recursal/Fanatic-Fandom huggingface dataset:
Temporium

### Colour

ilver-Brown (Black) with gold (red) and white (blue) “lightning” running through it.

Formed when eveite is exposed to the Temporal Alemorum. A rare metal infused with the energy of time itself.

Temporium requires Master Evonic Craftsman to be worked and must be created in the Temporal Alemorum, in addition to the feat.

* Bonuses to Weapons: *Speed* property enchantment.
* Bonuses to Armor: Grants a bonus to initiative equal to the ENHANCEMENT BONUS +10 (Light), +20 Medium, +30 (Heavy). Adds an additional armor bonus of +10 (Light), +20 (Medium), +30 (Heavy).
* Bonuses to Shields: Grants *Deflect Arrows*. Grants an another use of *Deflect Arrows* per round when the ENHANCEMENT BONUS reaches +3 and +5. Adds an additional shield bonus of +5 (Light), +10 (Heavy/Tower).
The Grand Race

A grand race around the world, it has existed as a way for the Pirate Lord of Luck to gain control of the artifact that secures the captaincy. The race begins in the Tradewrecker Isles, and continues south, through the underground glacial rivers of Iceharrow, until heading north through the Dark Sea between Nuren and the Darklands. Then they must cross through the Winter Wastes in the north, and wind down through the Shattered Isles until they enter the final stretch; Sailing clockwise around and within the mists of Illishar. After making a full circle around the World Storm, they come to the finish on the Isle Del Terra'Vi.

Most people are aware of the of the race, though it is hosted by a "nation" hostile to most others due to their piracy. Many bars, pubs and nobles across the world keep watch the race as shown with the efforts of the faith of Tareena, who with a combination of divination, transmutation, divine and druidic magic and more recently lacrima technology, project the race to devices they manufacture and legally sell for viewing entertainment.

Captains that are vying for the position of Lord are given magical talismans that both guide the way and are charged with divination magic from special carvings left upon the Sea Floor and other landmarks near the sea by the First Court. The first captain to make it to the shore of the Isle with a fully charged talisman is granted dominion over the Coin of Luck and becomes the new Pirate Lord of Luck by the command of the Dread Captain.
Runic Blade

Rare blades of the highest order, these now five, swords each were forged with abilities beyond the normal magic weapon, even among those imbued with runes and ethosic capabilities. These blades contain the entire realms dedicated to the containment and housing of ethos. Cairns within the swords are under the control and dominion of the wielder of the sword to be used for whatever purpose they need. The process of forging a runic blade is unique to each blade and the being that forged them.
Saleesh, The Queen’s Kiss

A simple black handled *sickle* with a glowing sickly tan blade that seems to whisper indistinctly.

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

Ryeesh as only deity worshiped

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

Creating and controlling undead as a character trait

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

**Level 13-16 (+6, Cold, Unholy, Ghost Touch 1/day, 1/level and at will abilities)**

Becomes a noble undead

**Level 17-20 (+7, Cold, Unholy, Ghost Touch, 1/day, 1/level, at will and constant abilities)**

**CULL THE LIVING**: The wielder of this weapon can attack a target as a full round action. If they target is struck, they must make a fortitude save (DC = Character Level + Half Character Level + weapons enhancement bonus) or be converted to a undead creature of equal or less hit dice to the wielder that is not under the wielders control. They can only use this ability once per day.

**HEALTH FUNNEL**: The wielder may drain the health of a single target within 50ft of the wielder, dealing 5 points of damage per 2 levels and healing the wielder for half the damage dealt. The wielder can instead heal an undead under their command within 50ft for the full amount.

**ENSLAVE UNDEAD:** The wielder of this weapon can point the weapon at a targeted undead and force them under their command as though the effect of *Command Undead.* Intelligent undead get a will save (DC = Character Level + Half Character Level + weapons enhancement bonus), and the effect is permanent. The wielder can have a number of undead under their control with this effect equal to their character level.

**GREATER PHYLACTERY**: A number of undead creatures, whose combined hit die must be equal to the wielders level may be tied to the sickle, allowing them to regenerate after 1 hour per hit die of the undead from the blade when slain. The wielder may change the undead tied to the sickle after an hour long ritual.
Toarntoda

The fallen Guardian of the Hinterlands, he was a tortoise of immense sizes, with a shell almost 300ft long and 150ft tall and wide with immense weight at over 350,000 tons. His white colored shell was vibrant and capable of withstanding any attack. Great legs powerfully carried him and his bite could crush anything. He was slain by Cinder, when she used Fel Magik to both burn his body and soul until nothing remained but his shell.
The House of Tides

A powerful organization that dedicates itself to protecting the health of the seas and waters of the world. The core of the organization is made up mostly of priests, wizards and other scholars of Neptune, druids and aquatic species like merfolk, sea goblins, and ocean giants. There are several sects of the organizations divided into Houses in order to help across the world.
Titanum

The densest metal found anywhere, and only near borders, former or otherwise between the Earth Plane and the Material Plane, always at impossible depths, it is impossible to mine and work without special tools made of only a handful of other metals.

Titanum requires Master Evonic Craftsman to be worked and must a connection to the Plane of Earth to be created, in addition to the feat.

* Bonuses to Weapons: Weapons made of this metal deal damage two steps higher.
* Bonuses to Armor: Armor grants DR/- 4 (Light), DR/- 8 (Medium). DR/- 12 (Heavy). Adds an additional armor bonus of +4 (Light), +8 (Medium), +12 (Heavy).
* Bonuses to Shields: Shields grants DR/- 2 (Light), DR/- 4 (Heavy), DR/- 6 (Tower). This DR/- stacks with DR/- granted from Titanum armor. Adds an additional shield bonus of +2 (Light), +4 (Heavy), and +6 (Tower).
Non-Existence

A parasitic and mysterious power from the Darkness From Before, and the Depths Between Universes. It constantly seeks to expand its' reach inside the Outer Sphere, and has achieved a single foothold in the Material Plane so that it could destroy everything, even Death itself. It expresses itself in evil and destructive ways.
Windows 7 and Windows XP killed by Apple but Swap

the same photo

## Plot

Finder says where are you agent? (he knew how to mean Windows XP) , Apple says I don't know, and I forgot what I wrote and there Finder says something and at that moment he sees Huge Windows XP and he becomes angry and takes Finder and Finder falls and dies (He crashed), but Windows XP still takes Apple and I don’t remember ending.

## interesting Facts

You can call a lost video or a lost episode. I didn't want to post it so I deleted it. But I saved the photo. And it's just Swapped. And i thought it was a complete cringe.

## Characters

* Finder (Windows 7 or Vista role)

* Windows XP (Apple role)
* Apple (Windows XP role)
The Vad’ye Mae’cem Volnalus

Described as the most powerful tome ever, it requires sacrifice to use and the most profane ritual to access its’ legendary power. Legend tells that the grimore was originally kept by a court wizard of an ancient kingdom, who was recording the deeds, discoveries and creations of the queen as well her knights and heroes. It once was destined for a different fate, however the tome became corrupt as most of the heroes fell to dark powers over the years. Now the book its self is said to be imbued with the souls of those that have failed to gain its’ power.

Spell-Book (Slotless Magic Item)

**ALL SPELL:** By paying an amount of hit points equal to half the normal mana cost of the spell (in addition to the normal mana cost), the user of this tome may cast any normal magic spell. If the same spell is cast in the same day, before the next sunrise, the cost of hit points is double and continues to double with every casting.

**WILLINGLY BOUND:** The user may attempt to bind with the book in a profane ritual.

1: They must learn the ritual from the book with a Spellcraft check (DC of 47), if they fail, they suffer a permanent drain to their Talent score equal to double -1 their Talent modifier. Not even a deity can restore this drain.

2: They must sacrifice their hand to the book by opening it the center page, placing their hand directly in the center of the book and cutting it off. The caster preforming the ritual must cut off their own hand.

3: Next they must sacrifice two priest from the following categories, however they can not be the same. The priest throats must be cut over the center of the book:

-Priest of a Deity of Justice

-Priest of a Deity held to Law alone

-Priest of a Deity held to Good alone

4: They must sacrifice their First Born child, between their 16th and 21st birthday in the same fashion as the priests.

5: They must raise the tome to the night sky, without a single light shining down from the stars and chant “Eternal Power; Eternal Price”

This ritual must be completed within 3 days and the caster must have at least 19 Talent to preform it. Any part of the ritual failed results in the user being sucked into the book and consumed for power. If they succeed, they no longer have to spend mana to cast normal spells. However they have a 10% chance to be consumed by the book upon a magical fumble, regardless of whether or not he fumble affected them. When they die, they to are consumed by the book. No effect can prevent this.

***THE TOME CAN ONLY BE DESTROYED BY SOMEONE BOUND TO THE BOOK, WILLING BURNING THEMSELVES ALIVE WITH SPELLFIRE, PROLONGING IT SO THAT THE MANUEL BURNS FIRST.***
Plane of Life

The fabled Hall of Life.

Also know as the Positive Energy Plane and the Arisen Gate, it is a beautiful yet dangerous plane where lifeforce flows from everything, item and being in the realm. Light shines brightly from its' every surface, and undead are instantly destroyed upon being exposed to the plane. Beings that contain lifeforce feel it bolstered, being infused to the point that, if not handled, they become unable to contain it. Here the Goddess of Life, Aleria, toils away at shaping new vessels for mortal beings in the Material Plane. She and her workers are guarded by a vast army comprised of many angels, azatas, archons and other divine beings from around the First World and Higher Planes. Though considered the plane of life, it is a misnomer, as it draws its power from life-essence and the idea of good, not actually the existence of reality.
Windows Diamond

Hey!

### Friends

Windows XP (Cousin) Windows 11 (Cousin) Windows Vista (Just friend) Windows Vienna Apple Dave (Teacher) Lefty

### Dislike

He is being insulted He hates being called "Macintosh Diamond Edition" or "Windows XP Diamond Edition"

## Information

His name is Windows Diamond or Windows XP Diamond Edition. His birthday is November 21, 2004. He loves to play the guitar and loves emo. he wants to be emo but he reads that after that everyone will hate him. he studies in 10 "I". He is the cousin of XP and Windows 11.

## Bio

He is a square blue with four stripes with blue arms and legs. He is non-binary and he does not hide it. He sometimes has eyes and a mouth, well, no one knows why. He communicates with Lefty and with XP.

## Gallery

Windows Diamond on the couch with Lefty.
Ring of Divinity

A simple Imari Steel ring with a single empty socket.

Ring (Ring Magic Item)

**MORTAL DIVINITY**: The ring can contain both the *Imari Gemstone* and the *Scale of Infernus* in the socket granting the wielder the power of the placed gem. If both are placed within it, the wearer gains the powers of both as well as may cast the Wish/Miracle spells as a full round action without the needed components or normal restrictions. *A DC check may apply depending on the Wish/Miracle.*

***THIS RING CAN BE DESTROYED BY THE WIELDER GAINING BOTH GEMS IN THE RING AND THEN USING THEM AND THE RING TO DESTROY ALL THREE.***
Temporal Stone

A dull grey stone, the size of a large pebble.

**When its’ power is harnessed, this allows the wielder to access its’ abilities. If touched directly without an item or object used with a hardness of at least 35, the creature touching must make a Constitution save (DC of 75-Character Level) or be withered to nothingness.**

**TEMPORAL HASTE**: The wielder can grant themselves or a target touched *Haste* as a swift action however they gain a full round of additional actions instead.

**TEMPORAL FREEZE**: The wielder can grant themselves, and up to 1 target per level the effects of *Time Stop,* as a standard action however they can influence, move, attack and damage other targets that are unaffected.

**REWIND TIME**: The wielder can rewind up to 1 minute of time that has occurred. Only they, and 1 target per 2 levels of the wielder remember what previously occurred. Using this ability is a full round action.

**TEMPORAL AWARENESS:** The wielder may always take any place in the initiative roll they choose, they always act first in a surprise round and are immune to critical hits, sneak attacks and other precision damage.

***THE EMERALD CAN BE DESTROYED BY USING ALL SIX COSMIC GEMS TOGETHER TO DESTROY THEM AT ONCE***
The Mad Eye

A magical jewel, carved in the shaped on a human eye, however the iris is the symbol of the God of Madness.

Eye (Slotless Magic Item)

**AN EYE FOR AN EYE:** When the current bearer of this eye dies, or if it bound by powerful magic and released, it burrows into the first LAWFUL creature that comes within 15ft of it. They must make a Fortitude save (DC of 32) to resist the eyes’ attempt to replace their own. If they succeed, the eye is rebuked and stunned at their feet for 1 round, and an additional round for every 1 the creature beat the DC. It resumes its actions as normal when this stun ends. It appears as a normal rock to chaotic and neutral creatures, however, Kenshians feel compelled to give the stone to a Lawful individual. If the creature fails the save, the eye replaces their own and is bonded with them until their death.

**I SPY WITH MY LITTLE EYE:** The eye grants the implanted creature several benefits:

*True Sight* as per the spell

*See Invisibility* as per the spell

*Arcane Sight, Greater* as per the spell

*Detect Alignment* as per the spell

**FROM CHAOS SPRINGS:** The bearer is compelled by the eye to become chaotic. The bearer may resist, with a Will save (DC of 32). If they do not, their alignment shifts to Chaotic. If their alignment changes from Lawful the eye leaves them, leaving a scarred and empty eye socket.

***THE EYE CAN BE DESTROYED IF PLANTED IN A DEVIL, WHO THEN BECOMES A DEMON OVER TIME AND THEN REDEEMED INTO AN ARCHON.***
The Arbiter

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

## Character Information

### Class

Wizard [Oracle] 20 | Sorcerer [Priest] 20 | M10 [G]

## History

Responsible for the Great Journey, he, along with his companions: The Sin of Mayhem and the Paragon of Righteousness make up the interplanetary order known as the Consortium based upon the Orphan.

## Powers

A being of pure power, impartial and neutral.

## Relationships

He works in tandem with the other two to enact they and their patrons goals with the help of the Elder Goddess.
Source Blood

Powerful vials of blood, traditionally drawn from the Goddess of Heroes herself. Each one has the potential to unlock great power when injected.

Vial (Slotless Magic Item)

**EXTRAORDINARY EMPOWERMENT:** By injecting this blood, the subject gain the Gestalt template.

***THIS BLOOD CAN BE DESTROYED IF THE VIAL CONTAINING IT IS THROWN ON GROUND THAT IS NOT OF STIGGUARD.***
Thysis

## Religious Information

### Granted Power to Faithful

Can gain 10% percent of their health with every kill, can gain temporary hit-points up to 150% of their hit points. These hit points last for a minute.

### Symbol of Faith

A shrunken skull with dust pouring out the mouth

## Origin

The 76th Horseman of Famine, he rose by consuming his predecessor after restraining him. He leads endless wars to acquire massive amounts of resources for him to glutton upon.

## Spheres of Power and Influence

He governs hunger and famine, when people and creatures starve and die from it, he gains power and possibly their souls.

## Plane of Power

His plane of power is Abaddon, the Barren Wastes.

## Herald

His herald is the Gaping Maw, a gigantic head that consumes everything near it.

## Center of Worship

The center of his worship is in Longmere.
Tesseract

A being may find themselves trapped in a quasi-real metaphysical vessel formed from a mixture of lifeforce, mana, ethos and transcendence to form a case of harden aether from the individual themselves.

This cube has a hardness of 55 (+11 per additional sigil of the creator over 5) and is immune to magical, magikal and magickal effects as well effects from transcendence. It can only be affected if within the physical proximity of another deity of greater power than the one that forged the cube in the first place.

If an individual is cubed or uncubed from the tesseract during combat, it occurs instantly, the person rolls initiative and may act on their turn depending on where their initiative falls.

Beings are unaware of anything outside of the cube, and inside consists of a limitless and empty realm, though the individual may use their abilities and items (bar anything planar in nature) normally and time passes the same for the individual as wherever their cube physically resides.
Plane of Fire

The legendary City of Brass within the Plane of Fire.

A hostile and dangerous plane filled with volcanic ash and bursting magma. Its' creatures bask in the glow from the Higher Planes above, and the Ethereal Sea below is warmed by its' heat. The capital of the Plane is the Brass City, a towering city fashioned from divine brass by the current Fire Lord, before the position became one of divinity. Still ruled by Ragars, the association of fire with life, with help of an elder goddess, allowed her to gain mortal worship and fuel her divinity becoming more than just the embodiment of the Plane.
The Finding

A day dedicated to finding lost things as founded by the faith of the Red Hood in the beginning days of the Western Kingdoms, it also marks the day that the Fated, including the second Princess of the Kingdoms T.J. Mortenia, returned to the world. Those that practice the holiday are encouraged to look for things they have lost, both material and immaterial. It is also a diplomatic holiday of peace, which no armies nor soldiers except those of Kraton may fight, except for in defense against attacks from those that do not observe the holiday.
The World Calendar

Created by the allies of the founders of the Western Kingdoms and ratified by the Church of Anwai, it is based around the appearance of people upon Aeturnus with no memory of where their were before. All scholars can concur is that the ancestors of the current races of the world experienced the same phenomena of arriving on the planet with no memory of the place before. It uses Ages which are defined as every 500 years.

It is the standard calendar for the world as kept by both the goverment of the Western Kingdoms and the Isles of Kol, adopted by every known nation. The Astronomers Guild, a coalition between the two nations in their earliest years over 3,000 years ago, have concluded that the Orphan has an unusual effect upon the planet, adding enough mass to its' planetary gravity that its' orbit is exactly 336 days a year. This has led the Guild to designated 12 months, each 28 days with each month consisting of 4 weeks or 2 fortnights and each week being 7 days. The discovery of the Axian Standard across the cosmos, which equates to 7 times the length of this cycle has caused much debate for scholars.

Each week starts on **Sunday**, or the Day of Readying and continues;

* **Monday**, the Day of Beginning
* **Tuesday**, the Day of Resolve
* **Wednesday**, the Day of Struggle
* **Thursday**, the Day of Relief
* **Friday**, the Day of Blessing

The week ends on **Saturday**, the Day of Rest.

### Age of Peace (AoP)

#### Founding of the city of Silvandia (AoP 2,003)

Mapping of the Great Naval Network (AoP 2,269)

### Age of Heroes (AoH)

#### Formation of the Heatwastes (AoH 3,586)

The Beginning of the Holy War (AoH 3,586)

The Reorientation (AoH 3,586)
Pirates Code

A set of loose guidelines handed down from Tareena that allows a pirate captain and his crew to be granted her limited protection and guidance on the high seas. These must be obeyed unless certain circumstances that can be pardoned after only if a pardon from the King and Court is sought by offender directly after the action occurred. Failure to due so results in them being forsaken of her blessing. Major breaches can result in her cursing the captain, crew and ship.

I. No innocents or unarmed will be killed; unless politically threatened beforehand with ample time to respond.

II. The crew of a ship must be aptly paid in food, drink and/or coin before the captain.

III. The crew must be paid equally amonst themselves.

IV. The captains share must be greater than the equal share of a crew member.

V. If an enemy calls for "Parley" they and up to two other must be taken before the captain. All others that surrender will be spared until their fate is decided by the captain, a Lord or the King.

VI. A pirate must spend more time at sea than at land every decade.

VII. A pirate must always display their flag proudly.

VIII. The King must maintain their reign through any combination of skill, power and cunning. To take the throne, one must best the current King in combat.

IX. The Pirate Lords must meet for the Pirate Court when the Pirate King or three of the nine Lords summon them for the gathering.

While under the effects of the Codes blessing, they always manage to have winds filling their sails, even if ever so slight. Two crews blessed find both their blessing active when engaged in combat.
Ritual Caster

### Requires a 5th Level Caster

May participate in and add their caster level to the required level for the ritual to be successful. May contribute mana to a ritual casting as well.

Ritual casting is a special type of casting that can exponentially increase the power or drastically change magic. When casting a ritual spell, the Spellcraft DC is (Base Check + Spell Circle [Level]Total x 6). If this check fails, the ritual ends and twice the total mana is expended.

The mana cost of the ritual is (Total Mana Cost x3 [This cost is double for single spells used in a ritual]). The mana is divided according to how the ritual leader (competing leaders must make a will save, highest one is in control) sees during the ritual. The time to cast is Base Time (+ Highest Level Spell Used if above 4th level).

 DC
 Hours
Torslur, The Drunken Blade

A shining golden *short* *sword*, its handle is shaped like a tap, and its’ blade runed with images of foam and liquid.

Material: Aetherium; Weight: .75 Pounds

**Hidden Tier**

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

*Requirement to Wield: Cayden Caldien as only deity worshiped*

Properties of the Relic: +3 Enhancement, 2d6 Slashing/Piercing Damage

**Dormant Tier**

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

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

Properties of the Relic: +4 Enhancement, 3d6 Slashing/Piercing Damage

Abilities: Drunken Luck

**Imbued Tier**

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

Properties of the Relic: +5 Enhancement, 3d6 Slashing/Piercing, 1d6 Holy Damage

Abilities: Drunken Luck and Haymaker

**Empowered Tier**

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

*Requirement to Wield: Prove to be a hero while drunk*

Properties of the Relic: +6 Enhancement, 3d6 Slashing/Piercing, 1d6 Holy, 1d6 Axiomatic Damage

Abilities: Drunken Luck, Haymaker, Lucky Attacks, and Tolerance

**Awoken Tier**

*Worth of the Wielders Soul: 62+ Cairns*

Properties of the Relic: +7 Enhancement, 3d6 Slashing/Piercing, 2d6 Holy, 2d6 Axiomatic Damage

Abilities: Drunken Luck, Haymaker, Lucky Attacks, Tolerance, Strike for Luck, and Boozy Blessing

**Abilities**

**DRUNKEN LUCK**: Once per day, the wielder of this weapon may take take a swig of any alcohol and attempt an action. They may treat the associated d20 as a natural roll of 20.

**HAYMAKER**: The wielder of this weapon may make a single attack as a swift action, dealing double the normal damage of the attack. They can do this a number of time per day equal to their level.

**LUCKY ATTACKS**: The wielder of this weapon may attempt a feint action as a free action at the beginning of their full round attacks.

**TOLERANCE**: The wielder of this weapon is immune to poisons and only gains benefits from being drunk, no penalties.

**STRIKE FOR LUCK**: As a standard action, once per day, the wielder can strike a target, treating the attack roll as a natural 20. This carries all the benefits of a natural critical, deals maximum damage and may be used as a Called Shot.

**BOOZY BLESSING**: The wielder treats all 1's on dice rolls as 2's while intoxicated by an alcoholic drink within the last hour.
Type of Being

Their are various classifications for beings in reality.

The basic difference begins at whether a being is mortal or an outsider.

Mortals being aetheric, or beings of Aether. Aetheric beings can be divided between living with the essence of life and undead with essence of anti-life. Undead can further being broken into material (high, hungry and low) or ethereal (high and low) undead.

Outsiders being etheric or beings of Ether are aligned along one of the planes generally, which there being a far larger range of classification.

Etheric beings can be divided between Outer and Inner planar beings. From there, the outer beings are further divided into the various classifications such as Angel, Devil and Demon, not unlike the petitioners of various planes. Inner beings are divided by their elemental type if on a plane or similar to outer beings if on a Border Plane.

Deities, heralds, demi-gods and servitors are classifications of transcendent beings. Champions are those chosen by the divine to act as mortal heralds.

After that, a beings individual traits become as varied and random as everything else in the cosmos. See the Types of Beings category for a complete list.
Timeline

Though there is only one true timeline for the Omniverse, the timeline for the Multiverse, and this 5th Incarnation is kept track by four current Calendars. Outsiders and deities use the Cosmic Calendar, mortals that are mythical in nature use the Eternian Calendar, the universe and Prime Material as a whole uses the Imperial Calendar and Aeturnus uses the World Calendar.

## Cosmic Calendar

Uses Eons as Cosmic Reckoning (E CR) based on from when the Elder Goddess first awakening in the Cosmos.

## 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.

## Imperial Calendar

Created by the Emperor Gustav on his homeworld. It marks the change of every 1,000 years as a new Imperial Era.

## The World Calendar

Created by the founder of the Western Kingdoms and adopted by the Church of Anwai, it is based around the appearance of people upon Aeturnus with no memory of where their were before. All scholars can concur is that the ancestors of the current races of the world experienced the same phenomena of arriving on the planet with no memory of the place before. It is the standard calendar for the world of Aeturnus. Uses Ages defined by 500 years gaps.
The Court of Judgement

Residing at the metaphysical center of the Spire, and near the center of cosmic existence, is a wide and large black and white platform complete with nine spiraling stair cases, 3 seem to extend one side, 3 from another and 2 from last two sides. The final stairway, always seems to be in the center of the other 8. Above, a thin opaque crystal-like veil stretches' around the platform and below, a large shadow and several smaller ones rest on its' surface no matter where one looks.

The staircases are filled with the newly changed souls of fresh petitioners some heading up, some down, and others to the side piercing the veil around. In the center of the platform rests a swirling black and white portal. The stairs, extending from varies directions meet in this portal, and from it spawn the central stairway, thick with unjudged souls. Near the stairs "descending" a single pit fiend, Kelmunthee, gives deals to souls damned to Abaddon and the Abyss.

This is where Maltheal and his reapers deliver souls to be judge for their afterlives by the Elder Goddess.
Overdis

## Society

It is the capital of the duergar nation of Drumar, which spans the of the Flumes of Asmodeus and the Spans of Vos Oxa. Under its' rule are the four other prime cities: Kellmur, Toron Un, Alordu and Borlles and the 3 lesser cities of the deep gnome settlement city of Shattash, the serpesh city of Lardesh and the troglodyte settlement city of Moromoro.

The Eightfold Conference is a gathering of all the various heads of clans, city delegates, as well guild leaders and religious officials.

Each following members compose the Conference:

#### Greater Assembly Members

* Representative Cassian Urgval of Clan Urgval of Alordu
* Representative Deliah Dordass of Clan Dordass of Toron Un
* Representative Asocar the Dimmer of Clan Forgewrit of Borlles
* Representative Thrain Toral of Clan Toral of Kellmur
* Grand Priest Alocash Runben of Clan Toral
* Bishop Torgas of the Temple of Barbatos
* Bishop Dvalin Ironforge of the Temple of Dispater
* Deacon Vigdis Goldclad of the Temple of Mammon
* Bishop Brokkr of the Temple of Belial
* Was Deacon Freya Longbeard of the Temple of Geryon
* General Gudmundr Hardrock of the Temple of Moloch
* Was Atricord of the Temple of Helnish
* Magistrate Kormak Ironhill of the Merchant Guild
* Chief Engineer Hrolf of the Engineers Guild

#### Lesser Assembly Members

* Representative Gunnar Longbeard of Clan Longbeard of Toron Un
* Representative Asbjorn Deepfinder of Clan Deepfinder
* Overseer Brynja of Clan Stoutheart of Lardesh
* Overseer Kagni Darkfury of Clan Darkfury of Shattash
* Was Overseer Hreidmar Moungain of Clan Moungain of Moromoro
* Arch-Wizard Olafr Firebreath of the Sons of Runic Flame
* Master Artificer Frerin of the Crafters Guild
* Chief Foreman Kili Longpick of the Miners Guild
* Chief Explorer Nali Deepfinder of the Explorers Guild

The city is considered the hub of of the Flumes and is the terminus the Ruby Road, a large highway that runs from the Day Gate in the west, north pass Shattash to Overdis in the east. Every other city within Drumar connects to this road, all from the south except for Alordu from the north. Several miles east of the city lies the Tjorn of Flames, a large lake of lava that is filled with smoldering serpents and a molten flying variation of the Manngaris-Adorres that makes being near the lake difficult and spell casting dangerous there.

## PLAYER INFORMATION

### **Treasury**

* 21,472,501,076g
* 588 tonnes of Power Rocks
* 2,002 tonnes of Sandstone
* 1022 tonnes of Basic Crystal
* 10,235 tonnes of Steel
* 3,405 tonnes of Assorted Linen
* 166 tonnes of Eveite
* 23 tonnes of Wood
Valinos, The Crystal of Magic

An eight sided *crystal* that floats around the wielders head, it is a bright blue in color and radiates intense arcane energy. A single white eye is etched into every face of the crystal.

Material: Aetherium; Weight: 1 Pound

**Hidden Tier**

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

*Requirement to Wield: Mishai as only deity worshiped*

Properties of the Relic: 50% Mana Vault

**Dormant Tier**

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

*Requirement to Wield: Have or gain a 19 Talent attribute score*

Properties of the Relic: 75% Mana Vault

Abilities: Gift of the Weaver

**Imbued Tier**

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

Properties of the Relic: 100% Mana Vault

Abilities: Gift of the Weaver and Imbued Spell-Casting

**Empowered Tier**

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

*Requirement to Wield: Gain access to one of the following from each category: Radiant/Void/Soul; Esoteric/Fel/Sanguine; Astral, Wild, Necromatic, Lunar*

Properties of the Relic: 125% Mana Vault

Abilities: Gift of the Weaver, Imbued Spell-Casting, Absorb Magic, and Arcane Secrets

**Awoken Tier**

*Worth of the Wielders Soul: 62+ Cairns*

Properties of the Relic: 150% Mana Vault

Abilities: Gift of the Weaver, Imbued Spell-Casting, Absorb Magic, Arcane Secrets, and Divine Manaflow

**Abilities**

**GIFT OF THE WEAVER**: Once per day, the wielder may, as a full round action, imbue a target with the gifts of Mishai, granting them 25% of their mana back. This can only be used on targets other than the wielder.

**IMBUED SPELL-CASTING**: The wielder may, a number times per day equal to half their cairns, as a swift action, use the crystal to alter spell casters abilities to cast magic. A single target, either the caster or another person they choose, treats all spells cast on their current or next round to be treated under the effects of *Empower Spell.* The wielder may choose to instead spend two uses of this ability to cause the spells to be under the effect of *Maximize Spell* or spend three uses to cause the spells to be effected by both meta-magic feats instead.

**ABSORB MAGIC**: The wielder of this crystal may, as a standard action, absorb a single spell cast at them before their next turn, granting them the mana used to cast the spell instead. This mana is stored in the crystal, and if it is full, is harmlessly dissipated into the air.

**ARCANE SECRETS**: The wielder of this crystal treats all spells they cast a though they are under the effect of *Quickened Spell.*

**DIVINE MANAFLOW**: Once per day, the wielder may summon a massive amount of mana and infuse it into a target, including themselves, allowing Valinos to bear the damage. The target gains 77 mana back per round, lasting for 7 round or until their are at full of mana.
Vi Festivel Di Magikal

A tradition originating from the first followers of the Goddess of Magic, it is a celebration on the 9th, 18th, and 27th of December. Each festival is dedicated to a different type of magic. First is arcane magic on the 9th, where those that wield its' power are venerated and thanks for their proper and skillfull usage of magic. In the Western Kingdom, the Royal Academy and the Imperium, put on a world wide known display in the city of Tallas. On the 18th the magic that is revered is divine, and the faithful that can harness the power gifted to them. Both the Citadel as well as the Bank of the World in Semar put on displays of magic to rival the one put on by the Imperium and Royal Academy.

Finally on the 27th, the day of respecting all magic, specifically magik occurs. On this day, every year, the Queen of Iceharrow, Anika Umbralla, cause the Southern Lights to flow into Iceharrow's land itself, causing the continent to radiate it across the globe as the giant glacier refracts the light with the power of Anikas magic while other national capitals put on royal displays of power.
Verreten

Roughly shaped like a four armed semi-anthropomorphic fox, these short (1-2ft) individuals have 4 arms and are constantly searching. Their large eyes, ears and nose allow them to have excellent senses. The fur color of the species ranges from white to black, with generally the opposite color in markings, and grey usually have very indistinguishable marks.

### **Ability Score Adjustments**

The aggressiveness and lack of social species makes these creatures dangerous when combined with their unusual strength and a penchant for addiction. They gain +6 Strength, +4 Constitution, a +4 Intelligence, a -6 Wisdom and -4 Charisma.

### **Movement**

They have a base land speed of 60ft, and a climb speed of 30ft.

### **Scent**

These creatures possess scent, 100ft range, however they can smell any eveite or composite within 1000ft.

### **Damage Resistance**

Their skin is resistance against most things, they have DR 5/-.

### **Eveite Ingestion**

When a member of this species ingests eveite they mutate. With any composite or standard eveite, the verreten becomes Large over the course of a full round. They gain a +6 bonus to their Strength and Constitution, as well as -6 to their Dexterity. If the eveite is a composite, such as Ingium, the verretens melee attacks gain a bonus damage die of that energy, as well as other abilities such as, a breath attack, increased damage reduction or fast healing. This form lasts for 10 minutes per pound of eveite and different times for a composite but can be prolonged for a number of hours equal to the verettens Constitution modifier. At the end of the duration, they are exhausted and forced to sleep for a number of rounds equal to the minutes spent in their larger form.

### **Eveite Addiction**

Verretens suffer addiction to eveite, forced to make a will save (DC 15) or they will attempt to gain the eveite from the creature or item. If they failed by more then 5, they will attack the creature or item to gain the eveite.

### **Natural Attacks**

They have 5 natural attacks, 1 bite (Primary: 1d2[1d10 + 1d\*] plus strength) and 4 claws (Secondary: 1d2[1d8 + 1d\*] plus half strength). Their bite attack is unique and can bypass hardness of any eveite or composite.

### **Skills**

They received a +5 to Survival, Perception and Acrobatics checks.
Tallas, The Plate of the Damned

An invulnerable set of full plate that grants the wearer potent defenses, however if the wearer isn’t undead, they are slowly transformed.

Armor (Armor Magic Item); +5 burdenless, fortification grand (100%) full-plate

**UNDEAD CURSE:** Unless the wearer is undead, they slowly become one over the course of 2 weeks per level. The gain the Graveknight template at the end of this time with the armor as theirs. If they are undead, it does not affect them. The Graveknight can only be slain if the destruction condition is met or someone else dons the armor and retains it until they are transformed.

**BONES OF THE DAMNED**: The wearer is granted DR/EPIC equal to their level + their tier.

BOLSTER UNLIFE FORCE: While wearing the armor, the wearer is granted immunity to their undead weaknesses, such as damage or destruction from sunlight or blood thirst. They can be destroyed as normal if helpless, unconscious or reduced to 0 hit points, however they either endure in their armor unless they have another phylactery or something similar.

***THIS ARMOR CAN BE DESTROYED BY WEARING WHILE PREFORMING A DANCE OF LIFE PERFECTLY WHILE IN FRONT OF THE QUEEN OF UNDEATH AND GAIN HER APPROVAL OF THE PERFORMANCE.***
Vitani

### Relatives

Warrdos (Ex-Husband), Annabeth Morenia (Granddaughter), Suni (Former Lover), Mishai (Lover), Aleria (Lover), Erik[a] (Lover)

### Domains

Charm, Good, Liberation, Healing, Glory, Chaos, Community

## Religious Information

### Granted Power to Faithful

an use prestidigitation at will, and can also sense the emotional state of any sentient creature within 20ft

### Symbol of Faith

A woman’s silhouette with her hands reaching up to the heavens and a light burning inside her

## Origin

The youngest yet one of the most powerful goddess, she is only surpassed in power by the first mortal god himself. She was once a powerful bard and sorceress, a paladin and champion of righteousness who founded the ancient nation of Doryn. After thousands of years of gathering power and fighting evil, she and her ex-husband ascended to godhood, she as the goddess of heroes and he as the god of anti-heroes.

## Spheres of Power and Influence

She governs heroes and those that strive to become them. She also holds the primordial emotional powers of hope, love and compassion. The more of these that mortals feel, the more powerful she gains.

## Plane of Power

Her plane of power is the palace, in the center of the city Elysium where she rules and directs the war against evil on the mortal plane.

## Herald

Her herald is Antaisha, a once mortal woman who now surrounds herself and fights with nothing but the positive emotional energy she gathers from creatures around the cosmos.

## Center of Worship

The center of her worship is located in Hollandfast, known as Heroes Rest as well as in Vi’Rydan in the Hidden Hall.
Piy’Erren

The mermaid nation under the sea, it is the only publicly known and friendly Nations of the Deep, with 6 other rumored states scattered throughout the depths of Aeturnus oceans. They opened their borders to the surface world after a delegation from Semar convinced the royal family to do so. It is located in the center of the three Isles of Kol though it is closest to the Isle of Zesh. The magically constructed road to take a travel and trader began construction between the two nations, one of the cities being the capital of Ply'Erren, Erri.
Zesh

A land that nobles of all kinds flock to, it is currently divided between two large factions, each with the backing of a large church. The northwestern portion of the land and its’ capital, Kraill, practice the ways of the Golden Rogue, while the southeastern nobility follow the path of the noble devil himself, Asmodeus. In recent years, the city of Dallas fell to an attack that opened up the two and a half square mile area known as the Heatwastes, a planar tear to the Core on Abaddon.
Void Zones

While null zones are an absence of mana in an area because of a disconnection to the ley network, void zones are without a connection to the aetherial or etherial networks at all, thus not connected to the greater cycle. Here, mana fails to function, dispersing into nothing however beings slain here do not pass on, as the barrier between the Material and beyond has thickened to the point of ethos being unable to pass through. Souls here bleed into nothingness, their quintessence becoming kinetic energy in the Material Plane or wherever else the void zone is. Souls that are strong enough, instead can remain for a limited amount of time, usually a number of days equal to their transcendent cairns.
The Forgotten

## Origin

Once one of the most powerful beings in existence, the Forgotten was almost struck down by his counterpart in a blow that nearly destroyed the young material plane. As punishment, both of them were locked away. Before anyone knew better, a new Demonic Queen emerged and the Forgotten became just that, forgotten.

## Spheres of Power and Influence

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

## Plane of Power

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

## Herald

His herald or whether he even had one is unknown.
Nuetralium

A metal composed of the four alignments, it can bend reality in strange ways around it.

Nuetralium requires Master Evonic Craftsman to be worked, an extreme sources of good, ordered, chaotic and evil aligned energy, as well as a connection to Radiant, Void, Esoteric, Fel and Soul Magik to be created through a partial evonic process.

* Bonuses to Weapons: Weapons damage the ethos of those struck, bypass all physical damage resistance, hardness, immunities and similar effects equal or below its' hardness.
* Bonuses to Armor: The wearer can not be detected by any means. Adds an additional armor bonus of +7 (Light), +13 (Medium) and +19 (Heavy).
* Bonuses to Shields: Grants Deflect Alignment Spells, which follows the same rules as Deflect Arrows. Adds an additional shield bonus of +7 (Light), +14 (Heavy/Tower).
The Continent

Considered the center of the world because if its' location and the fact it houses the two largest and most powerful nations in the world. The Western Kingdoms along its' western coast, and the Brovisian Trade Providence on its' eastern form a unique partnership among the worlds nations. The Hinterlands that separated the two countries suffered a massive catastrophe when a demonic invasion ripped a planar tear in Mountain Intument, and felfire devastated thousands of miles. Now the Blasted Lands sits in the middle of the Continent containing the White Expanse to the north, surrounded by the South Lands and the Three Great Deserts. The Yonder Isles of Kol sit off the southern coast of the Western Kingdoms.

## The Western Kingdoms

A land of endless potential and magic, it is the technological center of the world. Ruled by Queen Amelia Delmount, a prodigal sorceress and oracle of the Imari, the main religion of the nation, although worship of the Church of the Eight Hells as well as necromancy is tolerated within certain limits.

## The Brovisian Trade Providence

Coin is the way of the nation, and everything and everyone can be bought. Each of the eight great cities are considered independent city-states unless called upon by the Emperor of the Providence. Their markets are the largest in the world, containing many things both legal and illegal, that can not be found anywhere else.

## The Blasted Lands

Ravaged land that once was known as the Hinterlands, revered across the world by those who worshipped nature as a holy site, deeply steeped in the power and presence of the First World. Its' major peak, Mount Kiljango, contained the home hall of the Verdant Circle. During the Age of Chaos, the demonic forces of the Abyss led by the Demon Lord Cinder assaulted the Continent and in the Battle of Decimation, Cinders' felflame portal was disrupted by heroes, resulting in the blackened, chaotic , fel-infested area now known as the Blasted Lands.
The Ring Gate

A set of ten simple silver rings that can be pulled off one at a time and used to achieve various results when combined within one another. They were reputed to be made for and by Jerrell himself during his mortal life.

Ring (Ring Magic Item)

**TEN FUNCTIONS**: The rings have ten separate functions depending on the number of linked rings that you use. Unlinking and linking 5 or less rings is a standard action however more than 5 rings is a full-round action. Any function of the ring may be deactivated as a swift action, causing the rings to return to the wielder.

Function 1: Looking through one functions as True Sight, as well as tells them the carried wealth of any viewed.

Function 2: May treat any melee attack as though armor or other physical barriers are not there for the two fingers.

Function 9: By using 9 rings, the wielder can open a doorway to anywhere that they have been. This door way functions as a the spell Dimension Door, however it has the range of the Gate spell. Upon the wielder entering the gateway, the rings shut.

Function 10:

***THE RINGS MAY ONLY BE DESTROYED IF USED TO STEAL THE PERSONAL SIGNET RING OF KRAITH HIMSELF.***