recursal/Fanatic-Fandom huggingface dataset:
The Third Crusade

The Third Crusade was an event that lasted throughout most of the 1500s DE, precipitated by the Divine Church's wish to gain more land and property from the Wilds.

## Summary

The Third Crusade was an unsuccessful push to unite all lands in the wilds to the cause of the Divine Church as territories of Republica. This crusade was notable for being the first to seriously fail it's core objective and also for being primarily political in nature. In the end, the land gains by Republica were limited and lost not long after the end of the crusade, halting their southward expansion.

## Declaration of Holy War

The war was officially declared on the first day of the first month, 1499 DE by Speaker Eugalius Bene and continued by both of his successors. The intent was, according to the Divine Church, for the Inquisition to bring enlightenment to the infidel kingdoms of the Wilds, however it has since been considered to have been primarily selfishly motivated- Divinicia took the lion's share of all tribute and rewards.

## End of the Crusade

In 1602 DE, over a hundred years after it had begun, the Crusade finally ceased following the loss of Royaume support, and the lands that had been conquered were adopted into Republica.

Many of these lands subsequently held rebellions and threw off Republica's shackles and returned to self-governing.
Elfhelm

Elfhelm refers to the region of the northern continents connected to The Northlands. This region is home to the Elven Domains, the Elfhelm People, and is known for it's temperate climate that is similar to France or Germany.

Elfhelm grows a great variety of fruits, vegetables and other produce, and they are in such abundancy that many of the people live on a primarily fruit-based diet, or full-fledged vegetarianism.

The level of Natural Magic in the air is high in Elfhelm, possibly due to being one of the last homes of the Elves following the Long Night.
Asylum Arcanis

An Asylum Arcanis, also known as an Arcanis Tower or just an Arcanis, was a precursor to the Guild of Mages and the first attempt at controlling and teaching human mages in an organized fashion.

## History

During the Elven Era, Humans and other such "Lesser Beings" were not permitted to cast, study, or use magic, as it was believed this was only for the higher lifeforms. The punishment for this was to remove the hands, tongue, and eyes of the offending spellcaster removed. This brutal punishment meant that many humans hid their magical potential in fear, and many still ran away to live in the wilds as Witches.

It was during the Long Night Era, when the fate of Celesphea was at it's darkest, that Humans were allowed to learn spellcasting by signing up for the military. Human Mages turned the tide during many battles and in many places, causing their perceived value to raise greatly in the eyes of the leaders who saw them in action.

But into the Dawn Era, Magic of all kinds was feared by a population who did not know of it, and many "Witch Trials" were held, putting people suspected of making deals for magical power to death. The Divine Church created the Asylum Arcanis during this time, as a place to monitor and train Mages to be of use to them, while never giving them any freedom.

## Operation of an Arcanis

An Asylum Arcanis is a place of learning for Wizards and Sorcerors, but it also acts as a prison.

The local Divine Church keeps a close eye on the children who live under it's jurisdiction, and watch for signs of Magical Potential. Once a child, usually at around the age of puberty, shows signs of such, they are brought into the church to be tested and should they prove to qualify as a Mage are instantly moved to an Asylum. At the Asylum, they are stripped of their surname and given instead the name of their Arcanis, and are trained under harsh conditions how to master and manage magic.

Once in the Asylum, Mages are not allowed to leave and are kept under close eye. Each Asylum has a mandatory curfew and little in the way of privacy from the Overseers who monitor the building as a whole.

Mages are not allowed to *leave* the Arcanis under most circumstances, however trained and trusted mages are sometimes taken in small groups and under heavy guard, to utilize their skills in the clearing of debris, destruction of rubble, and clearing out of dangerous monsters and beasts.

During these excursions Mages are not permitted to talk to anyone, and are fitted with enchanted collars and cuffs to allow control to be enforced. However there have been cases of them overpowering their guards, destroying their control rods, and escaping.

## End of the Arcanis

Following the Arcane Revolution kicked off by the Fall of the Tekamshi Arcanis, the Asylum Arcanis program was brought down from forces within and without. The duty of training Wizards and Sorcerors fell to the newly established Guild of Mages and Enchanters.
The Drunken Dragoon

## Crew

Commandeered by Jansen and Torrasha in 1744, and renamed, the Dragoon was originally a ship in the fleet of the Royaume.

Subsequently, Captain Jansen has used the ship for both legal and less-than legal missions, typically sailing near the coast between The Draconic Empire and The Royaume.

The crew are well fed, and the vessel well maintained.
Psionicism

Psionicism is the alternative to Magic that is believed to reside on the mundane point of the Fundamental Triad.

Psionics use the unlocked power of the mind to bend matter and shape the mundane without changing the nature of it's existance.

## Reception of Psionicism

Psionics is viewed very poorly, as it is seen as a technique to control and break the minds of unwilling people without the use of magic. Performance of Psionic abilities is greatly shunned by people as a whole, as opposed to abilities of magic which are more mixed, or Divine Powers which are greatly praised.
Technomancy

Technomancy is the process of combining Magic with Technology to create a symbiotic relationship between the Arcane and the Mundane. The resulting creations are known under the term Magitek.

## Views on Technomancy

Although not strictly speaking completely outlawed by the Elven Accords, Technomancy is nonetheless feared and shunned as a craft due to it's close ties and relation to Soul Magic, which uses very similar practices to bind the soul, or Divine element of the Fundamental Triad, to the Mundane object.
Gaia Beriaus

Gaia Beriaus was a Key Temple of the Soul Forge, created by the Mistontli people.

It's key was claimed by Sylvia Reasenberg.

## Layout

### Entrance

The Temple's entrance was stored in a magical gateway inside a totem. The totem required the presence of at least three people, one of whom had to embody the traits of the god of the temple.
The Pirate Court

Third King Captain Jargrax

The Nations of Galletia

Founded four hundred years ago, at the start of the Golden Age of Piracy in 1300DE, the Pirate Court was created as a loose association of three prevalent pirates, an alliance originally created to raid what was at the time the strongest sea fort of the Northern Continent.

After the success, they found other pirates had heard of their union, and also wished to pledge their loyalty. Seeing benefits in having more servants, and being able to take a tithe of their earnings, the three Pirate Kings agreed.

Eventually, two of the three original kings would be betrayed and replaced, while Second King Karran was captured and hung to death for the crime of Piracy.

## Home

The Pirate Court call a small archipelago in a difficult-to-negotiate area of the sea their home, the current Court City.

The Court City is usually ramshackle, built of intentionally-crashed ships and cobbled together buildings, and not meant to last long. The exact location of the Court City is kept secret, with only those trusted pirate captains invited to partake in it's luxuries. When it is discovered by a navy the city is evacuated, destroyed, and rebuilt in another place.

## Skypirates

Skypirates are a loosely-affiliated group of people, broadly under the banner of the Pirate Court, who take to the skies in airships to perform their piracy acts, including smuggling, boarding, and other dangerous activities.

Skypirates use their ships to attack land-dwelling caravan, and some of the braver ones have even tried to perform aerial assaults on Commonwealth trains.
The Great Royaume Civil War

The Great Royaume Civil War of the early-mid 1500s DE was a country-spanning civil war within the Royaume that left many dead. Considered to be the most infamous example of a civil war in the Dawn Era, the conflict came to light due to an issue with the succession line of King DeLeon X.

## History

Something of an ineffectual leader, King DeLeon XI did not father an heir in the form of a prince, and as such the line of succession should go to which of his two daughters would marry first. His eldest daughter, Princess Herelda, was a powerful social and economic figure, and considered by many to be the favourite for the throne.

However, Herelda's allegiance to the Divine Church due to her time fighting as a paladin led to a serious backlash. There were those among the royal court who feared she would be a puppet-queen, granting power to the Divine Church to greater stretch their authority over the region, and in doing so effectively cause the Royaume to become a vassal-state to the Divine Church and Republica. Her suspected plans to marry a prominent political leader of Republica only fanned these fires, leading to support for her young sister, Princess Artemis, to succeed the throne.

At the same time, the oppression of Mages under the Divine Church had reached a critical breaking point. With Warlocks and those suspected of cavorting with demons executed en masse, even Wizards and Sorcerors kept under lockdown within the long-established Asylum Arcanis were being seen with suspicion.

News of the Fall of the Tekamshi Arcanis in Republica had spread, and many Mages had begun to demand their freedoms. The Divine Church demanded a swift and merciless end to any and all Mages suspected of heresy, and a harsh lockdown.
Clan Sanguine

Clan Sanguine, who call themselves the most Ancient and Noble House of Vampiric Purity, are an ancient order or Vampires found in the Elven Domain.

The Sanguine pride themselves on appearance and dignity, each is subservient to their own sire, who will allow them ot either stay in their keep or to create a keep of their own, based solely on the Sire's personal prefference. Sanguine families are both tight-knit and backstabbing, a formidable face to those outside while brutally murderous and power hungry within.

They like to live in castles and lord over mortals, often bringing many to live under their "protection", in exchange for sacrifices of the weak.

## Physical Abnormalities

* Sanguine have red eyes with snake-like pupils.
* Their skin or scales are normal in tone compared to other vampires. While still cold to the touch, they do not visually appear different from a living being of their own species.
* Sanguine have pronounced fangs. They are very proud of these and carefully maintain them accordingly.
* In Trueblood form, their eyes darken to a deep black, their faces become more batlike, their fingers elongate to become almost claw-like, they grow small wings and their skin changes to a deep grey-blue.

## Feeding Habits

When a Sanguine picks a victim, they will often take a week or more to finally kill them. During this time, they will toy with their prey with mind-games and taking small portions of blood. They enjoy the thrill of power as much as the triumph of the feast. Sanguine are known to be very good at controlling their own hunger because of this.

## Lair

The lair of a Sanguine is usually a large castle, with a twisted scenery. Trees and other plants will start to warp as the lair begins to exert an unearthly presence onto it's surroundings. The sky, similarly, well remain permanently overcast with common thunderstorms. The range of effect of the lair extends as far as the Sanguine cares to regularly roam, and the supernatural night will only be broken around sanctified ground.

As you enter the Lair itself, your will becomes weakened by the dark presence, bouts of melancholy and depression become common. Failing a wisdom check against the Vampire's spell save DC grants ou disadvantage on all rolls. This save can be performed again if you receive a healing energy such as a potion, lay on hands, or cure wounds.

## Extermination

Sanguine vampires possess the ability to Regenerate, provided they have a sarcophagus. To eliminate one, you must first destroy the Sarcophagus so that they are unable to restore their bodies.

## Gameplay

Sanguine have the ability to once-per-long-rest shift into a Trueblood form. In this form, they do not spend bloodpoints to use vampiric powers, however upon returning to normal after one hour their bloodpoints are set to 0.
Ayala's Alchemical Wonderment

Ayala's Alchemical Wonderment is a shop located in Gaiapolis, The New World, owned and run by the Guild alchemist Ayala Elheram. it is used as an unofficial Guild sanctuary until an official Guildhall can be established.

## Appearance

The building is nestled in a small alleyway a block away from the main Merchant's course through the city. It is a three-story narrow building with a wonky front door that is significantly thicker than that of other buildings around it. The window on the right of the door has been boarded up, with notable scorchmarks around it.

Inside, the building is covered in books, potions, experiments and various pickled dead creatures. The towering stacks lean precariously, threatening to fall over. There is a small desk with a blanket-covered chair behind it. Various surfaces are covered in cat hair.

A variety of bubbling mixtures produce noxious fumes that drift out of a back window propped open by a broomstick.

## Inventory

### Enchantments

The shop is able to get most magical items that are not unique or very rare with a turnaround of approximately one month through guild transportation.

### Potions

The shop sells most standard potions. The alchemist Ayala also sells the following specialty potions, which have varied effects depending on the roll of a 1d4;
Rank

A Ranking is achieved upon the completion of a Oneshot or Twoshot story. Rankings can offer players a certain benefit in the main campaign of a party, such as temporary Hit Points or Inspiration.

If the player's main character is injured, the temp HP is instead healed from their main health, and any remaining is added as temp HP.

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Kora'tor

Kora'tor is a Goliath and a former slave and cultist follower of Bloodknife.

## Personality

Kora'tor is patient and calm. He believes strongly in the freedom of individuals, and opposes society and civilization as means of constraining personal liberties.

## Biography

Born to a Goliath heard and unusually big even for the half-giants, Bloodknife was one of several children of the tribe spared after Bloodknife burned the adults to death. He was taken into the mysterious cult leader's service as muscle, but soon proved himself to be fairly proficient with magic too.

Never satisfied with the life of slavery, and remembering the freedom of his past, Kora'tor tried on three occasions to escape- but each attempt was thwarted by Bloodknife, who tortured and killed one member of the group each time. Finally, Kora'tor managed to successfully flee south, and disappear without a trace.

Fearing the return of Bloodknife's people, Kora'tor wandered until he ended up at a monastery, learning the ways of the Monk it was some years into his time there that the Cloaked Drow found him, looking for allies who knew the horrors of Bloodknife.

He would travel with her to the New World, and would confront the Keyholders and the Psion, to tell them to back off. He would then fight alongside them when they were ambushed by Cultists and the Fire Elemental Efreet, before again disappearing.
Selina Reasenberg

Sylvia Reasenberg (Sister)

## Personality

Nina is kind and a little shy, she adores her big sister as the primary influence in raising her throughout her childhood.

She's a law-abiding young woman, and serious in her studies.

## Known History

Selina was born to Visha and Arthur Reasenberg in the Dawn Era, after her parents moved to the Commonwealth from the Royaume.

As a child, she was unable to pronounce her full name, instead calling herself "Nina", a nickname that stuck throughout her childhood.

She idolized her big sister Sylvia, and often followed her around asking questions and copying her.

At the age of nine, she rode on a train to the capital with her parents, and developed an infatuation with the rail system, learning the makes and models of every train that passed through their town.

She learned how to use weapons from her father and big sister, and while there were a few false starts, she got the hang of their usage fairly early on. It wasn't long after she started learning that her mother disappeared.

As a young teen, she received a scholarship to go to a university in the capital city. She soon left to stay at the dorms, and it wasn't until her first vacation she came back home only to discover that her big sister had left, presumably to find their mother.

## Relationships

### Parents

She was fairly close to her parents as a child, but soon began to rely on her sister more.

### Sylvia Reasenberg

Nina idolized her big sister for a long time, and would follow her pretty much anywhere.
Rotstigma

Rotstigma was an engineered disease created by the Winter King to supplement his forces.

The disease would rapidly kill and then raise the victim as a zombie.

## Symptoms

Symptoms of Rotstigma include the blood of the patient going black, profuse bleeding from the eyes, discolouration and paling of the skin with pronounced darkened veins, and vomitting a black blood and bile mixture. After initial exposure, it is estimated that a patient had mere hours before they will die and rise as a Zombie.
Scarpath Mountains

## Overview

The Scarpath mountains is a mountain range that extends from near the center of the New World to close to the northern edge. These jagged peaks are considered almost impassable by many travellers.

Inhabited by large birds of prey and other various vicious creatures, few would dare to try and climb them.

### The Old Bridge

An old bridge of Imperium construction was discovered by the Hunter's Chance in 1757 DE. This bridge is used as a secret method of rapid transport by members of the Chance, who have gone so far as to set up a waystation in the watchtower for travellers to sleep in comfort and security.

### Clawcaw Goblin Tribe

The Clawcaw Goblin Tribe call one of the mountains near the old bridge home, using a system of networked tunnels and caves for shelter while hunting local monsters and the occasional explore for food.
The Calamity from the Skies

The Caalmity from the Skies was an event that is believed to have occured in the Era of Gods, before the mortal races were born.

The event consisted of a large object colliding with Celesphea, our planet. This meteor was thankfully slowed from a completely destructive collision course by the moon, which bore the brunt of the impact and was split into two. The wound left on the planet's surface is referred to as the Heart of the World, due to it's depth and magnitude.

Modern scholars believe that the ensuing ecological chaos gave rise to the Mortalis and the other mortal races that followed.
Sanitarium

## Overview

Sanitariums have existed for a long time. Created by the Elven Domain to house the damaged mentally from the after math of the Long Night, Sanitariums have grown greatly in number. Most major cities have at least one or two, adapted from old buildings bought or donated by the relatives of a resident.

To be locked into an asylum, one must have a recurring mental illness- one that cannot be fixed via restoration or magic on anything other than a temporary basis.

However, while there are staff at Sanitariums who are good people trying their best to care for the sick, there are those who use these places as experimentation grounds- taking advantage of the host of abandoned and forgotten people to create spells, or trying to create a miracle cure they can sell to nobles whose families have mentally unstable- and with so little funding there is very little the good people can do to truly help those who find themselves in these conditions.

Typically, once committed here you stay until the senior staff declare you sane enough to allow you to leave, which can sometimes take years, or even lifetimes, (Particularly if senior staff are corrupt enough to take money in exchange for turning a blind eye to experimentation by enterprising non-sanctioned wizards or warlocks). This system can lead to bribery- if the child of a rich family is seen as an "embarrassment", they can be locked away and a few gold slips hands to make sure they are never declared sane.

## Therapy

Although there are some that offer simple talking therapy, often with great results, many offer or even force experimental therapies including sensory deprivation, starvation and serums using ingredients of powerful mental manipulators such as mind flayers.

Other therapies also try to lessen the impact the patient has- instead of treating them, they instead merely keep the patient sedated and borderline braindead.

## Security

For the safety of staff and patients, all Sanitariums employ a security detail. However, these hired mercs are hardly vetted to check for any history of abuse of power due to the age we live in, and so those who would abuse inmates for their own amusement or as a method of getting their anger out are disturbingly common.

Many Clerics refuse to allow some members of security teams into rooms with patients without someone they trust present, however due to the shortage of people willing to work in such a place the upper management will take what they can get.
Lucien Evans

> *"You never need to go far to find someone with a dream. And from there, you just round the corner to see the person who wants to crush it."*
>
>

## Physical Description

### Additional Characteristics

Has a scar across the bridge of his nose that he covers with warpaint.

## Personality

Friendly and ready with a smile, Lucien can be a bit deflective. He will often play off things that have happened in his life with a joke or a boast- but rarely will he be serious, only in the direst of circumstances.

He has a flair for the dramatic, and love to do things with flash and pizazz.

## Known History

Lucien was born to a circus family, his mother a tightrope walker and his father an animal-carer, sweeping up the cages as they travelled.

When he was old enough, he began practicing knife-throwing, juggling, pratfalls and swinging in the hopes of one day becoming a clown, however he was told that his skills were not comical enough.

Trying to break through this, he attempted to make jokes about what was happening as he performed, but his voice was mostly drowned out by the flashier performances of fire-breathers and strongmen.

It wasn't long before he was offered a job by a member of the Cartel who noticed his skillset. He would help robbing the home of an aristocrat in the city he had travelled to with his circus.

Finding a rush in this, he would continue to steal for the Cartel. He left the Cirucs amicably.

After years of successful thefts he was caught and tried in the Commonwealth. Although given a prison sentence, he appealed to be part of the New World Convict Program- an appeal that was accepted. After completing his time laying rails, he signed up for the Hunter's Chance, and was accepted.
The Keyholder's Airship

The Keyholder's Airship was an Airship of Elven design previously owned by the Cultists of the Blackened Tongue.

Following a battle with the cultists onboard, The Keyholders seized control and began using it on their quests in the New World.

## Control Design

As well as being adapted for prisoner transportation, the airship was of a magitek design.

By placing both hands upon the map in the commander's room, the pilot's consciousness was transferred to the airship, allowing them to fly it as naturally as moving.
Corrupted Lady of Gaia Yulevaul (Boss)

*This page refers exclusively to the bossfight. For information on the character, please check out the page on the Mourning Queen.*

## Attributes

### Languages

Common, Ancient Tabax

The Corrupted Lady of Gaia Yulevaul was a boss fought and defeated by the Keyholders party in the depths of Gaia Yulevaul.

## Tactics

* She is flanked by two Ice Devils at the start of the battle, this will increase by two after three turns of combat.
* At the start of combat, she will unleash a cone of frost down the main corridor.
* She moves across the map, but only on places covered in ice to enable her to use sink should she be pinned down in a fight.
* Once she has been attacked, she will cycle between attacking her enemies and healing her allies within 10 ft.
* Entering within 10ft of her sphere of influence will require a Constitution save to resist being frozen solid.
* Fire attacks that go near to a frozen player will allow them to retake their constitution save.
* Once she is on half health, she will cast Ice Wall to block off the majority of her attackers and her extended actions list becomes available.

## Actions

***Freezing Shell.*** The target must make a constitution save (DC 13) or be frozen in ice.

***Cone of Frost.** 5d6 damage. DEX save (DC 14)* Fires a cone of frost 25 ft wide and 100 ft long in one direction. On a save, targets take half damage.

***Sink.*** Sink into the ice and disappears, appearing on any ice-covered spot. Does not trigger reaction or sentinel attacks.

### Extended Actions

***Summon Ice Mephits.*** Summons 2d4 Ice Mephits that take their turn directly after hers.

***Wall of Ice.*** Creates a wall of ice that extends up to 90ft.

***Icicle Storm.** +3 to hit,* Summons a huge wave of ice shards to shatter and stab everywhere in a straight line from her 80 ft long and 15 ft wide.
Identification Scope

An Identification Scope, or I-Scope, is a piece of arcane enchanted technology used for the identifying of objects at a distance.

Although it looks like a normal telescope, or spyglass, from a distance, up closee it is covered in arcane sigils.

When looking through the scope, it will identify various types of objects. This type of enchanted spyglass is a desired object among the crews of larger sailing ships, and pirate ships.

## Enchantment

### Identification Sight

When looking at an object, the enchantment will bring up information about it, including;

* It's approximate distance (Typically within five feet)
* It's approximate weight in comparison to others of it's type (heavy, light, standard)
* It's level of damage (Light, Medium, Heavy, or Critical)

The Spyglass can identify...

* The type of ship it is looking at, as well as who the ship is registered to, what name it is registered under, and the allegiance of the crew it is registered to.
* It can identify star signs in the sky, and specific star names.
* It can give you the names of landmarks it is pointed at, including some relevant information.

To add more information to the spyglass, you must write facts about the thing and place the parchment with the writing into a slot located in it's side. The parchment is unrecoverable once this operation is complete.
Standard Coin

A Kaichin Standard Measure, known as a Coin or a Gold Piece, is a unit of currency used in Commonborne. The Coin is used to purchase Goods and Services.

A coin is made of a copper outer ring, with a small amount of gold in it's center. This gold gives it a trading value. Coins are minted in banks owned by the Continental Banking Clan, which makes them in exchange for a small fee for governments the world over.

The standard Coin has been in use for many millenia, backed by various nations due to the quick exchanges it can be used for.

## Gameplay (Converting old money)

A single Gold Coin has the same value as a Copper Coin in base Dungeons and Dragons: Fifth Edition.

If an item costs a certain amount in Copper, that amount is transmuted 1 to 1 into Coin. If an item costs a certain amount in Silver, it is transmuted 1 to 10, and if it costs a certain amount in Gold, it is transmuted again 1 to 100.

Coin is created to make it simpler to figure out comparative values.

### Starter Gold

If your pack option when you make your character contains an amount of gold, convert it 1-to-1 with Coin. So starting with 10 gold starts you instead with 10 coin.
Airship

An Airship is a large airborne vehicle used for both private and military purposes by governments across the world. Airships are uncommon in more rural communities, but towards larger cities, and especially national capitals, it's common to see one or two in the sky at any given moment.

Airships are not without their troubles, however, as Skypirates are not exactly uncommon around areas that are heavily trafficked.

## Airship Power

There are two main categories of Airship engine. The common Mist Airship (Mistship), is powered and kept aloft by Mist while a Magitek Airship (Tekship) is held aloft by Miasma, some advanced models even create Miasma as they fly, often requirting live sacrifices to do so. Both types of airship require the use of Border Gates to cross between nations.

### Mistship

   The most common form of Airship is the Mistship. Although Mist travel limits one to largely overland routes (See the Homebrew page on Flight), these airships are not officially banned under the Elven Accords.

Mistships, while limited in the areas they can fly due to their reliance on Mist to power their engines, are considered legal and no more objectionable to the public than a normal boat or flying carpet- though they can be exorbitantly expensive. They are the ship of choice for private enterprises, the Royaume military, and Skypirates.

Most Mistships take a form that appears similar to a sailing ship, and can even double as such should they be modified accordingly- useful to cross large bodies of water where the Mist becomes thin.

### Tekship

   Tekships are officially recognized as Illegal under the Elven Accords, and as such production in any capacity is banned, and punishable by death. This does not stop enterprising necromancers and apostates from trying, however.

Though the Divine Church and the Elven Accords are clear on this, both the Elven Domain and Republica make ample use of them, granting themselves official privileges that others are denied.

Magitek airships are only owned by the elites and the governments of those states, it is rare to see one in the hands of a private collector or any private enterprise- and in fact, ownership of one without special permission may lead to arrest and imprisonment.
Ultra

**Ultra** is a protagonist introduced in *Marvel Storybook 2*. He assists the protagonists in defeating the villains. He travels with Elizabeth and has developed a female Kirlia alter ego named Jane.

## **Personality**

Ultra does his best to assist the heroes.

As his alter ego Jane, she loves dancing and has powerful psychic abilities.

## **Abilities**

* **Transformation**: Ultra can transform into various things, including inanimate objects.
* **Gender Swap**: Via some form of magic, Ultra can swap his gender, also affecting his voice. He uses this when transforming into Jane.

## **Trivia**

* Ultra is voiced by Top2456. While as his alter ego Jane, she is voiced by Michele Knotz.
* Elizabeth's Ralts considers Jane to be her sister. However, they are not actually related. Ralts wants to be a good dancer without evolving, even though her long dress makes it difficult.
* Ultra's only known object that he holds is an Everstone.
* Ultra owns an entire collection of Shiny Pokémon.
Captain Lydia

The flag of Lydia's Fleet

## Personality

Although she has a code of honour, Captain Lydia is still known to be ruthless. Those who are strong enough to fight earn her respect. Those who can't, regardless of reason, are there to be exploited.

She doesn't have much of a soft spot for anybody, believing that requiring someone to be kind to you to succeed is a weakness.

## Known History

Originally a deckhand in the Galletian Trading Company, Lydia soon began to raise in the ranks with a reputation for commanding others. She was given more and more authority until eventually she had her own ship. Her first command would not last long, as she immediately attempted a mutiny against the command of the GTC and was marooned by her first mate as a maritime punishment.

On the island she was marooned on, she began to train herself until she was able to swim for days at a time. Using the stars to navigate she struck out to swim for land, eventually finding her way to a small coastal town on the Royaume. The people of the town tried to help her at first, but instead she killed their guards and demanded medical attention by force. She burned the town as she left to hide any evidence of her weakness and then struck out on a single rowboat with a sword. This act earned her the nickname "Terror of the Cold Coast".

She stalked the ship she had once captained for months, until she found an opening. She snuck aboard and killed her former first mate one night, burning the ship down to celebrate.

Catching the eye of Chanteur, she was welcomed with open arms into the Pirate Court and under his tutelage soon became a feared captain of a fleet, eventually rising to a position as second Pirate King. Although she envies the top spot, she cannot move against Chanteur's flagship with her own fleet.
Fire Elemental Efreet (Boss)

Wisdom (+4),

The Fire Elemental Efreet was a conjured being fought and defeated by the Keyholders in February of 1758 DE.

The large towering cyclone of destruction was summoned by members of Bloodknife's cult in an effort to retrieve the Keystone from the posession of the party, but was subsequently vanquished with no fatalities.

## Tactics

* The Efreet is summoned in one place from which it is stationary. It expands and contracts based on certain situations.
* It's height is equal to it's attack range, meaning the taller it gets, the more devastating it's **Fire Tornado** attack will be.
* Being hit with a fire spell expands it's height by 20ft.
* Destroying barrels of Alcohol will heal it 75 HP (Up to it's maximum) and add 5ft to it's height.
* If you start a turn within 1/4 height of it's point of origin, you must make a 15 CON save or take 2d8 damage from smoke and superheated air.
* Every 3 rounds after it has appeared, it will attack using it's **Fire Tornado**.
* The Infernal Core, hidden at it's center, takes triple damage from all attacks, and does not have immunity to physical attacks.

## Actions

***Multiattack.*** The Efreet makes three attacks with it's fire tendrils

***Tendril Grasp.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

***Fire Tornado.*** Everything within it's range (Equal to it's current height) must make a DC 15 Dex Save or take 5d8 damage (Halved on a succssful save). you can choose to shield a person or object that is adjacent to you, but you will take Double Damage in exchange.

## Lair Actions

The Lair of the Efreet is the area directly next to it's core.

* ***Superheated Air.*** Anything within the lair must make a DC 15 CON save or take 2d8 damage.
Gaiapolis

Gaiapolis is the capital city of the Royaume in the New World.

In 1758 DE It is home to the heads of the Royaume's military command.

## Structure

The city is made from nearby materials and built into the ruins of a Mistontli city that once stood in the area, around a temple. The city is loosely organized into a Mercenary district, a Merchant's district, a Traveller's district and a Noble's district, like many cities in the Royaume.

## Notable Locations

### Castle Loras

A large castle built by Loras DeStrife soon after colonization began. Originally conceived as a shelter for troops from larger creatures, it was not built for luxury, but practicality. In early 1758 DE, it was used as the base of operations for the Royaume Guard and Prince Beatrix DeLeon.

### Gaia Yulevaul

Gaia Yulevaul is an ancient Mistontli temple that the city was built around, and in the case of some fortifications, over. Although it was shut for a long time, in 1758 DE it was opened by a party of adventurers.

### Hotel: Temple's Overlook

A trendy hotel in the noble district, with room service and luxurious bathing facilities. Created to cater to the nobles who have begun to arrive in the New World seeking the oppurtunity to invest in this place.

### Ayala's Alchemical Wonderment

A small potion shop that also serves as a rather unique enchanters, run by Guild mage Ayala Elheram. Until the Guild sets up it's official premises, this shop serves as their main embassy to the Royaume of the New World.
Кварковые пружины

Кварковые пружины - одна из самых широко применяемых технологий МиГо. Сила удерживающая кварки вместе прямо пропорциональна расстоянию между ними. МиГо научились запасать огромные объёмы энергии в натянутых кварковых парах, растягивая их с помощью специальных полей, предварительно сориентировав все кварковую конфигурацию частиц вещества определённым образом и фиксируя в таком состоянии. Фиксация состояния пружины основана физических принципах квантовой хронодинамики, описывающей поведение времени на квантовом уровне и пока неизвестной людям. Получается кварковая пружина, главной особенностью которой является скорость отдачи запасённой энергии. Вся энергия выделяется за один квант времени. Макроскопические кварковые пружины используются для разгона и торможения материальных объектов до релятивистских скоростей. В случае космических перелётов МиГо применяют эту технологию внутри систем. Как правило значительная часть энергии потраченной на разгон рекуперируется при торможении. Также пружины используются в тяжёлых системах вооружения для метания релятивистских снарядов в противника, что может быть как фатально, так и малоэффективно в зависимости от цели. Чем бронированее, твёрже и защищённее(в там числе энергетическими щитами) цель, тем больше урон.
Kamia, Goddess of Freedom

The Dead God

The Ashen Crone

### Form

Many reported, mostly creatures with flight (Such as Angels, Doves and Swans). The one consistency between her many forms is that they will shift colour with her mood.To the Righteous Flame, she takes the form of a char-blackened angel with skeletal burned wings.

## Followers

### Tenets

To respect the will of othersTo have faith in your own

### Sins

To fetter and chain the freeTo order and command the weak

To control the minds and actions of others.

Considered by some religions to be one and the same as Hanran, God of Rebellion, Kamia is nevertheless widely believed to be a seperate deity- albeit one who is closely linked and spiritually entwined with the God of Rebellion.

Kamia celebrates freedom of all things, from plants and crops to people and animals. She dislikes when life is forced to obey an authority with or without question.

Kamia's priests outside of the Righteous Flame are very laidback, as while they worship her they do not follow her too closely, as she would, ironically, oppose that too. Priests of hers are very often considered to be lazy, as they only sporadically hold Prayer-Day services when they feel like it, so as not to disobey the tenets and center of their god's being.

Kamia is known as the Dead God by some due to her supposed "death" at the handsof her followers, the Righteous Flame. Scholars debate whether the goddess herself truly died, or she just sacrificed her Avatar and never created a new one.

## The Righteous Flame

The Righteous Flame worship Kamia as the Ashen Crone. It is they who were given a divine order by her- to be free, they must burn her alive. Since this time, they are more devout than ever in the service of freedom and a god who can tell "no lie".

## The Other Gods

Kamia is a sometimes-lover of Hanran, but other times they hate each other. While all freedom requires some form of rebellion, not all rebellions are free. Kamia loves the success of overthrowing tyranny, but despises the rebellions that only install another dictator.
Equineland

Equineland is the region of the Northern Continents on the Planet that comprises the northern-most portion of the Great Eastern Continent.

Equineland's climate ranges from along the lines of Switzerland to the north, but as you go closer to the border it becomes more similar to the United Kingdom. With plenty of area to graze livestock, meats as well as fruit and vegetables are all available here, making it a great place for chefs.

Eqluineland is home to the Royaume and the Midlands.
Motorcar (Mount)

A selection of Motorcars

## Overview

A Motorcar is a special mount and a subcategory of an Automobile. They have become increasingly popular and present in the Commonwealth as a whole. A decade ago it was a rarity to see them outside of major cities, now the paved highways leading between different cities occasionally have cars travelling along them.

Motorcars require double fuel to travel over areas that do not have roads leading to them, unless they have the Off Road modification. Motorcars have a default set of stats that can be changed through either buying more expensive models or upgrading their current.

### Default Stats

 Trunk Carry Weight
 Turning Circle
 Stopping Distance
 Armored Canopy
 Off-Road
 Armor

## Modifications

A Motorcar can have up to ***Seven "Modifications"*** installed. These include additional seats, armoring and even increased trunk space or stats. They can either be sold based on the model of the car and the DM's discretion, or added by players at a later date. The chart below will tell you the cost to have it factory installed, installed by a mechanic, or the parts and Tinkerer's tool DC to install the upgrade yourself.

Parts need to either be bought by a merchant or constructed by a PC using resources.
Homelands

The following is a list of all currently available Homelands, as well as a quick description and further links to more detailed pages.

When choosing a homeland, pay attention to the majority Species of it. If your character was a minority, it would be wise to pick an appropriate place for them to be from.
Server Rules

Here are the current rules of the server.

It is forbidden to:

1. Duplicate items by using a glitch in game mechanics.
2. Harm the server's performance or stop others from joining.
3. Automate or otherwisely manipulate server votes via bots or other means.
4. Dox, swindle, or do anything else that is illegal under law.

If the rules are not followed, Isaac can intervene. Players can report you if you disobey these laws!
Literature

Many cultures have published books, and from the fictional to the non-fictional,here is a list of a great number of known and unknown books.

Certain cultures may declare books to be illegal, causing them to have a much higher buy price, if you know a collector to sell to.

## Banned

Books that are illegal according to the Apostasy Charter and the Guild of Mages.

Necromancer
The Drow Psion

Additional L names

## Personality

She doesn’t talk about herself and her past a lot. She tents to keep to herself and to her party members and doesn’t want to interact a lot with strangers. Death is a normal thing for her that seems to have happened very often in her live. She also has a caring side and looks out for the people who are imported to her.

## Known History

Lidija lived wither her mother in the Commonwealth until they were attacked by the Orkguard and they were brought to the Winter Kingdome. She lived and worked on an airship after being separated from her mother.

When she was 10 years old the airship was defeated by a man named Bloodknife. He and his students found out, that Lidija had magical potential and made her a student of Bloodknife. Her name was taken away and she was given another name every day. The Drow Psion became good friend with one of the older students. Over the years they fall in love. When their love was discovered by one of the other students, they feared to be killed and they ran away. They fled through the Commonwealth to the Wilds. They got married while they were on the run. One day the Psion's wife was gone without leaving any clues why she disappeared. The Psion stared the search for her wife.

## Relationships

**Anastasia (h**er mother): She hasn’t seen her for a long time and she doesn’t know where her mother is or if her mother is even still alive.

**Her wife**: Last known under
the name of Thia: She is older than and more experienced the Pison. She is a
Drow and has a scare from her chin to her collarbone. Right now, she doesn’t
want to see the Psion.

**Kora'tor**: He is the Goliath who is accompanying the Psion’s wife. He was a student of Bloodknife too.
Elven Accords

The Elven Accords were a series of treaties created on the consolidation of the societies of the Ancient Elves and led to the formation of the Elven Domain. These treaties were created to see that another civilization like the Winter Kingdom could not perform the soul magic manipulations required to create the Orcish species, or an even worse creature to bring ruin to the civilizations left on the world.

The Divine Church was one of the key signatories, and as such is considered to have a large say in how Magitek is dealt with.

## Content of the Accords

The Accords ban the use of Technomancy, (magic instrumental in the creation of Magitek), technological explosives, the use of Black Powder, and soul magic.The strict rules of this, as well as the harsh punishments demanded by these agreements, cause a great deal of the antipathy the majority of the public feel towards mages that lasts to this day. It also views Psionicism in a very negative light, but does not outright ban it.

After it's formation, the Royaume engaged in a war with the Domain over whether or not it was allowed to practice technomancy- however, the Domain emerged victorious and forced the King of the Royaume to sign the agreement.

Later still, the Commonwealth's use of Black Powder would cause the Elves to attempt to impose these rules upon them as well, however the Commonwealth successfully fought back against the Domain armies.
Orrery

An Orrery is a device created, commonly with technology or technomancy, to allow people to see the stars and the rotation of planets.

The Orreries of the Augury were known for their incredible beauty, as well as containing a system that allowed them to show different stories, comprised of moving illusion spells on the physical metal spheres that make up the planets. they also use enlarge and reduction spells on these orbs to change them to add or take focus from different parts.

## Known Orreries

Although there are many Orreries, very few were functional upon discovery, due to age and enchantments wearing down with time.

### The Guild Orrery

A major Orrery at the Mage's Guild Grand College, home of the council of Archmagisters. It was discovered in a desolate location and moved, piece by piece, to the grand college to be restored.

### The Orrery of The Third Wyrm

Located underneath The Third Wyrm Academy of Discovery by archmagister Sparkspell and a student of hers, this Orrery was unique in that the building that housed it was a combination of Mistontli and Augury engineering and design.