Mortal (Chronoessence): Gold and Red
* Immortal (Suspended Chronoessence): White and Blue
* Outsider (Suspended Chronoessence): Tan and Blue
Kye’anite, The Blade of Fractured Time

The handle of this *katana* is wrapped in worn tan bindings, the guard made of white metal. The blade however, made from the same white metal, is broken, floating and held together in a almost perfectly normal form by streaks of yellow lightning.

Material: Aetherium; Weight: .5 Pound

**Hidden Tier**

*Worth of the Wielders Soul: 2-10 Cairns*

*Requirement to Wield: Myriad as only deity worshiped*

Properties of the Relic: +2 Enchantment, 2d8 Slashing/Piercing Damage

**Dormant Tier**

*Worth of the Wielders Soul: 12-24 Cairns*

*Requirement to Wield: Shown concern for the timeline as a character trait*

Properties of the Relic: +3 Enchantment, 2d8 Slashing/Piercing + 1d8 Axiomatic Damage

Abilities: Frozen in Time

**Imbued Tier**

*Worth of the Wielders Soul: 26-40 Cairns*

Properties of the Relic: +4 Enchantment, Speed, 2d8 Slashing/Piercing + 2d8 Axiomatic Damage

Abilities: Frozen in Time and Fated Strikes

**Empowered Tier**

*Worth of the Wielders Soul: 42-60 Cairns*

*Requirement to Wield: Must travel to the Temporal Rock and be blessed by the Sages of Time*

Properties of the Relic: +5 Enchantment, Speed, Impact, 3d10 Slashing/Piercing + 2d10 Axiomatic Damage

Abilities: Frozen in Time, Fated Strikes, Essence of Time, and Temporally Infused

**Awoken Tier**

*Worth of the Wielders Soul: 62+ Cairns*

Properties of the Relic: +6 Enchantment, Speed, Impact, 3d10 Slashing/Piercing + 3d10 Axiomatic Damage

Abilities: Frozen in Time, Fated Strikes, Essence of Time, Temporally Infused, and Chronostrike

**Abilities**

**FROZEN IN TIME**: The wielder of this weapon may, as a standard action, strike a target as a touch attack, but instead of dealing damage, the target must make a fortitude save or be frozen in time for a number of minutes equal to half the wielders cairns. This ability can be used once per day.

**FATED STRIKES**: The wielder of this weapon, as a swift action, may cause all of their attacks with this weapon to be treated as touch attacks for the remainder of their round. This ability may be used a number of times equal to half the wielders cairns.

**ESSENCE OF TIME**: The wielder of this weapon may, as a swift action, cause a number of targets equal to half their character level to be under the effects of *Haste* or *Slow*. The targets affect by *Slow* can make a will save (DC = 33 + Half Wielders Cairn Worth + Current Enhancement Bonus) to negate the effect. These two effects last for a number of rounds equal to half the wielders cairns.

**TEMPORALLY INFUSED**: The wielder of this when is always under the effects of *Haste*, however, they gain an entire bonus round of actions instead of just a standard action.

**CHRONOSTRIKE**: The wielder can, once per day as a full round action, strike out a target and if the attack hits, mark them for a full round of attacks every round for the next six rounds after. The wielder may do something else, and the target still suffers the damage.
Alerian Marble

A stone that has been infused with the energy of the Plane of Life.

* Hardness: 10
* Weight Multiplier Per Pound: .5
* Color: Pristine white, will change color when exposed to blood.
* Bonuses to Weapons: Deals 1d4 to undead, and other creatures harmed by positive energy.
* Bonuses to Armor: Grants Fast Healing equal to double the ENHANCEMENT BONUS.
* Bonuses to Shields: Can negate one single target death effect, ray or spell per day.
Merrion

The strangest Yonder Isle and the reason all the isles are named such, it is a large isle that most sailors avoid beside the single city. Scholars say it to be an island where the veil between the First World and the three transitional planes is extremely thin, even able to be passed through at times, and the cause is theroized to be a range of things from two demi-gods fighting over something to an arcane caster who failed casting a unstable, high circle spell. A single city, Silvandia, stands on its’ western shore, a myriad of inhabitants, both from this world and others call it home.

## Silvandia

A silver city that seems to resist the pull of the planar energies around it. Traders travel here to pursue exotic goods from other realms and magic items not found anywhere else.
Helmen, The Soul Keeper

A multi-bladed *ransuer* with a red silk wrapping around its’ shaft. It is runed with glowing purple marks.

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

Helnish as only deity worshiped

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

Start a soul collection

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

**Level 13-16 (+4, Flaming, Unholy, Axiomatic 1/day, 1/level and at will abilities)**

Bargain a noble soul to a devil

**Level 17-20 (+5, Flaming, Unholy, Axiomatic 1/day, 1/level, at will and constant abilities)**

**CONJURE HELLSTONE**: Make a single attack at a target and force them to make a will save (DC = Character Level + Half Character Level + weapons enhancement bonus). If they fail, they are killed and their soul is forced into a Hellstone, allowing the wielder to pick up and store the soul. The wielder can use this ability once per day.

**SOULBOUND** CURSE: The wielder of this weapon can place a curse upon a target within 50ft for one round per level. If the affected target dies, they must make a will save (DC = Character Level + Half Character Level + weapons enhancement bonus) or have their soul trapped in a Hellstone.

**SOULSEAR**: The wielder can wreath their weapon in hellish energy as a swift action, allowing their weapon to bypass all damage reduction until the beginning of their next turn.

**SOULSENSE**: The wielder of this weapon is aware of the exact position of all creatures with a soul within 100ft of the wielder, regardless of the effects the creature is under.
Mortal

A mortal being, also known as a Insider or Inner Worlder is composed all three of the main quintessence of beings. First, their souls are either generated through an unknown process within the Material Plane or sent their by Yumee somehow, created from ethos while their lifeforce is crafted under the guidance and care of Aleria from the Plane of Life. One created, they are sent towards an fresh mortal shell, and born into the worlds they inhabit only if both energies reach the body. Mortals age throughout their time on the prime material, though some do not die when they grow up they simply being to fade if not kept interested, but like outsiders, though when they fade completely, it is the same result as death.

Undead are considered immortal in time only, and still possess both essence (anti-life) and ethos until their destruction, which they then pass over.

When a mortal dies, their soul drifts upon the Ethereal Plane for a day per cairn level, allowing them to be brought back from the dead and even communicate to those still alive until a Reaper arrives to bring them to the Spire for their judgement. The Spire is connected to each of the Outer and Inner Planes through the Border Planes as well as the only Outer Plane to be connected to the Ethereal, though this is a one way trip for souls. Once this trip has been made, the mortal becomes a petitioner and is forevermore changed, their lifeforce becoming pure ethos.

Mortals are also known as *aetheric beings*.
Fundamental Magiks

Incredible magiks revolving concepts of reality such as order and chaos as well as mortal beings and celestial bodies.

## Minor

### Arcane Fire

Magik that harnesses the power of the arcane and flame, casting azure flames of destruction.

### Arcane Lightning

Magik that binds the power of lightning with the power of order.

### Esoteric Stone

Magik that strengthens stones with arcane order.

### Enhanted Water

Magik that conjures enchanted water with arcane properties.

### Boiling

Magik using the power of fire to heat and burn the blood.

### Curdling

Magik using the power of electricity to power the blood.

### Hardening

Magik using the power of the earth to harden the blood.

### Frostbitten

Magik using the power of frost to freeze and shatter blood.

### Felstorm

Magik most dangerous, a pure expression of chaotic lightning.

### Tainted

Magik corrupting every drop of water with potent chaos.

## Major

### Eldritch Sun

Magik that uses the power of the arcane to harness and amplify the power of stars and suns.

### Fey

Magik that draws power from the interaction of order upon the First World.

### Black Arts

Magik that reinforces undead with the powers of the arcane.

### Eldritch Moon

Magik that uses the power of the arcane to harness and amplify the power of both sides of moons.

### Infusion

Magik that uses the power of the sun to empower the blood.

### Primal

Magik encompassing the blood of all living and wild things.

### Hunger

Magik that draws power from the continued existence of undead that hunger for blood.

### Undying

Magik utilizing the power of both sides of moons to enhance the lifeforms affected.

### Impure Sun

Magiks that corrupt the power of stars and suns with that of chaos.

### Putrid

Magik that harnesses the chaos's corruptive effect on nature.

### Rampant

Magik that embodies the unknowable chaos of an undead horde.

### Imperfect Moon

Magiks that corrupts the power of both sides of moons with that of chaos.

## Greater

### Scion

Magik that uses the arcane to enhance the body and blood of those affected.

### Metamorphic

Magiks that focuses the powers of order and chaos in order to alter reality.

### Sacrificial

Magiks that consumes essence in exchange for chaotic power.